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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • First time shadow mapping problems

    - by user1294203
    I have implemented basic shadow mapping for the first time in OpenGL using shaders and I'm facing some problems. Below you can see an example of my rendered scene: The process of the shadow mapping I'm following is that I render the scene to the framebuffer using a View Matrix from the light point of view and the projection and model matrices used for normal rendering. In the second pass, I send the above MVP matrix from the light point of view to the vertex shader which transforms the position to light space. The fragment shader does the perspective divide and changes the position to texture coordinates. Here is my vertex shader, #version 150 core uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVPMatrix; uniform mat4 lightMVP; uniform float scale; in vec3 in_Position; in vec3 in_Normal; in vec2 in_TexCoord; smooth out vec3 pass_Normal; smooth out vec3 pass_Position; smooth out vec2 TexCoord; smooth out vec4 lightspace_Position; void main(void){ pass_Normal = NormalMatrix * in_Normal; pass_Position = (ModelViewMatrix * vec4(scale * in_Position, 1.0)).xyz; lightspace_Position = lightMVP * vec4(scale * in_Position, 1.0); TexCoord = in_TexCoord; gl_Position = MVPMatrix * vec4(scale * in_Position, 1.0); } And my fragment shader, #version 150 core struct Light{ vec3 direction; }; uniform Light light; uniform sampler2D inSampler; uniform sampler2D inShadowMap; smooth in vec3 pass_Normal; smooth in vec3 pass_Position; smooth in vec2 TexCoord; smooth in vec4 lightspace_Position; out vec4 out_Color; float CalcShadowFactor(vec4 lightspace_Position){ vec3 ProjectionCoords = lightspace_Position.xyz / lightspace_Position.w; vec2 UVCoords; UVCoords.x = 0.5 * ProjectionCoords.x + 0.5; UVCoords.y = 0.5 * ProjectionCoords.y + 0.5; float Depth = texture(inShadowMap, UVCoords).x; if(Depth < (ProjectionCoords.z + 0.001)) return 0.5; else return 1.0; } void main(void){ vec3 Normal = normalize(pass_Normal); vec3 light_Direction = -normalize(light.direction); vec3 camera_Direction = normalize(-pass_Position); vec3 half_vector = normalize(camera_Direction + light_Direction); float diffuse = max(0.2, dot(Normal, light_Direction)); vec3 temp_Color = diffuse * vec3(1.0); float specular = max( 0.0, dot( Normal, half_vector) ); float shadowFactor = CalcShadowFactor(lightspace_Position); if(diffuse != 0 && shadowFactor > 0.5){ float fspecular = pow(specular, 128.0); temp_Color += fspecular; } out_Color = vec4(shadowFactor * texture(inSampler, TexCoord).xyz * temp_Color, 1.0); } One of the problems is self shadowing as you can see in the picture, the crate has its own shadow cast on itself. What I have tried is enabling polygon offset (i.e. glEnable(POLYGON_OFFSET_FILL), glPolygonOffset(GLfloat, GLfloat) ) but it didn't change much. As you see in the fragment shader, I have put a static offset value of 0.001 but I have to change the value depending on the distance of the light to get more desirable effects , which not very handy. I also tried using front face culling when I render to the framebuffer, that didn't change much too. The other problem is that pixels outside the Light's view frustum get shaded. The only object that is supposed to be able to cast shadows is the crate. I guess I should pick more appropriate projection and view matrices, but I'm not sure how to do that. What are some common practices, should I pick an orthographic projection? From googling around a bit, I understand that these issues are not that trivial. Does anyone have any easy to implement solutions to these problems. Could you give me some additional tips? Please ask me if you need more information on my code. Here is a comparison with and without shadow mapping of a close-up of the crate. The self-shadowing is more visible.

