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I just started working on opengl in qt, using texture i am displaying image in quard.
then i set gltexture wrap mode to gl_repeat but its not repeating.
I tried even gl_clamp_to_edge still its not working.
images size 256*256
code:
GLuint _textureId; //The id of the texture
int _wdth;
int _hight;
void LoadGLTextures( const char * name )
{
QImage img;
if(!img.load(name)){
qDebug() << "ERROR in loading image";
}
QImage t = QGLWidget::convertToGLFormat(img);
_wdth = t.width();
_hight = t.height();
qDebug()<<"width = "<<_wdth<<"height ="<<_hight;
glGenTextures(1, &_textureId);
glBindTexture(GL_TEXTURE_2D, _textureId);
glTexImage2D(GL_TEXTURE_2D, 0, 3, t.width(), t.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, t.bits());
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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 );
}
void GLWin::initializeGL()
{
qglColor(Qt::black);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_MULTISAMPLE);
static GLfloat lightPosition[4] = { 0.5, 5.0, 7.0, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
///cameraPos = 0;
glEnable(GL_TEXTURE_2D);
LoadGLTextures("resources/Green_Dragon.jpeg");
}
void GLWin::paintGL()
{
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f);
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glColor3f(0.5, 0.5, 0);
glBindTexture(GL_TEXTURE_2D, _textureId);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(-0.5f, -0.5f); // vertex 1
glTexCoord2f(1.0f, 0.0f); glVertex2f(0.5f, -0.5f); // vertex 2
glTexCoord2f(1.0f, 1.0f); glVertex2f(0.5f, 0.5f); // vertex 3
glTexCoord2f(0.0f, 1.0f); glVertex2f(-0.5f, 0.5f); // vertex 4
glEnd();
glDisable(GL_TEXTURE_2D);
glFlush();
}
void GLWin::resizeGL(int width, int height)
{
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity();
glOrtho(-0.5, 0.5, -0.5, 0.5, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
glTexCoord2f(0.0f, 0.0f); glVertex2f(-0.5f, -0.5f); // vertex 1
glTexCoord2f(1.0f, 0.0f); glVertex2f(0.5f, -0.5f); // vertex 2
glTexCoord2f(1.0f, 1.0f); glVertex2f(0.5f, 0.5f); // vertex 3
glTexCoord2f(0.0f, 1.0f); glVertex2f(-0.5f, 0.5f); // vertex 4
If those are your texture coordinates, then it's not going to repeat. Texture wrap modes only apply when the texture coordinate exceeds the [0, 1] range. Since your texture coordinates are within that range, no repeating will happen.
You see scaling of the texture because you are scaling the positions of the triangles. And therefore, the texture will be mapped in accord with those scaled positions.
You could use the texture matrix to do some transformations on the texture coordinates if you want to scale them.
I am trying something quite easy, normally: applying a texture on the different surfaces of a cube.
I am able to apply it but it seems as if he just takes an average of the colors of my image.
why please?
my code:
void MyGLWidget::drawCube()
{
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glLoadIdentity();
// glPushMatrix();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.5, 0, 0.0);
glRotatef(getCubeAngle(), 0.0f, 1.0f, 0.0f);
glTranslatef(0, 0, 0);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
//back
glVertex3f(-0.1, 0.1,-0.1 );//upper left corner
glVertex3f(0.1, 0.1,-0.1); //uper right
glVertex3f(0.1,-0.1,-0.1 ); // down left
glVertex3f(-0.1,-0.1,-0.1); // down right
/* other code to create rest of the cube*/
glEnd();
glFlush();
// glPopMatrix();
}
void MyGLWidget::resizeGL(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glScalef(height *1./width, 1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
}
void MyGLWidget::myTextureMapping()
{
QImage t;
QImage b;
if(!b.load("..../myImage.bmp"))
{qDebug("error with image\n");}
t = QGLWidget::convertToGLFormat(b);
glGenTextures( 1, &texture[0] );
glBindTexture( GL_TEXTURE_2D, texture[0] );
glTexImage2D( GL_TEXTURE_2D, 0, 3, t.width(), t.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, t.bits() );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
void MyGLWidget::initializeGL()
{
myTextureMapping();
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
EDIT:
added those tex coordinates:
glTexCoord2f(-0.1, 0.1);
glVertex3f(-0.1, 0.1,0 );//upper left corner
glTexCoord2f(0.1, 0.1);
glVertex3f(0.1, 0.1,0); //uper right
glTexCoord2f(0.1, -0.1);
glVertex3f(0.1,-0.1,0 ); // down left
glTexCoord2f(-0.1, -0.1);
glVertex3f(-0.1,-0.1,0); // down right
But my image is bigger than the face of my cube:
source image : http://imgur.com/h48QARM
result in software: http://imgur.com/rxvK0Ot
You should be providing the texture co-ordinates for each vertex. What you have right now is just a position data for the Quad, texture co-ordinates are missing.
