OpenGL ES

【OpenGL ES】光影(光照与阴影)效果

2023-02-13  本文已影响0人  LittleFatSheep

1 前言

Blinn改进的冯氏光照模型 中只展示了光照效果,本文将进一步展示阴影效果。

绘制阴影,需要用到深度纹理,即从光源角度看模型并绘制一张纹理图,纹理图的颜色代表了模型上的点离光源的深度,只有离光源较近的点才会绘制到深度纹理图中,被遮挡的点不会被绘制到深度纹理图中。判断地平面中的点是否处于阴影中,需要将此点变换到光源坐标系中,然后计算变换后的点离光源的深度,判断此深度是否大于纹理图中相应位置的深度,如果大于说明此点在阴影中。

读者如果对 OpenGL ES 不太熟悉,请回顾以下内容:

本文完整代码资源见→光影(光照与阴影)效果

项目目录如下:

2 案例

MainActivity.java

package com.zhyan8.shadowMapping.activity;

import android.os.Bundle;
import androidx.annotation.Nullable;
import androidx.appcompat.app.AppCompatActivity;
import com.zhyan8.shadowMapping.opengl.MyGLSurfaceView;
import com.zhyan8.shadowMapping.opengl.MyRender;

public class MainActivity extends AppCompatActivity {
 private MyGLSurfaceView mGLSurfaceView;

 @Override
 protected void onCreate(@Nullable Bundle savedInstanceState) {
 super.onCreate(savedInstanceState);
 mGLSurfaceView = new MyGLSurfaceView(this);
 MyRender renderer = new MyRender(getResources());
 mGLSurfaceView.setRenderer(renderer);
 setContentView(mGLSurfaceView);
 }
}

MyGLSurfaceView.java

package com.zhyan8.shadowMapping.opengl;

import android.content.Context;
import android.opengl.GLSurfaceView;
import android.util.AttributeSet;

public class MyGLSurfaceView extends GLSurfaceView {
 public MyGLSurfaceView(Context context) {
 super(context);
 setEGLContextClientVersion(3);
 }

 public MyGLSurfaceView(Context context, AttributeSet attrs) {
 super(context, attrs);
 setEGLContextClientVersion(3);
 }
}

MyRender.java

package com.zhyan8.shadowMapping.opengl;

import android.content.res.Resources;
import android.opengl.GLES30;
import android.opengl.GLSurfaceView;
import com.zhyan8.shadowMapping.scene.Scene;
import com.zhyan8.shadowMapping.scene.ShadowMap;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

public class MyRender implements GLSurfaceView.Renderer {
 private ShadowMap mShadowMap; // 阴影场景
 private Scene mScene; // 模型场景

 public MyRender(Resources resources) {
 mShadowMap = new ShadowMap(resources);
 mScene = new Scene(resources);
 mShadowMap.addModels(mScene.getModels());
 }

 @Override
 public void onSurfaceCreated(GL10 gl, EGLConfig config) {
 GLES30.glClearColor(0.30f, 0.65f, 0.86f, 1.0f);
 GLES30.glEnable(GLES30.GL_DEPTH_TEST);
 mShadowMap.onSceneCreate();
 mScene.onSceneCreate();

 }

 @Override
 public void onSurfaceChanged(GL10 gl, int width, int height) {
 GLES30.glViewport(0, 0, width, height);
 mShadowMap.onSceneChange(width, height);
 mScene.onSceneChange(width, height);
 mScene.setTextureId(mShadowMap.getTextureId());
 }

 @Override
 public void onDrawFrame(GL10 gl) {
 GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT);
 mShadowMap.onSceneDraw();
 mScene.onSceneDraw();
 }
}

AbsScene.java

package com.zhyan8.shadowMapping.scene;

import android.content.res.Resources;
import com.zhyan8.shadowMapping.model.AbsModel;
import java.util.ArrayList;

public abstract class AbsScene {
 protected Resources mResources;
 protected ArrayList<AbsModel> mModels; // 场景中的模型
 protected int mProgramId; // 程序id
 protected int mEyePosHandle;
 protected int mModelMatrixHandle;
 protected int mMvpMatrixHandle;
 protected float[] mEyePos; // 眼睛位置
 protected float[] mLightPos; // 光源位置
 protected float[] mModelMatrix; // 当前正在绘制的模型的模型变换
 protected float[] mMvpMatrix; // 当前正在绘制的模型的mvp矩阵变换

 public AbsScene(Resources resources) {
 mResources = resources;
 mModels = new ArrayList<>();
 }

 // 场景创建
 public abstract void onSceneCreate();

 // 场景参数改变
 public abstract void onSceneChange(int width, int height);

 // 绘制场景
 public abstract void onSceneDraw();

 // 给场景添加模型
 public void addModels(ArrayList<AbsModel> models) {
 mModels.addAll(models);
 }

