[osg-users] Shadows on two-sided polygons
lewandowski at ai.com.pl
Sat Nov 21 17:24:41 PST 2009
Minor correction of the example.
From: "Wojciech Lewandowski" <lewandowski at ai.com.pl>
Sent: Sunday, November 22, 2009 2:11 AM
To: "OpenSceneGraph Users" <osg-users at lists.openscenegraph.org>
Subject: Re: [osg-users] Shadows on two-sided polygons
> Hi Andreas,
> If you want to use dual sided materials I believe you will have to review
> and probably modify the shaders in StandardShadowMap.cpp. I am certain
> Vertex shader computes ligthing using front lighting and assigns the same
> colors to backfacing polygons.
> Another issue would be usage of back faces for shadow map rendering. I
> if you want to use dual face materials you will need to override this.
> So many people have so many varying requests for shadows that my
> recomendation for them would be to create their own ShadowTechnique class
> based on one of LispSM or MinimalShadowMap or even StandardShadowMap. But
> comparing results, this last one does not really differ that much from
> ShadowMap which is much easier to override.
> When overriding any of above classes its important to override inner
> ViewData class which provides View related resources storage and
> management. By overriding ViewData::init method you get access to all
> statesets used by base classes and you can easily override all state
> I have prepared an example class (MyViewDependentShadowMap) which shows
> to override any of classes stemming from ViewDepenedentShadowTechnique.
> class illustrate how to add soft shadows to MinimalDrawBoundsShadowMap
> (should be appropriate for you). Have a look at it and modify to your
> Wojtek Lewandowski
> From: "Andreas Goebel" <a-goebel at gmx.de>
> Sent: Saturday, November 21, 2009 1:57 PM
> To: "OpenSceneGraph Users" <osg-users at lists.openscenegraph.org>
> Subject: Re: [osg-users] Shadows on two-sided polygons
>> Hi Jean-Sébastien,
>>>> I have turned off those things, and now it works good for me. Should I
>>>> refactor that in a way that the application programmer can choose the
>>>> behaviour and submit that?
>>> You could, but I think setting those things via overridden state is
>>> also acceptable, since if you need that you'll probably know what to
>> You mean by setting the StateAttribute CullFaces to off and override for
>> my shadowed scene? This would probably work (even though it is set with
>> override in the ShadowMap? Which will override which?), but not for the
>> polygon-offset, as this is not controlled with state. I mean this line:
>> // negative polygonoffset - move the backface nearer to the eye point so
>> that backfaces
>> // shadow themselves
>> float factor = _polyOffset;
>> float units = _polyOffset;
>>>> Another thing: I have written a vertex and a fragment shader that work
>>>> together in a way that allows the shadows to be rendered exactly in the
>>>> ambient color. This means that shadowed surfaces look the same as
>>>> surfaces that face away from the light. This gives a much more natural
>>>> feeling, and you don´t get false shadows on the backs of polygons. I
>>>> needed the vertex shader to get the correct ambient color, I think it
>>>> not possible to do this with a fragment shader alone.
>>> I assume you're talking about osgShadow::ShadowMap? The shaders used
>>> for the ViewDependentShadow classes (LightSpacePerspectiveShadowMapDB,
>>> CB, VB) already do this. Note that osgShadow::StandardShadowMap is the
>>> equivalent of osgShadow::ShadowMap but under the ViewDependentShadow
>>> architecture, so you could have used that and you would have gotten
>>> the right shadow ambient color.
>> It´s great to hear that, I haven´t used the new classes yet, as they are
>> not (at least in 2.8.2) part of the shadow-Example and I could not
>> easily play with them. However, I have made an option in my program to
>> use the StandardShadowMap, and it does not work for me (yet). Here are
>> the problems:
>> - the side facing away from a light is not dark, example:
>> - the backside of a shadowed plane shows the shadow, too:
>> The correct images (with my shaders) look like this:
>> And this:
>> Is it possible to render a more correct shadow for models like mine with
>> StandardShadowMap? It seems a promising technology to me, I would like
>> to use it, and the results (where they are correct) look really good.
>>> You can always submit those shaders (as part of modified ShadowMap.cpp
>>> files so that they work by default), I'm sure anyone still using
>>> osgShadow::ShadowMap will be glad you do.
>> I think it´s nicer to have the shaders as separate files, one can easily
>> load them and use them, no need to modify the source.
>> osg-users mailing list
>> osg-users at lists.openscenegraph.org
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