[osg-users] 32bit DEPTH for RTT

Glenn Waldron gwaldron at gmail.com
Thu Oct 20 07:04:14 PDT 2016


There's your precision loss, you can't do that with ECEF coordinates or
they will be truncated.

Better idea: build your light matrix in view space on the CPU (instead of
world space), and then use it on the view-space vertex in the shader.
(You'll have to update it every time the camera moves, of course.)


Glenn Waldron

On Thu, Oct 20, 2016 at 10:00 AM, Trajce Nikolov NICK <
trajce.nikolov.nick at gmail.com> wrote:

> Hi Glenn,
>
> vec3 vVertex = vec3(gl_ModelViewMatrix * VertexMODEL);
> worldSpaceVertex = osg_ViewMatrixInverse * vec4( vVertex, 1.0 );
>
> Part of VP
>
> On Thu, Oct 20, 2016 at 3:52 PM, Glenn Waldron <gwaldron at gmail.com> wrote:
>
>> Nick, how did you calculate "worldSpaceVertex"?
>>
>> Glenn Waldron
>>
>> On Thu, Oct 20, 2016 at 9:13 AM, Trajce Nikolov NICK <
>> trajce.nikolov.nick at gmail.com> wrote:
>>
>>> hehe .. ok :-) .. Maybe you give me a hint.
>>>
>>> I have F+ lighting (written by a friend of mine) and I have extended it
>>> so local lights cast shadows (a bit of complex code - relatively actually,
>>> but for me it is ;-) ). Works well for flat terrains with reasonable sizes.
>>> I am trying to make it work with ECEF terrain (for testing I use osgearth).
>>> The debug code works just fine, I am seeing the renderings from the local
>>> lights are correct, so the light view matrix passed to the shader is
>>> correct, but getting z-fights with setInternalFormat(GL_DEPTH_COMPONENT);
>>> only. Here is my setup for the RTT (it is texturearray):
>>>
>>> http://pastebin.com/Nnc2iA1F
>>>
>>> With DEPTH32bit (really naive approach, I "was" thinking fast the
>>> increase of the DEPTH precision will solve this issue, just recently
>>> started with reading papers and I must admit I am not a "shadowing expert").
>>>
>>> Further, I am calculating the Light View Matrix and passing it to the
>>> shader - this one is correct as well, since I am seeing the light in the
>>> scene with the z artifacts as I mentioned .... and this is my GLSL snippet:
>>>
>>> http://pastebin.com/r2W0gh0L
>>>
>>> I am trying to get it done as simple as is ... meanwhile found this:
>>>
>>> http://developer.download.nvidia.com/SDK/10/direct3d/Source/
>>> VarianceShadowMapping/Doc/VarianceShadowMapping.pdf
>>>
>>> that looks promising and apparently should help with the Z issues.
>>>
>>> This is my story for now, any hints are highly appreciated !!!!!
>>>
>>> And thanks a bunch for so far!
>>>
>>> Cheers,
>>>
>>> On Thu, Oct 20, 2016 at 2:56 PM, Voerman, L. <l.voerman at rug.nl> wrote:
>>>
>>>> yes?
>>>> we use a variation on OpenSceneGraph\src\osgShadow\P
>>>> arallelSplitShadowMap.cpp
>>>> regards, Laurens.
>>>>
>>>> On Thu, Oct 20, 2016 at 2:35 PM, Trajce Nikolov NICK <
>>>> trajce.nikolov.nick at gmail.com> wrote:
>>>>
>>>>> Hi Laurens,
>>>>>
>>>>> do you have experience with DEPTH32bit and shadowcomparation set to