Have a look at this :
OpenGL Textured Cube Not Being Mapped Correctly
Try this :
glTexCoord2f(0, 0);
glVertex3f(-0.1, 0.1,0 );//upper left corner
glTexCoord2f(1, 0);
glVertex3f(0.1, 0.1,0); //uper right
glTexCoord2f(0, 1);
glVertex3f(-0.1,-0.1,0 ); // down left
glTexCoord2f(1, 1);
glVertex3f(0.1,-0.1,0); // down right
Isn't the texture coordinates wrong? To me it seems like you're going -0.1 to 0.1, while texture coordinates normally are defined in the interval [0,1].
I have been reading for a while the different techniques used to texture terrains and came across texture splatting. I have found a lot of articles that discuss how to do this in OpenGL, but most only discuss it theoretically and provide little to no code that I can study. Does anyone know/have some code that illustrates this in OpenGL?
Just to clarify, I want to be able to load four different textures, and based on the height of the quad/vertices, change the texture from one gradually to the next.
Edit: Below is a quick bit of code to help show what I want to know
#include <windows.h>
#include <SFML/Graphics.hpp>
#include <gl/gl.h>
#include <gl/glu.h>
#define GL_CLAMP_TO_EDGE 0x812F
class Scene {
public:
void resize( int w, int h ) {
// OpenGL Reshape
glViewport( 0, 0, w, h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 120.0, (GLdouble)w/(GLdouble)h, 0.5, 500.0 );
glMatrixMode( GL_MODELVIEW );
}
};
int main() {
sf::RenderWindow window(sf::VideoMode(800, 600, 32), "Test");
///Setup the scene, materials, lighting
Scene scene;
scene.resize(800,600);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LIGHT0);
float XL = .5, YL = .1, ZL = 1;
GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f };
GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat lightpos[] = {XL, YL, ZL, 0.};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
///Test terrain texture splatting
///Load the textures
sf::Image tex1;
tex1.loadFromFile("texture1.png");
sf::Image tex2;
tex2.loadFromFile("texture2.png");
///Set the first texture
GLuint grass;
glGenTextures(1, &grass);
glBindTexture(GL_TEXTURE_2D, grass);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex1.getSize().x, tex1.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex1.getPixelsPtr() );
///Set the second texture
GLuint dirt;
glGenTextures(1, &dirt);
glBindTexture(GL_TEXTURE_2D, dirt);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex2.getSize().x, tex2.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)tex2.getPixelsPtr() );
///Start loop
while( window.isOpen() ) {
sf::Event event;
while( window.pollEvent( event ) ) {
if( event.type == sf::Event::Closed )
window.close();
}
///Clear buffer and set camera
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0, 1.0, 1.0, 50);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1, 0, 1, 0, 0, 0, 0, 1, 0);
///Begin rendering quad
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, grass);
///I know that around here I should enable blending in order to get my two textures to mix, but I am not certain
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-0.5, -0.5, 0.0);
glTexCoord2f(1, 0);
glVertex3f(-0.5, 0.5, 0.0);
glTexCoord2f(1, 1);
glVertex3f(0.5, 0.5, 0.0);
glTexCoord2f(0, 1);
glVertex3f(0.5, -0.5, 0.0);
glEnd();
///Reset env settings for SFML
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
window.display();
}
return 1;
}
As people mentioned above, use programmable pipeline, use shaders. In the fragment shader you can pass all the textures and interpolate between them based on vertex data you receive from the vertex shader.
Quick search gave me this result. I am sure that is what you need. Also take a look at this post. And this paper explains the technique very well.
I am trying to implement HUD to my 3d application, what I have achieved is I have a rectangle at certain position, with texture over it. The problem is that whenever I rotate or move camera, texture scales or moves with the camera, looks very weird. Any ideas why it might happen?