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  • Texture mapping on gluDisk

    - by Marnix
    I'm trying to map a brick texture on the edge of a fountain and I'm using gluDisk for that. How can I make the right coordinates for the disk? My code looks like this and I have only found a function that takes the texture along with the camera. I want the cubic texture to be alongside of the fountain, but gluDisk does a linear mapping. How do I get a circular mapping? void Fountain::Draw() { glPushMatrix(); // push 1 this->ApplyWorldMatrixGL(); glEnable(GL_TEXTURE_2D); // enable texturing glPushMatrix(); // push 2 glRotatef(90,-1,0,0); // rotate 90 for the quadric // also drawing more here... // stone texture glBindTexture(GL_TEXTURE_2D, texIDs[0]); 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_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glPushMatrix(); // push 3 glTranslatef(0,0,height); // spherical texture generation // this piece of code doesn't work as I intended glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); GLUquadric *tub = gluNewQuadric(); gluQuadricTexture(tub, GL_TRUE); gluDisk(tub, radius, outerR, nrVertices, nrVertices); gluDeleteQuadric(tub); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glPopMatrix(); // pop 3 // more drawing here... glPopMatrix(); // pop 2 // more drawing here... glPopMatrix(); // pop 1 } To refine my question a bit. This is an image of what it is at default (left) and of what I want (right). The texture should fit in the border of the disk, a lot of times. If this is possible with the texture matrix, than that's fine with me as well.

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  • Shadow mapping: what is the light looking at?

    - by PgrAm
    I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my camera to the light's position but then I need to find out which direction the light is looking. Since its a point light its not shining in any particular direction. How do I figure out what the orientation for the light point of view is?

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  • Per-pixel displacement mapping GLSL

    - by Chris
    Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82. At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction. EDIT: I added a video: click I added some screen to illustrate the problem: Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out. I added my full VS and FS code: VS: #version 400 layout(location = 0) in vec3 IN_VS_Position; layout(location = 1) in vec3 IN_VS_Normal; layout(location = 2) in vec2 IN_VS_Texcoord; layout(location = 3) in vec3 IN_VS_Tangent; layout(location = 4) in vec3 IN_VS_BiTangent; uniform vec3 uLightPos; uniform vec3 uCameraDirection; uniform mat4 uViewProjection; uniform mat4 uModel; uniform mat4 uView; uniform mat3 uNormalMatrix; out vec2 IN_FS_Texcoord; out vec3 IN_FS_CameraDir_Tangent; out vec3 IN_FS_LightDir_Tangent; void main( void ) { IN_FS_Texcoord = IN_VS_Texcoord; vec4 posObject = uModel * vec4(IN_VS_Position, 1.0); vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz; vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz; //vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz; vec3 binormalObject = normalize(cross(tangentObject, normalObject)); // uCameraDirection is the camera position, just bad named vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz); vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz ); IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection ); IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection ); IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection ); IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection ); IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection ); IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection ); gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0); } The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space. FS: #version 400 // uniforms uniform Light { vec4 fvDiffuse; vec4 fvAmbient; vec4 fvSpecular; }; uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float fSpecularPower; float shininessStrength; }; uniform sampler2D colorSampler; uniform sampler2D normalMapSampler; uniform sampler2D heightMapSampler; in vec2 IN_FS_Texcoord; in vec3 IN_FS_CameraDir_Tangent; in vec3 IN_FS_LightDir_Tangent; out vec4 color; vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){ vec2 NewCoords = coords; vec2 dUV = - dir.xy * height * 0.08; float SearchHeight = 1.0; float prev_hits = 0.0; float hit_h = 0.0; for(int i=0;i<10;i++){ SearchHeight -= 0.1; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV; vec2 Temp = NewCoords; SearchHeight = hit_h+0.1; float Start = SearchHeight; dUV *= 0.2; prev_hits = 0.0; hit_h = 0.0; for(int i=0;i<5;i++){ SearchHeight -= 0.02; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = Temp + dUV * (Start - hit_h) * 50.0f; return NewCoords; } void main( void ) { vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent ); vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent ); float mipmap = 0; vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap); //vec2 ddx = dFdx(NewCoord); //vec2 ddy = dFdy(NewCoord); vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz; BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0)); vec3 fvNormal = BumpMapNormal; float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) ); } The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map. I looking forward for some ideas. Thanks in advance! Edit: Here is the code loading the heightmap: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mImageData); glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Maybe something wrong in here?

