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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。
但是試圖渲染陰影時,它失敗:
移動光更接近對象產生這樣的:
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!
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
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
在控制檯上打印的任何問題?無論如何,發現問題的聲音:) – elect