This is what I do to add the HUD:
glDisable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
gluOrtho2D( 0, 1, 0, 1);
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D,4 );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBegin( GL_QUADS );
glColor3f( 1.0f, 1.0f, 0.0f );
glTexCoord2f(0,0);
glVertex2f( 0.0f, 0.0f );
glTexCoord2f(1,0);
glVertex2f( 0.4f, 0.0f );
glTexCoord2f(1,1);
glVertex2f( 0.4f, 0.4f );
glTexCoord2f(0,1);
glVertex2f( 0.0f,0.4f );
glEnd();
glPopMatrix();
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glEnable( GL_LIGHTING );
You're code lacks another call, glMatrixMode(GL_MODELVIEW); after you call glPopMatrix() for the second time.
Perhaps this is lower in your code, but from your description of what's happening, it does sound like an issue with the matrices.
Good day.
I draw a scene with shadows using shadow maps method (when we're rendering scene from light point of view to retrieve depth buffer, making shadow texture and projecting it on the scene, rendered from a camera point of view)
As I use shadowmap texture, all other textured objects, of course, lose their texturing.
But I really DO want textured scene with shadows:)
I read about multitexturing, I actually tried to apply it, but failed.
What exactly should I do?
(I took code from OpenGl superbible)
Here is the main setup procedure's code. I marked new strings (those for multitexturing) with //<====
void SetupRC()
{
ambientShadowAvailable = GL_TRUE;
npotTexturesAvailable = GL_TRUE;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
fprintf(stdout, "Controls:\n");
fprintf(stdout, "\tRight-click for menu\n\n");
fprintf(stdout, "\tx/X\t\tMove +/- in x direction\n");
fprintf(stdout, "\ty/Y\t\tMove +/- in y direction\n");
fprintf(stdout, "\tz/Z\t\tMove +/- in z direction\n\n");
fprintf(stdout, "\tf/F\t\tChange polygon offset factor +/-\n\n");
fprintf(stdout, "\tq\t\tExit demo\n\n");
// Black background
glClearColor(0.32f, 0.44f, 0.85f, 0.5f );
// Hidden surface removal
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glPolygonOffset(factor, 0.0f);
// Set up some lighting state that never changes
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_NORMALIZE);
glEnable(GL_LIGHT0);
// Set up some texture state that never changes
glActiveTexture(GL_TEXTURE1); //<=====
glGenTextures(1, &shadowTextureID);
glBindTexture(GL_TEXTURE_2D, shadowTextureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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_DEPTH_TEXTURE_MODE, GL_INTENSITY);
// if (ambientShadowAvailable)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB,
0.5f);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
::scene->fog->init();
RegenerateShadowMap();
}
Here is shadowmap generation procedure:
void RegenerateShadowMap(void)
{
GLfloat lightToSceneDistance, nearPlane, fieldOfView;
GLfloat lightModelview[16], lightProjection[16];
GLfloat sceneBoundingRadius = 200.0f; // based on objects in scene
// Save the depth precision for where it's useful
lightToSceneDistance = sqrt(lightPos[0] * lightPos[0] +
lightPos[1] * lightPos[1] +
lightPos[2] * lightPos[2]);
nearPlane = lightToSceneDistance - sceneBoundingRadius;
// Keep the scene filling the depth texture
fieldOfView = (GLfloat)m3dRadToDeg(2.0f * atan(sceneBoundingRadius / lightToSceneDistance));
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fieldOfView, 1.0f, nearPlane, nearPlane + (2.0f * sceneBoundingRadius));
glGetFloatv(GL_PROJECTION_MATRIX, lightProjection);
// Switch to light's point of view
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(lightPos[0], lightPos[1], lightPos[2],
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, lightModelview);
glViewport(0, 0, shadowWidth, shadowHeight);
// Clear the depth buffer only
glClear(GL_DEPTH_BUFFER_BIT);
// All we care about here is resulting depth values
glShadeModel(GL_FLAT);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_NORMALIZE);
glActiveTexture(GL_TEXTURE0); //<=====
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1); //<=====
glColorMask(0, 0, 0, 0);
// Overcome imprecision
glEnable(GL_POLYGON_OFFSET_FILL);
// Draw objects in the scene except base plane
// which never shadows anything
DrawModels(GL_FALSE);
// Copy depth values into depth texture
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
