具有阴影映射和相机移动的点照明
Point lighting with shadow mapping and camera moving
尝试在我的场景中创建聚光灯时遇到问题。问题是我的相机在场景中移动,因此,照明出现了问题。此外,我只看到黑屏。我知道我错过了某个地方的转变,或者做了一些额外的,但是在哪里 - 我真的不知道。
下面是我的着色器代码。
片段着色器:
#version 330 core
precision mediump float; // Set the default precision to medium. We don't need as high of a
// precision in the fragment shader.
#define MAX_LAMPS_COUNT 8 // Max lamps count.
uniform vec3 u_ViewPos; // Camera position
uniform int u_LampsCount; // Lamps count
uniform int u_ShadowMapWidth = 1024; // shadow map width / default is 1024
uniform int u_ShadowMapHeight = 1024; // shadow map height / default is 1024
uniform float brightnessThreshold = 0.5; // brightness threshold variable
uniform float far_plane = 16;
varying mat4 v_MVMatrix; // Model View matrix
varying mat3 v_TBN; // Tangent Bitangent Normal matrix
varying vec4 v_Position; // Position for this fragment.
varying vec3 v_Normal; // Interpolated normal for this fragment.
varying vec2 v_Texture; // Texture coordinates.
varying float v_NormalMapping; // Is normal mapping enabled 0 - false, 1 - true
struct Lamp {
float ambientStrength;
float diffuseStrength;
float specularStrength;
float kc; // constant term
float kl; // linear term
float kq; // quadratic term
int shininess;
vec3 lampPos; // in eye space, cameraViewMatrix * lamp world coordinates
vec3 lampColor;
};
uniform samplerCube shadowMaps[MAX_LAMPS_COUNT];
uniform struct Mapping {
sampler2D ambient;
sampler2D diffuse;
sampler2D specular;
sampler2D normal;
} u_Mapping;
uniform Lamp u_Lamps[MAX_LAMPS_COUNT];
vec3 norm;
vec3 fragPos;
float shadow;
// output colors
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 fragBrightColor;
float calculateShadow(int textureIndex, vec3 lightPos) {
// get vector between fragment position and light position
vec3 fragToLight = fragPos - lightPos;
// use the light to fragment vector to sample from the depth map
float closestDepth = texture(shadowMaps[textureIndex], fragToLight).r;
// it is currently in linear range between [0,1]. Re-transform back to original value
closestDepth *= far_plane;
// now get current linear depth as the length between the fragment and light position
float currentDepth = length(fragToLight);
// now test for shadows
float bias = 0.05;
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
//fragColor = vec4(vec3(closestDepth / far_plane), 1.0); // visualization
return shadow;
}
float calculateAttenuation(Lamp lamp) {
float distance = length(lamp.lampPos - fragPos);
return 1.0 / (
lamp.kc +
lamp.kl * distance +
lamp.kq * (distance * distance)
);
}
vec4 toVec4(vec3 v) {
return vec4(v, 1);
}
// The entry point for our fragment shader.
void main() {
// Transform the vertex into eye space.
fragPos = vec3(v_MVMatrix * v_Position);
vec3 viewDir = normalize(u_ViewPos - fragPos);
if (v_NormalMapping == 0) norm = vec3(normalize(v_MVMatrix * vec4(v_Normal, 0)));
else { // using normal map if normal mapping enabled
norm = texture2D(u_Mapping.normal, v_Texture).rgb;
norm = normalize(norm * 2.0 - 1.0); // from [0; 1] to [-1; -1]
norm = normalize(v_TBN * norm);
}
vec3 ambientResult = vec3(0, 0, 0); // result of ambient lighting for all lamps
vec3 diffuseResult = vec3(0, 0, 0); // result of diffuse lighting for all lamps
vec3 specularResult = vec3(0, 0, 0); // result of specular lighting for all lamps
for (int i = 0; i<u_LampsCount; i++) {
// attenuation
float attenuation = calculateAttenuation(u_Lamps[i]);
// ambient
vec3 ambient = u_Lamps[i].ambientStrength * u_Lamps[i].lampColor * attenuation;
// diffuse
vec3 lightDir = normalize(u_Lamps[i].lampPos - fragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = u_Lamps[i].diffuseStrength * diff * u_Lamps[i].lampColor * attenuation;
// specular
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), u_Lamps[i].shininess);
vec3 specular = u_Lamps[i].specularStrength * spec * u_Lamps[i].lampColor * attenuation;
// fragment position in light space
//fragLightSpacePos = u_Lamps[i].lightSpaceMatrix * u_Lamps[i].lightModelMatrix * v_Position;
// calculate shadow
shadow = calculateShadow(i, u_Lamps[i].lampPos);
// result for this(i) lamp
ambientResult += ambient;
diffuseResult += diffuse * (1-shadow);
specularResult += specular * (1-shadow);
}
fragColor =
toVec4(ambientResult) * texture2D(u_Mapping.ambient, v_Texture) +
toVec4(diffuseResult) * texture2D(u_Mapping.diffuse, v_Texture) +
toVec4(specularResult) * texture2D(u_Mapping.specular, v_Texture);
// brightness calculation
//float brightness = dot(fragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
//if (brightness > brightnessThreshold) fragBrightColor = vec4(fragColor.rgb, 1.0);
fragBrightColor = vec4(0, 0, 0, 1);
}
顶点着色器:
#version 130
uniform mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix.
