shadows

Having trouble with shadows here. Pulling hair out. Getting that blind feeling. My cg fragment program always returns a 0 – making black screen of death. cg tutorial book is clear on vert and fragment programs and theory but not how to set up the shadow map in opengl. Been looking at redbook example. Anyhow, time for sanity check. See any obvious problems?

//step 1 create texture map
glActiveTexture(GL_TEXTURE4);
glGenTextures(1,&mTexID);
glBindTexture(GL_TEXTURE_2D, mTexID);
glEnable(GL_TEXTURE_2D);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, mmapwidth, mmapheight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glDisable(GL_TEXTURE_2D);

//do other stuff texture state should be saved…

//step 2 move camera to light and draw.

//step 3 calculate texture matrix

static float bias_matrix[16] = {
0.5,0,0,0.5,
0,0.5,0,0.5,
0,0,0.5,0.5,
0,0,0,0.5
};

float proj_matrix[16],lookat_matrix[16];

glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gluPerspective(cfg_cam.fov,cfg_cam.aspect_ratio, cfg_cam.near_plane, cfg_cam.far_plane);
glGetFloatv( GL_MODELVIEW_MATRIX, proj_matrix );

glLoadIdentity();
gluLookAt(pos.x, pos.y, pos.z, look_at.x, look_at.y, look_at.z, 0.0, 1.0, 0.0);
glGetFloatv( GL_MODELVIEW_MATRIX, lookat_matrix );

//throw it away…still in model view
glPopMatrix();

//calculate texture matrix
float temp[16];
matrix_mult(temp, proj_matrix, lookat_matrix);
matrix_mult(tex_matrix, bias_matrix, temp);

//step 4 save tex_matrix to CG vert program. save model matrix to cg vert program. enable texture unit4 use tex2dproj in frag program. multiply by model matrix then texmatrix in vert program.

//step 5 Draw into depth buffer.
//capture image
glActiveTexture(GL_TEXTURE4);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mTexID);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, mmapwidth, mmapheight,0);

glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, &tex_matrix[0]);
glEnable(GL_TEXTURE_GEN_S);

glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_T, GL_EYE_PLANE, &tex_matrix[4]);
glEnable(GL_TEXTURE_GEN_T);

glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_R, GL_EYE_PLANE, &tex_matrix[8]);
glEnable(GL_TEXTURE_GEN_R);

glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_Q, GL_EYE_PLANE, &tex_matrix[12]);
glEnable(GL_TEXTURE_GEN_Q);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glDisable(GL_TEXTURE_2D);

//step 6 later on when I want to use the shadow during drawing…

glActiveTexture(GL_TEXTURE4);
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, mTexID );
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glEnable(GL_TEXTURE_GEN_Q);

//draw stuff

glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
glDisable(GL_TEXTURE_2D);

Couple more notes.

In the apple opengl profiler program, I can see the depth grayscale image has been copied correctly to a texture – under resources when I hit a break point. Its a GL_DEPTH_COMPONENT…

Aside from the shadow stuff, If I lauch the program and emulate another card in Opengl profiler the cg will blow up the program. If I disable CG stuff then it emulates other cards fine. :rolleyes:

What hardware are you using?

And, start from something that is known to work:
http://www.paulsprojects.net/tutorials/smt/smt.html

I’ve got a Radeon 9800 XT. 256 megs of ram. Should handle the situation. I have bump mapping working with a tbn matrix etc.

Ya, I’ve been looking at the Pauls Project stuff. Its been helpful. Also, the Red Book has been helpful – though they calculate the matrix stuff a little differently.

I suppose the difference is, I’m attempting to do the shadowing through a projective texture with cg. ( open gl 2 was not on my mac when I started the project ) So, it would be two passes to draw the scene rather than three. The key goals are to get the depth map copied to a texture, get the texture matrix into the vert program along with the model matrix and finally use tex2Dproj in the fragement program. tex2Dproj divides by r…

I think one problem in my code ( I initially pasted ) is I was using glEnable and glDisable TEXTURE_2D everywhere when all I needed to do was bind – when enabled some garbage got drawn to the screen. So, took that out.

I think I’m getting the TexGen. If I understand it right, the TexGen is going to operate on the current glActiveTexture. So, I activate and bind to the texture with the appropriate texture_matrix then call the tex gen stuff. But I don’t enable TEXTURE_2D – the fragment program will handle it. (?)

I also found that cg wants cgGLSetTextureParameter on the texture name. Its needs to associate the Texture unit. Though, I’m a little confused if tex2Dproj wants cgGLSetTextureParameter or cgGLSetupSampler. I suspect it wants cgGLSetTextureParameter. Though, the CG reference manual says tex2Dproj expects the shadow map to be set up correctly or it basically just passes back a zero.

