遗留OpenGL:我的阴影贴图代码有什么问题?

zvokhttg  于 2022-09-26  发布在  其他
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我正试着在遗留的OpenGL中实现阴影贴图(是的,我知道它被弃用了,但是),但它不能正常工作。几乎所有的东西都是黑色的(见图,在左下角我添加了一个光源的视角)。我检查了深度、纹理和投影,一切似乎都很适合我。

我在纹理单元0中有一个漫反射纹理,深度纹理在纹理单元1中。

我的初始化代码:

void InitScene()
    {
        light1_projection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, 1.0f, 100.0f);
        light1_view = glm::lookAt(glm::vec3(30.0f, 35.0f, 30.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));

        camera_projection = glm::perspective(glm::radians(45.0f), 1.333f, 1.0f, 300.0f);
        camera_view = glm::lookAt(glm::vec3(0.0f, 30.0f, 20.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));

        bias = glm::mat4(
            0.5f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.5f, 0.0f, 0.0f,
            0.0f, 0.0f, 5.0f, 0.0f,
            0.5f, 0.5f, 0.5f, 1.0f
        );

        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);

        glClearColor(0.2f, 0.2f, 1.0f, 1.0f);

        LoadTexture(); // Loads the diffuse texture in TMU 0
        InitShadowmapTexture();
    }

    void InitShadowmapTexture()
    {
        glActiveTexture(GL_TEXTURE1);

        glGenTextures(1, &shadowmap_texture);    
        glBindTexture(GL_TEXTURE_2D, shadowmap_texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
        glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
            shadowmap_width, shadowmap_heigth, 0,
            GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);

        glEnable(GL_TEXTURE_GEN_S);
        glEnable(GL_TEXTURE_GEN_T);
        glEnable(GL_TEXTURE_GEN_R);
        glEnable(GL_TEXTURE_GEN_Q);

        glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
        glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
        glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
        glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
    }

我的呈现代码:

void Render()
    {
        RenderShadowMap();
        RenderNormalScene();
        RenderNormalSceneLightView();
    }

    void DrawScene(const glm::mat4 &view, const glm::mat4 &projection)
    {
        const auto plane = glm::translate(view, glm::vec3(0.0f, 0.0f, 0.0f));
        const auto cube1 = glm::translate(view, glm::vec3(0.0f, 3.0f, z)) *
            glm::rotate(glm::mat4(1.0f), glm::radians(rotx), glm::vec3(1.0f, 0.0f, 0.0f)) *
            glm::rotate(glm::mat4(1.0f), glm::radians(roty), glm::vec3(0.0f, 1.0f, 0.0f));

        glMatrixMode(GL_PROJECTION);
        glLoadMatrixf(glm::value_ptr(projection));

        glMatrixMode(GL_MODELVIEW);
        glLoadMatrixf(glm::value_ptr(view));

        glActiveTexture(GL_TEXTURE1);
        const auto planes = bias * light1_projection * light1_view;
        glTexGenfv(GL_S, GL_EYE_PLANE, glm::value_ptr(glm::row(planes, 0)));
        glTexGenfv(GL_T, GL_EYE_PLANE, glm::value_ptr(glm::row(planes, 1)));
        glTexGenfv(GL_R, GL_EYE_PLANE, glm::value_ptr(glm::row(planes, 2)));
        glTexGenfv(GL_Q, GL_EYE_PLANE, glm::value_ptr(glm::row(planes, 3)));

        glMatrixMode(GL_MODELVIEW);
        glLoadMatrixf(glm::value_ptr(plane));
        DrawPlane(20.0f, 20.0f);

        glMatrixMode(GL_MODELVIEW);
        glLoadMatrixf(glm::value_ptr(cube1));
        DrawCube(size, size, size);
    }

    void RenderNormalScene()
    {
        glActiveTexture(GL_TEXTURE1);
        glEnable(GL_TEXTURE_2D);

        glCullFace(GL_BACK);
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        glViewport(0, 0, screen_width, screen_heigth);
        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
        DrawScene(camera_view, camera_projection);
    }

    void RenderNormalSceneLightView()
    {
        glActiveTexture(GL_TEXTURE1);
        glEnable(GL_TEXTURE_2D);

        glEnable(GL_SCISSOR_TEST);
        glScissor(0, 0, screen_width / 6, screen_heigth / 6);
        glCullFace(GL_BACK);
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        glViewport(0, 0, screen_width / 6, screen_heigth / 6);
        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
        DrawScene(light1_view, light1_projection);
        glDisable(GL_SCISSOR_TEST);
    }

    void RenderShadowMap()
    {
        glActiveTexture(GL_TEXTURE1);
        glDisable(GL_TEXTURE_2D);

        glCullFace(GL_FRONT);
        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
        glViewport(0, 0, shadowmap_width, shadowmap_heigth);
        glClear(GL_DEPTH_BUFFER_BIT);

        DrawScene(light1_view, light1_projection);

        glActiveTexture(GL_TEXTURE1);
        glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, shadowmap_width, shadowmap_heigth);
    }

你有什么办法解决这个问题吗?

gupuwyp2

gupuwyp21#

您已将bias值设置为

bias = glm::mat4(
    0.5f, 0.0f, 0.0f, 0.0f,
    0.0f, 0.5f, 0.0f, 0.0f,
    0.0f, 0.0f, 5.0f, 0.0f,
    0.5f, 0.5f, 0.5f, 1.0f
);

在第2行、第2列中,您已将值设置为5.0f,而不是0.5f。这样做的效果是将z值调整为5,而不是0.5;因此您的错误。

正确的bias矩阵为

bias = glm::mat4(
    0.5f, 0.0f, 0.0f, 0.0f,
    0.0f, 0.5f, 0.0f, 0.0f,
    0.0f, 0.0f, 0.5f, 0.0f,
    0.5f, 0.5f, 0.5f, 1.0f
);

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