使用阴影贴图时,Opengl 3.3+不正确的阴影

时间:2013-07-02 20:30:56

标签: opengl glsl shadow-mapping

我正在尝试使用OpenGL 3.3+在我的横向编辑器上实现阴影贴图。使用一些教程我已经设法让我的代码进行编译和运行,但整个景观都在阴影中,除了我的景观网格的后排(最小的z)。

我目前正在使用与相机相同的投影,视图和模型矩阵作为相机(负z距离相机最远)。

我的投影,视图和模型矩阵的初始化(来自LWJGL矩阵教程):

modelPos = new Vector3f(0f, 0f, -20f);
modelAngle = new Vector3f(15f, 0f, 0f);
modelScale = new Vector3f(1f, 1f, 1f);
cameraPos = new Vector3f(-50f, 0f, -120f);

projectionMatrix = new Matrix4f();

float fieldOfView = 120f;
float aspectRatio = (float)width / (float)height;
float near_plane = 0.01f;
float far_plane = 100f;

float y_scale = DepthMatrixUtility.coTangent(DepthMatrixUtility.degreesToRadians(fieldOfView / 2f));
float x_scale = y_scale / aspectRatio;
float frustum_length = far_plane - near_plane;

projectionMatrix.m00 = x_scale;
projectionMatrix.m11 = y_scale;
projectionMatrix.m22 = -((far_plane + near_plane) / frustum_length);
projectionMatrix.m23 = -1;
projectionMatrix.m32 = -((2 * near_plane * far_plane) / frustum_length);

在显示场景时绑定我的矩阵:

Matrix4f.translate(cameraPos, viewMatrix, viewMatrix);
Matrix4f.scale(modelScale, modelMatrix, modelMatrix);
Matrix4f.translate(modelPos, modelMatrix, modelMatrix);

Matrix4f.rotate(DepthMatrixUtility.degreesToRadians(modelAngle.z), new Vector3f(0, 0, 1), modelMatrix, modelMatrix);
Matrix4f.rotate(DepthMatrixUtility.degreesToRadians(modelAngle.y), new Vector3f(0, 1, 0), modelMatrix, modelMatrix);
Matrix4f.rotate(DepthMatrixUtility.degreesToRadians(modelAngle.x), new Vector3f(1, 0, 0), modelMatrix, modelMatrix);

matrix = new Matrix4f();
Matrix4f.mul(matrix, projectionMatrix, matrix);
Matrix4f.mul(matrix, viewMatrix, matrix);
Matrix4f.mul(matrix, modelMatrix, matrix);

matrix.store(matrix44Buffer);
matrix44Buffer.flip();

matrixLocation = GL20.glGetUniformLocation(pId, "matrix");
GL20.glUniformMatrix4(matrixLocation, false, matrix44Buffer);

我测试了我的FBO,在片段着色器中存储了颜色,高度贴图正确显示(我将FBO纹理绘制到屏幕一角的小四边形)并在更改高度贴图时更新。

然后我修改了我的FBO,将深度存储在第一遍的纹理上:

depthTexture = GL11.glGenTextures();

GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTexture);

GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_DEPTH_COMPONENT, Window.getScreenWidth(), Window.getScreenHeight(), 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_BYTE, (ByteBuffer)null);

GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_NEAREST);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);

GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);

fboId = GL30.glGenFramebuffers();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fboId);

GL11.glDrawBuffer(GL11.GL_NONE);
GL11.glReadBuffer(GL11.GL_NONE);

GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, depthTexture, 0);

verifyFBO();

我的第一遍的顶点着色器(创建阴影贴图):

#version 330 core

uniform mat4 matrix;

in vec4 in_Position;

void main(void)
{
gl_Position = matrix * in_Position;
}

第一遍的片段着色器:

#version 330 core

layout(location = 0) out float fragmentdepth;

void main(void)
{
fragmentdepth = gl_FragCoord.z;
}

我的偏见矩阵:

[0.5f, 0.0f, 0.0f, 0.0f]
[0.0f, 0.5f, 0.0f, 0.0f]
[0.0f, 0.0f, 0.5f, 0.0f]
[0.5f, 0.5f, 0.5f, 1.0f]

第二遍的顶点着色器(使用阴影贴图渲染场景):

void main(void)
{
    gl_Position = matrix * in_Position;
    ShadowCoord = biasMatrix * lightMatrix * in_Position;
}

第二遍的片段着色器:

if (texture(shadowMap, ShadowCoord.xy).z  <  ShadowCoord.z)
{
    vec4 colour = 0.5 * out_Colour;
    out_Colour = new vec4(colour[0], colour[1], colour[2], 1.0f);
}

1 个答案:

答案 0 :(得分:2)

使用in_Position转换lightMatrix后,结果不会在屏幕上投影。

通过除以w组件来应用实际透视投影。

透视分割将为您提供[-1,1]范围内的纹理坐标和深度。 此时,您使用biasMatrix将其转换为[0,1]范围。

所以你不应该乘以biasMatrix,然后在你的着色器之前乘以

if (texture(shadowMap, ShadowCoord.xy).z  <  ShadowCoord.z)

添加

ShadowCoord.xyz /= ShadowCoord.w;
ShadowCoord = biasMatrix * ShadowCoord;

您展示的biasMatrix内容应存储在内存中。如果您犹豫不决,请用

替换矩阵产品
ShadowCoord.xyz = ShadowCoord.xyz * .5f + float3(.5f);