I used THREE.js r49 create 2 cube geometry with a directional light to cast shadow on them and got result as in the following picture.
I noticed that the shadow in the green circle should not be appeared, since the directional light is behind both of the cube. I guess that this is the material issue, I've tried changing various material parameters as well as change the material type itself, but the result still the same. I also tested the same code with r50 and r51 and got the same result.
Could anybody please give me some hint how to get rid of that shadow.
Both cube are creating using CubeGeometry and MeshLambertMaterial as following code.
The code:
// ambient
var light = new THREE.AmbientLight( 0xcccccc );
scene.add( light );
// the large cube
var p_geometry = new THREE.CubeGeometry(10, 10, 10);
var p_material = new THREE.MeshLambertMaterial({ambient: 0x808080, color: 0xcccccc});
var p_mesh = new THREE.Mesh( p_geometry, p_material );
p_mesh.position.set(0, -5, 0);
p_mesh.castShadow = true;
p_mesh.receiveShadow = true;
scene.add(p_mesh);
// the small cube
var geometry = new THREE.CubeGeometry( 2, 2, 2 );
var material = new THREE.MeshLambertMaterial({ambient: 0x808080, color: Math.random() * 0xffffff});
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set(0, 6, 3);
mesh.castShadow = true;
mesh.receiveShadow = true;
// add small cube as the child of large cube
p_mesh.add(mesh);
p_mesh.quaternion.setFromAxisAngle(new THREE.Vector3(0, 1, 0), 0.25 * Math.PI );
// the light source
var light = new THREE.DirectionalLight( 0xffffff );
light.castShadow = true;
light.position.set(0, 10, -8); // set it light source to top-behind the cubes
light.target = p_mesh // target the light to the large cube
light.shadowCameraNear = 5;
light.shadowCameraFar = 25;
light.shadowCameraRight = 10;
light.shadowCameraLeft = -10;
light.shadowCameraTop = 10;
light.shadowCameraBottom = -10;
light.shadowCameraVisible = true;
scene.add( light );
Yes, this is a known, and long-standing, WebGLRenderer issue.
The problem is that the dot product of the face normal and the light direction is not taken into consideration in the shadow calculation. As a consequence, "shadows show through from the back".
As a work-around, you could have a different material for each face, with only certain materials receiving shadows.
three.js r.71
Related
I'm really new to graphics programming in general, so please bear with me. I am trying to add shadow mapping from a distant light (orthogonal projection) into my scene, but when I follow the (very incomplete) steps from Frank Luna's DX12 book I find that my SRV for the shadow map is just filled with depths of 1.
If it helps, here is my SRV definition:
D3D12_TEX2D_SRV texDesc = {
0,
-1,
0,
0.0f
};
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {
DXGI_FORMAT_R32_TYPELESS,
D3D12_SRV_DIMENSION_TEXTURE2D,
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
};
srvDesc.Texture2D = texDesc;
m_device->CreateShaderResourceView(m_lightDepthTexture.Get(),&srvDesc, m_cbvHeap->GetCPUDescriptorHandleForHeapStart());
and here are my DSV heap and descriptor definitions:
D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
dsvHeapDesc.NumDescriptors = 2;
dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));
D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilDesc = {};
depthStencilDesc.Format = DXGI_FORMAT_D32_FLOAT;
depthStencilDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
depthStencilDesc.Flags = D3D12_DSV_FLAG_NONE;
CD3DX12_HEAP_PROPERTIES heapProps = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
CD3DX12_RESOURCE_DESC resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R32_TYPELESS, m_width, m_height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
D3D12_CLEAR_VALUE depthOptimizedClearValue = {};
depthOptimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
depthOptimizedClearValue.DepthStencil.Depth = 1.0f;
depthOptimizedClearValue.DepthStencil.Stencil = 0;
ThrowIfFailed(m_device->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&depthOptimizedClearValue,
IID_PPV_ARGS(&m_dsvBuffer)
));
D3D12_RESOURCE_DESC texDesc;
ZeroMemory(&texDesc, sizeof(D3D12_RESOURCE_DESC));
texDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
texDesc.Alignment = 0;
texDesc.Width = m_width;
texDesc.Height = m_height;
texDesc.DepthOrArraySize = 1;
texDesc.MipLevels = 1;
texDesc.Format = DXGI_FORMAT_R32_TYPELESS;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
texDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
ThrowIfFailed(m_device->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&texDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
&depthOptimizedClearValue,
IID_PPV_ARGS(&m_lightDepthTexture)
));
CD3DX12_CPU_DESCRIPTOR_HANDLE dsv(m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
m_device->CreateDepthStencilView(m_dsvBuffer.Get(), &depthStencilDesc, dsv);
dsv.Offset(1, m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV));
m_device->CreateDepthStencilView(m_lightDepthTexture.Get(), &depthStencilDesc, dsv);
I then created a basic vertex shader that just transforms the vertices with my map (from Frank Luna's book, page 648,650). Since I bound the m_lightDepthTexture to D3D12GraphicsCommandList::OMSetRenderTargets, I assumed that the depth values would be written onto m_lightDepthTexture. But simply sampling this texture in my main pass proves that the values are actually 1.0f. So nothing actually happened on my shadow pass!
