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我已經創建了陰影貼圖。但是它有兩個問題: 1.只有當我更改模型矩陣時,陰影纔會顯示出來。即最初沒有陰影,但是當我按下某個鍵移動圖形時,即模型矩陣發生了變化,陰影就會出現。 2. framebuffer上的紋理上有一些舊的渲染線索,導致漫長的線索。Shadow Map中的尾部陰影
任何人都可以對此有所瞭解嗎?
這是問題
編輯代碼下面的截圖:
void generateShadowTex()
{
//Calculate final ligting properties
glm::vec4 a_f=light_ambient*mat_ambient;
glm::vec4 d_f=light_diffuse*mat_diffuse;
glm::vec4 s_f=light_specular*mat_specular;
int counter=0;
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST); // need depth test to correctly draw 3D objects
glClearColor(0,0,0,1);
//glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(wframe)
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D,depthTex);
// MAths here for mvp manupulation
//Draw Elements
if(a<17 || a==18)
glDrawElements(GL_QUADS, masterNumberIndices[a], GL_UNSIGNED_INT, (char*) NULL+0);
else
glDrawElements(GL_TRIANGLES, masterNumberIndices[a], GL_UNSIGNED_INT, (char*) NULL+0);
glBindVertexArrayAPPLE(0);
}
glUseProgram(0);
}
void Init_FBO()
{
GLfloat border[] = {1.0f, 0.0f, 0.0f, 0.0f};
//glActiveTexture(GL_TEXTURE3);
glGenTextures(1, &depthTex);
glBindTexture(GL_TEXTURE_2D, depthTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,900,900, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
glBindTexture(GL_TEXTURE_2D,0);
glGenFramebuffers(1, &shadowFBO);
glBindFramebuffer(GL_FRAMEBUFFER, shadowFBO);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0); // go back to the default framebuffer
// check FBO status
GLenum FBOstatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
if(FBOstatus != GL_FRAMEBUFFER_COMPLETE)
{
printf("GL_FRAMEBUFFER_COMPLETE failed, CANNOT use FBO\n");
}
else
{
printf("Frame Buffer Done Succesfully\n");
}
}
void display()
{
glBindFramebuffer(GL_FRAMEBUFFER, shadowFBO);
generateShadowTex();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
generateScene();
}
顯然你在某個階段做了一些錯誤的數學計算,雖然我不確定你怎麼看我們沒有看到你的代碼就可以提供幫助。 – Tim
@Tim:供參考:如果有人沒有提供足夠的信息來回答它,那麼你應該投票結束他們的問題爲「不是真正的問題」。 –
@Tim:我編輯了這個問題來添加代碼的相關部分..... –