 // 获取场景中的模型
 public ArrayList<AbsModel> getModels() {
 return mModels;
 }
}

Scene.java

package com.zhyan8.shadowMapping.scene;

import android.content.res.Resources;
import android.opengl.GLES30;
import com.zhyan8.shadowMapping.R;
import com.zhyan8.shadowMapping.model.AbsModel;
import com.zhyan8.shadowMapping.model.Ball;
import com.zhyan8.shadowMapping.model.Cube;
import com.zhyan8.shadowMapping.model.MyTransform;
import com.zhyan8.shadowMapping.model.Plane;
import com.zhyan8.shadowMapping.utils.ShaderUtils;

public class Scene extends AbsScene {
 private Light mLight; // 光源对象,管理光的相关属性
 private int mModelColorHandle;
 private int mMaterialHandle;;
 private int mCanObscuredHandle;
 private int mShadowMvpMatrixHandle;
 private float[] mModelColor; // 当前正在绘制的模型的颜色
 private float[] mModelMaterial; // 当前正在绘制的模型的材质,对环境光、漫反射光、镜面光的反射系数
 private int mCanObscured; // 当前正在绘制的模型是否能被其他模型遮挡
 private float[] mShadowMvpMatrix; // 当前正在绘制的模型的阴影的mvp矩阵
 private int mTextureId; // 阴影深度纹理id

 public Scene(Resources resources) {
 super(resources);
 mModels.add(new Plane(resources));
 mModels.add(new Cube(resources));
 mModels.add(new Ball(resources));
 mLight = new Light();
 mEyePos = new float[] {0.0f, 6.0f, 9.0f};
 mLightPos = mLight.getLightPos();
 mModels.forEach(model -> {
 model.setEyePos(mEyePos);
 model.setLightPos(mLightPos);
 model.setCallback(1, mCallback);
 });
 }

 @Override
 public void onSceneCreate() {
 mProgramId = ShaderUtils.createProgram(mResources, R.raw.scene_vertex_shader, R.raw.scene_fragment_shader);
 getHandle();
 mLight.initLight(mProgramId);
 mModels.forEach(model -> model.onModelCreate());
 }

 @Override
 public void onSceneChange(int width, int height) {
 mModels.forEach(model -> model.onModelChange(width, height));
 }

 @Override
 public void onSceneDraw() {
 GLES30.glUseProgram(mProgramId);
 mLight.openLight();
 GLES30.glActiveTexture(GLES30.GL_TEXTURE);
 GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mTextureId);
 mModels.forEach(model -> {
 model.setDrawingShadow(false);
 model.onModelDraw();
 });
 }

 public void setTextureId(int textureId) {
 mTextureId = textureId;
 }

 private void getHandle() {
 mModelColorHandle = GLES30.glGetUniformLocation(mProgramId, "uModelColor");
 mMaterialHandle = GLES30.glGetUniformLocation(mProgramId, "uMaterial");
 mCanObscuredHandle = GLES30.glGetUniformLocation(mProgramId, "uCanObscured");
 mEyePosHandle = GLES30.glGetUniformLocation(mProgramId, "uEyePos");
 mModelMatrixHandle = GLES30.glGetUniformLocation(mProgramId, "uModelMatrix");
 mMvpMatrixHandle = GLES30.glGetUniformLocation(mProgramId, "uMvpMatrix");
 mShadowMvpMatrixHandle = GLES30.glGetUniformLocation(mProgramId, "uShadowMvpMatrix");
 }

 private void loadValue(AbsModel model) {
 mModelColor = model.getColor();
 mModelMaterial = model.getMaterial();
 mCanObscured = model.canObscured() ? GLES30.GL_TRUE : GLES30.GL_FALSE;
 mModelMatrix = model.getModelMatrix();
 mMvpMatrix = model.getMvpMatrix();
 mShadowMvpMatrix = model.getShadowMvpMatrix();
 }

 private void injectValue() {
 GLES30.glUniform4f(mModelColorHandle, mModelColor[0], mModelColor[1], mModelColor[2], mModelColor[3]);
 GLES30.glUniform3f(mMaterialHandle, mModelMaterial[0], mModelMaterial[1], mModelMaterial[2]);
 GLES30.glUniform1ui(mCanObscuredHandle, mCanObscured);
 GLES30.glUniform3f(mEyePosHandle, mEyePos[0], mEyePos[1], mEyePos[2]);
 GLES30.glUniformMatrix4fv(mModelMatrixHandle, 1, false, mModelMatrix, 0);
 GLES30.glUniformMatrix4fv(mMvpMatrixHandle, 1, false, mMvpMatrix, 0);
 GLES30.glUniformMatrix4fv(mShadowMvpMatrixHandle, 1, false, mShadowMvpMatrix, 0);
 }

 MyTransform.Callback mCallback = (model) -> {
 loadValue(model);
 injectValue();
 };
}

ShadowMap.java

package com.zhyan8.shadowMapping.scene;

import android.content.res.Resources;
import android.graphics.Point;
import android.opengl.GLES30;
import com.zhyan8.shadowMapping.R;
import com.zhyan8.shadowMapping.model.MyTransform;
import com.zhyan8.shadowMapping.utils.ShaderUtils;
import com.zhyan8.shadowMapping.utils.TextureUtils;

