World pixel reconstruction from depth, view-space to world-space

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-1 comments, last by Prompt 14 years, 9 months ago
Hi all. I'm triying to recontruct pixel position from depth in my deferred rendering from view-space to world-space. I have light position in world space so I'm trying to get back world-space pixel position to compare with it. Maybe anyone know how compare in view-space. Geometry Stage: [vertex shader]
viewPosition = gl_Position;
[fragment shader]
float pixelDepth = (viewPosition.z - zNear) / (zFar - zNear);

gl_FragData[0] = gl_Color;
gl_FragData[1] = vec4(vNormal, pixelDepth);
gl_FragData[2] = vec4(worldPosition, 1.0);
gl_FragData[3] = vec4(diff_coeff, phong_coeff, two_sided, 1.0);
Light Stage: in this stage my tex coords of quad are far clip plane. I extract this from projection matrix so never change until the windows viewport change and are in world space (-500, 500, -1000) left-top. [vertex shader]

gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
farPlaneCoord  = gl_TextureMatrix[0] * gl_MultiTexCoord1;
I store world position only for to compare results. [fragment shader]

// Retrieves G-Buffer data
vec4 albedo   = texture2D(colorMap   , gl_TexCoord[0].st);  // Get the color
vec4 normal   = texture2D(normalMap  , gl_TexCoord[0].st);  // Get the normal
vec4 position = texture2D(positionMap, gl_TexCoord[0].st);  // Get the position
vec4 attr     = texture2D(attrMap    , gl_TexCoord[0].st);  // Get lighting attributes

// No translate
mat4 mWorld = mModelViewProj;
mWorld[3][0] = 0.0;
mWorld[3][1] = 0.0;
mWorld[3][2] = 0.0;
mWorld[3][3] = 1.0;

// Retrieves world position
vec4 farPlaneCoordWorld = mWorld * farPlaneCoord;
vec3 vWorldPos = WSPositionFromDepth(gl_TexCoord[0].st, farPlaneCoordWorld.xyz);

/*
vec3  VP = lightPos - vWorldPos;
float d  = length(VP);

// if outside of area of effect, discard pixel    
if( d > dist )                             
    discard;
gl_FragColor = albedo;
*/

// Test line!
if ( vWorldPos.x > 0.0 && vWorldPos.x < 10 )
    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
else
    discard;

Using position texture, gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex: worldposition.th.jpg mModelView: mmodelview.th.jpg mModelViewProj, not an option move the line with the camera: mmodelviewproj.th.jpg Method from: http://mynameismjp.wordpress.com/2009/05/05/reconstructing-position-from-depth-continued/ Aditional information, How to get far clip plane from MJP post in GDNet:

//*///-----------------------------------------------------------------------------------------
void Camera::perspective( float fovx, float aspect, float znear, float zfar )
{
	// Construct a projection matrix based on the horizontal field of view
	// 'fovx' rather than the more traditional vertical field of view 'fovy'.

	float e = 1.0f / tanf( Math::degreesToRadians( fovx ) / 2.0f );
	float aspectInv = 1.0f / aspect;
	float fovy = 2.0f * atanf( aspectInv / e );
	float xScale = 1.0f / tanf( 0.5f * fovy );
	float yScale = xScale / aspectInv;

	m_projMatrix[0][0] = xScale;
	m_projMatrix[0][1] = 0.0f;
	m_projMatrix[0][2] = 0.0f;
	m_projMatrix[0][3] = 0.0f;

	m_projMatrix[1][0] = 0.0f;
	m_projMatrix[1][1] = yScale;
	m_projMatrix[1][2] = 0.0f;
	m_projMatrix[1][3] = 0.0f;

	m_projMatrix[2][0] = 0.0f;
	m_projMatrix[2][1] = 0.0f;
	m_projMatrix[2][2] = (zfar + znear) / (znear - zfar);
	m_projMatrix[2][3] = -1.0f;

	m_projMatrix[3][0] = 0.0f;
	m_projMatrix[3][1] = 0.0f;
	m_projMatrix[3][2] = (2.0f * zfar * znear) / (znear - zfar);
	m_projMatrix[3][3] = 0.0f;

	m_viewProjMatrix = m_viewMatrix * m_projMatrix;

	m_fovx = fovx;
	m_aspectRatio = aspect;
	m_znear = znear;
	m_zfar = zfar;

	// Calc near and far clip planes Also these don't change as your camera moves, 
	// so its only necessary to calculate these when you change your projection matrix. 
	// http://www.gamedev.net/community/forums/topic.asp?topic_id=474166&PageSize=25&WhichPage=2
	
	// generate coordinates for perspective projection volume
	float nearH = 2 * tanf(m_fovx / 2.0f) * m_znear;
	float nearW = nearH * aspect;
	float farH = 2 * tanf(m_fovx / 2.0f) * m_zfar;
	float farW = farH * aspect;

	float nearX = nearW / 2.0f;
	float nearY = nearH / 2.0f;
	float farX = farW / 2.0f;
	float farY = farH / 2.0f;

	//near clip plane first, top-left then clockwise
	m_projVolume[0] = Vector3(-nearX,  nearY, m_znear);
	m_projVolume[1] = Vector3( nearX,  nearY, m_znear);
	m_projVolume[2] = Vector3( nearX, -nearY, m_znear);
	m_projVolume[3] = Vector3(-nearX, -nearY, m_znear);

	//now far clip plane
	m_projVolume[4] = Vector3(-farX,  farY, m_zfar);
	m_projVolume[5] = Vector3( farX,  farY, m_zfar);
	m_projVolume[6] = Vector3( farX, -farY, m_zfar);
	m_projVolume[7] = Vector3(-farX, -farY, m_zfar);	
}
Thanks for all in advance.

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