I’m working on my own game engine AND learning OpenGL in the process, and I have got stuck in Shadowmapping for longer than I would like to admit.
I have been following this guide: https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping But I don’t get to draw any shadow in my plane.
This is how the code looks in my project:
Framebuffer for creating the depth texture:
glCreateFramebuffers(1, &m_framebufferID);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferID);glGenTextures(1, &depthMapID);
ui32 depthMapID;
glBindTexture(GL_TEXTURE_2D, depthMapID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferID);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMapID, 0);
ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Framebuffer is incomplete!");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Depth texture shader (ignore the unused vertex layout):
#type vertex
#version 330 core
layout (location = 0) in vec3 vertex_position;
layout (location = 1) in vec3 vertex_color;
layout (location = 2) in vec3 vertex_normal;
layout (location = 3) in vec3 vertex_tangent;
layout (location = 4) in vec2 vertex_texcoord;
uniform mat4 u_lightViewProjectionMatrix;
uniform mat4 u_worldTransformMatrix;
void main()
{
gl_Position = u_lightViewProjectionMatrix * (u_worldTransformMatrix * vec4(vertex_position, 1.0));
}
#type fragment
#version 330 core
// Ouput data
//layout(location = 0) out float fragmentdepth;
void main(){
// Not really needed, OpenGL does it anyway
//fragmentdepth = gl_FragCoord.z;
}
This is how I create the shadow map
if (s_castingShadowMeshes.Size() == 0)
return;
float shadowDistance = 100.0f;
glm::mat4 lightView = glm::lookAt(LightManager::GetDirectionalLight().direction * -shadowDistance, glm::vec3(0.0f), MathUtils::Vector3UnitY);
glm::mat4 lightProjection = glm::ortho(-shadowDistance, shadowDistance, -shadowDistance, shadowDistance, 0.0f, shadowDistance * 2.0f);
s_lightViewProjection = lightProjection * lightView;
glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferID);
glViewport(0, 0, 1024, 1024); //Shadow height and width is 1024
glDepthMask(GL_TRUE);
glClearDepth(1.0f);
glClearColor(color.r, color.g, color.b, color.a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT););
for (ui32 i = 0; i < s_castingShadowMeshes.Size(); ++i)
{
s_depthMapShader->Bind();
s_depthMapShader->SetUniform(UNIFORM_LIGHT_SPACE_TRANSFORM, ShaderDataType::Mat4, &(s_lightViewProjection));
s_depthMapShader->SetUniform(UNIFORM_MODEL_SPACE_TRANSFORM, ShaderDataType::Mat4, &(s_castingShadowMeshes[i]->GetWorldTransform()[0][0]));
s_rendererPlatformInterface->DrawVertexArray(s_castingShadowMeshes[i]->GetVertexArray());
s_renderStats.drawCalls++;
s_depthMapShader->Unbind();
}
s_shadowFramebuffer->Unbind();
Up to this point, RenderDoc shows me that a depth texture is actually being generated:
Now, this is how rendering the plane looks like:
shader->Bind();
ui32 useShadowMapTex = 0;
if (receiveShadows)
{
useShadowMapTex = 1;
ui32 shadowMapSlot = (ui32)Material::TextureSlots::ShadowMap;
shader->SetUniform(UNIFORM_SHADOWMAP_TEX, ShaderDataType::Int, &shadowMapSlot);
s_shadowMapTex->Bind(shadowMapSlot);
}
shader->SetUniform(UNIFORM_USE_SHADOWMAP_TEX, ShaderDataType::Int, &useShadowMapTex);
shader->SetUniform(UNIFORM_MODEL_SPACE_TRANSFORM, ShaderDataType::Mat4, &(transform[0][0]));
shader->SetUniform(UNIFORM_VIEW_PROJECTION, ShaderDataType::Mat4, &(s_sceneData.viewProjectionMatrix));
shader->SetUniform(UNIFORM_CAMERA_POS, ShaderDataType::Float3, &(s_sceneData.cameraPosition));
