【发布时间】:2016-02-03 14:26:18
【问题描述】:
我目前正在尝试了解级联阴影贴图的工作原理,因此我一直在尝试让一个阴影贴图适合视锥体而不会闪烁。我使用 1 到 10000 的近/远平面进行相机投影,这就是我计算光线正交矩阵的方式:
GLfloat far = -INFINITY;
GLfloat near = INFINITY;
//Multiply all the world space frustum corners with the view matrix of the light
Frustum cameraFrustum = CameraMan.getActiveCamera()->mFrustum;
lightViewMatrix = glm::lookAt((cameraFrustum.frustumCenter - glm::vec3(-0.447213620f, -0.89442790f, 0.0f)), cameraFrustum.frustumCenter, glm::vec3(0.0f, 0.0f, 1.0f));
glm::vec3 arr[8];
for (unsigned int i = 0; i < 8; ++i)
arr[i] = glm::vec3(lightViewMatrix * glm::vec4(cameraFrustum.frustumCorners[i], 1.0f));
glm::vec3 minO = glm::vec3(INFINITY, INFINITY, INFINITY);
glm::vec3 maxO = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
for (auto& vec : arr)
{
minO = glm::min(minO, vec);
maxO = glm::max(maxO, vec);
}
far = maxO.z;
near = minO.z;
//Get the longest diagonal of the frustum, this along with texel sized increments is used to keep the shadows from shimmering
//far top right - near bottom left
glm::vec3 longestDiagonal = cameraFrustum.frustumCorners[0] - cameraFrustum.frustumCorners[6];
GLfloat lengthOfDiagonal = glm::length(longestDiagonal);
longestDiagonal = glm::vec3(lengthOfDiagonal);
glm::vec3 borderOffset = (longestDiagonal - (maxO - minO)) * glm::vec3(0.5f, 0.5f, 0.5f);
borderOffset *= glm::vec3(1.0f, 1.0f, 0.0f);
maxO += borderOffset;
minO -= borderOffset;
GLfloat worldUnitsPerTexel = lengthOfDiagonal / 1024.0f;
glm::vec3 vWorldUnitsPerTexel = glm::vec3(worldUnitsPerTexel, worldUnitsPerTexel, 0.0f);
minO /= vWorldUnitsPerTexel;
minO = glm::floor(minO);
minO *= vWorldUnitsPerTexel;
maxO /= vWorldUnitsPerTexel;
maxO = glm::floor(maxO);
maxO *= vWorldUnitsPerTexel;
lightOrthoMatrix = glm::ortho(minO.x, maxO.x, minO.y, maxO.y, near, far);
使用最长的对角线来抵消截锥体似乎是有效的,因为阴影贴图在环顾四周时似乎没有缩小/缩放,但是使用https://msdn.microsoft.com/en-us/library/windows/desktop/ee416324(v=vs.85).aspx 描述的纹理大小增量没有任何效果。我正在使用一个相当大的场景进行测试,这导致我的阴影贴图分辨率较低,但我想在继续拆分视锥体之前获得一个适合视锥体的稳定阴影。很难从图像中分辨出来,但微软提出的解决方案并没有降低闪烁效果:
【问题讨论】:
-
“闪闪发光”是什么意思?
-
youtube.com/watch?v=PxbGUOC_UeA这个视频解释了它,我的场景看起来像视频的第一部分,而我的微软提出的解决方案应该稳定它
标签: c++ opengl shadow cascade glm-math