c – 空(白色)帧缓冲 – 阴影映射
请参阅编辑,因为问题的第一部分已经解决.
我试图用我自己的框架从http://learnopengl.com/#!Advanced-Lighting/Shadows/Shadow-Mapping复制阴影映射演示,但有趣的是我没有得到任何阴影.第一个重要问题是我的深度图没有正确工作.我已调试并仔细检查每一行但没有成功.也许另一双眼睛会有更多的成功. 请参阅(左上角,第5行 – 图像完全白色): 我会写第二个渲染过程,因为它似乎第一个不起作用.顺便说一下,对象以0,0为中心.以下代码用于第一个渲染过程: /// 1. render target is the depth map glViewport(0,SHADOW_MAP_WIDTH_u32,SHADOW_MAP_HEIGHT_u32); m_frameBufferObject.bind(); // set the depth map as render target glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /// place the camera where the light is positioned and render the scene math::Matrix4D l_lightViewMatrix = math::Matrix4D::lookAt(m_light_p->getPosition(),math::Vector3D(0,0),1,0)); const math::Matrix4D& l_orthographicLightMatrix_r = m_light_p->getShadowInformation().getProjectionMatrix(); math::Matrix4D lightSpaceMatrix = l_orthographicLightMatrix_r * l_lightViewMatrix; m_depthMapShader_p->bind(); m_depthMapShader_p->setUniformMat4("lightSpaceMatrix",lightSpaceMatrix); renderNodes(); m_depthMapShader_p->printShaderInfoLog(); m_depthMapShader_p->unbind(); m_frameBufferObject.unbind(); 我已经测试过视图矩阵和投影矩阵生成提供了与GLM(opengl的数学库)完全相同的结果.但是,我的正交矩阵定义如下: left = -10.0f right = 10.0f bottom = -10.0f top = 10.0f near = -1.0f far = 7.5f framebuffer对象和纹理的初始化如下: // - Create depth texture glGenTextures(1,&m_shadowTextureBuffer_u32); glBindTexture(GL_TEXTURE_2D,m_shadowTextureBuffer_u32); glTexImage2D(GL_TEXTURE_2D,GL_DEPTH_COMPONENT,SHADOW_MAP_HEIGHT_u32,GL_FLOAT,NULL); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); m_frameBufferObject.bind(); glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,m_shadowTextureBuffer_u32,0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { fprintf(stderr,"Error on building shadow framebuffern"); exit(EXIT_FAILURE); } m_frameBufferObject.unbind(); 片段和顶点着色器如下所示. #version 430 // Fragment shader for rendering the depth values to a texture. out vec4 gl_FragColor; void main() { gl_FragColor = vec4 (gl_FragCoord.z); } #version 430 // Vertex shader for rendering the depth values to a texture. in layout (location = 0) vec3 position; in layout (location = 1) vec4 color; in layout (location = 2) vec3 normal; in layout (location = 3) vec2 uv; in layout (location = 4) vec3 tangent; in layout (location = 5) int materialId; uniform mat4 pr_matrix; uniform mat4 vw_matrix; uniform mat4 ml_matrix; uniform mat4 lightSpaceMatrix; void main() { gl_Position = lightSpaceMatrix * ml_matrix * vec4(position,1.0); } 编辑: 在一些睡眠之后,我在渲染器中发现了一个小错误,并且着色器绘制了一个“漂亮”的深度图. 但是,看起来纹理映射(深度比较)在同一坐标系中. 