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  • Custom shadow mapping in Unity 3D Free Edition

    - by nosferat
    Since real time hard and soft shadows are Unity 3D Pro only features I thought I will learn Cg programming and create my own shadow mapping shader. But after some digging I found that the shadow mapping technique uses depth textures, and in Unity depth values can be accessed through a Render Texture object, which is Unity Pro only again. So is it true, that I cannot create real time shadow shaders as a workaround to the limitations of the free version?

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  • Shadow Mapping and Transparent Quads

    - by CiscoIPPhone
    Shadow mapping uses the depth buffer to calculate where shadows should be drawn. My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As the depth value will be set across all of the quad and not just the visible parts it will cast a quad shadow, which is not what I want. How can I make my transparent quads cast correct shadows using shadow mapping?

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  • Using design-patterns to transform web-service model classes into local model classes and vise versa

    - by Daniil Petrov
    There is a web-application built with play framework 1.2.7. It contains less than 10 model classes. The main purpose of the application is a lightweight access to a complex remote application (more than 50 model classes). The remote application has its own SOAP API and we use it for synchronization of data. There is a scheduled job in the web-app which makes requests to the remote app. It gets bunches of objects from the remote model and populates corresponding objects of the local model. Currently, there are two groups of classes - the local model and the remote model (generated from wsdl schema). It is not allowed to make any modifications to the remote model. Transformations are being made in the scheduled job class. When it gets objects from the remote app it creates local objects. Recently, it was decided to add a possibility to modify the remote objects. It requires more transformations on our side. We need to transform from remote to local model when reading objects and from local to remote when changing objects. I wonder if this would be possible to use some design-patterns to reduce a number of transformations?

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  • Mapping between 4+1 architectural view model & UML

    - by Sadeq Dousti
    I'm a bit confused about how the 4+1 architectural view model maps to UML. Wikipedia gives the following mapping: Logical view: Class diagram, Communication diagram, Sequence diagram. Development view: Component diagram, Package diagram Process view: Activity diagram Physical view: Deployment diagram Scenarios: Use-case diagram The paper Role of UML Sequence Diagram Constructs in Object Lifecycle Concept gives the following mapping: Logical view (class diagram (CD), object diagram (OD), sequence diagram (SD), collaboration diagram (COD), state chart diagram (SCD), activity diagram (AD)) Development view (package diagram, component diagram), Process view (use case diagram, CD, OD, SD, COD, SCD, AD), Physical view (deployment diagram), and Use case view (use case diagram, OD, SD, COD, SCD, AD) which combines the four mentioned above. The web page UML 4+1 View Materials presents the following mapping: Finally, the white paper Applying 4+1 View Architecture with UML 2 gives yet another mapping: Logical view class diagrams, object diagrams, state charts, and composite structures Process view sequence diagrams, communication diagrams, activity diagrams, timing diagrams, interaction overview diagrams Development view component diagrams Physical view deployment diagram Use case view use case diagram, activity diagrams I'm sure further search will reveal other mappings as well. While various people usually have different perspectives, I don't see why this is the case here. Specially, each UML diagram describes the system from a particular aspect. So, for instance, why the "sequence diagram" is considered as describing the "logical view" of the system by one author, while another author considers it as describing the "process view"? Could you please help me clarify the confusion?

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  • Waterfall Model (SDLC) vs. Prototyping Model

    The characters in the fable of the Tortoise and the Hare can easily be used to demonstrate the similarities and differences between the Waterfall and Prototyping software development models. This children fable is about a race between a consistently slow moving but steadfast turtle and an extremely fast but unreliable rabbit. After closely comparing each character’s attributes in correlation with both software development models, a trend seems to appear in that the Waterfall closely resembles the Tortoise in that Waterfall Model is typically a slow moving process that is broken up in to multiple sequential steps that must be executed in a standard linear pattern. The Tortoise can be quoted several times in the story saying “Slow and steady wins the race.” This is the perfect mantra for the Waterfall Model in that this model is seen as a cumbersome and slow moving. Waterfall Model Phases Requirement Analysis & Definition This phase focuses on defining requirements for a project that is to be developed and determining if the project is even feasible. Requirements are collected by analyzing existing systems and functionality in correlation with the needs of the business and the desires of the end users. The desired output for this phase is a list of specific requirements from the business that are to be designed and implemented in the subsequent steps. In addition this phase is used to determine if any value will be gained by completing the project. System Design This phase focuses primarily on the actual architectural design of a system, and how it will interact within itself and with other existing applications. Projects at this level should be viewed at a high level so that actual implementation details are decided in the implementation phase. However major environmental decision like hardware and platform decision are typically decided in this phase. Furthermore the basic goal of this phase is to design an application at the system level in those classes, interfaces, and interactions are defined. Additionally decisions about scalability, distribution and reliability should also be considered for all decisions. The desired output for this phase is a functional  design document that states all of the architectural decisions that have been made in regards to the project as well as a diagrams like a sequence and class diagrams. Software Design This phase focuses primarily on the refining of the decisions found in the functional design document. Classes and interfaces are further broken down in to logical modules based on the interfaces and interactions previously indicated. The output of this phase is a formal design document. Implementation / Coding This phase focuses primarily on implementing the previously defined modules in to units of code. These units are developed independently are intergraded as the system is put together as part of a whole system. Software Integration & Verification This phase primarily focuses on testing each of the units of code developed as well as testing the system as a whole. There are basic types of testing at this phase and they include: Unit Test and Integration Test. Unit Test are built to test the functionality of a code unit to ensure that it preforms its desired task. Integration testing test the system as a whole because it focuses on results of combining specific units of code and validating it against expected results. The output of this phase is a test plan that includes test with expected results and actual results. System Verification This phase primarily focuses on testing the system as a whole in regards to the list of project requirements and desired operating environment. Operation & Maintenance his phase primarily focuses on handing off the competed project over to the customer so that they can verify that all of their requirements have been met based on their original requirements. This phase will also validate the correctness of their requirements and if any changed need to be made. In addition, any problems not resolved in the previous phase will be handled in this section. The Waterfall Model’s linear and sequential methodology does offer a project certain advantages and disadvantages. Advantages of the Waterfall Model Simplistic to implement and execute for projects and/or company wide Limited demand on resources Large emphasis on documentation Disadvantages of the Waterfall Model Completed phases cannot be revisited regardless if issues arise within a project Accurate requirement are never gather prior to the completion of the requirement phase due to the lack of clarification in regards to client’s desires. Small changes or errors that arise in applications may cause additional problems The client cannot change any requirements once the requirements phase has been completed leaving them no options for changes as they see their requirements changes as the customers desires change. Excess documentation Phases are cumbersome and slow moving Learn more about the Major Process in the Sofware Development Life Cycle and Waterfall Model. Conversely, the Hare shares similar traits with the prototyping software development model in that ideas are rapidly converted to basic working examples and subsequent changes are made to quickly align the project with customers desires as they are formulated and as software strays from the customers vision. The basic concept of prototyping is to eliminate the use of well-defined project requirements. Projects are allowed to grow as the customer needs and request grow. Projects are initially designed according to basic requirements and are refined as requirement become more refined. This process allows customer to feel their way around the application to ensure that they are developing exactly what they want in the application This model also works well for determining the feasibility of certain approaches in regards to an application. Prototypes allow for quickly developing examples of implementing specific functionality based on certain techniques. Advantages of Prototyping Active participation from users and customers Allows customers to change their mind in specifying requirements Customers get a better understanding of the system as it is developed Earlier bug/error detection Promotes communication with customers Prototype could be used as final production Reduced time needed to develop applications compared to the Waterfall method Disadvantages of Prototyping Promotes constantly redefining project requirements that cause major system rewrites Potential for increased complexity of a system as scope of the system expands Customer could believe the prototype as the working version. Implementation compromises could increase the complexity when applying updates and or application fixes When companies trying to decide between the Waterfall model and Prototype model they need to evaluate the benefits and disadvantages for both models. Typically smaller companies or projects that have major time constraints typically head for more of a Prototype model approach because it can reduce the time needed to complete the project because there is more of a focus on building a project and less on defining requirements and scope prior to the start of a project. On the other hand, Companies with well-defined requirements and time allowed to generate proper documentation should steer towards more of a waterfall model because they are in a position to obtain clarified requirements and have to design and optimal solution prior to the start of coding on a project.

