I made an application which renders skybox and particles over it. I want to add some effects and i need to use framebuffers to render skybox, particles color, depth and position to separate textures. Then i want to use simple shader to use values from these textures and mix them in a proper way. I wrote helper classes for textures, framebuffers and screen quad (simple rectangle to render) but unfortunately - nothing renders when i try to use it.
When binding framebuffers is commented out, my scene looks like this:
Modifying shader shows that depth and position values are calculated properly. Therefore problem lays in texture and framebuffers way of using. Time for some code:
Framebuffer helper class (only important methods):
void Framebuffer::init(){
// unbind all textures from openGL
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &framebuffer);
}
void Framebuffer::bind(){
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
}
void Framebuffer::unbind(){
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Framebuffer::attachTexture(GLuint texture, GLenum attachmentType){
glBindTexture(GL_TEXTURE_2D, texture);
glFramebufferTexture(GL_FRAMEBUFFER, attachmentType, texture, 0);
}
void Framebuffer::drawBuffers(GLsizei n, const GLenum *buffers){
glDrawBuffers(n, buffers);
}
Texture helper class:
void Texture::init(GLuint windowWidth, GLuint windowHeight, GLint internalFormat, GLenum format, GLenum type){
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D( GL_TEXTURE_2D, 0, internalFormat , windowWidth, windowHeight, 0, format, type, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::bind(){
glBindTexture(GL_TEXTURE_2D, texture);
}
void Texture::unbind(){
glBindTexture(GL_TEXTURE_2D, 0);
}
GLuint Texture::getId(){
return texture;
}
ScreenQuad class:
void ScreenQuad::init(void){
vao.createVAO();
vao.bindVAO();
vbo.createVBO();
vbo.addData(vertices, 8*sizeof(GLfloat));
vbo.bindVBO(GL_ARRAY_BUFFER);
vbo.uploadDataToGPU(GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)3, 2, GL_FLOAT, GL_FALSE, 0, NULL);
loadShaders("shaders/basicPostShader.vp", "shaders/basicPostShader.fp");
}
void ScreenQuad::loadShaders(string vsPath, string fsPath){
shaderProgram.createProgram();
shaderProgram.loadVertexShader(vsPath);
shaderProgram.loadFragmentShader(fsPath);
glBindAttribLocation(shaderProgram.getProgramID(), 3, "v_coord");
shaderProgram.linkProgram();
}
void ScreenQuad::draw(GLuint depthTexture, GLuint colorTexture, GLuint positionTexture, GLuint backgroundTexture){
shaderProgram.bindProgram();
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthTexture);
shaderProgram.setUniform("u_depthtex", 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, colorTexture);
shaderProgram.setUniform("u_colortex", 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, positionTexture);
shaderProgram.setUniform("u_positiontex", 2);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, backgroundTexture);
shaderProgram.setUniform("u_backgroundtex", 3);
glEnableVertexAttribArray(3);
vbo.bindVBO();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
vbo.unbindVBO();
glDisableVertexAttribArray(3);
shaderProgram.unbindProgram();
}
and methods for initialization and rendering scene:
void OpenGLContext::setupScene(void) {
glClearColor(0.4f, 0.6f, 0.9f, 1.0f);
//FRAMEBUFFERS:
skyboxFramebuffer.init();
skyboxTexture.init(windowWidth, windowHeight, GL_RGBA32F, GL_RGBA, GL_FLOAT);
skyboxFramebuffer.bind();
skyboxFramebuffer.attachTexture(skyboxTexture.getId(), GL_COLOR_ATTACHMENT0);
const GLenum skyboxDrawBuffers[1] = { GL_COLOR_ATTACHMENT0};
skyboxFramebuffer.drawBuffers(1, skyboxDrawBuffers);
skyboxFramebuffer.validate();
skyboxFramebuffer.unbind();
mainFramebuffer.init();
mainColorTexture.init(windowWidth, windowHeight, GL_RGBA32F, GL_RGBA, GL_FLOAT);
mainPositionTexture.init(windowWidth, windowHeight, GL_RGBA32F, GL_RGBA, GL_FLOAT);
mainDepthTexture.init(windowWidth, windowHeight, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_FLOAT);
mainFramebuffer.bind();
mainFramebuffer.attachTexture(mainColorTexture.getId(), GL_COLOR_ATTACHMENT0);
mainFramebuffer.attachTexture(mainPositionTexture.getId(), GL_COLOR_ATTACHMENT1);
mainFramebuffer.attachTexture(mainDepthTexture.getId(), GL_DEPTH_ATTACHMENT);
const GLenum mainDrawBuffers[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
mainFramebuffer.drawBuffers(2, mainDrawBuffers);
mainFramebuffer.validate();
mainFramebuffer.unbind();
//SKYBOX:
skybox->init("resources/skybox/default/",
"pos_x.tga",
"neg_x.tga",
"pos_y.tga",
"neg_y.tga",
"pos_z.tga",
"neg_z.tga");
//PARTICLES:
particles->init(scene);
//SCREENQUAD:
screenQuad.init();
}
void OpenGLContext::renderScene() {
glfwGetFramebufferSize(window, &windowWidth, &windowHeight);
glViewport(0, 0, windowWidth, windowHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
fpsCounter->calcFPS(1.0, windowName);
if(mode==INPUT_ENABLED_MODE){
updateInputs();
}
projectionMatrix = controls->getProjectionMatrix();
viewMatrix = controls->getViewMatrix();
modelMatrix = glm::mat4(1.0f);
glm::mat4 mvpMatrix = projectionMatrix*viewMatrix*modelMatrix;
//SKYBOX:
skyboxFramebuffer.bind();
