hi…
i implemented shadow volumes like nvidia proposed with w=0 to project the extruded vertices at infinity and using degenerated edges polys with vertex programs in mind.
now doing all on the cpu works fine… but as i used vertex programs for the task i get some bugs due to the homogenous divide.
maybe someone more experienced with vertex programs can help me a bit…
PARAM mvp[4] = { state.matrix.mvp };
PARAM lightPos = program.env[0];
0.0}; # (object space)
PARAM zero = {0.0, 0.0, 0.0, 0.0};
ATTRIB vertexPos = vertex.position;
ATTRIB vertexNormal = vertex.normal;
OUTPUT oPos = result.position;
TEMP temp;
TEMP len;
TEMP res;
TEMP extrudedVertex;
TEMP toLight;
TEMP dot;
TEMP w;
tolight = light - vertexpos
ADD toLight, lightPos, -vertexPos;
normalize tolight
DP3 temp, toLight, toLight;
RSQ len, temp.x;
MUL toLight, toLight, len;
dot = toLight . normal
DP3 dot, toLight, vertexNormal;
if(0 < dot) w = 0 else w = 1 (reverse extrude)
SLT w, zero, dot;
extrudedVertex = vertexPos - (w * lightpos)
MAD extrudedVertex, w, -lightPos, vertexPos;
extrudedVertex.w = w (set w=0)
MOV extrudedVertex.w, w.x;
transform vertex to clip coords
DP4 res.x, mvp[0], extrudedVertex;
DP4 res.y, mvp[1], extrudedVertex;
DP4 res.z, mvp[2], extrudedVertex;
DP4 res.w, mvp[3], extrudedVertex;
homogeneous divide
RCP temp.w, res.w;
MUL oPos, res, temp.w;
END
now if i do not divide by w and scale the extrusion (not included above) it works as expected… so i think its something wrong with my way of doing the homogenous divide…
as i’m pretty lost now i hope someone can help! thanks in advance…
-Markus