Карты направленных теней OpenGL/OpenTK не работаютC#

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Anonymous
 Карты направленных теней OpenGL/OpenTK не работают

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Создание фреймбуфера и текстуры

Код: Выделить всё

public void SetupShadows()
{
DepthMapFBO = GL.GenFramebuffer();

DepthMap = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, DepthMap);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.DepthComponent,
SHADOW_WIDTH, SHADOW_HEIGHT, 0,
PixelFormat.DepthComponent, PixelType.Float, IntPtr.Zero);

GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)All.ClampToBorder);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)All.ClampToBorder);

float[] borderColor = new float[] { 1.0f, 1.0f, 1.0f, 1.0f };
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, borderColor);

GL.BindFramebuffer(FramebufferTarget.Framebuffer, DepthMapFBO);
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, TextureTarget.Texture2D, DepthMap, 0);

GL.DrawBuffer(DrawBufferMode.None);
GL.ReadBuffer(ReadBufferMode.None);

GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);

float nearPlane = 0.1f, farPlane = 75f;
Matrix4 lightProjection = Matrix4.CreateOrthographicOffCenter(-35f, 35f, -35f, 35f, nearPlane, farPlane);

Matrix4 lightView = Matrix4.LookAt(20*LightPos, Vector3.Zero, Vector3.UnitY);
lightSpaceMatrix = lightProjection * lightView;

Renderer.ShadowShader.UseProgram();
Renderer.ShadowShader.SetUniform("lightSpaceMatrix", lightSpaceMatrix);

GL.BindTexture(TextureTarget.Texture2D, DepthMap);
GL.ActiveTexture(TextureUnit.Texture10);

}
Рендеринг

Код: Выделить всё

internal void DrawScene()
{

// Shadows

GL.Enable(EnableCap.DepthTest);
GL.Viewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, DepthMapFBO);
GL.Clear(ClearBufferMask.DepthBufferBit);

// Render DepthMap

GL.CullFace(TriangleFace.Front);
foreach (GameObject gObject in Objects)
{
gObject.RenderObject();
}

GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);

// Main Shader
GL.Viewport(0, 0, Renderer.Size.X, Renderer.Size.Y);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

Renderer.Shader.UseProgram();
Renderer.Shader.SetUniform("view", ActiveCamera.GetViewMatrix());
Renderer.Shader.SetUniform("lightPos", LightPos*1000);
Renderer.Shader.SetUniform("projection", ActiveCamera.GetProjectionMatrix());
Renderer.Shader.SetUniform("lightSpaceMatrix", lightSpaceMatrix);

// Directional Light
if (DirectionalLightEnabled == true)
{
Renderer.Shader.SetUniform("dirLight.ambient", new Vector3(0.1f, 0.1f, 0.1f) * DirectionalLightColor);
Renderer.Shader.SetUniform("dirLight.diffuse", new Vector3(0.5f, 0.5f, 0.5f) * DirectionalLightColor);
Renderer.Shader.SetUniform("dirLight.specular", new Vector3(1.0f, 1.0f, 1.0f));
}else
{
Renderer.Shader.SetUniform("dirLight.ambient", new Vector3(0f, 0f, 0f));
Renderer.Shader.SetUniform("dirLight.diffuse", new Vector3(0f, 0f, 0f));
Renderer.Shader.SetUniform("dirLight.specular", new Vector3(0f, 0f, 0f));
}

Renderer.Shader.SetUniform("viewPos", ActiveCamera.GetWorldLocation());

// SCENE GAME OBJECTS

GL.CullFace(TriangleFace.Back);
foreach (GameObject gObject in Objects)
{
if (Renderer != null)
{
gObject.SceneShader = Renderer.Shader;
}
gObject.RenderObject();
}

// SKYBOX
if (SkyboxEnabled == true)
{
GL.DepthFunc(DepthFunction.Lequal);
GL.DepthMask(false);

// Skybox Shader
Renderer.SkyboxShader.UseProgram();
Renderer.SkyboxShader.SetUniform("view", ActiveCamera.GetViewMatrix());
Renderer.SkyboxShader.SetUniform("projection", ActiveCamera.GetProjectionMatrix());
Renderer.SkyboxShader.SetUniform("texture1",  0);

GL.BindVertexArray(SkyboxVAO);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.TextureCubeMap, SkyboxTextureID);

GL.DrawArrays(PrimitiveType.Triangles, 0, 36);

GL.BindVertexArray(0);
GL.DepthFunc(DepthFunction.Less);
GL.DepthMask(true);
}
}
Код рендеринга GameObject

Код: Выделить всё

internal void RenderMeshPart()
{
Owner.SceneShader.SetUniform("transform", ParentComponent.GetWorldMatrix());
Owner.SceneShader.SetUniform("material.shininess", Material.Shininess);

GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, Material.TextureID);
Owner.SceneShader.SetUniform("material.diffuse",0);

if(Material.UseSpecular==true)
{

GL.ActiveTexture(TextureUnit.Texture1);
GL.BindTexture(TextureTarget.Texture2D, Material.SpecularID);
Owner.SceneShader.SetUniform("material.specular", 1);

}

Owner.Scene.Renderer.ShadowShader.SetUniform("transform", ParentComponent.GetWorldMatrix());
Owner.Scene.Renderer.ShadowShader.SetUniform("shadowMap", 10);

GL.BindVertexArray(VAO);

GL.DrawElements(PrimitiveType.Triangles, Indices.Count, DrawElementsType.UnsignedInt, 0);

GL.BindVertexArray(0);
}
основной фрагментный шейдер

Код: Выделить всё

#version 330 core

out vec4 FragColor;

struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};

struct DirLight {
vec3 ambient;
vec3 diffuse;
vec3 specular;
};

struct PointLight {
vec3 position;
vec3 color;

float intensity;
float constant;
float linear;
float quadratic;
};

#define MAX_POINT_LIGHTS 10

in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
in vec4 FragPosLightSpace;

float shadow;

uniform vec3 lightPos;
uniform vec3 viewPos;
uniform Material material;
uniform sampler2D shadowMap;
uniform DirLight dirLight;

uniform int numPointLights;
uniform PointLight pointLights[MAX_POINT_LIGHTS];

vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);

vec3 ambient = 0.75 * light.ambient * texture(material.diffuse, TexCoords).rgb;
vec3 diffuse = 1.25 * light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;

return (ambient + (1.0 - shadow) * (diffuse + specular));
}

vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);

// --- Blinn-Phong specular ---
vec3 halfDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfDir), 0.0), material.shininess);

// diffuse
float diff = max(dot(normal, lightDir), 0.0);

// attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * distance * distance);

vec3 ambient = 0.025 * light.color * texture(material.diffuse, TexCoords).rgb;
vec3 diffuse = light.intensity * light.color * diff * texture(material.diffuse, TexCoords).rgb;
vec3 specular = light.intensity * light.color * spec * texture(material.specular, TexCoords).rgb;

ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;

return ambient + diffuse + specular;
}

void ShadowCalculation(vec4 fragPosLight)
{
shadow = 0.0f;

vec3 lightCoords = fragPosLight.xyz / fragPosLight.w;
if(lightCoords.z 

Подробнее здесь: [url]https://stackoverflow.com/questions/79788153/opengl-opentk-directional-shadow-maps-not-working[/url]
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