// ShadowMap用于绘制一个深度纹理, 保存了空间中离光源较近点的深度, 最终返回一个纹理id, 用于判断模型中的点是否被遮挡
public class ShadowMap extends AbsScene {
 private int[] mFboId = new int[1];
 private int[] mTextureId = new int[1];

 public ShadowMap(Resources resources) {
 super(resources);
 }

 @Override
 public void onSceneCreate() {
 mProgramId = ShaderUtils.createProgram(mResources, R.raw.depth_vertex_shader, R.raw.depth_fragment_shader);
 getHandle();
 mModels.forEach(model -> model.setCallback(0, mCallback));
 }

 @Override
 public void onSceneChange(int width, int height) {
 Point viewportSize = new Point(width, height);
 TextureUtils.loadTexture(mFboId, mTextureId, viewportSize);
 }

 @Override
 public void onSceneDraw() {
 GLES30.glUseProgram(mProgramId);
 GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFboId[0]);
 mModels.forEach(model -> {
 model.setDrawingShadow(true);
 model.onModelDraw();
 });
 GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, GLES30.GL_NONE);
 }

 public int getTextureId() {
 return mTextureId[0];
 }

 private void getHandle() {
 mMvpMatrixHandle = GLES30.glGetUniformLocation(mProgramId, "uMvpMatrix");
 }

 MyTransform.Callback mCallback = (model) -> {
 mMvpMatrix = model.getMvpMatrix();
 GLES30.glUniformMatrix4fv(mMvpMatrixHandle, 1, false, mMvpMatrix, 0);
 };
}

Light.java

package com.zhyan8.shadowMapping.scene;

import android.opengl.GLES30;

public class Light {
 private int mProgramId;
 private int mLightPosHandle;
 private int mAmbientLightColorHandle;
 private int mLightColorHandle;
 private float[] mLightPos = new float[] {0.0f, 10.0f, 0.0f};
 private float[] mAmbientLightColor = new float[] {0.5f, 0.5f, 0.5f}; // 环境光颜色
 private float[] mLightColor = new float[] {1.0f, 1.0f, 1.0f, 1.0f}; // 光源颜色

 public void initLight(int programId) {
 mProgramId = programId;
 mLightPosHandle = GLES30.glGetUniformLocation(mProgramId, "uLightPos");
 mAmbientLightColorHandle = GLES30.glGetUniformLocation(mProgramId, "uAmbientLightColor");
 mLightColorHandle = GLES30.glGetUniformLocation(mProgramId, "uLightColor");
 }

 public void openLight() {
 // 光源位置
 GLES30.glUniform3f(mLightPosHandle, mLightPos[0], mLightPos[1], mLightPos[2]);
 // 环境光颜色
 GLES30.glUniform3f(mAmbientLightColorHandle, mAmbientLightColor[0], mAmbientLightColor[1], mAmbientLightColor[2]);
 // 光源颜色
 GLES30.glUniform3f(mLightColorHandle, mLightColor[0], mLightColor[1], mLightColor[2]);
 }

 public float[] getLightPos() {
 return mLightPos;
 }
}

AbsModel.java

package com.zhyan8.shadowMapping.model;

import android.content.res.Resources;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

public abstract class AbsModel {
 protected static final int VERTEX_DIMENSION = 3;

 protected Resources mResources;
 protected MyTransform mTransform;
 protected float[][] mVertex; // 顶点坐标
 protected float[][] mNorm; // 法线向量
 protected float[] mColor; // 模型颜色
 protected float[] mMaterial; // 模型材质对环境光、漫反射光、镜面光的反射系数
 protected FloatBuffer[] mVertexBuffer;
 protected FloatBuffer[] mNormBuffer;
 protected int mDrawNum; // 绘制次数
 protected int mVertexNumPerDrawUnit; // 每次绘制顶点数
 protected boolean mIsDrawingShadow; // 是否正在绘制阴影
 protected boolean mCanObscured; // 当前模型是否能被其他模型遮挡

 public AbsModel(Resources resources) {
 mResources = resources;
 mTransform = new MyTransform(this);
 }

 // 模型创建
 public abstract void onModelCreate();

 // 模型参数变化
 public abstract void onModelChange(int width, int height);

 // 模型绘制
 public abstract void onModelDraw();

 public float[] getColor() {
 return mColor;
 }

 public float[] getMaterial() {
 return mMaterial;
 }

 public boolean canObscured() {
 return mCanObscured;
 }

 public void setEyePos(float[] eyePos) {
 mTransform.compEyeViewMatrix(eyePos);
 }

 public void setLightPos(float[] lightPos) {
 mTransform.compLightViewMatrix(lightPos);
 }

 public void setDrawingShadow(boolean isDrawing) {
 mIsDrawingShadow = isDrawing;
 mTransform.setDrawingShadow(isDrawing);
 }

 public float[] getModelMatrix() {
 return mTransform.getModelMatrix();
 }

 public float[] getMvpMatrix() {
 return mTransform.getMvpMatrix();
 }

 public float[] getShadowMvpMatrix() {
 return mTransform.getShadowMvpMatrix();
 }

 public void setCallback(int index, MyTransform.Callback callback) {
 mTransform.setCallback(index, callback);
 }

 public static FloatBuffer getFloatBuffer(float[] floatArr) {
 FloatBuffer fb = ByteBuffer.allocateDirect(floatArr.length * Float.BYTES)
 .order(ByteOrder.nativeOrder())
 .asFloatBuffer();
 fb.put(floatArr);
 fb.position(0);
 return fb;
 }
}