Still getting black screen of doom because tex2Dproj is returning 0. It returns c,c,c,w. So, c must be 0. Argh…

I notice Red Book does a transpose. I suppose this is because the matricies were multiplied backwards?

I shouldn’t use this ‘old’ approach using the ARB_shadow (unless you are targetting 7-year old hardware like the Geforce 3 or Geforce 4).

Instead, you should consider the ‘GLSL’ approach, with one pass that render the depth into a floating point buffer (using EXT_fbo or PBuffer), then an other shader to do the depth comparision.

The code is much simpler, and easier to debug (you can do the ARB_shadow version later of course )

This will ensure that the result will works both on nVidia and ATI and will run as fast (also you will be able to perform some effect like filtering etc …)

Finally, you should be aware that Cg is not optimized for ATI video cards : Basically a Cg program running on a Radeon X1800 for example, is using the same assembler code than if it was running on Radeon 9500. This is true on MacOSX and Windows.

I’d like to move to glsl but there is no open gl 2 on my computer. I’m running the latest mac os and using the latest dev tools. glVersion says:

opengl version = ‘1.5 ATI-1.4.18’
vendor = ‘ATI Technologies Inc.’
renderer = ‘ATI Radeon 9800 OpenGL Engine’

ATI says goto apple to get the driver.

If it runs on windows, mac and its not an extension then I like it. Unless, the circumstances are warranted I might consider a extension – minimize incompatibilities.

I wonder if intel macs will have a newer opengl version.

Use GLSL via these extensions:

GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_vertex_shader
GL_ARB_fragment_shader

These are exported on ATI Radeon 9800 since Mac OS X 10.4.3.

OpenGL version is completely irrelevant. There is no difference between an extension and a part of a base specification.

Hmm, there is a GLSL Showpiece under the /Developer/Examples/OpenGL/Cocoa/GLSLShowpiece . Looks like its come a long way since the last time I looked at it. Seems waay faster now. The GLSL migration will be a futer project. Fortunately, in my little program, all this shader stuff is encapsulated in a wrapper class. One problem with cg is I have to use the arb arbvp1/arbfp1 profiles – my registers and calls are limited. Sort of a pain if I want many lights because I have to pass texture coordinates to my fragment program. There is an GLSLEditorSample program too. Looks like there are some busy bees at Apple.

Makes sense nvidia is focusing on the cgfx stuff. Its the only draw they’ll have.

Meanwhile, back to cg. Can’t switch pacemaker vendors in the middle of an operation. Just want to get shadows to work then I can convert over.

I notice I have a choice between eyespace and object space. Though, object space requires I grab the ‘model’ matrix and recompute the texture matrix everytime it changes. So, eyespace seems like the better alternative but I have to be aware of the camera matrix inversion.

Another question. I notice in the Pauls project example his bias matrix is:

0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f

Versus other examples the bias matrix is:

0.5f, 0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.0f, 0.5f,
0.0f, 0.0f, 0.5f, 0.5f,
0.0f, 0.0f, 0.0f, 1.0f

A litte confused on the difference…

Also, I notice there is an Alpha check. They init RGB and not RGBA. So, I figure this is going to mess up transparent things. Thus, I really have to do the check in the fragment program.(?)

You still implement the Cg path, but not using the ARB_shadow (I’m doing it for my DX9 render path, which is using HLSL (which is using Cg syntax)

Correct shadow mapping requires a step by step verification. Doing the full implementation at once, without understanding what you are doing is quite a ‘risky business’ : There is 3 important steps:

  • Check your depth map generation, render it into a quad in a corner of the screen for example. Tune the FOV of from the light and clipping plane accordingly.

  • Check your projection mapping code : render the depth map as normal texture on the scene for example. Use the ‘border’ texture wrap mode (not ‘clamp’ texture wrap mode).

  • Enable the shadow map depth test. Remember, that you can use a fragment program for the depth comparision (even with Cg, if you don’t want to use GLSL).

Hope it will help.

Back to shadows again. ( I round robin over my programming issues )

Not quite working still. Rather than black screen of death, I’m getting shadows that are geometric patterns on the surface my objects rest on.

I assume if its a directional light then I just choose an arbitrary position multiplied by the direction vector away from the center of the screen?

