[osg-users] luxrender material support

2013-10-07 Thread Mukundan A R
Hi,

I am using OpenSceneGraph 3.0.1. The task I am having is to support
luxrender materials in osg nodes. I could not find any API which reads
luxrender material and coverts it to a form which osg::Material can
understands it.

Please guide me how to go about supporting luxrender materials if anyone
has done this before

I have attached sample luxrender material files (.lxm and .lbm2) for
reference.

I want to know how to map various parameters to osg::Material parameters
(diffuse, ambient, specular, emission, shininess, etc.

Thanks for your time.

Regards,
Mukudan


Shower Glass.lbm2
Description: Binary data


Shower Glass.lxm
Description: Binary data


gold.lbm2
Description: Binary data


gold.lxm
Description: Binary data
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Re: [osg-users] luxrender material support

2013-10-07 Thread Robert Osfield
HI Mukrundan,

I haven't ever heard of luxrender before so can't provide any assistance.
 I'd guess most others won't be able to either for a niche product.

Me thinks you first need to understand what luxrender does, a quick google
search on it looks like it's a high quality software renderer. It really
doesn't look like something that will easily map across to OpenGL rendering
without LOTS of work on shaders and multi-pass rendering, even then it may
well up impossible depending upon exactly how luxrender works.

So go understand the problem, go learn about luxrender.

Robert.


On 7 October 2013 08:25, Mukundan A R mukunda...@gmail.com wrote:

 Hi,

 I am using OpenSceneGraph 3.0.1. The task I am having is to support
 luxrender materials in osg nodes. I could not find any API which reads
 luxrender material and coverts it to a form which osg::Material can
 understands it.

 Please guide me how to go about supporting luxrender materials if anyone
 has done this before

 I have attached sample luxrender material files (.lxm and .lbm2) for
 reference.

 I want to know how to map various parameters to osg::Material parameters
 (diffuse, ambient, specular, emission, shininess, etc.

 Thanks for your time.

 Regards,
 Mukudan

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Re: [osg-users] luxrender material support

2013-10-07 Thread Mukundan A R
Hi Robert,

Ok. I will go with your suggestion.

Thanks a lot.

Regards,
Mukundan



On 7 October 2013 16:37, Robert Osfield robert.osfi...@gmail.com wrote:

 HI Mukrundan,

 I haven't ever heard of luxrender before so can't provide any assistance.
  I'd guess most others won't be able to either for a niche product.

 Me thinks you first need to understand what luxrender does, a quick google
 search on it looks like it's a high quality software renderer. It really
 doesn't look like something that will easily map across to OpenGL rendering
 without LOTS of work on shaders and multi-pass rendering, even then it may
 well up impossible depending upon exactly how luxrender works.

 So go understand the problem, go learn about luxrender.

 Robert.


 On 7 October 2013 08:25, Mukundan A R mukunda...@gmail.com wrote:

 Hi,

 I am using OpenSceneGraph 3.0.1. The task I am having is to support
 luxrender materials in osg nodes. I could not find any API which reads
 luxrender material and coverts it to a form which osg::Material can
 understands it.

 Please guide me how to go about supporting luxrender materials if anyone
 has done this before

 I have attached sample luxrender material files (.lxm and .lbm2) for
 reference.

 I want to know how to map various parameters to osg::Material parameters
 (diffuse, ambient, specular, emission, shininess, etc.

 Thanks for your time.

 Regards,
 Mukudan

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Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread michael kapelko
Thanks for the info. I'll try to do as you suggested.

Can anyone please check if my conclusions are correct in the shader
comments?
The 1st and 2nd pass shaders are right at the top:
https://bitbucket.org/kornerr/osg-deferred-shading/src/9a2bb7f2c800f3f3d4632ba4fcc27549aa4b7967/main.cpp?at=default

Thanks.

PS: Also, I'd like to know how to correctly name the posDir_worldspace
vector, since position direction doesn't make much sense.


2013/10/5 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de

 Hello,

 I can't give you a example code but a general concept.
 The most commonly used technique to create shadows nowadays is shadow
 mapping. The basic idea is to render in a depth buffer from the light
 source looking to the scene. The projection and model view matrix, that was
 used to generate this image, needs to be passed to the main render pass
 as-well. In the main render pass the vertex position is multiplied with the
 light projection and model view matrix to get the position of this vertex
 in the depth buffer. The only thing that needs to be done to create shadows
 is to compare the depth value stored in the depth buffer with the z-value
 of our vertex. If the stored value was bigger, there is no shadow, if the
 value was smaller, the fragment is shadowed.

 To combine this technique with deferred shading is pretty simple. You can
 just create a post render pass with the position buffer from the deferred
 pipeline and the depth image as input. Instead of the vertex position you
 just need to use the position stored in the position buffer as input.
 Everything else stays the same.

