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Shadow Map 实现极其细节

     这里不介绍算法原理,只说说在实现过程中遇到的问题,以及背后的原因。开发环境:opengl 2.0  glsl 1.0。

     第一个问题:产生深度纹理。

     在opengl中每一次离屏渲染需要向opengl提供一个renderframe,一个renderframe包含一个texture和一个renderbuffer.texture是一个存储特定数据的内存区,可以存储颜色,深度以及模版。renderbuffer目前不太清楚。

     具体代码如下:

      

    glGenFramebuffers(1, &frameBuff) ;    glBindFramebuffer(GL_FRAMEBUFFER, frameBuff) ;        glGenTextures(1, &depthTxe) ;    glBindTexture(GL_TEXTURE_2D, depthTxe) ;    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16 , mapWidth, mapHight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTxe, 0);    glDrawBuffer(GL_NONE) ;    glReadBuffer(GL_NONE) ;      GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);        if( result == GL_FRAMEBUFFER_COMPLETE) {        cout << "Framebuffer is complete.\n" << endl ;    } else {        cout <<"Framebuffer is not complete.\n" << endl ;    }

      这里需要注意的是,一定要加    glDrawBuffer(GL_NONE) ;  glReadBuffer(GL_NONE) 。分别告诉opengl没有缓冲区接受或者读取颜色数据。因为我们需要的是深度数据。如果没有这两句,那么返回的result是not complete。

      曾经尝试过使用 glTexImage2D 中使用 GL_RGB 而不是 GL_DEPTH_COMPONENT16 相应的下面的 glFramebufferTexture2D 也要使用 GL_COLOR_ATTACHMENT。在fragment shader中将片元的深度值写入color中。但是这样有个问题,就是精度不够,虽然数据是对的,精度在Shadow Map中有着极其重要的位置,稍后介绍。

      问题二:各种坐标系的转化

       这里涉及到两个变化过程。第一个是从物体坐标系-》世界坐标系-》灯光坐标系-》裁剪坐标系(齐次坐标系)-》cvv坐标系(透视除法后得到)。

       另一个是物体坐标系-》世界坐标系-》摄像机坐标系-》裁剪坐标系(齐次坐标系)-》cvv坐标系(透视除法后得到)。

       具体vertex shader 如下

       

varying vec3 normal ;varying vec4 lightVertex ;varying vec4 color ;varying vec4 worldCoord ;uniform mat4 lightProj;uniform mat4 lightView;const  mat4 biasMatrix = mat4(0.5 , 0.0 , 0.0 , 0.0 ,                       0.0 , 0.5 , 0.0 , 0.0 ,                       0.0 , 0.0 , 0.5 , 0.0 ,                       0.5 , 0.5 , 0.5 , 1.0 ) ;void main(){     worldCoord = gl_ModelViewMatrix * gl_Vertex ;     normal =  normalize(gl_NormalMatrix * gl_Normal);    lightVertex = lightProj * lightView * worldCoord ;    lightVertex = lightVertex / lightVertex.w ;    lightVertex = biasMatrix * lightVertex ;    //lightVertex = lightVertex / lightVertex.w ;    gl_TexCoord[0] = gl_MultiTexCoord0 ;    color = gl_Color ;    gl_Position =  gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex ;}

       这里需要注意的是glsl中没有提供从物体坐标系到世界坐标系的转化,gl_ModelViewMatrix实现的是从物体到相机坐标系的转化,在本次shadow map是实现过程中将一直保证摄像机在世界坐标系的原点位置,方向指向(0,0,-1),向上方向为(0,1,0)。也就是说摄像机和世界坐标系重合。

        注意到 biasMatrix,这里可以推知两点:

        (1)glsl中是采用列主序的方式存放矩阵的,也就是数据先放完第一列再放第二列。

        (2)glsl纹理的坐标被映射到[0,1]之间。用本次shadow map举例,从灯光坐标系到齐次坐标系,经过裁剪以及透视除法后,得到的x,y,z的范围是在[-1,1]之间的,构成一个规范立方体(cvv),那么x , y的值就是纹理在纹理内存中的位置,z就是伪深度,用于z-buffer。但是,opengl在渲染深度纹理时,将x,y,z映射到[0,1]之间,所以要用一个biasMatrix进行平移。

        第三个问题:Shadow acne。

        这个问题的原因如下图:

                                      技术分享

        其中,斜线EF是物体表面,当一光柱照射到物体表面时,C点的深度值被写入shadow map中(这里有一个概念:texle , texture element,可以理解为一个像素)。但是,当从摄像机坐标系中看到D点时,通过坐标系转化到shadow map中 ,D点比C点的值远离光源。这样就造成了shadow acne。效果如下:

        技术分享

        这时要加上一个偏移两bias,具体计算在fragment shader中,其中的m时具体情况具体调整的,时经验值。

        问题四:阴影有锯齿。

        如下图:

技术分享

         改进方法时使用多次采样,可以使用采样次sampler2Dshadow,内部会采样一个像素周围的几个像素。也可以使用本次代码中的poissonDisk进行优化。效果如下

       技术分享

      这个poissonDisk(柏松盘采样)内容目前不太了解,貌似效果还不错。

     学习心得:在碰到一个新技术时,最好把其最简单的部分实现,然后看看有什么问题,然后慢慢优化。如果不动手实现,很难体会资料上描述的问题的现象,更不用说问题产生的原因。

      一下时全部代码:

#include <GLUT/GLUT.h>#include <iostream>#include "LoardShaderProgram.h"#include "BW_READBMP.h"using namespace std ;struct COLOR{    float r , g , b, w ;} ;float rot = 0.1 ;float transX = 0 ;float transY = 0 ;float transZ = 0 ;GLint program ;GLint lightPosLoc ;GLint lightAmbientLoc ;GLint lightLambertLoc ;GLint lightProjLoc ;GLint lightViewLoc ;GLint mLoc ;GLint ksLoc ;GLint kdLoc ;GLint kaLoc ;GLint texLoc ;GLint tex ;GLint mapWidth =  1024;GLint mapHight  = 1024;GLuint depthTxe ;GLuint frameBuff ;GLfloat lightProj[16] ;GLfloat lightView[16] ;float alf  = 0 ;float ks = 1;float kd = 0.5 ;float ka = 1.0 ;float m = 0.0035410088 ;COLOR lightPos ;void DrawSence(){    glTranslated(0, 0, -8) ;    glBegin(GL_QUADS);    glColor3f(1, 0, 0) ;        // ground    //glNormal3f( 0.0f, 0.0f, 1.0f);    glTexCoord2f(0.0f, 0.0f);    glNormal3f(0, 1, 0) ;    glVertex3f(4.0f, -2.0f, -4.0f);    glNormal3f(0, 1, 0) ;    glTexCoord2f(0.0f, 1.0f);    glVertex3f( -4.0f, -2.0f, -4.0f);    glNormal3f(0, 1, 0) ;    glTexCoord2f(1.0f, 1.0f);    glVertex3f( -4.0f,  -2.0f,  4.0f);    glNormal3f(0, 1, 0) ;    glTexCoord2f(1.0f, 0.0f);    glVertex3f(4.0f,  -2.0f,  4.0f);        glEnd() ;        glTranslated(transX, transY , transZ) ;    glRotatef(rot,1.0,0.0,1.0);    glutSolidTeapot(1);}void ProcessKeyboard(unsigned char key,int x,int y){    if (key == x || key == X)    {        rot += 0.8;    }    if (key == c || key == C)    {       m += 0.00001 ;    }    if (key == d || key == D)    {        m -= 0.00001 ;    }    if (key == u || key == U)    {        transX += 0.3 ;    }    if (key == i || key == I)    {        transX -= 0.3 ;    }    if (key == j || key == J)    {        transY += 0.3 ;    }    if (key == k || key == K)    {        transY -= 0.3 ;    }    if (key == o || key == O)    {        transZ += 0.3 ;    }    if (key == p || key == P)    {        transZ -= 0.3 ;    }    glutPostRedisplay() ;}void ReSizeScene(int width , int height){    if( height==0 )    {        height=1;    }//if        //设置视口    glViewport(0,0,width,height);    //设置透视矩阵    glMatrixMode(GL_PROJECTION);    glLoadIdentity();    gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);    //开始对模型矩阵进行操作    glMatrixMode(GL_MODELVIEW);    //复位    glLoadIdentity();}void GenDepthMap(){    lightPos.r = 5; lightPos.g = 5; lightPos.b = -5; lightPos.w = 1;    glBindFramebuffer(GL_FRAMEBUFFER, frameBuff) ;   glDrawBuffer(GL_NONE) ;    glViewport(0, 0, mapWidth, mapHight) ;    glMatrixMode(GL_PROJECTION) ;    glLoadIdentity() ;    gluPerspective(90, 4.0/3, 0.1, 100) ;    glGetFloatv(GL_PROJECTION_MATRIX, lightProj) ;    glMatrixMode(GL_MODELVIEW) ;    glLoadIdentity() ;    gluLookAt(lightPos.r, lightPos.g, lightPos.b, 0, 0, -10, 0, 1, 0) ;    glGetFloatv(GL_MODELVIEW_MATRIX,lightView) ;    glDisable(GL_TEXTURE_2D) ;   // glUseProgram(shadowPro) ;    glClearColor(1.0, 1.0, 1.0, 1.0 );    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) ;    DrawSence() ;    glUseProgram(0) ;    glBindFramebuffer(GL_FRAMEBUFFER, 0) ;    