Monogame和HLSL - 点光阴影贴图工件

问题描述 投票:2回答:1

我正在用Monogame制作游戏。我正在使用前向渲染,我决定编写一个使用Blinn-phong着色模型调用闪电的着色器。我已经实现了这个模型,可以使用三种类型的光 - 定向光,点光源和聚光灯。在此之后,有时间为我们的游戏添加阴影。我决定使用Shadow Mapping with Percentage Closer Filtering技术。我已经实现了它,但不幸的是,为点光源投射阴影存在问题。我将我的场景从点光源透视图渲染到立方体贴图(六个ViewProjectionMatrices,每个面向一个方向),然后我将其与当前渲染的对象进行比较。我面临两个问题:

  1. 平面边缘附近有一些奇怪的文物。有一个圆形的表面部分,尽管被另一个表面覆盖,但没有被遮蔽。问题截图:Point Light Shadow Mapping Issue #1 - note rounded light artifacts (this grey sphere is the position of the light)
  2. 为了使这个阴影工作,我必须有一些光边界物体,它位于距离点光最远的位置,在光线的截头锥体处可以看到它。如果我不绘制这个物体,它会引起某种反转阴影 - 我会看到表面上的光线,在另一个物体的位置,就在这个表面之后。更好理解的屏幕截图:Point Light Shadow Mapping Issue #2 - no light boundaries - scene is not lightened, the character, which shape is visible, is located behind the wall (again, grey sphere is the position of the light

这是我的HLSL代码(我将替换直接与点光源无关的部分代码,只需短注+“这里”):

#define MAX_DIRECTIONAL_LIGHTS 3
#define MAX_POINT_LIGHTS 4
#define MAX_SPOT_LIGHTS 4

matrix worldMatrix;
matrix viewProjectionMatrix;
matrix currentLightVievProjectionMatrix;
float4 currentLightPosition;

float4 cameraPosition;

texture diffuseTexture;
texture normalTexture;
texture specularTexture;
texture opacityTexture;

float4 globalAmbient;

//Directional Lights related variables here

int currentPointLightsNumber;
float4 pointLightPosition[MAX_POINT_LIGHTS];
float4 pointLightAmbientColor[MAX_POINT_LIGHTS];
float4 pointLightDiffuseColor[MAX_POINT_LIGHTS];
float4 pointLightSpecularColor[MAX_POINT_LIGHTS];
float pointLightRadius[MAX_POINT_LIGHTS];
float pointLightTexelSize[MAX_POINT_LIGHTS];
matrix pointLightViewProjection0;
matrix pointLightViewProjection1;
matrix pointLightViewProjection2;
matrix pointLightViewProjection3;
texture pointLightShadowMap0;
texture pointLightShadowMap1;
texture pointLightShadowMap2;
texture pointLightShadowMap3;

//Spot lights related variables here

float materialShininessFactor;
float DepthBias = float(0.0004F);

sampler2D DiffuseMapSampler = sampler_state
{
    Texture = <diffuseTexture>;
    MinFilter = Anisotropic;
    MagFilter = Linear;
    MipFilter = Linear;
    AddressU = wrap;
    AddressV = wrap;
    MaxAnisotropy = 16;
};

sampler2D NormalMapSampler = sampler_state
{
    Texture = <normalTexture>;
    MinFilter = Anisotropic;
    MagFilter = Linear;
    MipFilter = Linear;
    AddressU = wrap;
    AddressV = wrap;
    MaxAnisotropy = 4;
};

sampler2D SecularMapSampler = sampler_state
{
    Texture = <specularTexture>;
    MinFilter = Linear;
    MagFilter = Linear;
    MipFilter = Linear;
    AddressU = wrap;
    AddressV = wrap;
};

sampler2D OpacityMapSampler = sampler_state
{
    Texture = <opacityTexture>;
    MinFilter = Linear;
    MagFilter = Linear;
    MipFilter = Linear;
    AddressU = wrap;
    AddressV = wrap;
};

