I am following the shadow tutorial on http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ and I can view the depth value in the depth texture when rendered to a screen aligned quad. The problem is when I sample from this depth texture I get only one value.
This is how I setup the depth texture FBO; the size of the texture is set to the window size. I'm not sure if this is part of the problem, but if I half the dimensions of the depth texture and try to view that, I end up seeing a corner quarter of the view. I thought textures are always accessed from [0,1]?
glGenFramebuffers(1, &FramebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0,
GL_DEPTH_COMPONENT,
fbWidth,
fbHeight,
0,
GL_DEPTH_COMPONENT,
GL_FLOAT,
0);
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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, renderedTexture, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
assert(false && "framebuffer NOT OK");
1st pass vertex shader
#version 150 core
in vec3 position;
uniform mat4 model;
void main(){
gl_Position = model * vec4(position,1.0);
}
1st pass fragment shader
#version 150 core
void main(){ //letting the default gl_FragDepth assignment happen
}
2nd pass vertex shader
#version 150 core
in vec3 position;
out vec4 shadowCoord;
uniform mat4 model;
uniform mat4 camera;
uniform mat4 DepthBiasMVP;
void main() {
gl_Position = camera * model * vec4(position, 1.0);
shadowCoord = DepthBiasMVP * vec4(position, 1.0);
}
2nd pass fragment shader: the stuck at 1 or 0 problems are in the comments, along with the variations I've tried
#version 150 core
in vec4 shadowCoord;
uniform mat4 model;
out vec4 outColor;
//tried both types
//uniform sampler2D shadowMap;
uniform sampler2DShadow shadowMap;
void main() {
vec3 finalColor = ...
float visibility = 1.0;
vec3 P = shadowCoord.xyz / shadowCoord.w; //doesn't work
// vec3 P =vec3(shadowCoord.x, shadowCoord.y, shadowCoord.z); //no difference
// vec3 P = vec3(shadowCoord.xy, shadowCoord.z / shadowCoord.w); //also no difference
visibility = texture( shadowMap, P); // always 1
// //when shadowMap is set to sampler2D
// vec3 textureCoord = shadowCoord.xyz/ shadowCoord.w;
// if (texture(shadowMap, shadowCoord.xy).z ==0) //always 0
// if (texture(shadowMap, shadowCoord.xy).x ==0) //always 1
// if (shadowCoord.z == 0) //always 0
// visibility = 0.06; //
finalColor *= visibility;
outColor = vec4(finalColor, 1.0);
}
This is how I call the passes, the object I am looking at is located at the origin
glm::vec3 srcPerspective(0,0,-4);
glm::mat4 depthProjectionMatrix = glm::ortho<float>(-1,1,-1,1,-10,10);
glm::mat4 depthViewMatrix = glm::lookAt(srcPerspective, glm::vec3(0,0,0), glm::vec3(0,1,0));
//pass 1
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shadowMap.shaderProgram);
depthMVP = depthProjectionMatrix * depthViewMatrix * modelMatrix;
shadowMap.drawIndexed(world, camera, depthMVP, shapes[shipIdx].mesh.indices.data());
//pass 2
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glm::mat4 biasMatrix(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
glm::mat4 depthBiasMVP = biasMatrix * depthMVP;
glUniformMatrix4fv(loc, 1, GL_FALSE, &depthBiasMVP[0][0]);
ship.drawIndexed(world, camera, lightPos, mvp, shipColor, shapes[shipIdx].mesh.indices.data());