I'm having issues with my diffuse shading for my models (It does not arise when rendering primitives.
What's interesting here to note is I think that when you look at the left reflective sphere, the shading appears normal (I might be wrong on this, basing on observation).
Low poly bunny and 2 reflective spheres
I'm not sure what I'm doing wrong, as the normals are calculated each time I create a triangle in the constructor. I am using tinyobjloader to load my models, here is the TriangleMesh intersection algorithm.
FPType TriangleMesh::GetIntersection(const Ray &ray)
{
for(auto &shape : shapes)
{
size_t index_offset = 0;
for(size_t f = 0; f < shape.mesh.num_face_vertices.size(); ++f) // faces (triangles)
{
int fv = shape.mesh.num_face_vertices[f];
tinyobj::index_t &idx0 = shape.mesh.indices[index_offset + 0]; // v0
tinyobj::index_t &idx1 = shape.mesh.indices[index_offset + 1]; // v1
tinyobj::index_t &idx2 = shape.mesh.indices[index_offset + 2]; // v2
Vec3d &v0 = Vec3d(attrib.vertices[3 * idx0.vertex_index + 0], attrib.vertices[3 * idx0.vertex_index + 1], attrib.vertices[3 * idx0.vertex_index + 2]);
Vec3d &v1 = Vec3d(attrib.vertices[3 * idx1.vertex_index + 0], attrib.vertices[3 * idx1.vertex_index + 1], attrib.vertices[3 * idx1.vertex_index + 2]);
Vec3d &v2 = Vec3d(attrib.vertices[3 * idx2.vertex_index + 0], attrib.vertices[3 * idx2.vertex_index + 1], attrib.vertices[3 * idx2.vertex_index + 2]);
Triangle tri(v0, v1, v2);
if(tri.GetIntersection(ray))
return tri.GetIntersection(ray);
index_offset += fv;
}
}
}
The Triangle Intersection algorithm.
FPType Triangle::GetIntersection(const Ray &ray)
{
Vector3d v0v1 = v1 - v0;
Vector3d v0v2 = v2 - v0;
Vector3d pvec = ray.GetDirection().Cross(v0v2);
FPType det = v0v1.Dot(pvec);
// ray and triangle are parallel if det is close to 0
if(abs(det) < BIAS)
return false;
FPType invDet = 1 / det;
FPType u, v;
Vector3d tvec = ray.GetOrigin() - v0;
u = tvec.Dot(pvec) * invDet;
if(u < 0 || u > 1)
return false;
Vector3d qvec = tvec.Cross(v0v1);
v = ray.GetDirection().Dot(qvec) * invDet;
if(v < 0 || u + v > 1)
return false;
FPType t = v0v2.Dot(qvec) * invDet;
if(t < BIAS)
return false;
return t;
}
I think this is because when I'm handling all my object intersections, the triangle mesh is regarded as 1 object only, so it only returns 1 normal, when I'm trying to get the object normals: code
Color Trace(const Vector3d &origin, const Vector3d &direction, const std::vector<std::shared_ptr<Object>> &sceneObjects, const int indexOfClosestObject,
const std::vector<std::shared_ptr<Light>> &lightSources, const int &depth = 0)
{
if(indexOfClosestObject != -1 && depth <= DEPTH) // not checking depth for infinite mirror effect (not a lot of overhead)
{
std::shared_ptr<Object> sceneObject = sceneObjects[indexOfClosestObject];
Vector3d normal = sceneObject->GetNormalAt(origin);
EDIT: I have solved the issue and now shading works properly: https://github.com/MrCappuccino/Tracey/blob/testing/src/TriangleMesh.cpp#L35-L48
TriangleMesh::GetIntersection
but calculate the distance of your hit, only remember you current hit if the distance is shorter than your currently saved hit and return at the end. - DarklighterTriangleMesh
or aTriangle
? (and usually not, no) - Darklighter