//Directional light shadow map samplers here

samplerCUBE PointLightShadowMapSampler0 = sampler_state
{
    Texture = <pointLightShadowMap0>;
    MinFilter = Point;
    MagFilter = Point;
    MipFilter = None;
    AddressU = clamp;
    AddressV = clamp;
};

samplerCUBE PointLightShadowMapSampler1 = sampler_state
{
    Texture = <pointLightShadowMap1>;
    MinFilter = Point;
    MagFilter = Point;
    MipFilter = None;
    AddressU = clamp;
    AddressV = clamp;
};

samplerCUBE PointLightShadowMapSampler2 = sampler_state
{
    Texture = <pointLightShadowMap2>;
    MinFilter = Point;
    MagFilter = Point;
    MipFilter = None;
    AddressU = clamp;
    AddressV = clamp;
};

samplerCUBE PointLightShadowMapSampler3 = sampler_state
{
    Texture = <pointLightShadowMap3>;
    MinFilter = Point;
    MagFilter = Point;
    MipFilter = None;
    AddressU = clamp;
    AddressV = clamp;
};

//Spot light shadow map samplers here

struct BlinnPhongVertexShaderInput
{
    float4 position : POSITION;
    float2 textureCoordinates : TEXCOORD;
    float3 normal : NORMAL;
    float3 tangent : TANGENT;
    float3 binormal : BINORMAL;
};

struct BlinnPhongPixelShaderInput
{
    float4 position : SV_POSITION;
    float4 worldPosition : TEXCOORD0;
    float2 textureCoordinates : TEXCOORD1;
    float4 viewDirection : TEXCOORD2;
    float3 normal : TEXCOORD3;
    float3 tangent : TANGENT;
    float3 binormal : BINORMAL;
};

struct CreateShadowMapPixelShaderInput
{
    float4 Position : POSITION;
    float Depth : TEXCOORD0;
};

//Vertex shader for directional and spot lights here

CreateShadowMapPixelShaderInput CreateShadowMapForPointLightVertexShaderFunction(float4 Position : POSITION)
{
    CreateShadowMapPixelShaderInput OUT;
    OUT.Position = mul(Position, worldMatrix);
    OUT.Depth = length(OUT.Position.xyz - currentLightPosition.xyz);
    OUT.Position = mul(OUT.Position, currentLightVievProjectionMatrix);
    return OUT;
}

float4 CreateShadowMapPixelShaderFunction(CreateShadowMapPixelShaderInput input) : COLOR
{
    return float4(input.Depth, 0.0F, 0.0F, 0.0F);
}

BlinnPhongPixelShaderInput BlinnPhongVertexShaderFunction(BlinnPhongVertexShaderInput input)
{
    BlinnPhongPixelShaderInput output;

    float4 worldPosition = mul(input.position, worldMatrix);
    output.position = mul(worldPosition, viewProjectionMatrix);
    output.worldPosition = worldPosition;

    output.textureCoordinates = input.textureCoordinates;
    output.viewDirection = cameraPosition - output.worldPosition;

    output.normal = mul(input.normal, (float3x3)worldMatrix);
    output.tangent = mul(input.tangent, (float3x3)worldMatrix);
    output.binormal = mul(input.binormal, (float3x3)worldMatrix);

    return output;
}

//ShadowMapLookups for directional and spot lights here

float PointLightShadowMapLookup(samplerCUBE shadowMap, float3 shadowTexCoord, float3 offset, float ourDepth, float texelSize)
{
    return (texCUBE(shadowMap, shadowTexCoord + offset * texelSize).r < ourDepth) ? 0.1f : 1.0f;
}

float4 BlinnPhongPixelShaderFunction(BlinnPhongPixelShaderInput input) : COLOR0
{
    float4 color = globalAmbient;
    float4 specularColor = float4(0.0F, 0.0F, 0.0F, 0.0F);

