2016-02-25 110 views
0

我正在使用JOGL將OpenGL SuperBible演示轉換爲Java。直到第12章的所有演示都進行得很順利,但現在我被困在了陰影映射中。這是我的設置:JOGL陰影映射

public class ShadowMap implements GLEventListener 
{ 
    public static void main(String[] args) 
    { 
     ShadowMap rend = new ShadowMap(); 
     window.NEWTWindowStarter.init(rend, null, null); 
    } 

    private int light_program, camera_program; 
    private int[] obj, bkg; 

    private int camera_mv_pointer, camera_proj_pointer, light_mvp_pointer, camera_shadow_pointer; 

    private int fbo, depth_tex; 
    private int screen_width, screen_height; 
    private float aspect; 

    private double[] light_position, camera_position; 
    private double[][] light_proj_matrix, light_view_matrix; 
    private double[][] camera_proj_matrix, camera_view_matrix; 
    private double[][] bias_matrix, shadow_matrix; 
    private double[][] obj_model_matrix, bkg_model_matrix; 

    @Override 
    public void init(GLAutoDrawable glAutoDrawable) 
    { 
     GL4 gl = glAutoDrawable.getGL().getGL4bc(); 

     ObjectParser parser = new ObjectParser("pawn_s.obj"); 
     obj = BufferController.prepareVAO(gl, parser.getDataHolder()); 

     parser = new ObjectParser("bkg.obj"); 
     bkg = BufferController.prepareVAO(gl, parser.getDataHolder()); 

     light_program = ShaderController.init(gl, "shaders/demo/d25/light_v.glsl", "shaders/demo/d25/light_f.glsl"); 
     light_mvp_pointer = gl.glGetUniformLocation(light_program, "mvp"); 

     camera_program = ShaderController.init(gl, "shaders/demo/d25/camera_v.glsl", "shaders/demo/d25/camera_f.glsl"); 
     camera_mv_pointer = gl.glGetUniformLocation(camera_program, "mv_matrix"); 
     camera_proj_pointer = gl.glGetUniformLocation(camera_program, "proj_matrix"); 
     camera_shadow_pointer = gl.glGetUniformLocation(camera_program, "shadow_matrix"); 


     depth_tex = BufferController.generateTextureId(gl); 
     gl.glBindTexture(gl.GL_TEXTURE_2D, depth_tex); 
     gl.glTexStorage2D(gl.GL_TEXTURE_2D, 11, gl.GL_DEPTH_COMPONENT32F, 1024, 1024); 

     gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR); 
     gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR); 

     gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER); 
     gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER); 

     gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_COMPARE_MODE, gl.GL_COMPARE_REF_TO_TEXTURE); 
     gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_COMPARE_FUNC, gl.GL_LEQUAL); 

     gl.glActiveTexture(gl.GL_TEXTURE0); 
     gl.glBindTexture(gl.GL_TEXTURE_2D, depth_tex); 

     fbo = BufferController.generateFrameId(gl); 
     gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo); 
     gl.glFramebufferTexture(gl.GL_FRAMEBUFFER, gl.GL_DEPTH_ATTACHMENT, depth_tex, 0); 
     gl.glDrawBuffer(gl.GL_NONE); 
     gl.glReadBuffer(gl.GL_NONE); 

     if(gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) == gl.GL_FRAMEBUFFER_COMPLETE) 
      System.out.println("FrameBuffer OK!"); 
     else 
      System.out.println("FrameBuffer FAIL!"); 

     gl.glBindTexture(gl.GL_TEXTURE_2D, 0); 
     gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0); 

     gl.glEnable(gl.GL_DEPTH_TEST); 
    } 


    @Override 
    public void dispose(GLAutoDrawable glAutoDrawable){} 

    @Override 
    public void display(GLAutoDrawable glAutoDrawable) 
    { 
     GL4bc gl = glAutoDrawable.getGL().getGL4bc(); 

     computerMatrices(); 
     gl.glEnable(gl.GL_DEPTH_TEST); 

