摘要
在将 my OpenGL 3.3 (“桌面”)的游戏引擎移植到OpenGL ES 3.2 ("mobile")时遇到了问题。虽然everything在桌面上工作得很好,但在移动环境中一切都可以工作,但是影子映射。
我的问题很简单,:有人能在我共享的代码中发现问题吗,或者指出正确的路径?
上下文
我所有的引擎代码都是从应用层用C
进行测试,都运行Android 9,根据CPU-Z应用程序都支持OpenGL es3.2,都显示出完全相同的缺陷
截图
我非常简单的光测试级别在桌面上被正确地呈现。在中间的列的右边有一个黄色(不可见)的光,所以阴影应该投射到左边,如下面的桌面屏幕截图所示:

但在手机上却是大错特错:

正如你所看到的,手机上的阴影是“完全错误的”。它应该在左边,就像在桌面上一样,但它却走错了方向,看上去“被砍掉了”。
我自己的想法和行动
我已经非常小心地确保我的所有调用都可以在glDebugMessageCallback es3.2上使用,就像在OpenGL 3.3核心
(希望)相关代码
C中的阴影映射设置
创建立方体映射纹理以保存阴影的代码:
static GLuint r_createShadowmapTexture() {
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
for (unsigned int i = 0; i < 6; ++i)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT32F, r_shadowSize, r_shadowSize, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_GREATER);
return tex;
}为影子映射设置框架缓冲区的代码:
glGenFramebuffers(1, &r_shadowDepthMapFBO);
glBindFramebuffer(GL_FRAMEBUFFER, r_shadowDepthMapFBO);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);呈现阴影映射的代码:
static struct {
vec3 centerOffset, up;
} const g_shadowMapTransforms[6] = {
{ {1.0f, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
{ {-1.0f, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
{ {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f} },
{ {0.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
{ {0.0f, 0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
{ {0.0f, 0.0f, -1.0f}, {0.0f, -1.0f, 0.0f} },
};
static void r_shadowMapPass(const point_light_t* light, GLuint cubemapTexture) {
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDepthMask(GL_TRUE);
glBindFramebuffer(GL_FRAMEBUFFER, r_shadowDepthMapFBO);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, cubemapTexture, 0);
const float farPlane = min(r_far, light->radius);
mat4x4 shadowProj;
mat4x4_perspective(shadowProj, (float)M_PI_2, 1.0f, r_near, farPlane);
mat4x4 shadowVP[6];
for (int i = 0; i < 6; ++i) {
vec3 center;
vec3_add(center, light->origin, g_shadowMapTransforms[i].centerOffset);
mat4x4 view;
mat4x4_look_at(view, (float*)light->origin, center, (float*)g_shadowMapTransforms[i].up);
mat4x4_mul(shadowVP[i], shadowProj, view);
}
rtech_shadowmap_enable();
rtech_shadowmap_setLightPos((float*)light->origin);
rtech_shadowmap_setFarPlane(farPlane);
rtech_shadowmap_setShadowMatrices(shadowVP);
render_entity_t* re = r_entities;
glClear(GL_DEPTH_BUFFER_BIT);
for (uint32_t i = 0; i < r_numEntities; ++i, ++re) {
if (!re->castsShadow)
continue;
rtech_shadowmap_setModelMatrix(re->m);
if (re->hasSolid) {
const render_solids_t* const rs = r_solids + re->index;
for (uint32_t j = 0; j < rs->count; ++j) {
const uint32_t ao = rs->offset + j;
r_renderBlock(ao, rs, j);
}
} else {
render_model_t* const rm = &r_models[re->index];
for (uint32_t j = 0; j < rm->count; ++j)
r_renderArrayObject(rm->arrayObjects[j], rm->numIndices[j]);
}
}
glDepthMask(GL_FALSE);
}在桌面上,我在所有着色器(顶点、几何图形和片段)前缀如下:
#version 330 core在移动设备上,我在所有着色器前加上以下前缀:
#version 320 es
precision highp float;
precision highp int;
precision highp sampler2D;
precision highp samplerCubeShadow;阴影地图顶点着色器:
layout (location = 0) in vec3 aPos;
uniform mat4 gModel;
void main()
{
gl_Position = gModel * vec4(aPos, 1.0);
}阴影地图几何着色器:
layout (triangles) in;
layout (triangle_strip, max_vertices=18) out;
uniform mat4 gShadowMatrices[6];
out vec4 FragPos; // FragPos from GS (output per emitvertex)
void main()
{
for(int face = 0; face < 6; ++face)
{
gl_Layer = face; // built-in variable that specifies to which face we render.
for(int i = 0; i < 3; ++i) // for each triangle's vertices
{
FragPos = gl_in[i].gl_Position;
gl_Position = gShadowMatrices[face] * FragPos;
EmitVertex();
}
EndPrimitive();
}
}阴影地图片段着色器:
in vec4 FragPos;
uniform vec3 gLightPos;
uniform float gFarPlane;
void main()
{
// get distance between fragment and light source
float lightDistance = length(FragPos.xyz - gLightPos);
// map to [0;1] range by dividing by gFarPlane
lightDistance = lightDistance / gFarPlane;
// write this as modified depth
gl_FragDepth = lightDistance;
}实际使用影子地图的点光传递的摘录:
...
uniform samplerCubeShadow gShadowCubeMap;
uniform float gFarPlane;
...
float ShadowCalcSinglePass(vec3 fragPos, vec3 lightPos) {
vec3 fragToLight = fragPos - lightPos;
float currentDepth = (length(fragToLight) - (0.005 * gFarPlane)) / gFarPlane;
return texture(gShadowCubeMap, vec4(fragToLight, currentDepth));
}我知道这是一个非常开放的问题,涉及到很多代码。我试图提供必要的相关信息,我可以分享更多,如果需要或要求!
更新1
根据@MichaelKenzel的建议,我尝试将影子地图呈现到屏幕上。如下图所示,这在桌面上非常有效。然而,在手机上,这显示了一个“全红色”阴影地图,它(因为我的着色器做1.0样例)纹理()函数是为每个像素返回0。然而,从上面的“错误”图像上可以看到,在某个地方存在阴影,因此这似乎是从深度缓冲区以这种方式读取数据的一个问题。注意事项:下面的图像来自一个与上面的测试级别不同的测试级别,一个具有更复杂的阴影