Plane.java

package com.zhyan8.shadowMapping.model;

import android.content.res.Resources;
import android.opengl.GLES30;
import java.nio.FloatBuffer;

public class Plane extends AbsModel {

 public Plane(Resources resources) {
 super(resources);
 mDrawNum = 1;
 mVertexNumPerDrawUnit = 4;
 mVertexBuffer = new FloatBuffer[mDrawNum];
 mNormBuffer = new FloatBuffer[mDrawNum];
 mColor = new float[] {0.9f, 0.9f, 0.9f, 1.0f};
 mMaterial = new float[] {0.1f, 0.7f, 0.2f};
 mCanObscured = true;
 }

 @Override
 public void onModelCreate() {
 mTransform.onTransformCreate();
 getVertexAndNorm();
 }

 @Override
 public void onModelChange(int width, int height) {
 mTransform.onTransformChange(width, height);
 }

 @Override
 public void onModelDraw() {
 mTransform.onTransformExecute();
 GLES30.glEnableVertexAttribArray(0);
 GLES30.glVertexAttribPointer(0, VERTEX_DIMENSION, GLES30.GL_FLOAT, false, 0, mVertexBuffer[0]);
 if (!mIsDrawingShadow) {
 GLES30.glEnableVertexAttribArray(1);
 GLES30.glVertexAttribPointer(1, VERTEX_DIMENSION, GLES30.GL_FLOAT, false, 0, mNormBuffer[0]);
 }
 GLES30.glDrawArrays(GLES30.GL_TRIANGLE_FAN, 0, mVertexNumPerDrawUnit);
 GLES30.glDisableVertexAttribArray(0);
 if (!mIsDrawingShadow) {
 GLES30.glDisableVertexAttribArray(1);
 }
 }

 private void getVertexAndNorm() {
 float s = 8f;
 float b = -5f;
 mVertex = new float[][] {{
 -s, b, -s,
 -s, b, s,
 s, b, s,
 s, b, -s}
 };
 mNorm = new float[][] {{
 0.0f, 1.0f, 0.0f,
 0.0f, 1.0f, 0.0f,
 0.0f, 1.0f, 0.0f,
 0.0f, 1.0f, 0.0f}
 };
 mVertexBuffer[0] = getFloatBuffer(mVertex[0]);
 mNormBuffer[0] = getFloatBuffer(mNorm[0]);
 }
}

Cube.java

package com.zhyan8.shadowMapping.model;

import android.content.res.Resources;
import android.opengl.GLES30;
import java.nio.FloatBuffer;

public class Cube extends AbsModel {

 public Cube(Resources resources) {
 super(resources);
 mDrawNum = 6;
 mVertexNumPerDrawUnit = 4;
 mVertexBuffer = new FloatBuffer[mDrawNum];
 mNormBuffer = new FloatBuffer[mDrawNum];
 mColor = new float[] {0.4f, 0.8f, 0.2f, 1.0f};
 mMaterial = new float[] {0.3f, 0.8f, 0.2f};
 mCanObscured = false;
 }

 @Override
 public void onModelCreate() {
 mTransform.onTransformCreate();
 getVertexAndNorm();
 }

 @Override
 public void onModelChange(int width, int height) {
 mTransform.onTransformChange(width, height);
 }

 @Override
 public void onModelDraw() {
 mTransform.updateRotateAngle();
 mTransform.onTransformExecute();
 draw();
 }

 private void draw() {
 GLES30.glEnableVertexAttribArray(0);
 if (!mIsDrawingShadow) {
 GLES30.glEnableVertexAttribArray(1);
 }
 for (int i = 0; i < mDrawNum; i ++) {
 GLES30.glVertexAttribPointer(0, VERTEX_DIMENSION, GLES30.GL_FLOAT, false, 0, mVertexBuffer[i]);
 if (!mIsDrawingShadow) {
 GLES30.glVertexAttribPointer(1, VERTEX_DIMENSION, GLES30.GL_FLOAT, false, 0, mNormBuffer[i]);
 }
 GLES30.glDrawArrays(GLES30.GL_TRIANGLE_FAN, 0, mVertexNumPerDrawUnit);
 }
 GLES30.glDisableVertexAttribArray(0);
 if (!mIsDrawingShadow) {
 GLES30.glDisableVertexAttribArray(1);
 }
 }