     // depth pass 
     gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo); 
     gl.glViewport(0, 0, 1024, 1024); 

     gl.glUseProgram(light_program); 
     drawFromLight(gl, obj, obj_model_matrix); 
     drawFromLight(gl, bkg, bkg_model_matrix); 

     gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0); 


     // final pass 
     gl.glViewport(0, 0, screen_width, screen_height); 
     gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT); 
     gl.glBindTexture(gl.GL_TEXTURE_2D, depth_tex); 
     gl.glDrawBuffer(gl.GL_BACK); 

     gl.glUseProgram(camera_program); 
     drawFromCamera(gl, obj, obj_model_matrix); 
     drawFromCamera(gl, bkg, bkg_model_matrix); 

     gl.glBindTexture(gl.GL_TEXTURE_2D, 0); 
    } 

    private void computerMatrices() 
    { 
     bkg_model_matrix = Matrix.model(0, 0, 0, 0, 0, 0, 1); 
     obj_model_matrix = Matrix.model(0, 0, 0, 0, 0, 0, 1); 

     light_position = new double[]{10, 10, 10}; 
     camera_position = new double[]{10, 0, 10}; 

     light_proj_matrix = Matrix.frustum(-1.0, 1.0, -1.0, 1.0, 1.0, 200.0); 
     light_view_matrix = Matrix.lookAt(light_position, new double[]{0, 0, 0}, new double[]{0, 1, 0}); 

     camera_proj_matrix = Matrix.perspective(60, aspect, 0.1f, 1000f); 
     camera_view_matrix = Matrix.lookAt(camera_position, new double[]{0, 0, 0}, new double[]{0, 1, 0}); 

     bias_matrix = new double[][]{ 
       {0.5, 0.0, 0.0, 0.0}, 
       {0.0, 0.5, 0.0, 0.0}, 
       {0.0, 0.0, 0.5, 0.0}, 
       {0.5, 0.5, 0.5, 1.0}}; 

     shadow_matrix = Matrix.mult(bias_matrix, light_proj_matrix, light_view_matrix); 
    } 

    private void drawFromLight(GL4bc gl, int[] obj, double[][] model_matrix) 
    { 
     gl.glUniformMatrix4fv(light_mvp_pointer, 1, false, Matrix.toArrayF(Matrix.mult(light_proj_matrix, light_view_matrix, model_matrix)), 0); 
     BufferControllerDep.renderTrianglesVAO(gl, obj[0], obj[1], obj[2]); 
    } 

    private void drawFromCamera(GL4bc gl, int[] obj, double[][] model_matrix) 
    { 
     gl.glUniformMatrix4fv(camera_shadow_pointer, 1, false, Matrix.toArrayF(Matrix.mult(shadow_matrix, model_matrix)), 0); 
     gl.glUniformMatrix4fv(camera_proj_pointer, 1, false, Matrix.toArrayF(camera_proj_matrix), 0); 
     gl.glUniformMatrix4fv(camera_mv_pointer, 1, false, Matrix.toArrayF(Matrix.mult(camera_view_matrix, model_matrix)), 0); 
     BufferControllerDep.renderTrianglesVAO(gl, obj[0], obj[1], obj[2]); 
    } 

    @Override 
    public void reshape(GLAutoDrawable glAutoDrawable, int x, int y, int width, int height) 
    { 
     screen_width = width; 
     screen_height = height; 
     aspect = (1.0f * screen_width)/screen_height; 
    } 
} 

光着色器是非常基本的。相機頂點着色器如下:

#version 430 core 

uniform mat4 mv_matrix; 
uniform mat4 proj_matrix; 
uniform mat4 shadow_matrix; 

layout (location = 0) in vec4 position; 
layout (location = 1) in vec3 normal; 

out vec4 shadow_coord; 

uniform vec3 light_pos = vec3(10.0, 10.0, 10.0); 
out vec3 N; 
out vec3 L; 

void main(void) 
{ 
    N = normalize(mat3(mv_matrix) * normal); 
    L = normalize(light_pos - (mv_matrix * position).xyz); 

    shadow_coord = shadow_matrix * position; 

    gl_Position = proj_matrix * mv_matrix * position; 
} 

和攝像片段着色器:

#version 430 core 

layout (location = 0) out vec4 color; 

layout (binding = 0) uniform sampler2DShadow shadow_tex; 

in vec4 shadow_coord; 

uniform vec3 D = vec3(0.9, 0.8, 1.0); 
in vec3 N; 
in vec3 L; 

void main(void) 
{ 
    vec3 diffuse = dot(N, L) * D; 

    float shadow = textureProj(shadow_tex, shadow_coord); 

// color = vec4(diffuse, 1.0); 
    color = shadow * vec4(1); 
} 

就呈現瀰漫性工作正常。投影,LookAt和轉換矩陣似乎工作。

enter image description here

但是試圖渲染陰影時,它失敗:

enter image description here

移動光更接近對象產生這樣的:

enter image description here

我用我自己Matrix和Vector類,如果需要可以提供源代碼。

任何瞭解被理解。謝謝!

+1

在一個乍一看似乎罰款。無論如何,在最終傳遞中綁定紋理之前,我總是調用'gl.glActiveTexture(gl.GL_TEXTURE0);'。我不知道[此示例](https://github.com/elect86/jogl-samples/blob/master/jogl-samples/src/tests/gl_400/Gl_400_fbo_shadow.java)是否有幫助。但是,您需要找到一種調試方法,打開調試輸出並退回到一個更簡單的形狀,例如一個三角形來影響 – elect

+0

謝謝您的建議。我追溯這個問題,以扭轉矩陣多階。我想運行你的演示,但我遇到了一個問題:直接運行你引用的演示會打開一個黑色的窗口,但是沒有渲染髮生('render(GL gl)'中的斷點永遠不會到達) 。我究竟做錯了什麼? – Gleb

+0

在控制檯上打印的任何問題?無論如何,發現問題的聲音:) – elect

回答

1

該問題是由Java代碼中的逆矩陣乘法順序造成的。這裏被修正的代碼:

private void drawFromLight(GL4bc gl, int[] obj, double[][] model_matrix) 
{ 
    gl.glUniformMatrix4fv(light_mvp_pointer, 1, false, 
      Matrix.toArrayF(Matrix.mult(model_matrix, light_view_matrix, light_proj_matrix)), 0); 

    BufferControllerDep.renderTrianglesVAO(gl, obj[0], obj[1], obj[2]); 
} 

private void drawFromCamera(GL4bc gl, int[] obj, double[][] model_matrix) 
{ 
    gl.glUniformMatrix4fv(camera_shadow_pointer, 1, false, 
      Matrix.toArrayF(Matrix.mult(model_matrix, shadow_matrix)), 0); 

    gl.glUniformMatrix4fv(camera_mv_pointer, 1, false, 
      Matrix.toArrayF(Matrix.mult(model_matrix, camera_view_matrix)), 0); 

    gl.glUniformMatrix4fv(camera_mvp_pointer, 1, false, 
      Matrix.toArrayF(Matrix.mult(model_matrix, camera_view_matrix, camera_proj_matrix)), 0); 

    BufferControllerDep.renderTrianglesVAO(gl, obj[0], obj[1], obj[2]); 
} 

使用相同的着色,這將產生以下結果:

enter image description here

執行 「通光」 之前還加入

gl.glEnable(gl.GL_POLYGON_OFFSET_FILL); 
gl.glPolygonOffset(2.0f, 0.0f); 

擺脫失真的:

enter image description here

混合陰影和瀰漫性產生這樣的:

enter image description here

仍然有改進的餘地但是...