shader->SetUniform(UNIFORM_DIR_LIGHT_DIRECTION, ShaderDataType::Float3, &(LightManager::GetDirectionalLight().direction));
shader->SetUniform(UNIFORM_DIR_LIGHT_AMBIENT,ShaderDataType::Float3, &(LightManager::GetDirectionalLight().ambientColor));
shader->SetUniform(UNIFORM_DIR_LIGHT_DIFUSSE, ShaderDataType::Float3, &(LightManager::GetDirectionalLight().diffuseColor));
shader->SetUniform(UNIFORM_DIR_LIGHT_SPECULAR, ShaderDataType::Float3, &(LightManager::GetDirectionalLight().specularColor));
s_rendererPlatformInterface->DrawVertexArray(vertexArray);
s_renderStats.drawCalls++;
s_renderStats.vertices += vertexArray->GetIndexBuffer()->GetCount();
The shader for the plane:
#type vertex
#version 330 core
layout (location = 0) in vec3 vertex_position;
layout (location = 1) in vec3 vertex_color;
layout (location = 2) in vec3 vertex_normal;
layout (location = 3) in vec3 vertex_tangent;
layout (location = 4) in vec2 vertex_texcoord;
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
vec4 FragPosLightSpace;
} vs_out;
uniform mat4 u_viewProjectionMatrix;
uniform mat4 u_worldTransformMatrix;
uniform mat4 u_lightViewProjectionMatrix;
void main()
{
vs_out.FragPos = vec3(u_worldTransformMatrix * vec4(vertex_position, 1.0));
vs_out.Normal = transpose(inverse(mat3(u_worldTransformMatrix))) * vertex_normal;
vs_out.TexCoords = vertex_texcoord;
vs_out.FragPosLightSpace = u_lightViewProjectionMatrix * vec4(vs_out.FragPos, 1.0);
gl_Position = u_viewProjectionMatrix* vec4(vs_out.FragPos, 1.0);
}
#type fragment
#version 330 core
out vec4 FragColor;
in VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
vec4 FragPosLightSpace;
} fs_in;
struct DirectionalLight
{
vec3 direction;
vec3 ambientColor;
vec3 diffuseColor;
vec3 specularColor;
};
uniform DirectionalLight u_directionalLight;
uniform sampler2D u_shadowMapTex;
uniform vec3 u_cameraPos;
float ShadowCalculation(vec4 fragPosLightSpace)
{
// perform perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
float closestDepth = texture(u_shadowMapTex, projCoords.xy).r;
// get depth of current fragment from light's perspective
float currentDepth = projCoords.z;
// check whether current frag pos is in shadow
float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
return shadow;
}
void main()
{
vec3 normal = normalize(fs_in.Normal);
vec3 lightColor = vec3(1.0);
// ambient
vec3 ambient = u_directionalLight.ambientColor;
// diffuse
vec3 lightDir = normalize(u_directionalLight.direction);
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * lightColor;
// specular
vec3 viewDir = normalize(u_cameraPos - fs_in.FragPos);
float spec = 0.0;
vec3 halfwayDir = normalize(lightDir + viewDir);
spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
vec3 specular = spec * lightColor;
// calculate shadow
float shadow = ShadowCalculation(fs_in.FragPosLightSpace);
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular));
FragColor = vec4(lighting, 1.0);
}
This is what i get:
According to RenderDoc, the shadow map texture is actually being passed in the shader, but it never gets drawn in the red plane:
I hope somebody can help me. Many thanks in advance.
p.d: this is my first post ever in StackOverflow, excuse me if i am violating any rule.
Related
trying to implement shadow. I checked my depth texture on a quad, and it seems correct, but the shadow is not displaying. I check my shadow vertex and fragment shaders, and I believe I have done the light space transformation correctly.
Here are my code.