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  • Automated texture mapping

    - by brandon
    I have a set of seamless tiling textures. I want to be able to take an arbitrary model and create a UV map with these properties: No stretching (all textures tile appropriately so there is no stretching and sheering of the texture) The textures display on the correct axis relative to the model it's mapping to (if you look at the example, you can see some of the letters on the front are tilted, the y axis of the texture should be matching up with the y axis of the object. Some other faces have upside down letters too) the texture is as continuous as possible on the surface of the model (if two faces are adjacent, the texture continues on the adjacent face where it left off) the model is closed (all faces are completely enclosed by other faces) A few notes. This mapping will occur before triangulation. I realize there are ways to do this by hand and it's probably a hard problem to automatically map textures in general, but since these textures are seamless and I just need uniform coverage it seems like an easier problem. I'm looking for an algorithmic approach to this that I can apply in general, not a tool that does it. What approach would work for this, is there an existing one? (I assume so)

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  • AngularJS on top of ASP.NET: Moving the MVC framework out to the browser

    - by Varun Chatterji
    Heavily drawing inspiration from Ruby on Rails, MVC4’s convention over configuration model of development soon became the Holy Grail of .NET web development. The MVC model brought with it the goodness of proper separation of concerns between business logic, data, and the presentation logic. However, the MVC paradigm, was still one in which server side .NET code could be mixed with presentation code. The Razor templating engine, though cleaner than its predecessors, still encouraged and allowed you to mix .NET server side code with presentation logic. Thus, for example, if the developer required a certain <div> tag to be shown if a particular variable ShowDiv was true in the View’s model, the code could look like the following: Fig 1: To show a div or not. Server side .NET code is used in the View Mixing .NET code with HTML in views can soon get very messy. Wouldn’t it be nice if the presentation layer (HTML) could be pure HTML? Also, in the ASP.NET MVC model, some of the business logic invariably resides in the controller. It is tempting to use an anti­pattern like the one shown above to control whether a div should be shown or not. However, best practice would indicate that the Controller should not be aware of the div. The ShowDiv variable in the model should not exist. A controller should ideally, only be used to do the plumbing of getting the data populated in the model and nothing else. The view (ideally pure HTML) should render the presentation layer based on the model. In this article we will see how Angular JS, a new JavaScript framework by Google can be used effectively to build web applications where: 1. Views are pure HTML 2. Controllers (in the server sense) are pure REST based API calls 3. The presentation layer is loaded as needed from partial HTML only files. What is MVVM? MVVM short for Model View View Model is a new paradigm in web development. In this paradigm, the Model and View stuff exists on the client side through javascript instead of being processed on the server through postbacks. These frameworks are JavaScript frameworks that facilitate the clear separation of the “frontend” or the data rendering logic from the “backend” which is typically just a REST based API that loads and processes data through a resource model. The frameworks are called MVVM as a change to the Model (through javascript) gets reflected in the view immediately i.e. Model > View. Also, a change on the view (through manual input) gets reflected in the model immediately i.e. View > Model. The following figure shows this conceptually (comments are shown in red): Fig 2: Demonstration of MVVM in action In Fig 2, two text boxes are bound to the same variable model.myInt. Thus, changing the view manually (changing one text box through keyboard input) also changes the other textbox in real time demonstrating V > M property of a MVVM framework. Furthermore, clicking the button adds 1 to the value of model.myInt thus changing the model through JavaScript. This immediately updates the view (the value in the two textboxes) thus demonstrating the M > V property of a MVVM framework. Thus we see that the model in a MVVM JavaScript framework can be regarded as “the single source of truth“. This is an important concept. Angular is one such MVVM framework. We shall use it to build a simple app that sends SMS messages to a particular number. Application, Routes, Views, Controllers, Scope and Models Angular can be used in many ways to construct web applications. For this article, we shall only focus on building Single Page Applications (SPAs). Many of the approaches we will follow in this article have alternatives. It is beyond the scope of this article to explain every nuance in detail but we shall try to touch upon the basic concepts and end up with a working application that can be used to send SMS messages using Sent.ly Plus (a service that is itself built using Angular). Before you read on, we would like to urge you to forget what you know about Models, Views, Controllers and Routes in the ASP.NET MVC4 framework. All these words have different meanings in the Angular world. Whenever these words are used in this article, they will refer to Angular concepts and not ASP.NET MVC4 concepts. The following figure shows the skeleton of the root page of an SPA: Fig 3: The skeleton of a SPA The skeleton of the application is based on the Bootstrap starter template which can be found at: http://getbootstrap.com/examples/starter­template/ Apart from loading the Angular, jQuery and Bootstrap JavaScript libraries, it also loads our custom scripts /app/js/controllers.js /app/js/app.js These scripts define the routes, views and controllers which we shall come to in a moment. Application Notice that the body tag (Fig. 3) has an extra attribute: ng­app=”smsApp” Providing this tag “bootstraps” our single page application. It tells Angular to load a “module” called smsApp. This “module” is defined /app/js/app.js angular.module('smsApp', ['smsApp.controllers', function () {}]) Fig 4: The definition of our application module The line shows above, declares a module called smsApp. It also declares that this module “depends” on another module called “smsApp.controllers”. The smsApp.controllers module will contain all the controllers for our SPA. Routing and Views Notice that in the Navbar (in Fig 3) we have included two hyperlinks to: “#/app” “#/help” This is how Angular handles routing. Since the URLs start with “#”, they are actually just bookmarks (and not server side resources). However, our route definition (in /app/js/app.js) gives these URLs a special meaning within the Angular framework. angular.module('smsApp', ['smsApp.controllers', function () { }]) //Configure the routes .config(['$routeProvider', function ($routeProvider) { $routeProvider.when('/binding', { templateUrl: '/app/partials/bindingexample.html', controller: 'BindingController' }); }]); Fig 5: The definition of a route with an associated partial view and controller As we can see from the previous code sample, we are using the $routeProvider object in the configuration of our smsApp module. Notice how the code “asks for” the $routeProvider object by specifying it as a dependency in the [] braces and then defining a function that accepts it as a parameter. This is known as dependency injection. Please refer to the following link if you want to delve into this topic: http://docs.angularjs.org/guide/di What the above code snippet is doing is that it is telling Angular that when the URL is “#/binding”, then it should load the HTML snippet (“partial view”) found at /app/partials/bindingexample.html. Also, for this URL, Angular should load the controller called “BindingController”. We have also marked the div with the class “container” (in Fig 3) with the ng­view attribute. This attribute tells Angular that views (partial HTML pages) defined in the routes will be loaded within this div. You can see that the Angular JavaScript framework, unlike many other frameworks, works purely by extending HTML tags and attributes. It also allows you to extend HTML with your own tags and attributes (through directives) if you so desire, you can find out more about directives at the following URL: http://www.codeproject.com/Articles/607873/Extending­HTML­with­AngularJS­Directives