最近,我在引擎中添加了延迟着色支持。但是我遇到了一些衰减问题:
如您所见,当我渲染光量(球体)时,它与图像的周围部分不能很好地融合!
这是我声明点光源的方式:
PointLight pointlight;
pointlight.SetPosition(glm::vec3(0.0, 6.0, 0.0));
pointlight.SetIntensity(glm::vec3(1.0f, 1.0f, 1.0f));
这是我计算光球半径的方法:
Attenuation attenuation = pointLights[i].GetAttenuation();
float lightMax = std::fmaxf(std::fmax(pointLights[i].GetIntensity().r, pointLights[i].GetIntensity().g),
pointLights[i].GetIntensity().b);
float pointLightRadius = (-attenuation.linear +
std::sqrtf(std::pow(attenuation.linear, 2.0f) - 4.0f * attenuation.exponential *
(attenuation.constant - (256.0f / 5.0f) * lightMax))) / (2.0f * attenuation.exponential);
最后,这是我的PointLightPass片段着色器:
#version 450 core
struct BaseLight
{
vec3 intensities;//a.k.a color of light
float ambientCoeff;
};
struct Attenuation
{
float constant;
float linear;
float exponential;
};
struct PointLight
{
BaseLight base;
Attenuation attenuation;
vec3 position;
};
struct Material
{
float shininess;
vec3 specularColor;
float ambientCoeff;
};
layout (std140) uniform Viewport
{
uniform mat4 Projection;
uniform mat4 View;
uniform mat4 ViewProjection;
uniform vec2 scrResolution;
};
layout(binding = 0) uniform sampler2D gPositionMap;
layout(binding = 1) uniform sampler2D gAlbedoMap;
layout(binding = 2) uniform sampler2D gNormalMap;
layout(binding = 3) uniform sampler2D gSpecularMap;
uniform vec3 cameraPosition;
uniform PointLight pointLight;
out vec4 fragmentColor;
vec2 FetchTexCoord()
{
return gl_FragCoord.xy / scrResolution;
}
void main()
{
vec2 texCoord = FetchTexCoord();
vec3 gPosition = texture(gPositionMap, texCoord).xyz;
vec3 gSurfaceColor = texture(gAlbedoMap, texCoord).xyz;
vec3 gNormal = texture(gNormalMap, texCoord).xyz;
vec3 gSpecColor = texture(gSpecularMap, texCoord).xyz;
float gSpecPower = texture(gSpecularMap, texCoord).a;
vec3 totalLight = gSurfaceColor * 0.1; //TODO remove hardcoded ambient light
vec3 viewDir = normalize(cameraPosition - gPosition);
vec3 lightDir = normalize(pointLight.position - gPosition);
vec3 diffuse = max(dot(gNormal, lightDir), 0.0f) * gSurfaceColor *
pointLight.base.intensities;
vec3 halfWayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(gNormal, halfWayDir), 0.0f), 1.0f);
vec3 specular = pointLight.base.intensities * spec /** gSpecColor*/;
float distance = length(pointLight.position - gPosition);
float attenuation = 1.0f / (1.0f + pointLight.attenuation.linear * distance
+ pointLight.attenuation.exponential * distance * distance +
pointLight.attenuation.constant);
diffuse *= attenuation;
specular *= attenuation;
totalLight += diffuse + specular;
fragmentColor = vec4(totalLight, 1.0f);
}
那么,您有什么建议可以解决这个问题呢?
编辑:这里有更多详细信息:
对于延迟着色,
与环境颜色:
#version 420核心
layout (std140) uniform Viewport
{
uniform mat4 Projection;
uniform mat4 View;
uniform mat4 ViewProjection;
uniform vec2 scrResolution;
};
layout(binding = 1) uniform sampler2D gAlbedoMap;
out vec4 fragmentColor;
vec2 FetchTexCoord()
{
return gl_FragCoord.xy / scrResolution;
}
void main()
{
vec2 texCoord = FetchTexCoord();
vec3 gSurfaceColor = texture(gAlbedoMap, texCoord).xyz;
vec3 totalLight = gSurfaceColor * 1.2; //TODO remove hardcoded ambient light
fragmentColor = vec4(totalLight, 1.0f);
}
然后,我通过点光源(请参见上面的代码);
最佳答案
您遇到此问题的原因是您使用的是“轻量级”(这一事实您在此问题中并未完全清楚,但已在your other question中提出)。
您正在使用普通的光衰减方程式。好吧,您会注意到,该方程式并没有神奇地停在某个任意半径处。它定义为从0到无穷大的所有距离。
照明量的目的是防止超过一定距离的照明贡献。好吧,如果您的光衰减在该距离处不为零,那么您将在光量的边缘看到不连续。
如果要使用光体积,则需要使用光衰减方程,该方程实际上可以保证在体积边缘达到零。否则,您应该为体积选择一个半径,以使光的衰减强度几乎为零。而且您的半径太小了。
不断增大半径,直到无法分辨它的存在为止。
关于c++ - 延迟阴影和衰减,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/34121885/