Ogre 的基于Texture的阴影有时会不正常(相对不正常,只是因为使用不得当)
因为默认情况下mShadowCasterRenderBackFaces为true,即渲染背面,从官方解释可看出,这么做是为了优化在渲染阴影时的效率,它是可选的。当使用基于Texture的阴影且mShadowCasterRenderBackFaces为true时就会利用背面去渲染阴影深度图。(这样做的目的应该是模型在制作时有一个背面的较为简单的网格,它专门为阴影渲染优化而做的,从而达到优化的目的)
官方解释:
| virtual void Ogre::SceneManager::setShadowCasterRenderBackFaces | ( | bool | bf ) | [virtual] |
Sets whether or not shadow casters should be rendered into shadow textures using their back faces rather than their front faces.
-
Remarks:
- Rendering back faces rather than front faces into a shadow texture can help minimise depth comparison issues, if you're using depth shadowmapping. You will probably still need some biasing but you won't need as much. For solid objects the result is the same anyway, if you have objects with holes you may want to turn this option off. The default is to enable this option.
Definition at line 2929 of file OgreSceneManager.h.
默认情况下mShadowCasterRenderBackFaces为true
SceneManager::SceneManager(const String& name) :
mName(name),
mRenderQueue(0),
mLastRenderQueueInvocationCustom(false),
mCurrentViewport(0),
mSceneRoot(0),
mSkyPlaneEntity(0),
mSkyBoxObj(0),
mSkyPlaneNode(0),
mSkyDomeNode(0),
mSkyBoxNode(0),
mSkyPlaneEnabled(false),
mSkyBoxEnabled(false),
mSkyDomeEnabled(false),
mFogMode(FOG_NONE),
mFogColour(),
mFogStart(0),
mFogEnd(0),
mFogDensity(0),
mSpecialCaseQueueMode(SCRQM_EXCLUDE),
mWorldGeometryRenderQueue(RENDER_QUEUE_WORLD_GEOMETRY_1),
mLastFrameNumber(0),
mResetIdentityView(false),
mResetIdentityProj(false),
mNormaliseNormalsOnScale(true),
mFlipCullingOnNegativeScale(true),
mLightsDirtyCounter(0),
mMovableNameGenerator("Ogre/MO"),
mShadowCasterPlainBlackPass(0),
mShadowReceiverPass(0),
mDisplayNodes(false),
mShowBoundingBoxes(false),
mActiveCompositorChain(0),
mLateMaterialResolving(false),
mShadowTechnique(SHADOWTYPE_NONE),
mDebugShadows(false),
mShadowColour(ColourValue(0.25, 0.25, 0.25)),
mShadowDebugPass(0),
mShadowStencilPass(0),
mShadowModulativePass(0),
mShadowMaterialInitDone(false),
mShadowIndexBufferSize(51200),
mFullScreenQuad(0),
mShadowDirLightExtrudeDist(10000),
mIlluminationStage(IRS_NONE),
mShadowTextureConfigDirty(true),
mShadowUseInfiniteFarPlane(true),
mShadowCasterRenderBackFaces(true),
mShadowAdditiveLightClip(false),
mLightClippingInfoMapFrameNumber(999),
mShadowCasterSphereQuery(0),
mShadowCasterAABBQuery(0),
mDefaultShadowFarDist(0),
mDefaultShadowFarDistSquared(0),
mShadowTextureOffset(0.6),
mShadowTextureFadeStart(0.7),
mShadowTextureFadeEnd(0.9),
mShadowTextureSelfShadow(false),
mShadowTextureCustomCasterPass(0),
mShadowTextureCustomReceiverPass(0),
mVisibilityMask(0xFFFFFFFF),
mFindVisibleObjects(true),
mSuppressRenderStateChanges(false),
mSuppressShadows(false),
mCameraRelativeRendering(false),
mLastLightHash(0),
mLastLightLimit(0),
mLastLightHashGpuProgram(0),
mGpuParamsDirty((uint16)GPV_ALL)
{
// init sky
for (size_t i = 0; i < 5; ++i)
{
mSkyDomeEntity[i] = 0;
}
mShadowCasterQueryListener = OGRE_NEW ShadowCasterSceneQueryListener(this);
Root *root = Root::getSingletonPtr();
if (root)
_setDestinationRenderSystem(root->getRenderSystem());
// Setup default queued renderable visitor
mActiveQueuedRenderableVisitor = &mDefaultQueuedRenderableVisitor;
// set up default shadow camera setup
mDefaultShadowCameraSetup.bind(OGRE_NEW DefaultShadowCameraSetup());
// init shadow texture config
setShadowTextureCount(1);
// init shadow texture count per type.
mShadowTextureCountPerType[Light::LT_POINT] = 1;
mShadowTextureCountPerType[Light::LT_DIRECTIONAL] = 1;
mShadowTextureCountPerType[Light::LT_SPOTLIGHT] = 1;
// create the auto param data source instance
mAutoParamDataSource = createAutoParamDataSource();
}
当使用基于Texture的阴影且mShadowCasterRenderBackFaces为true时就会利用背面去渲染阴影深度图。
const Pass* SceneManager::_setPass(const Pass* pass, bool evenIfSuppressed,
bool shadowDerivation)
{
...................
// Culling mode
if (isShadowTechniqueTextureBased()
&& mIlluminationStage == IRS_RENDER_TO_TEXTURE
&& mShadowCasterRenderBackFaces
&& pass->getCullingMode() == CULL_CLOCKWISE)
{
// render back faces into shadow caster, can help with depth comparison
mPassCullingMode = CULL_ANTICLOCKWISE;
}
else
{
mPassCullingMode = pass->getCullingMode();
}
mDestRenderSystem->_setCullingMode(mPassCullingMode);
..........................
}

本文深入探讨了Ogre引擎中基于Texture的阴影渲染机制,特别是如何利用背面渲染来优化阴影深度图的生成。通过解析Ogre引擎内部实现,解释了在特定条件下开启背面渲染选项的意义及其对渲染效率的影响。同时,提供了关键代码片段以直观展示其实现过程。
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