Simple Shadow Mapping Artefakte eliminieren
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Hallo,
ich beschäftige mich zur Zeit mit einfachem Shadow Mapping (OpenGL Fixed Function Pipeline).
Ich habe das Prinzip von Shadow Mapping verstanden.
Mein Problem ist jetzt die Artefakte, die durch die Ungenauigkeit des z-Buffers entstehen, zu elimieren.
Ich verstehe nicht genau wie ich glPolygonOffset dazu verwenden soll.Deshalb bitte ich euch, dass ihr das einfache Beispiel [shadowmap.c aus dem OpenGL Red Book (Kapitel 14)] so modifiziert,dass die Artefakte verschwinden.
Kann ja nur an dem fehlenden glPolygonOffset liegen,oder?Vielen Dank
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BE LIABLE To YOU Or ANYONE Else For ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT Or CONSEQUENTIAL DAMAGES OF ANY KIND, * Or ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, LOSS OF * PROFIT, LOSS OF USE, SAVINGS Or REVENUE, Or THE CLAIMS OF THIRD * PARTIES, WHETHER Or Not SILICON Graphics, INC. HAS BEEN ADVISED OF * THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED And ON ANY THEORY OF * LIABILITY, ARISING OUT OF Or IN CONNECTION WITH THE POSSESSION, USE * Or PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, Or disclosure by the Government is subject To * restrictions set forth in FAR 52.227.19(c)(2) Or subparagraph * (c)(1)(ii) of the Rights in Technical Data And Computer Software * clause at DFARS 252.227-7013 And/Or in similar Or successor clauses * in the FAR Or the DOD Or NASA FAR Supplement. Unpublished - rights * reserved under the copyright laws of the United States. * * Contractor/manufacturer is: * Silicon Graphics, Inc. * 1500 Crittenden Lane * Mountain View, CA 94043 * United State of America * * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. */ #include "Windows.h" #include "GLee.h" #include <stdio.h> #include <GL/glut.h> #include <cmath> #define SHADOW_MAP_WIDTH 512 #define SHADOW_MAP_HEIGHT 512 #define Pi 3.14159265359 GLdouble fovy = 60.0; GLdouble nearPlane = 10.0; GLdouble farPlane = 100.0; GLfloat angle = 0.0; GLfloat torusAngle = 0.0; GLfloat lightPos[] = { 25.0, 25.0, 25.0, 1.0 }; GLfloat lookat[] = { 0.0, 0.0, 0.0 }; GLfloat up[] = { 0.0, 0.0, 1.0 }; GLboolean showShadow = GL_FALSE; void init( void ) { GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 }; glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL ); glLightfv( GL_LIGHT0, GL_POSITION, lightPos ); glLightfv( GL_LIGHT0, GL_SPECULAR, white ); glLightfv( GL_LIGHT0, GL_DIFFUSE, white ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); 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_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 ); glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR ); glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR ); glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); glCullFace( GL_BACK ); glEnable( GL_DEPTH_TEST ); glEnable( GL_LIGHT0 ); glEnable( GL_LIGHTING ); glEnable( GL_TEXTURE_2D ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glEnable( GL_TEXTURE_GEN_Q ); glEnable( GL_COLOR_MATERIAL ); glEnable( GL_CULL_FACE ); } void reshape( int width, int height ) { glViewport( 0, 0, width, height ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( fovy, (GLdouble) width/height, nearPlane, farPlane ); glMatrixMode( GL_MODELVIEW ); } void idle( void ) { angle += Pi / 10000; torusAngle += .1; glutPostRedisplay(); } void keyboard( unsigned char key, int x, int y ) { switch( key ) { case 27: /* Escape */ exit( 0 ); break; case 't': { static GLboolean textureOn = GL_TRUE; textureOn = !textureOn; if ( textureOn ) glEnable( GL_TEXTURE_2D ); else glDisable( GL_TEXTURE_2D ); } break; case 'm': { static GLboolean compareMode = GL_TRUE; compareMode = !compareMode; printf( "Compare mode %s\n", compareMode ? "On" : "Off" ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, compareMode ? GL_COMPARE_R_TO_TEXTURE : GL_NONE ); } break; case 'f': { static GLboolean funcMode = GL_TRUE; funcMode = !funcMode; printf( "Operator %s\n", funcMode ? "GL_LEQUAL" : "GL_GEQUAL" ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, funcMode ? GL_LEQUAL : GL_GEQUAL ); } break; case 's': showShadow = !showShadow; break; case 'p': { static GLboolean Animate = GL_TRUE; Animate = !Animate; glutIdleFunc( Animate ? idle : 0 ); } break; } glutPostRedisplay(); } void transposeMatrix( GLfloat m[16] ) { GLfloat tmp; #define Swap( a, b ) tmp = a; a = b; b = tmp Swap( m[1], m[4] ); Swap( m[2], m[8] ); Swap( m[3], m[12] ); Swap( m[6], m[9] ); Swap( m[7], m[13] ); Swap( m[11], m[14] ); #undef Swap } void drawObjects( GLboolean shadowRender ) { GLboolean textureOn = glIsEnabled( GL_TEXTURE_2D ); if ( shadowRender ) glDisable( GL_TEXTURE_2D ); if ( !shadowRender ) { glNormal3f( 0, 0, 1 ); glColor3f( 1, 1, 1 ); glRectf( -20.0, -20.0, 20.0, 20.0 ); } glPushMatrix(); glTranslatef( 11, 11, 11 ); glRotatef( 54.73, -5, 5, 0 ); glRotatef( torusAngle, 1, 0, 0 ); glColor3f( 1, 0, 0 ); glutSolidTorus( 1, 4, 8, 36 ); glPopMatrix(); glPushMatrix(); glTranslatef( -8, 9, 2 ); glColor3f( 0, 0, 1 ); glutSolidCube( 4 ); glPopMatrix(); glPushMatrix(); glTranslatef( lightPos[0], lightPos[1], lightPos[2] ); glColor3f( 1, 1, 1 ); glutWireSphere( 0.5, 6, 6 ); glPopMatrix(); if ( shadowRender && textureOn ) glEnable( GL_TEXTURE_2D ); } void generateShadowMap( void ) { GLint viewport[4]; GLfloat lightPos[4]; glGetLightfv( GL_LIGHT0, GL_POSITION, lightPos ); glGetIntegerv( GL_VIEWPORT, viewport ); glViewport( 0, 0, SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_PROJECTION ); glPushMatrix(); glLoadIdentity(); gluPerspective( 80.0, 1.0, 10.0, 1000.0 ); glMatrixMode( GL_MODELVIEW ); glPushMatrix(); glLoadIdentity(); gluLookAt( lightPos[0], lightPos[1], lightPos[2], lookat[0], lookat[1], lookat[2], up[0], up[1], up[2] ); drawObjects( GL_TRUE ); glPopMatrix(); glMatrixMode( GL_PROJECTION ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, 0 ); glViewport( viewport[0], viewport[1], viewport[2], viewport[3] ); if ( showShadow ) { GLfloat depthImage[SHADOW_MAP_WIDTH][SHADOW_MAP_HEIGHT]; glReadPixels( 0, 0, SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_DEPTH_COMPONENT, GL_FLOAT, depthImage ); glWindowPos2f( viewport[2]/2, 0 ); glDrawPixels( SHADOW_MAP_WIDTH, SHADOW_MAP_HEIGHT, GL_LUMINANCE, GL_FLOAT, depthImage ); glutSwapBuffers(); } } void generateTextureMatrix( void ) { GLfloat tmpMatrix[16]; /* * Set up projective texture matrix. We use the GL_MODELVIEW matrix * stack And OpenGL matrix commands To make the matrix. */ glPushMatrix(); glLoadIdentity(); glTranslatef( 0.5, 0.5, 0.0 ); glScalef( 0.5, 0.5, 1.0 ); gluPerspective( 60.0, 1.0, 1.0, 1000.0 ); gluLookAt( lightPos[0], lightPos[1], lightPos[2], lookat[0], lookat[1], lookat[2], up[0], up[1], up[2] ); glGetFloatv( GL_MODELVIEW_MATRIX, tmpMatrix ); glPopMatrix(); transposeMatrix( tmpMatrix ); glTexGenfv( GL_S, GL_OBJECT_PLANE, &tmpMatrix[0] ); glTexGenfv( GL_T, GL_OBJECT_PLANE, &tmpMatrix[4] ); glTexGenfv( GL_R, GL_OBJECT_PLANE, &tmpMatrix[8] ); glTexGenfv( GL_Q, GL_OBJECT_PLANE, &tmpMatrix[12] ); } void display( void ) { GLfloat radius = 30; glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1,-1); generateShadowMap(); generateTextureMatrix(); glDisable(GL_POLYGON_OFFSET_FILL); if ( showShadow ) return; glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glPushMatrix(); gluLookAt( radius*cos(angle), radius*sin(angle), 30, lookat[0], lookat[1], lookat[2], up[0], up[1], up[2] ); drawObjects( GL_FALSE ); glPopMatrix(); glutSwapBuffers(); } int main( int argc, char** argv ) { glutInit( &argc, argv ); glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE ); glutInitWindowSize( 512, 512 ); glutInitWindowPosition( 100, 100 ); glutCreateWindow( argv[0] ); init(); glutDisplayFunc( display ); glutReshapeFunc( reshape ); glutKeyboardFunc( keyboard ); glutIdleFunc( idle ); glutMainLoop(); return 0; }
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Ich denke mal, ohne Shader wird das nicht so leicht gehen.
Wenn du das ShadowMapping via GLSL durchführst, kannst du PCF oder GaussianBlur Filter anwenden, wodurch die Übergänge weich werden und das Problem gelöst ist.
Ohne Shader kenn ich da (leider) keine Lösung! Falls es eine gibt, wäre ich auch daran interessiert.
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Werde demnächst GLSL lernen.
Ich wäre denoch sehr an einer Fixed Function Pipeline Lösung interessiert.
Echt Schade,dass dieses Beispiel aus dem Red Book nicht auf die Hauptptroblematik bei Shadow Mapping eingeht
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Hier hab ich Screenshots:
https://picasaweb.google.com/107094611410670291743/March172012?authkey=Gv1sRgCNXg3p3FnpvHeg
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Schau dir mal die pdf an:
http://www.uni-koblenz.de/~cg/Studienarbeiten/ShadowMappingNicoHempe.pdfTrapeziondal Shadow Maps verbessern die Sache schon ganz gut.
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Danke soweit.
Aber kann mir jemand erklären, warum ich dieses Problem eben NICHT so ohne weiteres mit glDepthOffset lösen kann? Es liegt doch ausschließlich an der z-Buffer Ungenauigkeit,welche ich doch mit einem Offset "ausgleichen" könnte,oder?
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Weil du letztendlich trotzdem nur eine begrenzte Genauigkeit in der Tiefenmap hast und dies (leider) noch nicht weiche Kanten erzeugt. Damit lässt sich z.B. das SelfShadowing von Objekten beheben aber sowas ist damit nicht drin.