我已经通过LearnOpengl实现了视差遮挡贴图,现在我想添加自阴影,以便碎片挤出在表面上投射阴影。我已经阅读了一些关于这个主题的论文,但我承认这对我来说有点先进。根据我的理解,它与视差遮挡贴图的过程相同,但是从光的方向而不是视图方向。我尝试修改片段着色器,但阴影仍未显示。
这就是我想要的样子. http://www.cs.utah.edu/~sujin/courses/reports/cs6610/project-report/images/pom.png
这是修改后的片段着色器的结果。当它只是视差遮挡图时没有任何改变。
这是修改后的片段着色器。我已经标记了我添加到原始视差教程代码中的部分。
#version 330 core
in vec2 o_texCoord;
in vec3 o_worldPos;
in vec3 world_normal;
in vec3 world_tangent;
out vec4 fragColor;
uniform vec3 light_pos;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D heightMap;
uniform vec3 viewPosition;
uniform float heightScale;
vec2 ParallaxMapping (vec2 texCoord, vec3 viewDir)
{
float minLayers = 0;
float maxLayers = 32;
float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
float layerDepth = 1.0 / numLayers;
float currentLayerDepth = 0;
vec2 P = viewDir.xy / viewDir.z * heightScale;
vec2 deltaTexCoords = P / numLayers;
vec2 currentTexCoords = texCoord;
float currentDepthMapValue = texture(heightMap, currentTexCoords).r;
while (currentLayerDepth < currentDepthMapValue)
{
currentTexCoords -= deltaTexCoords;
currentDepthMapValue = texture(heightMap, currentTexCoords).r;
currentLayerDepth += layerDepth;
}
vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
float afterDepth = currentDepthMapValue - currentLayerDepth;
float beforeDepth = texture(heightMap, prevTexCoords).r - currentLayerDepth + layerDepth;
float weight = afterDepth / (afterDepth - beforeDepth);
vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
return finalTexCoords;
}
// FUNCTION I ADDED FOR SHADOW CALCULATION
float ShadowCalc(vec2 texCoord, vec3 lightDir)
{
float minLayers = 0;
float maxLayers = 32;
float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), lightDir)));
float layerDepth = 1.0 / numLayers;
float currentLayerDepth = 0;
vec2 P = lightDir.xy / lightDir.z * heightScale;
vec2 deltaTexCoords = P / numLayers;
vec2 currentTexCoords = texCoord;
float currentDepthMapValue = texture(heightMap, currentTexCoords).r;
while (currentLayerDepth < currentDepthMapValue)
{
currentTexCoords -= deltaTexCoords;
currentDepthMapValue = texture(heightMap, currentTexCoords).r;
currentLayerDepth += layerDepth;
}
float r = currentDepthMapValue > currentLayerDepth ? 0.0 : 1.0;
return r;
}
void main()
{
mat3 TBN_norm = transpose(mat3(normalize(world_tangent),
normalize(cross(world_normal, world_tangent)),
normalize(world_normal)));
vec3 viewDir = TBN_norm * normalize(o_worldPos - viewPosition);
vec2 currentTex = ParallaxMapping(o_texCoord, viewDir);
if (currentTex.x > 1.0 || currentTex.y > 1.0 || currentTex.x < 0.0 || currentTex.y < 0.0)
{
discard;
}
vec3 normal = texture(normalMap, currentTex).rgb;
normal = normalize(normal * 2.0 - 1.0);
vec3 lightDir = normalize(TBN_norm * light_pos - TBN_norm * o_worldPos);
float dc = max(0.0, dot(lightDir, normal));
// STUFF I ADDED FOR SHADOWS
float shadow = 0;
if (dc > 0)
{
shadow = ShadowCalc(currentTex, lightDir);
}
fragColor = shadow * dc * texture(diffuseMap, currentTex);
}
首先,光源到纹理空间中片段的方向是:
vec3 lightDir = TBN_norm * normalize(o_worldPos - light_pos);
float dc = max(0.0, dot(-lightDir, normal));
要检查片段是否处于自阴影状态,您必须通过启动“视差”纹理来跟踪光源到光源的光线。
float shadow = dc > 0.0 ? ShadowCalc(currentTex, lightDir) : 0.0;
初始高度(currentLayerDepth
)是当前片段的高度:
float currentDepthMapValue = texture(heightMap, currentTexCoords).r;
float currentLayerDepth = currentDepthMapValue;
由于深度毛是反深度图(1.0是低),如果任何层深度(currentLayerDepth
)小于或等于当前高度(currentDepthMapValue
),则片段处于阴影中。如果达到最大深度(最小值0.0),则必须中止采样。
注意,在比较currentLayerDepth -= layerDepth
算法时,深度递减(currentTexCoords += deltaTexCoords
)并且纹理样本采用相反方向(ParallaxMapping
):
while (currentLayerDepth <= currentDepthMapValue && currentLayerDepth > 0.0)
{
currentTexCoords += deltaTexCoords;
currentDepthMapValue = texture(heightMap, currentTexCoords).r;
currentLayerDepth -= layerDepth;
}
float r = currentLayerDepth > currentDepthMapValue ? 0.0 : 1.0;
由于在(P = lightDir.xy / lightDir.z
),P
和deltaTexCoords
中的z分量的划分,总是指向光源(当然在对纹理的投影中)。
如果lightDir
的z分量大于0.0,则表面从背面照亮。这导致早期中止的条件:
if ( lightDir.z >= 0.0 )
return 0.0;
完整函数ShadowCalc
函数可能如下所示:
float ShadowCalc(vec2 texCoord, vec3 lightDir)
{
if ( lightDir.z >= 0.0 )
return 0.0;
float minLayers = 0;
float maxLayers = 32;
float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), lightDir)));
vec2 currentTexCoords = texCoord;
float currentDepthMapValue = texture(heightMap, currentTexCoords).r;
float currentLayerDepth = currentDepthMapValue;
float layerDepth = 1.0 / numLayers;
vec2 P = lightDir.xy / lightDir.z * heightScale;
vec2 deltaTexCoords = P / numLayers;
while (currentLayerDepth <= currentDepthMapValue && currentLayerDepth > 0.0)
{
currentTexCoords += deltaTexCoords;
currentDepthMapValue = texture(heightMap, currentTexCoords).r;
currentLayerDepth -= layerDepth;
}
float r = currentLayerDepth > currentDepthMapValue ? 0.0 : 1.0;
return r;
}