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Game 2 for 1GAM: Tetrissing May 17, 2013

Posted by Andor Salga in 1GAM, Game Development, Open Source, Processing, Processing.js.
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tetrissing

Click to play!
View the source

I’m officially releasing Tetrissing for the 1GAM challenge. Tetrissing an open source Tetris clone I wrote in Processing.

I began working on the game during Ludum Dare 26. There were a few developers hacking on LD26 at the Ryerson Engineering building, so I decided to join them. I was only able to stay for a few hours, but I managed to get the core mechanics done in that time.

After I left Ryserson, I did some research and found most of the Tetris clones online lacked some basic features and has almost no polish. I wanted to contribute something different than what was already available. So, that’s when I decided to make this one of my 1GAM games. I spent the next 2 weeks fixing bugs, adding features, audio, art and polishing the game.

I’m fairly happy with what I have so far. My clone doesn’t rely on annoying keyboard key repeats, and it still allows tapping the left or right arrow keys to move a piece 1 block. I added a ‘ghost’ piece feature and kickback feature, pausing, restarting, audio and art. There was nothing too difficult about all this, but it did require work. So, in retrospect I want to take on something a bit more challenging for my next 1GAM game.

Lessons Learned

One mistake I made when writing this was over complicating the audio code. I used Minim for the Processing version, but I had to write my own implementation for the Processing.js version. I decided to look into the Web Audio API. After fumbling around with it, I did eventually manage to get it to work, but then the sound didn’t work in Firefox. Realizing that I made a simple matter complex, I ended up scrapping the whole thing and resorting to use audio tags, which took very little effort to get working. The SoundManager I have for JavaScript is now much shorter, easier to understand, and still gets the job done.

Another issue I ran into was a bug in the Processing.js library. When using tint() to color my ghost pieces, Pjs would refuse to render one of the blocks that composed a Tetris piece. I dove into the tint() code and tried fixing it myself, but I didn’t get too far. After taking a break, I realized I didn’t really have the time to invest in the Pjs fix and also came up with a dead-simple work-around. Since only the first block wasn’t rendering, I would render that first ‘invisible’ block off screen, then re-render the same block onscreen the second time. Fixing the issue in Pjs would have been nice. But that wasn’t what my main goal was.

Lastly, I was reminded how much time it takes to polish a game. I completed the core mechanics of Tetrissing in a few hours, but it took another 2 weeks to polish it!

If you like my work, please star or fork my repository on Github. Also, please post any feedback, thanks!

BitCam.Me December 25, 2012

Posted by Andor Salga in Open Source, Pixel Art, Processing.js.
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bitcam_me_asalga

Check this out: I created a WebRTC demo that pixelates your webcam video stream: BitCam.me.

I recently developed a healthy obsession with pixel art and I began making some doodles in my spare time. Soon after I started doing this, I wondered what it would be like to generate pixel art programmatically. So I fired up Processing and made a sketch that did just that. The sketch pixelized a PNG, taking the average pixel color of the nearest neighbor pixels.

After completing that sketch, I realized I could easily upgrade what I had written to use WebRTC instead of a static image. I thought it would be much more fun and engaging to use this demo if it was in real-time. I added the necessary JavaScript and I was pretty excited about it (:

I then found SuperPixelTime and saw it did something similar to what I had written. But unlike my demo, it had some nice options to change the color palette. I read the code and figured making those changes wouldn’t be difficult either and soon had my own controls for changing palettes.

I had a great time making the demo. Let me know what you think!

Enjoy!

Engage3D Hackathon Coming Soon! December 8, 2012

Posted by Andor Salga in Kinect, Open Source, point cloud, webgl.
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A month ago, Bill Brock and I pitched our idea to develop an open source 3D web-based videoconferencing system for the Mozilla Ignite Challenge over Google chat. Will Barkis from Mozilla recorded and moderated the conversation and then sent it off to a panel of judges. The pitch was to receive a slice of $85,000 that was being doled out to the winners of the Challenge.

