I've just implemented deferred rendering and am having trouble getting my skybox working. I try rendering my skybox at the very end of my rendering loop and all I get is a black screen. Here's the rendering loop:
//binds the fbo
gBuffer.Bind();
//the shader that writes info to gbuffer
geometryPass.Bind();
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
//draw geometry
geometryPass.SetUniform("model", transform.GetModel());
geometryPass.SetUniform("mvp", camera.GetViewProjection() * transform.GetModel());
mesh3.Draw();
geometryPass.SetUniform("model", transform2.GetModel());
geometryPass.SetUniform("mvp", camera.GetViewProjection() * transform2.GetModel());
sphere.Draw();
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT);
//shader that calculates lighting
pointLightPass.Bind();
pointLightPass.SetUniform("cameraPos", camera.GetTransform().GetPosition());
for (int i = 0; i < 2; i++)
{
pointLightPass.SetUniformPointLight("light", pointLights[i]);
pointLightPass.SetUniform("mvp", glm::mat4(1.0f));
//skybox.GetCubeMap()->Bind(9);
quad.Draw();
}
//draw skybox
glEnable(GL_DEPTH_TEST);
skybox.Render(camera);
window.Update();
window.SwapBuffers();
The following is the skybox's render function
glCullFace(GL_FRONT);
glDepthFunc(GL_LEQUAL);
m_transform.SetPosition(camera.GetTransform().GetPosition());
m_shader->Bind();
m_shader->SetUniform("mvp", camera.GetViewProjection() * m_transform.GetModel());
m_shader->SetUniform("cubeMap", 0);
m_cubeMap->Bind(0);
m_cubeMesh->Draw();
glDepthFunc(GL_LESS);
glCullFace(GL_BACK);
And here is the skybox's vertex shader:
layout (location = 0) in vec3 position;
out vec3 TexCoord;
uniform mat4 mvp;
void main()
{
vec4 pos = mvp * vec4(position, 1.0);
gl_Position = pos.xyww;
TexCoord = position;
}
The skybox's fragment shader just sets the output color to texture(cubeMap, TexCoord).
As you can see from the vertex shader, I'm setting the position's z component to be w so that it will always have a depth of 1. I am also setting the depth function to be GL_LEQUAL so that it will fail the depth test. Should this not only draw the skybox in places where other objects weren't already drawn? Why does it result in a black screen?
I know I have set up the skybox correctly because if I just draw the skybox by itself it shows up just fine.
I can briefly see for a split second the geometry that should be drawn before the skybox is drawn on top of everything.
Since you're using double buffering, seeing different things must be due to a different frame being drawn. The depth buffer in the default framebuffer isn't being cleared, which I believe is the cause of the temporal instability at least.
In your case, you want the default depth buffer to be the same as the GBuffer when you draw the skybox. A quick way to achieve this is with glBlitFramebuffer, also avoiding the need to clear it:
glBindFramebuffer(GL_READ_FRAMEBUFFER, gbuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(..., GL_DEPTH_BUFFER_BIT, ...);
Now to explain the black screen when the skybox fills the screen. Without the depth test, of course the skybox just draws. With the depth test, the skybox still draws on the first frame, but shortly after the second frame clears only the colour buffer. The depth buffer still contains stale skybox values so it does not get re-draw for this frame and you're left with black...
However your geometry pass draws without depth testing enabled, so this should still be visible even if the skybox isn't. Also this would only happen with GL_LESS and you have GL_LEQUAL. And you have glDepthMask false, which means nothing should write to the default depth buffer in your code. This points to the depth buffer containing other values, perhaps uninitialized, but in my experience it's initially zero. Also this still happens when the skybox doesn't fill the screen, drawn as a cube away from the camera, which blows away that argument. Now, perhaps if the geometry failed to draw in the second frame that would explain it. For that matter blatant driver bugs would too, but I'm not seeing any problems in the given code.
TLDR: Many unexplained things, so **I tried it myself and can't reproduce your problem...
Here's a quick example based on your code and it works fine for me...
(green sphere is the geometry, red cube is the skybox)
gl_Position = pos:
Note the yellow from additive blending even if the skybox is drawn over the top. I would have thought you'd be seeing this too.
gl_Position = pos.xyww:
Now for the code...