I used opengl profiler again to look at the state right before I do the final draw. Printed the state to a pdf file then copied from acrobat to the message board…

Alpha Test
Arrays
Attribute Stack
Blend Mode
Buffer Mask
Clear Color
Clip Planes
Color Buffer
Current Vertex
Depth
GL_DEPTH_TEST Enabled
GL_DEPTH_BITS 16
GL_DEPTH_CLEAR_VALUE 2147483647 (0x7fffffff)
GL_DEPTH_FUNC GL_LESS
GL_DEPTH_RANGE {0, 1}
GL_DEPTH_WRITEMASK GL_TRUE
GL_DEPTH_CLAMP_NV Disabled
Display List
Evaluators
Fog
Graphics
Hints
Light Model
Limits
Lines
Logic Ops
Multisample
Pixel Mode
Points
Polygons
Register Combiners
Render Mode
Scissor Test
Shade Model
GL_SHADE_MODEL GL_SMOOTH
GL_DITHER Enabled
Stencil Test
Texture Coord Gen
GL_TEXTURE0
GL_TEXTURE1
GL_TEXTURE2
GL_TEXTURE2
GL_TEXTURE3
GL_TEXTURE4
GL_TEXTURE_GEN_Q Enabled
GL_TEXTURE_GEN_R Enabled
GL_TEXTURE_GEN_S Enabled
GL_TEXTURE_GEN_T Enabled
GL_TEXTURE_GEN_MODE
GL_EYE_PLANE
GL_S {-0.753472, -0.159086, -0.929558, -0.547966}
GL_T {-0.67992, 0.916143, 0.394332, 0.232455}
GL_R {-0.551405, -0.264769, 0.200084, -0.382052}
GL_Q {-4.15473, -2.06348, 1.86114, 0.597125}
GL_OBJECT_PLANE
GL_S {1, 0, 0, 0}
GL_T {0, 1, 0, 0}
GL_R {0, 0, 0, 0}
GL_Q {0, 0, 0, 0}
GL_TEXTURE5
GL_TEXTURE6
GL_TEXTURE7
Textures
GL_ACTIVE_TEXTURE GL_TEXTURE4
GL_CLIENT_ACTIVE_TEXTURE GL_TEXTURE0
GL_TEXTURE0
GL_TEXTURE1
GL_TEXTURE2
GL_TEXTURE3
GL_TEXTURE4
GL_TEXTURE_ENV_MODE GL_MODULATE
GL_TEXTURE_ENV_COLOR {0, 0, 0, 0}
GL_TEXTURE_INTERNAL_FORMAT
GL_TEXTURE_1D GL_ONE
GL_TEXTURE_2D GL_DEPTH_COMPONENT16
GL_TEXTURE_RECTANGLE_EXT GL_ONE
GL_TEXTURE_3D GL_ONE
GL_TEXTURE_CUBE_MAP_POSITIVE_X GL_ONE
GL_TEXTURE_CUBE_MAP_NEGATIVE_X GL_ONE
GL_TEXTURE_CUBE_MAP_POSITIVE_Y GL_ONE
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y GL_ONE
GL_TEXTURE_CUBE_MAP_POSITIVE_Z GL_ONE
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z GL_ONE
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z GL_ONE
GL_COMBINE_ALPHA GL_MODULATE
GL_COMBINE_RGB GL_MODULATE
GL_SOURCE0_RGB GL_TEXTURE
GL_SOURCE1_RGB GL_PREVIOUS
GL_SOURCE2_RGB GL_CONSTANT
GL_SOURCE0_ALPHA GL_TEXTURE
GL_SOURCE1_ALPHA GL_PREVIOUS
GL_SOURCE2_ALPHA GL_CONSTANT
GL_OPERAND0_RGB GL_SRC_COLOR
GL_OPERAND1_RGB GL_SRC_COLOR
GL_OPERAND2_RGB GL_SRC_ALPHA
GL_OPERAND0_ALPHA GL_SRC_ALPHA
GL_OPERAND1_ALPHA GL_SRC_ALPHA
GL_OPERAND2_ALPHA GL_SRC_ALPHA
GL_RGB_SCALE {1, 0, 0}
GL_ALPHA_SCALE {1, 0, 0}
GL_SHARED_TEXTURE_PALETTE_EXT Disabled
GL_TEXTURE_1D Disabled
GL_TEXTURE_2D Disabled
GL_TEXTURE_RECTANGLE_EXT Disabled
GL_TEXTURE_3D Disabled
GL_TEXTURE_BINDING_1D 0
GL_TEXTURE_BINDING_2D 11
GL_TEXTURE_BINDING_3D 0
GL_TEXTURE_BINDING_RECTANGLE_EXT 0
GL_TEXTURE_BINDING_CUBE_MAP 0
GL_TEXTURE_MATRIX {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
GL_TRANSPOSE_TEXTURE_MATRIX {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