After some anticipation, we got word that we were among the winners. We would receive $10,000 in funding to support the development of our prototype. Our funding will cover travel expenses, accommodations, the purchasing of additional hardware and the development of the application itself.

We will also take on two more developers and have a hackathon closer to the end of the month. Over the span of four days we will iterate on our original code and release something more substantial. The Company Lab in Chattanooga has agreed to provide us with a venue to hack and a place to plug into the network. Both Bill and I are extremely excited to get back to hacking on Engage3D and to get back to playing with the gig network.

We will keep you updated on our Engage3D progress, stay tuned!

Developing engage3D – Phase 1 October 25, 2012

Posted by Andor Salga in Kinect, Open Source, point cloud, webgl.
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A point cloud of Bill Brock rendered with WebGL

I am working with Bill Brock (a PhD student from Tennessee) to develop an open source 3D video conferencing system that we are calling engage3D. We are developing this application as part of Mozilla’s Ignite Challenge.

Check out the video!

During the past few days, Bill and I made some major breakthroughs in terms of functionality. Bill sent me Kinect depth and color data via a server he wrote. We then managed to render that data in the browser (on my side) using WebGL. We are pretty excited about this since we have been hacking away for quite some time!

There has been significant drawbacks to developing this application over commodity internet, I managed to download over 8Gb of data in only one day while experimenting with the code. Hopefully, this will soon be able to be ported to the GENI resources in Chattanooga, TN for further prototyping and testing.

Even though we are still limited to a conventional internet connection, we want to do some research into data compression. Also, we have been struggling with calibrating the Kinect. This is also something we hope to resolve soon.

Experimenting with Normal Mapping September 26, 2012

Posted by Andor Salga in Game Development, Open Source, Processing, Processing.js.
Tags: ,
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Click me!

Quick note about the demo above. I’m aware the performance on Firefox is abysmal and I know it’s wonky on Chrome. Fixes to come!

I’ve heard and seen the use of normal mapping many times, but I have never experimented with it myself, so I decided I should, just to learn something new. Normal mapping is a type of bump mapping. It is a way of simulating bumps on an object, usually in a 3D game. These bumps are simulated with the use of lights. To get a better sense of this technique, click on the image above to see a running demo. The example uses a 2D canvas and simulates Phong lighting.

So why use it and how does it work?

The great thing with normal mapping is that you can simulate vertex detail of a simplified object without providing the extra vertices. By only providing the normals and then lighting the object, it will seem like the object has more detail than it actually does. If we wanted to place the code we had in a 3D game, we would only need 4 vertices to define a quad (maybe it could be a wall), and along with the normal map, we could render some awesome Phong illumination.

So, how does it work? Think of what a bitmap is. It is just a 2D map of bits. Each pixel contains a color components making up a the entire graphic. A normal map is also a 2D map. What makes normal maps special is how their data is interpreted. Instead of each pixel holding a ‘color’ value, each pixel actually stores a vector that defines where the corresponding part in the color image is ‘facing’ also known as our normal vector.

These normals need to be somehow encoded into an image. This can be easily done since we have three floating point components (x,y,z) that need to be converted into three 8 or 16 bit color components (r,g,b). When I began playing with this stuff, I wanted to see what the data actually looked like. I first dumped out all the color values from the normal map and found the range of the data:

Red (X) ranges from 0 to 255
Green (Y) ranges from 0 to 255
Blue (Z) ranges from 127 to 255

Why is Z different? When I first looked at this, it seemed to me that each component needs to be subtracted by 127 so the values map to their corresponding negative number lines in a 3D coordinate system. However, Z will always point directly towards the viewer, never away. If you do a search for normal map images, you will see the images are blue in color. So it would make sense why the blue is pronounced. The normal is always pointing ‘out’ of the image. If it ranged from 0-255, subtracting 127 would result in a negative number which doesn’t make sense. So, after subtracting each by 127:

X -127 to 128
Y -127 to 128
Z 0 to 128

The way I picture this is I imagine that all the normals are contained in a translucent semi-sphere with the semi-sphere’s base lying on the XY-plane. But since the Z range is half of that of X and Y, it would appear more like a squashed semi-sphere. This tells us the vectors aren’t normalized. But that can be solved easily with normalize(). Once normalized, they can be used in our lighting calculations. So now that we have some theoretical idea of how this rendering technique works, let’s step through some code. I wrote a Processing sketch, but of course the technique can be used in other environments.

// Declare globals to avoid garbage collection

// colorImage is the original image the user wants to light
// targetImage will hold the result of blending the 
// colorImage with the lighting.
PImage colorImage, targetImage;

// normalMap holds our 2D array of normal vectors. 
// It will be the same dimensions as our colorImage 
// since the lighting is per-pixel.
PVector normalMap[][];

// shine will be used in specular reflection calculations
// The higher the shine value, the shinier our object will be
float shine = 40.0f;
float specCol[] = {255, 128, 50};

// rayOfLight will represent a vector from the current 
// pixel to the light source (cursor coords);
PVector rayOfLight = new PVector(0, 0, 0);
PVector view = new PVector(0, 0, 1);
PVector specRay = new PVector(0, 0, 0);
PVector reflection = new PVector(0, 0, 0);

// These will hold our calculated lighting values
// diffuse will be white, so we only need 1 value
// Specular is orange, so we need all three components
float finalDiffuse = 0;
float finalSpec[] = {0, 0, 0};

// nDotL = Normal dot Light. This is calculated once
// per pixel in the diffuse part of the algorithm, but we may
// want to reuse it if the user wants specular reflection
// Define it here to avoid calculating it twice per pixel
float nDotL;

void setup(){
  size(256, 256);

  // Create targetImage only once
  colorImage = loadImage("data/colorMap.jpg");
  targetImage = createImage(width, height, RGB);

  // Load the normals from the normalMap into a 2D array to 
  // avoid slow color lookups and clarify code
  PImage normalImage =  loadImage("data/normalMap.jpg");
  normalMap = new PVector[width][height];
  
  // i indexes into the 1D array of pixels in the normal map
  int i;
  
  for(int x = 0; x < width; x++){
    for(int y = 0; y < height; y++){
      i = y * width + x;

      // Convert the RBG values to XYZ
      float r = red(normalImage.pixels[i]) - 127.0;
      float g = green(normalImage.pixels[i]) - 127.0;
      float b = blue(normalImage.pixels[i]) - 127.0;
      
      normalMap[x][y] = new PVector(r, g, b);
      
      // Normal needs to be normalized because Z
      // ranged from 127-255
      normalMap[x][y].normalize();
    }
  }
}

void draw(){
  // When the user is no longer holding down the mouse button, 
  // the specular highlights aren't used. So reset the values
  // every frame here and set them only if necessary
  finalSpec[0] = 0;
  finalSpec[1] = 0;
  finalSpec[2] = 0;
  
  // Per frame we iterate over every pixel. We are performing
  // per-pixel lighting.
  for(int x = 0; x < width; x++){
    for(int y = 0; y < height; y++){
      
      // Simulate a point light which means we need to
      // calculate a ray of light for each pixel. This vector
      // will go from the light/cursor to the current pixel.
      // Don't use PVector.sub() because that's too slow.
      rayOfLight.x = x - mouseX;
      rayOfLight.y = y - mouseY;

      // We only have two dimensions with the mouse, so we
      // have to create third dimension ourselves.
      // Force the ray to point into 3D space down -Z. 
      rayOfLight.z = -150;
      
      // Normalize the ray it can be used in a dot product
      // operation to get a sensible values(-1 to 1)
      // The normal will point towards the viewer
      // The ray will be pointing into the image
      rayOfLight.normalize();
      
      // We now have a normalized vector from the light
      // source to the pixel. We need to figure out the
      // angle between this ray of light and the normal
      // to calculate how much the pixel should be lit.