skybox->render(mvpMatrix);
skyboxFramebuffer.unbind();
//PARTICLES:
if(scene->tryLockScene()){
if(scene->isSceneUpdated()){
particles->updateParticlesPosition(scene);
scene->setSceneUpdated(false);
}
scene->unlockScene();
}
mainFramebuffer.bind();
particles->draw(modelMatrix, viewMatrix, projectionMatrix);
mainFramebuffer.unbind();
//SCREENQUAD:
screenQuad.draw(mainDepthTexture.getId(), mainColorTexture.getId(), mainPositionTexture.getId(), skyboxTexture.getId());
glfwSwapBuffers(window);
glfwPollEvents();
}
plus screenQuad shaders:
vertex:
#version 430
layout (location = 3) in vec2 v_coord;
layout (binding = 0) uniform sampler2D u_depthtex;
layout (binding = 1) uniform sampler2D u_colortex;
layout (binding = 2) uniform sampler2D u_positiontex;
layout (binding = 3) uniform sampler2D u_backgroundtex;
out vec2 fs_texcoord;
void main(void) {
gl_Position = vec4(v_coord, 0.0, 1.0);
fs_texcoord = (v_coord + 1.0) / 2.0;
}
and fragment:
#version 430
layout (binding = 0) uniform sampler2D u_depthtex;
layout (binding = 1) uniform sampler2D u_colortex;
layout (binding = 2) uniform sampler2D u_positiontex;
layout (binding = 3) uniform sampler2D u_backgroundtex;
layout (location = 0) out vec4 out_Color;
in vec2 fs_texcoord;
void main(void) {
float exp_depth = texture(u_depthtex,fs_texcoord).r;
if(exp_depth>0.99f){
out_Color = vec4(texture(u_backgroundtex,fs_texcoord).xyz,1.0f);
return;
}
out_Color = vec4(texture(u_colortex,fs_texcoord).xyz, 1.0f);
}
Shader helper classes, vao and vbo helper classes are fine for sure. No errors occurs in logs.
UPDATE:
particles vertex shader:
#version 430
uniform mat4x4 modelViewMatrix;
uniform mat4x4 projectionMatrix;
uniform float pointRadius; // point size in world space
uniform float pointScale; // scale to calculate size in pixels
layout (location = 0) in vec3 in_Position;
layout (location = 1) in vec4 in_Color;
out vec3 fs_PosEye;
out vec4 fs_Position;
out vec4 fs_Color;
void main(void) {
vec3 posEye = (modelViewMatrix * vec4(in_Position.xyz, 1.0f)).xyz;
float dist = length(posEye);
gl_PointSize = pointRadius * (pointScale/dist);
fs_PosEye = posEye;
fs_Position = modelViewMatrix * vec4(in_Position.xyz, 1.0f);
fs_Color = in_Color;
gl_Position = projectionMatrix * modelViewMatrix * vec4(in_Position.xyz, 1.0f);
}
fragment shader:
#version 430
uniform mat4x4 modelViewMatrix;
uniform mat4x4 projectionMatrix;
uniform float pointRadius; // point size in world space
uniform float pointScale; // scale to calculate size in pixels
in vec4 fs_Position;
in vec3 fs_PosEye;
in vec4 fs_Color;
layout (location = 0) out vec4 out_Color;
layout (location = 1) out vec4 out_Position;
void main(void)
{
// calculate normal from texture coordinates
vec3 normal;
normal.xy = gl_PointCoord.xy*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
float r = dot(normal.xy, normal.xy);
if(r>1.0)
discard;
normal.z = sqrt(1.0-r);
//calculate depth
vec4 pixelPos = vec4(fs_PosEye + normalize(normal)*pointRadius,1.0f);
vec4 clipSpacePos = projectionMatrix * pixelPos;
gl_FragDepth = (clipSpacePos.z / clipSpacePos.w);
out_Color = fs_Color;
out_Position = pixelPos;
}
and Particles.draw() method:
void CParticles::draw(glm::mat4 modelMatrix, glm::mat4 viewMatrix, glm::mat4 projectionMatrix){
shaderProgram.bindProgram();
glm::mat4 modelViewMatrix = viewMatrix*modelMatrix;
shaderProgram.setUniform("projectionMatrix", &projectionMatrix);
shaderProgram.setUniform("modelViewMatrix", &modelViewMatrix);
shaderProgram.setUniform("pointRadius", &pointRadius);
shaderProgram.setUniform("pointScale", &pointScale);
glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
glEnable(GL_POINT_SPRITE);
glEnable(GL_PROGRAM_POINT_SIZE);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawArrays(GL_POINTS, 0, n);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisable(GL_PROGRAM_POINT_SIZE);
glDisable(GL_POINT_SPRITE);
shaderProgram.unbindProgram();
}
UPDATE2:
The problem is that textures filled by a particle shader are empty when I try to sample data from them in a screenQuad shader. Each depth, position and color texture samplers return zeros. I use same classes and same methods as with a skybox, but skybox texture works fine.
UPDATE3:
Random code changes showed me that if I comment line with attaching depth texture to framebuffer, particle color is finally passed to a texture and i can see it on a screen quad (but without any depth test. Red particles (drawed last) are always on the front).
I guess there is a problem with connecting particle shader with depth texture. But still I can't find an exact bug. I hope my sugestion will be helpful.
I haven't studied the entire code, but one problem jumps out immediately:
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, colorTexture);
shaderProgram.setUniform("u_colortex", colorTexture);
The value of a uniform for a texture sampler is not the texture id (aka name). It's the texture unit the texture is bound to. So in this case, since you're using texture unit 1 for this texture, it should be:
shaderProgram.setUniform("u_colortex", 1);
The problem was that glDepthMask() was disabled when i invoked glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);.