directional light source matrix setup:
//light source states
glm::vec3 Window::lightColor = glm::vec3(0.9f, 0.9f, 0.9f);
glm::vec3 Window::lightDir = glm::vec3(-1.f, -1.f, 0.f);
glm::mat4 Window::lightView = glm::lookAt(glm::vec3(0.f) - glm::normalize(lightDir) * 15.f, glm::vec3(0.0f), glm::vec3(0.f, 1.f, 0.f));
float Window::near_plane = 0.01f;
float Window::far_plane = 50.1f;
float camWidth = 10.f;
glm::mat4 Window::lightProj = glm::ortho(-10.f, 10.f, -10.f, 10.f, Window::near_plane, Window::far_plane);
glm::mat4 Window::lightProjView = lightProj * lightView;
shadow drawing logic:
void Renderer::drawWithShadow(Object* obj) {
//set shader uniforms
Shader* shader = shadowShader;
shader->bind();
shader->setUniformMat4("model", obj->model);
shader->setUniformMat4("projView", projView);
shader->setUniformVec3("viewPos", eyePos);
//need another projection matrix
shader->setUniformMat4("lightSpaceMatrix", shadowProjView);
glcheck(glActiveTexture(GL_TEXTURE0));
glcheck(glBindTexture(GL_TEXTURE_2D, textID));
//light uniforms
shader->setUniformVec3("directionalLightDir", directionalLightDir);
shader->setUniformVec3("lightColor", lightColor);
glcheck(glBindVertexArray(obj->vao));
for (auto i = 0; i < obj->meshList.size(); i++) {
Mesh* mesh = obj->meshList[i];
prepMaterial(mesh->material, shader);
glcheck(glDrawElements(GL_TRIANGLES, mesh->size, GL_UNSIGNED_INT, (GLvoid*)(sizeof(GLuint) * mesh->vertexOffset)));
}
}
vert and frag shaders to prepare shadow depth textures
//vertex shader
#version 330 core
layout (location = 0) in vec3 position;
uniform mat4 projView;
uniform mat4 model;
void main() {
gl_Position = projView * model * vec4(position, 1.0);
}
//fragment shader
#version 330 core
void main()
{
}
vert and frag shaders to draw shadows with Phong lighting
//vertex shader
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoord;
out VS_OUT {
vec4 fragPos;
vec3 normal;
vec2 texCoord;
vec4 fragPosLightSpace;
} vs_out;
uniform mat4 projView;
uniform mat4 model;
uniform mat4 lightSpaceMatrix;
void main()
{
vs_out.fragPos = model * vec4(position, 1.0);
vs_out.normal = transpose(inverse(mat3(model))) * normal;
vs_out.texCoord = texCoord;
vs_out.fragPosLightSpace = lightSpaceMatrix * vs_out.fragPos;
gl_Position = projView * vs_out.fragPos;
}
//fragment shader
#version 330 core
uniform vec3 viewPos; //just the eye pos
uniform vec3 diffuseFactor; //kd
uniform vec3 ambientColor; //ka
uniform vec3 specColor; //ks
uniform float specHighlight; //ns, the larger this value is, the more apparent the light dot on the surface
uniform float dissolve; //d
//lights
uniform vec3 directionalLightDir;
uniform vec3 pointLightPos;
uniform vec3 lightColor;
uniform sampler2D shadowMap;
//uniform sampler2DShadow shadowMap;
in VS_OUT {
vec4 fragPos;
vec3 normal;
vec2 texCoord;
vec4 fragPosLightSpace;
} fs_in;
out vec4 fragColor;
float ShadowCalculation(vec4 fragPosLightSpace)
{
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
vec2 shadowCoords;
shadowCoords.x = projCoords.x * 0.5 + 0.5;
shadowCoords.y = projCoords.y * 0.5 + 0.5;
float closestDepth = texture(shadowMap, shadowCoords).r;
float currentDepth = projCoords.z * 0.5 + 0.5;
float shadowValue = currentDepth + 0.00001 > closestDepth ? 1.0 : 0.0;
//if(currentDepth < 0.0)
//shadowValue = 0.0;
return shadowValue;
}
void main()
{
vec3 lightDir = normalize(-directionalLightDir);
vec3 norm = normalize(fs_in.normal);
//diffuse lighting
float diffStrength = max(dot(norm, lightDir), 0.0); // this calculates diffuse intensity based on angle
vec3 diffuse = lightColor * diffStrength * diffuseFactor;
//specular
vec3 viewDir = normalize(viewPos - fs_in.fragPos.xyz);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = 0.0;
if(specHighlight > 0.0) { // if specHighlight is < 0, pow might produce undefined result if base is also 0
spec = pow(max(dot(viewDir, reflectDir), 0.0), specHighlight);
}
vec3 specular = spec * specColor * lightColor;
float shadow = ShadowCalculation(fs_in.fragPosLightSpace);
//float shadow = textureProj(shadowMap, fs_in.fragPosLightSpace);
