我的延迟阴影实现有一个奇怪的问题。我通过MRT将所需的信息呈现到一个FBO中,该FBO目前是漫射的,位置和法线在世界空间中,如下所示:

这是通过以下所有树纹理的设置完成的:
diffuse = std::shared_ptr<bb::Texture>(new bb::Texture(GL_TEXTURE_2D)); // generates texture ID
diffuse->bind();
diffuse->texture2D(0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, 0); // glTexture2D
diffuse->parameterf(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
diffuse->parameterf(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
diffuse->parameterf(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
diffuse->parameterf(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
diffuse->unbind();
texture2D(GL_COLOR_ATTACHMENT0+1, diffuse->getID(), 0);然后,这些在我的绘画阶段被使用:
dsShader->bind();
dsShader->enableVertexAttribArrays();
ds->diffuse->bind(GL_TEXTURE0); // "ds" is an FBO containing the textures
ds->position->bind(GL_TEXTURE0+1);
ds->normal->bind(GL_TEXTURE0+2);
dsShader->sendUniform("diffuse", 0);
dsShader->sendUniform("position", 1);
dsShader->sendUniform("normal", 2);
dsShader->sendUniform("camera", camera3D->position.x, camera3D->position.y, camera3D->position.z);
dsOut->indexBuffer->bind();
dsOut->vertex2Buffer->bind();
dsOut->vertex2Buffer->vertexAttribPointer(dsShader->getAttribLocation("vertex0"), 2, GL_FLOAT, false, 0, 0);
glDrawElements(GL_TRIANGLES, dsOut->indexBuffer->size(), GL_UNSIGNED_INT, 0);
ds->diffuse->unbind();
ds->position->unbind();
ds->normal->unbind();
dsShader->disableVertexAttribArrays();
dsShader->unbind();使用以下着色器(只是必要的部分,光源是硬编码的):
struct DirLight{
vec3 direction;
vec4 diffuse, specular;
};
uniform sampler2D diffuse;
uniform sampler2D position;
uniform sampler2D normal;
uniform vec3 camera;
DirLight light0 = DirLight(vec3(1, 1, 0), vec4(0.3), vec4(0.1));
in vec2 vertex;
void main(){
vec4 color = texture(diffuse, vertex)*0.5;
vec3 p = vec3(texture(position, vertex));
vec3 n = normalize(vec3(texture(normal, vertex)));
float ndotl = max(dot(n, normalize(light0.direction)), 0.0); // simple phong
if(ndotl > 0.0){
color += ndotl*light0.diffuse;
}
gl_FragColor = color;
}如果我将光源方向设置为负值,我们可以这样说:
DirLight light0 = DirLight(vec3(-1, 0, 0), vec4(0.3), vec4(0.1));最终的结果是没有阴影的。它看起来对正值(或多或少)是正确的。以下是输出的图片:

在红色区域标出的法线也可能有问题。
发布于 2014-04-09 15:27:52
好的解决方案由AndonM.Coleman工作,我将内部格式转换为GL_RGB8_SNORM。(谢谢你的帮助:)
https://stackoverflow.com/questions/22894390
复制相似问题