It needs to be enabled in order to glClear(GL_DEPTH_BUFFER_BIT) took any effect.
Plus I needed to add cleaning framebuffers in a proper way as well.
Related
I'm trying to use a framebuffer as a Geometry Buffer for deferred shading. I'm having issues with writing and reading from the framebuffer's color attachments.
All I am trying to do is verify that my framebuffer's color attachments have some data. I do this by binding one of the color attachments and drawing a fullscreen quad. Each color attachment results in a fully black screen even though I've verified that my uniform variables are receiving the data they need.
My framebuffer is setup as follows:
glGenFramebuffers(1, &FBOID);
glBindFramebuffer(GL_FRAMEBUFFER, FBOID);
int WIDTH = windowDetails->width;
int HEIGHT = windowDetails->height;
glGenTextures(1, &gPosition);
glBindTexture(GL_TEXTURE_2D, gPosition);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, 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_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
glGenTextures(1, &gAlbedo);
glBindTexture(GL_TEXTURE_2D, gAlbedo);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gAlbedo, 0);
glGenTextures(1, &gNormal);
glBindTexture(GL_TEXTURE_2D, gNormal);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gNormal, 0);
glGenTextures(1, &gEffects);
glBindTexture(GL_TEXTURE_2D, gEffects);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, WIDTH, HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, gEffects, 0);
GLuint attachments[4] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
glDrawBuffers(4, attachments);
glGenRenderbuffers(1, &zBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, zBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, zBuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
std::cout << "Framebuffer not complete !" << std::endl;
}
Every frame, I will bind this framebuffer and draw to it using my geometry shader. Then I will bind a test shader to check if the contents of the color attachements have some data by binding all of the color attachments to their own texture unit and passing one of them to the test shader:
glDisable(GL_BLEND); // No blend for deffered rendering
glEnable(GL_DEPTH_TEST); // Enable depth testing for scene render
glBindFramebuffer(GL_FRAMEBUFFER, FBOID); // Start drawing to FBO
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(gShader);
SubmittedGeometry& geometry = defferedGeometry[0];
glm::mat4 projViewModel = projection * view * geometry.transform;
glm::mat4& prevProjViewModel = prevProjViewModels.count(geometry.handle) <= 0 ? projViewModel : prevProjViewModels.at(geometry.handle);
prevProjViewModels.insert({ geometry.handle, projViewModel });
glUniformMatrix4fv(matModelLoc, geometry.transform);
glUniformMatrix4fv(matProjViewLoc, projViewModel);
glUniformMatrix4fv(matPrevProjeViewLoc, prevProjViewModel);
// Bind albedo textures
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, albedoTexID);
glUniform1i(albedoLoc, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normalTexID);
glUniform1i(normalLoc, 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, roughnessTexID);
glUniform1i(rougnessLoc, 2);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, metalnessTexID);
glUniform1i(metalnessLoc, 3);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, aoTexID);
glUniform1i(aoLoc, 4);
glBindVertexArray(geometry.vaoID);
glDrawElements(GL_TRIANGLES, geometry.indices, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Done drawing to FBO
// Test FBO color attachments
glUseProgram(testShaderID);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPosition);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gAlbedo);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, gEffects);
glUniform1i(testTextureLoc, 1);
quad->Draw();
Assigning the testTexture sampler with 0, 1, 2, or 3 all result in a black screen.
Geometry Shader:
VERTEX SHADER
#version 420
layout (location = 0) in vec3 vPosition;
layout (location = 1) in vec3 vNormal;
layout (location = 2) in vec2 vTextureCoordinates;
layout (location = 3) in vec3 vBiNormal;
layout (location = 4) in vec3 vTangent;
uniform mat4 uMatModel;
uniform mat4 uMatView;
uniform mat4 uMatProjection;
uniform mat4 uMatProjViewModel;
uniform mat4 uMatPrevProjViewModel;
out vec3 mViewPosition;
out vec2 mTextureCoordinates;
out vec3 mNormal;
out vec4 mFragPosition;
out vec4 mPrevFragPosition;
void main()
{
// Translate to view space
vec4 viewFragmentPosition = uMatView * uMatModel * vec4(vPosition, 1.0f);
mViewPosition = viewFragmentPosition.xyz;
mTextureCoordinates = vTextureCoordinates;
// Apply transformation to normal
mat3 matNormal = transpose(inverse(mat3(uMatView * uMatModel)));
mNormal = matNormal * vNormal;
mFragPosition = uMatProjViewModel * vec4(vPosition, 1.0f);
mPrevFragPosition = uMatPrevProjViewModel * vec4(vPosition, 1.0f);
gl_Position = uMatProjection * viewFragmentPosition;
};
FRAGMENT SHADER
#version 420
layout (location = 0) out vec4 gPosition;
layout (location = 1) out vec4 gAlbedo;
layout (location = 2) out vec4 gNormal;
layout (location = 3) out vec3 gEffects;
in vec3 mViewPosition;
in vec2 mTextureCoordinates;
in vec3 mNormal;
in vec4 mFragPosition;
in vec4 mPrevFragPosition;
uniform sampler2D uAlbedoTexture1;
uniform sampler2D uNormalTexture;
uniform sampler2D uRoughnessTexture;
uniform sampler2D uMetalnessTexture;
uniform sampler2D uAmbientOcculsionTexture;
const float nearPlane = 1.0f;
const float farPlane = 1000.0f;
float LinearizeDepth(float depth);
vec3 ComputeTextureNormal(vec3 viewNormal, vec3 textureNormal);
void main()
{
vec3 normal = normalize(texture(uNormalTexture, mTextureCoordinates).rgb * 2.0f - 1.0f); // Sample normal texture and convert values in range from -1.0 to 1.0
vec2 fragPos = (mFragPosition.xy / mFragPosition.w) * 0.5f + 0.5f;
vec2 prevFragPos = (mPrevFragPosition.xy / mPrevFragPosition.w) * 0.5f + 0.5f;
gPosition = vec4(mViewPosition, LinearizeDepth(gl_FragCoord.z)); // Set position with adjusted depth
