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DHCThrive

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About DHCThrive

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  1. DHCThrive

    Shadow mapping depth bias for slopes?

    I ended up using normal offset shadows, then adding a small optimization whereby I simply say 'if the normal is facing away from the light, it's a shadow'.  I then also implemented PCF.   Results ended up quite nice:  
  2. DHCThrive

    Shadow mapping depth bias for slopes?

    Thanks for that, unfortunately I recently tried this and it appears to offset it more and causes serous peter panning.  I don't think bias is the way to go anymore since the terrain is also generated randomly.  So I could get a good set of bias values for a certain seed for it to be causing issues for another.   I've also attempted normal offsetting and changing CULL modes, which gets rid of the shadow acne on somewhat flat surfaces.  However, the slope shadow acne is persistent. 
  3. Recently, I managed to apply shadow mapping to my terrain project.  However, it came with a few side effects, mainly, it suffered from shadow acne.  I solved most of this by changing the rasterizer state to CULL_FRONT on the shadow pass, however, it did not solve the shadow acne on the slopes of the terrain.   I'm not entirely sure how to remove the shadow acne from the slopes of the terrain.  I did a bit of searching and a slope based bias is recommended, however, I couldn't find anything on how to actually implement that.  You can see the issues I'm experiencing below:       Thank you for any help.
  4. Well it turns out I wasn't out of ideas.  I checked the MSDN sample and noticed that the sampler they were using was a SampletComparisonState, rather than a SamplerState.  I was using a SamplerState, but it got me thinking.  I changed my debug build and noticed that the sampler in the pixel shader was silently failing.  Essentially I was using a comparison sampler with a non comparison sampler defined in the pixel shader.  So I redefined my sampler as (in the c++ side): D3D11_SAMPLER_DESC sd; sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; sd.AddressU = D3D11_TEXTURE_ADDRESS_MIRROR; sd.AddressV = D3D11_TEXTURE_ADDRESS_MIRROR; sd.AddressW = D3D11_TEXTURE_ADDRESS_MIRROR; sd.MipLODBias = 0; sd.MaxAnisotropy = 1; sd.ComparisonFunc = D3D11_COMPARISON_ALWAYS; sd.BorderColor[0] = 0.0f; sd.BorderColor[1] = 0.0f; sd.BorderColor[2] = 0.0f; sd.BorderColor[3] = 0.0f; sd.MinLOD = 0.0f; sd.MaxLOD = 0.0f; So now I have shadows!  Time to get rid of the surface acne and make them better.  
  5. At this point the bias doesn't really matter.  I'm also only sampling the xy values of the LPos, so doing anything to the z component won't really do anything.  Thank you for replying though.     I've run out of ideas and I'm honestly not sure what else I can try.
  6. I've been attempting to implement shadow mapping on my terrain project for quite some time, unfortunately I've ran into a few issues along the way.  Recently I've noticed the main problem is the fact that my depth buffer, which I bind to a shader resource doesn't seem to have an effect.   I go through these steps: Create a shadow map depth render target, shader resource view, and a shadow map view port Pre shadow pass, set the render target to the shadow map depth view, set the viewport to the shadow viewport and clear the shadow map depth stencil Shadow pass, render terrain Main render pre pass, reset the render target and the viewport and clear the (non shadowmap) render target and depth stencil Main render pass, set the pixel shader resource view to the previously drawn shadow map, render the terrain and then unbind the shadow map from the pixel shader To create the shadow map, I use a vertex shader and a null pixel shader, which only writes depth information to the shadow map from the point of view of the light.  I create the light like so: mPosition = XMFLOAT3(0.0f, 30.0f, 0.0f); mProjMatrix = XMMatrixOrthographicLH(75.0f, 75.0f, 1.0f, 1000.0f); XMFLOAT3 la3 = XMFLOAT3(126.0f, 0.0f, 126.0f), up3 = XMFLOAT3(0.0f, 1.0f, 0.0f); XMVECTOR eye = XMLoadFloat3(&mPosition), la = XMLoadFloat3(&la3), up = XMLoadFloat3(&up3); mViewMatrix = XMMatrixLookAtLH(eye, la, up); mViewProjMatrix = XMMatrixMultiply(mViewMatrix, mProjMatrix); (la3 is values for the center of the map)     Looking at the object table in the graphics debugger, I can see the depth buffer from the viewpoint of the light:     But the final outcome doesn't produce any shadows, just lighting using normals (grey is out of range of the light source, as it is orthographic):     The pixel shader I use: Texture2D shadowMap : register(t0); SamplerState SampleTypePoint : register(s0); cbuffer SPerLightCB : register(b0) { float4 ambientColour; float4 diffuseColour; }; cbuffer SPerLightPosCB : register(b1) { float3 lightPos; float padding; }; struct PixelIn { float4 Pos : SV_POSITION; float4 WPos : TEXCOORD0; float4 LPos : TEXCOORD1; float3 Normal : NORMAL; }; float4 main(PixelIn pin) : SV_Target { //re-homogenize position after interpolation pin.LPos.xyz /= pin.LPos.w; //if position is not visible to the light - dont illuminate it //results in hard light frustum if (pin.LPos.x < -1.0f || pin.LPos.x > 1.0f || pin.LPos.y < -1.0f || pin.LPos.y > 1.0f || pin.LPos.z < 0.0f || pin.LPos.z > 1.0f) { return ambientColour; } //transform clip space coords to texture space coords (-1:1 to 0:1) pin.LPos.x = pin.LPos.x / 2 + 0.5; pin.LPos.y = pin.LPos.y / -2 + 0.5; //sample shadow map - point sampler float shadowMapDepth = shadowMap.Sample(SampleTypePoint, pin.LPos.xy).r; //if clip space z value greater than shadow map value then pixel is in shadow if (shadowMapDepth < pin.LPos.z) { return ambientColour; } //calculate ilumination at fragment float3 L = normalize(lightPos - pin.WPos.xyz); float ndotl = dot(normalize(pin.Normal), L); return ambientColour + diffuseColour * ndotl; } This is just to show the individual lighting results.  Red is out of range, blue is normal lighting and there should be green for shadows:   I'm completely at a loss, as to my knowledge I've set everything up correctly.  Any help would be greatly appreciated, if you need to see any code, just ask and I'll post the relevant parts.  Thanks again.
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