//vec3 result = ambientColor * 0.05 * lightColor + (diffuse + specular)*(1-shadow);
vec3 result = (diffuse + specular)*(1.0 - shadow);
fragColor = vec4(result, 1);
}
with just Phong shading, the scene looks like this:
Phong shading
when the scene is seen from the light source as depth value:
depth texture on quad
when I finally render the scene, it is mostly black; I made sure the far plane covers all of the bunnies:
render shadow
Here is my code for generating the texture(MRE):
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
if(readAlpha)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
Here is how Tex Coords are generated:
for (int y = 0; y < resolution; y++)
{
for (int x = 0; x < resolution; x++)
{
int i = x + y * resolution;
glm::vec2 percent = glm::vec2(x, y) / ((float)resolution - 1);
glm::vec3 pointOnPlane = (percent.x - .5f) * 2 * right + (percent.y - .5f) * 2 * front;
pointOnPlane *= scale;
vertices[i] = Vert();
vertices[i].position = glm::vec3(0.0f);
vertices[i].position.x = (float)pointOnPlane.x;
vertices[i].position.y = (float)pointOnPlane.y;
vertices[i].position.z = (float)pointOnPlane.z;
vertices[i].texCoord = glm::vec2(percent.x, percent.y)*textureScale;
vertices[i].normal = glm::vec3(0.0f);
if (x != resolution - 1 && y != resolution - 1)
{
inds[triIndex] = i;
inds[triIndex + 1] = i + resolution + 1;
inds[triIndex + 2] = i + resolution;
inds[triIndex + 3] = i;
inds[triIndex + 4] = i + 1;
inds[triIndex + 5] = i + resolution + 1;
triIndex += 6;
}
}
}
Here is the shader:
VERT:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNorm;
layout (location = 2) in vec2 aTexCoord;
uniform mat4 _PV;
uniform mat4 _Model;
out DATA
{
vec3 FragPos;
vec3 Normal;
vec2 TexCoord;
mat4 PV;
} data_out;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
data_out.FragPos = aPos;
data_out.Normal = aNorm;
data_out.TexCoord = aTexCoord;
data_out.PV = _PV;
}
GEOM:
#version 330 core
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
in DATA
{
vec3 FragPos;
vec3 Normal;
vec2 TexCoord;
mat4 PV;
} data_in[];
void main()
{
gl_Position = data_in[0].PV * gl_in[0].gl_Position;
Normal = data_in[0].Normal;
TexCoord = data_in[0].TexCoord;
FragPos = data_in[0].FragPos;
EmitVertex();
gl_Position = data_in[0].PV * gl_in[1].gl_Position;
Normal = data_in[1].Normal;
TexCoord = data_in[0].TexCoord;
FragPos = data_in[1].FragPos;
EmitVertex();
gl_Position = data_in[0].PV * gl_in[2].gl_Position;
Normal = data_in[2].Normal;
TexCoord = data_in[0].TexCoord;
FragPos = data_in[2].FragPos;
EmitVertex();
EndPrimitive();
}
FRAG:
#version 330 core
out vec4 FragColor;
uniform vec3 _LightPosition;
uniform vec3 _LightColor;
uniform sampler2D _Diffuse;
//unifrom float _UseTexutres;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
void main()
{
//vec3 objectColor = vec3(0.34f, 0.49f, 0.27f);
vec3 objectColor = vec3(1, 1, 1);
objectColor = texture(_Diffuse, TexCoord).xyz;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(_LightPosition - FragPos);
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuse = diff * _LightColor;
vec3 result = (vec3(0.2, 0.2, 0.2) + diffuse) * objectColor;
FragColor = vec4(result, 1.0);
}
I am getting pixilated texture even thought I am using a 8K texture.
If you want to see the entire source : https://github.com/Jaysmito101/TerraGen3D
Here is the result:
Your geometry shader does not make sense:
First of all, you use the same data_in.TexCoords[0] for all 3 vertices of of the output triangle, which means that all fragments generated for this triangle will sample the exact same location of the texture, resulting in the exact same output color, so the "pixelated" structure of the image emerges. Like you do already for Normal and FragPos, you should forward the data for each vertex. This already should solve your issue.
However, there are more issues with your approach. You do forward mat4 PV as per-Vertex data from the VS to the GS. However, the data you forward is an uniform, so this is a waste of resources. Every shader stage has access to all of the uniforms, so there is no need to forward this data per vertex.
