我在为定向光实现阴影映射时遇到了困难。我不知道如何正确设置矩阵......我希望阴影从左上角出现(如太阳投射)。我所拥有的只是以下代码来生成世界空间中的平截头体角:
private def frustumBox(viewMatrix: Matrix4f, projectionMatrix: Matrix4f): BoundingBox = {
val corners = new Array[Vector4f](8)
corners(0) = new Vector4f(-1, -1, -1, 1)
corners(1) = new Vector4f(-1, 1, -1, 1)
corners(2) = new Vector4f( 1, 1, -1, 1)
corners(3) = new Vector4f( 1, -1, -1, 1)
corners(4) = new Vector4f(-1, -1, 1, 1)
corners(5) = new Vector4f(-1, 1, 1, 1)
corners(6) = new Vector4f( 1, 1, 1, 1)
corners(7) = new Vector4f( 1, -1, 1, 1)
val inverseVpMatrix = Matrix4f.mul(projectionMatrix, viewMatrix, null)
inverseVpMatrix.invert
for (corner <- corners) {
Matrix4f.transform(inverseVpMatrix, corner, corner)
val w = 1.0f / corner.w
corner.x *= w
corner.y *= w
corner.z *= w
}
val min = new Vector3f(Float.MaxValue, Float.MaxValue, Float.MaxValue)
val max = new Vector3f(Float.MinValue, Float.MinValue, Float.MinValue)
for (corner <- corners) {
if (corner.x < min.x)
min.x = corner.x
if (corner.y < min.y)
min.y = corner.y
if (corner.z < min.z)
min.z = corner.z
if (corner.x > max.x)
max.x = corner.x
if (corner.y > max.y)
max.y = corner.y
if (corner.z > max.z)
max.z = corner.z
}
new BoundingBox(Vector3(min.x, min.y, min.z), Vector3(max.x, max.y, max.z))
}
如何设置太阳的视图矩阵?