 private void getVertexAndNorm() {
 float s = 1f;
 mVertex = new float[][] {
 // 后面
 {-s, -s, -s,
 s, -s, -s,
 s, s, -s,
 -s, s, -s},
 // 前面
 {-s, -s, s,
 s, -s, s,
 s, s, s,
 -s, s, s},
 // 左面
 {-s, s, s,
 -s, s, -s,
 -s, -s, -s,
 -s, -s, s},
 // 右面
 {s, s, s,
 s, s, -s,
 s, -s, -s,
 s, -s, s},
 // 下面
 {-s, -s, -s,
 s, -s, -s,
 s, -s, s,
 -s, -s, s},
 // 上面
 {-s, s, -s,
 s, s, -s,
 s, s, s,
 -s, s, s}
 };
 mNorm = new float[][] {
 // 后面
 {0.0f,  0.0f, -1.0f,
 0.0f,  0.0f, -1.0f,
 0.0f,  0.0f, -1.0f,
 0.0f,  0.0f, -1.0f},
 // 前面
 {0.0f,  0.0f, 1.0f,
 0.0f,  0.0f, 1.0f,
 0.0f,  0.0f, 1.0f,
 0.0f,  0.0f, 1.0f},
 // 左面
 {-1.0f,  0.0f,  0.0f,
 -1.0f,  0.0f,  0.0f,
 -1.0f,  0.0f,  0.0f,
 -1.0f,  0.0f,  0.0f},
 // 右面
 {1.0f,  0.0f,  0.0f,
 1.0f,  0.0f,  0.0f,
 1.0f,  0.0f,  0.0f,
 1.0f,  0.0f,  0.0f},
 // 下面
 {0.0f, -1.0f,  0.0f,
 0.0f, -1.0f,  0.0f,
 0.0f, -1.0f,  0.0f,
 0.0f, -1.0f,  0.0f},
 // 上面
 {0.0f,  1.0f,  0.0f,
 0.0f,  1.0f,  0.0f,
 0.0f,  1.0f,  0.0f,
 0.0f,  1.0f,  0.0f}
 };
 for (int i = 0; i < mDrawNum; i++) {
 mVertexBuffer[i] = getFloatBuffer(mVertex[i]);
 mNormBuffer[i] = getFloatBuffer(mNorm[i]);
 }
 }
}

Ball.java

package com.zhyan8.shadowMapping.model;

import android.content.res.Resources;
import android.opengl.GLES30;
import java.nio.FloatBuffer;

public class Ball extends AbsModel {
 private static final float BALL_RADIUS = 1.5f; // 球半径
 private static final int RING_NUM = 100; // 环数(纬度)
 private static final int RAW_NUM = 100; // 射线数(经度)
 private static final float RING_WIDTH = (float) (Math.PI / RING_NUM); // 环宽度(维度刻度)
 private static final float RAW_GAP_ANGLE = (float) (2 * Math.PI / RAW_NUM); // 两条射线间最小夹角(经度刻度)

 public Ball(Resources resources) {
 super(resources);
 mVertexNumPerDrawUnit = (RAW_NUM + 1) * 2;
 mVertex = new float[RING_NUM][mVertexNumPerDrawUnit * VERTEX_DIMENSION];
 mVertexBuffer = new FloatBuffer[RING_NUM];
 mNormBuffer = new FloatBuffer[RING_NUM];
 mColor = new float[] {0.8f, 0.3f, 0.2f, 1.0f};
 mMaterial = new float[] {0.6f, 0.8f, 0.5f};
 mCanObscured = false;
 }

 @Override
 public void onModelCreate() {
 computeVertexAndNorm();
 mTransform.onTransformCreate();
 }

 @Override
 public void onModelChange(int width, int height) {
 mTransform.onTransformChange(width, height);
 }

 @Override
 public void onModelDraw() {
 mTransform.updateTranslate();
 mTransform.onTransformExecute();
 draw();
 }

 private void draw() {
 GLES30.glEnableVertexAttribArray(0);
 if (!mIsDrawingShadow) {
 GLES30.glEnableVertexAttribArray(1);
 }
 for (int i = 0; i < RING_NUM; i++) { // 一环一环绘制模型
 GLES30.glVertexAttribPointer(0, VERTEX_DIMENSION, GLES30.GL_FLOAT, false, 0, mVertexBuffer[i]);
 if (!mIsDrawingShadow) {
 GLES30.glVertexAttribPointer(1, VERTEX_DIMENSION, GLES30.GL_FLOAT, false, 0, mNormBuffer[i]);
 }
 GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mVertexNumPerDrawUnit);
 }
 GLES30.glDisableVertexAttribArray(0);
 if (!mIsDrawingShadow) {
 GLES30.glDisableVertexAttribArray(1);
 }
 }

 // 计算顶点坐标与法线
 private void computeVertexAndNorm() {
 for (int i = 0; i < RING_NUM; i++) {
 getRingVertex(i);
 mVertexBuffer[i] = getFloatBuffer(mVertex[i]);
 mNormBuffer[i] = getFloatBuffer(mVertex[i]);
 }
 }

