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:
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;
}
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;
}
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。
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
}
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);
当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。