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    • By tj8146
      I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now
      I have attached my .cpp file if you wish to run it for yourself.. 
      WinMain code:
      /******************* WIN32 FUNCTIONS ***************************/ int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure bool done=false; // Bool Variable To Exit Loop Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=true; // If So done=TRUE break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); }  
      C++ and OpenGL code:
      int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; }  
      game.cpp
    • By tj8146
      I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now
      I have attached my .cpp file if you wish to run it for yourself.. 
       
      This is my C++ and OpenGL code:
      int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; } My WinMain code:
      /******************* WIN32 FUNCTIONS ***************************/ int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure bool done=false; // Bool Variable To Exit Loop Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=true; // If So done=TRUE break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); }  
      game.cpp
    • By lxjk
      Hi guys,
      There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
      Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
      On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
      This method can be naturally extended to clustered light culling as well.
      The following image shows the general ideas

       
      Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test
       

       
      I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!
       
      Eric
    • By Fadey Duh
      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
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OpenGL point light shadowing problem

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I've looked over the net and found info on this but some of it is not clear. I have my FBO set up like this. Bind a CubeMap Texture Tell it to clamp to edge for s,t,r format the cubemap with GL_DEPTH_COMPONENT32f with no pixel data since I'll be reading to it from the framebuffer. Set FBO to use a GL_DEPTH_ATTACHMENT Set a renderbuffer for the depth buffer ------------- Bind FBO set draw back buffer to none clear the depth buffer for x, -x, y, -y, z, -z { attachTexToFBO(+x + i);//It's the glFrameBufferRenderTexture something like that set view to the pointlights position... (I'm kinda confused here) --I use a lookat matrix to try to do this. --I handle all the matrix math since I'm using opengl3.2 core render objects } unbind FBO use shadowshader render objects stop shadowshader --------------
void RenderFBO()
{


    static float dt = 0.0f;

    if( runTime )
        dt += 0.1f;

glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective(90.0, 1.333, 0.1, 100.0);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();

matrix_math::Mat4X4<float> cameraDirection[6];
for(int i=0; i<6; i++)
    cameraDirection.identityClear();

///Setup Views
/*
//-Z, Z
cameraDirection[5] = matrix_math::MatrixTranslation(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2]) * matrix_math::MatrixRotationRoll(0.0f) * matrix_math::MatrixRotationYaw(0.0f) * matrix_math::MatrixRotationPitch(0.0f);
cameraDirection[4] = matrix_math::MatrixTranslation(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2]) * matrix_math::MatrixRotationRoll(0.0f) * matrix_math::MatrixRotationYaw(0.0f) * matrix_math::MatrixRotationPitch(-180.0f);

//-Y, Y
cameraDirection[3] = matrix_math::MatrixTranslation(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2]) * matrix_math::MatrixRotationRoll(180.0f) * matrix_math::MatrixRotationYaw(0.0f) * matrix_math::MatrixRotationPitch(-90.0f);
cameraDirection[2] = matrix_math::MatrixTranslation(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2]) * matrix_math::MatrixRotationRoll(0.0f) * matrix_math::MatrixRotationYaw(0.0f) * matrix_math::MatrixRotationPitch(-90.0f);

//-X, X
cameraDirection[1] = matrix_math::MatrixTranslation(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2]) * matrix_math::MatrixRotationRoll(-90.0f) * matrix_math::MatrixRotationYaw(0.0f) * matrix_math::MatrixRotationPitch(-90.0f);
cameraDirection[0] = matrix_math::MatrixTranslation(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2]) * matrix_math::MatrixRotationRoll(90.0f) * matrix_math::MatrixRotationYaw(0.0f) * matrix_math::MatrixRotationPitch(-90.0f);
*/
///Setup Projection
matrix_math::Mat4X4<float> world;
matrix_math::Mat4X4<float> viewMatrix;
projection = matrix_math::PerspectiveMatrix<float>(90.0f, float(Width)/float(Height), 0.1f, 100.0f);

