Configure FBO with depth buffer that has 32 bits - opengl

I am trying to configure a Frame buffer object with depth buffer that has 32 bits, render to that and then merely copy the resulting color buffer to the system color buffer.
Can someone help me how to code this?

You can attach a texture:
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_,
textureId, level);
to an FBO and then use this texture to draw a full-screen quad on the screen.
rendering to a texture and then using fullscreen quad:
http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/
By using this GL_DEPTH_COMPONENT24 you will have max depth precision that hardware uses.
In the fragment shader (for the fullscreen quad) you can read from such texture and use it as a gray scale image.
here is another related question: How to visualize a depth texture in OpenGL?
On the other hand if you want to have 32 bit buffer... maybe it is easier to use GL_R32F texture and calculate depth values in fragment shader. That way you will have better control over that process.

Related

OpenGL multisample: the results are the same as that when multisample not used

Use OpenGL (version 330) multisample, in QT framework.
The rendering image is like a star shape.
I use fragment shader to render the shape intensity on the black canvas.
I do not use OpenGL primitives.
When multisample is not used, and when the rendering output canvas has a smaller resolution (say 400x400 pixels), I can see aliasing effects along star shape edges.
If I increase the resolution, say 1500x1500 pixels, then the aliasing effects are much less obvious. So I think mutlisampling should be able to improve the result.
Now, in order to improve speed, I do not increase the resolution of the render buffer. Instead, I decide to try to use multisampling to reduce aliasing effects.
int num_samples = 2; // 4; // I guess the maximum for most graphic cards are 8
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
glTexImage2DMultisample( GL_TEXTURE_2D_MULTISAMPLE, num_samples, GL_R11F_G11F_B10F, width, height, true );
GLuint fbo;
glGenFramebuffers( 1, &fbo );
glBindFramebuffer( GL_FRAMEBUFFER, fbo );
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex, 0 );
glViewport(0,0, width, height);
glEnable(GL_MULTISAMPLE);
// ... some code
// draw a rectangle, as it is 2D image processing
// OpenGL render program release
// now convert multisample frame buffer fbo to a regular frame buffer qopenglFramebufferOjbectP
// qopenglFramebufferOjbectP is QOpenGLFramebufferObject
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, qopenglFramebufferOjbectP->handle());
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
The whole code seems not to be totally wrong, since the output is the desired shape, except the anti aliasing effect.
The problem is:
Either I use multisample (with different sample numbers as 2 4, or 8), or I do not use multisample, the results are the same. I specially wrote the results out to images, and compared them side by side.
But if multisampling takes effect, the results should be expected to have less aliasing effects than that when multismaple is not used.
I use fragment shader to render the shape intensity on the black canvas. I do not use OpenGL primitives.
The basic idea of multisampling is that you're doing the same number of fragment shader invocations as non-multisampling, but a particular fragment only writes the outputs to specific samples in each pixel based on the geometry of the primitives you render. You are rendering what I presume is a quad; any apparent geometry is a fiction created by the fragment shader. Hence you have gained no benefit from the technique.
Imposter-based techniques don't usually benefit from multisampling.
There are ways to handle this, of course. The most obvious is to turn on per-sample shading, but this also effectively turns multisampling into super-sampling. That is, it isn't cheap.
A better idea would be to explicitly output a coverage mask with gl_SampleMask. It's not easy and it depends on how you generate your geometry. The idea is to, for each sample that a fragment covers, detect if that sample is within the imposter-generated geometry. If so, set that sample's mask to 1; if not, set it to 0. Thus, you generate 1 output value, and it is broadcast to the non-zero samples.
Both this and per-sample shading require GL 4.0+ (or ARB_sample_shading).