gAlbedo.rgb = vec3(texture(uAlbedoTexture1, mTextureCoordinates)); // Sample and assign albedo rgb colors
gAlbedo.a = vec3(texture(uRoughnessTexture, mTextureCoordinates)).r; // Sample and assign roughness value
gNormal.rgb = ComputeTextureNormal(mNormal, normal); // Assign normal
gNormal.a = vec3(texture(uMetalnessTexture, mTextureCoordinates)).r; // Sample and assign metalness value
gEffects.r = vec3(texture(uAmbientOcculsionTexture, mTextureCoordinates)).r;
gEffects.gb = fragPos - prevFragPos;
}
float LinearizeDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * nearPlane * farPlane) / (farPlane + nearPlane - z * (farPlane - nearPlane));
}
vec3 ComputeTextureNormal(vec3 viewNormal, vec3 textureNormal)
{
// Get partial derivatives
vec3 dPosX = dFdx(mViewPosition);
vec3 dPosY = dFdy(mViewPosition);
vec2 dTexX = dFdx(mTextureCoordinates);
vec2 dTexY = dFdy(mTextureCoordinates);
// Convert normal to tangent space
vec3 normal = normalize(viewNormal);
vec3 tangent = normalize(dPosX * dTexY.t - dPosY * dTexX.t);
vec3 binormal = -normalize(cross(normal, tangent));
mat3 TBN = mat3(tangent, binormal, normal);
return normalize(TBN * textureNormal);
}
And my test shader code is:
VERTEX SHADER
#version 420
layout (location = 0) in vec3 vPosition;
layout (location = 1) in vec2 vTextureCoordinates;
out vec2 mTextureCoordinates;
void main()
{
mTextureCoordinates = vTextureCoordinates; // Pass out texture coords
gl_Position = vec4(vPosition, 1.0f);
};
FRAGMENT SHADER
#version 420
in vec2 mTextureCoordinates;
out vec4 oColor;
uniform sampler2D testTexture;
void main()
{
vec3 color = texture(testTexture, mTextureCoordinates).rgb;
oColor = vec4(color, 1.0f);
}
I've made sure that glCheckFramebufferStatus is always complete and that all of my uniform variables are being passed correctly in to the shader
Turns out my code here is correct. My issue was that I was crossing the wrong vectors so my camera's view matrix was wrong.
I am trying to make a simple deferred lighting scene in OpenGL, but the problem after the implementation of a 1 point light I got a 180 degree lighted surface :
screenshot 1 :
screenshot 2 :
Here is my code :
Material shaderGeometryPass("Shaders/deff_shader.vers", "Shaders/deff_shader.frags");
Material shaderLightingPass("Shaders/deff_light.vers", "Shaders/deff_light.frags");
shaderLightingPass.Use();
shaderLightingPass.setInt("gPosition", 0);
shaderLightingPass.setInt("gNormal", 1);
shaderLightingPass.setInt("gAlbedoSpec", 2);
// configure g-buffer framebuffer
// ------------------------------
unsigned int gBuffer;
glGenFramebuffers(1, &gBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
unsigned int gPosition, gNormal, gAlbedoSpec;
// position color buffer
glGenTextures(1, &gPosition);
glBindTexture(GL_TEXTURE_2D, gPosition);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_weight, SCR_height, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gPosition, 0);
// normal color buffer
glGenTextures(1, &gNormal);
glBindTexture(GL_TEXTURE_2D, gNormal);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, SCR_weight, SCR_height, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, gNormal, 0);
// color + specular color buffer
glGenTextures(1, &gAlbedoSpec);
glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCR_weight, SCR_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, gAlbedoSpec, 0);
// tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
unsigned int attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, attachments);
// create and attach depth buffer (renderbuffer)
unsigned int rboDepth;
glGenRenderbuffers(1, &rboDepth);
glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, SCR_weight, SCR_height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboDepth);
// finally check if framebuffer is complete
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "Framebuffer not complete!" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
while (!glfwWindowShouldClose(window) == 0)
{
camera.ComputeMatrices();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 1. geometry pass: render scene's geometry/color data into gbuffer
// -----------------------------------------------------------------
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (size_t i = 0; i < mScene.all_children.size(); i++)
{
if (mScene.all_children[i]->Get_component_id(Comp_Mesh) >= 0)
{
bool get_suc = false;
RMesh &get_mesh = meshs.GetMesh(mScene.all_children[i]->Get_component_id(Comp_Mesh), get_suc);
if (get_suc)
{
if (!get_mesh.mesh_available) continue;
get_mesh.UseVertex();
shaderGeometryPass.Use();
glm::mat4 ModelMatrix = glm::scale(translate(mat4(1.0), mScene.all_children[i]->transform.Position), mScene.all_children[i]->transform.Scale);
shaderGeometryPass.SetMat4("projection", camera.GetProjectionMatrix());
shaderGeometryPass.SetMat4("view", camera.GetViewMatrix());
shaderGeometryPass.SetMat4("model", ModelMatrix);
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1));
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2));
// Set our "myTextureSampler" sampler to use Texture Unit 0
glUniform1i(shaderGeometryPass.GetUniform("texture_diffuse"), 0);
glUniform1i(shaderGeometryPass.GetUniform("texture_specular"), 1);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, get_mesh.vertexbuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, get_mesh.uvbuffer);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
// 3rd attribute buffer : normals
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, get_mesh.normalbuffer);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// Index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, get_mesh.elementbuffer);
// Draw the triangles !
glDrawElements(GL_TRIANGLES, get_mesh.indices.size(), GL_UNSIGNED_SHORT, (void*)0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
get_mesh.EndVertex();
}
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 2. lighting pass: calculate lighting by iterating over a screen filled quad pixel-by-pixel using the gbuffer's content.
