python – 使用GLSL的OpenGL阴影映射

栏目: 后端 · 发布时间: 5年前

内容简介:翻译自:https://stackoverflow.com/questions/4484605/opengl-shadow-mapping-using-glsl

我正在尝试使用GLSL进行阴影映射.不幸的是,即使我有相当不错的深度缓冲精度,我的深度渲染结果也无法使用.它呈现像线框,下面的图像可能是一个更好的描述.

我还包括一个测试用例(包含着色器的单个文件),只有依赖是pyopengl.

# shadow mapping test
# utkualtinkaya at gmail 
# shader is from http://www.fabiensanglard.net/shadowmapping/index.php

from OpenGL.GL import *
from OpenGL.GLU import * 
from OpenGL.GLUT import *
from OpenGL.GL.shaders import *
from OpenGL.GL.framebufferobjects import *
import math

class Camera:
    def __init__(self):
        self.rotx, self.roty = math.pi/4, math.pi/4
        self.distance = 100
        self.moving = False
        self.ex, self.ey = 0, 0
        self.size = (800, 600) 

    def load_matrices(self):
        glViewport(0, 0, *self.size)
        y = math.cos(self.roty) * self.distance
        x = math.sin(self.roty) * math.cos(self.rotx) * self.distance
        z = math.sin(self.roty) * math.sin(self.rotx) * self.distance

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(45.0, self.size[0]/float(self.size[1]), 1, 1000)

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(x,y,z, 0,0,0, 0,1,0)

    def on_mouse_button (self, b, s, x, y):
        self.moving = not s
        self.ex, self.ey = x, y
        if b in [3, 4]:
            dz = (1 if b == 3 else -1)
            self.distance += self.distance/15.0 * dz;

    def on_mouse_move(self, x, y, z = 0):
        if self.moving:            
            self.rotx += (x-self.ex) / 300.0
            self.roty += -(y-self.ey) / 300.0
            self.ex, self.ey = x, y

    def set_size(self, w, h):
        self.size = w, h

class Shader():
    def __init__(self):
        self.is_built = False
        self.uniforms = {}

    def build(self):
        self.program = compileProgram(
        compileShader('''
            uniform mat4 camMatrix;
            uniform mat4 shadowMatrix;
            varying vec4 depthProjection;
            uniform bool useShadow;

            void main() {
                gl_Position = camMatrix * gl_ModelViewMatrix * gl_Vertex;
                depthProjection = shadowMatrix * gl_ModelViewMatrix * gl_Vertex;
                gl_FrontColor = gl_Color;
            }
        ''',GL_VERTEX_SHADER),
        compileShader('''
            varying vec4 depthProjection;
            uniform sampler2D shadowMap;
            uniform bool useShadow;

            void main () {
                float shadow = 1.0;
                if (useShadow) {
                    vec4 shadowCoord = depthProjection / depthProjection.w ;
                    // shadowCoord.z -= 0.0003;            
                    float distanceFromLight = texture2D(shadowMap, shadowCoord.st).z;                                
                    if (depthProjection .w > 0.0)
                        shadow = distanceFromLight < shadowCoord.z ? 0.5 : 1.0 ;            

                    }
                gl_FragColor = shadow * gl_Color;
              }
        ''',GL_FRAGMENT_SHADER),)
        self.is_built = True

        self.uniforms['camMatrix'] = glGetUniformLocation(self.program, 'camMatrix')
        self.uniforms['shadowMatrix'] = glGetUniformLocation(self.program, 'shadowMatrix')
        self.uniforms['shadowMap'] = glGetUniformLocation(self.program, 'shadowMap')
        self.uniforms['useShadow'] = glGetUniformLocation(self.program, 'useShadow')
        print self.uniforms

    def use(self):
        if not self.is_built:
            self.build()
        glUseProgram(self.program)

class Test:
    def __init__(self):
        glutInit(sys.argv)
        glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
        glutInitWindowSize(800, 600)
        glutInitWindowPosition(1120/2, 100)
        self.window = glutCreateWindow("Shadow Test")
        self.cam = Camera()
        self.light = Camera()
        self.cam.set_size(800, 600)
        self.light.set_size(2048, 2048)
        self.light.distance = 100
        self.shader = Shader()
        self.initialized = False        

    def setup(self):
        self.initialized = True
        glClearColor(0,0,0,1.0);
        glDepthFunc(GL_LESS)
        glEnable(GL_DEPTH_TEST)

        self.fbo = glGenFramebuffers(1);
        self.shadowTexture = glGenTextures(1)

        glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)

        w, h = self.light.size

        glActiveTexture(GL_TEXTURE5)         
        glBindTexture(GL_TEXTURE_2D, self.shadowTexture)

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
        glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );

        glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, w, h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, None)

        glDrawBuffer(GL_NONE)
        glReadBuffer(GL_NONE)

        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, self.fbo, 0)