      // Say the normal is [0,1,0] and the light is [0,-1,0]
      // The normal is pointing up and the ray, directly down.
      // In this case, the pixel should be fully 100% lit
      // The angle would be PI

      // If the ray was [0,-1,0] it would
      // not contribute light at all, 0% lit
      // The angle would be 0 radians

      // We can easily calculate the angle by using the
      // dot product and rearranging the formula.
      // Omitting  magnitudes since they are = 1
      // ray . normal = cos(angle)
      // angle = acos(ray . normal)

      // Taking the acos of the dot product returns
      // a value between 0 and PI, so we normalize
      // that and scale to 255 for the color amount     
      nDotL = rayOfLight.dot(normalMap[x][y]);
      finalDiffuse = acos(nDotL)/PI * 255.0;
      
      // Avoid more processing by only calculating
      // specular lighting if the users wants to do it.
      // It is fairly processor intensive.
      if(mousePressed){
        // The next 5 lines calculates the reflection vector
        // using Phong specular illumination. I've written
        // a detailed blog about how this works: 
        // http://asalga.wordpress.com/2012/09/23/understanding-vector-reflection-visually/ 
        // Also, when we have to perform vector subtraction
        // as part of calculating the reflection vector,
        // do it manually since calling sub() is slow.
        reflection = new PVector(normalMap[x][y].x,
                                 normalMap[x][y].y,
                                 normalMap[x][y].z);
        reflection.mult(2.0 * nDotL);
        reflection.x -= rayOfLight.x;
        reflection.y -= rayOfLight.y;
        reflection.z -= rayOfLight.z;
        
        // The view vector points down (0, 0, 1) that is,
        // directly towards the viewer. The dot product 
        // of two normalized vector returns a value from
        // (-1 to 1). However, none of the normal vectors
        // point away from the user, so we don't have to
        // deal with making sure the result of the dot product 
        // is negative and thus a negative specular intensity.
        
        // Raise the result of that dot product value to the
        // power of shine. The higher shine is, the shinier
        // the surface will appear.        
        float specIntensity = pow(reflection.dot(view),shine);
        
        finalSpec[0] = specIntensity * specCol[0];
        finalSpec[1] = specIntensity * specCol[1];
        finalSpec[2] = specIntensity * specCol[2];
      }
      
      // Now that the specular and diffuse lighting are
      // calculated, they need to be blended together
      // with the original image and placed in the
      // target image. Since blend() is too slow, 
      // perform our own blending operation for diffuse.
      targetImage.set(x,y, 
        color(finalSpec[0] + (finalDiffuse *   
                            red(colorImage.get(x,y)))/255.0,

              finalSpec[1] + (finalDiffuse * 
                          green(colorImage.get(x,y)))/255.0,

              finalSpec[2] + (finalDiffuse *  
                         blue(colorImage.get(x,y)))/255.0));
    }
  }
  
  // Draw the final image to the canvas.
  image(targetImage, 0,0);
}

Whew! Hope that was a fun read, Let me know what you think!

Porting Crayon Physics to the Web June 12, 2012

Posted by Andor Salga in Game Development, Games, Open Source, Processing.js.
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click that: ^^

It’s been a while since I gave my blog some love, so here goes.

Many semesters ago, I tried to make an HTML5 port of Crayon Physics Deluxe using Processing.js and Box2DJS. I got the rendering right, but I couldn’t get the physics to work correctly. My demo was limited to bounding box collisions.

I recently tried again to see if I could make this thing work. When I hacked together a demo of a ball rolling across the canvas, which was composed of several shapes, I became super-giddy. I knew it was indeed possible to port Crayon Physics to the Web. So I kept hacking on it, and I now have something semi-decent. There are of course a bunch of bugs to work out, but I’m excited to see this project’s potential.

