我一直在关注this tutorial为延迟渲染中的点光源实现方差阴影贴图功能。
我正在使用GLSL 3.3,左手坐标系。这是我一直在做的事情:
我将场景渲染为双抛物面地图,存储深度和深度*深度。
上图包含正面和背面地图。点光源位于场景的中心,您可以看到它最黄的位置。
然后我设置了全屏着色器通道。 我这样做是通过将教程代码从FX转换为GLSL。
作者的.fx代码:
float4 TexturePS(float3 normalW : TEXCOORD0, float2 tex0 : TEXCOORD1, float3 pos : TEXCOORD2) : COLOR
{
float4 texColor = tex2D(TexS, tex0 * TexScale);
pos = mul(float4(pos, 1.0f), LightView);
float L = length(pos);
float3 P0 = pos / L;
float alpha = .5f + pos.z / LightAttenuation;
P0.z = P0.z + 1;
P0.x = P0.x / P0.z;
P0.y = P0.y / P0.z;
P0.z = L / LightAttenuation;
P0.x = .5f * P0.x + .5f;
P0.y = -.5f * P0.y + .5f;
float3 P1 = pos / L;
P1.z = 1 - P1.z;
P1.x = P1.x / P1.z;
P1.y = P1.y / P1.z;
P1.z = L / LightAttenuation;
P1.x = .5f * P1.x + .5f;
P1.y = -.5f * P1.y + .5f;
float depth;
float mydepth;
float2 moments;
if(alpha >= 0.5f)
{
moments = tex2D(ShadowFrontS, P0.xy).xy;
depth = moments.x;
mydepth = P0.z;
}
else
{
moments = tex2D(ShadowBackS, P1.xy).xy;
depth = moments.x;
mydepth = P1.z;
}
float lit_factor = (mydepth <= moments[0]);
float E_x2 = moments.y;
float Ex_2 = moments.x * moments.x;
float variance = min(max(E_x2 - Ex_2, 0.0) + SHADOW_EPSILON, 1.0);
float m_d = (moments.x - mydepth);
float p = variance / (variance + m_d * m_d); //Chebychev's inequality
texColor.xyz *= max(lit_factor, p + .2f);
return texColor;
}
我翻译的GLSL代码:
void main() {
vec3 in_vertex = texture(scenePosTexture, texCoord).xyz; // get 3D vertex from 2D screen coordinate
vec4 vert = lightViewMat * vec4(in_vertex, 1); // project vertex to point light space (view from light position, look target is -Z)
float L = length(vert.xyz);
float distance = length(lightPos - in_vertex);
float denom = distance / lightRad + 1;
float attenuation = 1.0 / (denom * denom);
// to determine which paraboloid map to use
float alpha = vert.z / attenuation + 0.5f;
vec3 P0 = vert.xyz / L;
P0.z = P0.z + 1;
P0.x = P0.x / P0.z;
P0.y = P0.y / P0.z;
P0.z = L / attenuation;
P0.x = .5f * P0.x + .5f;
P0.y = -.5f * P0.y + .5f;
vec3 P1 = vert.xyz / L;
P1.z = 1 - P1.z;
P1.x = P1.x / P1.z;
P1.y = P1.y / P1.z;
P1.z = L / attenuation;
P1.x = .5f * P1.x + .5f;
P1.y = -.5f * P1.y + .5f;
// Variance shadow mapping
float depth;
float mydepth;
vec2 moments;
if(alpha >= 0.5f)
{
moments = texture(shadowMapFrontTexture, P0.xy).xy;
depth = moments.x;
mydepth = P0.z;
}
else
{
moments = texture(shadowMapBackTexture, P1.xy).xy;
depth = moments.x;
mydepth = P1.z;
}
// Original .fx code is: float lit_factor = (mydepth <= moments[0]);
// I'm not sure my translated code belew is correct
float lit_factor = 0;
if (mydepth <= moments.x)
lit_factor = mydepth;
else
lit_factor = moments.x;
float E_x2 = moments.y;
float Ex_2 = moments.x * moments.x;
float variance = min(max(E_x2 - Ex_2, 0.0) + SHADOW_EPSILON, 1.0);
float m_d = (moments.x - mydepth);
float p = variance / (variance + m_d * m_d); //Chebychev's inequality
fragColor = texture(sceneTexture, texCoord).rgb; // sample original color
fragColor.rgb *= max(lit_factor, p + .2f);
}
现在我对于要触摸正确渲染阴影的地方一无所知。有人能为我指出它吗?
答案 0 :(得分:1)
答案 1 :(得分:0)
为什么要复制抛物面投影计算?
你在&#39; vert&#39;上计算它,然后&#39; P0&#39;和&#39; P1&#39;,不应该只在&#39; P0&#39;和&#39; P1&#39; ? (原始代码不会在&#39; pos&#39;)上做这件事。
编辑:
你的lit_factor错了,它应该是0.0或1.0
你可以用这种方式使用step()GLSL内在:
float lit_factor = step(mydepth, moments[0]);