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:

  • 绘制三角形​​​​​​
  • ​​​​​​绘制立方体
  • MVP矩阵变换
  • 透视变换原理

  • 纹理贴图
  • 正方形图片贴到圆形上
  • 凸镜贴图

  • Blinn改进的冯氏光照模型

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;@Overrideprotected 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());}@Overridepublic 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();}@Overridepublic 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());}@Overridepublic 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idprotected 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idpublic 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);});}@Overridepublic 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());}@Overridepublic void onSceneChange(int width, int height) {mModels.forEach(model -> model.onModelChange(width, height));}@Overridepublic 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);}@Overridepublic void onSceneCreate() {mProgramId = ShaderUtils.createProgram(mResources, R.raw.depth_vertex_shader, R.raw.depth_fragment_shader);getHandle();mModels.forEach(model -> model.setCallback(0, mCallback));}@Overridepublic void onSceneChange(int width, int height) {Point viewportSize = new Point(width, height);TextureUtils.loadTexture(mFboId, mTextureId, viewportSize);}@Overridepublic 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;}@Overridepublic void onModelCreate() {mTransform.onTransformCreate();getVertexAndNorm();}@Overridepublic void onModelChange(int width, int height) {mTransform.onTransformChange(width, height);}@Overridepublic 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;}@Overridepublic void onModelCreate() {mTransform.onTransformCreate();getVertexAndNorm();}@Overridepublic void onModelChange(int width, int height) {mTransform.onTransformChange(width, height);}@Overridepublic 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;}@Overridepublic void onModelCreate() {computeVertexAndNorm();mTransform.onTransformCreate();}@Overridepublic void onModelChange(int width, int height) {mTransform.onTransformChange(width, height);}@Overridepublic 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 * modelMatrixfloat[] 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idpublic 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idGLES30.glGenTextures(1, textureId, 0);// 绑定纹理到OpenGLGLES30.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FBOGLES30.glGenFramebuffers(1, fboId, 0);// 绑定FBOGLES30.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FBOGLES30.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:-1~1float 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:-1~1vec4 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

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