 // 计算每环顶点坐标
 private void getRingVertex(int ring) {
 float phi1 = ring * RING_WIDTH;
 float phi2 = phi1 + RING_WIDTH;
 float theta = 0f;
 int index = 0;
 for (int i = 0; i <= RAW_NUM; i++) {
 mVertex[ring][index++] = (float) (BALL_RADIUS * Math.sin(phi1) * Math.cos(theta));
 mVertex[ring][index++] = (float) (BALL_RADIUS * Math.sin(phi1) * Math.sin(theta));
 mVertex[ring][index++] = (float) (BALL_RADIUS * Math.cos(phi1));
 mVertex[ring][index++] = (float) (BALL_RADIUS * Math.sin(phi2) * Math.cos(theta));
 mVertex[ring][index++] = (float) (BALL_RADIUS * Math.sin(phi2) * Math.sin(theta));
 mVertex[ring][index++] = (float) (BALL_RADIUS * Math.cos(phi2));
 theta += RAW_GAP_ANGLE;
 }
 }
}

MyTransform.java

package com.zhyan8.shadowMapping.model;
import android.opengl.Matrix;

public class MyTransform {
 private static final int SCENE_NUM = 2;
 private static final int INDEX_SHADOW = 0;
 private static final int INDEX_SCENE = 1;

 private AbsModel mModel;
 private Callback mCallback;
 private Callback[] mTempCallback;
 private float[] mModelMatrix;
 private float[] mViewMatrix;
 private float[] mProjectionMatrix;
 private float[] mMvpMatrix;
 private int mSceneIndex = 0;
 private float[][] mTempViewMatrix;
 private float[][] mTempProjectionMatrix;
 private float[][] mTempMvpMatrix;
 private float mViewportRatio;
 private float mTheta = 0;
 private float mThetaGap = 0.03f;
 private float mTranslateRadius = 3.2f;
 private float[] mTranslate = new float[] {0f, 0f, 0f};
 private int mRotateAngle = 0;
 protected boolean mIsDrawingShadow;

 public MyTransform(AbsModel model) {
 mModel = model;
 mTempCallback = new Callback[SCENE_NUM];
 mTempViewMatrix = new float[SCENE_NUM][];
 mTempProjectionMatrix = new float[SCENE_NUM][];
 mTempMvpMatrix = new float[SCENE_NUM][];
 }

 // 变换创建
 public void onTransformCreate() {
 mModelMatrix = getIdentityMatrix(16, 0);
 mTempMvpMatrix[INDEX_SHADOW] = getIdentityMatrix(16, 0);
 mTempMvpMatrix[INDEX_SCENE] = getIdentityMatrix(16, 0);
 mTempProjectionMatrix[INDEX_SHADOW] = getIdentityMatrix(16, 0);
 mTempProjectionMatrix[INDEX_SCENE] = getIdentityMatrix(16, 0);
 }

 // 变换参数改变
 public void onTransformChange(int width, int height) {
 mViewportRatio = 1.0f * width / height;
 Matrix.frustumM(mTempProjectionMatrix[INDEX_SHADOW], 0, -mViewportRatio, mViewportRatio, -1f, 1f, 1f, 20.0f);
 Matrix.frustumM(mTempProjectionMatrix[INDEX_SCENE], 0, -mViewportRatio, mViewportRatio, -1f, 1f, 1f, 100f);
 }

 // 变换执行
 public void onTransformExecute() {
 mModelMatrix = getIdentityMatrix(16, 0);
 Matrix.rotateM(mModelMatrix, 0, mRotateAngle, 1, 1, 1);
 Matrix.translateM(mModelMatrix, 0, mTranslate[0], mTranslate[1], mTranslate[2]);
 // 计算MVP变换矩阵: mvpMatrix = projectionMatrix * viewMatrix * modelMatrix
 float[] tempMatrix = new float[16];
 Matrix.multiplyMM(tempMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
 Matrix.multiplyMM(mMvpMatrix, 0, mProjectionMatrix, 0, tempMatrix, 0);
 mCallback.onCall(mModel);
 }

 // 计算眼睛视觉下的观察矩阵
 public void compEyeViewMatrix(float[] eyePos) {
 float[] eye = eyePos;
 float[] center = new float[] {0, 0, 0};
 float[] up = new float[] {0, 1, 0};
 mTempViewMatrix[INDEX_SCENE] = getIdentityMatrix(16, 0);
 Matrix.setLookAtM(mTempViewMatrix[INDEX_SCENE], 0, eye[0], eye[1], eye[2], center[0], center[1], center[2], up[0], up[1], up[2]);
 }

 // 计算光源视觉下的观察矩阵
 public void compLightViewMatrix(float[] lightPos) {
 float[] eye = lightPos;
 float[] center = new float[] {0, 0, 0};
 float[] up = new float[] {0, 0, 1};
 mTempViewMatrix[INDEX_SHADOW] = getIdentityMatrix(16, 0);
 Matrix.setLookAtM(mTempViewMatrix[INDEX_SHADOW], 0, eye[0], eye[1], eye[2], center[0], center[1], center[2], up[0], up[1], up[2]);
 }

 // 设置回调,变换执行完后调用
 public void setCallback(int index, Callback callback) {
 mTempCallback[index] = callback;
 }