//I haven't enabled back face culling, but that shouldn't affect anything
//binds the fbo
fbo.bind();
//the shader that writes info to gbuffer
//geometryPass.Bind(); //fixed pipeline for now
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glColor3f(0,1,0);
fly.uploadCamera(); //glLoadMatrixf
sphere.draw();
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
fbo.unbind(); //glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT);
//shader that calculates lighting
drawtex.use();
//pointLightPass.SetUniform("cameraPos", camera.GetTransform().GetPosition());
drawtex.set("tex", *(Texture2D*)fbo.colour[0]);
for (int i = 0; i < 2; i++)
{
//pointLightPass.SetUniformPointLight("light", pointLights[i]);
//pointLightPass.SetUniform("mvp", glm::mat4(1.0f));
//skybox.GetCubeMap()->Bind(9);
drawtex.set("modelviewMat", mat44::identity());
quad.draw();
}
drawtex.unuse();
//draw skybox
glEnable(GL_DEPTH_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, fbo.size.x, fbo.size.y, 0, 0, fbo.size.x, fbo.size.y, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//glCullFace(GL_FRONT);
glDepthFunc(GL_LEQUAL);
//m_transform.SetPosition(camera.GetTransform().GetPosition());
skybox.use();
skybox.set("mvp", fly.camera.getProjection() * fly.camera.getInverse() * mat44::translate(1,0,0));
//m_shader->SetUniform("mvp", camera.GetViewProjection() * m_transform.GetModel());
//m_shader->SetUniform("cubeMap", 0);
//m_cubeMap->Bind(0);
cube.draw();
skybox.unuse();
glDepthFunc(GL_LESS);
//glCullFace(GL_BACK);
//window.Update();
//window.SwapBuffers();
Related
I want to apply two textures on the same object (actually just a 2D rectangle) in order to blend them. I thought I would achieve that by simply calling glDrawElements with the first texture, then binding the other texture and calling glDrawElements a second time. Like this:
//create vertex buffer, frame buffer, depth buffer, texture sampler, build and bind model
//...
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
glBlendEquation(GL_FUNC_ADD);
// Clear the screen
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Bind our texture in Texture Unit 0
GLuint textureID;
//create or load texture
//...
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureID);
// Set our sampler to use Texture Unit 0
glUniform1i(textureSampler, 0);
// Draw the triangles !
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)0);
//second draw call
GLuint textureID2;
//create or load texture
//...
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureID2);
// Set our sampler to use Texture Unit 0
glUniform1i(textureSampler, 0);
// Draw the triangles !
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)0);
Unfortunately, the 2nd texture is not drawn at all and I only see the first texture. If I call glClear between the two draw calls, it correctly draws the 2nd texture.
Any pointers? How can I force OpenGL to draw on the second call?
As an alternative to the approach you followed so far I would like to suggest using two texture samplers within your GLSL shader and perform the blending there. This way, you would be done with just one draw call, thus reducing CPU/GPU interaction. To do so, just define to texture samplers in your shader like
layout(binding = 0) uniform sampler2D texture_0;
layout(binding = 1) uniform sampler2D texture_1;
Alternatively, you can use a sampler array:
layout(binding = 0) uniform sampler2DArray textures;
In your application, setup the textures and samplers using
enum Sampler_Unit{BASE_COLOR_S = GL_TEXTURE0 + 0, NORMAL_S = GL_TEXTURE0 + 2};
glActiveTexture(Sampler_Unit::BASE_COLOR_S);
glBindTexture(GL_TEXTURE_2D, textureBuffer1);
glTexStorage2D( ....)
glActiveTexture(Sampler_Unit::NORMAL_S);
glBindTexture(GL_TEXTURE_2D, textureBuffer2);
glTexStorage2D( ....)
Thanks to #tkausl for the tip.
I had depth testing enabled during the initialization phase.
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
The option needs to be disabled in my case, for the blend operation to work.
//make sure to disable depth test
glDisable(GL_DEPTH_TEST);
I have attached two textures to an FBO. The first texture will be used to show a depth map. The second texture will show the object in a normal way.
If I do this, it works well and shows me the depth map.