/////////////
//-Z, +Z
cameraDirection[5] = matrix_math::LookAtMatrix(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2], 4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2]-1.0f, -1.0f, 0.0f, 0.0f);
cameraDirection[4] = matrix_math::LookAtMatrix(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2], 4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2]+0.0f,  1.0f, 0.0f, 0.0f);

//-Y, Y
cameraDirection[3] = matrix_math::LookAtMatrix(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2], 4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f)-1.0f, movementL[2], 0.0f, 0.0f, -1.0f);//okay -
cameraDirection[2] = matrix_math::LookAtMatrix(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2], 4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f)+1.0f, movementL[2], 0.0f, 0.0f,  1.0f);//okay +

//-X, +X
cameraDirection[1] = matrix_math::LookAtMatrix(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2], 4.0f*cos(dt*0.5f)-1.0f, 4.0f*sin(dt*0.5f), movementL[2], 0.0f, -1.0f, 0.0f);//okay -
cameraDirection[0] = matrix_math::LookAtMatrix(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2], -4.0f*cos(dt*0.5f)+1.0f, 4.0f*sin(dt*0.5f), -movementL[2], 1.0f,  0.0f, 0.0f);//okay +

///

    vector_math::Vec3<float> lightPosition = vector_math::Vec3<float>(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2]);
    glProgramUniform3fvEXT( depthShader->GetHandle(), glGetUniformLocation(depthShader->GetHandle(), "lightPosition"), 1, lightPosition.getXYZ() );



glClear(GL_DEPTH_BUFFER_BIT);	
///PROBLEM HERE I DONT THINK THE CUBEMAP IS BEING FILLED RIGHT
for(int i=0; i<6; i++)
{

    glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT ,  GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, fbo->GetTexture(), 0);
    
  


    ////////////////////////
    ////////////////////////
    ////////////////////////

    ///Draw Data



    matrix_math::Mat4X4<float> viewMatrix = cameraDirection;
    //---


/*
    glBindBuffer( GL_UNIFORM_BUFFER, UniformBufferTransPHandle );
        glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(ModelViewMatrix), &ModelViewMatrix.matrixA[0]);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);
*/
    depthShader->UseShader();

    world.identityClear();
    world = matrix_math::MatrixTranslation(0.0f, 0.0f, 0.0f);
    //projection
    glUniform3fv(glGetUniformLocation(depthShader->GetHandle(), "lightPosition"), 1, lightPosition.getXYZ());
    glUniformMatrix4fv(glGetUniformLocation(depthShader->GetHandle(), "projectionMatrix"), 1, GL_FALSE, &projection.matrixA[0]);
    glUniformMatrix4fv(glGetUniformLocation(depthShader->GetHandle(), "viewMatrix"), 1, GL_FALSE, &viewMatrix.matrixA[0]);
    glUniformMatrix4fv(glGetUniformLocation(depthShader->GetHandle(), "worldMatrix"), 1, GL_FALSE, &world.matrixA[0]);

        myCube2->Draw();
    depthShader->StopShader();

    glFinish();
    //---

    //matrix_math::Mat4X4<float> pMatrix = matrix_math::MatrixTranslation(0.0f, 0.0f, -1.0f) * matrix_math::MatrixScale(5.0f, 5.0f, 1.0f) * ModelViewMatrix;
    //ModelViewMatrix *= matrix_math::MatrixScale(5.0f, 5.0f, 1.0f);// * matrix_math::MatrixTranslation(0.0f, 0.0f, -2.0f);


