Currently I'm trying to render multiple passes with different shaders in a simple OpenGL application. Here's my (simplified) code:
void InitScene()
{
glViewport(0, 0, mWindowWidth, mWindowHeight);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, mWindowWidth, mWindowHeight, 0, -1, 1);
mFramebufferName = CreateFrameBuffer(mWindowWidth, mWindowHeight);
}
void DrawScene()
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
if(drawDirectlyToScreen)
{
// This works fine, image will fill the whole screen
// Directly draw to the screen
DrawFullScreenQuad();
}
else
{
// This does not work. The image from the first pass will only be a small quadrat
// Draw to frame buffer instead of screen
glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferName);
DrawFullScreenQuad();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Get ready for second pass
BindFrameBufferTextureAndActivateAnotherShader();
// Now draw to the screen
DrawFullScreenQuad();
}
glPopMatrix();
}
void DrawFullScreenQuad()
{
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, mWindowHeight, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(mWindowWidth, mWindowHeight, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(mWindowWidth, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
}
void CreateFrameBuffer(int width, int height)
{
// Generate and bind the frame buffer
mFramebufferName = 0;
glGenFramebuffers(1, &mFramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebufferName);
// Create and bind the render texture
glGenTextures(1, &mSecondPassRenderTexture);
glBindTexture(GL_TEXTURE_2D, mSecondPassRenderTexture);
// Give an empty image to OpenGL ( the last "0" )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
// Set "mSecondPassRenderTexture" as colour attachement #0
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mSecondPassRenderTexture, 0);
// Set the list of draw buffers.
GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers
}
When rendering only one pass everything is fine. The image covers the whole screen. When rendering with two passes, the resulting image will only cover a small square area in the top left corner of the screen (see the attached images).
The problem seems to come from the first pass. The texture created in that pass is already wrong (i.e. the image is only in the corner, the rest of the texture is black). The second pass then works correctly (i.e. the broken texture is drawn correctly to the whole screen).
So my question is: why does my call to DrawFullScreenQuad() yield different results when
Rendering to the screen directly
Rendering to a frame buffer (which has the same size as the window)
i have animation project which requires multiple textures ,i intend to see all of them yet only 1 texture covers on my model.i cant see all tga files on the object.
GLuint LoadTexture(char *TexName)
{
TGAImg Img; // Image loader
// Load our Texture
if(Img.Load(TexName)!=IMG_OK)
return -1;
glGenTextures(1,textures); // Allocate space for texture
glBindTexture(GL_TEXTURE_2D,textures[0]); // Set our Tex handle as current
// Create the texture
if(Img.GetBPP()==24)
glTexImage2D(GL_TEXTURE_2D,0,3,Img.GetWidth(),Img.GetHeight(),0,GL_RGB,GL_UNSIGNED_BYTE,Img.GetImg());
else if(Img.GetBPP()==32)
glTexImage2D(GL_TEXTURE_2D,0,4,Img.GetWidth(),Img.GetHeight(),0,GL_RGBA,GL_UNSIGNED_BYTE,Img.GetImg());
else
return -1;
// Specify filtering and edge actions
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
return textures[0];
}
void Draw()
{
glEnable(GL_TEXTURE_2D);
glGenTextures(17,textures);
for (int i = 0; i<17; i++){
textures[i] = LoadTexture(textureNames[i
glBindTexture(GL_TEXTURE_2D, textures[i]);
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3,GL_FLOAT,0,triangleArr);
glNormalPointer(GL_FLOAT, 0, normals);
glDrawArrays(GL_TRIANGLES, 0, TotalConnectedTriangles);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
void initialize ()
{
glViewport(0, 0, 500, 500);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, 1, 0.1, 1000.0);
glMatrixMode(GL_MODELVIEW);
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glShadeModel( GL_SMOOTH );
glEnable( GL_DEPTH_TEST );
glEnable(GL_TEXTURE_2D);
textures[textureIndex] = LoadTexture(textureNames[textureIndex]);
glBindTexture(GL_TEXTURE_2D, textures[textureIndex]);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, textureArr);
}
</code>`enter code here`
i am not sure if i need to post my obj file?
Look at the docs of glActiveTexture. Calling glBindTexture in a loop doesn't do what you think it does.
Your code is wrong for many reasons :
if the draw() function is your rendering callback, then you are going to create a set of textures and load data into them. It is wrong, since you need to do it only once.