// -----------------------------------------------------------------------------------------------------------------------
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderLightingPass.Use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPosition);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
// send light relevant uniforms
for (size_t i = 0; i < mScene.all_children.size(); i++)
{
if (mScene.all_children[i]->Get_component_id(Comp_PointLight) >= 0)
{
int g;
if (Point_lights.GetLight(mScene.all_children[i]->Get_component_id(Comp_PointLight), &g))
{
if (Point_lights.lights[g].light_id == mScene.all_children[i]->Get_component_id(Comp_PointLight))
{
Point_lights.lights[g].Position = mScene.all_children[i]->transform.Position;
}
}
}
if (Point_lights.lights.size() > 0)
{
shaderLightingPass.SetVec3("lights[0].Position", Point_lights.lights[0].Position);
shaderLightingPass.SetVec3("lights[0].Color", Point_lights.lights[0].Color);
// update attenuation parameters and calculate radius
const float constant = 1.0;
const float linear = Point_lights.lights[0].Range;
const float quadratic = 1.8;
shaderLightingPass.SetFloat("lights[0].Linear", linear);
shaderLightingPass.SetFloat("lights[0].Quadratic", quadratic);
// then calculate radius of light volume/sphere
const float maxBrightness = Point_lights.lights[0].Energy; //std::fmaxf(std::fmaxf(Point_lights.lights[0].Color.r, Point_lights.lights[0].Color.g), Point_lights.lights[0].Color.b);
float radius = (-linear + std::sqrt(linear * linear - 4 * quadratic * (constant - (256.0f ) * maxBrightness))) / (2.0f * quadratic);
shaderLightingPass.SetFloat("lights[0].Radius", radius);
}
}
shaderLightingPass.SetVec3("viewPos", camera.transform.Position);
renderQuad();
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
"deff_light.vers" shader :
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos, 1.0);
}
"deff_light.frags" shader :
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;
struct Light {
vec3 Position;
vec3 Color;
float Linear;
float Quadratic;
float Radius;
};
const int NR_LIGHTS = 1;
uniform Light lights[NR_LIGHTS];
uniform vec3 viewPos;
void main()
{
// retrieve data from gbuffer
vec3 FragPos = texture(gPosition, TexCoords).rgb;
vec3 Normal = texture(gNormal, TexCoords).rgb;
vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb;
float Specular = texture(gAlbedoSpec, TexCoords).a;
// then calculate lighting as usual
vec3 lighting = Diffuse * 0.1; // hard-coded ambient component
vec3 viewDir = normalize(viewPos - FragPos);
for(int i = 0; i < NR_LIGHTS; ++i)
{
// calculate distance between light source and current fragment
float distance = length(lights[i].Position - FragPos);
if(distance < lights[i].Radius)
{
// diffuse
vec3 lightDir = normalize(lights[i].Position - FragPos);
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * lights[i].Color;
// specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(Normal, halfwayDir), 0.0), 16.0);
vec3 specular = lights[i].Color * spec * Specular;
// attenuation
float attenuation = 1.0 / (1.0 + lights[i].Linear * distance + lights[i].Quadratic * distance * distance);
diffuse *= attenuation;
specular *= attenuation;
lighting += diffuse + specular;
}
}
FragColor = vec4(lighting, 1.0);
}
"deff_shader.vers" shader:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec3 FragPos;
out vec2 TexCoords;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
vec4 worldPos = model * vec4(aPos, 1.0);
FragPos = worldPos.xyz;
TexCoords = aTexCoords;
mat3 normalMatrix = transpose(inverse(mat3(model)));
Normal = normalMatrix * aNormal;
gl_Position = projection * view * worldPos;
}
"deff_shader.frags" shader:
#version 330 core
layout (location = 0) out vec3 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec4 gAlbedoSpec;
in vec2 TexCoords;
in vec3 FragPos;
in vec3 Normal;
uniform sampler2D texture_diffuse1;
uniform sampler2D texture_specular1;
void main()
{
// store the fragment position vector in the first gbuffer texture
gPosition = FragPos;
// also store the per-fragment normals into the gbuffer
gNormal = normalize(Normal);
// and the diffuse per-fragment color
gAlbedoSpec.rgb = texture(texture_diffuse1, TexCoords).rgb;
// store specular intensity in gAlbedoSpec's alpha component
gAlbedoSpec.a = texture(texture_specular1, TexCoords).r;
}
What I am doing wrong ?
Any help please ?
I'm trying to draw texture2 partly (the textures have different position-coordinates) on top of texture1. The textures is supposed have different images.
The code below works fine except that texture1 gets in front of texture2, but it should be the other way around.
If I change the drawing order, texture2 get in front of texture1 as desired but texture2 gets the same image as texture1.
What am I doing wrong here?