Controllers and Models We have seen how we define what views and controllers should be loaded for a particular route. Let us now consider how controllers are defined. Our controllers are defined in the file /app/js/controllers.js. The following snippet shows the definition of the “BindingController” which is loaded when we hit the URL http://localhost:port/index.html#/binding (as we have defined in the route earlier as shown in Fig 5). Remember that we had defined that our application module “smsApp” depends on the “smsApp.controllers” module (see Fig 4). The code snippet below shows how the “BindingController” defined in the route shown in Fig 5 is defined in the module smsApp.controllers: angular.module('smsApp.controllers', [function () { }]) .controller('BindingController', ['$scope', function ($scope) { $scope.model = {}; $scope.model.myInt = 6; $scope.addOne = function () { $scope.model.myInt++; } }]); Fig 6: The definition of a controller in the “smsApp.controllers” module. The pieces are falling in place! Remember Fig.2? That was the code of a partial view that was loaded within the container div of the skeleton SPA shown in Fig 3. The route definition shown in Fig 5 also defined that the controller called “BindingController” (shown in Fig 6.) was loaded when we loaded the URL: http://localhost:22544/index.html#/binding The button in Fig 2 was marked with the attribute ng­click=”addOne()” which added 1 to the value of model.myInt. In Fig 6, we can see that this function is actually defined in the “BindingController”. Scope We can see from Fig 6, that in the definition of “BindingController”, we defined a dependency on $scope and then, as usual, defined a function which “asks for” $scope as per the dependency injection pattern. So what is $scope? Any guesses? As you might have guessed a scope is a particular “address space” where variables and functions may be defined. This has a similar meaning to scope in a programming language like C#. Model: The Scope is not the Model It is tempting to assign variables in the scope directly. For example, we could have defined myInt as $scope.myInt = 6 in Fig 6 instead of $scope.model.myInt = 6. The reason why this is a bad idea is that scope in hierarchical in Angular. Thus if we were to define a controller which was defined within the another controller (nested controllers), then the inner controller would inherit the scope of the parent controller. This inheritance would follow JavaScript prototypal inheritance. Let’s say the parent controller defined a variable through $scope.myInt = 6. The child controller would inherit the scope through java prototypical inheritance. This basically means that the child scope has a variable myInt that points to the parent scopes myInt variable. Now if we assigned the value of myInt in the parent, the child scope would be updated with the same value as the child scope’s myInt variable points to the parent scope’s myInt variable. However, if we were to assign the value of the myInt variable in the child scope, then the link of that variable to the parent scope would be broken as the variable myInt in the child scope now points to the value 6 and not to the parent scope’s myInt variable. But, if we defined a variable model in the parent scope, then the child scope will also have a variable model that points to the model variable in the parent scope. Updating the value of $scope.model.myInt in the parent scope would change the model variable in the child scope too as the variable is pointed to the model variable in the parent scope. Now changing the value of $scope.model.myInt in the child scope would ALSO change the value in the parent scope. This is because the model reference in the child scope is pointed to the scope variable in the parent. We did no new assignment to the model variable in the child scope. We only changed an attribute of the model variable. Since the model variable (in the child scope) points to the model variable in the parent scope, we have successfully changed the value of myInt in the parent scope. Thus the value of $scope.model.myInt in the parent scope becomes the “single source of truth“. This is a tricky concept, thus it is considered good practice to NOT use scope inheritance. More info on prototypal inheritance in Angular can be found in the “JavaScript Prototypal Inheritance” section at the following URL: https://github.com/angular/angular.js/wiki/Understanding­Scopes. Building It: An Angular JS application using a .NET Web API Backend Now that we have a perspective on the basic components of an MVVM application built using Angular, let’s build something useful. We will build an application that can be used to send out SMS messages to a given phone number. The following diagram describes the architecture of the application we are going to build: Fig 7: Broad application architecture We are going to add an HTML Partial to our project. This partial will contain the form fields that will accept the phone number and message that needs to be sent as an SMS. It will also display all the messages that have previously been sent. All the executable code that is run on the occurrence of events (button clicks etc.) in the view resides in the controller. The controller interacts with the ASP.NET WebAPI to get a history of SMS messages, add a message etc. through a REST based API. For the purposes of simplicity, we will use an in memory data structure for the purposes of creating this application. Thus, the tasks ahead of us are: Creating the REST WebApi with GET, PUT, POST, DELETE methods. Creating the SmsView.html partial Creating the SmsController controller with methods that are called from the SmsView.html partial Add a new route that loads the controller and the partial. 1. Creating the REST WebAPI This is a simple task that should be quite straightforward to any .NET developer. The following listing shows our ApiController: public class SmsMessage { public string to { get; set; } public string message { get; set; } } public class SmsResource : SmsMessage { public int smsId { get; set; } } public class SmsResourceController : ApiController { public static Dictionary<int, SmsResource> messages = new Dictionary<int, SmsResource>(); public static int currentId = 0; // GET api/<controller> public List<SmsResource> Get() { List<SmsResource> result = new List<SmsResource>(); foreach (int key in messages.Keys) { result.Add(messages[key]); } return result; } // GET api/<controller>/5 public SmsResource Get(int id) { if (messages.ContainsKey(id)) return messages[id]; return null; } // POST api/<controller> public List<SmsResource> Post([FromBody] SmsMessage value) { //Synchronize on messages so we don't have id collisions lock (messages) { SmsResource res = (SmsResource) value; res.smsId = currentId++; messages.Add(res.smsId, res); //SentlyPlusSmsSender.SendMessage(value.to, value.message); return Get(); } } // PUT api/<controller>/5 public List<SmsResource> Put(int id, [FromBody] SmsMessage value) { //Synchronize on messages so we don't have id collisions lock (messages) { if (messages.ContainsKey(id)) { //Update the message messages[id].message = value.message; messages[id].to = value.message; } return Get(); } } // DELETE api/<controller>/5 public List<SmsResource> Delete(int id) { if (messages.ContainsKey(id)) { messages.Remove(id); } return Get(); } } Once this class is defined, we should be able to access the WebAPI by a simple GET request using the browser: http://localhost:port/api/SmsResource Notice the commented line: //SentlyPlusSmsSender.SendMessage The SentlyPlusSmsSender class is defined in the attached solution. We have shown this line as commented as we want to explain the core Angular concepts. If you load the attached solution, this line is uncommented in the source and an actual SMS will be sent! By default, the API returns XML. For consumption of the API in Angular, we would like it to return JSON. To change the default to JSON, we make the following change to WebApiConfig.cs file located in the App_Start folder. public static class WebApiConfig { public static void Register(HttpConfiguration config) { config.Routes.MapHttpRoute( name: "DefaultApi", routeTemplate: "api/{controller}/{id}", defaults: new { id = RouteParameter.Optional } ); var appXmlType = config.Formatters.XmlFormatter. SupportedMediaTypes. FirstOrDefault( t => t.MediaType == "application/xml"); config.Formatters.XmlFormatter.SupportedMediaTypes.Remove(appXmlType); } } We now have our backend REST Api which we can consume from Angular! 