 // 设置是否处于绘制阴影状态
 public void setDrawingShadow(boolean isDrawing) {
 mIsDrawingShadow = isDrawing;
 if (isDrawing) {
 mSceneIndex = INDEX_SHADOW;
 } else {
 mSceneIndex = INDEX_SCENE;
 }
 mViewMatrix = mTempViewMatrix[mSceneIndex];
 mProjectionMatrix = mTempProjectionMatrix[mSceneIndex];
 mMvpMatrix = mTempMvpMatrix[mSceneIndex];
 mCallback = mTempCallback[mSceneIndex];
 }

 // 获取模型矩阵
 public float[] getModelMatrix() {
 return mModelMatrix;
 }

 // 获取mvp矩阵
 public float[] getMvpMatrix() {
 return mMvpMatrix;
 }

 // 获取阴影的mvp矩阵
 public float[] getShadowMvpMatrix() {
 return mTempMvpMatrix[INDEX_SHADOW];
 }

 // 更行旋转角度
 public void updateRotateAngle() {
 if (!mIsDrawingShadow) {
 return;
 }
 mRotateAngle = (mRotateAngle + 1) % 360;
 }

 // 更新平移
 public void updateTranslate() {
 if (!mIsDrawingShadow) {
 return;
 }
 mTheta = mTheta > 360 ? mTheta - 360 + mThetaGap : mTheta + mThetaGap;
 mTranslate[0] = (float) (mTranslateRadius * Math.cos(mTheta));
 mTranslate[1] = (float) (0.8f * Math.cos(mTheta * 4));
 mTranslate[2] = (float) (mTranslateRadius * Math.sin(mTheta));
 }

 private float[] getIdentityMatrix(int size, int offset) {
 float[] matrix = new float[size];
 Matrix.setIdentityM(matrix, offset);
 return matrix;
 }

 // 回调,变换执行完后,将计算的相关矩阵注入到着色器程序中
 public interface Callback {
 void onCall(AbsModel model);
 }
}

ShaderUtils.java

package com.zhyan8.shadowMapping.utils;

import android.content.res.Resources;
import android.opengl.GLES30;
import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;

public class ShaderUtils {
 //创建程序id
 public static int createProgram(Resources resources, int vertexShaderResId, int fragmentShaderResId) {
 final int vertexShaderId = compileShader(resources, GLES30.GL_VERTEX_SHADER, vertexShaderResId);
 final int fragmentShaderId = compileShader(resources, GLES30.GL_FRAGMENT_SHADER, fragmentShaderResId);
 return linkProgram(vertexShaderId, fragmentShaderId);
 }

 //通过外部资源编译着色器
 private static int compileShader(Resources resources, int type, int shaderId){
 String shaderCode = readShaderFromResource(resources, shaderId);
 return compileShader(type, shaderCode);
 }

 //通过代码片段编译着色器
 private static int compileShader(int type, String shaderCode){
 int shader = GLES30.glCreateShader(type);
 GLES30.glShaderSource(shader, shaderCode);
 GLES30.glCompileShader(shader);
 return shader;
 }

 //链接到着色器
 private static int linkProgram(int vertexShaderId, int fragmentShaderId) {
 final int programId = GLES30.glCreateProgram();
 //将顶点着色器加入到程序
 GLES30.glAttachShader(programId, vertexShaderId);
 //将片元着色器加入到程序
 GLES30.glAttachShader(programId, fragmentShaderId);
 //链接着色器程序
 GLES30.glLinkProgram(programId);
 return programId;
 }

 //从shader文件读出字符串
 private static String readShaderFromResource(Resources resources, int shaderId) {
 InputStream is = resources.openRawResource(shaderId);
 BufferedReader br = new BufferedReader(new InputStreamReader(is));
 String line;
 StringBuilder sb = new StringBuilder();
 try {
 while ((line = br.readLine()) != null) {
 sb.append(line);
 sb.append("\n");
 }
 br.close();
 } catch (Exception e) {
 e.printStackTrace();
 }
 return sb.toString();
 }
}

TextureUtils.java

package com.zhyan8.shadowMapping.utils;

import android.graphics.Point;
import android.opengl.GLES30;

public class TextureUtils {
 public static void loadTexture(int[] fboId, int[] textureId, Point viewportSize) {
 // 生成纹理id
 GLES30.glGenTextures(1, textureId, 0);
 // 绑定纹理到OpenGL
 GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, textureId[0]);
 // 设置纹理参数
 GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
 GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
 GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE );
 GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE );
 // 生成FBO
 GLES30.glGenFramebuffers(1, fboId, 0);
 // 绑定FBO
 GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, fboId[0]);
 GLES30.glTexImage2D( GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, viewportSize.x, viewportSize.y, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
 // 将纹理附着在颜色附着点上
 GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, textureId[0], 0);
 // 取消绑定纹理和FBO
 GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, GLES30.GL_NONE);
 GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, GLES30.GL_NONE);
 }
}

depth_vertex_shader.glsl

attribute vec4 aPosition;
uniform mat4 uMvpMatrix;
varying vec4 vPosition;

void main() {
 vPosition = uMvpMatrix * aPosition;
 gl_Position = vPosition;
}

depth_fragment_shader.glsl

precision highp float;
varying vec4 vPosition;