0, 0, shadowWidth, shadowHeight, 0);
// Restore normal drawing state
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_NORMALIZE);
glActiveTexture(GL_TEXTURE0); //<=====
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColorMask(1, 1, 1, 1);
glDisable(GL_POLYGON_OFFSET_FILL);
// Set up texture matrix for shadow map projection,
// which will be rolled into the eye linear
// texture coordinate generation plane equations
M3DMatrix44f tempMatrix;
m3dLoadIdentity44(tempMatrix);
m3dTranslateMatrix44(tempMatrix, 0.5f, 0.5f, 0.5f);
m3dScaleMatrix44(tempMatrix, 0.5f, 0.5f, 0.5f);
m3dMatrixMultiply44(textureMatrix, tempMatrix, lightProjection);
m3dMatrixMultiply44(tempMatrix, textureMatrix, lightModelview);
// transpose to get the s, t, r, and q rows for plane equations
m3dTransposeMatrix44(textureMatrix, tempMatrix);
}
Scene render proc:
void RenderScene(void)
{
// Track camera angle
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (windowWidth > windowHeight)
{
GLdouble ar = (GLdouble)windowWidth / (GLdouble)windowHeight;
glFrustum(-ar * cameraZoom, ar * cameraZoom, -cameraZoom, cameraZoom, 1.0, 1000.0);
}
else
{
GLdouble ar = (GLdouble)windowHeight / (GLdouble)windowWidth;
glFrustum(-cameraZoom, cameraZoom, -ar * cameraZoom, ar * cameraZoom, 1.0, 1000.0);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(cameraPos[0], cameraPos[1], cameraPos[2],
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
glViewport(0, 0, windowWidth, windowHeight);
// Track light position
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (showShadowMap)
{
// Display shadow map for educational purposes
glActiveTexture(GL_TEXTURE1); //<=====
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
// Show the shadowMap at its actual size relative to window
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(((GLfloat)shadowWidth/(GLfloat)windowWidth)*2.0f-1.0f,
-1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(((GLfloat)shadowWidth/(GLfloat)windowWidth)*2.0f-1.0f,
((GLfloat)shadowHeight/(GLfloat)windowHeight)*2.0f-1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1.0f,
((GLfloat)shadowHeight/(GLfloat)windowHeight)*2.0f-1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
gluPerspective(45.0f, 1.0f, 1.0f, 1000.0f);
glMatrixMode(GL_MODELVIEW);
}
else if (noShadows)
{
// Set up some simple lighting
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
// Draw objects in the scene including base plane
DrawModels(GL_TRUE);
}
else
{
if (!ambientShadowAvailable)
{
GLfloat lowAmbient[4] = {0.1f, 0.1f, 0.1f, 1.0f};
GLfloat lowDiffuse[4] = {0.35f, 0.35f, 0.35f, 1.0f};
// Because there is no support for an "ambient"
// shadow compare fail value, we'll have to
// draw an ambient pass first...
glLightfv(GL_LIGHT0, GL_AMBIENT, lowAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lowDiffuse);
// Draw objects in the scene, including base plane
DrawModels(GL_TRUE);
// Enable alpha test so that shadowed fragments are discarded
glAlphaFunc(GL_GREATER, 0.9f);
glEnable(GL_ALPHA_TEST);
}
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
// Set up shadow comparison
glActiveTexture(GL_TEXTURE1); //<=====
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
GL_COMPARE_R_TO_TEXTURE);
// Set up the eye plane for projecting the shadow map on the scene
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glEnable(GL_TEXTURE_GEN_Q);
glTexGenfv(GL_S, GL_EYE_PLANE, &textureMatrix[0]);
glTexGenfv(GL_T, GL_EYE_PLANE, &textureMatrix[4]);
glTexGenfv(GL_R, GL_EYE_PLANE, &textureMatrix[8]);
glTexGenfv(GL_Q, GL_EYE_PLANE, &textureMatrix[12]);
// Draw objects in the scene, including base plane
DrawModels(GL_TRUE);
//glPushMatrix();
//glScalef(1, -1, 1);
//DrawModels(GL_TRUE);
//glPopMatrix();
glDisable(GL_ALPHA_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
}
if (glGetError() != GL_NO_ERROR)
fprintf(stderr, "GL Error!\n");
//glBindTexture
// Flush drawing commands
glutSwapBuffers();
//RegenerateShadowMap();
}
And an example of textured object draw:
CTeapot::CTeapot(std::string fn, float s, float iX, float iY, float iZ)
{
this->setCoords(iX, iY, iZ);
this->size = s;
glActiveTexture(GL_TEXTURE0); //<=====
try
{
this->texture = new C2DTexture(fn);
}
catch(ERR::CError err)
{
throw err;
}
glActiveTexture(GL_TEXTURE1); //<=====
}
void CTeapot::draw()
{
glPushMatrix();