2. Creating the SmsView.html partial This simple partial will define two fields: the destination phone number (international format starting with a +) and the message. These fields will be bound to model.phoneNumber and model.message. We will also add a button that we shall hook up to sendMessage() in the controller. A list of all previously sent messages (bound to model.allMessages) will also be displayed below the form input. The following code shows the code for the partial: <!--­­ If model.errorMessage is defined, then render the error div -­­> <div class="alert alert-­danger alert-­dismissable" style="margin­-top: 30px;" ng­-show="model.errorMessage != undefined"> <button type="button" class="close" data­dismiss="alert" aria­hidden="true">&times;</button> <strong>Error!</strong> <br /> {{ model.errorMessage }} </div> <!--­­ The input fields bound to the model --­­> <div class="well" style="margin-­top: 30px;"> <table style="width: 100%;"> <tr> <td style="width: 45%; text-­align: center;"> <input type="text" placeholder="Phone number (eg; +44 7778 609466)" ng­-model="model.phoneNumber" class="form-­control" style="width: 90%" onkeypress="return checkPhoneInput();" /> </td> <td style="width: 45%; text-­align: center;"> <input type="text" placeholder="Message" ng­-model="model.message" class="form-­control" style="width: 90%" /> </td> <td style="text-­align: center;"> <button class="btn btn-­danger" ng-­click="sendMessage();" ng-­disabled="model.isAjaxInProgress" style="margin­right: 5px;">Send</button> <img src="/Content/ajax-­loader.gif" ng­-show="model.isAjaxInProgress" /> </td> </tr> </table> </div> <!--­­ The past messages ­­--> <div style="margin-­top: 30px;"> <!­­-- The following div is shown if there are no past messages --­­> <div ng­-show="model.allMessages.length == 0"> No messages have been sent yet! </div> <!--­­ The following div is shown if there are some past messages --­­> <div ng-­show="model.allMessages.length == 0"> <table style="width: 100%;" class="table table-­striped"> <tr> <td>Phone Number</td> <td>Message</td> <td></td> </tr> <!--­­ The ng-­repeat directive is line the repeater control in .NET, but as you can see this partial is pure HTML which is much cleaner --> <tr ng-­repeat="message in model.allMessages"> <td>{{ message.to }}</td> <td>{{ message.message }}</td> <td> <button class="btn btn-­danger" ng-­click="delete(message.smsId);" ng­-disabled="model.isAjaxInProgress">Delete</button> </td> </tr> </table> </div> </div> The above code is commented and should be self explanatory. Conditional rendering is achieved through using the ng-­show=”condition” attribute on various div tags. Input fields are bound to the model and the send button is bound to the sendMessage() function in the controller as through the ng­click=”sendMessage()” attribute defined on the button tag. While AJAX calls are taking place, the controller sets model.isAjaxInProgress to true. Based on this variable, buttons are disabled through the ng-­disabled directive which is added as an attribute to the buttons. The ng-­repeat directive added as an attribute to the tr tag causes the table row to be rendered multiple times much like an ASP.NET repeater. 3. Creating the SmsController controller The penultimate piece of our application is the controller which responds to events from our view and interacts with our MVC4 REST WebAPI. The following listing shows the code we need to add to /app/js/controllers.js. Note that controller definitions can be chained. Also note that this controller “asks for” the $http service. The $http service is a simple way in Angular to do AJAX. So far we have only encountered modules, controllers, views and directives in Angular. The $http is new entity in Angular called a service. More information on Angular services can be found at the following URL: http://docs.angularjs.org/guide/dev_guide.services.understanding_services. .controller('SmsController', ['$scope', '$http', function ($scope, $http) { //We define the model $scope.model = {}; //We define the allMessages array in the model //that will contain all the messages sent so far $scope.model.allMessages = []; //The error if any $scope.model.errorMessage = undefined; //We initially load data so set the isAjaxInProgress = true; $scope.model.isAjaxInProgress = true; //Load all the messages $http({ url: '/api/smsresource', method: "GET" }). success(function (data, status, headers, config) { this callback will be called asynchronously //when the response is available $scope.model.allMessages = data; //We are done with AJAX loading $scope.model.isAjaxInProgress = false; }). error(function (data, status, headers, config) { //called asynchronously if an error occurs //or server returns response with an error status. $scope.model.errorMessage = "Error occurred status:" + status; //We are done with AJAX loading $scope.model.isAjaxInProgress = false; }); $scope.delete = function (id) { //We are making an ajax call so we set this to true $scope.model.isAjaxInProgress = true; $http({ url: '/api/smsresource/' + id, method: "DELETE" }). success(function (data, status, headers, config) { // this callback will be called asynchronously // when the response is available $scope.model.allMessages = data; //We are done with AJAX loading $scope.model.isAjaxInProgress = false; }); error(function (data, status, headers, config) { // called asynchronously if an error occurs // or server returns response with an error status. $scope.model.errorMessage = "Error occurred status:" + status; //We are done with AJAX loading $scope.model.isAjaxInProgress = false; }); } $scope.sendMessage = function () { $scope.model.errorMessage = undefined; var message = ''; if($scope.model.message != undefined) message = $scope.model.message.trim(); if ($scope.model.phoneNumber == undefined || $scope.model.phoneNumber == '' || $scope.model.phoneNumber.length < 10 || $scope.model.phoneNumber[0] != '+') { $scope.model.errorMessage = "You must enter a valid phone number in international format. Eg: +44 7778 609466"; return; } if (message.length == 0) { $scope.model.errorMessage = "You must specify a message!"; return; } //We are making an ajax call so we set this to true $scope.model.isAjaxInProgress = true; $http({ url: '/api/smsresource', method: "POST", data: { to: $scope.model.phoneNumber, message: $scope.model.message } }). success(function (data, status, headers, config) { // this callback will be called asynchronously // when the response is available $scope.model.allMessages = data; //We are done with AJAX loading $scope.model.isAjaxInProgress = false; }). error(function (data, status, headers, config) { // called asynchronously if an error occurs // or server returns response with an error status. $scope.model.errorMessage = "Error occurred status:" + status // We are done with AJAX loading $scope.model.isAjaxInProgress = false; }); } }]); We can see from the previous listing how the functions that are called from the view are defined in the controller. It should also be evident how easy it is to make AJAX calls to consume our MVC4 REST WebAPI. Now we are left with the final piece. We need to define a route that associates a particular path with the view we have defined and the controller we have defined. 4. Add a new route that loads the controller and the partial This is the easiest part of the puzzle. We simply define another route in the /app/js/app.js file: $routeProvider.when('/sms', { templateUrl: '/app/partials/smsview.html', controller: 'SmsController' }); Conclusion In this article we have seen how much of the server side functionality in the MVC4 framework can be moved to the browser thus delivering a snappy and fast user interface. We have seen how we can build client side HTML only views that avoid the messy syntax offered by server side Razor views. We have built a functioning app from the ground up. The significant advantage of this approach to building web apps is that the front end can be completely platform independent. Even though we used ASP.NET to create our REST API, we could just easily have used any other language such as Node.js, Ruby etc without changing a single line of our front end code. Angular is a rich framework and we have only touched on basic functionality required to create a SPA. For readers who wish to delve further into the Angular framework, we would recommend the following URL as a starting point: http://docs.angularjs.org/misc/started. To get started with the code for this project: Sign up for an account at http://plus.sent.ly (free) Add your phone number Go to the “My Identies Page” Note Down your Sender ID, Consumer Key and Consumer Secret Download the code for this article at: https://docs.google.com/file/d/0BzjEWqSE31yoZjZlV0d0R2Y3eW8/edit?usp=sharing Change the values of Sender Id, Consumer Key and Consumer Secret in the web.config file Run the project through Visual Studio!

