使用摄影机更新Libgdx/Java阴影贴图和帧缓冲区

使用摄影机更新Libgdx/Java阴影贴图和帧缓冲区,java,opengl,libgdx,shadow,framebuffer,Java,Opengl,Libgdx,Shadow,Framebuffer,我正在做一个小型rpg游戏,今天我尝试添加阴影。 我在这里看到了这个很好的教程:) 因此,有以下问题: 来自教程站点的测试示例,效果很好。有一个摄像头,阴影在正确的位置 当我使用我的玩家精灵的正交相机时,阴影就不在它应该在的地方,当我移动阴影时,阴影会随着我移动,他在显示屏上的同一点上,但在世界上,阴影在移动,看起来是这样的: 精灵表应该投射阴影。。。但他们在错误的地方:/ 在这里我没有移动: 由于昼夜循环,天气非常黑暗 这里我向左移动了一点: 我不知道为什么它不起作用。。。我把我主课的正

我正在做一个小型rpg游戏,今天我尝试添加阴影。 我在这里看到了这个很好的教程:)

因此,有以下问题:

来自教程站点的测试示例,效果很好。有一个摄像头,阴影在正确的位置

当我使用我的玩家精灵的正交相机时,阴影就不在它应该在的地方,当我移动阴影时,阴影会随着我移动,他在显示屏上的同一点上,但在世界上,阴影在移动,看起来是这样的:

精灵表应该投射阴影。。。但他们在错误的地方:/

在这里我没有移动:

由于昼夜循环,天气非常黑暗

这里我向左移动了一点:

我不知道为什么它不起作用。。。我把我主课的正交相机交给了阴影课。还是我错过了什么/

我的代码应该很好,但如果有人想看,这里有一些代码:

public class LightSystemShader {


 private int lightSize = 500;

private float upScale = 1f; //for example; try lightSize=128, upScale=1.5f

SpriteBatch batch;
OrthographicCamera cam; 

BitmapFont font;
FPSLogger fps;

TextureRegion shadowMap1D; //1 dimensional shadow map
TextureRegion occluders;   //occluder map

FrameBuffer shadowMapFBO;
FrameBuffer occludersFBO;

Texture casterSprites;
Texture enmyAnimation;
Texture light;

ShaderProgram shadowMapShader, shadowRenderShader;

Array<Light> lights = new Array<Light>();

boolean additive = true;
boolean softShadows = true;

float xKoord = 600;

public static ShaderProgram createShader(String vert, String frag) {
    ShaderProgram prog = new ShaderProgram(vert, frag);
    if (!prog.isCompiled())
        throw new GdxRuntimeException("could not compile shader: " + prog.getLog());
    if (prog.getLog().length() != 0)
        Gdx.app.log("GpuShadows", prog.getLog());
    return prog;
}

public LightSystemShader() {

    batch = new SpriteBatch();
    ShaderProgram.pedantic = false;

    //read vertex pass-through shader
    final String VERT_SRC = Gdx.files.internal("data/pass.vert").readString();

    // renders occluders to 1D shadow map
    shadowMapShader = createShader(VERT_SRC, Gdx.files.internal("data/shadowMap.frag").readString());
    // samples 1D shadow map to create the blurred soft shadow
    shadowRenderShader = createShader(VERT_SRC, Gdx.files.internal("data/shadowRender.frag").readString());

    //the occluders
    casterSprites = new Texture("data/cat4.png");
    //
    enmyAnimation = new Texture("EnemyAnimations/BugIdleStand.png");
    //the light sprite
    light = new Texture("data/light.png");

    cam = new OrthographicCamera(0,0);
    cam.setToOrtho(false);

    updateMaps();

    font = new BitmapFont();




    Gdx.input.setInputProcessor(new InputAdapter() {

        public boolean touchDown(int x, int y, int pointer, int button) {
            float mx = x;
            float my = Gdx.graphics.getHeight() - y;
            lights.add(new Light(mx, my, randomColor()));
            return true;
        }

        public boolean keyDown(int key) {
            if (key==Keys.SPACE){
                clearLights();
                return true;
            } else if (key==Keys.A){
                additive = !additive;
                return true;
            } else if (key==Keys.S){ 
                softShadows = !softShadows;
                return true;
            }
            return false;
        }
    });

    clearLights();

}






public void renderLightSystemShader(OrthographicCamera screenCam){

    screenCam = new OrthographicCamera(0,0);
    screenCam.setToOrtho(false);