/*
    glBindBuffer( GL_UNIFORM_BUFFER, UniformBufferTransPHandle );
        glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(ModelViewMatrix), &pMatrix.matrixA[0]);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);
*/

    depthShader->UseShader();

    world.identityClear();
    world =  matrix_math::MatrixScale(5.0f, 5.0f, 1.0f) * matrix_math::MatrixTranslation(0.0f, 0.0f, -1.0f);
    //projection


    glUniformMatrix4fv(glGetUniformLocation(depthShader->GetHandle(), "projectionMatrix"), 1, GL_FALSE, &projection.matrixA[0]);
    glUniformMatrix4fv(glGetUniformLocation(depthShader->GetHandle(), "viewMatrix"), 1, GL_FALSE, &viewMatrix.matrixA[0]);
    glUniformMatrix4fv(glGetUniformLocation(depthShader->GetHandle(), "worldMatrix"), 1, GL_FALSE, &world.matrixA[0]);

       myPlane2->Draw();
    depthShader->StopShader();

    glFinish();



    ////////////////////////
    ////////////////////////
    ////////////////////////
    ////////////////////////

}
}
////////////
////////////
/////////////
///////////////

void Render()
{
    fbo->UseBuffer();
        glCullFace( GL_FRONT );
          RenderFBO();
        glCullFace( GL_BACK );
    fbo->StopBuffer();

    glFlush();


    projection = matrix_math::PerspectiveMatrix<float>(45.0f, float(Width)/float(Height), 0.1f, 100.0f);
    static float dt = 0.0f;

    if( runTime )
        dt += 0.1f;

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear The Screen And The Depth Buffer
  glLoadIdentity();


    matrix_math::Mat4X4<float> lookAtCam = matrix_math::LookAtMatrix(movement[0], movement[1], movement[2], movement[4], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f);

    matrix_math::Mat4X4<float> ModelViewMatrix;
    matrix_math::Mat4X4<float> viewMatrix;
    matrix_math::Mat4X4<float> worldMatrix;

    ModelViewMatrix = lookAtCam;

    ///Look into how to calculate the normal matrix
    matrix_math::Mat4X4<float> NormalMatrix;
    matrix_math::Mat4X4<float> NormalMatrixTmp;


    ////////////////////////
    ////////////////////////
    ////////////////////////


    ///Set Data

    //vector_math::Vec4<float> LightPosition = matrix_math::matrixVecMultiply<float>( ModelViewMatrix , vector_math::Vec4<float>(movementL[0], movementL[1], movementL[2], 1.0f) ); //Should have beenm fine but it's off
    //vector_math::Vec4<float> LightPosition = vector_math::Vec4<float>(movementL[0], movementL[1], movementL[2], 1.0f); //OKAY!!
    vector_math::Vec3<float> LightPosition = vector_math::Vec3<float>(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2]); //OKAY!!
    vector_math::Vec3<float> eyePosition = vector_math::Vec3<float>(movement[0], movement[1], movement[2]); //OKAY!!



    ///PointLight Visual
    showLightPosition->UseShader();

        worldMatrix.identityClear();
        worldMatrix = matrix_math::MatrixTranslation(4.0f*cos(dt*0.5f), 4.0f*sin(dt*0.5f), movementL[2]);
        viewMatrix = lookAtCam;
        //projection

        glUniformMatrix4fv( glGetUniformLocation(showLightPosition->GetHandle(), "worldMatrix"), 1, GL_FALSE, &worldMatrix.matrixA[0]);
        glUniformMatrix4fv( glGetUniformLocation(showLightPosition->GetHandle(), "viewMatrix"), 1, GL_FALSE, &viewMatrix.matrixA[0]);
        glUniformMatrix4fv( glGetUniformLocation(showLightPosition->GetHandle(), "projectionMatrix"), 1, GL_FALSE, &projection.matrixA[0]);

        GLuint attribPos = glGetAttribLocation(showLightPosition->GetHandle(), "Vertex");

        glBindBuffer(GL_ARRAY_BUFFER, pointBuffer);
        glVertexAttribPointer(attribPos, 1, GL_FLOAT, GL_FALSE, sizeof(float)*4, 0);

        glEnableVertexAttribArray( attribPos );
        glDrawArrays(GL_POINTS, 0, 1);
        glBindBuffer(GL_ARRAY_BUFFER, 0);

    showLightPosition->StopShader();

glFinish();