uniform mat4 u_MVMatrix; // A constant representing the combined model/view matrix.
uniform float u_NormalMapping; // Normal mapping; 0 - false, 1 - true
attribute vec4 a_Position; // Per-vertex position information we will pass in.
attribute vec3 a_Normal; // Per-vertex normal information we will pass in.
attribute vec3 a_Tangent; // Per-vertex tangent information we will pass in.
attribute vec3 a_Bitangent; // Per-vertex bitangent information we will pass in.
attribute vec2 a_Texture; // Per-vertex texture information we will pass in.
varying mat4 v_MVMatrix; // This will be passed into the fragment shader.
varying mat3 v_TBN; // This will be passed into the fragment shader.
varying vec4 v_Position; // This will be passed into the fragment shader.
varying vec3 v_Normal; // This will be passed into the fragment shader.
varying vec2 v_Texture; // This will be passed into the fragment shader.
varying float v_NormalMapping; // This will be passed into the fragment shader.
void main() {
// creating TBN (tangent-bitangent-normal) matrix if normal mapping enabled
if (u_NormalMapping == 1) {
vec3 T = normalize(vec3(u_MVMatrix * vec4(a_Tangent, 0.0)));
vec3 B = normalize(vec3(u_MVMatrix * vec4(a_Bitangent, 0.0)));
vec3 N = normalize(vec3(u_MVMatrix * vec4(a_Normal, 0.0)));
mat3 TBN = mat3(T, B, N);
v_TBN = TBN;
}
// gl_Position is a special variable used to store the final position.
// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
gl_Position = u_MVPMatrix * a_Position;
// sending all needed variables to fragment shader
v_Position = a_Position;
v_Texture = a_Texture;
v_NormalMapping = u_NormalMapping;
v_MVMatrix = u_MVMatrix;
v_Normal = a_Normal;
}
顶点阴影着色器:
#version 130
attribute vec3 a_Position;
uniform mat4 u_ModelMatrix;
void main() {
gl_Position = u_ModelMatrix * vec4(a_Position, 1.0);
}
片段阴影着色器:
#version 330 core
in vec4 fragPos;
uniform vec3 lightPos; // cameraViewMatrix * lamp world coordinates
uniform float far_plane = 16;
void main()
{
float lightDistance = length(fragPos.xyz - lightPos);
// map to [0;1] range by dividing by far_plane
lightDistance = lightDistance / far_plane;
// write this as modified depth
gl_FragDepth = lightDistance;
}
几何阴影着色器:
#version 330 core
layout (triangles) in;
layout (triangle_strip, max_vertices=18) out;
uniform mat4 shadowMatrices[6];
out vec4 fragPos; // FragPos from GS (output per emitvertex)
void main() {
for(int face = 0; face < 6; ++face) {
gl_Layer = face; // built-in variable that specifies to which face we render.
for(int i = 0; i < 3; ++i) // for each triangle's vertices
{
fragPos = gl_in[i].gl_Position;
gl_Position = shadowMatrices[face] * fragPos;
EmitVertex();
}
EndPrimitive();
}
}
以及演示可视化阴影贴图的视频:
https://youtu.be/zaNXGG1qLaw
I understand that I missed the transformation somewhere, or did some extra, but where - I really do not know.
shadowMaps[textureIndex]
的内容很可能是"light space"拍摄的深度图。这意味着它是从光源看到的深度图。
但是
fragPos = vec3(v_MVMatrix * v_Position);
和
struct Lamp {
.....
vec3 lampPos; // in eye space, cameraViewMatrix * lamp world coordinates
.....