But the real elephant in the room is what this geometry shader is supposed to be doing. The actual transformation with the uniform matrices can - and absolutely should - be carried out directly in the vertex shader. And the rest of your geometry shader is basically an attempt at a pass-through implementation (just a faulty one). So what do you need this shader for? You
can do the transformation in the VS and completely remove the geometry shader. And performance-wise, this will also be a win as geometry shaders are rather inefficent and should be avoided if not absolutely needed.
In my shadow map implementation for directional lights I have a collection of items which I iterate them to render their depth to a depth buffer then iterate them again to render them normally with the generated shadow map, each item has a bool property called castShadow which I test if true add it to the depth buffer, the problem is if the item cast shadow and rendered to the depth buffer it can't receive shadows at all, once I set the to false then it is not rendered as depth it start to receive shadows without problem.
so in render function first I render the depth buffer as following:
When the object cast shadow it doesn't receive shadows
When the object isn't cast shadow it receives shadows
void Engine::renderDepthMaps() {
if (sun != nullptr) {
if (sun->castShadow) {
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
glm::vec3 pos = -500.0f * sun->direction;
glm::mat4 lightSpaceProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, -10.0f, 1000.0f);
glm::mat4 lightSpaceView = glm::lookAt(pos, player->getPosition(), glm::vec3(0, 1, 0));
lightSpaceMatrix = lightSpaceProjection * lightSpaceView;
Shader& shader = shaders.getShader(DEPTH);
shader.use();
shaders.setDepthLightSpaceUniform(shader, lightSpaceMatrix);
for (item_it it = engineItems.begin(); it != engineItems.end(); ++it) {
if (it->get()->castShadow)
it->get()->renderDepth(deltaFirst);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
}
and the render function is:
void Engine::renderMeshes() {
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Shader& basicShader = shaders.getShader(BASIC);
basicShader.use();
sun->setUniforms(basicShader.getProgramID(), "directLights");
shaders.setLightSpaceUniform(basicShader, sun, lightSpaceMatrix, depthMap);
shaders.setShaderViewUniforms(basicShader, camera);
terrain->render(basicShader, deltaFirst);
for (item_it it = basicItems.begin(); it != basicItems.end(); ++it) {
if (it->get()->type != "terrain")
it->get()->render(basicShader, deltaFirst);
}
}
and the shaders are:
vertex:
#version 300 es
precision highp float;
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 lightSpaceMatrix;
uniform mat3 normalMatrix;
out vec4 FragPosLightSpace;
out vec2 TexCoords;
out vec3 Normal;
out vec3 viewPos;
out vec3 fragPos;
void main(){
TexCoords = texCoord;
Normal=normalMatrix*normal;
fragPos = vec3(model * vec4(position,1.0f));
FragPosLightSpace =lightSpaceMatrix * model * vec4(position,1.0f);
gl_Position = projection * view * model * vec4(position,1.0f);
}
fragment:
#version 300 es
precision highp float;
out vec4 glFragColor;
vec2 poissonDisk[4] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 )
);
struct DirectLight {
vec3 direction;
vec3 color;
float intensity;
};
in vec3 Normal;
in vec2 TexCoords;
in vec3 fragPos;
in vec4 FragPosLightSpace;
uniform int has_texture;
uniform vec3 matDiffuse;
uniform sampler2D shadowMap;
uniform sampler2D mat_diffuse;
uniform sampler2D mat_specular;
uniform vec3 matSpecular;
uniform float shininess;
uniform DirectLight sun;
uniform int castShadow;
uniform vec3 viewPos;
void main(){
vec3 tex=vec3(1),spe=vec3(1);
if(has_texture==1){
tex=vec3(texture(mat_diffuse, TexCoords));
spe=vec3(texture(mat_specular,TexCoords));
}
vec3 diffColor = matDiffuse * tex;
vec3 specColor = matSpecular * spe;
vec3 ambient = vec3(0.4,0.4,0.4)*diffColor;
vec3 lightDir = normalize(-sun.direction);
float diff = max(dot(Normal,lightDir), 0.0);
vec3 diffuse = sun.color * diff * diffColor;
vec3 viewDir = normalize(viewPos - fragPos);
vec3 reflectDir = reflect(-lightDir, Normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
vec3 specular = spec * specColor * sun.color;
vec3 color = ambient + diffuse + specular;
float gamma = 2.2;
color.rgb = pow(color.rgb, vec3(1.0/gamma));
if(castShadow==1){
vec3 projCoords = FragPosLightSpace.xyz / FragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
float shadow = 1.0;
for (int i=0;i<4;i++){
shadow -= 0.2*(1.0-texture( shadowMap, projCoords.xy + poissonDisk[i]/700.0).r);
}
if(projCoords.z > 1.0)
shadow = 0.0;
color *=shadow;
}
glFragColor=vec4(color,1.0f);
}
Another problem: the light space perspective matrix is glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, -10.0f, 1000.0f) and the shadow map size is 1024, when an object is outside that matrix it create very long shadow and is not in the correct direction as shown in the following image:
I am having a very strange occurrence where glDisableVertexAttribArray works in my one solution but when I get the solution from my Perforce repository, it doesn't run and throws an assert.