GL_TEXTURE_WIDTH
GL_TEXTURE_1D 0
GL_TEXTURE_2D 256
GL_TEXTURE_RECTANGLE_EXT 0
GL_TEXTURE_3D 0
GL_TEXTURE_CUBE_MAP_POSITIVE_X 0
GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0
GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0
GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0
GL_TEXTURE_HEIGHT
GL_TEXTURE_1D 0
GL_TEXTURE_1D 0
GL_TEXTURE_2D 256
GL_TEXTURE_RECTANGLE_EXT 0
GL_TEXTURE_3D 0
GL_TEXTURE_CUBE_MAP_POSITIVE_X 0
GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0
GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0
GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0
GL_TEXTURE_DEPTH
GL_TEXTURE_1D 0
GL_TEXTURE_2D 1
GL_TEXTURE_RECTANGLE_EXT 0
GL_TEXTURE_3D 0
GL_TEXTURE_CUBE_MAP_POSITIVE_X 0
GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0
GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0
GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0
GL_TEXTURE_RED_SIZE
GL_TEXTURE_GREEN_SIZE
GL_TEXTURE_BLUE_SIZE
GL_TEXTURE_ALPHA_SIZE
GL_TEXTURE_INTENSITY_SIZE
GL_TEXTURE_LUMINANCE_SIZE
GL_TEXTURE_BASE_LEVEL
GL_TEXTURE_BORDER
GL_TEXTURE_BORDER_COLOR
GL_TEXTURE_COORD_ARRAY Disabled
GL_TEXTURE_COMPRESSED
GL_TEXTURE_COMPRESSION_HINT GL_DONT_CARE
GL_TEXTURE_CUBE_MAP Disabled
GL_TEXTURE_MAG_FILTER
GL_TEXTURE_1D GL_LINEAR
GL_TEXTURE_2D GL_NEAREST
GL_TEXTURE_RECTANGLE_EXT GL_LINEAR
GL_TEXTURE_3D GL_LINEAR
GL_TEXTURE_CUBE_MAP GL_LINEAR
GL_TEXTURE_MAX_LEVEL
GL_TEXTURE_MAX_LOD
GL_TEXTURE_MAX_LOD
GL_TEXTURE_MIN_FILTER
GL_TEXTURE_1D GL_NEAREST_MIPMAP_LINEAR
GL_TEXTURE_2D GL_NEAREST
GL_TEXTURE_RECTANGLE_EXT GL_LINEAR
GL_TEXTURE_3D GL_NEAREST_MIPMAP_LINEAR
GL_TEXTURE_CUBE_MAP GL_NEAREST_MIPMAP_LINEAR
GL_TEXTURE_MIN_LOD
GL_TEXTURE_PRIORITY
GL_TEXTURE_RECTANGLE_EXT Disabled
GL_TEXTURE_RESIDENT
GL_TEXTURE_1D GL_FALSE
GL_TEXTURE_2D GL_TRUE
GL_TEXTURE_RECTANGLE_EXT GL_FALSE
GL_TEXTURE_3D GL_FALSE
GL_TEXTURE_CUBE_MAP GL_FALSE
GL_TEXTURE_SHADER_NV Disabled
GL_TEXTURE_STACK_DEPTH 1
GL_TEXTURE_WRAP_R
GL_TEXTURE_WRAP_S
GL_TEXTURE_1D GL_REPEAT
GL_TEXTURE_2D GL_CLAMP
GL_TEXTURE_RECTANGLE_EXT GL_CLAMP_TO_EDGE
GL_TEXTURE_3D GL_REPEAT
GL_TEXTURE_CUBE_MAP GL_REPEAT
GL_TEXTURE_WRAP_T
GL_TEXTURE_1D GL_REPEAT
GL_TEXTURE_2D GL_CLAMP
GL_TEXTURE_RECTANGLE_EXT GL_CLAMP_TO_EDGE
GL_TEXTURE_3D GL_REPEAT
GL_TEXTURE_CUBE_MAP GL_REPEAT
GL_GENERATE_MIPMAP_HINT GL_DONT_CARE
GL_TEXTURE5
GL_TEXTURE6
GL_TEXTURE7
Transforms
Vertex and Fragment Programs
GL_FRAGMENT_PROGRAM_ARB Enabled
GL_VERTEX_PROGRAM_ARB Enabled
GL_VERTEX_PROGRAM_POINT_SIZE_ARB Disabled
GL_VERTEX_PROGRAM_TWO_SIDE_ARB Disabled
GL_TRANSPOSE_CURRENT_MATRIX_ARB {-0.316228, 0, -0.948683, -5.65459e-09, GL_PROGRAM_ERROR_POSITION_ARB -1
GL_TEXT_FRAGMENT_SHADER_ATI Enabled

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