GLuint atach0 = GL_DEPTH_ATTACHMENT;
glBindFramebuffer(GL_FRAMEBUFFER,fboBuffer);
glDrawBuffers(1,&atach0);
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0.0,0.0,640,480);
LProjection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,-500.0f,500.0f);
LView = glm::lookAt(glm::vec3(0.0f,15.0f,0.000001f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));
LViewProjection = LProjection * LView;
glEnable(GL_DEPTH_TEST);
...CUBE3D
glBindFramebuffer(GL_FRAMEBUFFER,0);
glUniform1i(uniforTEX,0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,GL_DEPTH_MAP);
...DRAW-DEPTH-MAP!
glBindTexture(GL_TEXTURE_2D,0);
But if I do this, it only shows a white screen and the depth map is no longer visible.
GLuint atach0 = GL_DEPTH_ATTACHMENT;
glBindFramebuffer(GL_FRAMEBUFFER,fboBuffer);
glDrawBuffers(1,&atach0);
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(auxrecX,auxrecY,auxrcAn,auxrcAl);
LProjection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,-500.0f,500.0f);
LView = glm::lookAt(glm::vec3(0.0f,15.0f,0.000001f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));
LViewProjection = LProjection * LView;
glEnable(GL_DEPTH_TEST);
...CUBE3D
glBindFramebuffer(GL_FRAMEBUFFER,0);
GLuint atach1 = GL_COLOR_ATTACHMENT0;
glBindFramebuffer(GL_FRAMEBUFFER,fboBuffer);
glDrawBuffers(1,&atach1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0,0,640,480);
Projection = glm::perspective(45.0f,1.333333f,0.01f,1000.0f);
View = glm::lookAt(glm::vec3(0.0f,0.0f,3.0),glm::vec3(0.0f,0.0f,-15.0f),glm::vec3(0.0f,1.0f,0.0f));
ViewProjection = Projection * View;
glEnable(GL_DEPTH_TEST);
...CUBE3D
glBindFramebuffer(GL_FRAMEBUFFER,0);
glUniform1i(uniforTEX,0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,GL_DEPTH_MAP);
...DO NOT DRAW NOTHING
glBindTexture(GL_TEXTURE_2D,0);
I need to do it in that order. Because the first "pass" is for the use of the depth map in a shadow map. What am I doing wrong?
GL_DEPTH_ATTACHMENT is not valid for glDrawBuffers. glDrawBuffers of buffers into which outputs from the fragment shader data will be written.
When you do
GLuint atach0 = GL_DEPTH_ATTACHMENT;
glBindFramebuffer(GL_FRAMEBUFFER,fboBuffer);
then you'll get a GL_INVALID_ENUM error.
If you don't want to wirte to the depth map, then disable the depth test of use glDepthMask. The depth buffer attachment can't be switched on and off and it can't be uses somehow like a color buffer.
Further
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
will clear the depth buffer in any case.
I think there is a basic misunderstanding how the framebuffers for a shadow map have to be set up. You'll need a framebuffer for the shadow map only. This framebuffer has to have a depth buffer only.
You have to do mit somehow like this:
GLuint fboShadow; // framebuffer with depth buffer only (shadow map)
GLuint toShadowDepth; // texture which is the depth buffer of `fboShadow`
glBindFramebuffer(GL_FRAMEBUFFER, fboShadow);
GLuint atach0 = GL_NONE;
glDrawBuffers(1, &atach0);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glViewport(auxrecX, auxrecY, auxrcAn, auxrcAl);
// draw the shadow map to the depth buffer only
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, 640, 480);
glUniform1i(uniforTEX, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, toShadowDepth);
// draw the geometry to the default framebuffer by using the depth map
So, my goal is to draw sprites with translucid pixels.