In my init function:
glBindAttribLocation(shaderProgram, 0, "position");
glBindAttribLocation(shaderProgram, 1, "color");
glBindAttribLocation(shaderProgram, 2, "texCoordIn");
glBindFragDataLocation(shaderProgram, 0, "fragmentColor");
linkShaderProgram(shaderProgram);
texture = ilutGLLoadImage("image1.jpg");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
texture2 = ilutGLLoadImage("image2.png");
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glUseProgram(shaderProgram);
int texLoc = glGetUniformLocation(shaderProgram, "colortexture");
glUniform1i(texLoc, 0);
My vertex-shader:
in vec3 position;
in vec3 color;
out vec3 outColor;
in vec2 texCoordIn;
out vec2 texCoord;
uniform mat4 projectionMatrix;
void main()
{
gl_Position = projectionMatrix * vec4(position, 1);
outColor = color;
texCoord = texCoordIn;
}
My fragment-shader:
in vec3 outColor;
uniform sampler2D colortexture;
in vec2 texCoord;
out vec4 fragmentColor;
void main()
{
fragmentColor = texture2D(colortexture, texCoord.xy);
}
In my draw-function: (If I draw in the order below, the textures get their desired images. But if I change the order, both textures get image1)
glBindVertexArray(vertexArrayObject2);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(vertexArrayObject);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
I'm currently trying to implement deferred shading in OpenGL 3.2 and have a problem that I just can't seem to solve no matter what I try.
I implemented it in two steps(geometry pass and lighting pass) like one would expect. After compiling and running it the screen shows the scene I prepared almost like one would expect it to look like. The colors of the objects are correct and they are also positioned where and how I wanted them to be.
The thing is, that the light calculations seem to have no influence on the color, what so ever. After a lot of hours I found out, that the textures for the positions and normals seem to contain the same content like the color texture.
If one changes the last line in the lighting fragment shader from fragColor = lightIntensity * color; to fragColor = lightIntensity * norm; or fragColor = lightIntensity * pos; it has absolutely no impact on how the screen is rendered.
I have tried a lot to figure out what is going wrong but honestly have no idea what it could be.
It would be awesome if someone could help me.
My render method looks like this:
void render()
{
//geometry pass
gBuffer->bindForWriting();
geometryShader->use(true);
calculateGBuffer();
//lighting pass
gBuffer->bindForReading(lightShader->programID());
lightShader->use(true);
drawOnScreen();
}
The initialization of the gBuffer object is like this:
void GBuffer::initializeFBO(int viewWidth, int viewHeight)
{
//initialize fbo and corresponding textures;
glGenFramebuffers(1, &fbo_ID);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_ID);
glGenTextures(1, &colorTexture_ID);
glBindTexture(GL_TEXTURE_2D, colorTexture_ID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, viewWidth, viewHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture_ID, 0);
glGenTextures(1, &posTexture_ID);
glBindTexture(GL_TEXTURE_2D, posTexture_ID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, viewWidth, viewHeight, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, posTexture_ID, 0);
glGenTextures(1, &normTexture_ID);
glBindTexture(GL_TEXTURE_2D, normTexture_ID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, viewWidth, viewHeight, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normTexture_ID, 0);
GLuint attachments[3] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, attachments);
glGenRenderbuffers(1, &depthBuffer_ID);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer_ID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, viewWidth, viewHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer_ID);
//Check Status
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
qDebug() << "error while initializing framebuffer" << glCheckFramebufferStatus(GL_FRAMEBUFFER);
else{
qDebug() << "framebuffer successfully created";
initialized = true;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
The methods bindForReading and bindForWriting:
void GBuffer::bindForWriting()
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo_ID);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void GBuffer::bindForReading(GLuint programID)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, colorTexture_ID);
GLuint samplerTexture_ID = glGetUniformLocation(programID, "colorTexture");
glUniform1i(samplerTexture_ID, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, posTexture_ID);
samplerTexture_ID = glGetUniformLocation(programID, "positionTexture");
glUniform1i(samplerTexture_ID, 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, normTexture_ID);
samplerTexture_ID = glGetUniformLocation(programID, "normTexture");
glUniform1i(samplerTexture_ID, 2);
}
And at last the 4 Shaders:
Geometry Vertex Shader:
#version 150
#extension GL_ARB_separate_shader_objects : enable
uniform mat4 MVPMatrix;
uniform mat4 modelMatrix;
in vec4 in_position;
in vec4 in_color;
in vec2 in_texcoord;
in vec3 in_norm;
out vec4 color_varying;
out vec3 frag_position;
out vec3 norm_vec;
out vec2 texcoord_varying;
void main()
{
gl_Position = MVPMatrix * in_position;
vec4 worldPosition = (modelMatrix * in_position);
frag_position = worldPosition.xyz;
norm_vec = in_norm;
color_varying = in_color;
texcoord_varying = in_texcoord;
}
Geometry Fragment Shader:
#version 150
#extension GL_ARB_explicit_attrib_location : enable
in vec4 color_varying;
in vec3 frag_position;
in vec3 norm_vec;
in vec2 texcoord_varying;
layout (location = 0) out vec4 fragColor;
layout (location = 1) out vec3 fragPosition;
layout (location = 2) out vec3 frag_norm_vec;
uniform sampler2D myTexture;
void main()
{
vec4 texel = texture(myTexture, texcoord_varying);
fragColor = texel * color_varying;
fragPosition = frag_position;
frag_norm_vec = normalize(norm_vec);
}
Lighting VertexShader:
#version 150
#extension GL_ARB_explicit_attrib_location : enable
layout (location = 0) in vec2 in_position;
out vec2 texCoord;
void main()
{
gl_Position = vec4(in_position, 0, 1.0f);
texCoord = in_position;
if(texCoord.x == -1.0f)
texCoord.x = 0.0f;
if(texCoord.y == -1.0f)
texCoord.y = 0.0f;
}
Lighting Fragment Shader(without lighting calculation to make it shorter)
#version 150
#extension GL_ARB_separate_shader_objects : enable
out vec4 fragColor;
in vec2 texCoord;
uniform sampler2D colorTexture;
uniform sampler2D positionTexture;
uniform sampler2D normTexture;
void main()
{
//extract fragment data from fbo
vec3 pos = texture(positionTexture, texCoord).rgb;
vec3 norm = texture(normTexture, texCoord).rgb;
vec4 color = texture(colorTexture, texCoord);
fragColor = lightIntensity * color;
}
Sry for the code spamming but I can't narrow down the error.
