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Anfractu0us

Member Since 26 Dec 2012
Offline Last Active Jan 19 2013 02:39 PM
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Posts I've Made

In Topic: Simple framebuffer is not working....driving me crazy!

08 January 2013 - 04:42 AM

Have you tried clearing the appropriate buffer bits before rendering to FBO? Also check to see that the renderbuffer is black as well - when I used renderbuffers last I originally had an issue where the renderbuffer would have a valid texture but my FBO was solid black. Also, after glTexImage2D(), make sure to call glBindTexture(GL_TEXTURE_2D, 0);.

 

Edit: I believe the renderbuffer also needs unbound after glRenderbufferStorage()


In Topic: Scene rendering entirely shadowed with shadow maps

06 January 2013 - 07:43 AM

Had a big post about using the inverse modelview but it doesn't actually appear to affect my output.

 

EDIT: After some goofing, I removed anything that would screw with my texture matrix(including disabling texture coord pointers/arrays.) I would say that my values for the matrix make sense now, but all in all it still doesn't work. I have a proper depth map, valid fbo, and I'm assuming to be decent values for my texture matrix. I'm really at a loss as to why it wouldn't be working, perhaps besides drivers or something silly that I'm overlooking.

 

EDIT2: Got it! For some reason I was sending the texture ID, not the texture UNIT to the shader. :S

Attached File  butts2.png   623.02KB   48 downloads


In Topic: Scene rendering entirely shadowed with shadow maps

02 January 2013 - 06:56 AM

Still haven't managed to fix it, but that is defintely one of the better explanations I've come across for the technique! I understand the idea a LOT better.

So, here's a giant wall of code!

While I'm thinking about it, I'm using SDL, GLEW, AssImp, and Bullet. I currently have Bullet disabled while I work on the shiny graphics junk.

static double modelView[16];    
static double projection[16];    
static float tex[16];        
// This is matrix transform every coordinate x,y,z    
// x = x* 0.5 + 0.5    
// y = y* 0.5 + 0.5    
// z = z* 0.5 + 0.5    
// Moving from unit cube [-1,1] to [0,1]      
const GLdouble bias[16] = {            
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};        

// Grab modelview and transformation matrices    
glGetDoublev(GL_MODELVIEW_MATRIX, modelView);    
glGetDoublev(GL_PROJECTION_MATRIX, projection);        

glActiveTexture(GL_TEXTURE7);    
glMatrixMode(GL_TEXTURE);      

glLoadMatrixd(bias);    
// concatating all matrice into one.    
glMultMatrixd (projection);    
glMultMatrixd (modelView);    
// Go back to normal matrix mode    
glMatrixMode(GL_MODELVIEW);

I swapped the glActiveTexture before the glMatrixMode() call so that the data is actually writing to the appropriate texture matrix unit. Otherwise, in terms of FBO and depthmap generation are entirely identical to what's in the tutorial. I suspect after a whole bunch of goofing around that my issues lie in the values getting pushed to the texture matrix.

if(mode == R_NORM || mode == R_DEBUG)
{
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_TEXTURE_2D);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);
    glEnableClientState(GL_VERTEX_ARRAY);
    glBindBuffer(GL_ARRAY_BUFFER,model.t_buff);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,model.i_buff);

    glTexCoordPointer(2, GL_FLOAT,sizeof(vert),BUFFER_OFFSET(0));
    glNormalPointer(GL_FLOAT,sizeof(vert),BUFFER_OFFSET(sizeof(GLfloat)*2));
    glVertexPointer(3, GL_FLOAT,sizeof(vert),BUFFER_OFFSET(sizeof(GLfloat)*5));
    glClientActiveTexture(GL_TEXTURE0+ model.mats.at(0).texid);

    c_render.use_program(model.shaderid);
    int sdw_loc = glGetUniformLocation(model.shaderid,"ShadowMap");
    glUniform1i(sdw_loc,c_render.depth_tex);

    glActiveTexture(GL_TEXTURE0 + model.mats.at(0).texid);
    glBindTexture(GL_TEXTURE_2D, model.mats.at(0).texid);

    glActiveTexture(GL_TEXTURE7);
    glBindTexture(GL_TEXTURE_2D,c_render.depth_tex);

    glDrawElements(GL_TRIANGLES,(model.f_index.size()*3),GL_UNSIGNED_INT,0);

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glActiveTexture(GL_TEXTURE0);
    glClientActiveTexture(GL_TEXTURE0);
    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glDisableClientState(GL_NORMAL_ARRAY);
    c_render.use_program(0);
    glBindTexture(GL_TEXTURE_2D,0);
    glDisable(GL_TEXTURE_2D);
}
else
if(mode == R_DEPTH)
{
    glEnableClientState(GL_NORMAL_ARRAY);
    glEnableClientState(GL_VERTEX_ARRAY);
    glBindBuffer(GL_ARRAY_BUFFER,model.t_buff);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,model.i_buff);

    glNormalPointer(GL_FLOAT,sizeof(vert),BUFFER_OFFSET(sizeof(GLfloat)*2));
    glVertexPointer(3, GL_FLOAT,sizeof(vert),BUFFER_OFFSET(sizeof(GLfloat)*5));            
    glDrawElements(GL_TRIANGLES,(model.f_index.size())*3,GL_UNSIGNED_INT,0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_NORMAL_ARRAY);
}

Is my rendering code(cut some of the extra crap out for readibility.) I use the section under R_DEPTH to generate the depth map, which is valid from what I can tell, and then R_NORM/R_DEBUG is what renders the scene.

What leads me to think that perhaps it's a texture matrix issue is that gDebugger spits out values that aren't even remotely clamped to 0,1 - which is what I assume they are supposed to be. He didn't mention in the tutorial but I suppose then that if your scene is of a decent scale/shadow map is of a larger resolution that you have to normalize the light proj/view matrix values?

 

Also, for clarification: the depth map looks like it should from the lights point of view. My texture is indeed initiated with both MIN/MAG filter settings. The one thing that raised a concern for me is that the tutorial code doesn't actually compile and run properly for me; the binary works quite fine but when I tried compiling his code and running it it didn't even create a FBO.


In Topic: Scene rendering entirely shadowed with shadow maps

26 December 2012 - 06:48 PM

Actually, I think I had the camera opposite of the light when I took the shot; the giant gray mass stays as a giant gray mass though, no matter where i put my camera :P


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