in vec2 TexCoord0;
uniform samplerCube gTexture;
uniform int gSide;
out vec4 FragColor;
void main()
{
vec3 vec;
switch (gSide) {
case 0: vec = vec3(1.0, TexCoord0.xy); break;
case 1: vec = vec3(-1.0, TexCoord0.xy); break;
case 2: vec = vec3(TexCoord0.x, 1.0, TexCoord0.y); break;
case 3: vec = vec3(TexCoord0.x, -1.0, TexCoord0.y); break;
case 4: vec = vec3(TexCoord0.xy, 1.0); break;
case 5: vec = vec3(TexCoord0.xy, -1.0); break;
default: vec = vec3(1.0, 0.0, 0.0); break;
}
FragColor = vec4(vec3(1.0, 0.0, 0.0) * (1.0 - texture(gTexture, vec).r), /*alpha*/ 1.0);
}呈现影子映射的代码--调试四元图:
void r_debugPassShadowMap2() {
if (!r_shadowmapDebug.initialized) {
r_shadowmapDebug.initialized = true;
const float margin = 16;
const float mapWidth = (r_windowWidth - (margin * 7.f)) / 6.f;
mat4x4 t, s;
mat4x4_translate(t, 1, 1, 0); // quad verts range from -1x-1x0 to 1x1x0
mat4x4_identity(s);
s[0][0] = s[1][1] = s[2][2] = mapWidth / 2;
mat4x4 m;
mat4x4_mul(m, s, t);
mat4x4 p;
mat4x4_ortho(p, 0, (float)r_windowWidth, (float)r_windowHeight, 0, -1, 1);
for (uint32_t i = 0; i < 6; ++i) {
mat4x4 v;
mat4x4_translate(v, margin + (margin + mapWidth) * i, margin, 0);
mat4x4 mv;
mat4x4_mul(mv, v, m);
mat4x4_mul(r_shadowmapDebug.sideWVP[i], p, mv);
}
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
rtech_shadowmapdebug_enable();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, r_shadowmapDebug.texture);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE);
for (uint32_t i = 0; i < 6; ++i) {
rtech_shadowmapdebug_setWVP(r_shadowmapDebug.sideWVP[i]);
rtech_shadowmapdebug_setSide(i);
glBindVertexArray(r_quadAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
}更新2-第一次部分修复
由于@MorrisonChang的链接,我尝试了一些不同的东西,这带来了巨大的不同:我将GL_TEXTURE_MAG_FILTER和GL_TEXTURE_MIN_FILTER设置为GL_LINEAR,以获得阴影地图的纹理。当我把它改为GL_NEAREST时,我突然在手机上得到了更多的结果!然而,如下图所示,由于某种原因,它只呈现在一张脸上,而不是全部6张脸!但至少我又向前走了一步!

发布于 2019-11-29 08:47:09
我找到了答案,(对我来说)这是令人费解的,但我发现它是根据规格。当我改变了我的几何图形着色器之后,我立刻让它工作起来:
void main()
{
for(int face = 0; face < 6; ++face)
{
gl_Layer = face; // built-in variable that specifies to which face we render.
for(int i = 0; i < 3; ++i) // for each triangle's vertices
{
FragPos = gl_in[i].gl_Position;
gl_Position = gShadowMatrices[face] * FragPos;
EmitVertex();
}
EndPrimitive();
}
}对此:
void emitFace(mat4 m) {
for(int i = 0; i < 3; ++i)
{
FragPos = gl_in[i].gl_Position;
gl_Position = m * FragPos;
EmitVertex();
}
EndPrimitive();
}
void main()
{
gl_Layer = 0;
emitFace(gShadowMatrices[0]);
gl_Layer = 1;
emitFace(gShadowMatrices[1]);
gl_Layer = 2;
emitFace(gShadowMatrices[2]);
gl_Layer = 3;
emitFace(gShadowMatrices[3]);
gl_Layer = 4;
emitFace(gShadowMatrices[4]);
gl_Layer = 5;
emitFace(gShadowMatrices[5]);
}显然,通过for循环变量分配给gl_Layer是在OpenGL ES中不起作用的事情!
在这一页上,https://www.khronos.org/registry/OpenGL-Refpages/es3/html/gl_Layer.xhtml写着
如果着色器静态地为gl_Layer分配值,则启用分层呈现模式。
它还说:
如果几何级不对gl_Layer进行静态分配,则片段阶段中的输入gl_Layer将为零。
但它并没有说“您不应该为gl_Layer分配一个非静态值”,编译器也根本没有发出警告!
在OpenGL核心中,规范实际上说的是完全相同的东西:https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/gl_Layer.xhtml
但是,无论如何,我的NVIDIA驱动程序都支持动态分配给gl_Layer,因为这样做,我从来没有意识到它是错误的.
https://stackoverflow.com/questions/59090503
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