    float3 V = normalize(input.viewDirection.xyz);

    float3 L;
    float3 H;
    float NDotL;
    float NDotH;

    float attenuation;
    float power;

    float4 normalMap = tex2D(NormalMapSampler, input.textureCoordinates);
    normalMap = (normalMap * 2.0F) - 1.0F;

    float3 N = normalize((normalMap.x * normalize(input.tangent)) + (normalMap.y * normalize(input.binormal)) + (normalMap.z * normalize(input.normal)));

    float4 specularMap;
    specularMap = tex2D(SecularMapSampler, input.textureCoordinates);

    float4 lightingPosition;
    float2 ShadowTexCoord;
    float3 PointLightShadowTexCoord;
    float ourdepth;
    float shadowOcclusion;

    //Directional lights lightning callculations here

    for (int j = 0; j < currentPointLightsNumber; ++j)
    {
        L = (pointLightPosition[j].xyz - input.worldPosition.xyz) / pointLightRadius[j];
        attenuation = saturate(1.0F - dot(L, L));

        L = normalize(L);
        H = normalize(L + V);

        NDotL = saturate(dot(N, L));
        NDotH = saturate(dot(N, H));

        power = (NDotL == 0.0F) ? 0.0F : saturate(pow(NDotH, materialShininessFactor / specularMap.a));

        ourdepth = length((pointLightPosition[j].xyz - input.worldPosition.xyz) * 0.98);

        PointLightShadowTexCoord = -normalize(pointLightPosition[j].xyz - input.worldPosition.xyz);

        shadowOcclusion = 0.0F;

        if (j == 0)
        {
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(0.0f, 0.0f, 0.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(1.0f, 0.0f, 0.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(2.0f, 0.0f, 0.0f), ourdepth, pointLightTexelSize[j]);

            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(0.0f, 1.0f, 0.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(1.0f, 1.0f, 0.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(2.0f, 1.0f, 0.0f), ourdepth, pointLightTexelSize[j]);

            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(0.0f, 2.0f, 0.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(1.0f, 2.0f, 0.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(2.0f, 2.0f, 0.0f), ourdepth, pointLightTexelSize[j]);

            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(0.0f, 0.0f, 1.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(1.0f, 0.0f, 1.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(2.0f, 0.0f, 1.0f), ourdepth, pointLightTexelSize[j]);

            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(0.0f, 1.0f, 1.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(1.0f, 1.0f, 1.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(2.0f, 1.0f, 1.0f), ourdepth, pointLightTexelSize[j]);

            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(0.0f, 2.0f, 1.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(1.0f, 2.0f, 1.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(2.0f, 2.0f, 1.0f), ourdepth, pointLightTexelSize[j]);

            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(0.0f, 0.0f, 2.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(1.0f, 0.0f, 2.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(2.0f, 0.0f, 2.0f), ourdepth, pointLightTexelSize[j]);

            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(0.0f, 1.0f, 2.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(1.0f, 1.0f, 2.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(2.0f, 1.0f, 2.0f), ourdepth, pointLightTexelSize[j]);

            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(0.0f, 2.0f, 2.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(1.0f, 2.0f, 2.0f), ourdepth, pointLightTexelSize[j]);
            shadowOcclusion += PointLightShadowMapLookup(PointLightShadowMapSampler0, PointLightShadowTexCoord, float3(2.0f, 2.0f, 2.0f), ourdepth, pointLightTexelSize[j]);
        }
        else if (j == 1)
        {
            //Same code for second point light
        }
        else if (j == 2)
        {
            //Same code for third point light
        }
        else
        {
            //Same code for fourth point light
        }

        shadowOcclusion /= 27.0F;

        color += (pointLightAmbientColor[j] * attenuation) + (pointLightDiffuseColor[j] * NDotL * attenuation * shadowOcclusion);
        specularColor += (pointLightSpecularColor[j] * power * attenuation * specularMap * shadowOcclusion);
    }

