Hi, I'm new with openGL and I can't seems to make textures work properly. I need to cast shadows and I refer to this toturial for this purpose : http://fabiensanglard.net/shadowmapping/index.php. Since I try tu use the latest GLSL version, I had to change some pieces of code.

Before going further, so far, here is what I get without searching for shadows.

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Name:	Screenshot at 2012-05-05 15:43:57.jpg 
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For each instance of light, I have a framebuffer object and a texture attached to it.

Code :
m_diffuse(0.3, 0.6, 0.6),
m_specular(0.3, 0.7, 0.7),
	glGenTextures(1, &m_texId);
	glBindTexture(GL_TEXTURE_2D, m_texId);
	glBindTexture(GL_TEXTURE_2D, 0);
	glGenFramebuffers(1, &m_fboId);
	glBindFramebuffer(GL_FRAMEBUFFER, m_fboId);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_texId, 0);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);

Before rendering, I TRY to get the view of each light by bindding the framebuffer before rendering.

Code :
void CGLWidget::paintGL(){
	//Shadow maps generation
	m_shadow.use(); //shadow program
	for(int a = 0; a < m_light.size(); a++){
		CLight* current = m_light[a];
			m_currentCamera = current;
			current->bindFB(); //glBindFramebuffer(GL_FRAMEBUFFER, m_fboId);
			current->unbindFB(); //glBindFramebuffer(GL_FRAMEBUFFER, 0);
	//Draw final render
	m_render.use(); //render program
	m_currentCamera = &m_camera;

If I comment the final render part and don't bind the frame buffer I get this :

Click image for larger version. 

Name:	Screenshot at 2012-05-05 15:52:44.jpg 
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ID:	699

Which is normal considering the shaders :

Code :
#version 420
in vec3 position;
uniform mat4 mvp;
void main()
	gl_Position = mvp * vec4(position, 1.0f);

Code :
#version 420
out vec4 fragColor;
void main (void)
	fragColor = vec4(0.5, 0.5, 0.5, 1) ;

When I keep the render part commented but uncomment the binding part I get a dark screen, which is once again normal, I guess. Thus I though my texture was correctly made and I tried to use it on the render's fragment shader.

Here is the method of CLight used just before drawing :

Code :
void CLight::sendTo(CProgram* p_program, const CMVP* p_camera, int p_id){
	p_program->sendUniform1i(QString("light[%1].type").arg(p_id), m_type);
	p_program->sendUniform4f(QString("light[%1].position").arg(p_id), position.x(), position.y(), position.z(), position.w());
	p_program->sendUniform3f(QString("light[%1].direction").arg(p_id), direction.x(), direction.y(), direction.z());
	p_program->sendUniform1i(QString("shadowMap[%1]").arg(p_id), p_id); //The cursed line
	p_program->sendUniform1f(QString("light[%1].intensity").arg(p_id), m_intensity);
	p_program->sendUniform1f(QString("light[%1].ambient").arg(p_id), m_ambient);
	p_program->sendUniform3f(QString("light[%1].diffuse").arg(p_id), m_diffuse.x(), m_diffuse.y(), m_diffuse.z());
	p_program->sendUniform3f(QString("light[%1].specular").arg(p_id), m_specular.x(), m_specular.y(), m_specular.z());
	p_program->sendUniformMatrix4fv(QString("light[%1].shadowMat").arg(p_id), 1, GL_TRUE, texMat);
	glActiveTexture(GL_TEXTURE0 + p_id); //Maybe some cursed lines again
	glBindTexture(GL_TEXTURE_2D, m_texId); //

And here are the render shaders :

Code :
#version 420
in vec3 position;
in vec3 color;
in vec3 normal;
uniform mat4 mvp;
uniform mat4 mv;
uniform mat3 mvi;
out vec4 vertexInitPosition;
out vec4 vertexPosition;
out vec3 vertexColor;
out vec3 vertexNormal;
void main()
	int a;
	vertexInitPosition = vec4(position, 1);
	vertexPosition = mv * vec4(position, 1);
	vertexColor = color;
	vertexNormal = normalize(mvi * normal);
	gl_Position = mvp * vec4(position, 1.0f);

Code :
#version 420
const int nbrLight = 8;
in vec4 vertexInitPosition;
in vec4 vertexPosition;
in vec3 vertexColor;
in vec3 vertexNormal;
uniform int nbrLightUsed;
uniform struct lightStruct {
	int type;
	vec4 position;
	vec3 direction;
	mat4 shadowMat;
	float intensity;
	float ambient;
	vec3 diffuse;
	vec3 specular;
} light[nbrLight];
uniform sampler2D shadowMap[nbrLight];
out vec4 fragColor;
void main (void)
	int a;
	vec3 iDiff = vec3(0,0,0);
	vec3 iSpec = vec3(0,0,0);
	vec4 shadowCoord;
	for(a = 0; a < nbrLight && a < nbrLightUsed; a++){
		//Compute shadows
		shadowCoord = light[a].shadowMat * vertexInitPosition;
		vec4 shadowCoordinateWdivide = shadowCoord / shadowCoord.w ;
		shadowCoordinateWdivide.z += 0.0005;
		float distanceFromLight = texture2D(shadowMap[a],shadowCoordinateWdivide.st).z;
		float shadow = 1.0;
 		if (shadowCoord.w > 0.0 && distanceFromLight < shadowCoordinateWdivide.z)
 			shadow = 0.5;
		//Compute rays
		vec3 L;
		if(light[a].type == 0) //Point light
			L = vec3(normalize(vertexPosition - light[a].position));
		else if(light[a].type == 1) //Directionnal light
			L = normalize(light[a].direction);
		vec3 E = -normalize(vec3(vertexPosition));
		vec3 R = normalize(reflect(L,vertexNormal)); 
		//Add light
		iDiff = iDiff + shadow * light[a].diffuse * (light[a].intensity * (light[a].ambient + (1.0 - 0.5*light[a].ambient) * dot(-L, vertexNormal)));
		iSpec = iSpec + light[a].specular * (light[a].intensity * pow(max(dot(R,E),0.0),7.0));
	fragColor = vec4(iDiff + iSpec, 1) ;

Everything works fine except the "Compute shadows" part. I'm sure my textureMatrix is correct because when I make my render only arround it, I get this :

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Name:	Screenshot at 2012-05-05 16:06:59.jpg 
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Size:	4.0 KB 
ID:	700

Thus, the last problem that remains is the integrity of the sampler2D used. I tried a render using only the z values of this sampler and got only 1.0 values. I also tried with empty samplers and got the same result.

I don't know what's wrong here, till then it was funny because I could tuch every data by hand. Now with textures it's different, I have no idea if the transfert from the framebuffer was a success nor the transfert vie glUniform1i().

Does anyone have an idea ?