 You can look in the osgShadow source code to see how you can set up the
 prerender camera and how the shader code should look like.


 Thank you!

 Cheers,
 Marcel

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Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread Marcel Pursche
Hi,

your comments are looking good so far. A good name for the posDir_worldspace 
would be view direction or eye direction. In most lighting formulas it is 
abbreviated with V or E. It is the direction from the vertex to the eye/camera.
There are good wikipedia articles that explain the theoretical background: 
lBDRF 
(http://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function), 
Lambertian Model (http://en.wikipedia.org/wiki/Lambertian), Phong reflection 
model (http://en.wikipedia.org/wiki/Phong_reflection_model), Blinn Phong model 
(http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model) . You have 
implemented the Lambertian model for diffuse light and the Blinn Phong model 
for specular light.

Thank you!

Cheers,
Marcel

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Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread michael kapelko
Hm. If posDir_worldspace is actually the direction from the vertex to the
camera (eye), then may be it's not really in world space, but in camera
(eye) space? And all of the 2nd pass FS calculations too?


2013/10/7 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de

 Hi,

 your comments are looking good so far. A good name for the
 posDir_worldspace would be view direction or eye direction. In most
 lighting formulas it is abbreviated with V or E. It is the direction from
 the vertex to the eye/camera.
 There are good wikipedia articles that explain the theoretical background:
 lBDRF (
 http://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function),
 Lambertian Model (http://en.wikipedia.org/wiki/Lambertian), Phong
 reflection model (http://en.wikipedia.org/wiki/Phong_reflection_model),
 Blinn Phong model (
 http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model) . You
 have implemented the Lambertian model for diffuse light and the Blinn Phong
 model for specular light.

 Thank you!

 Cheers,
 Marcel

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Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread Marcel Pursche
Hi,

your right, this part of the shader code is wrong. This direction needs to be 
calculated:

Code:

posDir_worldspace = normalized(camera_worldspace-p_worldspace);



The way it is done in the shader only works for viewspace positions, as the 
camera position is always 0,0,0 in viewspace coordinates.
Everything else should be ok as it is transformed to world space in the first 
pass.


Thank you!

Cheers,
Marcel[/code]

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Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread michael kapelko
I've changed it to:

vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0);

I hope that's correct now.


2013/10/7 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de

 Hi,

 your right, this part of the shader code is wrong. This direction needs to
 be calculated:

 Code:

 posDir_worldspace = normalized(camera_worldspace-p_worldspace);



 The way it is done in the shader only works for viewspace positions, as
 the camera position is always 0,0,0 in viewspace coordinates.
 Everything else should be ok as it is transformed to world space in the
 first pass.


 Thank you!

 Cheers,
 Marcel[/code]

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Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread michael kapelko
I think this produces (0, 0, 0) too... So turns out camera is always at (0,
0, 0) in every space?
Or I can't really invert (0, 0, 0) vector?


2013/10/7 michael kapelko korn...@gmail.com

 I've changed it to:

 vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0);

 I hope that's correct now.


 2013/10/7 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de

 Hi,

 your right, this part of the shader code is wrong. This direction needs
 to be calculated:

 Code:

 posDir_worldspace = normalized(camera_worldspace-p_worldspace);



 The way it is done in the shader only works for viewspace positions, as
 the camera position is always 0,0,0 in viewspace coordinates.
 Everything else should be ok as it is transformed to world space in the
 first pass.


 Thank you!

 Cheers,
 Marcel[/code]

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Re: [osg-users] How to add shadows to deferred shading?

2013-10-07 Thread michael kapelko
I've corrected camera position and now it looks better:
http://youtu.be/9LUOO9VfFTc with more highlights.
Again, thanks for the help.


2013/10/7 michael kapelko korn...@gmail.com

 I think this produces (0, 0, 0) too... So turns out camera is always at
 (0, 0, 0) in every space?
 Or I can't really invert (0, 0, 0) vector?


 2013/10/7 michael kapelko korn...@gmail.com

 I've changed it to:

 vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0);

 I hope that's correct now.


 2013/10/7 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de

 Hi,

 your right, this part of the shader code is wrong. This direction needs
 to be calculated:

 Code:

 posDir_worldspace = normalized(camera_worldspace-p_worldspace);



 The way it is done in the shader only works for viewspace positions, as
 the camera position is always 0,0,0 in viewspace coordinates.
 Everything else should be ok as it is transformed to world space in the
 first pass.


 Thank you!

 Cheers,
 Marcel[/code]

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Re: [osg-users] compatibity profile

2013-10-07 Thread Robert Milharcic

On 5.10.2013 20:15, Sajjadul Islam wrote:

Code:

#version 400

in vec3 VertexPosition;
in vec3 VertexColor;

out vec3 Color;

void main()
{
 Color = VertexColor;

 gl_Position = vec4(VertexPosition,1.0);
}


Please try it on your end and let me know!!