    ///Set Data For Light Shader
    lightProp.color = vector_math::Vec4<float>(1.0f, 1.0f, 1.0f, 1.0f);
    lightProp.ambientColor = vector_math::Vec4<float>(0.0f, 0.0f, 0.0f, 1.0f);
    lightProp.specColor = vector_math::Vec4<float>(1.0f, 0.0f, 0.0f, 1.0f);
    lightProp.shine = 1.0f;

    glProgramUniform4fvEXT(pointlight_shader_15->GetHandle(), LColor, 1, lightProp.color.getXYZW());
    glProgramUniform4fvEXT(pointlight_shader_15->GetHandle(), LSpec , 1, lightProp.specColor.getXYZW());
    glProgramUniform4fvEXT(pointlight_shader_15->GetHandle(), LAmb  , 1, lightProp.ambientColor.getXYZW());
    glProgramUniform1fEXT (pointlight_shader_15->GetHandle(), LShine, lightProp.shine);

    glProgramUniformMatrix4fvEXT(pointlight_shader_15->GetHandle(), uniformProjectionMatrix, 1, GL_FALSE, &projection.matrixA[0]);
    glProgramUniform3fvEXT(pointlight_shader_15->GetHandle(), uniformLP, 1, LightPosition.getXYZ());
    glProgramUniform3fvEXT(pointlight_shader_15->GetHandle(), glGetUniformLocation(pointlight_shader_15->GetHandle(), "eyePosition"), 1, eyePosition.getXYZ());


glFinish();

/*
    glBindBuffer( GL_UNIFORM_BUFFER, UniformBufferTransPHandle );
        glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(ModelViewMatrix), &ModelViewMatrix.matrixA[0]);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);
*/
    ///Draw Data

    worldMatrix.identityClear();
    worldMatrix = matrix_math::MatrixTranslation(0.0f, 0.0f, 0.0f);
    viewMatrix = lookAtCam;
    //projection

    NormalMatrix.identityClear();
    NormalMatrixTmp.identityClear();
    NormalMatrixTmp = matrix_math::MatrixInverse( worldMatrix );
    NormalMatrix = matrix_math::MatrixTranspose( NormalMatrixTmp );

    glProgramUniformMatrix4fvEXT(pointlight_shader_15->GetHandle(), glGetUniformLocation(pointlight_shader_15->GetHandle(), "worldMatrix"), 1, GL_FALSE, &worldMatrix.matrixA[0]);
    glProgramUniformMatrix4fvEXT(pointlight_shader_15->GetHandle(), glGetUniformLocation(pointlight_shader_15->GetHandle(), "viewMatrix"), 1, GL_FALSE, &viewMatrix.matrixA[0]);

    glProgramUniformMatrix4fvEXT(pointlight_shader_15->GetHandle(), glGetUniformLocation(pointlight_shader_15->GetHandle(), "NormalMatrix"), 1, GL_FALSE, &NormalMatrix.matrixA[0]);

    pointlight_shader_15->UseShader();
        glUniform4f(glGetUniformLocation(pointlight_shader_15->GetHandle(), "matColor")  , 1.0f, 1.0f, 1.0f, 1.0f);
        glUniform1i(uniformSwitch, 0);
        myCube->Draw();
    pointlight_shader_15->StopShader();

glFinish();

    //matrix_math::Mat4X4<float> pMatrix = ModelViewMatrix * matrix_math::MatrixScale(5.0f, 5.0f, 1.0f) *  matrix_math::MatrixTranslation(0.0f, 0.0f, -1.0f);
    //ModelViewMatrix *= matrix_math::MatrixScale(5.0f, 5.0f, 1.0f);// * matrix_math::MatrixTranslation(0.0f, 0.0f, -2.0f);