    Gdx.gl.glClearColor(0,0,0,0);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    float mx = Gdx.input.getX();
    float my = Gdx.graphics.getHeight() - Gdx.input.getY();

    if (additive)
        batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE);

    for (int i=0; i<lights.size; i++) {
        Light o = lights.get(i);
        if (i==lights.size-1) {
            o.x = mx;
            o.y = my;
        }   
        renderLight(o, screenCam);
    }

    if (additive)
        batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);

    //STEP 4. render sprites in full colour     
    batch.setProjectionMatrix(screenCam.combined);
    batch.begin();
    batch.setShader(null); //default shader


    drawShaderBatch(batch);


    //DEBUG RENDERING -- show occluder map and 1D shadow map
    /*batch.setColor(Color.BLACK);
    batch.draw(occluders, Gdx.graphics.getWidth()-lightSize, 0);
    batch.setColor(Color.WHITE);
    batch.draw(shadowMap1D, Gdx.graphics.getWidth()-lightSize, lightSize+5);

    //DEBUG RENDERING -- show light 
    batch.draw(light, mx-light.getWidth()/2f, my-light.getHeight()/2f); //mouse
    batch.draw(light, Gdx.graphics.getWidth()-lightSize/2f-light.getWidth()/2f, lightSize/2f-light.getHeight()/2f);
    */

    //draw FPS

    batch.end();

    System.out.println(Gdx.graphics.getFramesPerSecond());


}


    // draw Lights
void renderLight(Light o, OrthographicCamera screenCam) {
        float mx = o.x;
        float my = o.y;


        screenCam = new OrthographicCamera(0,0);
        screenCam.setToOrtho(false);

        //STEP 1. render light region to occluder FBO

        //bind the occluder FBO
        occludersFBO.begin();

        //clear the FBO
        Gdx.gl.glClearColor(0f,0f,0f,0f);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        //set the orthographic camera to the size of our FBO
        screenCam.setToOrtho(false, occludersFBO.getWidth(), occludersFBO.getHeight());

        //translate camera so that light is in the center 
        screenCam.translate(mx - lightSize/2f, my - lightSize/2f);

        //update camera matrices
        screenCam.update();

        //set up our batch for the occluder pass
        batch.setProjectionMatrix(screenCam.combined);
        batch.setShader(null); //use default shader
        batch.begin();
        // ... draw any sprites that will cast shadows here ... //
        batch.draw(casterSprites, 0, 0);
        batch.draw(enmyAnimation,xKoord,600,300,100);

        //end the batch before unbinding the FBO
        batch.end();

        //unbind the FBO
        occludersFBO.end();

        //STEP 2. build a 1D shadow map from occlude FBO

        //bind shadow map
        shadowMapFBO.begin();

        //clear it
        Gdx.gl.glClearColor(0f,0f,0f,0f);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        //set our shadow map shader
        batch.setShader(shadowMapShader);
        batch.begin();
        shadowMapShader.setUniformf("resolution", lightSize, lightSize);
        shadowMapShader.setUniformf("upScale", upScale);

        //reset our projection matrix to the FBO size
        screenCam.setToOrtho(false, shadowMapFBO.getWidth(), shadowMapFBO.getHeight());
        batch.setProjectionMatrix(screenCam.combined);

        //draw the occluders texture to our 1D shadow map FBO
        batch.draw(occluders.getTexture(), 0, 0, lightSize, shadowMapFBO.getHeight());

        //flush batch
        batch.end();

        //unbind shadow map FBO
        shadowMapFBO.end();

        //STEP 3. render the blurred shadows

        //reset projection matrix to screen
        screenCam.setToOrtho(false);
        batch.setProjectionMatrix(screenCam.combined);

        //set the shader which actually draws the light/shadow 
        batch.setShader(shadowRenderShader);
        batch.begin();

        shadowRenderShader.setUniformf("resolution", lightSize, lightSize);
        shadowRenderShader.setUniformf("softShadows", softShadows ? 1f : 0f);
        //set color to light
        batch.setColor(o.color);

        float finalSize = lightSize * upScale;

        //draw centered on light position
        batch.draw(shadowMap1D.getTexture(), mx-finalSize/2f, my-finalSize/2f, finalSize, finalSize);

        //flush the batch before swapping shaders
        batch.end();

        //reset color
        batch.setColor(Color.WHITE);

        //xKoord+=1;

