在OpenGL中发送阴影贴图到着色器

问题描述:

我想在我的场景中实现阴影贴图,但是当我调用texture()(我已用== 0.0测试过)时,我得到的是片段着色器中的零。我的问题:我是否正确地将深度纹理发送给着色器?在OpenGL中发送阴影贴图到着色器

这里是我的片段着色器代码:

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; 
} 

这里是我相关的Java代码
初始化(编辑由于BDL的评论)

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); 

显示(一号通,对阴影):

// 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); 

显示器(第二遍,用于渲染场景):

// 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); 

另一个奇怪的结果是相对于光矩阵(光的旋转和平面随其旋转的平面)上的只有碎片被点亮。所有其他碎片,在光线之后和之前,都被遮蔽了。

+1

你在检查OpenGL错误的地方吗?我从第一个角度看至少有两个发生。 'GL_RENDERBUFFER'不是'glBindTexture'支持的目标。你永远不会将纹理附加到帧缓冲区('glFramebufferTexture2D'),所以它很可能不完整。检查'glCheckFramebufferStatus'。 – BDL

+0

啊我切换到使用渲染缓冲区,然后切换回使用纹理。当使用'glCheckFramebufferStatus'时,我得到'GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT'。 – clabe45

+0

是的,因为你从未附加深度纹理......并且在检查之前你必须调用'glDrawBuffer(GL_NONE)',否则需要颜色附件。 – BDL

的一个问题是与线gl.glBindTexture(GL2.GL_TEXTURE, shadowMap);

我纹理结合GL_TEXTURE而不是GL_TEXTURE_2D