SSAO 和阴影贴图 |阴影不适用于 SSAO
SSAO & Shadow mapping | Shadows do not work with the SSAO
我们引擎中的 SSAO 似乎可以正常工作,但我无法让 SSAO 使用阴影贴图。这是应用阴影时我目前遇到的错误的屏幕截图....
应用了阴影
而且,根据相机视角和相机位置,有时会出现随机阴影...
随机阴影取决于相机视角和位置
这里是 gbuffer 顶点着色器..
#version 330 core
layout (location = 0) in vec3 positions;
layout (location = 1) in vec2 texCoords;
layout (location = 2) in vec3 normals;
out vec3 FragPos;
out vec3 ShadowFragPos;
out vec2 TexCoords;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
void main()
{
vec4 viewPos = view * model * vec4(positions, 1.0);
FragPos = viewPos.xyz;
TexCoords = texCoords;
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
Normal = normalMatrix * normals;
gl_Position = proj * viewPos;
}
这是光照着色器..
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;
uniform sampler2D gShadowmap;
uniform sampler2D gSsao;
uniform vec3 cameraPos;
uniform mat4 lightSpaceMatrix;
vec3 Normal;
vec3 FragPos;
uniform vec3 lightPos;
float calculate_shadows(vec4 light_space_pos)
{
// perform perspective divide
vec3 projCoords = light_space_pos.xyz / light_space_pos.w;
// transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
float closestDepth = texture(gShadowmap, projCoords.xy).r;
// get depth of current fragment from light's perspective
float currentDepth = projCoords.z;
// check whether current frag pos is in shadow
vec3 lightDir = normalize(vec3(2.0f, 4.0f, 1.0f) - FragPos);
float bias = max(0.05 * (1.0 - dot(Normal, lightDir)), 0.005);
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(gShadowmap, 0);
// 8x8 kernel PCF
float x;
float y;
for (y = -3.5; y <= 3.5 ; y += 1.0)
{
for (x = -3.5; x <= 3.5 ; x += 1.0)
{
float pcfDepth = texture(gShadowmap, projCoords.xy + vec2(x, y) * texelSize).r;
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
}
}
shadow /= 64.0;
return shadow;
}
void main(void)
{
FragPos = texture(gPosition, TexCoords).rgb;
Normal = texture(gNormal, TexCoords).rgb;
vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb;
float Specular = texture(gAlbedoSpec, TexCoords).a;
float AmbientOcclusion = texture(gSsao, TexCoords).r;
vec3 lighting = vec3(0.3 * Diffuse * AmbientOcclusion);
vec3 viewDir = normalize(-FragPos);
vec3 lightDir = normalize(lightPos - FragPos);
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * vec3(1.0f, 0.5f, 0.3f);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(Normal, halfwayDir), 0.0), 8.0);
vec3 specular = vec3(1.0f, 0.5f, 0.3f) * spec * Specular;
float shadow = calculate_shadows(lightSpaceMatrix * vec4(FragPos, 1.0));
lighting += ((1.0 - shadow) * (diffuse + specular));
FragColor = vec4(lighting, 1.0f);
}
纹理在光通道中绑定如下..
// bind the positions texture and store in the first texture slot/unit
glActiveTexture(GL_TEXTURE0); // texture unit 0
glBindTexture(GL_TEXTURE_2D, gbuffer.gPositions); // geometry positions
// bind the normals texture and store in the second texture slot/unit
glActiveTexture(GL_TEXTURE1); // texture unit 1
glBindTexture(GL_TEXTURE_2D, gbuffer.gNormals); // geometry normals
// bind the albedo & specular texture and store in the third texture slot/unit
glActiveTexture(GL_TEXTURE2); // texture unit 2
glBindTexture(GL_TEXTURE_2D, gbuffer.gAlbedoSpec); // geometry albedospec
// bind the albedo & specular texture and store in the third texture slot/unit
glActiveTexture(GL_TEXTURE3); // texture unit 3
glBindTexture(GL_TEXTURE_2D, gbuffer.gShadowmap); // geometry albedospec
glActiveTexture(GL_TEXTURE4); // texture unit 2
glBindTexture(GL_TEXTURE_2D, gbuffer.ssaoColorBuffer); // geometry albedospec
最后,这里是lightSpaceMatrix的计算..
light_projection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, 1.0f, 7.5f);
light_view = glm::lookAt(glm::vec3(0.0f, 4.0f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
light_space_matrix = light_projection * light_view;
知道为什么会这样吗?如何让阴影与 SSAO 一起使用?
非常感谢任何帮助。
FragPos
是相机视图 space 位置。
light_space_pos
,calculate_shadows
的输入参数必须是剪辑 space 坐标,从光源看。
这意味着当你这样做时
float shadow = calculate_shadows(lightSpaceMatrix * vec4(FragPos, 1.0));
lightSpaceMatrix
必须是从相机视图 space 到光源剪辑 space 的转换。
为此,您必须进行 3 次转换:
相机视图 space 到世界 space。这可以通过逆 view
矩阵来完成。
世界space到光space,这是light_view
.
的改造
light view space到light clip space,是light_projection
.