The problem is most likely in your order of operations here:
gBuffer->bindForReading(lightShader->programID());
lightShader->use(true);
where, in bindForReading(), you have calls like this one:
samplerTexture_ID = glGetUniformLocation(programID, "positionTexture");
glUniform1i(samplerTexture_ID, 1);
The glUniform*() calls set uniform values on the currently active program. Since you make the lightShader active after you make these calls, the uniform values will be set on the previously active program, which probably doesn't even have these uniforms.
Simply changing the order of these calls might already fix this:
lightShader->use(true);
gBuffer->bindForReading(lightShader->programID());
Also, you're using GL_RGB16F as the format of two of your buffers. The OpenGL implementation you use may support this, but this is not a format that is required to be color-renderable in the spec. If you want your code to work across platforms, you should use GL_RGBA16F, which is guaranteed to be color-renderable.
So i managed to create shadow maps for a directional light (extended at infinity). Now i am trying to create point light shadow cube map, so the shadows spread in the direction of the light->fragment. I created a new FBO like so:
//gen new fbo
glGenFramebuffers(1, &framebuffer_object);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
//gen color texture
glGenTextures(1, &texture_color);
glBindTexture(GL_TEXTURE_2D, texture_color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
//gen cubemap
glGenTextures(1, &shadow_cubemap);
glBindTexture(GL_TEXTURE_2D_ARRAY, shadow_cubemap);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
//bind color texture
unsigned int attachment_index_color_texture = 0;
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+attachment_index_color_texture, texture_color,0);
//add attachments
std::vector<GLenum> drawbuffers;
drawbuffers.push_back(GL_COLOR_ATTACHMENT0+attachment_index_color_texture);
glDrawBuffers(drawbuffers.size(),&drawbuffers[0]);
//check the fbo state
if(glCheckFramebufferStatus(GL_FRAMEBUFFER)!=GL_FRAMEBUFFER_COMPLETE){
std::cout<<"Error.FBO not integral."<<std::endl;
std::cin.get();
std::terminate();
}
//Unbind
glBindFramebuffer(GL_FRAMEBUFFER,0);
This function is called upon reshaping(so you could say at init time) reshape is called once at program start.
Next i create my light_view matrixes , each view for a different cube face, and my projection matrix like so :
//view matrix for +x
lightView_matrix[0]=glm::lookAt(light_position,light_position+glm::vec3(1,0,0),glm::vec3(0,1,0));
//view_matrix for -x
lightView_matrix[1]=glm::lookAt(light_position,light_position+glm::vec3(-1,0,0),glm::vec3(0,1,0));
//view_matrix for +z
lightView_matrix[2]=glm::lookAt(light_position,light_position+glm::vec3(0,0,1),glm::vec3(0,1,0));
//view_matrix for -z
lightView_matrix[3]=glm::lookAt(light_position,light_position+glm::vec3(0,0,-1),glm::vec3(0,1,0));
//view_matrix for +y
lightView_matrix[4]=glm::lookAt(light_position,light_position+glm::vec3(0,1,0),glm::vec3(0,0,-1));
//view_matrix for -y
lightView_matrix[5]=glm::lookAt(light_position,light_position+glm::vec3(0,-1,0),glm::vec3(0,0,1));
lightProjection_matrix = glm::perspective(90.0f, 1.0f, 0.5f, 140.0f);
Is the projection matrix ok? Should it be perspective when doing a cubemap instead of ortographic like i did for a directional light? I don't know if the values are ok : here is what i have, the width and height of the texture is 1366 x 768 which is my window size, my entire scene is from -70 to 70 on the z axis so 140 total,i chose a fov of pi/4 .
