shadow map problem

Dear All,

I’m having some problems with shadow mapping and I hope someone can help me out.

I have a scene which can be viewed here.

Plain Image

I have a correct depth map which can be seen here

Depth Map

However, after this everything starts going wrong.

Here is my image after using code I have taken from the OpenGL Superbible.

Weird

I am completely and utterly at a loss as to what i’m doing wrong. The sphere is now completely black, there is no shadowing, and the lamppost has some very very strange banding on it.

Here is the code I’m using. If someone can please help I’d really appreciate it.

The problems seem to be in the glEnable(GL_TEXTURE_GEN_xxx) methods at the end. If i remove them, the image is of course normal. If i allow just the GEN_S method the ground texture i’m using doesn’t appear. If i allow just the GEN_T I get the banding on the lamppost and a lit sphere. GEN_R gets me a normal lamppost and a black sphere. GEN_Q is the normal image with normal texturing. Any ideas? PLEASE? :slight_smile:

 //in init method
        GLuint shadowTextureID;

	glGenTextures(1, &shadowTextureID);
	glBindTexture(GL_TEXTURE_2D, shadowTextureID);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 0.1f);
	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
	glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
	glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);

	GetShadowMap();


//Get ShadowMap method listed here
void GetShadowMap(void)
{
	GLfloat lightToSceneDistance, nearPlane, fieldOfView;
	GLfloat lightModelview[16], lightProjection[16];

	lightToSceneDistance = sqrt(scene.light.x * scene.light.x + scene.light.y * scene.light.y + scene.light.z * scene.light.z);
	nearPlane = 10.0f;

	fieldOfView = 17000.0f;

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(fieldOfView, 1.0f, nearPlane, nearPlane + 300.0f);
	glGetFloatv(GL_PROJECTION_MATRIX, lightProjection);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt(scene.light.x, scene.light.y, scene.light.z, scene.light.x, 0.0f, scene.light.z, 0.0f, 0.0f, 1.0f);
	glGetFloatv(GL_MODELVIEW_MATRIX, lightModelview);

	glViewport(0, 0, 512, 512);

	glClear(GL_DEPTH_BUFFER_BIT);

	glShadeModel(GL_FLAT);
	glDisable(GL_LIGHTING);
	glDisable(GL_COLOR_MATERIAL);
	glDisable(GL_NORMALIZE);
	glColorMask(0,0,0,0);

	glEnable(GL_POLYGON_OFFSET_FILL);
	glPolygonOffset(1.1f, 4.0f);

	scene.DrawScene();

	glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, 512, 512, 0);

	glShadeModel(GL_SMOOTH);
	glEnable(GL_LIGHTING);
	glEnable(GL_COLOR_MATERIAL);
	glEnable(GL_NORMALIZE);
	glColorMask(1,1,1,1);
	glDisable(GL_POLYGON_OFFSET_FILL);

	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glTranslatef(0.5f, 0.5f, 0.5f);
	glScalef(0.5f, 0.5f, 0.5f);
	glMultMatrixf(lightProjection);
	glMultMatrixf(lightModelview);
}

//And lastly the code in the render method

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);				
	glLoadIdentity();												
	glTranslatef(0.0f, 0.0f, -1.0f);

	
	glDisable(GL_LIGHTING);
	glRasterPos2f(cnt1, cnt2);
	font.glPrint("FPS: %d", (int)fps);
	glEnable(GL_LIGHTING);

	glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glMultMatrixf(&camera.projMatrix[0][0]);
	
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glMultMatrixf(&camera.viewMatrix[0][0]);	

	
    scene.cgOff = true;
	
    glViewport(0,0, WIDTH, HEIGHT);
    GLfloat lightPos[] = {scene.light.x, scene.light.y, scene.light.z};

		GLfloat sPlane[4] = {1.0f, 0.0f, 0.0f, 0.0f};
		GLfloat tPlane[4] = {0.0f, 1.0f, 0.0f, 0.0f};
		GLfloat rPlane[4] = {0.0f, 0.0f, 1.0f, 0.0f};
		GLfloat qPlane[4] = {0.0f, 0.0f, 0.0f, 1.0f};
	
		GLfloat ambientLight[] = {0.2f, 0.2f,0.2f, 1.0f};
		GLfloat diffuseLight[] = {0.7f, 0.7f, 0.7f, 1.0f};

		glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
		glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);

		glEnable(GL_TEXTURE_2D);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

		

		glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
		glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
		glTexGenfv(GL_R, GL_EYE_PLANE, rPlane);
		glTexGenfv(GL_Q, GL_EYE_PLANE, qPlane);

		glEnable(GL_TEXTURE_GEN_S);
		glEnable(GL_TEXTURE_GEN_T);
		glEnable(GL_TEXTURE_GEN_R);
		glEnable(GL_TEXTURE_GEN_Q);

		scene.DrawScene();

		glDisable(GL_ALPHA_TEST);
		glDisable(GL_TEXTURE_2D);
		glDisable(GL_TEXTURE_GEN_S);
		glDisable(GL_TEXTURE_GEN_T);
		glDisable(GL_TEXTURE_GEN_R);
		glDisable(GL_TEXTURE_GEN_Q);

 

You have a response here:
http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic;f=2;t=021208

Cheers