Bonjour,

J'ai quelques difficultés à faire du shadow mapping et j'aimerais savoir
ce qui cloche avec le code ci-dessous: l'image finale devrait être un plan
rose avec une sphère jaune qui projette son ombre sur le plan rose mais il n'y a pas l'ombre d'une ombre!!!.

Code : Sélectionner tout - Visualiser dans une fenêtre à part
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glDisable(GL_DEPTH_TEST);
    glDisable(GL_LIGHT0);
    glDisable(GL_LIGHTING);
 
    // On active l'éclairage ombrée et son impact sur le matériel
    GLfloat ambient[] = {0.0,0.0,0.0,0.0};
    GLfloat position[] = {0.5,1.3,0.5};
 
    GLfloat diffuse[] = {0.2,0.2,0.2,0.0};
    GLfloat specular[] = {0.0,0.0,0.0,0.0};
    GLfloat shininess[] = {0};
 
    GLfloat ambiantMat[] = {0.0,0.0,0.0,0.0};
    GLfloat diffuseMat[] = {0.2,0.2,0.2,0.0};
    GLfloat emissiveMat[] = {0.0,0.0,0.0,1.0};
    GLfloat specularMat[] = {0.0,0.0,0.0,0.0};
    GLfloat shininessMat[] = {0};
 
    glLightfv(GL_LIGHT0, GL_POSITION, position);
    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
    glLightfv(GL_LIGHT0, GL_SHININESS, shininess);
 
    glMaterialfv(GL_FRONT, GL_AMBIENT, ambiantMat);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseMat);
    glMaterialfv(GL_FRONT, GL_EMISSION, emissiveMat);
    glMaterialfv(GL_FRONT, GL_SPECULAR, specularMat);
    glMaterialfv(GL_FRONT, GL_SHININESS, shininessMat);
 
    glMaterialfv(GL_BACK, GL_AMBIENT, ambiantMat);
    glMaterialfv(GL_BACK, GL_DIFFUSE, diffuseMat);
    glMaterialfv(GL_BACK, GL_EMISSION, emissiveMat);
    glMaterialfv(GL_BACK, GL_SPECULAR, specularMat);
    glMaterialfv(GL_BACK, GL_SHININESS, shininessMat);
 
    glEnable(GL_LIGHT0);
    glEnable(GL_LIGHTING);
 
    GLint viewport[4];
    GLfloat lightPos[3];
    glGetLightfv(GL_LIGHT0,GL_POSITION,lightPos);
    glGetIntegerv(GL_VIEWPORT,viewport);
    glViewport(0,0,1024,1024);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    gluPerspective(90, 4/3, 0.1, 10);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    gluLookAt(lightPos[0],lightPos[1],lightPos[2], 0,0,0, 0,1,0);
 
    //---Debut Dessin 1--------------------------------
    glMatrixMode(GL_MODELVIEW);
 
    glPushMatrix();
    glLoadIdentity();
 
        GLUquadricObj* cyl = gluNewQuadric();
        glColor3f(1,1,0);
        glTranslatef(0.4,0.4,0.4);
        gluSphere(cyl, 0.2, 100, 100);
 
    glPopMatrix();
 
    glPushMatrix();
    glLoadIdentity();
        glTranslatef(-0.4,-0.4,-0.4);
        glBegin(GL_POLYGON);
 
           glNormal3f(0,1,0);
           glColor3f(1,0,1);
           glVertex3f(-1.0,0.0,1.0);
 
           glNormal3f(0,1,0);
           glColor3f(1,0,1);
           glVertex3f(1.0,0.0,1.0);
 
           glNormal3f(0,1,0);
           glColor3f(1,0,1);
           glVertex3f(1.0,0.0,-1.0);
 
           glNormal3f(0,1,0);
           glColor3f(1,0,1);
           glVertex3f(-1.0,0.0,-1.0);
 
        glEnd();
 
    glPopMatrix();
 
 
    glLoadIdentity();
    //---Fin Dessin 1----------------------------------
 
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
 
    glEnable(GL_DEPTH_TEST);
 
    glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, 1024, 1024,0);
    glViewport(viewport[0],viewport[1],viewport[2],viewport[3]);
 
    GLfloat tempMat[16];
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    glTranslatef(0.5,0.5,0.0);
    glScalef(0.5,0.5,1.0);
    gluPerspective(90, 4/3, 0.1, 10);
    gluLookAt(0,2,2, 0,0,0, 0,1,0);
    glGetFloatv(GL_MODELVIEW,tempMat);
    glPopMatrix();
 
