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Hellhound

OpenGL Problems with shadows using cg dot3 shader

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Hello, since several days i try to develop an cg fragment and vertex shader for dot3 based bumpmapping. The shaders looks like working, i got my bumpmapped object, but i've problems with the light and shadowing ... Because an Image tells more than thousand words, here is the one: http://img.photobucket.com/albums/v211/Hellhound_01/shadow.jpg What you see is a simple object, the object looks like a dot3 bumpmapped object, but the shadows are too sharpen at the edges and when i move the light arround the object often the shadows gets translucent. The other problem is, that the shadows often switch to fast and sometimes the light is suddently on the wrong side... I think there could be a problem in my calculations, perhaps someone of you could help me ... Here is my vertex shader:
// input structure
struct appl2vert
{
	float3 Position			: POSITION;
	float3 Normal			: NORMAL;
	float2 TextureCoords	         : TEXCOORD0;
	float3 Tangents     	         : TEXCOORD1;
};

// output structure
struct vert2frag
{
	float4 Position				: POSITION;
	float2 TextureCoords		         :TEXCOORD0;
	float3 TangentSpaceLightPos 	         :TEXCOORD1;
};


void main(const appl2vert IN, out vert2frag OUT,
		  const uniform float4x4 ModelViewProj,
		  const uniform float4x4 InvModelViewMatrix,
		  const uniform float4   LightPos,
		  )
{
	// Rotate vertices to clip-space
	OUT.Position = mul(ModelViewProj, float4(IN.Position, 1) );

	// get Light form object space to  view-space
	float4	lightPosOS = mul(InvModelViewMatrix, LightPos);
	float3  surface2light = normalize(lightPosOS.xyz - IN.Position.xyz);

	// calculate the TangentSpaceMatrix (TBN)
	float3 binormal = cross( IN.Normal, IN.Dot3Texture );
	float3x3 tbn_matrix = float3x3( IN.Dot3Texture, binormal, IN.Normal );

	// get light direction L 
	OUT.TangentSpaceLightPos = mul(tbn_matrix, surface2light.xyz);
	
	// transfer coords
	OUT.TextureCoords = IN.TextureCoords;
}
And here my fragment shader:
// input structure
struct vert2frag
{
    float2 TextureCoords		:TEXCOORD0;
    float3 TangentSpaceLightPos	:TEXCOORD1;
};

void main(const vert2frag IN, out float3 oColor:COLOR,
		  float4 AmbientLight,
		  float4 LMs : TEXCOORD4,
		  const uniform sampler2D NormalMap,
		  const uniform sampler2D DecalMap )
{
	// normalize Light
	float3 normTangentSpaceLightPos = normalize(IN.TangentSpaceLightPos);

	// Do Dot3 calculation (N.L)  (multiplication for more reflection)
	float3 nmap= 2*(tex2D(NormalMap,IN.TextureCoords)-0.5).rgb;
        
    //adding decal color (multiplication for better color results)
	oColor = dot(nmap.xyz, normTangentSpaceLightPos)*tex2D(DecalMap,IN.TextureCoords);
}
And here is my openGL code fragment:
// Bind the programs
cgGLBindProgram(m_pCgDot3VertexShader);
cgGLBindProgram(m_pCgDot3FragmentShader);
	
// Update matrix
cgGLSetStateMatrixParameter(m_cgpMdlViewProjMatrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
	cgGLSetStateMatrixParameter(m_cgpInvModelViewMatrix, CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE);
	
// Update Light Pos
cgGLSetParameter3f(m_cgpLightPos, m_pLightSource->m_pvLightPosition[0],m_pLightSource->m_pvLightPosition[1] , m_pLightSource->m_pvLightPosition[2]);
	
// Enable the profiles
cgGLEnableProfile(m_pCgVertexProfile);
cgGLEnableProfile(m_pCgFragmentProfile);

// Set Decal Texture (Param1 TEXCOORDS0 as TextureCoords)
texIter = pDmgLvTexturesToMap->find(CTextureSetElement::TYPE_DECAL);