I checked out this forum question but it, unfortunately, didn't solve my problem. This is for shadow mapping that I have been working on and when I try to render things to the depth buffer and then disable the vertex attributes, it throws an error.
Here's how my code is laid out:
glUseProgram(shaderProgram);
glUniform1i(u_diffuseTextureLocation, 0);
glUniform1i(u_shadowMapLocation, 1);
[...]
glUseProgram(shaderProgram);
[Render some stuff to depth buffer]
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glDisableVertexAttibArray(a_normalAttribLocation); // This gives the GL_INVALID_OPERATION
// enum
And here's the vertex shader in that program:
#version 430 core
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_model;
uniform mat4 u_lightSpaceMat;
in vec3 a_position;
in vec3 a_normal;
in vec2 a_texture;
out VS_OUT {
vec3 v_fragPos;
vec3 v_normal;
vec2 v_texCoords;
vec4 v_fragPosLightSpace;
} vs_out;
void main()
{
gl_Position = u_projection * u_view * u_model * vec4(a_position, 1.0);
vs_out.v_fragPos = (u_model * vec4(a_position, 1.0)).xyz;
vs_out.v_normal = transpose(inverse(mat3(u_model))) * a_normal;
vs_out.v_texCoords = a_texture;
vs_out.v_fragPosLightSpace = u_lightSpaceMat * vec4(vs_out.v_fragPos, 1.0);
}
And the fragment shader in the program:
#version 430 core
uniform sampler2D u_shadowMap;
uniform sampler2D u_diffuseTexture;
uniform vec3 u_lightPos;
uniform vec3 u_viewPos;
in VS_OUT {
vec3 v_fragPos;
vec3 v_normal;
vec2 v_texCoords;
vec4 v_fragPosLightSpace;
} fs_in;
out vec4 fragColor;
float shadowCalculation(vec4 fragPosLightSpace, vec3 normal, vec3 lightDir)
{
// perform perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
// Get closest depth value from light's perspective (using [0,1] range
// fragPosLight as coords)
float closestDepth = texture(u_shadowMap, projCoords.xy).r;
// Get depth of current fragment from lights perspective
float currentDepth = projCoords.z;
float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
// Percentage closer filtering
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(u_shadowMap, 0);
for (int x = -1; x <= 1; ++x)
{
for (int y = -1; y <= 1; ++y)
{
float pcfDepth = texture(u_shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
shadow += currentDepth - bias > pcfDepth ? 1.0 : 0.0;
}
}
shadow /= 9.0;
return shadow;
}
void main()
{
vec3 color = texture(u_diffuseTexture, fs_in.v_texCoords).rgb;
vec3 normal = normalize(fs_in.v_normal);
vec3 lightColor = vec3(1.0);
// ambient
vec3 ambient = 0.15 * color;
// diffuse
vec3 lightDir = normalize(u_lightPos - fs_in.v_fragPos);
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * lightColor;
// specular
vec3 viewDir = normalize(u_viewPos - fs_in.v_fragPos);
float spec = 0.0;
vec3 halfWayDir = normalize(lightDir + viewDir);
spec = pow(max(dot(normal, halfWayDir), 0.0), 64.0);
vec3 specular = spec * lightColor;
// calculate shadow
float shadow = shadowCalculation(fs_in.v_fragPosLightSpace, normal, lightDir);
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
fragColor = vec4(lighting, 1.0);
}
What I'm really confused about is that the program runs when I'm using my local files. But when I pull the files from the Perforce repository and try and run it, then it throws the exception. I checked and all the necessary files are uploaded to Perforce. It would seem that there is something going wrong with which attributes are actually active? I'm not sure. Just scratching my head here...
