2017-06-27 64 views
-2

我想在我的場景中實現陰影貼圖,但是當我調用texture()(我已用== 0.0測試過)時,我得到的是片段着色器中的零。我的問題:我是否正確地將深度紋理髮送給着色器?在OpenGL中發送陰影貼圖到着色器

這裏是我的片段着色器代碼:

bool getShadow() { 
    vec4 lightProjPositionScaled = lightProjPosition/lightProjPosition.w; 
    vec2 texCoords = lightProjPositionScaled.xy*0.5 + 0.5; // bias 
    return lightProjPositionScaled.z + 0.0005 > texture(shadowMap, texCoords).x; 
} 

這裏是我相關的Java代碼
初始化(編輯由於BDL的評論)

gl.glEnable(GL2.GL_TEXTURE_2D); 

// generate stuff 
IntBuffer ib = IntBuffer.allocate(1); 
gl.glGenFramebuffers(1, ib); 
frameBuffer = ib.get(0); 

ib = IntBuffer.allocate(1); 
gl.glGenTextures(1, ib); 
shadowMap = ib.get(0); 

gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, frameBuffer); 
gl.glBindTexture(GL2.GL_TEXTURE, shadowMap); 
gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_DEPTH_COMPONENT, 1024, 1024, 0, GL2.GL_DEPTH_COMPONENT, GL2.GL_FLOAT, null); 
gl.glDrawBuffer(GL2.GL_NONE); 
gl.glReadBuffer(GL2.GL_NONE); 
gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, 0); 


// prevents 'shadow acne' 
gl.glPolygonOffset(2.5f, 0); 
// prevents multiple shadows 
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP_TO_EDGE); 
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP_TO_EDGE); 
// prevents (or expects!!!) pixel-y textures 
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); 
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST); 
// store one value in all four components of pixel 
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_DEPTH_TEXTURE_MODE, GL2.GL_INTENSITY); 

顯示(一號通,對陰影):

// render shadows 
gl.glUseProgram(shadowProgram); 

gl.glUniformMatrix4fv(lightMatrixLocShadow, 1, false, lightMatrix.getMatrix(), 0); // yep (haha change viewMatrix -> lightMatrix) 
gl.glUniformMatrix4fv(projMatrixLocShadow, 1, false, projMatrix.getMatrix(), 0); 

gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, sha.frameBuffer); 

gl.glViewport(0, 0, 1024, 1024); 
gl.glClear(GL2.GL_DEPTH_BUFFER_BIT); 
renderScene(gl, sunMatrix); 
gl.glCopyTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_DEPTH_COMPONENT, 0, 0, 1024, 1024, 0); 
gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, 0); 

顯示器(第二遍,用於渲染場景):

// render display (regular) 
gl.glUseProgram(displayProgram); 
gl.glDrawBuffer(GL2.GL_FRONT); 
gl.glReadBuffer(GL2.GL_FRONT); 

gl.glUniformMatrix4fv(viewMatrixLoc, 1, false, viewMatrix.getMatrix(), 0); 
gl.glUniformMatrix4fv(projMatrixLocDisplay, 1, false, projMatrix.getMatrix(), 0); 
gl.glUniformMatrix4fv(lightMatrixLocDisplay, 1, false, lightMatrix.getMatrix(), 0); 
gl.glUniform4fv(sunPositionLoc, 1, sunWorldPosition, 0); // send sun's position to shader 
gl.glUniform1f(sunBrightnessLoc, sunBrightness); 
gl.glUniform1i(shadowMapLoc, 0); 

gl.glViewport(0, 0, screenWidth, screenHeight); 
// day-night cycle 
float[] color = SkyManager.getSkyColor(time); 
gl.glClearColor(color[0], color[1], color[2], 1); 
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); 
gl.glActiveTexture(GL2.GL_TEXTURE0); 
gl.glBindTexture(GL2.GL_TEXTURE_2D, sha.shadowMap); 
renderScene(gl, sunMatrix); 

另一個奇怪的結果是相對於光矩陣(光的旋轉和平面隨其旋轉的平面)上的只有碎片被點亮。所有其他碎片,在光線之後和之前,都被遮蔽了。

+1

你在檢查OpenGL錯誤的地方嗎?我從第一個角度看至少有兩個發生。 'GL_RENDERBUFFER'不是'glBindTexture'支持的目標。你永遠不會將紋理附加到幀緩衝區('glFramebufferTexture2D'),所以它很可能不完整。檢查'glCheckFramebufferStatus'。 – BDL

+0

啊我切換到使用渲染緩衝區,然後切換回使用紋理。當使用'glCheckFramebufferStatus'時,我得到'GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT'。 – clabe45

+0

是的,因爲你從未附加深度紋理......並且在檢查之前你必須調用'glDrawBuffer(GL_NONE)',否則需要顏色附件。 – BDL

回答

0

的一個問題是與線gl.glBindTexture(GL2.GL_TEXTURE, shadowMap);

我紋理結合GL_TEXTURE而不是GL_TEXTURE_2D