Geometry shaders and depth FBOs

Hi

Are there any special rules regarding rendering to an FBO when there’s a geometry shader involved?

Context:
I’m trying to implement shadow mapping in a scene which includes different types of objects being rendered in different ways:

Meshes, rendered in the standard way through VBOs and shaders
Point sprite particles, rendered with a vertex and fragment shader
Quad particles, sent in as points but expanded to quads in a geometry shader

I’m doing shadow mapping in the standard way, which involves creating a depth FBO and rendering to it the object’s depths from the light’s point of view. The mesh and point sprite depths are drawn, but not the geometry shader quad depths.

Here’s the standard (non-FBO) depth buffer. Note the large circular-shaped particles in the foreground - these are the geometry shader quads (circular shape is due to the texture).

Here’s the same view rendered to the FBO. Note that only the depths of the meshes and point sprite particles are drawn.

My FBO is set up as follows (in C++):

const bool Renderer::generateShadowMap(FBO & f, string & error) {
	uint depthTexID;
	uint width = f.getWidth();
	uint height = f.getHeight();
	glGenTextures(1, &depthTexID);
	glBindTexture(GL_TEXTURE_2D, depthTexID);
	glTexImage2D(	GL_TEXTURE_2D,		0,					GL_DEPTH_COMPONENT,
					width,				height,				0,
					GL_DEPTH_COMPONENT, GL_FLOAT,	NULL);

	float border[] = {1.0, 0.0, 0.0, 0.0};

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);

	glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);

	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, depthTexID);
	
	uint fID;
	
	glGenFramebuffers(1, &fID);
	glBindFramebuffer(GL_FRAMEBUFFER, fID);

	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexID, 0);
	glDrawBuffer(GL_NONE);

	if(!checkFBOstatus(error)) {
		cerr << error << endl;
		return false;
	}
	glClearDepth(1.0);
	glClear(GL_DEPTH_BUFFER_BIT);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	glActiveTexture(GL_TEXTURE0);
	f.setFBOID(fID);
	f.setTexID(depthTexID);

	return true;
}

The shaders that should render the depths of the quad particles are:


//VERTEX SHADER

#version 400

in vec3 aPosition;
in float aSize;

out float gSize;

uniform mat4 vWorldView;
void main() {
	gSize = aSize;
	vec4 v4Vertex = vec4(aPosition.xyz, 1.0);

	vec4 transformedVertex = vWorldView * v4Vertex;
	
	gl_Position = transformedVertex;
}



//GEOMETRY SHADER
#version 400

layout (points) in;
layout (triangle_strip, max_vertices = 4) out;

in float gSize[1];
uniform mat4 vgProjection;

void main() {
	vec4 oPosition; 
	
	float halfSize = gSize[0] * 0.5;

	oPosition = (vec4(-halfSize, -halfSize, 0.0, 0.0) + gl_in[0].gl_Position);
	gl_Position = vgProjection * oPosition;
	EmitVertex();


	oPosition = (vec4(halfSize, -halfSize, 0.0, 0.0) + gl_in[0].gl_Position);
	gl_Position = vgProjection * oPosition;
	EmitVertex();


	oPosition = (vec4(-halfSize, halfSize, 0.0, 0.0) + gl_in[0].gl_Position);
	gl_Position = vgProjection * oPosition;
	EmitVertex();


	oPosition = (vec4(halfSize, halfSize, 0.0, 0.0) + gl_in[0].gl_Position);
	gl_Position = vgProjection * oPosition;
	EmitVertex();

	EndPrimitive();
}



//FRAGMENT SHADER - empty as depth should be written automatically
#version 400

void main() {
}

Depth testing is enabled, of course. I’ve also tried telling the fragment shader to try to draw something to see if that makes a difference.

I’ve run this through gDebugger which can’t detect any errors at all. I’ve tried telling the fragment shader to actually draw things but that doesn’t make a difference either.

The only difference between the point sprite particles and the quad particles is the use of the geometry shader. I’m rendering both at the same time and with the same uniform values (and I’ve run gDebugger to make sure).

This issue happens on both computers I have tested it on, one of which has a nVidia GTX 560 Ti with driver version 8.17.13.142 and the other a Mobility Radeon HD 5650.

Am I making an obvious mistake, or are there certain rules I need to know about?

Thanks