glBindVertexArray(0);
glDisableVertexAttibArray(a_normalAttribLocation);
glDisableVertexAttribArray modifies the current VAO. You just removed the current VAO, setting it to 0. Which, in a core profile, means no VAO at all. In the compatibility profile, there is a VAO 0, which is probably why it works elsewhere: you're getting the compatibility profile on a different machine.
However, if you're using VAOs, it's not clear why you want to disable an attribute array at all. The whole point of VAOs is that you don't have to call the attribute array functions every frame. You just bind the VAO and go.
See EDIT since the first part of the problem is solved.
I am trying to replicate the shadow mapping demo from http://learnopengl.com/#!Advanced-Lighting/Shadows/Shadow-Mapping with my own framework, but interestingly I did not get any shadows. The first significant problem is that my depthmap is not correctly working. I have debugged and double checked each line without success. Maybe another pair of eyes will have more success.
See (top left, 5th row - the image is completely white):
I will write about the second render pass, since it seems that the first one is not working. By the way, the objects are centered at 0, 0, 0. The following code is used for the first render pass:
/// 1. render target is the depth map
glViewport(0, 0, SHADOW_MAP_WIDTH_u32, SHADOW_MAP_HEIGHT_u32);
m_frameBufferObject.bind(); // set the depth map as render target
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/// place the camera where the light is positioned and render the scene
math::Matrix4D l_lightViewMatrix = math::Matrix4D::lookAt(m_light_p->getPosition(), math::Vector3D(0, 0, 0), math::Vector3D(0, 1, 0));
const math::Matrix4D& l_orthographicLightMatrix_r = m_light_p->getShadowInformation().getProjectionMatrix();
math::Matrix4D lightSpaceMatrix = l_orthographicLightMatrix_r * l_lightViewMatrix;
m_depthMapShader_p->bind();
m_depthMapShader_p->setUniformMat4("lightSpaceMatrix", lightSpaceMatrix);
renderNodes();
m_depthMapShader_p->printShaderInfoLog();
m_depthMapShader_p->unbind();
m_frameBufferObject.unbind();
I have tested that the view matrix and projection matrix generation delivers exactly the same results as GLM (math library for opengl). However, my orthographic matrix is defined by:
left = -10.0f
right = 10.0f
bottom = -10.0f
top = 10.0f
near = -1.0f
far = 7.5f
The initialization of the framebuffer object and the texture is as follows:
// - Create depth texture
glGenTextures(1, &m_shadowTextureBuffer_u32);
glBindTexture(GL_TEXTURE_2D, m_shadowTextureBuffer_u32);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_MAP_WIDTH_u32, SHADOW_MAP_HEIGHT_u32, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
m_frameBufferObject.bind();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_shadowTextureBuffer_u32, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
fprintf(stderr, "Error on building shadow framebuffer\n");
exit(EXIT_FAILURE);
}
m_frameBufferObject.unbind();
The fragment and the vertex shader looks like below.
#version 430
// Fragment shader for rendering the depth values to a texture.
out vec4 gl_FragColor;
void main()
{
gl_FragColor = vec4 (gl_FragCoord.z);
}
#version 430
// Vertex shader for rendering the depth values to a texture.
in layout (location = 0) vec3 position;
in layout (location = 1) vec4 color;
in layout (location = 2) vec3 normal;
in layout (location = 3) vec2 uv;
in layout (location = 4) vec3 tangent;
in layout (location = 5) int materialId;
uniform mat4 pr_matrix;
uniform mat4 vw_matrix;
uniform mat4 ml_matrix;
uniform mat4 lightSpaceMatrix;
void main()
{
gl_Position = lightSpaceMatrix * ml_matrix * vec4(position, 1.0);
}
EDIT:
After some sleep, I have found a little error in my renderer and the shader draws a "nice" depth map.
However, it looks like that the texture mapping (depth comparison) is in the same coordinate system.
