【发布时间】:2019-04-08 06:43:51
【问题描述】:
在实现 SSLR 时,我遇到了对象显示不正确的问题:它们被无限地“向下”投影并且根本无法在镜子中显示。下面我给出代码和截图。
片段 SSLR 着色器:
#version 330 core
uniform sampler2D normalMap; // in view space
uniform sampler2D depthMap; // in view space
uniform sampler2D colorMap;
uniform sampler2D reflectionStrengthMap;
uniform mat4 projection;
uniform mat4 inv_projection;
in vec2 texCoord;
layout (location = 0) out vec4 fragColor;
vec3 calcViewPosition(in vec2 texCoord) {
// Combine UV & depth into XY & Z (NDC)
vec3 rawPosition = vec3(texCoord, texture(depthMap, texCoord).r);
// Convert from (0, 1) range to (-1, 1)
vec4 ScreenSpacePosition = vec4(rawPosition * 2 - 1, 1);
// Undo Perspective transformation to bring into view space
vec4 ViewPosition = inv_projection * ScreenSpacePosition;
// Perform perspective divide and return
return ViewPosition.xyz / ViewPosition.w;
}
vec2 rayCast(vec3 dir, inout vec3 hitCoord, out float dDepth) {
dir *= 0.25f;
for (int i = 0; i < 20; i++) {
hitCoord += dir;
vec4 projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
float depth = calcViewPosition(projectedCoord.xy).z;
dDepth = hitCoord.z - depth;
if(dDepth < 0.0) return projectedCoord.xy;
}
return vec2(-1.0);
}
void main() {
vec3 normal = texture(normalMap, texCoord).xyz * 2.0 - 1.0;
vec3 viewPos = calcViewPosition(texCoord);
// Reflection vector
vec3 reflected = normalize(reflect(normalize(viewPos), normalize(normal)));
// Ray cast
vec3 hitPos = viewPos;
float dDepth;
float minRayStep = 0.1f;
vec2 coords = rayCast(reflected * max(minRayStep, -viewPos.z), hitPos, dDepth);
if (coords != vec2(-1.0)) fragColor = mix(texture(colorMap, texCoord), texture(colorMap, coords), texture(reflectionStrengthMap, texCoord).r);
else fragColor = texture(colorMap, texCoord);
}
另外,灯完全没有反射
我会很感激你的帮助
更新:
更新:我用错误的反射解决了问题,但仍然存在问题。
我是这样解决的:ViewPosition.y *= -1
现在,正如您在屏幕截图中看到的那样,由于某种原因,对象的下部没有被反射。
问题仍然悬而未决。
【问题讨论】:
-
这个问题远没有提供MCVE,所以只能猜测。什么 ius
colorMap,你的渲染架构是什么(尤其是你在做什么)。此外max(minRayStep, -viewPos.z)似乎有点奇怪,如果镜子距离几个单位,这将导致巨大的步长。 -
@derhass 我更新了问题
标签: opengl glsl raytracing raycasting post-processing