我目前正在学习 C++ 和 OpenGL,想知道是否有人可以引导我了解以下代码到底发生了什么。它目前计算 3D 环境中阴影贴图的定位和分辨率。
该代码目前有效,只是想掌握一些东西。
//Vertex Shader Essentials.
Position = ProjectionMatrix * ViewMatrix * WorldMatrix * vec4 (VertexPosition, 1);
Normal = (ViewMatrix * WorldMatrix * vec4 (VertexNormal, 0)).xyz;
EyeSpaceLightPosition = ViewMatrix * LightPosition;
EyeSpacePosition = ViewMatrix * WorldMatrix * vec4 (VertexPosition, 1);
STCoords = VertexST;
//What is this block of code currently doing?
ShadowCoord = ProjectionMatrix * ShadowMatrix * WorldMatrix * vec4 (VertexPosition, 1);
ShadowCoord = ShadowCoord / ShadowCoord.w;
ShadowCoord = (ShadowCoord + vec4 (1.0, 1.0, 1.0, 1.0)) * vec4 (1.0/2.0, 1.0/2.0, 1.0/2.0, 1.0);
//Alters the Shadow Map Resolution.
// Please Note - c is a slider that I control in the program execution.
float rounding = (c + 2.1) * 100.0;
ShadowCoord.x = (floor (ShadowCoord.x * rounding)) / rounding;
ShadowCoord.y = (floor (ShadowCoord.y * rounding)) / rounding;
ShadowCoord.z = (floor (ShadowCoord.z * rounding)) / rounding;
gl_Position = Position;