我目前正在研究Directx 11阴影映射示例。
这是我的步骤
除了使用:
在像素着色器中获得z值时,每件事似乎都有效float depthValue = depthTexture.Sample(samplerClamp,projectTexCoord).r;
depthValue总是返回0,没什么特别的。 我使用visual studio图形诊断检查了我的depthTexture,没关系。
但是当我对它的纹理进行采样时,结果始终为0.
我不知道为什么,我已经坚持了很久,所以请帮助我。
请注意:
这是我的hlsl文件
标准顶点着色器
/////////////////////
// CONSTANT BUFFER
cbuffer worldMatrixBuffer : register(b0)
{
float4x4 worldMatrix[10];
};
cbuffer cameraBuffer : register(b1)
{
float4x4 viewProjectionMatrix;
};
cbuffer directLightBuffer : register(b2)
{
float4x4 directLightViewProjectionMatrix;
};
////////////////////////////
// INPUT VERTEX STRUCTURE
struct VIn
{
float4 position : POSITION;
float4 normal : NORMAL;
float worldMatrixIndex : TEXCOORD0;
float2 texcoord : TEXCOORD1;
};
//////////////////////
// OUTPUT STRUCTURE
struct VOut
{
float3 normal : NORMAL;
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 lightViewPosition : TEXCOORD1;
};
////////////////////////
// MAIN VERTEX SHADER
VOut main(VIn vertex)
{
// Create output struct
VOut output;
// Change the position vector to be 4 units for proper matrix calculations.
vertex.position.w = 1.0f;
// Get world-view-projection matrix
float4x4 currentWorldMatrix = worldMatrix[vertex.worldMatrixIndex];
// vertex form object space to world-light-view space
output.lightViewPosition = mul(currentWorldMatrix, vertex.position);
output.lightViewPosition = mul(directLightViewProjectionMatrix, output.lightViewPosition);
// vertex form object space to world-camera space;
output.position = mul(currentWorldMatrix, vertex.position);
output.position = mul(viewProjectionMatrix, output.position);
// transform normal vector from object-space to world space
output.normal = mul((float3x3)currentWorldMatrix, // convert to matrix 3x3 is important because
// we don't want to translate normal vector
vertex.normal);
// we need to normalize the normal vector to preform next calculation
output.normal = normalize(output.normal);
// Set texture coordinate
output.texcoord = vertex.texcoord;
// Return output values
return output;
}

标准像素着色器
/////////////////////
// CONSTANT BUFFER
cbuffer lightBuffer : register(b0)
{
// Light information
float4 lightDirection;
float4 diffuseColor;
float4 ambientColor;
};
//////////////////////
// INPUT STRUCTURE
struct PIn
{
float3 normal : NORMAL;
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
float4 lightViewPosition : TEXCOORD1;
};
//////////////////////
// TEXTURE RESOURCE
Texture2D objectTexture : register(t0); // Register(t...) tell shader that this variable
// retrive data from texture register 0.
Texture2D depthTexture : register(t1);
/////////////
// SAMPLER
SamplerState samplerWrap : register(s0);
SamplerState samplerClamp : register(s1);
///////////////////////
// MAIN PIXEL SHADER
float4 main(PIn pixel) : SV_TARGET
{
//----------------------------------------------------------------------------------
// Set the bias value for fixing the floating point precision issues.
float bias = 0.001f;
// set minimum color to ambient color
float4 color = ambientColor;
// Calculate the projected texture coordinates.
float2 projectTexCoord;
projectTexCoord.x = pixel.lightViewPosition.x / pixel.lightViewPosition.w / 2.0f + 0.5f;
projectTexCoord.y = -pixel.lightViewPosition.y / pixel.lightViewPosition.w / 2.0f + 0.5f;
// By divine x and y to w we convert it lightViewPosition to uv coordinate from -1 to 1
// convert it to 0 -> 1 coordinate simply by divine it to 2 and add 0.5
if (saturate(projectTexCoord.x) == projectTexCoord.x
&& saturate(projectTexCoord.y) == projectTexCoord.y)
{
// Sample the shadow map depth value from the depth texture using the sampler at
// the projected texture coordinate location.
float depthValue = depthTexture.Sample(samplerClamp, projectTexCoord).r;
// Calculate the depth of the light.
float lightDepthValue = pixel.lightViewPosition.z / pixel.lightViewPosition.w;
// Subtract the bias from the lightDepthValue.
lightDepthValue = lightDepthValue - bias;
// Compare the depth of the shadow map value and the depth of the light to determine
// whether to shadow or to light this pixel. If the light is in front of the object
// then light the pixel, if not then shadow this pixel since an object (occluder)
// is casting a shadow on it.
if (lightDepthValue > depthValue)
{
float4 normalLightDir = normalize(lightDirection);
float diffuseBrigtness = saturate( // force result to between 0 and 1
dot(pixel.normal, normalLightDir)); // dot product of normal vector and
// light direction
// add diffuse light to output color
color += diffuseColor * diffuseBrigtness;
}
}
// Multiply final color with it's texture color
if (pixel.texcoord.x > 1)
{
return color * (1, 1, 1, 1);
}
else
{
return color * objectTexture.Sample(samplerWrap, pixel.texcoord);
}
}

阴影顶点着色器
/////////////////////
// CONSTANT BUFFER
cbuffer worldMatrixBuffer : register(b0)
{
float4x4 worldMatrix[10];
};
cbuffer directLightBuffer : register(b2)
{
float4x4 directLightViewProjectionMatrix;
};
////////////////////////////
// INPUT VERTEX STRUCTURE
struct VIn
{
float4 position : POSITION;
float4 normal : NORMAL;
float worldMatrixIndex : TEXCOORD0;
float2 texcoord : TEXCOORD1;
};
//////////////////////
// OUTPUT STRUCTURE
struct VOut
{
float4 position : SV_POSITION;
};
////////////////////////
// MAIN VERTEX SHADER
VOut main(VIn vertex)
{
// Create output struct
VOut output;
// Get world-view-projection matrix
float4x4 currentWorldMatrix = worldMatrix[vertex.worldMatrixIndex];
// vertex form object space to world-camera space
output.position = mul(currentWorldMatrix, vertex.position);
output.position = mul(directLightViewProjectionMatrix, output.position);
return output;
}

它的像素着色器,什么都不做
////////////////////////
// PIXEL INPUT STRUCT
struct PIn
{
float4 position : SV_POSITION;
};
float4 main(PIn pixel) : SV_TARGET
{
return float4(1.0f, 1.0f, 1.0f, 1.0f);
}

答案 0 :(得分:0)
对不起每一个人,我已经弄清楚了。我觉得很蠢。
我无法读取深度缓冲区的原因是因为我在OMSetRenderTarget之前使用PSSetShaderResource。这意味着我的深度缓冲区仍然绑定到OM状态,因此无法绑定到PS状态。
我只需要将代码移动几行并且每件事都能正常工作
对于那些在我的问题上浪费时间的人,我感到非常抱歉。