    }


void clearLights() {
    lights.clear();
    lights.add(new Light(Gdx.input.getX(), Gdx.graphics.getHeight()-Gdx.input.getY(), Color.WHITE));
}

static Color randomColor() {
    float intensity = (float)Math.random() * 0.5f + 0.5f;
    return new Color((float)Math.random(), (float)Math.random(), (float)Math.random(), intensity);
}

void drawShaderBatch(SpriteBatch batch){

    batch.draw(casterSprites, 0, 0);

    batch.draw(enmyAnimation,600,600,300,100);

}

void updateMaps(){


    occludersFBO = new FrameBuffer(Format.RGBA8888, lightSize, lightSize, false);

    occluders = new TextureRegion(occludersFBO.getColorBufferTexture());
    occluders.flip(false, true);

    //our 1D shadow map, lightSize x 1 pixels, no depth
    shadowMapFBO = new FrameBuffer(Format.RGBA8888, lightSize, 1, false);
    Texture shadowMapTex = shadowMapFBO.getColorBufferTexture();

    //use linear filtering and repeat wrap mode when sampling
    shadowMapTex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
    shadowMapTex.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);

    //for debugging only; in order to render the 1D shadow map FBO to screen
    shadowMap1D = new TextureRegion(shadowMapTex);
    shadowMap1D.flip(false, true);


}



public void doDispose(){


    batch.dispose();
    font.dispose();
    shadowMapFBO.dispose();
    shadowMapShader.dispose();
    shadowRenderShader.dispose();
    casterSprites.dispose();
    enmyAnimation.dispose();
    light.dispose();
    occludersFBO.dispose();


}


}
公共类LightSystemShader{
私人int lightSize=500;
private float upScale=1f;//例如,尝试lightSize=128,upScale=1.5f
喷雾批;
正交摄像机;
位图字体;
fps;
纹理区域阴影贴图1d;//1维阴影贴图
纹理区域遮罩;//遮罩贴图
帧缓冲区阴影映射;
帧缓冲区阻塞器SFBO;
质感雪碧;
纹理动画;
纹理光;
Shader程序shadowMapShader,shadowRenderShader;
阵列灯光=新阵列();
布尔加法=真;
布尔软阴影=真;
浮点数xKoord=600;
公共静态着色器程序createShader(字符串垂直、字符串框架){
ShaderProgram prog=新的ShaderProgram(垂直,frag);
如果(!prog.isCompiled())
抛出新的GdxRuntimeException(“无法编译着色器:+prog.getLog());
如果(prog.getLog().length()!=0)
Gdx.app.log(“GpuShadows”,prog.getLog());
返回程序;
}
公共LightSystemShader(){
批次=新的SpriteBatch();
ShaderProgram.pedantic=false;
//读取顶点通过着色器
最终字符串VERT_SRC=Gdx.files.internal(“data/pass.VERT”).readString();
//将遮罩渲染为1D阴影贴图
shadowMapShader=createShader(VERT_SRC,Gdx.files.internal(“data/shadowMap.frag”).readString());
//采样1D阴影贴图以创建模糊的软阴影
shadowRenderShader=createShader(VERT_SRC,Gdx.files.internal(“data/shadowRender.frag”).readString());
//封堵器
casterSprites=新纹理(“data/cat4.png”);
//
enmyAnimation=new纹理(“EnemyAnimations/BugIdleStand.png”);
//轻精灵
灯光=新纹理(“data/light.png”);
cam=新的正交摄影机(0,0);
凸轮设置为(假);
updateMaps();
font=新的位图字体();
setInputProcessor(新的InputAdapter(){
公共布尔接地(整数x、整数y、整数指针、整数按钮){
浮动mx=x;
float my=Gdx.graphics.getHeight()-y;
添加(新灯光(mx、my、randomColor());
返回true;
}
公共布尔键关闭(int键){
if(key==Keys.SPACE){
清晰的灯光();
返回true;
}else if(key==key.A){
加法=!加法;
返回true;
}如果(key==Keys.S){
softShadows=!softShadows;
返回true;
}
返回false;
}
});
清晰的灯光();
}
公共void renderLightSystemShader(正交摄影机屏幕摄影机){
屏幕摄像机=新的正交摄像机(0,0);
屏幕摄像机设置为(假);
Gdx.gl.glClearColor(0,0,0,0);
Gdx.gl.glClear(GL20.gl\u颜色\u缓冲\u位);
float mx=Gdx.input.getX();
float my=Gdx.graphics.getHeight()-Gdx.input.getY();
if(添加剂)
batch.setBlendFunction(GL20.GL\u SRC\u ALPHA,GL20.GL\u ONE);

对于(int i=0;i我自己发现的^^我忘了将此添加到void renderLights:

cam.position.set(positionX,positionY, 0);