I really have no idea what to ask, but if anyone has a sample DX12 shadow map I could see (Google comes up with DX11 or less, or much too complicated samples), or if there's a good source to learn about this, please let me know!
EDIT: I should say that I changed the format from DXGI_FORMAT_D24_UNORM_S8_UINT, as I think the extra 8 bits for stencil is irrelevant to my case. I changed back to the book format and nothing changed, so I think this format should be fine.
If you remove the unecessary return ret; from your shadow vertex shader, the problem then seems to be in winding order of vertices of your sphere. You can easily verify this by setting cull mode to D3D12_CULL_MODE_NONE for your shadow PSO.
You can easily correct your sphere winding order by switching order of any two vertices of every triangle, so wherever you have p1,p2,p3 you just write it for example as p1,p3,p2.
You will also need to check your matrix multiplication order in your vertex shaders, I didn't checked it in detail but it's inconsistent and I believe the cause why the sphere will appear black when you fix the above issue. You also seem to be missing division by w for your light coords in lighting vertex shader.
SO basically, I need performance. Currently in my job we use GDI+ graphics to draw bitmap. Gdi+ graphics contains a method called DrawImage(Bitmap,Points[]). That array contains 3 points and the rendered image result with a skew effect.
Here is an image of what is a skew effect :
Skew effect
At work, we need to render between 5000 and 6000 different images each single frame which takes ~ 80ms.
Now I thought of using SharpDX since it provides GPU accelerations. I use direct2D since all I need is in 2 dimensions. However, the only way I saw to reproduce a skew effect is the use the SharpDX.effects.Skew and calculate matrix to draw the initial bitmap with a skew effect ( I will provide the code below). The rendered image is exactly the same as GDI+ and it is what I want. The only problem is it takes 600-700ms to render the 5000-6000images.