//Aktivate array for VBOs
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glBindBufferARB( GL_ARRAY_BUFFER_ARB, getGPUTextureOffsetID());
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL );
glEnable(GL_TEXTURE_2D);

//Aktivate and bind decaltexture
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, getTextureOffsetID());

// bind texture to fragment-shader
cgGLSetTextureParameter(m_cgpBaseTexture, getTextureOffsetID());
cgGLEnableTextureParameter(m_cgpBaseTexture);

// bind tangents to vertex-shader (Param2 TEXTURECOORDS1)
for (int i=0; i<m_pMeshesToRender->getVertexCount(); i++) {
		glMultiTexCoord3fARB(GL_TEXTURE1_ARB, m_pMeshesToRender->m_pvTangents.m_fX, m_pMeshesToRender->m_pvTangents.m_fY, m_pMeshesToRender->m_pvTangents.m_fZ);
	}

	
// bind normal texture to fragment-shader
cgGLSetTextureParameter(m_cgpNormalMapTexture, getNormalTextureOffsetID());
cgGLEnableTextureParameter(m_cgpNormalMapTexture);
Thanks for any help, Christian

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I've tested the shaders again and again and figured out, that only two states of light are computed. When i place the position of the light on the right side of the object i got the correct lighting of the object from the right side.

When i now move the light position near to the object, normaly the reflection must be more intensive but there is no approximation computed. On the other hand, when i move the light more far a way the object must be lighted darker, but nothing happends ...

When i move the light position through the object on the other side, the lighting switches hardly at the "zero" point to the other side.

I've no idea what could be wrong. The Light position looks like correct computed in the shader. Has anyone an idea what could be wrong?

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I can see 2 things wrong in the vertex shader:

1)The light vector:

float4 lightPosOS = mul(InvModelViewMatrix, LightPos);
float3 surface2light = normalize(lightPosOS.xyz - IN.Position.xyz);

LightPosOS is in eye space, but IN.Position is in object space. Multiply In.Position with the ModelView matrix, so it will be too in eye space.

2)The TBN matrix:

Again, the tangent and normal vectors are in object space. You must multiply them with InvModelViewMatrix so they are in eyespace, since the lightvector is also in eyespace before you multiply it with the TBN matrix. The binormal will automatically be in eyespace, since it will be computed based on T,N vectors.

Generally remember that for vector calculations to be correct, all vectors must be in the same space.

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Thanks Mikeman for your fast reply. I've followed your instructions and changed the vertex-shader code, but this was not the failure. Nothing has changed. The problem with the lighting is still the same...

Here are my changes in changed shader code:


// Rotate vertex, tangents and normals to eye-space
float4 vertPosES = mul(ModelViewMatrix, float4(IN.Position, 1));
float3 normalsES = mul(InvModelViewMatrix, float4(IN.Normal, 1));
float3 tangentsES = mul(InvModelViewMatrix, float4(IN.Tangents,1));

// Calculate Lightdirection L
float3 surface2light = normalize(lightPosES.xyz - vertPosES.xyz);

// Calculate binormals and TangentSpaceMatrix (TBN)
float3 binormal = cross( normalsES, tangentsES);
float3x3 tbn_matrix = float3x3( tangentsES, binormal, normalsES);

// Calculate tangent-space lightposition
OUT.TangentSpaceLightPos = mul(tbn_matrix, surface2light.xyz);


I've corrected another failure with no effect: The parameter values of the light source in the vertex-shader are float4, but i've hooked only an float3 Light positon. Now i send from the OpenGL applicatioin 4 float values.

