opengeler

03-11-2011, 09:29 PM

Hello all,

I am currently following the tutorial from Fabien Sanglard:

http://fabiensanglard.net/shadowmapping/index.php

I pretty much understand everything except the bias involved when passing the light transformation to the shader:

void setTextureMatrix(void)

{

static double modelView[16];

static double projection[16];

// Moving from unit cube [-1,1] to [0,1]

const GLdouble bias[16] = {

0.5, 0.0, 0.0, 0.0,

0.0, 0.5, 0.0, 0.0,

0.0, 0.0, 0.5, 0.0,

0.5, 0.5, 0.5, 1.0};

// Grab modelview and transformation matrices

glGetDoublev(GL_MODELVIEW_MATRIX, modelView);

glGetDoublev(GL_PROJECTION_MATRIX, projection);

glMatrixMode(GL_TEXTURE);

glActiveTextureARB(GL_TEXTURE7);

glLoadIdentity();

glLoadMatrixd(bias);

// concatating all matrices into one.

glMultMatrixd (projection);

glMultMatrixd (modelView);

// Go back to normal matrix mode

glMatrixMode(GL_MODELVIEW);

}

The fragment shader does something like:

// Vertex shader uses the matrix built in the code:

//ShadowCoord= gl_TextureMatrix[7] * gl_Vertex;

vec4 shadowCoordinateWdivide = ShadowCoord / ShadowCoord.w ;

// Used to lower moiré pattern and self-shadowing

shadowCoordinateWdivide.z += 0.0005;

float distanceFromLight = texture2D(ShadowMap,shadowCoordinateWdivide.st).z;

It seems that the viewport scaling is performed before the w divide and I don't get it, the viewport transform should be done after the w divide.

I have tried to remove the bias and do it after the w divide in the shader:

In the code:

//glLoadMatrixd(bias);

In the shader:

vec4 shadowCoordinateWdivide = ShadowCoord/ShadowCoord.w;

shadowCoordinateWdivide = shadowCoordinateWdivide *0.5+0.5 ;

I still get the shadow by doing the view port after the w divide (as expected).

Now I've done it on paper and to perform the viewport transform before the w divide doesn't produce the same result as doing the w divide and then the viewport transform.

I wonder if the graphic result is "OK" looking but mathematically incorrect in this tutorial.

I am currently following the tutorial from Fabien Sanglard:

http://fabiensanglard.net/shadowmapping/index.php

I pretty much understand everything except the bias involved when passing the light transformation to the shader:

void setTextureMatrix(void)

{

static double modelView[16];

static double projection[16];

// Moving from unit cube [-1,1] to [0,1]

const GLdouble bias[16] = {

0.5, 0.0, 0.0, 0.0,

0.0, 0.5, 0.0, 0.0,

0.0, 0.0, 0.5, 0.0,

0.5, 0.5, 0.5, 1.0};

// Grab modelview and transformation matrices

glGetDoublev(GL_MODELVIEW_MATRIX, modelView);

glGetDoublev(GL_PROJECTION_MATRIX, projection);

glMatrixMode(GL_TEXTURE);

glActiveTextureARB(GL_TEXTURE7);

glLoadIdentity();

glLoadMatrixd(bias);

// concatating all matrices into one.

glMultMatrixd (projection);

glMultMatrixd (modelView);

// Go back to normal matrix mode

glMatrixMode(GL_MODELVIEW);

}

The fragment shader does something like:

// Vertex shader uses the matrix built in the code:

//ShadowCoord= gl_TextureMatrix[7] * gl_Vertex;

vec4 shadowCoordinateWdivide = ShadowCoord / ShadowCoord.w ;

// Used to lower moiré pattern and self-shadowing

shadowCoordinateWdivide.z += 0.0005;

float distanceFromLight = texture2D(ShadowMap,shadowCoordinateWdivide.st).z;

It seems that the viewport scaling is performed before the w divide and I don't get it, the viewport transform should be done after the w divide.

I have tried to remove the bias and do it after the w divide in the shader:

In the code:

//glLoadMatrixd(bias);

In the shader:

vec4 shadowCoordinateWdivide = ShadowCoord/ShadowCoord.w;

shadowCoordinateWdivide = shadowCoordinateWdivide *0.5+0.5 ;

I still get the shadow by doing the view port after the w divide (as expected).

Now I've done it on paper and to perform the viewport transform before the w divide doesn't produce the same result as doing the w divide and then the viewport transform.

I wonder if the graphic result is "OK" looking but mathematically incorrect in this tutorial.