2016-11-22 168 views
0

我想为点光源实现阴影贴图。基本上我创建了一个帧缓冲区,然后渲染立方体贴图纹理(这是6次)的每一侧的所有阴影脚轮,然后在正常渲染过程中读取它并确定哪个像素在阴影中。我有几个问题:OpenGL立方体贴图帧缓冲区深度比较

  1. 为什么我必须在深度组件之外还包含一个颜色附件才能让我的立方体贴图得到任何东西?我尝试了没有颜色附件,它没有工作。

  2. 添加颜色附件后,我可以在立方体贴图中看到我的影子脚轮,但似乎影子比较是错误的。我怀疑那个人在NDC而另一个人不在。

下面是如何初始化包含阴影立方体贴图我的帧缓冲:

// Create the depth buffer 
    glGenTextures(1, &mDepthTextureID); 
    glBindTexture(GL_TEXTURE_2D, mDepthTextureID); 
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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); 
    glBindTexture(GL_TEXTURE_2D, 0); 

    //Create the cubemap texture 
    glGenTextures(1, &mCubemapTextureID); 
    glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemapTextureID); 
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); 
    for (GLuint i = 0; i < 6; ++i) 
    { 
     glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_R32F, width, height, 0, GL_RED, GL_FLOAT, 0); 
    } 
    glBindTexture(GL_TEXTURE_CUBE_MAP, 0); 

    //Create the framebuffer and attach the cubemap texture to it 
    glGenFramebuffers(1, &mFrameBufferObjectID); 
    glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferObjectID); 
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mDepthTextureID, 0); 

    //Disable writes to the color buffer 
    glDrawBuffer(GL_NONE); 
    //Disable reads from the color buffer 
    glReadBuffer(GL_NONE); 

    GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 
    if (Status != GL_FRAMEBUFFER_COMPLETE) 
    { 
     switch(Status) 
     { 
      case GL_FRAMEBUFFER_UNSUPPORTED: 
       printf("FrameBuffer unsupported error"); 
       return false; 
       break; 
      case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: 
       printf("FrameBuffer incomplete attachement"); 
       return false; 
       break; 
      default: 
       printf("GLShadowCubemap error, status: 0x%x\n", Status); 
       return false; 
     } 
    } 

    //Unbind this 
    glBindFramebuffer(GL_FRAMEBUFFER, 0); 

这里是我的影子的顶点着色器:(仅使用位置属性)

#version 330 core 

layout (location = 0) in vec3 Position; 
layout (location = 1) in vec3 Normal; 
layout (location = 2) in vec2 TexCoord; 
layout (location = 3) in vec3 Tangent; 

uniform mat4 gModelMatrix; 
uniform mat4 gModelViewProjectionMatrix; 

out vec3 WorldPosition; 

/* 
* Below needs a GS and using layered rendering 
void main() 
{ 
    gl_Position = gModelMatrix * vec4(Position, 1.0); 
} 
*/ 

void main() 
{ 
    vec4 pos4 = vec4(Position, 1.0); 
    gl_Position = gModelViewProjectionMatrix * pos4; 
    WorldPosition = (gModelMatrix * pos4).xyz; 
} 

这里是我的影子片段着色器:

#version 330 core 

in vec3 WorldPosition; 

uniform vec3 gLightPosition; 

out float Fragment; 

void main() 
{ 
    // get distance between fragment and light source 
    float dist_to_light = length(WorldPosition - gLightPosition); 
    //gl_FragDepth = dist_to_light; 
    Fragment = dist_to_light; 
} 

其他问题在这里:

我看到很多人说,重写gl_FragDepth是一个坏主意。我知道为什么,但这里奇怪的是,如果我要手动覆盖gl_FragDepth,则没有任何内容写入到立方体贴图。为什么?

下面是如何使所有的常规的东西(变量i是一个索引到我的灯阵列)

mShadowCubemapFBOs[i].ViewportChange(); 
    mShadowMapTechnique.SetLightPosition(light.Position); 
    const float shadow_aspect = (static_cast<float>(mShadowWidth)/mShadowHeight); 
    const mat4 shadow_projection_matrix = glm::perspective(90.f, shadow_aspect, 1.f, mShadowFarPlane); 
    const vector<MeshComponent>& meshes = ComponentManager::Instance().GetMeshComponentPool().GetPool(); 
       for(int layer = 0; layer < 6; ++layer) 
       { 
        GLenum cubemap_face = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer; 
        mShadowCubemapFBOs[i].Bind(cubemap_face); 
        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); 
        for(const MeshComponent& mesh : meshes) 
        { 
//the transform_component is referenced ahead of time. 
         const mat4 model_transform = transform_component->GetTransformMatrix(); 
           mShadowMapTechnique.SetModelViewProjectionMatrix(light.Position, cubemap_face, shadow_projection_matrix, model_transform); 
         mShadowMapTechnique.SetModelMatrix(model_transform); 
         mesh.Render(); 
        } 
       } 