但第二个渲染步骤仍然不正确: 第二个渲染过程的顶点和片段着色器看起来像 #version 430 in layout (location = 0) vec3 position; in layout (location = 1) vec4 color; in layout (location = 2) vec3 normal; in layout (location = 3) vec2 uv; in layout (location = 4) vec3 tangent; in layout (location = 5) int materialId; uniform mat4 pr_matrix = mat4(1.0); uniform mat4 vw_matrix = mat4(1.0); uniform mat4 ml_matrix = mat4(1.0); uniform mat4 lightSpaceMatrix = mat4(1.0); out VS_OUT { vec4 color; vec2 texture_coordinates; vec3 normal; vec3 tangent; vec3 binormal; vec3 worldPos; vec4 shadowProj; flat int materialIdOut; } vs_out; void main() { vs_out.color = color; vs_out.texture_coordinates = uv; mat3 normalMatrix = transpose ( inverse ( mat3 ( ml_matrix ))); vs_out.normal = normalize ( normalMatrix * normalize ( normal )); vs_out.tangent = normalize ( normalMatrix * normalize ( tangent )); vs_out.binormal = normalize ( normalMatrix * normalize ( cross (normal,tangent ))); vs_out.worldPos = ( ml_matrix * vec4 ( position,1)).xyz; vs_out.materialIdOut = materialId; vs_out.shadowProj = ( lightSpaceMatrix * ml_matrix * vec4 (position,1.0) ); gl_Position = ( pr_matrix * vw_matrix * ml_matrix ) * vec4 (position,1.0); } 和 #version 430 #define MAX_NUM_TEXTURES 5 #define MAX_NUM_MATERIALS 12 struct SMaterial { vec3 m_ambient_v3; vec3 m_diffuse_v3; vec3 m_specular_v3; float m_shininess_f32; int m_textureIds[MAX_NUM_TEXTURES]; }; in VS_OUT { vec4 color; vec2 texture_coordinates; vec3 normal; vec3 tangent; vec3 binormal; vec3 worldPos; vec4 shadowProj; flat int materialIdOut; } fs_in; uniform vec3 cameraPos; uniform mat4 ml_matrix; uniform mat4 vw_matrix; uniform sampler2D texSlots[32]; uniform SMaterial material[MAX_NUM_MATERIALS]; uniform SLight light; out vec4 gl_FragColor; float shadowCalculation(vec4 fragPosLightSpace) { // perform perspective divide vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w; // Transform to [0,1] range projCoords = projCoords * vec3(0.5) + vec3(0.5); // Get closest depth value from light's perspective (using [0,1] range fragPosLight as coords) float closestDepth = texture(texSlots[31],projCoords.xy).r; // Get depth of current fragment from light's perspective float currentDepth = projCoords.z; // Check whether current frag pos is in shadow float shadow = currentDepth > closestDepth ? 1.0 : 0.0; return shadow; } void main() { if ( (fs_in.materialIdOut >= 0) && (fs_in.materialIdOut < MAX_NUM_MATERIALS) ) { int ambientTextureId = material[fs_in.materialIdOut].m_textureIds[0]; int diffuseTextureId = material[fs_in.materialIdOut].m_textureIds[1]; int specularTextureId = material[fs_in.materialIdOut].m_textureIds[2]; int alphaTextureId = material[fs_in.materialIdOut].m_textureIds[3]; int bumpTextureId = material[fs_in.materialIdOut].m_textureIds[4]; vec3 diffTexColor = vec3(0.6,0.6,0.6); if ((diffuseTextureId >= 0) && (32 > diffuseTextureId)) { diffTexColor = texture (texSlots[diffuseTextureId],fs_in.texture_coordinates).rgb; } // Calculate shadow float shadow = 1.0 - shadowCalculation(fs_in.shadowProj); gl_FragColor = vec4(diffTexColor,1.0) * vec4(shadow,shadow,1.0); } else { gl_FragColor = vec4(fs_in.normal,1.0); } } 解决方法
根据我的经验,深度贴图几乎总是完全白色,因为距离光线的距离超过1已经使该像素变白.如果整个场景超过1个单位,则整个地图为白色.
要像在教程中显示的那样渲染地图,您需要将场景设置得非常小或者在深度贴图上执行操作.我总是喜欢通过将他们的深度值除以相机的zFar距离来检查我的地图.尝试找到可以看到对比度的最佳值. (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |