大佬教程收集整理的这篇文章主要介绍了c – Ogre3d /延迟渲染/点光源,大佬教程大佬觉得挺不错的,现在分享给大家,也给大家做个参考。
将延迟数据输出到GBuffer的材料:
void ToGBufferVP ( float4 iPosition : POSITION,float3 iNormal : NORMAL,float2 iUV0 : TEXCOORD,out float4 oPosition : POSITION,out float3 oViewPos : TEXCOORD0,out float3 oNormal : TEXCOORD1,out float2 oUV0 : TEXCOORD2,uniform float4x4 cWorldViewProj,uniform float4x4 cWorldView ) { oPosition = mul(cWorldViewProj,iPosition); oNormal = mul(cWorldView,float4(iNormal,0)).xyz; oViewPos = mul(cWorldView,iPosition).xyz; oUV0 = iUV0; } void ToGBufferFP ( float3 iViewPos : TEXCOORD0,float3 iNormal : TEXCOORD1,float2 iUV0 : TEXCOORD2,out float4 oColor0 : COLOR0,out float4 oColor1 : COLOR1,uniform sampler2D sTex : register(s0),uniform sampler2D sSpec : register(s1),uniform float cFarDistance ) { oColor0.rgb = tex2D(sTex,iUV0); oColor0.a = tex2D(sSpec,iUV0); oColor1.rgb = normalize(iNormal); oColor1.a = length(iViewPos) / cFarDistance; }
顶点程序说明:
vertex_program ScreenQuadDebugLight_VS cg { source MyDeferredPostShader.hlsl profiles vs_1_1 arbvp1 entry_point ScreenQuadDebugLight_VS default_params { param_named_auto worldViewProj worldviewproj_matrix } }
片段程序说明:
fragment_program ScreenQuadDebugLight_PS cg { source MyDeferredPostShader.hlsl profiles ps_2_0 arbfp1 entry_point ScreenQuadDebugLight_PS default_params { param_named_auto vpWidth viewport_width param_named_auto vpHeight viewport_height param_named_auto flip render_target_flipping param_named_auto farClipDistance far_clip_distance param_named_auto lightPos light_position_view_space 0 } }
轻材料脚本:
@H_891_9@material DeferredShadingPostQuadLight { technique { pass { cull_hardware none cull_software none depth_func always_pass vertex_program_ref ScreenQuadDebugLight_VS { } fragment_program_ref ScreenQuadDebugLight_PS { } texture_unit { teX_COORD_set 0 tex_address_mode clamp filtering none } texture_unit { teX_COORD_set 1 tex_address_mode clamp filtering none } } } }
浅色着色器:
void ScreenQuadDebugLight_VS ( float4 Pos: POSITION,out float4 oPos: POSITION,out float4 oTexCoord : TEXCOORD0,uniform float4x4 worldViewProj ) { float4 projpos = mul(worldViewProj,Pos); oTexCoord = projpos; oPos = projpos; } float4 ScreenQuadDebugLight_PS ( float4 projpos : TEXCOORD0,uniform sampler Tex0: register(s0),uniform sampler Tex1: register(s1),uniform float vpWidth,uniform float vpHeight,uniform float flip,uniform float farClipDistance,uniform float3 lightPos ) : COLOR { // Get homogenous coordinates projpos.xy /= projpos.w; // Compensate texture coordinate half pixel jitter float2 texCoord = 0.5f * (float2(projpos.x,-projpos.y) + 1); float2 halfPixel = float2(0.5/vpWidth,0.5/vpHeight); texCoord += halfPixel; float3 ray = float3(projpos.x,projpos.y * flip,1); float4 a0 = tex2D(Tex0,texCoord); // Albedo and Specularity float4 a1 = tex2D(Tex1,texCoord); // Normal and Depth // Attributes float3 colour = a0.rgb; float specularity = a0.a; float distance = a1.w; float3 normal = a1.xyz; float3 viewPos = normalize(ray); viewPos.z = distance; float3 objToLightVec = lightPos - viewPos; float len_sq = dot(objToLightVec,objToLightVec); float len = sqrt(len_sq); float3 objToLightDir = normalize(objToLightVec); float3 @R_948_10586@l_light_contrib; @R_948_10586@l_light_contrib = max(0.0,dot(objToLightDir,normal)); return float4(@R_948_10586@l_light_contrib,0.0); }
这就是我在.cpp文件中声明光的方式:
lLightSceneNodeHolder = mSceneMgr->getRootSceneNode()->createChildSceneNode(); Ogre::Light *light; light = mSceneMgr->createLight(); light->setType(Ogre::Light::LT_POint); light->setPosition(Ogre::Vector3(0,-0.7f)); light->setVisible(true); light->setDiffuseColour(Ogre::ColourValue::WhitE); light->setSpecularColour(Ogre::ColourValue::WhitE); lLightSceneNodeHolder->attachObject(light);
我得到输出,一切正常 – 除了我不能让灯光正常工作. G Buffer包含有效数据 – 视图空间法线,线性z深度,纹理.我也将视图空间中的光位置作为参数 – 但是在矢量计算期间存在一些问题 – 并且输出与点光源不同.我在这做错了什么?
谢谢!
附:我也尝试通过合成器监听器手动传递lightPos参数,但随后灯光看起来更像是定向灯……
float3 ray = float3(projpos.x,1);
它必须乘以farCorner值,这是相机视锥的远角:
float3 ray = float3(projpos.x,1)* farCorner;
你可以通过使用获得它
@H_828_5@mCamera-> getWorldspaceCorners()[1];然后将它插入到compositor侦听器中,如下所示:
void LightListener::notifymaterialSetup(Ogre::uint32 pass_id,Ogre::MaterialPtr &mat) { vpParams = mat->getBestTechnique()->getpass(0)->getVertexProgramParameters(); fpParams = mat->getBestTechnique()->getpass(0)->getFragmentProgramParameters(); } void LightListener::notifymaterialRender(Ogre::uint32 pass_id,Ogre::MaterialPtr &mat) { vpParams->setNamedConstant("lightPos",lightPos); fpParams->setNamedConstant("farCorner",mCamera->getWorldspaceCorners()[1]); }
以上是大佬教程为你收集整理的c – Ogre3d /延迟渲染/点光源全部内容,希望文章能够帮你解决c – Ogre3d /延迟渲染/点光源所遇到的程序开发问题。
如果觉得大佬教程网站内容还不错,欢迎将大佬教程推荐给程序员好友。
本图文内容来源于网友网络收集整理提供,作为学习参考使用,版权属于原作者。
如您有任何意见或建议可联系处理。小编QQ:384754419,请注明来意。