void main() {
 // 经透视分割后,取值范围:-1~1
 float depth = vPosition.z / vPosition.w;
 // 归一化到0~1之间
 float normDepth = (depth + 1.0) / 2.0;
 // 用灰度表示深度
 gl_FragColor = vec4(normDepth, normDepth, normDepth, 1.0);
}

scene_vertex_shader.glsl

attribute vec4 aPosition; // 顶点坐标
attribute vec3 aNormal; // 法线向量
uniform mat4 uMvpMatrix; // mvp矩阵变换
uniform mat4 uShadowMvpMatrix; // 阴影mvp矩阵变换
varying vec4 vPosition; // 顶点坐标
varying vec3 vNormal; // 法线向量
varying mat4 vShadowMvpMatrix; // 阴影mvp变换矩阵

void main() {
 gl_Position = uMvpMatrix * aPosition; // 相机视觉看模型
//     gl_Position = uShadowMvpMatrix * aPosition; // 灯光视觉看模型
 vPosition = aPosition;
 vNormal = aNormal;
 vShadowMvpMatrix = uShadowMvpMatrix;
}

scene_fragment_shader.glsl

precision highp float;
uniform vec3 uEyePos; // 观察位置
uniform vec3 uLightPos; // 光源坐标
uniform vec4 uModelColor; // 模型颜色
uniform vec3 uAmbientLightColor; // 环境光颜色
uniform vec3 uLightColor; // 光源颜色(漫反射、镜面反射)
uniform vec3 uMaterial; // 材质对环境光、漫反射光、镜面光的反射系数
uniform mat4 uModelMatrix; // 模型变换
uniform sampler2D uShadowTexture;
uniform bool uCanObscured; // 模型是否能被其他模型遮挡
varying vec4 vPosition; // 顶点坐标
varying vec3 vNormal; // 法线向量
varying mat4 vShadowMvpMatrix; // 阴影mvp矩阵

// 环境光的计算
vec4 ambientColor() {
 vec3 ambient = uMaterial.x * uAmbientLightColor;
 return vec4(ambient, 1.0);
}

// 漫反射的计算
vec4 diffuseColor() {
 // 模型变换后的位置
 vec3 fragPos = (uModelMatrix * vPosition).xyz;
 // 光照方向
 vec3 lightDirection = normalize(uLightPos - fragPos);
 // 模型变换后的法线向量
 vec3 normal = normalize(mat3(uModelMatrix) * vNormal);
 // max(cos(入射角),0)
 float diff = max(dot(normal, lightDirection), 0.0);
 // 材质的漫反射系数*max(cos(入射角),0)*光照颜色
 vec3 diffuse = uMaterial.y * diff * uLightColor;
 return vec4(diffuse, 1.0);
}

// 镜面光计算,镜面光计算有两种方式,一种是冯氏模型,一种是Blinn改进的冯氏模型
// 冯氏模型: 材质的镜面反射系数*max(0,cos(反射向量与观察向量夹角)^粗糙度*光照颜色
// Blinn改进的冯氏模型: 材质的镜面反射系数*max(0,cos(半向量与法向量的夹角)^粗糙度*光照颜色
// 这里使用的是改进的冯氏模型,基于Half-Vector的计算方式
vec4 specularColor() {
 // 模型变换后的位置
 vec3 fragPos = (uModelMatrix * vPosition).xyz;
 // 光照方向
 vec3 lightDirection = normalize(uLightPos - fragPos);
 // 模型变换后的法线向量
 vec3 normal = normalize(mat3(uModelMatrix) * vNormal);
 // 观察方向
 vec3 viewDirection = normalize(uEyePos - fragPos);
 // 半向量(观察向量与光照向量的半向量)
 vec3 hafVector = normalize(lightDirection + viewDirection);
 // max(0,cos(半向量与法向量的夹角)^粗糙度
 float diff = pow(max(dot(normal, hafVector), 0.0), 4.0);
 vec3 specular = uMaterial.z * diff * uLightColor;
 return vec4(specular, 1.0);
}

// 是否处于阴影中
bool isInShadow() {
 if (!uCanObscured) {
 return false;
 }
 // 经透视分割后,取值范围:-1~1
 vec4 shadowCoord = vShadowMvpMatrix * vPosition;
 vec3 shadowMapPos = shadowCoord.xyz / shadowCoord.w;
 // 归一化到0~1之间
 vec3 normPos = (shadowMapPos + 1.0) / 2.0;
 // 在shadow map中查找normPos.xy处离光源最近的点的深度
 vec4 color = texture2D(uShadowTexture, normPos.xy);
//     gl_FragColor = color; // 显示深度纹理
 float depth = color.x;
 if (normPos.z > depth + 0.00001) {
 return true;
 }
 return false;
}

void main() {
 float shadow = isInShadow() ? 0.4 : 1.0;
 vec4 color = (ambientColor() + diffuseColor() + specularColor()) * uModelColor * shadow;
 gl_FragColor = color;
}

3 运行效果

1)深度纹理图

2)光影图

声明:本文转自【OpenGL ES】光影(光照与阴影)效果

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