};
在 space 坐标中。这导致
vec3 fragToLight = fragPos - lightPos;
是从相机看到的 space 中的一个方向。
如果你这样做
float closestDepth = texture(shadowMaps[textureIndex], fragToLight).r;
然后 "light space" 地图由 "view space" 向量访问。缺少从视图 space 坐标到 "light space" 坐标的转换。
要解决此问题,您需要一个从世界坐标转换为 "light space" 坐标的矩阵。这是您在创建 shadowMaps
.
时使用的视图投影矩阵的 逆 矩阵
mat4 inverse_light_vp_mat[MAX_LAMPS_COUNT];
片段位置必须转换为世界坐标,然后必须转换为"light space"坐标,inverse_light_vp_mat
:
varying mat4 v_ModelMatrix; // Model matrix
vec4 fragLightPos = inverse_light_vp_mat[textureIndex] * v_ModelMatrix * v_Position;
fragLightPos.xyz /= fragLightPos.w;
在"light space"中光源位置是vec3(0.0,0.0,0.0),因为光源的位置是"light space"的原点。所以在 shadowMaps
中查找可以直接用 fragLightPos
:
float closestDepth = texture(shadowMaps[textureIndex], fragLightPos.xyz).r;
问题已解决。这是因为我考虑了相机space(视图space)中的阴影贴图,但在世界space中是必需的。还有,在计算影子本身的时候,也需要计算世界上的一切space.
片段着色器:
vec3 fragToLight = vec3(model * v_Position) - lightPosWorldSpace;
或
vec3 fragToLight = vec3(model * v_Position) - vec3(inverse(view) * lightPos);
(lightPos - vec4)
片段阴影着色器:
float lightDistance = length(fragPos.xyz - lightPos);
,lightPos - lamp 在世界中的位置 space
尝试在我的场景中创建聚光灯时遇到问题。问题是我的相机在场景中移动,因此,照明出现了问题。此外,我只看到黑屏。我知道我错过了某个地方的转变,或者做了一些额外的,但是在哪里 - 我真的不知道。
下面是我的着色器代码。
片段着色器:
#version 330 core
precision mediump float; // Set the default precision to medium. We don't need as high of a
// precision in the fragment shader.
#define MAX_LAMPS_COUNT 8 // Max lamps count.
uniform vec3 u_ViewPos; // Camera position
uniform int u_LampsCount; // Lamps count
uniform int u_ShadowMapWidth = 1024; // shadow map width / default is 1024
uniform int u_ShadowMapHeight = 1024; // shadow map height / default is 1024
uniform float brightnessThreshold = 0.5; // brightness threshold variable
uniform float far_plane = 16;
varying mat4 v_MVMatrix; // Model View matrix
varying mat3 v_TBN; // Tangent Bitangent Normal matrix
varying vec4 v_Position; // Position for this fragment.
varying vec3 v_Normal; // Interpolated normal for this fragment.
varying vec2 v_Texture; // Texture coordinates.
varying float v_NormalMapping; // Is normal mapping enabled 0 - false, 1 - true
struct Lamp {
float ambientStrength;
float diffuseStrength;
float specularStrength;
float kc; // constant term
float kl; // linear term
float kq; // quadratic term
int shininess;
vec3 lampPos; // in eye space, cameraViewMatrix * lamp world coordinates
vec3 lampColor;
};
uniform samplerCube shadowMaps[MAX_LAMPS_COUNT];
uniform struct Mapping {
sampler2D ambient;
sampler2D diffuse;
sampler2D specular;
sampler2D normal;
} u_Mapping;
uniform Lamp u_Lamps[MAX_LAMPS_COUNT];
vec3 norm;
vec3 fragPos;
float shadow;
// output colors
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 fragBrightColor;
float calculateShadow(int textureIndex, vec3 lightPos) {
// get vector between fragment position and light position
vec3 fragToLight = fragPos - lightPos;
// use the light to fragment vector to sample from the depth map
float closestDepth = texture(shadowMaps[textureIndex], fragToLight).r;
// it is currently in linear range between [0,1]. Re-transform back to original value
closestDepth *= far_plane;
// now get current linear depth as the length between the fragment and light position
float currentDepth = length(fragToLight);
// now test for shadows
float bias = 0.05;
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
//fragColor = vec4(vec3(closestDepth / far_plane), 1.0); // visualization
return shadow;
}
float calculateAttenuation(Lamp lamp) {
float distance = length(lamp.lampPos - fragPos);
return 1.0 / (
lamp.kc +
lamp.kl * distance +
lamp.kq * (distance * distance)
);
}
vec4 toVec4(vec3 v) {
return vec4(v, 1);
}
// The entry point for our fragment shader.
