最近我在我的引擎中添加了延迟着色支持;但是我遇到了一些衰减问题:
正如您所看到的,当我渲染光量(球体)时,它并不能很好地与图像的环境部分混合!
以下是我宣布点光的方法:
PointLight pointlight;
pointlight.SetPosition(glm::vec3(0.0, 6.0, 0.0));
pointlight.SetIntensity(glm::vec3(1.0f, 1.0f, 1.0f));
以下是我计算光球半径的方法:
Attenuation attenuation = pointLights[i].GetAttenuation();
float lightMax = std::fmaxf(std::fmax(pointLights[i].GetIntensity().r, pointLights[i].GetIntensity().g),
pointLights[i].GetIntensity().b);
float pointLightRadius = (-attenuation.linear +
std::sqrtf(std::pow(attenuation.linear, 2.0f) - 4.0f * attenuation.exponential *
(attenuation.constant - (256.0f / 5.0f) * lightMax))) / (2.0f * attenuation.exponential);
最后,这是我的PointLightPass片段着色器:
#version 450 core
struct BaseLight
{
vec3 intensities;//a.k.a color of light
float ambientCoeff;
};
struct Attenuation
{
float constant;
float linear;
float exponential;
};
struct PointLight
{
BaseLight base;
Attenuation attenuation;
vec3 position;
};
struct Material
{
float shininess;
vec3 specularColor;
float ambientCoeff;
};
layout (std140) uniform Viewport
{
uniform mat4 Projection;
uniform mat4 View;
uniform mat4 ViewProjection;
uniform vec2 scrResolution;
};
layout(binding = 0) uniform sampler2D gPositionMap;
layout(binding = 1) uniform sampler2D gAlbedoMap;
layout(binding = 2) uniform sampler2D gNormalMap;
layout(binding = 3) uniform sampler2D gSpecularMap;
uniform vec3 cameraPosition;
uniform PointLight pointLight;
out vec4 fragmentColor;
vec2 FetchTexCoord()
{
return gl_FragCoord.xy / scrResolution;
}
void main()
{
vec2 texCoord = FetchTexCoord();
vec3 gPosition = texture(gPositionMap, texCoord).xyz;
vec3 gSurfaceColor = texture(gAlbedoMap, texCoord).xyz;
vec3 gNormal = texture(gNormalMap, texCoord).xyz;
vec3 gSpecColor = texture(gSpecularMap, texCoord).xyz;
float gSpecPower = texture(gSpecularMap, texCoord).a;
vec3 totalLight = gSurfaceColor * 0.1; //TODO remove hardcoded ambient light
vec3 viewDir = normalize(cameraPosition - gPosition);
vec3 lightDir = normalize(pointLight.position - gPosition);
vec3 diffuse = max(dot(gNormal, lightDir), 0.0f) * gSurfaceColor *
pointLight.base.intensities;
vec3 halfWayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(gNormal, halfWayDir), 0.0f), 1.0f);
vec3 specular = pointLight.base.intensities * spec /** gSpecColor*/;
float distance = length(pointLight.position - gPosition);
float attenuation = 1.0f / (1.0f + pointLight.attenuation.linear * distance
+ pointLight.attenuation.exponential * distance * distance +
pointLight.attenuation.constant);
diffuse *= attenuation;
specular *= attenuation;
totalLight += diffuse + specular;
fragmentColor = vec4(totalLight, 1.0f);
}
那么您有什么建议来处理这个问题?
编辑:以下是更多详情:
对于延迟着色,
我在环境光线照射下渲染全屏四边形 环境颜色:
#version 420核心
layout (std140) uniform Viewport
{
uniform mat4 Projection;
uniform mat4 View;
uniform mat4 ViewProjection;
uniform vec2 scrResolution;
};
layout(binding = 1) uniform sampler2D gAlbedoMap;
out vec4 fragmentColor;
vec2 FetchTexCoord()
{
return gl_FragCoord.xy / scrResolution;
}
void main()
{
vec2 texCoord = FetchTexCoord();
vec3 gSurfaceColor = texture(gAlbedoMap, texCoord).xyz;
vec3 totalLight = gSurfaceColor * 1.2; //TODO remove hardcoded ambient light
fragmentColor = vec4(totalLight, 1.0f);
}
然后我传递我的点光源(见上面的代码);
答案 0 :(得分:1)
你遇到这个问题的原因是你使用的是“轻量级”(事实是你在这个问题上没有完全清楚,但是在your other question中提到了这个问题。) / p>
您正在使用正常的光衰减方程。好吧,你会注意到这个等式并没有神奇地停在任意半径。它定义为从0到无穷大的所有距离。
光量的目的是防止光线超过一定距离。那么,如果你的光衰减在那个距离没有变为零,那么你将会看到光量边缘的不连续性。
如果您打算使用光量,则需要使用光衰减方程,该方程实际上保证在体积边缘达到零。或者如果不这样做,你应该为你的体积选择一个半径,使光的衰减强度几乎为零。你的半径太小了。
继续使你的半径更大,直到你无法分辨它为止。