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  • Colorize with a given color a texture

    - by Pacha
    I have a texture and I want to "colorize" it with a given color, lets say cyan (#00ffff) or purple (#800080). What I want to do, is get all the pixel values from the texture, and remove the color and keep the "brightness" and "saturation" and apply to the desired color. There is a tool in GIMP to do this called Colorize (Colors -> Colorize.. while editing), I made an example below. This is will all be done in a shader (GLSL), although this is probably a general algorithm.

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  • Color Picking Troubles - LWJGL/OpenGL

    - by Tom Johnson
    I'm attempting to check which object the user is hovering over. While everything seems to be just how I'd think it should be, I'm not able to get the correct color due to the second time I draw (without picking colors). Here is my rendering code: public void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.pick(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.render(); } And here is what gets called on each block/tile on "scene.pick()": public void pick() { glColor3ub((byte) pickingColor.x, (byte) pickingColor.y, (byte) pickingColor.z); draw(); glReadBuffer(GL_FRONT); ByteBuffer buffer = BufferUtils.createByteBuffer(4); glReadPixels(Mouse.getX(), Mouse.getY(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer); int r = buffer.get(0) & 0xFF; int g = buffer.get(1) & 0xFF; int b = buffer.get(2) & 0xFF; if(r == pickingColor.x && g == pickingColor.y && b == pickingColor.z) { hovered = true; } else { hovered = false; } } I believe the problem is that in the method of each tile/block called by scene.pick(), it is reading the color from the regular drawing state, after that method is called somehow. I believe this because when I remove the "glReadBuffer(GL_FRONT)" line from the pick method, it seems to almost fix it, but then it will also select blocks behind the one you are hovering as it is not only looking at the front. If you have any ideas of what to do, please be sure to reply!/ EDIT: Adding scene.render(), tile.render(), and tile.draw() scene.render: public void render() { for(int x = 0; x < tiles.length; x++) { for(int z = 0; z < tiles.length; z++) { tiles[x][z].render(); } } } tile.render: public void render() { glColor3f(color.x, color.y, color.z); draw(); if(hovered) { glColor3f(1, 1, 1); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); draw(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } tile.draw: public void draw() { float x = position.x, y = position.y, z = position.z; //Top glBegin(GL_QUADS); glVertex3f(x, y + size, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x, y + size, z + size); glEnd(); //Left glBegin(GL_QUADS); glVertex3f(x, y, z); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x, y + size, z); glEnd(); //Right glBegin(GL_QUADS); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x + size, y, z + size); glEnd(); } (The game is like an isometric game. That's why I only draw 3 faces.)

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  • Control layout using graphviz twopi