Here is the code of my SharpDX :
To initiate device :
private void InitializeSharpDX()
{
swapchaindesc = new SwapChainDescription()
{
BufferCount = 2,
ModeDescription = new ModeDescription(this.Width, this.Height, new Rational(60, 1), Format.B8G8R8A8_UNorm),
IsWindowed = true,
OutputHandle = this.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput,
Flags = SwapChainFlags.None
};
SharpDX.Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.BgraSupport | DeviceCreationFlags.Debug, swapchaindesc, out device, out swapchain);
SharpDX.DXGI.Device dxgiDevice = device.QueryInterface<SharpDX.DXGI.Device>();
surface = swapchain.GetBackBuffer<Surface>(0);
factory = new SharpDX.Direct2D1.Factory1(FactoryType.SingleThreaded, DebugLevel.Information);
d2device = new SharpDX.Direct2D1.Device(factory, dxgiDevice);
d2deviceContext = new SharpDX.Direct2D1.DeviceContext(d2device, SharpDX.Direct2D1.DeviceContextOptions.EnableMultithreadedOptimizations);
bmpproperties = new BitmapProperties(new SharpDX.Direct2D1.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied),
96, 96);
d2deviceContext.AntialiasMode = AntialiasMode.Aliased;
bmp = new SharpDX.Direct2D1.Bitmap(d2deviceContext, surface, bmpproperties);
d2deviceContext.Target = bmp;
}
And here is my code I use to recalculate every image positions each frame (each time I do a mouse zoom in or out, I asked for a redraw). You can see in the code two loop of 5945 images where I asked to draw the image. No effects takes 60ms and with effects, it takes up to 700ms as I mentionned before :
private void DrawSkew()
{
d2deviceContext.BeginDraw();
d2deviceContext.Clear(SharpDX.Color.Blue);
//draw skew effect to 5945 images using SharpDX (370ms)
for (int i = 0; i < 5945; i++)
{
AffineTransform2D effect = new AffineTransform2D(d2deviceContext);
PointF[] points = new PointF[3];
points[0] = new PointF(50, 50);
points[1] = new PointF(400, 40);
points[2] = new PointF(40, 400);
effect.SetInput(0, actualBmp, true);
float xAngle = (float)Math.Atan(((points[1].Y - points[0].Y) / (points[1].X - points[0].X)));
float yAngle = (float)Math.Atan(((points[2].X - points[0].X) / (points[2].Y - points[0].Y)));
Matrix3x2 Matrix = Matrix3x2.Identity;
Matrix3x2.Skew(xAngle, yAngle, out Matrix);
Matrix.M11 = Matrix.M11 * (((points[1].X - points[0].X) + (points[2].X - points[0].X)) / actualBmp.Size.Width);
Matrix.M22 = Matrix.M22 * (((points[1].Y - points[0].Y) + (points[2].Y - points[0].Y)) / actualBmp.Size.Height);
effect.TransformMatrix = Matrix;
d2deviceContext.DrawImage(effect, new SharpDX.Vector2(points[0].X, points[0].Y));
effect.Dispose();
}
//draw no effects, only actual bitmap 5945 times using SharpDX (60ms)
for (int i = 0; i < 5945; i++)
{
d2deviceContext.DrawBitmap(actualBmp, 1.0f, BitmapInterpolationMode.NearestNeighbor);
}
d2deviceContext.EndDraw();
swapchain.Present(1, PresentFlags.None);
}
After benching a lot, I realized the line that make it really slow is :
d2deviceContext.DrawImage(effect, new SharpDX.Vector2(points[0].X, points[0].Y));
My guess is my code or my setup does not use GPU acceleration of SharpDX like it should and this is why the code is really slow. I would expect at least better performance from SharpDX than GDI+ for this kind of stuff.
I create stage walls and a box inside on my mobile app using starling + as3.
Ok, now when I test the app the box falls but it does not match the walls, as if there
was an offset:
https://www.dropbox.com/s/hd4ehnfthh0ucfm/box.png
Here is how I created the boxes (walls and the box).
It seems like there is an offset hidden, what do you think?
public function createBox(x:Number, y:Number, width:Number, height:Number, rotation:Number = 0, bodyType:uint = 0):void {
/// Vars used to create bodies
var body:b2Body;
var boxShape:b2PolygonShape;
var circleShape:b2CircleShape;
var fixtureDef:b2FixtureDef = new b2FixtureDef();
fixtureDef.shape = boxShape;
fixtureDef.friction = 0.3;
// static bodies require zero density
fixtureDef.density = 0;
var quad:Quad;
bodyDef = new b2BodyDef();
bodyDef.type = bodyType;
bodyDef.position.x = x / WORLD_SCALE;
bodyDef.position.y = y / WORLD_SCALE;
// Box
boxShape = new b2PolygonShape();
boxShape.SetAsBox(width / WORLD_SCALE, height / WORLD_SCALE);
fixtureDef.shape = boxShape;
fixtureDef.density = 0;
fixtureDef.friction = 0.5;
fixtureDef.restitution = 0.2;
// create the quads
quad = new Quad(width, height, Math.random() * 0xFFFFFF);
quad.pivotX = 0;
quad.pivotY = 0;
// this is the key line, we pass as a userData the starling.display.Quad
bodyDef.userData = quad;
//
body = m_world.CreateBody(bodyDef);
body.CreateFixture(fixtureDef);
body.SetAngle(rotation * (Math.PI / 180));
_clipPhysique.addChild(bodyDef.userData);
}
The SetAsBox method takes half width and half height as its parameters. I'm guessing your graphics don't match your box2d bodies. So either you will need to make your graphics twice as big or multiply your SetAsBox params by 0.5. Also the body pivot will be in the center of it, so offset your movieclip accordingly depending on its pivot position.
