首先,我正在尝试编写一个普通的,简单的Ray Tracer。在我的Ray Tracer中,我在世界上有多种类型的几何,都来自一个名为“SceneObject”的基类。我在这里已经包含了标题。
/**
Interface for all objects that will appear in a scene
*/
class SceneObject
{
public:
mat4 M, M_inv;
Color c;
SceneObject();
~SceneObject();
/**
The transformation matrix to be applied to all points
of this object. Identity leaves the object in world frame.
*/
void setMatrix(mat4 M);
void setMatrix(MatrixStack mStack);
void getMatrix(mat4& M);
/**
The color of the object
*/
void setColor(Color c);
void getColor(Color& c);
/**
Alter one portion of the color, leaving
the rest as they were.
*/
void setDiffuse(vec3 rgb);
void setSpecular(vec3 rgb);
void setEmission(vec3 rgb);
void setAmbient(vec3 rgb);
void setShininess(double s);
/**
Fills 'inter' with information regarding an intersection between
this object and 'ray'. Ray should be in world frame.
*/
virtual void intersect(Intersection& inter, Ray ray) = 0;
/**
Returns a copy of this SceneObject
*/
virtual SceneObject* clone() = 0;
/**
Print information regarding this SceneObject for debugging
*/
virtual void print() = 0;
};
正如您所看到的,我已经包含了一些要在其他地方实现的虚拟功能。在这种情况下,我只有两个派生类 - Sphere和Triangle,它们都实现了缺少的成员函数。最后,我有一个Parser类,它充满了实际的“光线跟踪”部分的静态方法。以下是相关部分的几个片段
void Parser::trace(Camera cam, Scene scene, string outputFile, int maxDepth) {
int width = cam.getNumXPixels();
int height = cam.getNumYPixels();
vector<vector<vec3>> colors;
colors.clear();
for (int i = 0; i< width; i++) {
vector<vec3> ys;
for (int j = 0; j<height; j++) {
Intersection intrsct;
Ray ray; cam.getRay(ray, i, j);
vec3 color;
printf("Obtaining color for Ray[%d,%d]\n", i,j);
getColor(color, scene, ray, maxDepth);
ys.push_back(color);
}
colors.push_back(ys);
}
printImage(colors, width, height, outputFile);
}
void Parser::getColor(vec3& color, Scene scene, Ray ray, int numBounces)
{
Intersection inter; scene.intersect(inter,ray);
if(inter.isIntersecting()){
Color c; inter.getColor(c);
c.getAmbient(color);
} else {
color = vec3(0,0,0);
}
}
现在,我已经放弃了真正的光线跟踪部分,而只是简单地返回第一个对象的颜色,如果有的话。毫无疑问,当计算机知道光线与物体相交的唯一方法是通过Scene.intersect(),我也包括它。使用的成员变量是“矢量对象”参见结束
好的,现在出问题了。我首先创建一个场景并用Parser :: trace()方法之外的对象填充它。现在出于一些奇怪的原因,我为了i = j = 0投射Ray,一切都运行得非常好。但是,到第二条光线投射时,我场景中存储的所有对象都不再识别它们的vfptr(也就是说,我仍然可以访问除虚拟场景之外的所有SceneObject方法)!我使用调试器逐步调试代码,发现所有vfptr的信息都在getColor()结束和循环延续之间的某处丢失。但是,如果我更改getColor()的参数以使用Scene&amp;而不是场景,然后不会发生损失。这是多么疯狂的伏都教?
场景代码,按要求:
#include <vector>
#include <limits>
#include "Intersection.h"
#include "LightSource.h"
#include "SceneObject.h"
using namespace std;
/**
Contains a list of scene objects. A ray can be
intersected with a scene to find its color
*/
class Scene
{
public:
vector<SceneObject*> objects;
vector<LightSource*> lights;
Scene(void);
~Scene(void);
/**
Add an object to the scene
*/
void addObject(SceneObject& o);
/**
Add a light source to the scene
*/
void addLight(LightSource& l);
/**
Fill 'l' with all light sources in the scene
*/
void getLightSources(vector<LightSource*>& l);
/**
Fills 'i' with information regarding an
intersection with the closest object in the scene
IF there is an intersection. Check i.isIntersecting()
to see if an intersection was actually found.
*/
void intersect(Intersection& i, Ray r);
void print();
};
#include "Scene.h"
Scene::Scene(void)
{
}
Scene::~Scene(void)
{
for(int i=0;i<objects.size();i++){
delete objects[i];
}
for(int i=0;i<lights.size();i++){
delete lights[i];
}
}
void Scene::addObject(SceneObject& o)
{
objects.push_back(o.clone());
}
void Scene::addLight(LightSource& l)
{
lights.push_back(l.clone());
}
void Scene::getLightSources(vector<LightSource*>& l)
{
l = lights;
}
void Scene::intersect(Intersection& i, Ray r)
{
Intersection result;
result.setDistance(numeric_limits<double>::infinity());
result.setIsIntersecting(false);
double oldDist; result.getDistance(oldDist);
/* Cycle through all objects, making result
the closest one */
for(int ind=0; ind<objects.size(); ind++){
SceneObject* thisObj = objects[ind];
Intersection betterIntersect;
thisObj->intersect(betterIntersect, r);
double newDist; betterIntersect.getDistance(newDist);
if (newDist < oldDist){
result = betterIntersect;
oldDist = newDist;
}
}
i = result;
}
void Scene::print()
{
printf("%d Objects:\n", objects.size());
for(int i=0;i<objects.size();i++){
objects[i]->print();
}
}
答案 0 :(得分:5)
问题是您在SceneObjects
的析构函数中删除了Scene
并使用了默认的复制构造函数,它使用指针向量进行平面复制。这意味着,Scene
的每个副本都引用相同的SceneObjects
。如果其中一个Scene
被破坏,它们都将丢失其引用的对象。如果您通过引用传递场景,这没有问题,因为在这种情况下,不会复制并随后销毁。