[Edited by - Hellhound on January 8, 2005 6:26:54 AM]

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Quote:

float3 normalsES = mul(InvModelViewMatrix, float4(IN.Normal, 1));
float3 tangentsES = mul(InvModelViewMatrix, float4(IN.Tangents,1));


Normal and Tangent are directions, not points. The fact that you do float4(IN.Normal, 1) sets the w=1, which is for points. That means they get affected
by translations, which they shouldn't. The correct would be:

float3 normalsES = mul(InvModelViewMatrix, float4(IN.Normal, 0));
float3 tangentsES = mul(InvModelViewMatrix, float4(IN.Tangents,0));

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Ups, copy and paste failure ... I've corrected it, but nothing happends, it's the same problem. Could it be possible that my tangents are wrong? Here is the
code of my tangents calculation:


Object::calcTangentForTris(unsigned int index0, unsigned int index1, unsigned int index2)
{
float fu21 = m_pvTextureCoords[index1].m_fX - m_pvTextureCoords[index0].m_fX;
float fv21 = m_pvTextureCoords[index1].m_fY - m_pvTextureCoords[index0].m_fY;

float fu31 = m_pvTextureCoords[index2].m_fX - m_pvTextureCoords[index0].m_fX;
float fv31 = m_pvTextureCoords[index2].m_fY - m_pvTextureCoords[index0].m_fY;

CVector3f vA(m_pvVerticesCoords[index1].m_fX - m_pvVerticesCoords[index0].m_fX, fu21, fv21);
CVector3f vB(m_pvVerticesCoords[index2].m_fX - m_pvVerticesCoords[index0].m_fX, fu31, fv31);
CVector3f vC = CVector3f::getCrossProduct(vA, vB);

CVector3f vTangent = CVector3f();

if(vC.m_fX > 0.00001f)
vTangent.m_fX = -vC.m_fY / vC.m_fX;

vA.setVectorCoords(m_pvVerticesCoords[index1].m_fY - m_pvVerticesCoords[index0].m_fY, fu21, fv21);
vB.setVectorCoords(m_pvVerticesCoords[index2].m_fY - m_pvVerticesCoords[index0].m_fY, fu31, fv31);
vC = CVector3f::getCrossProduct(vA, vB);

if(vC.m_fX > 0.00001f)
vTangent.m_fY = -vC.m_fY / vC.m_fX;

vA.setVectorCoords(m_pvVerticesCoords[index1].m_fZ - m_pvVerticesCoords[index0].m_fZ, fu21, fv21);
vB.setVectorCoords(m_pvVerticesCoords[index2].m_fZ - m_pvVerticesCoords[index0].m_fZ, fu31, fv31);
vC = CVector3f::getCrossProduct(vA, vB);

if(vC.m_fX > 0.00001f)
vTangent.m_fZ = -vC.m_fY / vC.m_fX;

vTangent.normalizeVector();
return vTangent;

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I've added some additional pictures which shows the lighting failure in more detail (The purple sphere represents the position of the light):

http://img.photobucket.com/albums/v211/Hellhound_01/rightLight.jpg
http://img.photobucket.com/albums/v211/Hellhound_01/leftLight.jpg
http://img.photobucket.com/albums/v211/Hellhound_01/FailureLight.jpg

The last image shows the failure of lighting in detail. I've marked the edge of the "texture switch" with red elipses. The lower part shows the texture by lighting from left, the upper part shows the texture by lighting from right...

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looks like the fault lies with the model ( eg normals ) try loading it in another program eg http://www.typhoonlabs.com/

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That was my thougths too, so i've tested my environment with an easyer model, a simple tris where i can check the vertices an normals... There is the same failure ...

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Hey, I just saw that:
Quote:

// bind tangents to vertex-shader (Param2 TEXTURECOORDS1)
for (int i=0; i<m_pMeshesToRender->getVertexCount(); i++) {
glMultiTexCoord3fARB(GL_TEXTURE1_ARB, m_pMeshesToRender->m_pvTangents.m_fX, m_pMeshesToRender->m_pvTangents.m_fY, m_pMeshesToRender->m_pvTangents.m_fZ);
}


This can't be right, especially since you use VBOs. It's just glMultiTexCoord commands one after another, with no vertices send to the GPU. It basically does nothing but constantly changing the current texcoord, and in the end it "stays" with the last value.

