我读过如何制作深度图以制作阴影生成深度图并将其保存为纹理然后将其用作 samplier2d 以了解场景的哪一部分在阴影中
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
unsigned int depthMapFBO;
glGenFramebuffers(1, &depthMapFBO);
// create depth texture
unsigned int depthMap;
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// attach depth texture as FBO's depth buffer
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
//first pass to generate the depth map
renderScene(simpleDepthShader);
glBindFramebuffer(GL_FRAMEBUFFER,0);
glBindFramebuffer(GL_FRAMEBUFFER,0);
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE1);
//second pass to use the depth map
glBindTexture(GL_TEXTURE_2D, depthMap);
renderScene(makeshadow);
第一遍renderScene(simpleDepthShader)生成深度图,第二遍renderScene(makeshadow)是利用深度图在fragment shader中制作阴影 renderScene(shader) 只是一个函数,它采用一个着色器并渲染场景
我如何使用从第一个着色器通道生成的深度图**(simpleDepthShader)**,然后将其作为第二个着色器通道传递给计算着色器,然后将其复制到计算着色器中,深度图的新副本将传入renderScene(makeshadow)