I am currently trying to add shadows with Shadow Mapping to my 3D Engine.
First I render the scene from the light's point of view, and save the depth values in a texture. Then I use the defeault FBO to draw from the texture. Just like in this tutorial. The problem is that my screen stays white, no matter where I move.
GL.GetError()
outputs noError and the SSBO's which I use in vertex shader have the right values. GL.CheckFramebufferStatus()
returns FramebufferCompleteExt
.
This is how I create the FBO for depth values:
_depthMapFBO = GL.GenFramebuffer();
_depthMapFBOColorBuffer = BufferObjects.FBO_TextureAttachment(_depthMapFBO, PixelInternalFormat.DepthComponent, PixelFormat.DepthComponent, FramebufferAttachment.DepthAttachment, 1024, 1024);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, _depthMapFBO);
GL.DrawBuffer(DrawBufferMode.None);
GL.ReadBuffer(ReadBufferMode.None);
====================================
public static int FBO_TextureAttachment(int FrameBuffer, PixelInternalFormat PixelInternalFormat, PixelFormat PixelFormat, FramebufferAttachment FramebufferAttachment, int Width, int Height)
{
// PixelInternalFormat = DepthComponent && PixelFormat = DepthComponent && FramebufferAttachment = DepthAttachment && Width, Height = 1024,
GL.BindFramebuffer(FramebufferTarget.Framebuffer, FrameBuffer);
int _texture = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, _texture);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat, Width, Height, 0, PixelFormat, PixelType.Float, IntPtr.Zero);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)All.Repeat);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)All.Repeat);
GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment, TextureTarget.Texture2D, _texture, 0);
return _texture;
}
In my Render function it looks like this:
GL.BindFramebuffer(FramebufferTarget.Framebuffer, _depthMapFBO);
GL.Clear(ClearBufferMask.DepthBufferBit);
GL.Viewport(0, 0, 1024, 1024);
_simpleDepthProgram.Use();
float _nearPlane = 1.0f, _farPlane = 100f;
_lightProjection = Matrix4.CreateOrthographicOffCenter(-100.0f, 100.0f, -100.0f, 100.0f, _nearPlane, _farPlane);
_ligthView = Matrix4.LookAt(_allLamps[0].Position, new Vector3(0f), new Vector3(0.0f, 1.0f, 0.0f));
_lightSpaceMatrix = _lightProjection * _ligthView;
GL.UniformMatrix4(21, false, ref _lightSpaceMatrix);
// Copy all SSBO's
GL.ActiveTexture(TextureUnit.Texture2);
GL.BindTexture(TextureTarget.Texture2D, _depthMapFBOColorBuffer);
Scene();
And the shader where I draw the depthMap:
#version 450 core
out vec4 FragColor;
uniform sampler2D scene;
uniform sampler2D bloomed;
uniform sampler2D depthMap;
uniform float zNear;
uniform float zFar;
float LinearizeDepth(float depth)
{
float z = depth * 2.0 - 1.0; // Back to NDC
return (2.0 * zNear * zFar) / (zFar + zNear - z * (zFar - zNear));
}
in vec2 TexCoord;
void main()
{
float depthValue = texture(depthMap, TexCoord).r;
//float depth = LinearizeDepth(gl_FragCoord.z) / far; // only for perspective
FragColor = vec4(vec3(depthValue), 1.0);
}
The computation of the _lightSpaceMatrix
is wrong. The OpenTK matrix multiplication is reversed. See Problem with matrices #687:
Because of how matrices are treated in C# and OpenTK, multiplication order is inverted from what you might expect in C/C++ and GLSL. This is an old artefact in the library, and it's too late to change now, unfortunately.
Swap the _ligthView
and _lightProjection
when you multiply the matrices:
_lightSpaceMatrix = _lightProjection * _ligthView;
_lightSpaceMatrix = _ligthView * _lightProjection;