【发布时间】:2021-01-16 18:06:57
【问题描述】:
每当我使用 C++ 的 GLFW 库在 opengl 中为测试光线追踪器渲染一个窗口时,窗口都可以正常工作,如果我只是悬停,而不是悬停在窗口之外,而是悬停在其白色顶部手柄上,无论它是移动窗口或最小化它,窗口和整个程序只是崩溃而没有错误输出,即使我没有在整个程序中使用任何 try-catch 块或任何 noexcept 关键字,我正在使用@987654322 @ 用于指针管理。
这里是主要函数(不是来自 glfw 或 opengl 的大写变量在另一个文件中定义,但未初始化):
int main() {
if (!glfwInit()) ErrorExec("Couldn't init GLFW Engine");
glfwWindowHint(GLFW_RESIZABLE,GLFW_FALSE);
MAIN_WINDOW = glfwCreateWindow(WIDTH,HEIGHT,"Raytracer test" , NULL , NULL);
if (!MAIN_WINDOW) ErrorExec("Couldn't init Window");
glfwMakeContextCurrent(MAIN_WINDOW);
_InitGlobalVars();
_SetupMainPixels();
_SetupSkyboxPixels();
_SetupScene();
glfwSetCursorPosCallback(MAIN_WINDOW,mousePositionCallback);
while(!glfwWindowShouldClose(MAIN_WINDOW)) {
_UpdateKeyboardInput();
glClear(GL_COLOR_BUFFER_BIT);
RenderScene(MAIN_SCENE,RAY_BOUNCE_COUNT);
glDrawPixels(WIDTH,HEIGHT,GL_RGB,GL_UNSIGNED_BYTE,MAIN_PIXELS);
glfwSwapBuffers(MAIN_WINDOW);
glfwPollEvents();
};
glfwTerminate();
std::cout << "Exited ok!" << std::endl;
return 1;
};
这是光线追踪算法:
#pragma once
#include <vector>
#include <iostream>
#include <thread>
#include <memory>
#include "./Settings.hpp"
#include "./Vec3.hpp"
#include "./MathFunctions.hpp"
#include "./Pixels.hpp"
#include "./ErrorHandler.hpp"
#include "./Abstract.hpp"
#include "./Objects.hpp"
#include "./Scene.hpp"
#include "./GlobalVars.hpp"
struct ClosestReturn {
Object* obj = nullptr;
float dist = -1;
int obj_index = -1;
};
//SCOPE
ClosestReturn findNearestObject(Ray& ray , Scene* scene);
Color colorAtScene(Ray& ray , Object& objHit , Vec3& hitPos , Scene* scene);
Color colorAtSkybox(Vec3& dir);
Color raytraceScene(Ray& ray , Scene* scene , float depth);
void renderScenePart(Scene* scene , unsigned int maxD , unsigned int minx , unsigned int miny , unsigned int maxx , unsigned int maxy , float AR);
void RenderScene(Scene* scene , int maxD);
//SCOPE
ClosestReturn findNearestObject(Ray& ray , Scene* scene) {
Object* objHit = nullptr;
float distMin = -1;
int k = 0 , index = 0;
for (Object* obj : scene->objects) {
float dist = obj->getIntersection(ray);
if (obj->isHittable() && dist>SURF_DIST && (objHit==nullptr || dist < distMin)) {
distMin = dist;
objHit = obj;
index = k;
};
k++;
};
return {objHit , distMin , index};
};
Color colorAtScene(Ray& ray , Object* objHit , Vec3& hitPos , Scene* scene) {
Material mat = objHit->getMaterial();
hitPos = hitPos + (objHit->getNormal(hitPos,ray.dir) * (-abs(SURF_DIST)));
Vec3 col = mat.col * mat.amb;
for (Light* light : scene->lights) {
Ray toLight = Ray(hitPos , (light->pos - hitPos).normalize());
Vec3 normal = objHit->getNormal(hitPos,toLight.dir);
ClosestReturn nearest = findNearestObject(toLight , scene);
if (nearest.dist<0 && nearest.obj==nullptr) {
//Light equation
col = (col + (light->col * mat.diff * std::max(normal * toLight.dir,0.0f * static_cast<float>((float)1/LIGHT_SOFTNESS)) * static_cast<float>((float)1/(hitPos.distVec(light->pos)*LIGHT_DIST)))).constrainVec(0.0f,255.0f);
};
};
return col.constrainVec(0.0f,255.0f);
};
Color colorAtSkybox(Vec3& dir) {