最后,这里的普通渲染着色器:

#version 330 core 

const int MAX_LIGHTS = 8; 
const int LIGHT_TYPE_DIRECTIONAL = 0; 
const int LIGHT_TYPE_POINT = 1; 
const int LIGHT_TYPE_SPOT = 2; 

in vec2 TexCoord0; 
in vec3 WorldNormal0; 
in vec3 WorldPos0; 
in vec3 WorldTangent0; 

out vec4 FragmentColor; 

struct Material 
{ 
    vec4 Emissive; 
    vec4 Ambient; 
    vec4 Diffuse; 
    vec4 Specular; 
    float SpecularPower; 
    bool UseTexture; 
}; 

struct Light 
{ 
    vec3 Position; 
    vec3 Direction; 
    vec4 Color;     //RGBA 
    float SpotAngle; 
    float ConstantAttenuation; 
    float LinearAttenuation; 
    float QuadraticAttenuation; 
    int LightType; 
    samplerCube ShadowMap; //Cubemap shadows 
    bool Enabled; 
}; 

struct LightingResult 
{ 
    vec4 Diffuse; 
    vec4 Specular; 
}; 

uniform Material gMaterial; 
uniform Light gLights[MAX_LIGHTS]; 
uniform sampler2D gTextureSampler0; 
uniform sampler2D gNormalMap; 
uniform bool gEnableNormalMap; 
uniform vec3 gEyeWorldPos; 

float CalculateShadowFactor(vec3 frag_pos, Light light) 
{ 
    vec3 fragment_to_light = frag_pos - light.Position; 
    float sample_distance = texture(light.ShadowMap, fragment_to_light).r; 
    float distance = length(fragment_to_light); 
    if (distance < sample_distance + 0.001) 
    { 
     return 1.0; // Inside the light 
    } 
    else 
    { 
     return 0.5; // Inside the shadow 
    } 
} 

//L - Light direction vector from pixel to light source 
//N - Normal at the pixel 
vec4 CalculateDiffuse(Light light, vec3 L, vec3 N) 
{ 
    float n_dot_l = max(0, dot(N, L)); 
    return light.Color * n_dot_l; 
} 

//V - View vector 
//L - Light direction vector from pixel to light source 
//N - Normal at the pixel 
vec4 CalculateSpecular(Light light, vec3 V, vec3 L, vec3 N) 
{ 
    //Phong lighting 
    vec3 R = normalize(reflect(-L, N)); 
    float r_dot_v = max(0, dot(R, V)); 
    return light.Color * pow(r_dot_v, max(0.4, gMaterial.SpecularPower)); 
} 

float CalculateAttenuation(Light light, float distance) 
{ 
    return 1.0/(light.ConstantAttenuation + light.LinearAttenuation * distance + light.QuadraticAttenuation * distance * distance); 
} 

//V - View vector 
//P - Position of pixel 
//N - Normal of pixel 
LightingResult CalculatePointLight(Light light, vec3 V, vec3 P, vec3 N) 
{ 
    LightingResult result; 
    result.Diffuse = vec4(0.0, 0.0, 0.0, 1.0); 
    result.Specular = vec4(0.0, 0.0, 0.0, 1.0); 

    vec3 L = light.Position - P; 
    float distance = length(L); 
    L = normalize(L); 

    float attenuation = CalculateAttenuation(light, distance); 
    result.Diffuse = CalculateDiffuse(light, L, N) * attenuation; 
    result.Specular = CalculateSpecular(light, V, L, N) * attenuation; 

    return result; 
} 

//V - View vector 
//P - Position of pixel 
//N - Normal of pixel 
LightingResult CalculateDirectionalLight(Light light, vec3 V, vec3 P, vec3 N) 
{ 
    LightingResult result; 
    result.Diffuse = vec4(0.0, 0.0, 0.0, 1.0); 
    result.Specular = vec4(0.0, 0.0, 0.0, 1.0); 

    vec3 L = -light.Direction; 

    result.Diffuse = CalculateDiffuse(light, L, N); 
    result.Specular = CalculateSpecular(light, V, L, N); 

    return result; 
} 

//L - Light vector 
//Smoothness increases as angle gets larger 
float CalculateSpotCone(Light light, vec3 L) 
{ 
    //cos are in radians 
    float min_cos = cos(light.SpotAngle); 
    float max_cos = (min_cos + 1.0f)/2.0f; 
    float cos_angle = dot(light.Direction, -L); //negated L such that as we move towards the edge, intensity decreases 
    return smoothstep(min_cos, max_cos, cos_angle); 
} 