First, I render the sprites with a shader that only renders the opaque pixels. Then, I disable depth buffer writing and render the same sprites with a shader that only renders the translucid (or transparent sprites), as explained here:
https://gamedev.stackexchange.com/questions/51202/how-do-you-display-non-cutout-transparent-2d-textures-with-a-depth-buffer-open
This is the animation sprite sheet I am using as test:
https://i.stack.imgur.com/MMs2W.png
This is my renderer update function:
updateRenderData();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_TRUE);
glUseProgram(_programID);
render();
glDepthMask(GL_FALSE);
glUseProgram(_translucencyPogramID);
render();
_window->SwapBuffers();
And this is my render function (just in case you want to know how I render the sprites):
GLint baseInstance = 0;
GLsizei spriteCount;
for (int i = 0; i < _spriteManager->GetSpriteBatchVector()->size(); i++)
{
_SpriteBatch* spriteBatch = _spriteManager->GetSpriteBatchVector()->at(i);
setTexture(spriteBatch->GetTexture());
spriteCount = (GLsizei)spriteBatch->GetSpriteVector()->size();
glDrawElementsInstancedBaseInstance(_quad.renderMode, _quad.indexCount, _quad.indexDataType, 0, spriteCount, baseInstance);
baseInstance += spriteCount;
}
But when I execute this code, it only renders the translucid pixels:
https://i.stack.imgur.com/f4AY6.png
In fact, nothing renders (black screen) if I remove the second render() call (only the call, I still change the shader and set the depth mask to false), like this:
updateRenderData();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_TRUE);
glUseProgram(_programID);
render();
glDepthMask(GL_FALSE);
glUseProgram(_translucencyPogramID);
_window->SwapBuffers();
But if I don't change the shader nor set glDepthMask to false after the first render, it renders the opaque pixels of my sprites correctly.
Edit:
This is the fragment shader I am using for the second pass:
out layout(location = 0) vec4 outColor;
in vec2 texCoord;
uniform sampler2D tex;
void main()
{
vec4 texel = texture(tex, texCoord);
if(texel.a == 1)
{
discard;
}
outColor = texel;
}
The first pass is just the same, but discarding if alpha < 1.
The vertex shader is standard.
So, my question here is: what is causing this?
Edit 2:
To clarify, this renders correctly (without translucent pixels):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_TRUE);
glUseProgram(_programID);
render();
And this doesn't render at all:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_TRUE);
glUseProgram(_programID);
render();
glDepthMask(GL_FALSE);//Just added this line
And this also doesn't render at all:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_TRUE);
glUseProgram(_programID);
render();
glUseProgram(_translucencyPogramID);//Just added this line
Assuming _programID is for drawing the opaque part of the bird and _translucencyPogramID is for drawing the translucent part.
Nothing in the code you've supplied shows what the cause could be. However it could be the result of:
You aren't actually calling render() while using _programID.
After the _programID you glClear(GL_COLOR_BUFFER_BIT)
You're using GL_ONE_MINUS_SRC_ALPHA as glBlendFunc()'s sfactor
So given that your _programID's fragment shader consists of:
if (texel.a < 1.0)
discard;
and your _translucencyPogramID's fragment shader consists of:
if (texel.a == 1.0)
discard;
Then granted your draw loop is like this (pseudo-code):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_TRUE)
glUseProgram(_programID)
for each sprite
glDrawArrays(....)
glDepthMask(GL_FALSE)
glUseProgram(_translucencyPogramID)
for each sprite
glDrawArrays(....)
glDepthMask(GL_TRUE)
Then while using glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA), then that should give the desired result.
Edit
Then reason it breaks when you when you add glDepthMask(GL_FALSE), is because you don't enabled it again after. You can check this by doing:
GLboolean enabled;
glGetBooleanv(GL_DEPTH_WRITEMASK, &enabled);
assert(enabled == GL_TRUE);
Before you glClear(GL_DEPTH_BUFFER_BIT).
This reason it breaks is because if writing to the depth buffer is disabled, then glClear(GL_DEPTH_BUFFER_BIT) won't do anything, and thus leave the depth buffer as is.
As you can see below, on the second picture it sort of smears the silhouette of all the bird's frames. Which is because the depth buffer is never cleared, and this bird is the frontmost bird. If writing to the depth buffer is enabled upon calling glClear(GL_DEPTH_BUFFER_BIT) then it correctly yields the first picture.
Left: Depth writing is enabled on glClear. Right: Depth writing is disabled on glClear.
Note that this relation is true for glClear(...) and any gl*Mask(GL_FALSE).
I am confused about shadow mapping. Here's what I've understood (folowing steps are not working:) )
How to get profit (please don't get confused about the code, it is roughly because I write on Java):
1. Create empty depthTexture (mine is 1024x1024) with parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE) and
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, GL_NULL)
2. Create FBO and attach that texture to it
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0)
3. Setup new projection and view matrix for lighting camera
I used the same as my main camera just with another coords, because scene looks better in it (I tried it out, so there's no problem... I guess ..).