Hi Sajjadu,

I can't try your code at the moment, but from what I can tell, the 
vertex shader is missing :


uniform mat4 osg_ModelViewProjectionMatrix;

and then in vertex shader main use:

gl_Position = osg_ModelViewProjectionMatrix*vec4(VertexPosition,1.0);

The osg_ModelViewProjectionMatrix, osg_ModelViewMatrix and others are 
automatically set by the osg. Also, don't forget to call:


gc-getState()-setUseModelViewAndProjectionUniforms(true);

Robert Milharcic
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Re: [osg-users] Deprecated osgViewer::computIntersections

2013-10-07 Thread Jason MacDonald
Hi,

I'm not sure of the details of your problem, but I recently had a problem with 
intersections as well.
The epsilon value was changed in LineSegmentIntersector.cpp line 410.
 I changed back to 1e-4 from 1e-13 and it solved my problems.

Cheers,
Jason

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Re: [osg-users] Deprecated osgViewer::computIntersections

2013-10-07 Thread Robert Osfield
Hi Jason,

In svn/trunk and OSG-3.2 branch I've changed the epsilon to 1e-6 to handle
axis align planar bounding boxes.

Robert.


On 7 October 2013 19:26, Jason MacDonald jnm...@gmail.com wrote:

 Hi,

 I'm not sure of the details of your problem, but I recently had a problem
 with intersections as well.
 The epsilon value was changed in LineSegmentIntersector.cpp line 410.
  I changed back to 1e-4 from 1e-13 and it solved my problems.

 Cheers,
 Jason

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Re: [osg-users] Deprecated osgViewer::computIntersections

2013-10-07 Thread Chris Hanson
Thanks for the tip. I'm see an epsilon of

-6.2774385622041925e+066

which looks uninitialized to me. I'm going to dig further. I last built
revision 13699. Maybe I'll just update and rebuild everything and see if
the problem is already resolved.


On Mon, Oct 7, 2013 at 1:49 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Jason,

 In svn/trunk and OSG-3.2 branch I've changed the epsilon to 1e-6 to handle
 axis align planar bounding boxes.

 Robert.


 On 7 October 2013 19:26, Jason MacDonald jnm...@gmail.com wrote:

 Hi,

 I'm not sure of the details of your problem, but I recently had a problem
 with intersections as well.
 The epsilon value was changed in LineSegmentIntersector.cpp line 410.
  I changed back to 1e-4 from 1e-13 and it solved my problems.

 Cheers,
 Jason

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[osg-users] Problem with Jpeg plugin

2013-10-07 Thread Bram Vaessen
Hi,

I know this has been asked before, but I could not find a decent answer in 
previous posts. The problem is that I compile osg, and I want to use the plugin 
for jpeg. Now I followed the directions exactly (I think) on the getting 
started sections. I downloaded the dependencies, put them in a seperate 
directory, use CMake, and it finds the libjpg.

First thing that is not clear however: there are 2 dependencies packages for 
MSVC++ 10 that I can download. Of of them only contains a lib, bin etc., and 
the other one has x86 and x64 directories in them, each with lib bin etc. It 
doesn't say anywhere what I am supposed to do.. should I pick either one, or 
both, and what should I base my choice on? and if both, do I need to copy stuff 
from where to where exactly? 


Now I just downloaded the first dependency package (decision pretty much based 
on nothing, but it contains a jpeg library so I thought it would be ok). Cmake 
finds the jpeg library under 
D:/OpenSceneGraph_3.2_source/3rdparty/lib/libjpegD.lib. So far so good...

Then I do what it tells me I compile OSG and I build the INSTALL project... OSG 
works fine, but no JPEG plugin (error when trying to use a .jpg about the 
plugin not being available. 
Also when I check the OSG workspace there is no project for the jpeg library I 
think, unless its names weird and I didn't see it. I tried CMake again but when 
generating I do not see any specific errors on the JPEG plugin.

So any idea what is going on? Why is the jpeg plugin not built?


Thank you!

Cheers,
Bram

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[osg-users] Camera representing node

2013-10-07 Thread Mots G
Hi,
I'm trying to add cameras to the scene (dropping models across the scene)
and the user could drag them or rotate them and change its parameters.
All works good for the first time, however, I lose track if the user
rotates the camera representing object. I'm banging my head with simple
math but I'm unable to figure out how the camera's center/up vector change
if the camera object rotates. I put the eye to where the node is translated
to.

I tried to figure out the rotation angle so that I could initialize the
camera with the original parameters for the center and up and then apply
rotation to the model view matrix but it doesn't seem to make the camera
look at, in the correct direction. I'm using daggers for rotating and
translating the node.

Tried looking at source for some manipulators but could not understand much.

Sorry for the noob question but would be glad if anyone could help.

Thanks,
mots
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