use*_*743 10 opengl glsl shadow opengl-3 shadow-mapping
我已经实现了基本的阴影映射算法,但只使用一个灯就能正常工作.
我想渲染一个带有以下两个点光源的场景:
如果我单独渲染两个灯,我会得到以下结果:
使用Light_1渲染:

使用Light_2渲染:

但两者合起来看起来像这样:

正如您所看到的,第一个阴影似乎正确渲染,但它低于light_2的阴影,这是不正确的.总结一下情况,我的盒子纹理与纹理单元0绑定.阴影深度纹理从纹理单元1绑定,如果有多个深度纹理(所以至少有两个ligths,如这个例子),绑定到纹理单元1 + 1(GL_TEXTURE1 + 1).这是代表我所说的代码:
for (int idy = 0; idy < this->m_pScene->getLightList().size(); idy++)
[...]
Light *light = this->m_pScene->getLightList()[idy];
FrameBuffer *frameBuffer = light->getFrameBuffer();
glActiveTexture(GL_TEXTURE1 + idy);
glBindTexture(GL_TEXTURE_2D, frameBuffer->getTexture()->getTextureId()); //To unbind
shaderProgram->setUniform(std::string("ShadowMatrix[").append(Convertor::toString<int> (idy)).append("]").c_str(), this->m_pScene->getLightList()[idy]->getBiasViewPerspectiveMatrix() * modelMatrix);
shaderProgram->setUniform(std::string("ShadowMap[").append(Convertor::toString<int>(idy)).append("]").c_str(), (int)idy + 1);
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在我们的案例中它对应于:
shaderProgram->setUniform("ShadowMatrix[0]", <shadow_matrix_light_1>);
shaderProgram->setUniform("ShadowMap[0]", 1); (GL_TEXTURE1)
shaderProgram->setUniform("ShadowMatrix[1]", <shadow_matrix_light_2>);
shaderProgram->setUniform("ShadowMap[1]", 2); (GL_TEXTURE2)
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顶点着色器如下(仅适用于2个灯光):
#version 400
#define MAX_SHADOW_MATRIX 10
#define MAX_SHADOW_COORDS 10
layout (location = 0) in vec4 VertexPosition;
layout (location = 1) in vec3 VertexNormal;
layout (location = 2) in vec2 VertexTexture;
uniform mat3 NormalMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ShadowMatrix[MAX_SHADOW_MATRIX];
uniform mat4 MVP;
uniform int lightCount;
out vec3 Position;
out vec3 Normal;
out vec2 TexCoords;
out vec4 ShadowCoords[MAX_SHADOW_COORDS];
void main(void)
{
TexCoords = VertexTexture;
Normal = normalize(NormalMatrix * VertexNormal);
Position = vec3(ModelViewMatrix * VertexPosition);
for (int idx = 0; idx < lightCount; idx++)
ShadowCoords[idx] = ShadowMatrix[idx] * VertexPosition;
gl_Position = MVP * VertexPosition;
}
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片段着色器的一段代码:
[...]
vec3 evalBasicFragmentShadow(vec3 LightIntensity, int idx)
{
vec3 Ambient = LightInfos[idx].La * MaterialInfos.Ka;
if (ShadowCoords[idx].w > 0.0f)
{
vec4 tmp_shadow_coords = ShadowCoords[idx];
tmp_shadow_coords.z -= SHADOW_OFFSET;
float shadow = textureProj(ShadowMap[idx], tmp_shadow_coords);
LightIntensity = LightIntensity * shadow + Ambient;
}
else
{
LightIntensity = LightIntensity + MaterialInfos.Ka;
}
return (LightIntensity);
}
vec3 getLightIntensity(vec3 TexColor)
{
vec3 LightIntensity = vec3(0.0f);
for (int idx = 0; idx < lightCount; idx++)
{
vec3 tnorm = (gl_FrontFacing ? -normalize(Normal) : normalize(Normal));
vec3 lightDir = vec3(LightInfos[idx].Position) - Position;
vec3 lightDirNorm = normalize(lightDir);
float lightAtt = getLightAttenuation(lightDir, LightInfos[idx]);
LightIntensity += Point_ADS_Shading(lightAtt, -tnorm, lightDirNorm, TexColor, idx);
LightIntensity = evalBasicFragmentShadow(LightIntensity, idx);
}
return (LightIntensity);
}
[...]
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它看起来像一个纹理单元问题,因为两个阴影分别完美呈现,我正确使用glActiveTexture(我想是这样).另外,我注意到如果我改变了灯光的加载顺序,那么坏的阴影是由"其他灯光"造成的(相反).所以它似乎来自纹理单元2,但我不明白为什么.有人能帮帮我吗?非常感谢您的帮助.
use*_*743 13
我解决了我的问题.实际上,我刚刚填充了第一个深度纹理(对于第一个加载的光).因此,对于第二个灯,阴影贴图未填充,这就是上面第三个图像上的黑色区域的解释.
这是最终结果:


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