[英]OpenGL Cubemap FrameBuffer Depth Comparison
我正在尝试为点光源实现阴影贴图。 基本上,我先创建一个帧缓冲区,然后在立方体贴图纹理的每一面渲染所有阴影投射器(是6次),然后在常规渲染过程中读取它,并确定阴影中有哪个像素。 我有几个问题:
为什么要在立方体贴图上渲染任何内容,除了深度组件外,还必须包括颜色附件? 我尝试了没有颜色附件的情况,但无法正常工作。
添加颜色附件后,我可以在立方体贴图中看到我的阴影脚轮,但是阴影比较似乎是错误的。 我怀疑其中一个在NDC中,而另一个不在。
这是初始化包含阴影立方体贴图的帧缓冲区的方法:
// 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);
这是我的阴影的顶点着色器:(仅使用Position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;
}
这是我的阴影片段着色器:
#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;
}
此处的其他问题:
我看到很多人都说重写gl_FragDepth是一个坏主意。 我有点知道为什么,但是奇怪的是,如果我要手动覆盖gl_FragDepth,则不会有任何内容写入立方体贴图。 为什么?
这是我渲染所有常规内容的方式(变量i是我的lights数组的索引)
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();
}
}
最后是常规渲染着色器:
#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);
}
我究竟做错了什么? 我看到我将片段到光的距离存储在世界空间中,并将其写入颜色缓冲区(而不是深度缓冲区)中,因此它不应位于NDC中。 最后,当我进行比较时,它也在世界空间中……为什么阴影消失了? 看起来好像阴影比实际应有的要大得多,因此整个场景都被阴影覆盖,并且似乎应该用光实际上覆盖了阴影的大小。
阴影立方体贴图的图片:
场景图片(只有直升机会投射阴影):
谢谢!
经过一些调试后,我发现了我的问题:
glPerspective将fov表示为弧度,而不是度,即使它的文档说如果定义了FORCE_RADIANS,则仅以弧度表示(我没有定义)
阴影的立方体贴图要求透明色为(FLT_MAX,FLT_MAX,FLT_MAX,1.0),这样默认情况下所有内容都不处于阴影中。
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