glDrawBuffer(GL_FRONT) ;}void ShowSence(){    ReSizeScene(400, 300) ;    COLOR lightAmbient , lightLambert  ;    COLOR CameralDir , CameralPos;    lightAmbient.r =  0.1;lightAmbient.g = lightAmbient.b = 0.1; lightAmbient.w = 1 ;    lightLambert.r = 1 ; lightLambert.g = lightLambert.b =  1 ;lightLambert.w = 1 ;        CameralDir.r = 0 ;    CameralDir.g = 0 ;    CameralDir.b = -1 ;    CameralDir.w = 0 ;        CameralPos.r = 0 ;    CameralPos.g = 0 ;    CameralPos.b = 0 ;    CameralPos.w = 1 ;    ka = 1 ;    kd = 0.7 ;    ks = 0.4 ;    tex = 0 ;    glActiveTexture(GL_TEXTURE0) ;    glBindTexture(GL_TEXTURE_2D, depthTxe) ;    glUseProgram(program) ;    glUniform4f(lightPosLoc, lightPos.r, lightPos.g, lightPos.b, lightPos.w) ;    glUniform4f(lightAmbientLoc, lightAmbient.r, lightAmbient.g, lightAmbient.b, lightAmbient.w) ;    glUniform4f(lightLambertLoc, lightLambert.r, lightLambert.g, lightLambert.b, lightLambert.w) ;    glUniformMatrix4fv(lightProjLoc, 1, GL_FALSE, lightProj) ;    glUniformMatrix4fv(lightViewLoc, 1, GL_FALSE, lightView) ;    glUniform1f(mLoc, m) ;    glUniform1f(kdLoc, kd) ;    glUniform1f(ksLoc, ks) ;    glUniform1f(kaLoc, ka) ;    glUniform1i(texLoc , tex) ;    gluLookAt(CameralPos.r, CameralPos.g , CameralPos.b, CameralDir.r, CameralDir.g , CameralDir.b, 0 ,1 , 0 ) ;    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) ;    DrawSence() ;    glUseProgram(0) ;    glFlush();}void display(){    GenDepthMap() ;    ShowSence() ;}void InitScene(){    glClearColor(1.0, 1.0, 0.0, 1.0) ;    glGenFramebuffers(1, &frameBuff) ;    glBindFramebuffer(GL_FRAMEBUFFER, frameBuff) ;        glGenTextures(1, &depthTxe) ;    glBindTexture(GL_TEXTURE_2D, depthTxe) ;    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16 , mapWidth, mapHight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTxe, 0);    glDrawBuffer(GL_NONE) ;    glReadBuffer(GL_NONE) ;    GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);    if (result == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER)    {        cout << "frambuffer GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER " << endl ;    }        if( result == GL_FRAMEBUFFER_COMPLETE) {        cout << "Framebuffer is complete.\n" << endl ;    } else {        cout <<"Framebuffer is not complete.\n" << endl ;    }    glBindFramebuffer(GL_FRAMEBUFFER, 0) ;    glBindTexture(GL_TEXTURE_2D, 0) ;        SHADERINFO shaderInfo[2] ;    shaderInfo[0].shader_type = GL_VERTEX_SHADER ;    shaderInfo[0].name = "ShadowMap.vertex" ;    shaderInfo[1].shader_type = GL_FRAGMENT_SHADER ;    shaderInfo[1].name = "ShadowMap.frag" ;    program = BWLoadShaders(shaderInfo, 2) ;    lightPosLoc = glGetUniformLocation(program, "lightPos") ;    lightAmbientLoc = glGetUniformLocation(program, "lightAmbient") ;    lightLambertLoc = glGetUniformLocation(program, "lightLambert") ;    lightProjLoc = glGetUniformLocation(program, "lightProj") ;    lightViewLoc = glGetUniformLocation(program, "lightView") ;    mLoc  = glGetUniformLocation(program, "m") ;    kdLoc = glGetUniformLocation(program, "kd") ;    ksLoc = glGetUniformLocation(program, "ks") ;    kaLoc = glGetUniformLocation(program, "ka") ;    texLoc =  glGetUniformLocation(program, "tex") ;    glEnable(GL_DEPTH_TEST) ;    glDepthFunc(GL_LEQUAL);    glShadeModel(GL_FLAT) ;    }int main(int argc, char ** argv){    glutInit(&argc, argv);    glutInitWindowSize(800, 800);    glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH) ;    glutCreateWindow("SHADERTEST");    glutKeyboardFunc(&ProcessKeyboard) ;    InitScene() ;    glutDisplayFunc(display);    glutMainLoop();}