    - by vy32
    I am trying to draw a graph showing search prefixes using twopi. I have a simple input file and am getting this output: (full image) Here is the input file: digraph search { // ordering=out; // color=blue; // rank=same; // overlap=scale; rankdir=LR; root=root; ranksep=1.25; overlap=true; "root"; a [color=none,fontsize=12]; b [color=none,fontsize=12]; c [color=none,fontsize=12]; d [color=none,fontsize=12]; e [color=none,fontsize=12]; f [color=none,fontsize=12]; #g [color=none,fontsize=12]; h [color=none,fontsize=12]; i [color=none,fontsize=12]; j [color=none,fontsize=12]; k [color=none,fontsize=12]; l [color=none,fontsize=12]; m [color=none,fontsize=12]; n [color=none,fontsize=12]; o [color=none,fontsize=12]; p [color=none,fontsize=12]; q [color=none,fontsize=12]; r [color=none,fontsize=12]; s [color=none,fontsize=12]; t [color=none,fontsize=12]; u [color=none,fontsize=12]; v [color=none,fontsize=12]; w [color=none,fontsize=12]; x [color=none,fontsize=12]; y [color=none,fontsize=12]; #ga [color=none,fontsize=12]; gb [color=none,fontsize=12]; gc [color=none,fontsize=12]; gd [color=none,fontsize=12]; ge [color=none,fontsize=12]; gf [color=none,fontsize=12]; gg [color=none,fontsize=12]; gh [color=none,fontsize=12]; gi [color=none,fontsize=12]; gj [color=none,fontsize=12]; gk [color=none,fontsize=12]; gl [color=none,fontsize=12]; gm [color=none,fontsize=12]; gn [color=none,fontsize=12]; go [color=none,fontsize=12]; gp [color=none,fontsize=12]; gq [color=none,fontsize=12]; gr [color=none,fontsize=12]; gs [color=none,fontsize=12]; gt [color=none,fontsize=12]; gu [color=none,fontsize=12]; gv [color=none,fontsize=12]; gw [color=none,fontsize=12]; gx [color=none,fontsize=12]; gy [color=none,fontsize=12]; gaa [color=none,fontsize=12]; gab [color=none,fontsize=12]; gac [color=none,fontsize=12]; gad [color=none,fontsize=12]; gae [color=none,fontsize=12]; gaf [color=none,fontsize=12]; gag [color=none,fontsize=12]; gah [color=none,fontsize=12]; gai [color=none,fontsize=12]; gaj [color=none,fontsize=12]; gak [color=none,fontsize=12]; gal [color=none,fontsize=12]; gam [color=none,fontsize=12]; gan [color=none,fontsize=12]; gao [color=none,fontsize=12]; gap [color=none,fontsize=12]; gaq [color=none,fontsize=12]; #gaz [color=none,fontsize=12]; gas [color=none,fontsize=12]; gat [color=none,fontsize=12]; gau [color=none,fontsize=12]; gav [color=none,fontsize=12]; gaw [color=none,fontsize=12]; gax [color=none,fontsize=12]; gay [color=none,fontsize=12]; gaza [color=none,fontsize=12]; gazb [color=none,fontsize=12]; gazc [color=none,fontsize=12]; gazd [color=none,fontsize=12]; gaze [color=none,fontsize=12]; #gazf [color=none,fontsize=12]; gazg [color=none,fontsize=12]; gazh [color=none,fontsize=12]; gazi [color=none,fontsize=12]; gazj [color=none,fontsize=12]; gazk [color=none,fontsize=12]; gazl [color=none,fontsize=12]; gazm [color=none,fontsize=12]; gazn [color=none,fontsize=12]; gazo [color=none,fontsize=12]; gazp [color=none,fontsize=12]; gazq [color=none,fontsize=12]; gazr [color=none,fontsize=12]; gazs [color=none,fontsize=12]; gazt [color=none,fontsize=12]; gazu [color=none,fontsize=12]; gazv [color=none,fontsize=12]; gazw [color=none,fontsize=12]; gazx [color=none,fontsize=12]; gazy [color=none,fontsize=12]; root -> a [minlen=2]; root -> b [minlen=2]; root -> c [minlen=2]; root -> d [minlen=2]; root -> e [minlen=2]; root -> f [minlen=2]; root -> g [minlen=2]; root -> h [minlen=2]; root -> i [minlen=2]; root -> j [minlen=2]; root -> k [minlen=2]; root -> l [minlen=2]; root -> m [minlen=2]; root -> n [minlen=2]; root -> o [minlen=2]; root -> p [minlen=2]; root -> q [minlen=2]; root -> r [minlen=2]; root -> s [minlen=20]; root -> t [minlen=2]; root -> u [minlen=2]; root -> v [minlen=2]; root -> w [minlen=2]; root -> x [minlen=2]; root -> y [minlen=2]; root -> 0 [minlen=2]; root -> 1 [minlen=2]; root -> 2 [minlen=2]; root -> 3 [minlen=2]; root -> 4 [minlen=2]; root -> 5 [minlen=2]; root -> 6 [minlen=2]; root -> 7 [minlen=2]; root -> 8 [minlen=2]; root -> 9 [minlen=2]; root -> "." [minlen=2]; g -> ga ; g -> gb ; g -> gc ; g -> gd ; g -> ge ; g -> gf ; g -> gg ; g -> gh ; g -> gi ; g -> gj ; g -> gk ; g -> gl ; g -> gm ; g -> gn ; g -> go ; g -> gp ; g -> gq ; g -> gr ; g -> gs ; g -> gt ; g -> gu ; g -> gv ; g -> gw ; g -> gx ; g -> gy ; ga -> gaa ; ga -> gab ; ga -> gac ; ga -> gad ; ga -> gae ; ga -> gaf ; ga -> gag ; ga -> gah ; ga -> gai ; ga -> gaj ; ga -> gak ; ga -> gal ; ga -> gam ; ga -> gan ; ga -> gao ; ga -> gap ; ga -> gaq ; ga -> gaz ; ga -> gas ; ga -> gat ; ga -> gau ; ga -> gav ; ga -> gaw ; ga -> gax ; ga -> gay ; gaz -> gaza ; gaz -> gazb ; gaz -> gazc ; gaz -> gazd ; gaz -> gaze ; gaz -> gazf ; gaz -> gazg ; gaz -> gazh ; gaz -> gazi ; gaz -> gazj ; gaz -> gazk ; gaz -> gazl ; gaz -> gazm ; gaz -> gazn ; gaz -> gazo ; gaz -> gazp ; gaz -> gazq ; gaz -> gazr ; gaz -> gazs ; gaz -> gazt ; gaz -> gazu ; gaz -> gazv ; gaz -> gazw ; gaz -> gazx ; gaz -> gazy ; gazo -> "Blue Tuesday" ; "Blue Tuesday" [ fontsize=10]; // Layout engines: circo dot fdp neato nop nop1 nop2 osage patchwork sfdp twopi } This output is generated with: twopi -os1.png -Tpng s1.dot I'm posting here because the printout is pretty dreadful. All of the nodes hung of "gaz" are overlapping; I've tried specifying nodesep and it is simply ignored. I would like to see the lines from root to the single letters further apart, but again, I can't control that. This seems to be a bug in twopi. The documentation says it should clearly follow these directives, but it doesn't seem to. My questions: Is there any way to make twopi behave? Failing that, is there a better layout engine to use? Thanks.

