我有一个有效的 G 缓冲区(颜色、法线、深度),对于每个聚光灯,我都有从灯光的角度看的深度图。问题出在光照贴图阶段,我无法让它工作。你能指出这里有什么问题吗?
这是我对这个过程的“理解”:
1. Pass the G-buffer depth map to the lighting shader
2. Pass the light's depth map to the lighting shader
3. For each pixel in the G-buffer depth map:
3.1. Get the depth value from the texture
3.2. Convert the X and Y coordinates from texture space to clip space
3.2.1. pos.x = texcoord.x * 2.0 - 1.0;
3.2.2. pos.y = -(texcoord.y * 2.0 - 1.0);
3.3. Set pos.w to 1
3.4. Multiply the position by inverse view projection matrix to get the world space coordinate
3.5. Divide the new coordinates by w to "correct" the coords
3.6. Multiply the coordinates by light's view matrix
3.7. Change the coordinates from clip space to texture space
3.8. Compare the Z value of the pixel to the depth value in the light's depth map
3.9. If pos.z > depthmap.z, the pixel is in shadow