延迟阴影映射GLSL [英] Deferred Shadow Mapping GLSL

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本文介绍了延迟阴影映射GLSL的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我目前正在实施延迟的渲染管道,并且一直陷于阴影映射中. 我已经成功地将其实现到转发管道中.

Im currently implementing a deferred rendering pipeline and im stuck with shadow mapping. Ive already implemented it succesfully into a forward pipeline.

我要做的步骤是:

  1. 在Light View中获取位置
  2. 转换为浅色视图片段空间
  3. 使用* 0.5 + 0.5获取阴影tex坐标;
  4. 检查深度

使用新的结果图像更新代码:

float checkShadow(vec3 position) {
// get position in light view
mat4 invView = inverse(cameraView);
vec4 pEyeDir =  sunBias * sunProjection  * sunView * invView  * vec4(position, 1.0);

// light view clip space
pEyeDir = pEyeDir / pEyeDir.w;

// get uv coordinates
vec2 sTexCoords = pEyeDir.xy * 0.5 + 0.5;

float bias = 0.0001;
float depth = texture(sunDepthTex, sTexCoords).r - bias;
float shadow = 1.0f;

if(pEyeDir.z * 0.5 + 0.5 > depth)
{
    shadow = 0.3f;
}

return shadow;

}

这里有一些对于上面的代码很重要的变量:

here some variables important for the code above:

vec3 position = texture(positionTex, uv).rgb;

在某些相机位置,我也会得到深色背景(网格保持不变),仅当我将阴影值乘以最终颜色时才会发生.

Also i get a dark background( meshes stay the same) at some camera positions, only happens when i multiply the shadow value to the final color.

根据要求,以下是位置和太阳深度纹理:

As requested, here are the position and sun depth texture:

推荐答案

好,我修复了它.问题在于,光深度的大小与gbuffer纹理的大小不同.

Ok i fixed it. The problem was because the light depth had a different size than the gbuffer textures.

要使用不同的纹理大小,我必须使用它们进行归一化

To use different texture sizes i had to normalize them with

coords = (coords / imageSize ) * windowSize;

这篇关于延迟阴影映射GLSL的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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