4. Create new little shader to determinate gl_Position for FBO and modify the main shader with fancy stuff (bias matrix * lightCamera matrix * vertex, sampler2Dshadow and more)
5. Of course uniform everything and do something.
And now RENDER LOOP
1. Of course uniform everything and do something(again).
2. Bind FBO, bind little shader, glViewport(0, 0, 1024, 1024), colorMask to false, clear depth buffer, glCullFace(GL_FRONT), glBindTexture(GL_TEXTURE_2D, 0)
3. Render everything using only vertex position attribs completely for nothing
4. Unbind FBO, rebind program to main shader (that one with fancy stuff), glViewport, enable colorMask, glCullFace(GL_BACK)
5. Render the scene normally without even thinking about "How the hell main shader gonna get sampler2DShadow because we dont bind it, dont uniform it, and don't even touch it"
6. Watch countless glitches, bugs and pixel orgy
Actually I tried to uniform depthTexture to sampler, but I've got black screen only. And even if I dont render FBO, I get the same picture when I do that.
Can someone explain, what am I missing?
I feel like shader uses diffuse texture twice: as a diffuse texture and as a depthTexture, but I don't know how to give it that depthTexture.
here is a good link to read: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
and here: http://www.paulsprojects.net/tutorials/smt/smt.html (although the second link uses old fixed function opengl)
in general:
create one depth texture
attach this texture to FBO
bind FBO, setup proper viewport
render scene from light pos, save only depth values to your texture
unbind FBO and setup final scene vieport and camera position
render scene normally using shadow test (sampler2DShadow)
you can render your depth map always (in render loop) or only when light pos changes.
I do not know why you are rendering you scene normally twice... are you using Z-prepass, or something? just try the basic version I think.
my old code with shadow maps:
void RenderShadowMap() {
currDepth->Bind();
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gLightCam.SetProjectionMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gLightCam.SetViewMatrix();
glColorMask(false, false, false, false);
glUseProgram(0); // draw without any shaders... just default depth
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(offFactor, offUnits);
SimpleScene(false); // floor does not cast shadow so do not render it
glDisable(GL_POLYGON_OFFSET_FILL);
glColorMask(true, true, true, true);
}
render scene:
// compose shadow matrix:
MATRIX4X4 bias(0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f);
MATRIX4X4 *invCam = gSphericalCam.GetInvViewMatrix();
MATRIX4X4 smMat = (*gLightCam.GetViewProjMatrix()) * (*invCam);
gShaderProgramManager->GetProgram("shadow")->Use();
gShaderProgramManager->GetProgram("shadow")->SetMatrix("shadowMat", &smMat);
gShaderProgramManager->GetProgram("shadow")->SetBool("useShadow", currCam != &gLightCam && useShadow);
gShaderProgramManager->GetProgram("shadow")->SetFloat("shadowMapSize", (float)currDepth->GetWidth());
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glColor3f(1.0f, 1.0f, 1.0f);
gTextureManager->Bind("default");
glActiveTexture(GL_TEXTURE1);
currDepth->BindDepthAsTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
SimpleScene();
I need to render a sphere to a texture (done using a Framebuffer Object (FBO)), and then alpha blend that texture with the back buffer. So far I'm not doing any processing with the texture except clearing it at the beginning of every frame.
I should say that my scene consists of nothing but a planet in empty space, the sphere should appear next to or around the planet (kind of like a moon for now). When I render the sphere directly to the back buffer, it displays correctly; but when I do the intermediary step of rendering it to a texture and then blending that texture with the back buffer, the sphere only shows up when it is in front of the planet, the part that isn't in front is just "cut off":
I render the sphere using glutSolidSphere to a RGBA8 fullscreen texture that's bound to an FBO, making sure that every sphere pixel receives an alpha value of 1.0. I then pass the texture to a fragment shader program, and use this code to render a fullscreen quad - with the texture mapped onto it - to the backbuffer while alpha blending:
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2i(0, 1);
glVertex3i(-1, 1, -1); // TOP LEFT
glTexCoord2i(0, 0);
glVertex3i(-1, -1, -1); // BOTTOM LEFT
glTexCoord2i(1, 0);
glVertex3i( 1, -1, -1); // BOTTOM RIGHT
glTexCoord2i(1, 1);
glVertex3i( 1, 1, -1); // TOP RIGHT
glEnd();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
This is the shader code (taken from an FX file written in Cg):
sampler2D BlitSamp = sampler_state
{
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
float4 blendPS(float2 texcoords : TEXCOORD0) : COLOR
{
float4 outColor = tex2D(BlitSamp, texcoords);
return outColor;
}
I don't even know whether this is a problem with the depth buffer or with alpha blending, I've tried a lot of combinations of enabling and disabling depth testing (with a depth buffer attached to the FBO) and alpha blending.
