I was trying to implement shadow mapping to my opengl program that loads an fbx file, but the model ends of being reddish if I use a depth map. Here is the result.
I didn't draw the floor on purpose. This is my render loop
void Renderer::renderLoop(){
while (!glfwWindowShouldClose(window))
{
glClearColor(0.7f, 0.7f, 0.7f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
processInput(window);
// render scene in the light's viewpoint.
depthMapShader->use();
depthMapShader->setMat4("lightSpaceMatrix", lightSpaceMatrix);
depthMapAnimationShader->use();
depthMapAnimationShader->setMat4("lightSpaceMatrix", lightSpaceMatrix);
glViewport(0, 0, DepthMap->SHADOW_WIDTH, DepthMap->SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, DepthMap->depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);// You have to clear AFTER binding the frame buffer
renderLightSpaceScene();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//Now render ordinary scene
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
modelShader->use();
glm::mat4 model = glm::mat4(1.0);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 2500.0f);
glm::mat4 view = camera.GetViewMatrix();
modelShader->setMat4("model", model);
modelShader->setMat4("projection", projection);
modelShader->setMat4("view", view);
modelShader->setVec3("lightDirection", lightDir);
modelShader->setFloat("signal", animationStart);
modelShader->setVec3("viewPos", camera.Position);
if(startAnimation){
fbxAssimp->updateAnimation(frameIndex, modelShader);
frameIndex++;
if(frameIndex == frameNum)
frameIndex=0;
}
fbxAssimp->Draw(modelShader);
glfwSwapBuffers(window);
glfwPollEvents();
}
}
I know the shader for my model is correct, because if I comment out this part
//render the scene in light's viewpoint
/*
depthMapShader->use();
depthMapShader->setMat4("lightSpaceMatrix", lightSpaceMatrix);
depthMapAnimationShader->use();
depthMapAnimationShader->setMat4("lightSpaceMatrix", lightSpaceMatrix);
glViewport(0, 0, DepthMap->SHADOW_WIDTH, DepthMap->SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, DepthMap->depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);// You have to clear AFTER binding the frame buffer
renderLightSpaceScene();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
*/
Then the result changes to normal.
The weird thing is, if I just comment this line
glClear(GL_DEPTH_BUFFER_BIT);// You have to clear AFTER binding the frame buffer
Then it still renders normal, but in this case I wouldn't be able to make a shadow map.
Is there a reason for this phenomenon? Any help would be appreciated!
EDIT
If I add the floor-rendering code at the end of the original render loop,
floorShader->use();
floorShader->setMat4("projection", projection);
floorShader->setMat4("view", view);
floorShader->setVec3("viewPos", camera.Position);
floorShader->setMat4("lightSpaceMatrix", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, DepthMap->depthMapTexture);
ourFloor->draw(floorShader);
@derhass was right. Don't forget to activate & bind your original texture after making the depth map everyone!