的变换
所以light_space_matrix = light_projection * light_view;
的设置不够,必须是
light_space_matrix = light_projection * light_view * glm::inverse(view);
我们引擎中的 SSAO 似乎可以正常工作,但我无法让 SSAO 使用阴影贴图。这是应用阴影时我目前遇到的错误的屏幕截图....
应用了阴影
而且,根据相机视角和相机位置,有时会出现随机阴影...
随机阴影取决于相机视角和位置
这里是 gbuffer 顶点着色器..
#version 330 core
layout (location = 0) in vec3 positions;
layout (location = 1) in vec2 texCoords;
layout (location = 2) in vec3 normals;
out vec3 FragPos;
out vec3 ShadowFragPos;
out vec2 TexCoords;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
void main()
{
vec4 viewPos = view * model * vec4(positions, 1.0);
FragPos = viewPos.xyz;
TexCoords = texCoords;
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
Normal = normalMatrix * normals;
gl_Position = proj * viewPos;
}
这是光照着色器..
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;
uniform sampler2D gShadowmap;
uniform sampler2D gSsao;
uniform vec3 cameraPos;
uniform mat4 lightSpaceMatrix;
vec3 Normal;
vec3 FragPos;
uniform vec3 lightPos;
float calculate_shadows(vec4 light_space_pos)
{
// perform perspective divide
vec3 projCoords = light_space_pos.xyz / light_space_pos.w;
// transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
float closestDepth = texture(gShadowmap, projCoords.xy).r;
// get depth of current fragment from light's perspective
float currentDepth = projCoords.z;
// check whether current frag pos is in shadow
vec3 lightDir = normalize(vec3(2.0f, 4.0f, 1.0f) - FragPos);
float bias = max(0.05 * (1.0 - dot(Normal, lightDir)), 0.005);
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(gShadowmap, 0);
// 8x8 kernel PCF
float x;
float y;
for (y = -3.5; y <= 3.5 ; y += 1.0)
{
for (x = -3.5; x <= 3.5 ; x += 1.0)
{
float pcfDepth = texture(gShadowmap, projCoords.xy + vec2(x, y) * texelSize).r;
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
}
}
shadow /= 64.0;
return shadow;
}
void main(void)
{
FragPos = texture(gPosition, TexCoords).rgb;
Normal = texture(gNormal, TexCoords).rgb;
vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb;
float Specular = texture(gAlbedoSpec, TexCoords).a;
float AmbientOcclusion = texture(gSsao, TexCoords).r;
vec3 lighting = vec3(0.3 * Diffuse * AmbientOcclusion);
vec3 viewDir = normalize(-FragPos);
vec3 lightDir = normalize(lightPos - FragPos);
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * vec3(1.0f, 0.5f, 0.3f);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(Normal, halfwayDir), 0.0), 8.0);
vec3 specular = vec3(1.0f, 0.5f, 0.3f) * spec * Specular;
float shadow = calculate_shadows(lightSpaceMatrix * vec4(FragPos, 1.0));
lighting += ((1.0 - shadow) * (diffuse + specular));
FragColor = vec4(lighting, 1.0f);
}
纹理在光通道中绑定如下..
// bind the positions texture and store in the first texture slot/unit
glActiveTexture(GL_TEXTURE0); // texture unit 0
glBindTexture(GL_TEXTURE_2D, gbuffer.gPositions); // geometry positions
// bind the normals texture and store in the second texture slot/unit
glActiveTexture(GL_TEXTURE1); // texture unit 1
glBindTexture(GL_TEXTURE_2D, gbuffer.gNormals); // geometry normals
// bind the albedo & specular texture and store in the third texture slot/unit
glActiveTexture(GL_TEXTURE2); // texture unit 2
glBindTexture(GL_TEXTURE_2D, gbuffer.gAlbedoSpec); // geometry albedospec
// bind the albedo & specular texture and store in the third texture slot/unit
glActiveTexture(GL_TEXTURE3); // texture unit 3
glBindTexture(GL_TEXTURE_2D, gbuffer.gShadowmap); // geometry albedospec
glActiveTexture(GL_TEXTURE4); // texture unit 2
glBindTexture(GL_TEXTURE_2D, gbuffer.ssaoColorBuffer); // geometry albedospec
最后,这里是lightSpaceMatrix的计算..
light_projection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, 1.0f, 7.5f);
light_view = glm::lookAt(glm::vec3(0.0f, 4.0f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
light_space_matrix = light_projection * light_view;
知道为什么会这样吗?如何让阴影与 SSAO 一起使用?
非常感谢任何帮助。
FragPos
是相机视图 space 位置。
light_space_pos
,calculate_shadows
的输入参数必须是剪辑 space 坐标,从光源看。
这意味着当你这样做时
float shadow = calculate_shadows(lightSpaceMatrix * vec4(FragPos, 1.0));
lightSpaceMatrix
必须是从相机视图 space 到光源剪辑 space 的转换。
为此,您必须进行 3 次转换:
相机视图 space 到世界 space。这可以通过逆
view
矩阵来完成。世界space到光space,这是
light_view
. 的改造
light view space到light clip space,是
light_projection
. 的变换
所以light_space_matrix = light_projection * light_view;
的设置不够,必须是
light_space_matrix = light_projection * light_view * glm::inverse(view);