// AUX => return (Color(mapVal(dir.x,-1,1,0,255),mapVal(dir.y,-1,1,0,255),mapVal(dir.z,-2,2,0,255)).constrainVec(0.0f,255.0f));
int v = static_cast<int>(mapVal(static_cast<float>(0.5f + (atan2f(dir.z , dir.x) / (float)(2.0f * PI))),1,0,0,SKYBOX_WIDTH));
int u = static_cast<int>(mapVal(static_cast<float>(0.5f - (asinf(dir.y) / (float)PI)),1,0,0,SKYBOX_HEIGHT));
return (Color)GetSkyboxPixel(u,v);
};
Color raytraceScene(Ray& ray , Scene* scene , float depth) {
depth = constrainVal(depth,0,10);
Vec3 col = Vec3(0,0,0);
ClosestReturn nearest = findNearestObject(ray,scene);
if (nearest.obj==nullptr || nearest.obj_index < 0 || nearest.dist <= 0) return colorAtSkybox(ray.dir);
float distHit = nearest.dist;
Object* objHit = nearest.obj;
Vec3 hitPos = ray.atLength(distHit);
Vec3 hitNormal = objHit->getNormal(hitPos,ray.dir).normalize();
col = col + (colorAtScene(ray,objHit,hitPos,scene));
if (depth > 0) {
Vec3 new_pos = hitPos + (hitNormal * (abs(SURF_DIST)));
Vec3 new_dir = ray.dir.normalize().reflect(hitNormal);
Ray new_ray = Ray(new_pos,new_dir);
col = col + (raytraceScene(new_ray,scene,(depth-1)) * objHit->getMaterial().ref);
};
return ((col + (PIXEL_SKIP * 10)).constrainVec(0.0f,255.0f));
};
void renderScenePart(Scene* scene , unsigned int maxD , unsigned int minx , unsigned int miny , unsigned int maxx , unsigned int maxy , float AR) {
for (unsigned int wy = miny ; wy < maxy ; wy+=PIXEL_SKIP) {
float ry = static_cast<float>(mapVal(wy,0,HEIGHT,-1,1));
for (unsigned int wx = minx ; wx < maxx ; wx+=PIXEL_SKIP) {
float rx = static_cast<float>(mapVal(wx,0,WIDTH,-1-AR,1+AR));
Ray shootRay = Ray(scene->camera.pos , Vec3(rx,ry,CAMERA_FOV).normalize().rotate(scene->camera.dir.x , scene->camera.dir.y));
SetMainPixel(wx,wy,(raytraceScene(shootRay,scene,maxD)).constrainVec(0.0f,255.0f));
};
};
};
void RenderScene(Scene* scene , unsigned int maxD) {
unsigned int partWidth = (unsigned int)WIDTH/THREAD_COUNT_SQ;
unsigned int partHeight = (unsigned int)HEIGHT/THREAD_COUNT_SQ;
float ar = (float)WIDTH/HEIGHT;
std::thread threads[THREAD_COUNT];
int k = 0;
for (unsigned int y = 0 ; y < THREAD_COUNT_SQ ; y++) {
for (unsigned int x = 0 ; x < THREAD_COUNT_SQ ; x++) {
threads[k] = std::thread(renderScenePart,std::ref(scene),maxD,x*partWidth,y*partHeight,x*partWidth + partWidth , y*partHeight + partHeight , ar);
//threads[k].join();
k++;
};
};
for (std::thread& t : threads) {
t.join();
};
};
最后一个是导致问题的那个。
我正在使用 MinGW 编译器使用 g++ Main.cpp -o main.exe -lgdi32 -lopengl32 -lglfw3dll -lglu32 -pthread -Wall -Wextra 编译主文件。提前致谢!
【问题讨论】:
-
你在调试器下运行过吗?
-
mousePositionCallback()长什么样子? -
我还没有在调试器下运行它,虽然我为此使用了 vscode。这是函数(它可能被压扁,因为它是一个评论):
void mousePositionCallback(GLFWwindow* _ , double xpos , double ypos) { MAIN_SCENE->camera.dir.x = mapVal((xpos)*CAMERA_SENSITIVITY,0,WIDTH,0,360*3); MAIN_SCENE->camera.dir.z = mapVal((xpos)*CAMERA_SENSITIVITY,0,WIDTH,0,360*3); MAIN_SCENE->camera.dir.y = mapVal((-ypos+HEIGHT/2)*CAMERA_SENSITIVITY,0,HEIGHT,0,360*3); }; -
您应该在问题中编辑附加代码。很高兴看到minimal reproducible example。将代码精简为最小示例的过程可能会引导您找到解决方案。