[osg-users] 32bit DEPTH for RTT

Trajce Nikolov NICK trajce.nikolov.nick at gmail.com
Thu Oct 20 08:02:29 PDT 2016


wops ..

mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+lightDirInViewSpace
,up)

On Thu, Oct 20, 2016 at 5:00 PM, Trajce Nikolov NICK <
trajce.nikolov.nick at gmail.com> wrote:

> Thanks Glenn,
>
> actually I was expecting this. I have the math to get the light direction
> in view space, just the construction of the light matrix in view space
> hurts my head a bit ( I missed that part of the class :-) )
>
> vec3 lightDirInViewSpace;
> vec3 lightPosInViewSpace;
> mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+
> lightPosInViewSpace,up)
>
> Something like this?
>
> On Thu, Oct 20, 2016 at 4:04 PM, Glenn Waldron <gwaldron at gmail.com> wrote:
>
>> 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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>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
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>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> trajce nikolov nick
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> trajce nikolov nick
>>>>>>>
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>>>>>
>>>>>
>>>>> --
>>>>> trajce nikolov nick
>>>>>
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>>> --
>>> trajce nikolov nick
>>>
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>
>
> --
> trajce nikolov nick
>



-- 
trajce nikolov nick
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