OpenGL场景渲染为黑色,带阴影贴图

时间:2014-08-15 20:23:11

标签: c++ opengl glsl shadow-mapping

我正在尝试使用本教程在我的OpenGL引擎中实现阴影映射:http://www.fabiensanglard.net/shadowmapping/index.php

制作阴影贴图时我没有任何问题(我认为)。但使用它的场景完全是阴影。


我渲染场景的方式如下:


  • 设置深度FBO

    GLuint sdepthtex;
    GLuint sframebuffer ;
    
    glGenTextures(1, &sdepthtex);
    glBindTexture(GL_TEXTURE_2D, sdepthtex);
    
    glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT16, 1024, 1024, 0,GL_DEPTH_COMPONENT, GL_FLOAT, 0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
    
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, sdepthtex, 0);
    
    glDrawBuffer(GL_NONE);
    glReadBuffer(GL_NONE);
    
    if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
    {
     displayMessage("Error loading the Depth Framebuffer");
     return;
    }
    




  • 从light的角度制作ModelViewProjection矩阵,并将其存储在shadowMatrix变量中。

我使用的功能:

Matrix getMVPmatrix(vector3 position,vector3 lookat )
{

 glPushMatrix();

 double projection[16];
 double modelView[16];
 SDL_Surface*screen = SDL_GetVideoSurface();

 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 gluPerspective(FOVY,screen->w/screen->h,NEAR,FAR);
 glMatrixMode(GL_MODELVIEW);
 glEnable(GL_DEPTH_TEST);
 glLoadIdentity();
 gluLookAt(position.x,position.y,position.z,lookat.x,lookat.y,lookat.z,0,1,0);

 glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
 glGetDoublev(GL_PROJECTION_MATRIX, projection);

 Matrix m1(projection);
 Matrix m2(modelView);

 glPopMatrix();

 return m1*m2;

}



  • 在深度帧缓冲区中渲染场景。着色器:

顶点着色器:

uniform mat4 shadowMatrix;

void main()
{

    gl_Position = shadowMatrix*gl_Vertex;  

} 

Fragment Shader:

void main(void)
{

    gl_FragDepth = gl_FragCoord.z;

}


对于我的3盒场景,线性化深度如下所示:

http://www.2shared.com/photo/IExy9aUo/Depth.html

所以我认为shadowMatrix和深度渲染是正确的。


  • 最后一步是用阴影贴图

  • 绘制场景


顶点着色器:

varying vec4 ShadowCoord;
uniform mat4 shadowMatrix;

mat4 biasMatrix = mat4(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);

void main (void)
{
    gl_TexCoord[0] =  gl_MultiTexCoord0;
    gl_FrontColor = gl_Color;
    gl_Position = ftransform();
    ShadowCoord = biasMatrix*shadowMatrix *vec4(gl_Vertex.xyz,1.0);
}


Fragment Shader:

uniform sampler2D tex;
uniform sampler2D shadowtex;//the non linearized depth texture we made in the 3rd step.
varying vec4 ShadowCoord;

float getShadowFactor(void)
{
    vec4 shadowCoordinateWdivide = ShadowCoord / ShadowCoord.w ;

    shadowCoordinateWdivide.z += 0.0005;

    float distanceFromLight = texture2D(shadowtex,shadowCoordinateWdivide.st).z;

    float shadow = 1.0;
    if (ShadowCoord.w > 0.0)
        shadow = distanceFromLight < shadowCoordinateWdivide.z ? 0.5 :1.0 ;

    return shadow ;

}

void main (void)
{

    gl_FragColor =texture2D(tex, gl_TexCoord[0].st);

    gl_FragColor.rgb *= getShadowFactor() ;//add shadows Here

}



结果?我所有的场景都被遮蔽了!



1 个答案:

答案 0 :(得分:1)

看起来您的代码在纹理设置和着色器之间存在不一致。在纹理设置代码中,您有:

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);

GL_TEXTURE_COMPARE_FUNC不是GL_NONE时,您需要在着色器代码中使用阴影纹理采样器。但是在片段着色器中,您使用常规采样器来获得此纹理:

uniform sampler2D shadowtex;

需要将其更改为与纹理设置兼容:

uniform sampler2DShadow shadowtex;

要匹配该类型,然后使用shadow2D()代替texture2D()来对纹理进行采样。

另一个选择是,GL_TEXTURE_COMPARE_FUNC保持默认值GL_NONE。这与使用sampler2D进行采样一致。