//V - View vector 
//P - Position of pixel 
//N - Normal of pixel 
LightingResult CalculateSpotLight(Light light, vec3 V, vec3 P, vec3 N) 
{ 
    LightingResult result; 
    result.Diffuse = vec4(0.0, 0.0, 0.0, 1.0); 
    result.Specular = vec4(0.0, 0.0, 0.0, 1.0); 

    vec3 L = light.Position - P; 
    float distance = length(L); 
    L = normalize(L); 

    float attenuation = CalculateAttenuation(light, distance); 
    float spot_intensity = CalculateSpotCone(light, L); 
    result.Diffuse = CalculateDiffuse(light, L, N) * attenuation * spot_intensity; 
    result.Specular = CalculateSpecular(light, V, L, N) * attenuation * spot_intensity; 

    return result; 
} 

//P - Position of pixel 
//N - Normal of pixel 
LightingResult CalculateLighting(vec3 P, vec3 N) 
{ 
    vec3 V = normalize(gEyeWorldPos - P); 

    LightingResult total_result; 
    total_result.Diffuse = vec4(0, 0, 0, 1.0); 
    total_result.Specular = vec4(0, 0, 0, 1.0); 

    for(int i = 0; i < MAX_LIGHTS; ++i) 
    { 
     if(!gLights[i].Enabled) 
     { 
      continue; 
     } 

     LightingResult result; 
     result.Diffuse = vec4(0, 0, 0, 1.0); 
     result.Specular = vec4(0, 0, 0, 1.0); 
     float shadow_factor = 1.0; 

     switch(gLights[i].LightType) 
     { 
      case LIGHT_TYPE_DIRECTIONAL: 
       result = CalculateDirectionalLight(gLights[i], V, P, N); 
       break; 
      case LIGHT_TYPE_POINT: 
       result = CalculatePointLight(gLights[i], V, P, N); 
       shadow_factor = CalculateShadowFactor(P, gLights[i]); 
       break; 
      case LIGHT_TYPE_SPOT: 
       result = CalculateSpotLight(gLights[i], V, P, N); 
       shadow_factor = CalculateShadowFactor(P, gLights[i]); 
       break; 
     } 
     total_result.Diffuse += (result.Diffuse * shadow_factor); 
     total_result.Specular += (result.Specular * shadow_factor); 
    } 

    total_result.Diffuse = clamp(total_result.Diffuse, 0, 1); 
    total_result.Specular = clamp(total_result.Specular, 0, 1); 

    return total_result; 
} 

vec3 CalculateNormalMapNormal() 
{ 
    vec3 normal = normalize(WorldNormal0); 
    vec3 tangent = normalize(WorldTangent0); 
    tangent = normalize(tangent - dot(tangent, normal) * normal); //remove components from the normal vector. This is needed for non-uniform scaling 
    vec3 bi_tangent = cross(tangent, normal); 
    vec3 bump_map = texture(gNormalMap, TexCoord0).xyz; 
    bump_map = 2.0 * bump_map - vec3(1.0, 1.0, 1.0); //Remaps the values 
    mat3 TBN = mat3(tangent, bi_tangent, normal); 
    vec3 actual_normal = TBN * bump_map; 
    return normalize(actual_normal); 
} 

void main() 
{ 
    vec3 pixel_normal = normalize(WorldNormal0); 
    vec4 texture_color = vec4(0, 0, 0, 1); 

    if(gMaterial.UseTexture) 
    { 
     texture_color = texture(gTextureSampler0, TexCoord0); 
    } 

    if(gEnableNormalMap) 
    { 
     pixel_normal = CalculateNormalMapNormal(); 
    } 

    LightingResult light_result = CalculateLighting(WorldPos0, pixel_normal); 
    vec4 diffuse_color = gMaterial.Diffuse * light_result.Diffuse; 
    vec4 specular_color = gMaterial.Specular * light_result.Specular; 

    FragmentColor = (gMaterial.Emissive + gMaterial.Ambient + diffuse_color + specular_color) * texture_color; 
    //FragmentColor = texture_color; 

    //temp test 
    //vec3 fragment_to_light = WorldPos0 - gLights[1].Position; 
    //FragmentColor = vec4(vec3(texture(gLights[1].ShadowMap, fragment_to_light).r/gFarPlane), 1.0); 
} 

我在做什么错?我看到我在世界空间中存储片段到光源的距离,并将其写入到颜色缓冲区(而不是深度缓冲区),因此它不应该处于NDC中。最后,当我比较它,它也在世界空间....为什么阴影关闭?看起来好像阴影比它们应该大得多,所以整个场景都被阴影覆盖,看起来应该是阴影的大小实际上被遮住了。

图片阴影立方体贴图的:现场的

enter image description here

图片(仅直升机将投下阴影):

enter image description here

谢谢!

回答

0

一些调试后,我发现我的问题:

  1. glPerspective需要FOV的弧度,不度,即使它的文件说,这是唯一的弧度,如果FORCE_RADIANS定义(我没有定义)

  2. 阴影的立方图需要清除颜色(FLT_MAX,FLT_MAX,FLT_MAX,1.0),以便默认情况下一切都不在阴影中。