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  • strange data annotations issue in MVC 2

    - by femi
    Hello, I came across something strange when creating an edit form with MVC 2. i realised that my error messages come up on form sumission even when i have filled ut valid data! i am using a buddy class which i have configured correctly ( i know that cos i can see my custom errors). Here is the code from the viewmodel that generates this; <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<TG_Careers.Models.Applicant>" %> <script src="/Scripts/MicrosoftAjax.js" type="text/javascript"></script> <script src="/Scripts/MicrosoftMvcAjax.js" type="text/javascript"></script> <script src="/Scripts/MicrosoftMvcValidation.js" type="text/javascript"></script> <%= Html.ValidationSummary() %> <% Html.EnableClientValidation(); %> <% using (Html.BeginForm()) {%> <div class="confirm-module"> <table cellpadding="4" cellspacing="2"> <tr> <td><%= Html.LabelFor(model => model.FirstName) %> </td> <td><%= Html.EditorFor(model => model.FirstName) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.FirstName) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.MiddleName) %></td> <td><%= Html.EditorFor(model => model.MiddleName) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.MiddleName) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.LastName) %></td> <td><%= Html.EditorFor(model => model.LastName) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.LastName) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.Gender) %></td> <td><%= Html.EditorFor(model => model.Gender) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.Gender) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.MaritalStatus) %></td> <td> <%= Html.EditorFor(model => model.MaritalStatus) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.MaritalStatus) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.DateOfBirth) %></td> <td><%= Html.EditorFor(model => model.DateOfBirth) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.DateOfBirth) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.Address) %></td> <td><%= Html.EditorFor(model => model.Address) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.Address) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.City) %></td> <td><%= Html.EditorFor(model => model.City) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.City) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.State) %></td> <td><%= Html.EditorFor(model => model.State) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.State) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.StateOfOriginID) %></td> <td><%= Html.DropDownList("StateOfOriginID", new SelectList(ViewData["States"] as IEnumerable, "StateID", "Name", Model.StateOfOriginID))%></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.StateOfOriginID) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.CompletedNYSC) %></td> <td><%= Html.EditorFor(model => model.CompletedNYSC) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.CompletedNYSC) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.YearsOfExperience) %></td> <td><%= Html.EditorFor(model => model.YearsOfExperience) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.YearsOfExperience) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.MobilePhone) %></td> <td><%= Html.EditorFor(model => model.MobilePhone) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.MobilePhone) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.DayPhone) %></td> <td> <%= Html.EditorFor(model => model.DayPhone) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.DayPhone) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.CVFileName) %></td> <td><%= Html.EditorFor(model => model.CVFileName) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.CVFileName) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.CurrentPosition) %></td> <td><%= Html.EditorFor(model => model.CurrentPosition) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.CurrentPosition) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.EmploymentCommenced) %></td> <td><%= Html.EditorFor(model => model.EmploymentCommenced) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.EmploymentCommenced) %></td> </tr> <tr> <td><%= Html.LabelFor(model => model.DateofTakingupCurrentPosition) %></td> <td><%= Html.EditorFor(model => model.DateofTakingupCurrentPosition) %></td> </tr> <tr> <td colspan="2"><%= Html.ValidationMessageFor(model => model.DateofTakingupCurrentPosition) %></td> </tr> <tr> <td>&nbsp;</td> <td>&nbsp;</td> </tr> <tr> <td colspan="2">&nbsp;</td> </tr> </table> <p> <input type="submit" value="Save Profile Details" /> </p> </div> <% } %> Any ideas on this one please? Thanks

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  • ASP.NET MVC Postbacks and HtmlHelper Controls ignoring Model Changes