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  • Color schemes generation - theory and algorithms

    - by daniel.sedlacek
    Hi I will be generating charts and diagrams and I am looking for some theory on color schemes and algorithm examples. Example questions: How to generate complementary or analogous colors? How to generate pastel, cold and warm colors? How to generate any number of random but distinct colors? How to translate all that to the hex triplet (web color)? My implementation will be in AS3 but any examples in metacode are welcome.

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  • What exactly is UV and UVW Mapping?

    - by Michael Stum
    Trying to understand some basic 3D concepts, at the moment I'm trying to figure out how textures actually work. I know that UV and UVW mapping are techniques that map 2D Textures to 3D Objects - Wikipedia told me as much. I googled for explanations but only found tutorials that assumed that I already know what it is. From my understanding, each 3D Model is made out of Points, and several points create a face? Does each point or face have a secondary coordinate that maps to a x/y position in the 2D Texture? Or how does unwrapping manipulate the model? Also, what does the W in UVW really do, what does it offer over UV? As I understand it, W maps to the Z coordinate, but in what situation would I have different textures for the same X/Y and different Z, wouldn't the Z part be invisible? Or am I completely misunderstanding this?

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  • Omni-directional shadow mapping

    - by gridzbi
    What is a good/the best way to fill a cube map with depth values that are going to give me the least amount of trouble with floating point imprecision? To get up and running I'm just writing the raw depth to the buffer, as you can imagine it's pretty terrible - I need to to improve it, but I'm not sure how. A few tutorials on directional lights divide the depth by W and store the Z/W value in the cube map - How would I perform the depth comparison in my shadow mapping step? The nvidia article here http://http.developer.nvidia.com/GPUGems/gpugems_ch12.html appears to do something completely different and use the dot of the light vector, presumably to counter the depth precision worsening over distance? He also scales the geometry so that it fits into the range -.5 +.5 - The article looks a bit dated, though - is this technique still reasonable? Shader code http://pastebin.com/kNBzX4xU Screenshot http://imgur.com/54wFI

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  • Sphere Texture Mapping shows visible seams

    - by AvengerDr
    As you can see from the above picture there is a visible seam in the texture mapping. The underlying mesh is a geosphere based on octahedron subdivisions. On that particular latitude, vertices have been duplicated. However there still is a visible seam. Here is how I calculate the UV coordinates: float longitude = (float)Math.Atan2(normal.X, -normal.Z); float latitude = (float)Math.Acos(normal.Y); float u = (float)(longitude / (Math.PI * 2.0) + 0.5); float v = (float)(latitude / Math.PI); Is this a problem in the coordinates or a mipmapping issue?

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  • multipass shadow mapping renderer in XNA

    - by Nick
    I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow mapping support I run into an issue with switching render targets to draw the shadow maps. When I switch render targets, I lose the contents of the backbuffer which ruins the whole additive blending idea. For example: Draw() { DrawAmbientLighting() foreach (DirectionalLight) { DrawDirectionalShadowMap() // <-- I lose all previous lighting contributions when I switch to the shadow map render target here DrawDirectionalLighting() } } Is there any way around my issue? (I could render all the shadow maps first, but then I have to make and hold onto a render target for each light that casts a shadow--is this the only way?)

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  • NHibernate mapping one table on two classes with where selection

    - by Rene Schulte
    We would like to map a single table on two classes with NHibernate. The mapping has to be dynamically depending on the value of a column. Here's a simple example to make it a bit clearer: We have a table called Person with the columns id, Name and Sex. The data from this table should be mapped either on the class Male or on the class Female depending on the value of the column Sex. In Pseudocode: create instance of Male with data from table Person where Person.Sex = 'm'; create instance of Female with data from table Person where Person.Sex = 'f'; The benefit is we have strongly typed domain models and can later avoid switch statements. Is this possible with NHibernate or do we have to map the Person table into a flat Person class first? Then afterwards we would have to use a custom factory method that takes a flat Person instance and returns a Female or Male instance. Would be good if NHibernate (or another library) can handle this.

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  • How to serialize Color property as ARGB values?

    - by Przemaas
    I'm working with Windows Forms designer. It serializes properties of type Color as known name whenever possible. I need it to serialize such properties always as RGB, because I need it later for interop with other system, which can deserialize only from RGB values. Is there a way to serialize Color properties always as RGB values?

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  • Set A Transparent Color

    - by Ngu Soon Hui
    I have a Color, and I have a method that should return a more "transparent" version of that color. I tried the following method: public static Color SetTransparency(int A, Color color) { return Color.FromArgb(A, Color.R, Color.G, Color.B); } but for some reason, no matter what the A is, the returned Color's transparency level just won't change. Any idea?

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • How to order a HasMany collection by a child property with Fluent NHibernate mapping

    - by Geoff Hardy
    I am using Fluent NHibernate to map the following classes: public abstract class DomainObject { public virtual int Id { get; protected internal set; } } public class Attribute { public virtual string Name { get; set; } } public class AttributeRule { public virtual Attribute Attribute { get; set; } public virtual Station Station { get; set; } public virtual RuleTypeId RuleTypeId { get; set; } } public class Station : DomainObject { public virtual IList<AttributeRule> AttributeRules { get; set; } public Station() { AttributeRules = new List<AttributeRule>(); } } My Fluent NHibernate mappings look like this: public class AttributeMap : ClassMap<Attribute> { public AttributeMap() { Id(o => o.Id); Map(o => o.Name); } } public class AttributeRuleMap : ClassMap<AttributeRule> { public AttributeRuleMap() { Id(o => o.Id); Map(o => o.RuleTypeId); References(o => o.Attribute).Fetch.Join(); References(o => o.Station); } } public class StationMap : ClassMap<Station> { public StationMap() { Id(o => o.Id); HasMany(o => o.AttributeRules).Inverse(); } } I would like to order the AttributeRules list on Station by the Attribute.Name property, but doing the following does not work: HasMany(o => o.AttributeRules).Inverse().OrderBy("Attribute.Name"); I have not found a way to do this yet in the mappings. I could create a IQuery or ICriteria to do this for me, but ideally I would just like to have the AttributeRules list sorted when I ask for it. Any advice on how to do this mapping?