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      #include "Script.h" Script::Script(Window *window, Sprite *sprite) : Brain(window, sprite) { } Script::~Script() { } void Script::Start() { std::cout << "Game Started!" << std::endl; } void Script::Update() { Input *input = this->GetWindow()->GetInput(); Sprite *sp = this->GetSprite(); //Move this sprite. this->GetSprite()->Move(200 * this->GetWindow()->GetDeltaTime(), input->GetKeyDown("left"), input->GetKeyDown("right"), input->GetKeyDown("up"), input->GetKeyDown("down")); std::cout << sp->GetTag().c_str() << ".x = " << sp->GetPos()->x << ", " << sp->GetTag().c_str() << ".y = " << sp->GetPos()->y << std::endl; }  
      Main:
      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
    • By Cristian Decu
      Hello fellow programmers,
      For a couple of days now i've decided to build my own planet renderer just to see how floating point precision issues
      can be tackled. As you probably imagine, i've quickly faced FPP issues when trying to render absurdly large planets.
       
      I have used the classical quadtree LOD approach;
      I've generated my grids with 33 vertices, (x: -1 to 1, y: -1 to 1, z = 0).
      Each grid is managed by a TerrainNode class that, depending on the side it represents (top, bottom, left right, front, back),
      creates a special rotation-translation matrix that moves and rotates the grid away from the origin so that when i finally
      normalize all the vertices on my vertex shader i can get a perfect sphere.
      T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, 1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(180.0), glm::dvec3(1.0, 0.0, 0.0)); sides[0] = new TerrainNode(1.0, radius, T * R, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_FRONT)); T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, -1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(0.0), glm::dvec3(1.0, 0.0, 0.0)); sides[1] = new TerrainNode(1.0, radius, R * T, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_BACK)); // So on and so forth for the rest of the sides As you can see, for the front side grid, i rotate it 180 degrees to make it face the camera and push it towards the eye;
      the back side is handled almost the same way only that i don't need to rotate it but simply push it away from the eye.
      The same technique is applied for the rest of the faces (obviously, with the proper rotations / translations).
      The matrix that result from the multiplication of R and T (in that particular order) is send to my vertex shader as `r_Grid'.
      // spherify vec3 V = normalize((r_Grid * vec4(r_Vertex, 1.0)).xyz); gl_Position = r_ModelViewProjection * vec4(V, 1.0); The `r_ModelViewProjection' matrix is generated on the CPU in this manner.
      // No the most efficient way, but it works. glm::dmat4 Camera::getMatrix() { // Create the view matrix // Roll, Yaw and Pitch are all quaternions. glm::dmat4 View = glm::toMat4(Roll) * glm::toMat4(Pitch) * glm::toMat4(Yaw); // The model matrix is generated by translating in the oposite direction of the camera. glm::dmat4 Model = glm::translate(glm::dmat4(1.0), -Position); // Projection = glm::perspective(fovY, aspect, zNear, zFar); // zNear = 0.1, zFar = 1.0995116e12 return Projection * View * Model; } I managed to get rid of z-fighting by using a technique called Logarithmic Depth Buffer described in this article; it works amazingly well, no z-fighting at all, at least not visible.
      Each frame i'm rendering each node by sending the generated matrices this way.
      // set the r_ModelViewProjection uniform // Sneak in the mRadiusMatrix which is a matrix that contains the radius of my planet. Shader::setUniform(0, Camera::getInstance()->getMatrix() * mRadiusMatrix); // set the r_Grid matrix uniform i created earlier. Shader::setUniform(1, r_Grid); grid->render(); My planet's radius is around 6400000.0 units, absurdly large, but that's what i really want to achieve;
      Everything works well, the node's split and merge as you'd expect, however whenever i get close to the surface
      of the planet the rounding errors start to kick in giving me that lovely stairs effect.
      I've read that if i could render each grid relative to the camera i could get better precision on the surface, effectively
      getting rid of those rounding errors.
       
      My question is how can i achieve this relative to camera rendering in my scenario here?
      I know that i have to do most of the work on the CPU with double, and that's exactly what i'm doing.
      I only use double on the CPU side where i also do most of the matrix multiplications.
      As you can see from my vertex shader i only do the usual r_ModelViewProjection * (some vertex coords).
       
      Thank you for your suggestions!
       
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