>>>>> true - for shadow mapping?
>>>>>
>>>>> On Thu, Oct 20, 2016 at 12:08 PM, Trajce Nikolov NICK <
>>>>> trajce.nikolov.nick at gmail.com> wrote:
>>>>>
>>>>>> Hi Voerman,
>>>>>>
>>>>>> Yes, GL_DEPTH_COMPONENT32 was what I was missing ... Thanks a lot!
>>>>>>
>>>>>> Trajce
>>>>>>
>>>>>> On Thu, Oct 20, 2016 at 9:25 AM, Voerman, L. <l.voerman at rug.nl>
>>>>>> wrote:
>>>>>>
>>>>>>> Hi Trajce,
>>>>>>> maybe this sniplet helps?
>>>>>>> _textureDepthBuffer = new osg::Texture2D;
>>>>>>> _textureDepthBuffer->setTextureSize(_width+2.0f*_width*_guardBandPercentage,
>>>>>>> _height+2.0f*_height*_guardBandPercentage);
>>>>>>> _textureDepthBuffer->setSourceFormat(GL_DEPTH_COMPONENT);
>>>>>>> _textureDepthBuffer->setInternalFormat(GL_DEPTH_COMPONENT32);
>>>>>>> _textureDepthBuffer->setFilter(osg::Texture2D::MIN_FILTER,os
>>>>>>> g::Texture2D::NEAREST);
>>>>>>> _textureDepthBuffer->setFilter(osg::Texture2D::MAG_FILTER,os
>>>>>>> g::Texture2D::NEAREST);
>>>>>>> _textureDepthBuffer->setShadowComparison(false);
>>>>>>> _textureDepthBuffer->setWrap(osg::Texture::WRAP_R,osg::Textu
>>>>>>> re::CLAMP_TO_EDGE);
>>>>>>> _textureDepthBuffer->setWrap(osg::Texture::WRAP_S,osg::Textu
>>>>>>> re::CLAMP_TO_EDGE);
>>>>>>>
>>>>>>> // camera
>>>>>>> _colorDepthCamera = new osg::Camera;
>>>>>>> _colorDepthCamera->setStats(new osg::Stats("Camera"));
>>>>>>> _colorDepthCamera->setName("colorDepth");
>>>>>>> _colorDepthCamera->setClearMask(GL_COLOR_BUFFER_BIT |
>>>>>>> GL_DEPTH_BUFFER_BIT);
>>>>>>> _colorDepthCamera->setReferenceFrame(osg::Transform::RELATIVE_RF);
>>>>>>> // set viewport
>>>>>>> _colorDepthCamera->setViewport(0,0,_width+2.0f*_width*_guard
>>>>>>> BandPercentage,_height+2.0f*_height*_guardBandPercentage);
>>>>>>> _colorDepthCamera->setRenderOrder(osg::Camera::PRE_RENDER,0);
>>>>>>> _colorDepthCamera->setRenderTargetImplementation(osg::Camera
>>>>>>> ::FRAME_BUFFER_OBJECT);
>>>>>>> _colorDepthCamera->attach(osg::Camera::DEPTH_BUFFER,
>>>>>>> _textureDepthBuffer.get(),0,0,false,0,0); // depth
>>>>>>> _colorDepthCamera->attach(osg::Camera::COLOR_BUFFER,
>>>>>>> _textureColorBuffer.get(),0,0,false,_msaa,_msaa); // color
>>>>>>> regards, Laurens.
>>>>>>>
>>>>>>> On Wed, Oct 19, 2016 at 11:15 PM, Trajce Nikolov NICK <
>>>>>>> trajce.nikolov.nick at gmail.com> wrote:
>>>>>>>
>>>>>>>> Hi Community,
>>>>>>>>
>>>>>>>> anyone with clue how to set RTT osg::Texture with 32bit DEPTH?
>>>>>>>>
>>>>>>>> Thanks a bunch as always!
>>>>>>>> Cheers,
>>>>>>>> Nick
>>>>>>>>
>>>>>>>> --
>>>>>>>> trajce nikolov nick
>>>>>>>>
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>>>>>>
>>>>>> --
>>>>>> trajce nikolov nick
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> trajce nikolov nick
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>>> trajce nikolov nick
>>>
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>
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