阴影贴图:将世界空间像素投影到光空间
我正在用延迟着色编写阴影映射.
I'm writing shadow mapping in deferred shading.
这是我的定向光深度图(正交投影):
Here is my depth map for directional light (orthogonal projection):
下面是我的全屏四边形着色器,用于在光视图空间中渲染像素的深度:
Below is my full-screen quad shader to render pixel's depth in light view space:
#version 330
in vec2 texCoord;
out vec3 fragColor;
uniform mat4 lightViewProjMat; // lightView * lightProj
uniform sampler2D sceneTexture;
uniform sampler2D shadowMapTexture;
uniform sampler2D scenePosTexture;
void main() {
vec4 fragPos = texture(scenePosTexture, texCoord);
vec4 fragPosLightSpace = lightViewProjMat * fragPos;
vec3 coord = fragPosLightSpace.xyz / fragPosLightSpace.w;
coord = coord * 0.5 + 0.5;
float lightViewDepth = texture(shadowMapTexture, coord.xy).x;
fragColor = vec3(lightViewDepth);
}
渲染尺寸为1280x720,深度图的尺寸为512x512,看起来像是在场景中重复了深度图.我认为我对协调的预测是不正确的.我想看看从像素到光的深度是否正确.有人可以给我一些建议吗?
Render size is 1280x720, depth map's size is 512x512 and look like it is repeating the depth map in my scene. I think my projection for coord isn't right. I want to see if the depth from pixel to light is correct. Could someone give me some suggestions?
解决了自己的问题,就是节省深度.我保存了错误的深度值,应该改用gl_FragCoord.z
.
Solved myself, the problem is depth saving. I saved wrong depth value, should have used gl_FragCoord.z
instead.