[osg-users] How to add shadows to deferred shading?

Sebastian Messerschmidt sebastian.messerschmidt at gmx.de
Tue Oct 27 02:02:48 PDT 2015


Hi folks,

Sorry for hijacking this thread, but after a relatively long time I'll 
have to work on deferred shadow mapping again.


> I did sample implementation using mentioned osgRecipes' 
> EffectCompositor some time ago: 
> https://bitbucket.org/kornerr/osg-deferred-shading

I checked out the example and it is working, but not really deferred, as 
the shadows are applied by rendering the scene three times ( gbuffer 
pass,  from the light source, applying the shadow map to the scene) if I 
understood the code correctly.
It is that last part which ruins it. I've been crawling around in the 
ShadowMap code but I'm lost on how to do the following:

1. Use the culling/rendering to shadow map texture-code which is already 
there
2. Get the matrix used by 1.) into an uniform
3. NOT let the shadow-technique render apply to the scene, but leave the 
application to me (for instance in a later pass)

I'm simply to stupid to find the appropriate piece in the code, which 
applies the shadow map.

cheers
Sebastian

>
> 2015-09-16 13:35 GMT+07:00 Trajce Nikolov NICK 
> <trajce.nikolov.nick at gmail.com <mailto:trajce.nikolov.nick at gmail.com>>:
>
>     Hi Daniel,
>
>     here is some work from Wang Rui (the effectcompositor) that has DR
>     implemented with some sample shaders
>
>     https://github.com/xarray/osgRecipes
>
>     Nick
>
>     On Wed, Sep 16, 2015 at 8:32 AM, Daniel Schmid
>     <daniel.schmid at swiss-simtec.ch
>     <mailto:daniel.schmid at swiss-simtec.ch>> wrote:
>
>         Hi Sebastian
>
>         I read in lot of posts that you have experience with deferred
>         rendering in osg. Could you share some of your insights and
>         probably even samples or code snippets that could bring some
>         more light into this topic?
>
>         I'm basically interested in:
>         - construction of G-Buffer
>         - integration of Shadow (VDSM), maybe even for multiple lights?
>         - choice and integration of postprocessing framework
>         - antialiasing method / shader
>
>         It would be of so much help!
>
>         Thank you!
>
>         Cheers,
>         Daniel
>
>         ------------------
>         Read this topic online here:
>         http://forum.openscenegraph.org/viewtopic.php?p=65140#65140
>
>
>
>
>
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>
>
>
>     -- 
>     trajce nikolov nick
>
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