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  • OpenGL - Cascaded shadow mapping - Texture lookup

    - by Silverlan
    I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is currently this: The different intensity of the cascades is not on purpose, it's actually the problem. This is how I do the texture lookup for the shadow maps inside the fragment shader: layout(std140) uniform CSM { vec4 csmFard; // far distances for each cascade mat4 csmVP[4]; // View-Projection Matrix int numCascades; // Number of cascades to use. In this example it's 4. }; uniform sampler2DArrayShadow csmTextureArray; // The 4 shadow maps in vec4 csmPos[4]; // Vertex position in shadow MVP space float GetShadowCoefficient() { int index = numCascades -1; vec4 shadowCoord; for(int i=0;i<numCascades;i++) { if(gl_FragCoord.z < csmFard[i]) { shadowCoord = csmPos[i]; index = i; break; } } shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; return shadow2DArray(csmTextureArray,shadowCoord).x; } I then use the return value and simply multiply it with the diffuse color. That explains the different intensity of the cascades, since I'm grabbing the depth value directly from the texture. I've tried to do a depth comparison instead, but with limited success: [...] // Same code as above shadowCoord.w = shadowCoord.z; shadowCoord.z = float(index); shadowCoord.x = shadowCoord.x *0.5f +0.5f; shadowCoord.y = shadowCoord.y *0.5f +0.5f; float z = shadow2DArray(csmTextureArray,shadowCoord).x; if(z < shadowCoord.w) return 0.25f; return 1.f; } While this does give me the same shadow value everywhere, it only works for the first cascade, all others are blank: (I colored the cascades because otherwise the transitions wouldn't be visible in this case) What am I missing here?

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Fluent | Nhibernate multiple inheritance mapping?

    - by Broken Pipe
    I'm trying to map this classes: public interface IBusinessObject { Guid Id { get; set; } } public class Product { public virtual Guid Id { get; set; } public virtual int ProductTypeId { get; set; } } public class ProductWeSell : Product, IBusinessObject { } public class ProductWeDontSell : Product { } Using this Fluent mapping code: public class IBusinessObjectMap : ClassMap<IBusinessObject> { public IBusinessObjectMap() { Id(t => t.Id).GeneratedBy.Guid(); Table("BusinessObject"); } } public class ProductMap : ClassMap<Product> { public ProductMap() { Id(t => t.Id); DiscriminateSubClassesOnColumn("ProductTypeId", "null").Nullable(); } } public class ProductWeSellMap : SubclassMap<ProductWeSell> { public ProductWeSellMap() { DiscriminatorValue(1); KeyColumn("Id"); } } public class ProductWeDontSellMap : SubclassMap<ProductWeDontSell> { public ProductWeDontSellMap() { DiscriminatorValue(2); KeyColumn("Id"); } } But I get {"Duplicate class/entity mapping ProductWeSell"} error. And if we take a look at generated HBM, indeed it's duplicated, but i have no idea how to write this mapping without duplicating it if it's possible at all. Produced hbm: <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <class xmlns="urn:nhibernate-mapping-2.2" name="IBusinessObject" table="BusinessObject"> <joined-subclass name="ProductWeSell" table="ProductWeSell"/> </class> </hibernate-mapping> <hibernate-mapping xmlns="urn:nhibernate-mapping-2.2"> <class xmlns="urn:nhibernate-mapping-2.2" discriminator-value="null" name="Product" table="Product"> <discriminator type="String"> <column name="ProductTypeId" not-null="false" /> </discriminator> <subclass name="ProductWeDontSell" discriminator-value="2" /> <subclass name="ProductWeSell" discriminator-value="1" /> </class> </hibernate-mapping> So far I was unable to figure out how to map this using fluent Nhibernate (i haven't tried mapping this using hmb files). Any help appreciated Fluent or HBM files. The thing I'm trying to solve look identical to this topic: NHibernate inheritance mapping question