No Comply Game Prototype with Processing January 25, 2012

Posted by Andor Salga in Game Development, Gladius, Open Source, Processing.
1 comment so far

Last week I met with Dave Humphrey and Jon Buckley to discuss creating a game for the HTML5 games week which will take place at Mozilla’s Toronto office in mid-February. The main purpose of this is to drive the development and showcase the Gladius game engine.

At the end of the meeting we decided it would make the most sense to upgrade the No Comply demo by adding interaction—making a small game. Since we only have a few weeks, we decided to keep it simple. Keeping that in mind I created a game specification.

Play Analysis

After putting together the spec, I started on a prototype. I began the prototype by playing and analyzing the game mechanics of Mortal Kombat I. The game is simple enough to emulate given the time frame. I took some notes and concluded characters always appear to be in discrete states. If characters are in a particular state, they may or may not be able to transition into another state. Initially a player is idle. From there, they can transition into a jumping. Once jumping they cannot block, but are allowed to punch an kick. Having understood the basic rules, I drew a diagram to visually represent some states.

The diagram led me to believe I could use the state pattern to keep the game extensible. We can get a basic game working and the design should lend itself to later (painless) modification.

Prototyping the Prototype

Having worked with Processing for some time I knew it would be an ideal tool to construct a prototype of the game. Processing enables developers to get graphical interactive software up and running quickly and easily. The structure is elegant and the language inherits Java’s simple object-oriented syntax.

I began creating a Processing sketch by adding the necessary classes for player states such as moving, jumping and punching. I hooked in keyboard input to allow changing states and rendered text to indicate the current state. I was able to fix most of the bugs by playing around with different key combinations and just looking at the text output.

I eventually added graphical content, but intentionally kept it crappy. I resisted the urge to create attractive assets since they would be replaced with the No Comply sprites anyway. Neglecting the aesthetics was a challenge—if you cringe at the graphics, I succeeded.

Okay, still want to play it?

Next Steps

I omitted collision detection and some simple game logic from the prototype, but I believe it demonstrates we can create a structure good enough for a fighting game for Gladius. Today I’ll be switching gears and starting to hack on Gladius to get COLLADA importing working which we’ll discuss in a Paladin meeting early next week.

Learning to Wield and Forge Gladius January 23, 2012

Posted by Andor Salga in Game Development, Gladius, Open Source.
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Wielding

For the next few weeks I’ll be working on the open source project Gladius. More specifically, I’ll be working on CubicVR.js, a rendering engine which is one part of the Gladius 3D game engine. Gladius in turn is part of Paladin, Mozilla’s initiative to bring awesome gaming technologies to the Web.

Since Gladius is a game engine, it is essentially a conglomeration of many game-related technologies:

Drawing Stuff

CubicVR.js is a JavaScript port of Charles Cliffe’s CubicVR game engine which is responsible for rendering using WebGL.

Saving Stuff

GameSaver is a project which uses Node.js and BrowserID to save JSON game state on a server. Check out a prototype which uses GameSaver at MyFavoriteBeer.org.

Physics Stuff

For collision detection and response, Gladius uses AMMO.js: a JavaScript port of the C++ Bullet physics engine.

Controlling Stuff

My supervisor, David Humphrey and colleagues in my lab have been working on two important aspects of game input: the Gamepad API and the Mouse Lock API. Check them out, they’re very interesting.

Other Stuff

This list is not exhaustive. As the project matures it is expected other libraries and technologies will be incorporated.

Forging

The release date for Gladius 0.1 is mid February, so I’ll be contributing where I can to help out with the release. Last week I started by making a minor tweak to CubicVR.js. Not much, but it’s a start. I also noticed there wasn’t a way for developers to simply check for AABB-AABB intersection. So I filed the issue and began working on that as well. This week I’ll be working with Bobby Richter to fix COLLADA related bugs which is super exciting. (:

Do you want to get involved? You can find a number of ways to get in contact with developers and start contributing right here.