    //transposition de la matrice
 
    GLfloat *t = TransposeMat(tempMat);//retourne un pointeur vers float i[16]
 
    //--------
 
    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
    glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
    glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
 
    glTexGenfv(GL_S, GL_OBJECT_PLANE, &t[0]);
    glTexGenfv(GL_T, GL_OBJECT_PLANE, &t[4]);
    glTexGenfv(GL_R, GL_OBJECT_PLANE, &t[8]);
    glTexGenfv(GL_Q, GL_OBJECT_PLANE, &t[12]);
 
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_GEN_T);
    glEnable(GL_TEXTURE_GEN_R);
    glEnable(GL_TEXTURE_GEN_Q);
 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    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_COMPARE_FUNC, GL_LEQUAL);
    glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
    glEnable(GL_TEXTURE_2D);
 
    //---Debut Dessin 1--------------------------------
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_MODELVIEW);
 
    glDisable(GL_LIGHT0);
    glDisable(GL_LIGHTING);
 
// On augmente l'éclairage
     ambient[0] = 0.3;
     ambient[1] = 0.3;
     ambient[2] = 0.3;
     diffuse[0] = 0.7;
     diffuse[1] = 0.7;
     diffuse[2] = 0.7;
     specular[0] = 0.1;
     specular[1] = 0.1;
     specular[2] = 0.1;
     emissiveMat[0] = 0.0;
     emissiveMat[1] = 0.0;
     emissiveMat[2] = 0.0;
     specularMat[0] = 0.1;
     specularMat[1] = 0.1;
     specularMat[2] = 0.1;
     shininess[0] = 0.7;
     shininessMat[0] = 0.7;
     ambiantMat[0] = 1;
     ambiantMat[1] = 1;
     ambiantMat[2] = 1;
     diffuseMat[0] = 1;
     diffuseMat[1] = 1;
     diffuseMat[2] = 1;
 
    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
    glLightfv(GL_LIGHT0, GL_SHININESS, shininess);
 
    glMaterialfv(GL_FRONT, GL_AMBIENT, ambiantMat);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseMat);
    glMaterialfv(GL_FRONT, GL_EMISSION, emissiveMat);
    glMaterialfv(GL_FRONT, GL_SPECULAR, specularMat);
    glMaterialfv(GL_FRONT, GL_SHININESS, shininessMat);
 
    glMaterialfv(GL_BACK, GL_AMBIENT, ambiantMat);
    glMaterialfv(GL_BACK, GL_DIFFUSE, diffuseMat);
    glMaterialfv(GL_BACK, GL_EMISSION, emissiveMat);
    glMaterialfv(GL_BACK, GL_SPECULAR, specularMat);
    glMaterialfv(GL_BACK, GL_SHININESS, shininessMat);
 
    glEnable(GL_LIGHT0);
    glEnable(GL_LIGHTING);
 
    glPushMatrix();
    glLoadIdentity();
 
        GLUquadricObj* cyl1 = gluNewQuadric();
        glColor3f(1,1,0);
        glTranslatef(0.4,0.4,0.4);
        gluSphere(cyl1, 0.2, 100, 100);
 
    glPopMatrix();
 
    glPushMatrix();
    glLoadIdentity();
 
        glBegin(GL_POLYGON);
 
           glNormal3f(0,1,0);
           glColor3f(1,0,1);
           glTexCoord2f(1.0, 0.0);
           glVertex3f(-1.0,0.0,1.0);
 
           glNormal3f(0,1,0);
           glColor3f(1,0,1);
           glTexCoord2f(1.0, 1.0);
           glVertex3f(1.0,0.0,1.0);
 
           glNormal3f(0,1,0);
           glColor3f(1,0,1);
           glTexCoord2f(0.0, 1.0);
           glVertex3f(1.0,0.0,-1.0);
 
           glNormal3f(0,1,0);
           glColor3f(1,0,1);
           glTexCoord2f(0.0, 0.0);
           glVertex3f(-1.0,0.0,-1.0);
 
        glEnd();
        glPopMatrix();
 
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_TEXTURE_GEN_S);
    glDisable(GL_TEXTURE_GEN_T);
    glDisable(GL_TEXTURE_GEN_R);
    glDisable(GL_TEXTURE_GEN_Q);
Merci et j'attends vos commentaire impatiemment.

Note: Je ne veux pas m'inspirer de NeHe ou de Paul's projects, je ne veux qu'une ombre des plus basiques et j'ai visualisé les 72 pages du forum sur OpenGL sans rien trouver qui aurait pu m'aider, enfin je penses.