    - by Rick Strahl
    So here's a binding behavior in ASP.NET MVC that I didn't really get until today: HtmlHelpers controls (like .TextBoxFor() etc.) don't bind to model values on Postback, but rather get their value directly out of the POST buffer from ModelState. Effectively it looks like you can't change the display value of a control via model value updates on a Postback operation. To demonstrate here's an example. I have a small section in a document where I display an editable email address: This is what the form displays on a GET operation and as expected I get the email value displayed in both the textbox and plain value display below, which reflects the value in the mode. I added a plain text value to demonstrate the model value compared to what's rendered in the textbox. The relevant markup is the email address which needs to be manipulated via the model in the Controller code. Here's the Razor markup: <div class="fieldcontainer"> <label> Email: &nbsp; <small>(username and <a href="http://gravatar.com">Gravatar</a> image)</small> </label> <div> @Html.TextBoxFor( mod=> mod.User.Email, new {type="email",@class="inputfield"}) @Model.User.Email </div> </div>   So, I have this form and the user can change their email address. On postback the Post controller code then asks the business layer whether the change is allowed. If it's not I want to reset the email address back to the old value which exists in the database and was previously store. The obvious thing to do would be to modify the model. Here's the Controller logic block that deals with that:// did user change email? if (!string.IsNullOrEmpty(oldEmail) && user.Email != oldEmail) { if (userBus.DoesEmailExist(user.Email)) { userBus.ValidationErrors.Add("New email address exists already. Please…"); user.Email = oldEmail; } else // allow email change but require verification by forcing a login user.IsVerified = false; }… model.user = user; return View(model); The logic is straight forward - if the new email address is not valid because it already exists I don't want to display the new email address the user entered, but rather the old one. To do this I change the value on the model which effectively does this:model.user.Email = oldEmail; return View(model); So when I press the Save button after entering in my new email address ([email protected]) here's what comes back in the rendered view: Notice that the textbox value and the raw displayed model value are different. The TextBox displays the POST value, the raw value displays the actual model value which are different. This means that MVC renders the textbox value from the POST data rather than from the view data when an Http POST is active. Now I don't know about you but this is not the behavior I expected - initially. This behavior effectively means that I cannot modify the contents of the textbox from the Controller code if using HtmlHelpers for binding. Updating the model for display purposes in a POST has in effect - no effect. (Apr. 25, 2012 - edited the post heavily based on comments and more experimentation) What should the behavior be? After getting quite a few comments on this post I quickly realized that the behavior I described above is actually the behavior you'd want in 99% of the binding scenarios. You do want to get the POST values back into your input controls at all times, so that the data displayed on a form for the user matches what they typed. So if an error occurs, the error doesn't mysteriously disappear getting replaced either with a default value or some value that you changed on the model on your own. Makes sense. Still it is a little non-obvious because the way you create the UI elements with MVC, it certainly looks like your are binding to the model value:@Html.TextBoxFor( mod=> mod.User.Email, new {type="email",@class="inputfield",required="required" }) and so unless one understands a little bit about how the model binder works this is easy to trip up. At least it was for me. Even though I'm telling the control which model value to bind to, that model value is only used initially on GET operations. After that ModelState/POST values provide the display value. Workarounds The default behavior should be fine for 99% of binding scenarios. But if you do need fix up values based on your model rather than the default POST values, there are a number of ways that you can work around this. Initially when I ran into this, I couldn't figure out how to set the value using code and so the simplest solution to me was simply to not use the MVC Html Helper for the specific control and explicitly bind the model via HTML markup and @Razor expression: <input type="text" name="User.Email" id="User_Email" value="@Model.User.Email" /> And this produces the right result. This is easy enough to create, but feels a little out of place when using the @Html helpers for everything else. As you can see by the difference in the name and id values, you also are forced to remember the naming conventions that MVC imposes in order for ModelBinding to work properly which is a pain to remember and set manually (name is the same as the property with . syntax, id replaces dots with underlines). Use the ModelState Some of my original confusion came because I didn't understand how the model binder works. The model binder basically maintains ModelState on a postback, which holds a value and binding errors for each of the Post back value submitted on the page that can be mapped to the model. In other words there's one ModelState entry for each bound property of the model. Each ModelState entry contains a value property that holds AttemptedValue and RawValue properties. The AttemptedValue is essentially the POST value retrieved from the form. The RawValue is the value that the model holds. When MVC binds controls like @Html.TextBoxFor() or @Html.TextBox(), it always binds values on a GET operation. On a POST operation however, it'll always used the AttemptedValue to display the control. MVC binds using the ModelState on a POST operation, not the model's value. So, if you want the behavior that I was expecting originally you can actually get it by clearing the ModelState in the controller code:ModelState.Clear(); This clears out all the captured ModelState values, and effectively binds to the model. Note this will produce very similar results - in fact if there are no binding errors you see exactly the same behavior as if binding from ModelState, because the model has been updated from the ModelState already and binding to the updated values most likely produces the same values you would get with POST back values. The big difference though is that any values that couldn't bind - like say putting a string into a numeric field - will now not display back the value the user typed, but the default field value or whatever you changed the model value to. This is the behavior I was actually expecting previously. But - clearing out all values might be a bit heavy handed. You might want to fix up one or two values in a model but rarely would you want the entire model to update from the model. So, you can also clear out individual values on an as needed basis:if (userBus.DoesEmailExist(user.Email)) { userBus.ValidationErrors.Add("New email address exists already. Please…"); user.Email = oldEmail; ModelState.Remove("User.Email"); } This allows you to remove a single value from the ModelState and effectively allows you to replace that value for display from the model. Why? While researching this I came across a post from Microsoft's Brad Wilson who describes the default binding behavior best in a forum post: The reason we use the posted value for editors rather than the model value is that the model may not be able to contain the value that the user typed. Imagine in your "int" editor the user had typed "dog". You want to display an error message which says "dog is not valid", and leave "dog" in the editor field. However, your model is an int: there's no way it can store "dog". So we keep the old value. If you don't want the old values in the editor, clear out the Model State. That's where the old value is stored and pulled from the HTML helpers. There you have it. It's not the most intuitive behavior, but in hindsight this behavior does make some sense even if at first glance it looks like you should be able to update values from the model. The solution of clearing ModelState works and is a reasonable one but you have to know about some of the innards of ModelState and how it actually works to figure that out.© Rick Strahl, West Wind Technologies, 2005-2012Posted in ASP.NET  MVC   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Tips on ensuring Model Quality

    - by [email protected]
    Given enough data that represents well the domain and models that reflect exactly the decision being optimized, models usually provide good predictions that ensure lift. Nevertheless, sometimes the modeling situation is less than ideal. In this blog entry we explore the problems found in a few such situations and how to avoid them.1 - The Model does not reflect the problem you are trying to solveFor example, you may be trying to solve the problem: "What product should I recommend to this customer" but your model learns on the problem: "Given that a customer has acquired our products, what is the likelihood for each product". In this case the model you built may be too far of a proxy for the problem you are really trying to solve. What you could do in this case is try to build a model based on the result from recommendations of products to customers. If there is not enough data from actual recommendations, you could use a hybrid approach in which you would use the [bad] proxy model until the recommendation model converges.2 - Data is not predictive enoughIf the inputs are not correlated with the output then the models may be unable to provide good predictions. For example, if the input is the phase of the moon and the weather and the output is what car did the customer buy, there may be no correlations found. In this case you should see a low quality model.The solution in this case is to include more relevant inputs.3 - Not enough cases seenIf the data learned does not include enough cases, at least 200 positive examples for each output, then the quality of recommendations may be low. The obvious solution is to include more data records. If this is not possible, then it may be possible to build a model based on the characteristics of the output choices rather than the choices themselves. For example, instead of using products as output, use the product category, price and brand name, and then combine these models.4 - Output leaking into input giving the false impression of good quality modelsIf the input data in the training includes values that have changed or are available only because the output happened, then you will find some strong correlations between the input and the output, but these strong correlations do not reflect the data that you will have available at decision (prediction) time. For example, if you are building a model to predict whether a web site visitor will succeed in registering, and the input includes the variable DaysSinceRegistration, and you learn when this variable has already been set, you will probably see a big correlation between having a Zero (or one) in this variable and the fact that registration was successful.The solution is to remove these variables from the input or make sure they reflect the value as of the time of decision and not after the result is known. 

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  • geomipmapping using displacement mapping (and glVertexAttribDivisor)

    - by Will
    I wake up with a clear vision, but sadly my laptop card doesn't do displacement mapping nor glVertexAttribDivisor so I can't test it out; I'm left sharing here: With geomipmapping, the grid at any factor is transposable - if you pass in an offset - say as a uniform - you can reuse the same vertex and index array again and again. If you also pass in the offset into the heightmap as a uniform, the vertex shader can do displacement mapping. If the displacement map is mipmapped, you get the advantages of trilinear filtering for distant maps. And, if the scenery is closer, rather than exposing that the you have a world made out of quads, you can use your transposable grid vertex array and indices to do vertex-shader interpolation (fancy splines) to do super-smooth infinite zoom? So I have some questions: does it work? In theory, in practice? does anyone do it? Does this technique have a name? Papers, demos, anything I can look at? does glVertexAttribDivisor mean that you can have a single glMultiDrawElementsEXT or similar approach to draw all your terrain tiles in one call rather than setting up the uniforms and emitting each tile? Would this offer any noticeable gains? does a heightmap that is GL_LUMINANCE take just one byte per pixel(=vertex)? (On mainstream cards, obviously. Does storage vary in practice?) Does going to the effort of reusing the same vertices and indices mean that you can basically fill the GPU RAM with heightmap and not a lot else, giving you either bigger landscapes or more detailed landscapes/meshes for the same bang? is mipmapping the displacement map going to work? On future cards? Is it going to introduce unsurmountable inaccuracies if it is enabled?