But the second rendering step is still not correct:
The vertex and the fragment shader for the second render pass looks like
#version 430
in layout (location = 0) vec3 position;
in layout (location = 1) vec4 color;
in layout (location = 2) vec3 normal;
in layout (location = 3) vec2 uv;
in layout (location = 4) vec3 tangent;
in layout (location = 5) int materialId;
uniform mat4 pr_matrix = mat4(1.0);
uniform mat4 vw_matrix = mat4(1.0);
uniform mat4 ml_matrix = mat4(1.0);
uniform mat4 lightSpaceMatrix = mat4(1.0);
out VS_OUT
{
vec4 color;
vec2 texture_coordinates;
vec3 normal;
vec3 tangent;
vec3 binormal;
vec3 worldPos;
vec4 shadowProj;
flat int materialIdOut;
} vs_out;
void main()
{
vs_out.color = color;
vs_out.texture_coordinates = uv;
mat3 normalMatrix = transpose ( inverse ( mat3 ( ml_matrix )));
vs_out.normal = normalize ( normalMatrix * normalize ( normal ));
vs_out.tangent = normalize ( normalMatrix * normalize ( tangent ));
vs_out.binormal = normalize ( normalMatrix * normalize ( cross (normal , tangent )));
vs_out.worldPos = ( ml_matrix * vec4 ( position, 1)).xyz;
vs_out.materialIdOut = materialId;
vs_out.shadowProj = ( lightSpaceMatrix * ml_matrix * vec4 (position, 1.0) );
gl_Position = ( pr_matrix * vw_matrix * ml_matrix ) * vec4 (position, 1.0);
}
and
#version 430
#define MAX_NUM_TEXTURES 5
#define MAX_NUM_MATERIALS 12
struct SMaterial
{
vec3 m_ambient_v3;
vec3 m_diffuse_v3;
vec3 m_specular_v3;
float m_shininess_f32;
int m_textureIds[MAX_NUM_TEXTURES];
};
in VS_OUT
{
vec4 color;
vec2 texture_coordinates;
vec3 normal;
vec3 tangent;
vec3 binormal;
vec3 worldPos;
vec4 shadowProj;
flat int materialIdOut;
} fs_in;
uniform vec3 cameraPos;
uniform mat4 ml_matrix;
uniform mat4 vw_matrix;
uniform sampler2D texSlots[32];
uniform SMaterial material[MAX_NUM_MATERIALS];
uniform SLight light;
out vec4 gl_FragColor;
float shadowCalculation(vec4 fragPosLightSpace)
{
// perform perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// Transform to [0,1] range
projCoords = projCoords * vec3(0.5) + vec3(0.5);
// Get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
float closestDepth = texture(texSlots[31], projCoords.xy).r;
// Get depth of current fragment from light's perspective
float currentDepth = projCoords.z;
// Check whether current frag pos is in shadow
float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
return shadow;
}
void main()
{
if ( (fs_in.materialIdOut >= 0) && (fs_in.materialIdOut < MAX_NUM_MATERIALS) )
{
int ambientTextureId = material[fs_in.materialIdOut].m_textureIds[0];
int diffuseTextureId = material[fs_in.materialIdOut].m_textureIds[1];
int specularTextureId = material[fs_in.materialIdOut].m_textureIds[2];
int alphaTextureId = material[fs_in.materialIdOut].m_textureIds[3];
int bumpTextureId = material[fs_in.materialIdOut].m_textureIds[4];
vec3 diffTexColor = vec3(0.6,0.6,0.6);
if ((diffuseTextureId >= 0) && (32 > diffuseTextureId))
{
diffTexColor = texture (texSlots[diffuseTextureId], fs_in.texture_coordinates).rgb;
}
// Calculate shadow
float shadow = 1.0 - shadowCalculation(fs_in.shadowProj);
gl_FragColor = vec4(diffTexColor, 1.0) * vec4(shadow, shadow, shadow, 1.0);
}
else
{
gl_FragColor = vec4(fs_in.normal,1.0);
}
}
In my experience a depth map is pretty much always completely white, because a distance of more than 1 away from the light already makes that pixel white. If your whole scene is further than 1 unit then the whole map is white.
To render the map like they show in the tutorial you either need your scene to be really small or to perform an operation on your depth map. I always like to check my maps by dividing their depth values by the camera's zFar distance. Try to find the best value at which you can see contrast.