LoadTexture() is going to create a new texture, and load it with data from a file. This is wrong, since you already created 17 textures i function
Then you are binding each texture in a loop, and only the last is going to be active
Then you dump all vertexes from a VBO to be rendered. I do not see where you initialized them, but they are going to use only the last binded texture.
You have another call to LoadTexture() in the initialize(). Actually all textures should be generated and loaded there
I'm trying to apply a texture to a vertex array whit the following code:
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glColor3f(1.0f, 1.0f, 1.0f);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glDrawElements(GL_QUADS, 12, GL_UNSIGNED_BYTE, faceIndices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_TEXTURE_2D);
with this texture:
so i have this result:
Now I'm wondering how can I scale the floor texture, i've already tried to scale the texture with photoshop, but the result is the same but heavier.
I assume you mean you want the texture to tile less, or tile more. In which case, change your texture coordinates, not the texture (i.e. whatever data is in texcoords).
Also, your example texture is blue, but it's brown in the rendered image. You might be swapping the R+B channels when loading.
It depends on your texture coordinates how you want to map the texture.
Let take example,it cover the whole polygon
glTexCoord2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
Now if you want to repeat the texture five times then provide coordinates like `
glTexCoord2f(0.0f, 0.0f);
glTexCoord2f(5.0f, 0.0f);
glTexCoord2f(5.0f, 5.0f);
glTexCoord2f(0.0f, 5.0f);`
Like above example change the value how you want to map the texture.
I've begun switching my rendering code to support shaders, and that all works fine when rendering to the back buffer. So now I'm working towards rendering to FBOs, but all I get are white textures for both the color and normals.
Here is my FBO creation code:
void RenderTarget_GL::CreateFBO (void)
{
// if the machine supports the GL FBO extension
if (s_supportfbo)
{
// Create FBO
glGenFramebuffersEXT(1, &m_fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
// Create default texture buffer
char *buffer = new char [static_cast<int>(g_window->GetWidth() * m_screenWidth) * static_cast<int>(g_window->GetHeight() * m_screenHeight) * 4];
std::memset(buffer, 0, static_cast<int>(g_window->GetWidth() * m_screenWidth) * static_cast<int>(g_window->GetHeight() * m_screenHeight) * 4);
// Create Render Texture
glGenTextures(1, &m_rendertexture);
glBindTexture(GL_TEXTURE_2D, m_rendertexture);
glTexImage2D(GL_TEXTURE_2D, 0, 4, static_cast<int>(g_window->GetWidth() * m_screenWidth), static_cast<int>(g_window->GetHeight() * m_screenHeight), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// Bind Render Texture to FBO
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_rendertexture, 0);
// Create Normal Texture if this FBO will be rendering normals
if (m_hasnormal)
{
glGenTextures(1, &m_normaltexture);
glTexImage2D(GL_TEXTURE_2D, 0, 4, static_cast<int>(g_window->GetWidth() * m_screenWidth), static_cast<int>(g_window->GetHeight() * m_screenHeight), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// Bind Normal Texture to FBO
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, m_normaltexture, 0);
}
// UnBind FBO and cleanup default buffer
delete [] buffer;
Clear();
}
}
And the code I use to set the current render target:
void RenderTarget_GL::Set (void)
{
if (s_supportfbo && g_glgraphics->GetShaderEnabled())
{
static const GLenum buffer1[] = {GL_COLOR_ATTACHMENT0_EXT};
static const GLenum buffer2[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);
if (m_hasnormal)
glDrawBuffers(2, buffer2);
else
glDrawBuffers(1, buffer1);
}
}
And finally, my actual drawing code:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Setup the camera transformation
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
if (m_camera)
m_camera->GLMatrix();
else
m_defaultCam.GLMatrix();
// Setup Render Target
if (m_shaderenabled)
{
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0,0,g_window->GetWidth(),g_window->GetHeight());
m_initialpass->Set();
}
// Draw All Objects with their per-object shaders
// Clear render target and shader bindings
if (m_shaderenabled)
{
glPopAttrib();
RenderTarget_GL::Clear();
Shader_GL::ClearShaderBinding();
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
// Draw Scene
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_initialpass->GetColorTexture());
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd();
Texture_GL::ClearTextureBinding();
glPopMatrix();
// Swap Buffers
GL_TEXTURE_MIN_FILTER is GL_NEAREST_MIPMAP_LINEAR by default. Supply mipmaps or switch to GL_LINEAR or GL_NEAREST.
The OpenGL Wiki has more.
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).