void main() {
// Transform the vertex into eye space.
fragPos = vec3(v_MVMatrix * v_Position);
vec3 viewDir = normalize(u_ViewPos - fragPos);
if (v_NormalMapping == 0) norm = vec3(normalize(v_MVMatrix * vec4(v_Normal, 0)));
else { // using normal map if normal mapping enabled
norm = texture2D(u_Mapping.normal, v_Texture).rgb;
norm = normalize(norm * 2.0 - 1.0); // from [0; 1] to [-1; -1]
norm = normalize(v_TBN * norm);
}
vec3 ambientResult = vec3(0, 0, 0); // result of ambient lighting for all lamps
vec3 diffuseResult = vec3(0, 0, 0); // result of diffuse lighting for all lamps
vec3 specularResult = vec3(0, 0, 0); // result of specular lighting for all lamps
for (int i = 0; i<u_LampsCount; i++) {
// attenuation
float attenuation = calculateAttenuation(u_Lamps[i]);
// ambient
vec3 ambient = u_Lamps[i].ambientStrength * u_Lamps[i].lampColor * attenuation;
// diffuse
vec3 lightDir = normalize(u_Lamps[i].lampPos - fragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = u_Lamps[i].diffuseStrength * diff * u_Lamps[i].lampColor * attenuation;
// specular
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), u_Lamps[i].shininess);
vec3 specular = u_Lamps[i].specularStrength * spec * u_Lamps[i].lampColor * attenuation;
// fragment position in light space
//fragLightSpacePos = u_Lamps[i].lightSpaceMatrix * u_Lamps[i].lightModelMatrix * v_Position;
// calculate shadow
shadow = calculateShadow(i, u_Lamps[i].lampPos);
// result for this(i) lamp
ambientResult += ambient;
diffuseResult += diffuse * (1-shadow);
specularResult += specular * (1-shadow);
}
fragColor =
toVec4(ambientResult) * texture2D(u_Mapping.ambient, v_Texture) +
toVec4(diffuseResult) * texture2D(u_Mapping.diffuse, v_Texture) +
toVec4(specularResult) * texture2D(u_Mapping.specular, v_Texture);
// brightness calculation
//float brightness = dot(fragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
//if (brightness > brightnessThreshold) fragBrightColor = vec4(fragColor.rgb, 1.0);
fragBrightColor = vec4(0, 0, 0, 1);
}
顶点着色器:
#version 130
uniform mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix.
uniform mat4 u_MVMatrix; // A constant representing the combined model/view matrix.
uniform float u_NormalMapping; // Normal mapping; 0 - false, 1 - true
attribute vec4 a_Position; // Per-vertex position information we will pass in.
attribute vec3 a_Normal; // Per-vertex normal information we will pass in.
attribute vec3 a_Tangent; // Per-vertex tangent information we will pass in.
attribute vec3 a_Bitangent; // Per-vertex bitangent information we will pass in.
attribute vec2 a_Texture; // Per-vertex texture information we will pass in.
varying mat4 v_MVMatrix; // This will be passed into the fragment shader.
varying mat3 v_TBN; // This will be passed into the fragment shader.
varying vec4 v_Position; // This will be passed into the fragment shader.
varying vec3 v_Normal; // This will be passed into the fragment shader.
varying vec2 v_Texture; // This will be passed into the fragment shader.
varying float v_NormalMapping; // This will be passed into the fragment shader.
void main() {
// creating TBN (tangent-bitangent-normal) matrix if normal mapping enabled
if (u_NormalMapping == 1) {
vec3 T = normalize(vec3(u_MVMatrix * vec4(a_Tangent, 0.0)));
vec3 B = normalize(vec3(u_MVMatrix * vec4(a_Bitangent, 0.0)));
vec3 N = normalize(vec3(u_MVMatrix * vec4(a_Normal, 0.0)));
mat3 TBN = mat3(T, B, N);
v_TBN = TBN;
}
// gl_Position is a special variable used to store the final position.
// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
gl_Position = u_MVPMatrix * a_Position;
// sending all needed variables to fragment shader
v_Position = a_Position;
v_Texture = a_Texture;
v_NormalMapping = u_NormalMapping;
v_MVMatrix = u_MVMatrix;
v_Normal = a_Normal;
}
顶点阴影着色器:
#version 130
attribute vec3 a_Position;
uniform mat4 u_ModelMatrix;
void main() {
gl_Position = u_ModelMatrix * vec4(a_Position, 1.0);
}
片段阴影着色器:
#version 330 core
in vec4 fragPos;
uniform vec3 lightPos; // cameraViewMatrix * lamp world coordinates
uniform float far_plane = 16;
void main()
{
float lightDistance = length(fragPos.xyz - lightPos);
// map to [0;1] range by dividing by far_plane
lightDistance = lightDistance / far_plane;
// write this as modified depth
gl_FragDepth = lightDistance;
}
几何阴影着色器:
#version 330 core
layout (triangles) in;
layout (triangle_strip, max_vertices=18) out;
uniform mat4 shadowMatrices[6];
out vec4 fragPos; // FragPos from GS (output per emitvertex)
void main() {
for(int face = 0; face < 6; ++face) {
gl_Layer = face; // built-in variable that specifies to which face we render.
for(int i = 0; i < 3; ++i) // for each triangle's vertices
{
fragPos = gl_in[i].gl_Position;
gl_Position = shadowMatrices[face] * fragPos;
EmitVertex();
}
EndPrimitive();
}
}
以及演示可视化阴影贴图的视频: https://youtu.be/zaNXGG1qLaw
I understand that I missed the transformation somewhere, or did some extra, but where - I really do not know.
shadowMaps[textureIndex]
的内容很可能是"light space"拍摄的深度图。这意味着它是从光源看到的深度图。
但是
fragPos = vec3(v_MVMatrix * v_Position);
和
struct Lamp {
.....
vec3 lampPos; // in eye space, cameraViewMatrix * lamp world coordinates
.....
};
在 space 坐标中。这导致
vec3 fragToLight = fragPos - lightPos;
是从相机看到的 space 中的一个方向。
如果你这样做
float closestDepth = texture(shadowMaps[textureIndex], fragToLight).r;
然后 "light space" 地图由 "view space" 向量访问。缺少从视图 space 坐标到 "light space" 坐标的转换。
要解决此问题,您需要一个从世界坐标转换为 "light space" 坐标的矩阵。这是您在创建 shadowMaps
.
mat4 inverse_light_vp_mat[MAX_LAMPS_COUNT];
片段位置必须转换为世界坐标,然后必须转换为"light space"坐标,inverse_light_vp_mat
:
varying mat4 v_ModelMatrix; // Model matrix
vec4 fragLightPos = inverse_light_vp_mat[textureIndex] * v_ModelMatrix * v_Position;
fragLightPos.xyz /= fragLightPos.w;
在"light space"中光源位置是vec3(0.0,0.0,0.0),因为光源的位置是"light space"的原点。所以在 shadowMaps
中查找可以直接用 fragLightPos
:
float closestDepth = texture(shadowMaps[textureIndex], fragLightPos.xyz).r;
问题已解决。这是因为我考虑了相机space(视图space)中的阴影贴图,但在世界space中是必需的。还有,在计算影子本身的时候,也需要计算世界上的一切space.
片段着色器:
vec3 fragToLight = vec3(model * v_Position) - lightPosWorldSpace;
或
vec3 fragToLight = vec3(model * v_Position) - vec3(inverse(view) * lightPos);
(lightPos - vec4)
片段阴影着色器:
float lightDistance = length(fragPos.xyz - lightPos);
,lightPos - lamp 在世界中的位置 space