Note that box2d has a debugrenderer which can outline your bodies for you to see what's going on.
I've been fooling around with Three.js for a while, and I don't seem to be able to get any sort of lights to work. The scene renders normally with the 0xFFFFFF ambient lighting, but adding lights doesn't have any effect. I've copied the code directly from the examples and the lights are listed in the children of scene, only not showing up...
var camera;
var scene;
var renderer;
$(document).ready(function() {
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 600;
scene = new THREE.Scene();
scene.add(new THREE.PointLight(0xFF0000, 3.0, 1000));
renderer = new THREE.WebGLRenderer();
//renderer = new THREE.CanvasRenderer();
renderer.domElement.id = "canvas";
renderer.setSize(window.innerWidth, window.innerHeight);
$(window).resize(function() {
renderer.setSize(window.innerWidth, window.innerHeight);
});
$("#container").get(0).appendChild(renderer.domElement);
function Animate() {
requestAnimationFrame(Animate);
renderer.render(scene, camera);
}
Animate();
});
Your code does not give much to work with, but one thing to check is that your materials support lights. That means you should be using MeshLambertMaterial or MeshPhongMaterial. Also note that if you are using a custom ShaderMaterial, it does not magically get scene lighting.
I'm drawing map roads with THREE.Ribbon, every road has border with different color, so I use two ribbons, one is wider with the color of border, one is narrower, then I can achieve my purpose.
I also draw cap on two ends of ribbon with circles, certainly draw two circles, the smaller one covers bigger one, just like linecap in canvas2D.
I can't use THREE.Line as my alternative, because the maximum value of width of Line is 1 in my webgl.
My codes are just like this:
var circleShape = new THREE.Shape();
var circleRadius = lineWidth/2;
circleShape.moveTo( 0, circleRadius );
circleShape.quadraticCurveTo( circleRadius, circleRadius, circleRadius, 0 );
circleShape.quadraticCurveTo( circleRadius, -circleRadius, 0, -circleRadius );
circleShape.quadraticCurveTo( -circleRadius, -circleRadius, -circleRadius, 0 );
circleShape.quadraticCurveTo( -circleRadius, circleRadius, 0, circleRadius );
var circle = new THREE.ShapeGeometry( circleShape);
var material = new THREE.MeshBasicMaterial( { color: color, depthWrite: false} );
var mesh = new THREE.Mesh( circle, material );
this.parent.add( mesh );
var material = new THREE.MeshBasicMaterial( { color: widerColor, depthWrite: false} );
var widerRibbon = new THREE.Ribbon( widerGeometry, material );
this.parent.add( widerRibbon );
var material = new THREE.MeshBasicMaterial( { color: narrowerColor, depthWrite: false} );
var narrowerRibbon = new THREE.Ribbon( narrowerGeometry, material );
this.parent.add( narrowerRibbon );
My logic is the latter will cover the former. so narrower ribbon will cover wider ribbon, ribbon will cover half of circle.
My difficulty:
The consequence is they cover each other(without depthWrite:false).
I have found that THREE.MeshBasicMaterial can set depthWrite to false, I add it, then I find that narrower ribbon covered wider ribbon successfully, but what is weird is the cap on the ends of ribbon seems abnormal, when I look at the ribbon right on top, it works well, but when I look it with a angle, I find that the ribbon can't cover circle.
I don't know how to deal this issue, I just want the later drawing covers the former drawing when they all have same z coordinate.
Thanks for your guidance!
If you want to use "painter's algorith" (whatevr is painted last is always what you see), just turn Z off in the material(s). This is, set the "depthTest" attribute to false when declaring the material