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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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  • 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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  • 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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  • Data Model Dissonance

    - by Tony Davis
    So often at the start of the development of database applications, there is a premature rush to the keyboard. Unless, before we get there, we’ve mapped out and agreed the three data models, the Conceptual, the Logical and the Physical, then the inevitable refactoring will dog development work. It pays to get the data models sorted out up-front, however ‘agile’ you profess to be. The hardest model to get right, the most misunderstood, and the one most neglected by the various modeling tools, is the conceptual data model, and yet it is critical to all that follows. The conceptual model distils what the business understands about itself, and the way it operates. It represents the business rules that govern the required data, its constraints and its properties. The conceptual model uses the terminology of the business and defines the most important entities and their inter-relationships. Don’t assume that the organization’s understanding of these business rules is consistent or accurate. Too often, one department has a subtly different understanding of what an entity means and what it stores, from another. If our conceptual data model fails to resolve such inconsistencies, it will reduce data quality. If we don’t collect and measure the raw data in a consistent way across the whole business, how can we hope to perform meaningful aggregation? The conceptual data model has more to do with business than technology, and as such, developers often regard it as a worthy but rather arcane ceremony like saluting the flag or only eating fish on Friday. However, the consequences of getting it wrong have a direct and painful impact on many aspects of the project. If you adopt a silo-based (a.k.a. Domain driven) approach to development), you are still likely to suffer by starting with an incomplete knowledge of the domain. Even when you have surmounted these problems so that the data entities accurately reflect the business domain that the application represents, there are likely to be dire consequences from abandoning the goal of a shared, enterprise-wide understanding of the business. In reading this, you may recall experiences of the consequence of getting the conceptual data model wrong. I believe that Phil Factor, for example, witnessed the abandonment of a multi-million dollar banking project due to an inadequate conceptual analysis of how the bank defined a ‘customer’. We’d love to hear of any examples you know of development projects poleaxed by errors in the conceptual data model. Cheers, Tony

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  • Achieving decoupling in Model classes

    - by Guven
    I am trying to test-drive (or at least write unit tests) my Model classes but I noticed that my classes end up being too coupled. Since I can't break this coupling, writing unit tests is becoming harder and harder. To be more specific: Model Classes: These are the classes that hold the data in my application. They resemble pretty much the POJO (plain old Java objects), but they also have some methods. The application is not too big so I have around 15 model classes. Coupling: Just to give an example, think of a simple case of Order Header - Order Item. The header knows the item and the item knows the header (needs some information from the header for performing certain operations). Then, let's say there is the relationship between Order Item - Item Report. The item report needs the item as well. At this point, imagine writing tests for Item Report; you need have a Order Header to carry out the tests. This is a simple case with 3 classes; things get more complicated with more classes. I can come up with decoupled classes when I design algorithms, persistence layers, UI interactions, etc... but with model classes, I can't think of a way to separate them. They currently sit as one big chunk of classes that depend on each other. Here are some workarounds that I can think of: Data Generators: I have a package that generates sample data for my model classes. For example, the OrderHeaderGenerator class creates OrderHeaders with some basic data in it. I use the OrderHeaderGenerator from my ItemReport unit-tests so that I get an instance to OrderHeader class. The problem is these generators get complicated pretty fast and then I also need to test these generators; defeating the purpose a little bit. Interfaces instead of dependencies: I can come up with interfaces to get rid of the hard dependencies. For example, the OrderItem class would depend on the IOrderHeader interface. So, in my unit tests, I can easily mock the behaviour of an OrderHeader with a FakeOrderHeader class that implements the IOrderHeader interface. The problem with this approach is the complexity that the Model classes would end up having. Would you have other ideas on how to break this coupling in the model classes? Or, how to make it easier to unit-test the model classes?

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  • Model binding & derived model classes

    - by Richard Ev
    Does ASP.NET MVC offer any simple way to get model binding to work when you have model classes that inherit from others? In my scenario I have a View that is strongly typed to List<Person>. I have a couple of classes that inherit from Person, namely PersonTypeOne and PersonTypeTwo. I have three strongly typed partial views with names that match these class names (and render form elements for the properties of their respective models). This means that in my main View I can have the following code: <% for(int i = 0; i < Model.Count; i++) { Html.RenderPartial(Model[i].GetType().Name, Model[i]); } %> This works well, apart from when the user submits the form the relevant controller action method just gets a List<Person>, rather than a list of Person, PersonTypeOne and PersonTypeTwo. This is pretty much as expected as the form submission doesn't contain enough information to tell the default model binder to create any instances of PersonTypeOne and PersonTypeTwo classes. So, is there any way to get such functionality from the default model binder?

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  • The Interaction between Three-Tier Client/Server Model and Three-Tier Application Architecture Model