EDIT: I tried just rendering a blank fullscreen quad straight to the back buffer and even that was cropped around the planet's edges. For some reason, enabling depth testing for rendering the quad (that is, removing the lines glDisable(GL_DEPTH_TEST) and glEnable(GL_DEPTH_TEST) in the code above) got rid of the problem, but now everything but the planet and the sphere appears white:
I made sure (and could confirm) that the alpha channel of the texture is 0 at every pixel but the sphere's, so I don't understand where the whiteness could be introduced. (Would also still be interested in an explanation why enabling depth testing has this effect.)
I see two possible sources of error here:
1. Rendering to the FBO
If the missing pixels are not even present in the FBO after rendering, there must be some mechanism which discarded the corresponding fragments. The OpenGL pipeline includes four different types of fragment tests which can lead to fragments being discarded:
Scissor Test: Unlikely to be the cause, as the scissor test only affects a rectangular portion of the screen.
Alpha Test: Equally unlikely, as your fragments should all have the same alpha value.
Stencil Test: Also unlikely, unless you use stencil operations when drawing the background planet and copy over the stencil buffer from the back buffer to the FBO.
Depth Test: Same as for stencil test.
So there's a good chance that rendering into FBO is not the issue here. But just to be absolutely sure, you should read back your color attachment texture and dump it into a file for inspection. You can use the following function for that:
void TextureToFile(GLuint texture, const char* filename) {
glBindTexture(GL_TEXTURE_2D, texture);
GLint width, height;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
std::vector<GLubyte> pixels(3 * width * height);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, &pixels[0]);
std::ofstream out(filename, std::ios::out | std::ios::binary);
out << "P6\n"
<< width << '\n'
<< height << '\n'
<< 255 << '\n';
out.write(reinterpret_cast<const char*>(&pixels[0]), pixels.size());
}
The resulting file is a portable pixmap (.ppm). Be sure to unbind the FBO before reading back the texture.
2. Texture mapping
Assuming rendering into the FBO works as expected, the only other source of error is blending the texture over the previously rendered scene. There are two scenarios:
a) Fragments get discarded
The possible reasons for fragments to get discarded are the same as in 1.:
Scissor Test: Nope, affects rectangular areas only.
Alpha Test: Probably not, the texels covered sphere should all have the same alpha value.
Stencil Test: Might be the cause if you use stencil operations/stencil testing when drawing the background planet and the old stencil state is still active.
Depth Test: Might be the cause, but as you already disable it, it really shouldn't have any effect.
So you should make sure that all of these tests are disabled, especially the stencil test.
b) Wrong results from blending
Assuming all fragments reach the back buffer, blending is the only thing which could still cause the wrong result. With your blending function (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) the values in the back buffer are irrelevant for blending, and we assume that the alpha values in the texture are correct. So I see no reason for why blending should be the root cause here.
Conclusion
In conclusion, the only sensible cause for the observed result seems to be stencil testing. If it's not, I'm out of options :)
I solved it or at least came up with a work around.
First off, the whiteness stems from the fact that glClearColor had been set to glClearColor(1.0f, 1.0f, 1.0f, 1000.0f), so everything but the planet wasn't even written to in the end. I now copy the contents of the back buffer (which is the planet, the atmosphere, and the space around it) to the texture before rendering the sphere, and I render the atmosphere and space before that copy/blit operation, so they are included in it. Previously, everything but the planet itself was rendered after my quad, which - when using depth testing - apparently placed everything behind the quad, making it invisible.
The reference implementation of the effect I'm trying to achieve has always used this kind of blit operation in its code but I didn't think it was necessary for the effect. Now I feel like there might be no other way...