/*
    glBindBuffer( GL_UNIFORM_BUFFER, UniformBufferTransPHandle );
        glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(pMatrix), &pMatrix.matrixA[0]);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);
*/
    //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
    //glLineWidth(2.0);

    fbo->UseRenderTexture();



    pointlight_shader_15->UseShader();
        glUniform1f(glGetUniformLocation(pointlight_shader_15->GetHandle(), "time")  , dt);
        glUniform4f(glGetUniformLocation(pointlight_shader_15->GetHandle(), "matColor")  , 1.0f, 1.0f, 1.0f, 1.0f);
        glUniform1i(uniformSwitch, 2);

    worldMatrix.identityClear();
    worldMatrix = matrix_math::MatrixScale(5.0f, 5.0f, 1.0f) * matrix_math::MatrixTranslation(0.0f, 0.0f, -1.0f);
    viewMatrix = lookAtCam;
    //projection

    NormalMatrix.identityClear();
    NormalMatrixTmp.identityClear();
    NormalMatrixTmp = matrix_math::MatrixInverse( worldMatrix );
    NormalMatrix = matrix_math::MatrixTranspose( NormalMatrixTmp );

    glProgramUniformMatrix4fvEXT(pointlight_shader_15->GetHandle(), glGetUniformLocation(pointlight_shader_15->GetHandle(), "worldMatrix"), 1, GL_FALSE, &worldMatrix.matrixA[0]);
    glProgramUniformMatrix4fvEXT(pointlight_shader_15->GetHandle(), glGetUniformLocation(pointlight_shader_15->GetHandle(), "viewMatrix"), 1, GL_FALSE, &viewMatrix.matrixA[0]);

    glProgramUniformMatrix4fvEXT(pointlight_shader_15->GetHandle(), glGetUniformLocation(pointlight_shader_15->GetHandle(), "NormalMatrix"), 1, GL_FALSE, &NormalMatrix.matrixA[0]);

        myPlane->Draw();///

    pointlight_shader_15->StopShader();


    ////////////////////////
    ////////////////////////
    ////////////////////////
    ////////////////////////

    glFinish();

  // swap buffers to display, since we're double buffered.
  SDL_GL_SwapBuffers();
}

I say depthshader but I just render a reguler white shader since I was thinking the depth buffer would do it for me instead. int the frag shader i use samplerCubeShadow and feed in a normalized -lightvec.xyz and make q = 0.0. Tell me if i left out some info. I've trying to follow the directx cubmap shadow tutorial that can be found on gamedev and adapt it to opengl.

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sorry if it seems a little weird I plan to clean up later since it's supposed to just get this working anyway.

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Sorry but I really need help on this (I've been trying for some time).

Would it be better to just have a depth shader and calculate the depth from the shader rather than using the depth buffer?


If I use a depth buffer are the values from 0 to zfar value or 0 to 1 (assuming floating point)?

When I try to create the view from the point lights perspective am I supposed to feed this into gl_Position

gl_Position = Vertices * worldMatrix * viewMatrix * perspectiveMatrix;

Assuming that the objects position is at (0,0,0) and the viewMatrix is supposed to match the light's position(depending the on the cubemap ie +x, -x, etc)?

Finally, should I clear the depth buffer for ever part of the cubemap attached to the FBO or just once...

glClear(GL_DEPTH_BUFFER_BIT);
for(int i=0; i<6; i++)
{
glFrameBufferTexture(GL_CUBEMAP_POSITIVE_X + i)
RenderObjects();
}

or like this

for(int i=0; i<6; i++)
{
glClear(GL_DEPTH_BUFFER_BIT);
glFrameBufferTexture(GL_CUBEMAP_POSITIVE_X + i)
RenderObjects();
}

I've done shadows for spot lights but for some reason I can't wrap my mind around this(shadows using a cubemap for point lights) and am most likely missing some small detail that I;ve missed but I'm not sure what.

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