C ++将阴影贴图矩阵与绘制矩阵进行比较不会创建阴影

时间:2019-01-09 17:19:19

标签: c++ opengl glsl shader shadow-mapping

我正在尝试实现阴影映射。我能够将深度图渲染到帧缓冲区纹理上。并将其发送到着色器,以及光照正交矩阵,以测试片段是否在阴影中。但是结果不正确。如果不将所有碎片“看起来”在看起来像是光矩阵的内部,则无需绘制阴影即可。

img

如您在左下方所看到的,生成的深度纹理是正确的。

我已经尝试了许多教程,但是都没有提到这样的问题。可能是因为光的方向和正交投影是错误的,但是我似乎找不到能产生任何阴影的有效的光方向。

这是我生成帧缓冲区和纹理的方式(frameBuffer和framebufferTexture在类头中实例化):

glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);

//texture buffer for frame buffer
glGenTextures(1, &framebufferTexture);
glBindTexture(GL_TEXTURE_2D, framebufferTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 896, 504, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);


//Set framebufferTexture as our color attachment #0
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
    GL_TEXTURE_2D, framebufferTexture, 0);

glDrawBuffer(GL_NONE);

这就是我创建深度纹理的方式

glCullFace(GL_BACK);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer);
//Setup depth texture framebuffer rendering
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(2.0f, 2.0f);
glViewport(0, 0, 896, 504);
glClear(GL_DEPTH_BUFFER_BIT);

glUniform1i(glGetUniformLocation(shaderProgram, "fragmentTypeTarget"), -1);


glm::vec3 lightInvDir = glm::vec3(5, 17, 1);
//Calculate the matrix for drawing the framebuffer
//Make it an orthographic that takes the whole screen
glm::mat4 depthProjectionMatrix = glm::ortho<float>(-17, 17, -17, 17, 0, 37);
glm::mat4 depthViewMatrix = glm::lookAt(
    lightInvDir,
    glm::vec3(0, 0, 0),
    glm::vec3(0, 1, 0));
glm::mat4 lightSpaceMatrix = depthProjectionMatrix * depthViewMatrix;

//Render the objects
for (int i = 0; i < objectPool.size(); i++) {
    objectPool[i]->draw(lightSpaceMatrix);
}

这是我发送阴影贴图矩阵以绘制阴影的方式:

glm::mat4 Model = glm::translate(glm::mat4(1.0), glm::vec3(x, y, z));
glm::vec3 lightInvDir = glm::vec3(5, 17, 1);
    //Calculate the matrix for drawing the framebuffer
    //Make it an orthographic that takes the whole screen
    glm::mat4 depthProjectionMatrix = glm::ortho<float>(-17, 17, -17, 17, 0, 37);
    glm::mat4 depthViewMatrix = glm::lookAt(
        lightInvDir,
        glm::vec3(0, 0, 0),
        glm::vec3(0, 1, 0));
    glm::mat4 lightSpaceMatrix = depthProjectionMatrix * depthViewMatrix * Model;
glUniformMatrix4fv(glGetUniformLocation(shader, "shadowMatrix"), 1, GL_FALSE, &lightSpaceMatrix[0][0]);

我的片段着色器:

#version 330 core
layout(location = 0) out vec4 outColor;
in vec2 UV;
in vec4 ShadowCoord;
uniform sampler2D textureSampler;
uniform sampler2D shadowMap;
uniform int fragmentTypeTarget;


// 'colorImage' is a sampler2D with the depth image
// read from the current depth buffer bound to it.
float LinearizeDepth(in vec2 uv, sampler2D t)
{
    float zNear = 1.0;    
    float zFar  = 5.0; 
    float depth = texture2D(t, uv).x;
    return (2.0 * zNear) / (zFar + zNear - depth * (zFar - zNear));
}

void main(){
if(fragmentTypeTarget == -1){//draw frame buffer

}else if(fragmentTypeTarget == 0){//Draw everything normal
    vec4 tex = texture2D(textureSampler, UV);
    outColor = vec4(tex.rgb, tex.a);
}else if(fragmentTypeTarget == 1){//Draw depth texture
    //vec2 res = gl_FragCoord.xy / vec2(1024, 1024);
    outColor = texture(textureSampler, UV);
    float c = LinearizeDepth(UV, textureSampler);
    outColor = vec4(c, c, c, 1.0);
}else if(fragmentTypeTarget == 2){//Draw everything but apply the shadow
    float visibility = 1.0;
    float bias = 0.0039;

    if(texture(shadowMap, ShadowCoord.xy).z < ShadowCoord.z){
        visibility = 0.3;
    }
    vec4 tex = texture2D(textureSampler, UV);
    outColor = visibility * vec4(tex.rgb, tex.a);
}
}

我的顶点着色器:

#version 330 core
in vec2 UVsIn;
out vec2 UV;
in vec3 position;
in vec3 vertexColor;
out vec3 fragmentColor;
uniform mat4 mvp;
uniform mat4 shadowMatrix;
out vec4 ShadowCoord;

void main(){
gl_Position = mvp * vec4(position, 1.0);
fragmentColor = vertexColor;
UV = UVsIn;

ShadowCoord = shadowMatrix * vec4(position, 1.0);
}

结果应该更像这样:

img

编辑:

我认为它可以正常工作。 生成帧缓冲纹理时,我使用了错误的比较功能。应该是:“ GL_COMPARE_R_TO_TEXTURE”,而不是“ GL_COMPARE_REF_TO_TEXTURE”。

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);

openGl文档说:GL_COMPARE_R_TO_TEXTURE:指定将插值和钳制的r纹理坐标与当前绑定的深度纹理中的值进行比较

这正是我想要的。

我还发现纹理坐标位于(s,t,r)中,而不是(x,y,z)。

因为我想比较矩阵和纹理的深度,所以我需要使用r而不是z。 所以片段着色器应该写成这样:

float visibility = 1.0;

vec2 mapUV = ShadowCoord.xy * 0.5 + 0.5;
float depthFrag = ShadowCoord.z * 0.5 + 0.5;

float depthMap = texture(shadowMap, mapUV).r;//r instead of z since its (s, t, r)

if(depthMap < depthFrag){
    visibility = 0.3;
}

vec4 tex = texture2D(textureSampler, UV);
outColor = visibility * vec4(tex.rgb, tex.a);
从Rabbid76响应中还需要添加

“ * 0.5 + 0.5”。

1 个答案:

答案 0 :(得分:1)

阴影图的内容是深度范围[0.0,1.0]中的深度值(除非您通过glDepthRange更改深度范围)

ShadowCoord是剪辑空间坐标。剪辑空间坐标可以通过Perspective divideShadowCoord.xyz/ShadowCoord.w)转换为规范化的设备空间坐标。由于阴影投影是正交的,因此可以跳过,因为ShadowCoord.w == 1.0。 规范化的设备空间坐标在[-1.0,1.0]范围内。

因此必须是:

vec2  mapUV     = ShadowCoord.xy * 0.5 + 0.5; // [-1.0, 1.0] -> [0.0, 1.0]
float depthFrag = ShadowCoord.z  * 0.5 + 0.5; // [-1.0, 1.0] -> [0.0, 1.0]

float depthMap  = texture(shadowMap, mapUV).r;

if(depthMap < depthFrag) {
    visibility = 0.3;
}