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Thibault Ober

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  1. Thibault Ober

    Screen-Space Projected Lines

    I didn't read your article in depth but maybe i can help you. When you apply a perspective projection matrix you are reducing your x coordinate to fitt on the front plane of your frustrum. The farther you are the more your x will be reduced. This is a perspective projection matrix i got from there: https://gamedev.stackexchange.com/questions/120338/what-does-a-perspective-projection-matrix-look-like-in-opengl/120345 As you see your resulting x will be devided by aspect it's done when you do: position = projection * view * model * vPos; So i think the autor is trying to remove the perspective effect. I don't what the autor called nextScreen, currentScreen but maybe their difference is a constant and he use it to offset the resulting position. the important thing here is how he compute his normal vec2 normal = vec2(-dir.y, dir.x); he take the perpendicular vector along the line your are trying to draw, y -> -y and he modify the current position of your fragment by some amount along this normal, add a width to your line. I aggree with you adding a vector with a w of 1 is a bit strange. But in the end you gl_position will be divided by its own w, maybe adding 1 is not such a big deal. Try to replace it by 0 and look the result.
  2. I don't know how you handle your mouse. But you should put the resulting rotation somewhere (in a matrix). In order to draw your quad properly (in front) you shouldn't try to use them. I will recommend to take in to account only the orthoProjection Matrix you have. SetShaderParameters(deviceContext, identity, identity /*viewMatrix*/, projectionMatrix, texture); projectionMatrix i think is computed with an orthoProjection. Try the code above and tell us your result. good luck
  3. When displaying text, you are not suppose to use the viewMatrix. Only the orthoProjection is needed but I think in this tutorial you will also need the basic world Matrix. The problem is that you are storing rotation inside your viewMatrix or any other type of modelMatrix and this cause to rotate your quad containing your text. It produces your bad effects, get narrow ... Hope it helps
  4. Hi, I have found this paper dealing with how to compute the perfect bias when dealing with shadow map. The idea is to: get the texel used when sampling the shadowMap project the texel location back to eyeSpace (ray tracing) get the difference between your frament.z and the intersection with the fragment's face and your ray. This way you have calculated the error which serve as the appropriate bias for z-fighting. Now I am trying to implement it, but I experiment some troubles: I am using a OrthoProjectionMatrix, so i think I don't need to divide by w back and forth. I am good until I am computing the ray intersection with the face. I have a lot of faces failing the test, and my bias is way to important. This is my fragment shader code: float getBias(float depthFromTexture) { vec3 n = lightFragNormal.xyz; //no need to divide by w, we got an ortho projection //we are in NDC [-1,1] we go to [0,1] //vec4 smTexCoord = 0.5 * shadowCoord + vec4(0.5, 0.5, 0.5, 0.0); vec4 smTexCoord = lightProjectionMatrix * lightFragmentCoord; smTexCoord = 0.5 * smTexCoord + vec4(0.5, 0.5, 0.5, 0.5); //we are in [0,1] we go to texture_space [0,1]->[0,shadowMap.dimension]:[0,1024] //get the nearest index in the shadow map, the texel corresponding to our fragment //we use floor (125.6,237.9) -> (125,237) vec2 delta = vec2(xPixelOffset, yPixelOffset); vec2 textureDim = vec2(1/xPixelOffset, 1/yPixelOffset); vec2 index = floor(smTexCoord.xy * textureDim); //we get the center of the current texel, we had 0.5 to put us in the middle (125,237) -> (125.5,237.5) //we go back to [0,1024] -> [0,1], (125.5,237.5) -> (0.125, 0.235) vec2 nlsGridCenter = delta*(index + vec2(0.5f, 0.5f)); // go back to NDC [0,1] -> [-1,1] vec2 lsGridCenter = 2.0 * nlsGridCenter - vec2(1.0); //compute lightSpace grid direction, multiply by the inverse projection matrice or vec4 lsGridCenter4 = inverse(lightProjectionMatrix) * vec4(lsGridCenter, -frustrumNear, 0); vec3 lsGridLineDir = vec3(normalize(lsGridCenter4)); /** Plane ray intersection **/ // Locate the potential occluder for the shading fragment //compute the distance t we need to continue in the gridDir direction, the point is "t" far float ls_t_hit = dot(n, lightFragmentCoord.xyz) / dot(n, lsGridLineDir); if(ls_t_hit<=0){ return 0; // i got a lot of negativ values it shouldn t be the case } //compute the point p with the face vec3 ls_hit_p = ls_t_hit * lsGridLineDir; float intersectionDepth = lightProjectionMatrix * vec4(ls_hit_p, 1.0f).z / 2 + 0.5; float fragmentDepth = lightProjectionMatrix * lightFragmentCoord.z / 2 + 0.5; float result = abs(intersectionDepth - fragmentDepth); return result; } My intersectionDepth don't match my fragmentDepth, they should be really close I am struggling with this line of code and the ray plane intersection: vec4 lsGridCenter4 = inverse(lightProjectionMatrix) * vec4(lsGridCenter, -1.0, 0); I need to go from NDC space to Eye space, i don't know what should be my z and w component. I am starting with a point in the shadowMap I think my z component should match the near plane so in NDC space it should be -1 but i am not sure. Same for w it's a ray so maybe 0 is a better a choice than one. I don't know if my plane/ray intersection is wrong but from wikipedia: \(d = { dot(Po - O) \cdot n \over dir \cdot n}\) where: dir = my vector normalized direction Po = a point belonging to the the plane O = point belonging to the ray, the origin should match. in eye space the origin should be my light position -> (0,0,0) ? n = normal of the plane, the normal of my fragment in eyespace
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