Moving on, to the first pass - hopefully generating the 6 faces of the cubemap:
cube_fbo.bind();
{
for(int i=0;i<6;i++){
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cube_fbo.shadow_cubemap, 0);
//clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//use shader
glUseProgram(program_shader);
//send uniform values
glUniformMatrix4fv(glGetUniformLocation(program_shader,"light_view_matrix"),1,false,glm::value_ptr(lightView_matrix[i]));
glUniformMatrix4fv(glGetUniformLocation(program_shader,"light_projection_matrix"),1,false,glm::value_ptr(lightProjection_matrix));
//draw my objects with textures,i also have an alpha texture hence the has_alpha in the shaders (will post below )
}
}
//unbind fbo
cube_fbo.unbind();
Now the second pass which should draw the shadows based on the fragment position(should i do this in the drawing function or in the shader? )
{
//clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program_shadow);
//send uniform values
glUniformMatrix4fv(glGetUniformLocation(program_shadow,"view_matrix"),1,false,glm::value_ptr(view_matrix));
glUniformMatrix4fv(glGetUniformLocation(program_shadow,"projection_matrix"),1,false,glm::value_ptr(projection_matrix));
glUniformMatrix4fv(glGetUniformLocation(program_shadow,"light_view_matrix"),1,false,glm::value_ptr(light_view_matrix));
glUniformMatrix4fv(glGetUniformLocation(program_shadow,"light_projection_matrix"),1,false,glm::value_ptr(light_projection_matrix));
glUniformMatrix4fv(glGetUniformLocation(program_shadow,"BiasMatrix"),1,false,glm::value_ptr(BiasMatrix));
glUniform3f(glGetUniformLocation(program_shadow,"light_position"),light_position.x,light_position.y,light_position.z);
//sphere at light position for reference------------------------
glUniformMatrix4fv(glGetUniformLocation(program_shadow,"model_matrix"),1,false,glm::value_ptr(light_model_matrix));
lab::drawSolidSphere(2,6,6);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
//ground----------------------------
glUniformMatrix4fv(glGetUniformLocation(program_shadow,"model_matrix"),1,false,glm::value_ptr(ground_model_matrix));
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, ground_texture);
glUniform1i( glGetUniformLocation(program_shadow, "textura1"), 1 );
glUniform1i( glGetUniformLocation(program_shadow, "has_alpha"), 0);
//glDisable(GL_CULL_FACE);
//send cubemap texture(GLuint bound in the first part (shadow_cubemap))
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_fbo[0].getCubeMapTexture());
glUniform1i(glGetUniformLocation(program_shadow, "textura_depth"), 2);
glBindVertexArray(ground_vao);
glDrawElements(GL_TRIANGLES, ground_num_indices, GL_UNSIGNED_INT, 0);
//bamboo(s)----------------------------
glActiveTexture(GL_TEXTURE0+1);
glBindTexture(GL_TEXTURE_2D, bamboo_texture_color);
glActiveTexture(GL_TEXTURE0+2);
glBindTexture(GL_TEXTURE_2D, bamboo_texture_alpha);
glUniform1i( glGetUniformLocation(program_shadow, "textura1"), 1 );
glUniform1i( glGetUniformLocation(program_shadow, "textura2"), 2 );
glUniform1i( glGetUniformLocation(program_shadow, "has_alpha"), 1);
//send cubemap texture
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, cube_fbo[0].getCubeMapTexture());
glUniform1i(glGetUniformLocation(program_shadow, "textura_depth"), 3);
glBindVertexArray(bamboo_vao);
for(int i=0;i<10;i++) for(int j=0;j<10;j++) {
if(j==5){
glUniformMatrix4fv(glGetUniformLocation(program_shadow,"model_matrix"),1,false,glm::value_ptr(bamboo_model_matrix[i*10+j]));
glDrawElements(GL_TRIANGLES, bamboo_num_indices, GL_UNSIGNED_INT, 0);
}
}
}
As you can see in this last part i draw from the camera position and pass to the shader the cubemap generate from the first pass. I have a few misunderstandings and probably some mistakes untill this point.
What do i return from the first pass (from the shader), when i did shadow mapping for a directional light i returned the depth (glFragcoord.z) but now i have to return a vec3 direction ? How do i compute that.Do i need something else to pass to the shader?
Is the second part ok ? Do i just draw the objects and pass the cube map to the shader and let him calculate which fragment is where in relation to the light ? If so , how do i compute this ?
Here is my shader for the first pass(so generate the cubemap from the 6 light views):
#version 330 /*VERTEX SHADER*\
layout(location = 0) in vec3 in_position;
layout(location = 2) in vec2 in_texcoord;
uniform mat4 model_matrix;
uniform mat4 light_view_matrix,light_projection_matrix;
out vec2 texcoord;
out vec4 v_position;
void main(){
texcoord = in_texcoord;
gl_Position = light_projection_matrix*light_view_matrix*model_matrix*vec4(in_position,1);
}
#version 330 /*FRAGMENT SHADER*\
layout(location = 0) out vec4 out_color;
//layout(location = 1) out float depth;
uniform sampler2D textura1;
uniform sampler2D textura2;
uniform int has_alpha;
in vec2 texcoord;
in vec4 v_position;
void main(){
vec3 tex1 = texture(textura1, texcoord).xyz;
vec3 tex2 = texture(textura2, texcoord).xyz;
if(has_alpha>0.5) if((tex2.r<0.1) && (tex2.g<0.1) && (tex2.b<0.1)) discard;
out_color = vec4(tex1, 1);
}
And the shader for the second pass (tried to calculate shadow by getting the vec3 from pixel position in world space - light position in world space)
#version 330 core /*VERTEX SHADER*\
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec2 in_texcoord;
out vec3 lightPosw;
out vec3 pixelPosw;
out vec2 texcoord;
uniform mat4 model_matrix,view_matrix,projection_matrix;
uniform vec3 light_position;
void main(){
texcoord=in_texcoord;
gl_Position = projection_matrix*view_matrix*model_matrix*vec4(in_position,1);
lightPosw= (model_matrix * vec4(light_position,1)).xyz;
pixelPosw = (model_matrix * vec4(in_position, 1)).xyz;
}
#version 330 core /*FRAGMENT SHADER*\
in vec3 lightPosw;
in vec3 pixelPosw;
in vec2 texcoord;
out vec4 out_color;
uniform samplerCube textura_depth;
uniform sampler2D textura1,textura2;
uniform mat4 view_matrix,model_matrix;
uniform int has_alpha;
void main(){
vec3 lightToPixel=pixelPosw-lightPosw;
vec3 tex1 = texture(textura1, texcoord).xyz;
vec3 tex2 = texture(textura2, texcoord).xyz;
if(has_alpha>0.5) if((tex2.r<0.1) && (tex2.g<0.1) && (tex2.b<0.1)) discard;
float shadowDepth = texture(textura_depth, normalize(lightToPixel));
float shadowFactor=1.0;
if(length(lightToPixel) < shadowDepth)
shadowFactor=0.5;
out_color = vec4(tex1*shadowFactor,1);
}
Sorry for the wall of code, i wanted to post all the relevant stuff so i can get better help. My problem is , everything renders semi-black, because i set the output color in the fragment shader to 0.5, if I wouldn't , then it all renders black.