Extending Processing.js with a OBJ Importer Part 4 January 5, 2012

Posted by Andor Salga in Open Source, Processing, Processing.js, Processing.js OBJ Support, webgl.
15 comments

Run Me!

This sketch demonstrates more .obj file support for Processing.js.

This blog post is the continuation of a series of blogs [1, 2, 3] related to adding .obj file support to Processing.js. This code I’m working on is important since it will allow developers to easily load 3D models from files and it will increase the performance of rendering 3D objects in Processing.js.

Since my last blog, I have added some small but critical changes to the code, some of which I outline here.

Interface Change

I contacted one of the developers of Processing, Andrés Colubri, who is reworking most of the OpenGL code. Some of his rework includes making Saito’s .obj loader native in Processing. This is great for Processing, but it means that all the time I spent making the Processing.js .obj loader work like Saito’s was wasted ): On the other hand, it means that pushing this code in the next release of Processing.js might actually be done! (:

The sketch below is a simple example of using Saito’s .obj extension, which my code expected.

OBJModel obj;

void setup(){
  size(100, 100, P3D);
  obj = new OBJModel();
  obj.load("object.obj");
}

void draw(){
  obj.drawMode(POLYGON);
}

The problem was that I had no idea what loading 3D models was supposed to look like natively. So I asked Andréas for a simple sketch that worked in Processing and that I could emulate in Processing.js.

After receiving the sketch, I was glad to see it wasn’t much different.

PShape obj;

void setup() {
  size(100, 100, P3D);
  obj = loadShape("object.obj");
}

void draw() {    
  shape(obj);
}

I was able to quickly add a few hacks to make Processing.js work with the new interface. I didn’t want to rewrite my entire parser just yet since all my tests rely on the old method. I also don’t want to rewrite my code a third time (:

Triangulation

I found that many 3D authoring tools export .obj models with triangle fans. In my last blog about .obj importing I wrote about the lack of support in my code for this scenario, but I recently wrote a patch that fixes the issue. It was not difficult to write, but because of this fix, many more models can now be properly parsed. This includes the 3D model at the top of this post.

Testing, testing, …

I found a few more issues with the parser so I fixed them and added reference tests. I’m finding these tests invaluable since I’m often tweaking the parser as I go. I have just over 30 right now, but I hope to have many more since I expect the code will go through many more transformations.

Feedback

If you are using my ‘extension’ and you find a file that isn’t being properly loaded, please send me your file so that I can fix it and add a test.

Shadows in WebGL Part 1 December 12, 2011

Posted by Andor Salga in FSOSS, Open Source, point cloud, webgl, XB PointStream.
4 comments

RUN ME!

In my last blog I wrote about an anaglyph demo I created for my FSOSS presentation in October. It was part of a series of delayed blogs which I only recently had time to write up. So, in this blog I’ll be proceeding with my next fun experiment: Shadows in WebGL.

Shadows are useful since they not only add realism, but can also provide additional visual cues in a scene. Having never implemented any type of shadows, I started by performing some preliminary research and found that there are numerous methods to achieve this effect. Some of the more common techniques include:

  • vertex projection
  • projected planar shadows
  • shadow mapping
  • shadow volumes

I chose vertex projection since it seemed very straightforward. After a few sketches, I got a fairly good grasp of the idea. Given the position for a light and vertex, the shadow cast (for that vertex) will appear at the line intersection between the slope created by those points and the x-intercept. If we had the following values:

  • Light = [4, 4]
  • Vertex = [1, 2]


Our shadow would be drawn at [-2, 0]. Note that the y component is zero and would be equal to zero for all other vertices since we’re concentrating on planar shadows.