    //Spot lights lightning callculations here

    color = saturate(color * tex2D(DiffuseMapSampler, input.textureCoordinates) + specularColor);
    color.a = (float1)tex2D(OpacityMapSampler, input.textureCoordinates);
    return color;
}

//technique for directional and spot lights shadow mapping here

technique CreateShadowMapForPointLight
{
    pass Pass1
    {
        VertexShader = compile vs_4_0 CreateShadowMapForPointLightVertexShaderFunction();
        PixelShader = compile ps_4_0 CreateShadowMapPixelShaderFunction();
    }
}

technique BlinnPhong
{
    pass Pass1
    {
        VertexShader = compile vs_4_0 BlinnPhongVertexShaderFunction();
        PixelShader = compile ps_4_0 BlinnPhongPixelShaderFunction();
    }
}

我知道它看起来很糟糕,但让我解释一下。我无法将光vievProjection矩阵存储在一个数组中,因为它们的值在运行时是净更新的,所以我不得不将它们分成每个灯的单个矩阵。至于纹理,有一个警告,着色器编译器强制循环展开,所以我只是想确保一切都会好,所以我也拆分它们。不知道Matrices问题是Monogame还是HLSL认为。

回到影子问题,我提出的hlsl有什么问题吗?根据可能的需要,我将为负责阴影贴图渲染的clases提供代码。

以下是我的立方体贴图和视图投影矩阵的样子:

RenderTargetCube ShadowMapRenderTarget = new RenderTargetCube(GameObject.Scene.SceneManager.GameEngine.GraphicsDevice,
                            1024,
                            false,
                            SurfaceFormat.Single,
                            DepthFormat.Depth24);
ProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1.0F, 0.1F, Radius) * Matrix.CreateScale(-1, 1, 1);

public void CreateViewMatrix(Vector3 targetVector)
{
     Vector3 upVector;
     if (targetVector.Y > 0)
     {
         upVector = Vector3.Forward;
     }
     else if (targetVector.Y < 0)
     {
         upVector = Vector3.Backward;
     }
     else
     {
         upVector = Vector3.Up;
     }
     ViewMatrix = Matrix.CreateLookAt(GameObject.Transform.Position,GameObject.Transform.Position + targetVector, upVector);
}

public override void CreateViewProjectionMatrix()
{
    ViewProjectionFrustum.Matrix = ViewMatrix * ProjectionMatrix;
}

在抽奖期间:

        foreach (PointLight pointLight in PointLights)
        {
            foreach (CubeMapFace cubeMapFace in Enum.GetValues(typeof(CubeMapFace)))
            {
                pointLight.CreateViewMatrix(cubeMapFace.GetDirection());
                pointLight.CreateViewProjectionMatrix();
                SceneManager.GameEngine.GraphicsDevice.SetRenderTarget(pointLight.ShadowMapRenderTarget, cubeMapFace);
                SceneManager.GameEngine.GraphicsDevice.Clear(Color.White);
                foreach (DrawShadowMapDelegateType DrawComponent in ComponentsDrawShadowMapForPointLightMethods)
                {
                    DrawComponent(pointLight);
                }
            }
        }

是否有一种简单的方法或简单的解释为何这种想法发生?会有办法解决它还是我会被迫尝试实现双抛物面阴影贴图?如果是这样,hlsl中是否有任何样本实现成功连接到monogame或xna?

提前感谢您的任何建议和时间。

shader monogame hlsl light shadow-mapping
1个回答
0
投票

在我自己实现阴影贴图时遇到了第一个问题。原因是我在渲染阴影贴图时计算顶点着色器中的深度,而不是片段着色器。因此,如果您有一个垂直于光源的多边形,则每个顶点将获得相同的深度。我通过使用变化的矢量(世界片段位置)然后在片段着色器中设置深度来解决它。不是最好的解决方案,因为它是一种糟糕的性能实践。

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