【OpenGL ES】光影(光照与阴影)效果

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:

        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;

    @Override
    protected 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());
    }

    @Override
    public 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();
        
    }

    @Override
    public 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());
    }

    @Override
    public 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id
    protected 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id

    public 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);
        });
    }

    @Override
    public 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());
    }

    @Override
    public void onSceneChange(int width, int height) {
        mModels.forEach(model -> model.onModelChange(width, height));
    }

    @Override
    public 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);
    }

    @Override
    public void onSceneCreate() {
        mProgramId = ShaderUtils.createProgram(mResources, R.raw.depth_vertex_shader, R.raw.depth_fragment_shader);
        getHandle();
        mModels.forEach(model -> model.setCallback(0, mCallback));
    }

    @Override
    public void onSceneChange(int width, int height) {
        Point viewportSize = new Point(width, height);
        TextureUtils.loadTexture(mFboId, mTextureId, viewportSize);
    }

    @Override
    public 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;
	}

	@Override
	public void onModelCreate() {
		mTransform.onTransformCreate();
		getVertexAndNorm();
	}

	@Override
	public void onModelChange(int width, int height) {
		mTransform.onTransformChange(width, height);
	}

	@Override
	public 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;
    }

    @Override
    public void onModelCreate() {
        mTransform.onTransformCreate();
        getVertexAndNorm();
    }

    @Override
    public void onModelChange(int width, int height) {
        mTransform.onTransformChange(width, height);
    }

    @Override
    public 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;
    }

    @Override
    public void onModelCreate() {
        computeVertexAndNorm();
        mTransform.onTransformCreate();
    }

    @Override
    public void onModelChange(int width, int height) {
        mTransform.onTransformChange(width, height);
    }

    @Override
    public 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 * modelMatrix
        float[] 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id
    public 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id
        GLES30.glGenTextures(1, textureId, 0);
        // 绑定纹理到OpenGL
        GLES30.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FBO
        GLES30.glGenFramebuffers(1, fboId, 0);
        // 绑定FBO
        GLES30.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FBO
        GLES30.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:-1~1
	float 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:-1~1
     vec4 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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转载自blog.csdn.net/m0_37602827/article/details/124549621