因此,在努力使定向光阴影贴图起作用之后,我终于可以看到在四边形上渲染的阴影贴图,但它仅使用深度 GL_DEPTH_COMPONENT16
绘制并键入 GL_UNSIGNED_SHORT
, 或 GL_DEPTH_COMPONENT32F
并输入 GL_FLOAT
但它是红色比例而不是灰色
问题是我用了很多方法来计算深度来绘制阴影,但没有出现阴影。
glCullFace(GL_FRONT);
glGenFramebuffers(1, &depthMapFBO);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffers(1, GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glCullFace(GL_BACK);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOGI("framebuffer incomplete");
}
片段是:
uniform mediump sampler2DShadow shadowMap;
......
float bias = 0.005;
float visibility = 1.0;
for (int i=0;i<4;i++){
int index = i;
visibility -= 0.2*(1.0-texture( shadowMap, vec3(FragPosLightSpace.xy + poissonDisk[index]/700.0, (FragPosLightSpace.z-bias)/FragPosLightSpace.w) ));
}
result =light.intensity* (visibility * (diffuse + specular));
最佳答案
...but it is in red scale not gray scale
具有深度分量格式的纹理,例如 GL_DEPTH_COMPONENT16
或 GL_DEPTH_COMPONENT32F
只有 1 个颜色 channel ,红色 颜色 channel 。
如果您从绑定(bind)了深度分量纹理的纹理采样器读取数据,则会自动设置绿色、蓝色和 alpha channel 。
Image Format Khronos 集团的规范说:
Image formats do not have to store each component. When the shader samples such a texture, it will still resolve to a 4-value RGBA vector. The components not stored by the image format are filled in automatically. Zeros are used if R, G, or B is missing, while a missing Alpha always resolves to 1.
Note: Texture swizzling can change what the missing values are.
因此,设置了红色,绿色和蓝色设置为 0,alpha channel 为 1。这导致不透明的红色表面。
如果您想从深度分量纹理中读取灰度颜色,则必须读取红色 颜色 channel ,并且还必须将红色 channel 应用于绿色和蓝色.
你必须像这样修改代码:
float depth = texture( shadowMap, ..... ).r;
vec3 depthGrayscale = vec3( depth );
或者这个:
vec3 depthGrayscale = texture( shadowMap, ..... ).rrr;
关于opengl-es - OpenGL ES3 帧缓冲区以红色比例绘制深度,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/46141786/