glTranslatef(this->coords[0], this->coords[1], this->coords[2]);
if(this->angle[0] != 0.0f)
glRotatef(this->angle[0], 1.0f, 0.0f, 0.0f);
if(this->angle[1] != 0.0f)
glRotatef(this->angle[1], 0.0f, 1.0f, 0.0f);
if(this->angle[2] != 0.0f)
glRotatef(this->angle[2], 0.0f, 0.0f, 1.0f);
glScalef(this->size, this->size, this->size);
glActiveTexture(GL_TEXTURE0); //<=====
//glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->texture->getGLTexture());
glutSolidTeapot(this->size);
glPopMatrix();
glActiveTexture(GL_TEXTURE1); //<=====
//glEnable(GL_TEXTURE_2D);
}
C2DTexture texture generaton proc:
C2DTexture::C2DTexture(std::string fn)
{
this->filename = fn;
this->imgTexture = auxDIBImageLoad(this->filename.c_str());
if(this->imgTexture == NULL)
throw ERR::CError(ERR::ERR_NOSUCHFILE, ERR::ERR_NOSUCHFILETEXT + this->filename);
// Creating a texture
glGenTextures(1, &this->glTexture);
glBindTexture(GL_TEXTURE_2D, this->glTexture);
// Setting filters
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, this->imgTexture->sizeX, this->imgTexture->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, this->imgTexture->data);
}
You tried to apply multi-texturing ? It does not show in your code. You do need to use it. One texture unit for the shadow texture, one for your diffuse map. If you tried, you should show the code with multi-texturing.
Multi-texturing is handled through glActiveTexture (and for fixed function that you seem to be using, glClientActiveTexture to handle the texture coordinates specifications).
Some pieces of advice:
it's easier to understand exactly what you're doing if you use shaders.
you want to map the depth texture to the texture unit 1: the setup of the texture unit for shadow mapping needs to be preceded by a glActiveTexture(GL_TEXTURE1) -- the BindTexture, the TexGen, and the texturing related Enable/Disable. Of course, you need to switch back to the texture unit 0 for the rest.
you don't want any texturing when you draw to the depth map.
It is faster to draw directly to the texture with the framebuffer_object extension, than to copy to it
Hope this helps.
Edit: Since you've changed quite a bit your question, let me add some pieces of advice and answers to your comments:
A single texture unit will always fetch from a single texture object. You use glActiveTexture followed by glBindTexture to specify which texture will be fetched from on that texture unit. Note that to get any texturing on that unit, you still need to call glEnable(GL_TEXTURE_2D) for that unit.
What to apply first... Well, this is where using shaders simplifies quite a lot the discussion. In general, the order of application completely depends on what fragment math you want to end up with. Let's put the following nomenclature:
T_0 the result of the first texture fetch,
T_1 the result of the second texture fetch.
C_f The input color that OpenGL computed and rasterized for this fragment (You're using the fixed function lighting, that's what I'm talking about)
C_o The final color of the fragment
T_s the result of the shadow texture fetch,
T_d the result of the diffuse texture fetch.
The result you'll get, with 2 texture units enabled, is something like
C_o = TexEnv1(TexEnv0(C_f,T_0), T_1)
The result you want is likely
C_o = C_f * T_s * T_d
What does that tell us ?
to implement the multiplications, you want modulate as your TexEnv for both texture unit 0 and texture unit 1
the order does not matter in this case (this is because the multiplication -aka modulation- is commutative)
what I showed is pretty much shader code. A lot easier to read than TexEnv settings.
Now to get back to your problem... At this point, I hope you understand what OpenGL state you should have come draw time. However, trying to know exactly what state you actually have from reading your code is a perilous exercise at best. If you are serious about using OpenGL, I recommend either of the following:
use an OpenGL debugger. There are a number of tools out there that will show the exact state at a specific draw call.
build your own debugging state tracking
dump the OpenGL state of interest at the time of the draw. OpenGL provides getter methods for every bit of its state (or almost, I won't go into the dirtiest details here), You want to do that only for debugging purposes, Getters are not guaranteed to be efficient at all).