        FBOstatus = glCheckFramebufferStatus(GL_FRAMEBUFFER)
        if FBOstatus != GL_FRAMEBUFFER_COMPLETE:
            print ("GL_FRAMEBUFFER_COMPLETE_EXT failed, CANNOT use FBO\n");

        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        #glActiveTexture(GL_TEXTURE0)                

    def draw(self):
        glPushMatrix()
        glTranslate(0, 10 ,0)
        glColor4f(0, 1, 1, 1)
        glutSolidCube(5)
        glPopMatrix()

        glPushMatrix()
        glColor4f(0.5, 0.5, .5, 1)
        glScale(100, 1, 100)
        glutSolidCube(1)
        glPopMatrix()

    def apply_camera(self, cam):
        cam.load_matrices()
        model_view = glGetDoublev(GL_MODELVIEW_MATRIX);
        projection = glGetDoublev(GL_PROJECTION_MATRIX);
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        glMultMatrixd(projection)
        glMultMatrixd(model_view)        
        glUniformMatrix4fv(self.shader.uniforms['camMatrix'], 1, False, glGetFloatv(GL_MODELVIEW_MATRIX))
        glLoadIdentity()     

    def shadow_pass(self):
        glUniform1i(self.shader.uniforms['useShadow'], 0)

        glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)
        glClear(GL_DEPTH_BUFFER_BIT)
        glCullFace(GL_FRONT)
        self.apply_camera(self.light)        
        self.draw()
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

    def final_pass(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        self.light.load_matrices()
        model_view = glGetDoublev(GL_MODELVIEW_MATRIX);
        projection = glGetDoublev(GL_PROJECTION_MATRIX);        
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        bias = [ 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]
        glLoadMatrixd(bias)
        glMultMatrixd(projection)
        glMultMatrixd(model_view)
        glUniformMatrix4fv(self.shader.uniforms['shadowMatrix'], 1, False, glGetFloatv(GL_MODELVIEW_MATRIX))

        glActiveTexture(GL_TEXTURE5)
        glBindTexture(GL_TEXTURE_2D, self.shadowTexture)                
        glUniform1i(self.shader.uniforms['shadowMap'], 5)

        glUniform1i(self.shader.uniforms['useShadow'], 1);

        self.apply_camera(self.cam)
        glLoadIdentity()
        glCullFace(GL_BACK)
        self.draw()

    def render(self):
        if not self.initialized: self.setup()
        self.shader.use()        
        self.shadow_pass()
        self.final_pass()        
        glutSwapBuffers()

    def mouse_move(self, *args):
        self.cam.on_mouse_move(*args)
        self.light.on_mouse_move(*args)

    def mouse_button(self, b, *args):
        if b==0:
            self.light.on_mouse_button(b, *args)
        else:
            self.cam.on_mouse_button(b, *args)

    def main(self):
        glutDisplayFunc(self.render)
        glutIdleFunc(self.render)
        glutMouseFunc(self.mouse_button)
        glutMotionFunc(self.mouse_move)
        glutReshapeFunc(self.cam.set_size)
        #self.setup()
        glutMainLoop()

if __name__ == '__main__':
    test = Test()
    test.main()

解决它,这是绑定问题,在阴影传递片段着色器中我只是检查一个布尔值来禁用读取纹理,但这还不够.我应该在阴影传递之前取消绑定纹理,这在文档中提到:

引用OpenGL Refence:

当纹理对象当前被绑定并可能被当前顶点或片段着色器采样时,需要采取特殊预防措施以避免将纹理图像附加到当前绑定的帧缓冲区.

NVIDIA忽略了这一点,正如文档所说,ATI表现得非常“未定义”.

翻译自:https://stackoverflow.com/questions/4484605/opengl-shadow-mapping-using-glsl


以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持 码农网

查看所有标签

猜你喜欢:

本站部分资源来源于网络,本站转载出于传递更多信息之目的,版权归原作者或者来源机构所有,如转载稿涉及版权问题,请联系我们

社会化营销

社会化营销

陈亮途 / 万卷出版公司 / 2011-10-1 / 45.00元

这是一本讲述社会化媒体营销的书。今天,社会化媒体营销和移动互联网的势头已经是锐不可当的了,而这两者正正是最需要创意才能跟顾客,跟大众建立关系,创造利润的。假如国内的企业还是以不规范的手段来做营销行为,那么我们的营销水平一定会更加低落。本书作者一直以提升国内营销素质和营销人员的水平作为使命,经常穿梭于世界各地,本书正是作者工作经验的结晶,在书中,作者列举了大量国内外的成功(失败)案例,以帮助读者理解......一起来看看 《社会化营销》 这本书的介绍吧!

Base64 编码/解码
Base64 编码/解码

Base64 编码/解码

html转js在线工具
html转js在线工具

html转js在线工具

UNIX 时间戳转换
UNIX 时间戳转换

UNIX 时间戳转换