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The shadow map is shown in the bottom left hand side of the screen as a normal 2D texture, so we can see what it looks like at any given time. If you notice, it appears that the shadows are generating backwards in the wrong direction -- I think. But the problem is a little more deep -- I'm just plotting the shadow onto the screen, which I know is wrong -- I'm ignoring the actual test to see if we NEED to show a shadow. The incoming parameters all appear to be correct -- so there has to be something wrong with my shader code somewhere. Here's what my code looks like: VERTEX: uniform mat4 LightModelViewProjectionMatrix; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { Normal = normalize(gl_NormalMatrix * gl_Normal); LightDirection = normalize(gl_NormalMatrix * gl_LightSource[0].position.xyz); LightCoordinate = LightModelViewProjectionMatrix * gl_Vertex; LightCoordinate.xy = ( LightCoordinate.xy * 0.5 ) + 0.5; gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } FRAGMENT: uniform sampler2D DiffuseMap; uniform sampler2D ShadowMap; varying vec3 Normal; // The eye-space normal of the current vertex. varying vec4 LightCoordinate; // The texture coordinate of the light of the current vertex. varying vec3 LightDirection; // The eye-space direction of the light. void main() { vec4 Texel = texture2D(DiffuseMap, vec2(gl_TexCoord[0])); // Directional lighting //Build ambient lighting vec4 AmbientElement = gl_LightSource[0].ambient; //Build diffuse lighting float Lambert = max(dot(Normal, LightDirection), 0.0); //max(abs(dot(Normal, LightDirection)), 0.0); vec4 DiffuseElement = ( gl_LightSource[0].diffuse * Lambert ); vec4 LightingColor = ( DiffuseElement + AmbientElement ); LightingColor.r = min(LightingColor.r, 1.0); LightingColor.g = min(LightingColor.g, 1.0); LightingColor.b = min(LightingColor.b, 1.0); LightingColor.a = min(LightingColor.a, 1.0); LightingColor *= Texel; //Everything up to this point is PERFECT // Shadow mapping // ------------------------------ vec4 ShadowCoordinate = LightCoordinate / LightCoordinate.w; float DistanceFromLight = texture2D( ShadowMap, ShadowCoordinate.st ).z; float DepthBias = 0.001; float ShadowFactor = 1.0; if( LightCoordinate.w > 0.0 ) { ShadowFactor = DistanceFromLight < ( ShadowCoordinate.z + DepthBias ) ? 0.5 : 1.0; } LightingColor.rgb *= ShadowFactor; //gl_FragColor = LightingColor; //Yes, I know this is wrong, but the line above (gl_FragColor = LightingColor;) produces the wrong effect gl_FragColor = LightingColor * texture2D( ShadowMap, ShadowCoordinate.st ); } I wanted to make sure the coordinates were correct for the shadow map -- so that's why you see it applied to the image as it is below. But the depth for each point seems to be wrong -- the shadows SHOULD be opposite (look at how the image is -- the shaded areas from normal lighting are facing the opposite direction of the shadows). Maybe my matrices are bad or something going in? They're isolated and appear to be correct -- nothing else is going in unusual. When I view from the light's view and get the MVP matrices for it, they're correct. EDIT: Added an image so you can see what happens when I do the correct command at the end of the GLSL: That's the image when the last line is just glFragColor = LightingColor; Maybe someone has some idea of what I screwed up?

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