    The three-tier client/server model is a network architectural approach currently used in modern networking. This approach divides a network in to three distinct components. Three-Tier Client/Server Model Components Client Component Server Component Database Component The Client Component of the network typically represents any device on the network. A basic example of this would be computer or another network/web enabled devices that are connected to a network. Network clients request resources on the network, and are usually equipped with a user interface for the presentation of the data returned from the Server Component. This process is done through the use of various software clients, and example of this can be seen through the use of a web browser client. The web browser request information from the Server Component located on the network and then renders the results for the user to process. The Server Components of the network return data based on specific client request back to the requesting client.  Server Components also inherit the attributes of a Client Component in that they are a device on the network and that they can also request information from other Server Components. However what differentiates a Client Component from a Server Component is that a Server Component response to requests from devices on the network. An example of a Server Component can be seen in a web server. A web server listens for new requests and then interprets the request, processes the web pages, and then returns the processed data back to the web browser client so that it may render the data for the user to interpret. The Database Component of the network returns unprocessed data from databases or other resources. This component also inherits attributes from the Server Component in that it is a device on a network, it can request information from other server components and database components, and it also listens for new requests so that it can return data when needed. The three-tier client/server model is very similar to the three-tier application architecture model, and in fact the layers can be mapped to one another. Three-Tier Application Architecture Model Presentation Layer/Logic Business Layer/Logic Data Layer/Logic The Presentation Layer including its underlying logic is very similar to the Client Component of the three-tiered model. The Presentation Layer focuses on interpreting the data returned by the Business Layer as well as presents the data back to the user.  Both the Presentation Layer and the Client Component focus primarily on the user and their experience. This allows for segments of the Business Layer to be distributable and interchangeable because the Presentation Layer is not directly integrated in with Business Layer. The Presentation Layer does not care where the data comes from as long as it is in the proper format. This allows for the Presentation Layer and Business Layer to be stored on one or more different servers so that it can provide a higher availability to clients requesting data. A good example of this is a web site that uses load balancing. When a web site decides to take on the task of load balancing they must obtain a network device that sits in front of a one or machines in order to distribute the request across multiple servers. When a user comes in through the load balanced device they are redirected to a specific server based on a few factors. Common Load Balancing Factors Current Server Availability Current Server Response Time Current Server Priority The Business Layer and corresponding logic are business rules applied to data prior to it being sent to the Presentation Layer. These rules are used to manipulate the data coming from the Data Access Layer, in addition to validating any data prior to being stored in the Data Access Layer. A good example of this would be when a user is trying to create multiple accounts under one email address. The Business Layer logic can prevent duplicate accounts by enforcing a unique email for every new account before the data is even stored in the Data Access Layer. The Server Component can be directly tied to this layer in that the server typically stores and process the Business Layer before it is returned to the end-user via the Presentation Layer. In addition the Server Component can also run automated process through the Business Layer on the data in the Data Access Layer so that additional business analysis can be derived from the data that has been already collected. The Data Layer and its logic are responsible for storing information so that it can be easily retrieved. Typical in most modern applications data is stored in a database management system however data can also be in the form of files stored on a file server. In addition a database can take on one of several forms. Common Database Formats XML File Pipe Delimited File Tab Delimited File Comma Delimited File (CSV) Plain Text File Microsoft Access Microsoft SQL Server MySql Oracle Sybase The Database component of the Networking model can be directly tied to the Data Layer because this is where the Data Layer obtains the data to return back the Business Layer. The Database Component basically allows for a place on the network to store data for future use. This enables applications to save data when they can and then quickly recall the saved data as needed so that the application does not have to worry about storing the data in memory. This prevents overhead that could be created when an application must retain all data in memory. As you can see the Three-Tier Client/Server Networking Model and the Three-Tiered Application Architecture Model rely very heavily on one another to function especially if different aspects of an application are distributed across an entire network. The use of various servers and database servers are wonderful when an application has a need to distribute work across the network. Network Components and Application Layers Interaction Database components will store all data needed for the Data Access Layer to manipulate and return to the Business Layer Server Component executes the Business Layer that manipulates data so that it can be returned to the Presentation Layer Client Component hosts the Presentation Layer that  interprets the data and present it to the user

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  • XNA 4.0 - Normal mapping shader - strange texture artifacts

    - by Taylor
    I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures in greater distance. It looks like this: Image link This is HLSL code: // Matrix float4x4 World : World; float4x4 View : View; float4x4 Projection : Projection; //Textury texture2D ColorMap; sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; texture2D NormalMap; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; // Light float4 AmbientColor : Color; float AmbientIntensity; float3 DiffuseDirection : LightPosition; float4 DiffuseColor : Color; float DiffuseIntensity; float4 SpecularColor : Color; float3 CameraPosition : CameraPosition; float Shininess; // The input for the VertexShader struct VertexShaderInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL0; float3 Binormal : BINORMAL0; float3 Tangent : TANGENT0; }; // The output from the vertex shader, used for later processing struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 View : TEXCOORD1; float3x3 WorldToTangentSpace : TEXCOORD2; }; // The VertexShader. VertexShaderOutput VertexShaderFunction(VertexShaderInput input, float3 Normal : NORMAL) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World); output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World); output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World); output.View = normalize(float4(CameraPosition,1.0) - worldPosition); return output; } // The Pixel Shader float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 color = tex2D(ColorMapSampler, input.TexCoord); float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0; normalMap = normalize(mul(normalMap, input.WorldToTangentSpace)); float4 normal = float4(normalMap,1.0); float4 diffuse = saturate(dot(-DiffuseDirection,normal)); float4 reflect = normalize(2*diffuse*normal-float4(DiffuseDirection,1.0)); float4 specular = pow(saturate(dot(reflect,input.View)), Shininess); return color * AmbientColor * AmbientIntensity + color * DiffuseIntensity * DiffuseColor * diffuse + color * SpecularColor * specular; } // Techniques technique Lighting { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } Any advice? Thanks!

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  • Custom ASP.Net MVC 2 ModelMetadataProvider for using custom view model attributes

    - by SeanMcAlinden
    There are a number of ways of implementing a pattern for using custom view model attributes, the following is similar to something I’m using at work which works pretty well. The classes I’m going to create are really simple: 1. Abstract base attribute 2. Custom ModelMetadata provider which will derive from the DataAnnotationsModelMetadataProvider   Base Attribute MetadataAttribute using System; using System.Web.Mvc; namespace Mvc2Templates.Attributes {     /// <summary>     /// Base class for custom MetadataAttributes.     /// </summary>     public abstract class MetadataAttribute : Attribute     {         /// <summary>         /// Method for processing custom attribute data.         /// </summary>         /// <param name="modelMetaData">A ModelMetaData instance.</param>         public abstract void Process(ModelMetadata modelMetaData);     } } As you can see, the class simple has one method – Process. Process accepts the ModelMetaData which will allow any derived custom attributes to set properties on the model meta data and add items to its AdditionalValues collection.   Custom Model Metadata Provider For a quick explanation of the Model Metadata and how it fits in to the MVC 2 framework, it is basically a set of properties that are usually set via attributes placed above properties on a view model, for example the ReadOnly and HiddenInput attributes. When EditorForModel, DisplayForModel or any of the other EditorFor/DisplayFor methods are called, the ModelMetadata information is used to determine how to display the properties. All of the information available within the model metadata is also available through ViewData.ModelMetadata. The following class derives from the DataAnnotationsModelMetadataProvider built into the mvc 2 framework. I’ve overridden the CreateMetadata method in order to process any custom attributes that may have been placed above a property in a view model.   CustomModelMetadataProvider using System; using System.Collections.Generic; using System.Linq; using System.Web.Mvc; using Mvc2Templates.Attributes; namespace Mvc2Templates.Providers {     public class CustomModelMetadataProvider : DataAnnotationsModelMetadataProvider     {         protected override ModelMetadata CreateMetadata(             IEnumerable<Attribute> attributes,             Type containerType,             Func<object> modelAccessor,             Type modelType,             string propertyName)         {             var modelMetadata = base.CreateMetadata(attributes, containerType, modelAccessor, modelType, propertyName);               attributes.OfType<MetadataAttribute>().ToList().ForEach(x => x.Process(modelMetadata));               return modelMetadata;         }     } } As you can see, once the model metadata is created through the base method, a check for any attributes deriving from our new abstract base attribute MetadataAttribute is made, the Process method is then called on any existing custom attributes with the model meta data for the property passed in.   Hooking it up The last thing you need to do to hook it up is set the new CustomModelMetadataProvider as the current ModelMetadataProvider, this is done within the Global.asax Application_Start method. Global.asax protected void Application_Start()         {             AreaRegistration.RegisterAllAreas();               RegisterRoutes(RouteTable.Routes);               ModelMetadataProviders.Current = new CustomModelMetadataProvider();         }   In my next post, I’m going to demonstrate a cool custom attribute that turns a textbox into an ajax driven AutoComplete text box. Hope this is useful. Kind Regards, Sean McAlinden.

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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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  • 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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  • 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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