ShadowMap.vertex

varying vec3 normal ;varying vec4 lightVertex ;varying vec4 color ;varying vec4 worldCoord ;uniform mat4 lightProj;uniform mat4 lightView;uniform vec4 lightPos ;uniform vec4 lightLambert ;uniform vec4 lightAmbient ;const  mat4 biasMatrix = mat4(0.5 , 0.0 , 0.0 , 0.0 ,                       0.0 , 0.5 , 0.0 , 0.0 ,                       0.0 , 0.0 , 0.5 , 0.0 ,                       0.5 , 0.5 , 0.5 , 1.0 ) ;void main(){     worldCoord = gl_ModelViewMatrix * gl_Vertex ;     normal =  normalize(gl_NormalMatrix * gl_Normal);    lightVertex = lightProj * lightView * worldCoord ;    lightVertex = lightVertex / lightVertex.w ;    lightVertex = biasMatrix * lightVertex ;    //lightVertex = lightVertex / lightVertex.w ;    gl_TexCoord[0] = gl_MultiTexCoord0 ;    color = gl_Color ;    gl_Position =  gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex ;}

ShadowMap.frag

uniform sampler2D  tex ;uniform vec4 lightPos ;uniform vec4 lightLambert ;uniform vec4 lightAmbient ;uniform float m ;uniform float ka ;uniform float kd ;uniform float ks ;varying vec3 normal ;varying vec4 lightVertex ;varying vec4 color ;varying vec4 worldCoord ;void main(){    vec2 poissonDisk[4] ;    poissonDisk[0] = vec2( -0.94201624, -0.39906216 ) ;    poissonDisk[1] = vec2( 0.94558609, -0.76890725 ) ;    poissonDisk[2] = vec2( -0.094184101, -0.92938870 );    poissonDisk[3] = vec2( 0.34495938, 0.29387760 ) ;    vec3 l = normalize(lightPos - worldCoord).xyz ;    vec3 n = normalize(normal) ;    vec3 v = normalize(-worldCoord).xyz ;    float d = max(dot(n , l) , 0.0) ;    float s = max(dot(normalize(v + l) , n) , 0.0)  ;    float cosTheta = dot(n , l) ;    float bias = m*tan(acos(cosTheta));    float shadow = 1.0 ;    //使用poissonDisk采样优化锯齿    for (int i = 0 ; i < 4; ++i)    {        if ( texture2D( tex, lightVertex.xy + poissonDisk[i]/700.0 ).z  <  lightVertex.z-bias ){            shadow -=0.2;        }    }    //不使用优化   /*float depth = texture2D(tex , lightVertex.xy).z ;    if (depth + bias < lightVertex.z  )    {        shadow = 0.2 ;    }*/   // shadow = 0.5 ;    vec4 finalColor = vec4(0.0 , 0.0 , 0.0 , 1.0) ;    //finalColor *= shadow ;    finalColor = (finalColor + ks * s * lightLambert + ka*lightAmbient  + kd * d * lightLambert)*shadow;    gl_FragColor = finalColor ;}

 

Shadow Map 实现极其细节