At this point, I understood the problem well; I just needed a simple formula to get this result. If you run a search for “vertex projection” and “shadows” you’ll find a snippet of code on GameDev.net which provides the formula for calculating the x and z components of the shadow. But if you actually try it for the x component:

Sx = Vx - \frac{Vy}{Ly} - Lx
Sx = 1 - \frac{2}{4} - 4
Sx =-3.5

It doesn’t work.

When I ran into this, I had to take a step back to think about the problem and review my graphs. I was convinced that I could contrive a working formula that would be just as simple as the one above. So I conducted additional research until I eventually found the point-slope equation of a line.

Point-Slope Equation

The point-slope equation of a line is useful for determining a single point on the slope give the slope and another point on the line. This is exactly the scenario we have!

y - y1 = m(x - x1)

Where:
m – The slope. This is known since we have two given points on the line: the vertex and the light.

[x1, y1] – A known point on the line. In this case: the light.

[x, y] – Another point on the line which we’re trying to figure out: the shadow.

Since the final 3D shadow will lie on the xz-plane, the y components will always be zero. We can therefore remove that variable which gives us:

-y1 = m(x - x1)

Now that the only unknown is x, we can start isolating it by dividing both sides by the slope:
-\frac{y1}{m} = \frac{m(x - x1)}{m}

Which gives us:
-\frac{y1}{m} = x - x1

And after rearranging we get our new formula, but is it sound?
x = x1 - \frac{y1}{m}

If we use the same values as above as a test:
x = 4 - \frac{4}{\frac{2}{3}}
x = -2

It works!

I now had a way to get the x component for the shadow, but what about the z component? What I did so far was create a solution for shadows in 2 dimensions. But if you think about it, both components can be broken down into 2 2D problems. We just need to use the z components for the light and point to get the z component of the shadow.

Shader Shadows

The shader code is a bit verbose, but at the same time, very easy to understand:

void drawShadow(in vec3 l, in vec4 v){
  // Calculate slope.
  float slopeX = (l.y-v.y)/(l.x-v.x);
  float slopeZ = (l.y-v.y)/(l.z-v.z); 

  // Flatten by making all the y components the same.
  v.y = 0.0;
  v.x = l.x - (l.y / slopeX);
  v.z = l.z - (l.y / slopeZ);

  gl_Position = pMatrix * mVMatrix * v;
  frontColor = vec4(0.0, 0.0, 0.0, 1.0);
}

Double Trouble

The technique works, but its major issue is that objects need to be drawn twice. Since I’m using this technique for dense point clouds, it significantly affects performance. The graph below shows the crippling effects of rendering the shadow of a cloud consisting of 1.5 million points—performance is cut is half.

Fortunately, this problem isn’t difficult to address. Since detail is not an important property for shadows, we can simply render the object with a lower level of detail. I had already written a level of detail python script which evenly distributes a cloud between multiple files. This script was used to produce a sparse cloud—about 10% of the original.

Matrix Trick

It turns out that planar shadows can be alternatively rendered using a simple matrix.

void drawShadow(in vec3 l, in vec4 v){
  // Projected planar shadow matrix.
  mat4 sMatrix = mat4 ( l.y,  0.0,  0.0,  0.0, 
                       -l.x,  0.0, -l.z, -1.0,
                        0.0,  0.0,  l.y,  0.0,
                        0.0,  0.0,  0.0,  l.y);

  gl_Position = pMatrix * mVMatrix * sMatrix * v;
  frontColor = vec4(0.0, 0.0, 0.0, 1.0);
}

This method doesn’t offer any performance increase versus vertex projection, but the code is quite terse. More importantly, using a matrix opens up the potential for drawing shadows on arbitrary planes. This is done by modifying all the elements of the above matrix.

Future Work

Sometime in the future I’d like to experiment with implementing shadows for arbitrary planes. After that I can begin investigating other techniques such as shadow mapping and shadow volumes. Exciting! (:

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