Draw the contents of the render buffer Object

Do not quite understand the operation render buffer object. For example if I want to show what is in the render buffer, I must necessarily do the render to texture?
GLuint fbo,color_rbo,depth_rbo;
glGenFramebuffers(1,&fbo);
glBindFramebuffer(GL_FRAMEBUFFER,fbo);
glGenRenderbuffersEXT(1, &color_rb);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, color_rb);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, 256, 256);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,GL_RENDERBUFFER_EXT, color_rb);
glGenRenderbuffersEXT(1, &depth_rb);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_rb);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, 256, 256);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT, depth_rb);
if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)!=GL_FRAMEBUFFER_COMPLETE_EXT)return 1;
glBindFramebuffer(GL_FRAMEBUFFER,0);
//main loop
//This does not work :-(
glBindFramebuffer(GL_FRAMEBUFFER,fbo);
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawCube();
glBindFramebuffer(GL_FRAMEBUFFER,0);
any idea?
You are not going to see anything when you draw to an FBO instead of the default framebuffer, that is part of the point of FBOs.
Your options are:
Blit the renderbuffer into another framebuffer (in this case it would probably be GL_BACK for the default backbuffer)
Draw into a texture attachment and then draw texture-mapped primitives (e.g. triangles / quad) if you want to see the results.
Since 2 is pretty self-explanatory, I will explain option 1 in greater detail:
/* We are going to blit into the window (default framebuffer) */
glBindFramebuffer (GL_DRAW_FRAMEBUFFER, 0);
glDrawBuffer (GL_BACK); /* Use backbuffer as color dst. */
/* Read from your FBO */
glBindFramebuffer (GL_READ_FRAMEBUFFER, fbo);
glReadBuffer (GL_COLOR_ATTACHMENT0); /* Use Color Attachment 0 as color src. */
/* Copy the color and depth buffer from your FBO to the default framebuffer */
glBlitFramebuffer (0,0, width,height,
0,0, width,height,
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
GL_NEAREST);
There are a couple of things worth mentioning here:
First, blitting from one framebuffer to another is often measurably slower than drawing two textured triangles that fill the entire viewport. Second, you cannot use linear filtering when you blit a depth or stencil image... but you can if you take the texture mapping approach (this only truly matters if the resolution of your source and destination buffers differ when blitting).
Overall, drawing a textured primitive is the more flexible solution. Blitting is most useful if you need to do Multisample Anti-Aliasing, because you would have to implement that in a shader otherwise and multisample texturing was added after Framebuffer Objects; some older hardware/drivers support FBOs but not multisample color (requires DX10 hardware) or depth (requires DX10.1 hardware) textures.

What user's framebuffer lacks?

Here is a comparison of same object using framebuffer texture projected onto screen and "main framebuffer"
Left image is bit blured while right is more sharp.Alos some options like glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ) do not work properly while rendering into the framebuffer.
My "pipeline" looks like this
Bind frambuffer
draw all geometry
Unbind
Draw on Quad like as texture.
So I wondering why "main frambufffer" can do this while "mine" can't? What are the differences between those two? Does user framebuffers skips some stages? Is it possible to match the quality of main buffer?
void Fbo::Build()
{
glGenFramebuffers(1, &fboId);
glBindFramebuffer(GL_FRAMEBUFFER, fboId);
renderTexId.resize(nColorAttachments);
glGenTextures(renderTexId.size(),&renderTexId[0]);
for(int i=0; i<nColorAttachments; i++)
{
glBindTexture(format,renderTexId[i]);
glTexParameterf(format, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(format, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(format, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(format, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(format, 0, type, width, height, 0, type, GL_FLOAT, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,renderTexId[i], 0);
}
glBindTexture(GL_TEXTURE_2D, 0);
if(hasDepth)
{
glGenRenderbuffers(1, &depthBufferId);
glBindRenderbuffer(GL_RENDERBUFFER, depthBufferId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
//glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT24, width, height, 0,GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferId);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
printf("FBO error, status: 0x%x\n", status);
}
}
Your "projection" of the FBO onto the screen is subject to sampler state, in particular the texture filter state is to blame here.
By default, if you simply bind the texture attachment you drew into from your FBO to a texture unit and apply it, it is going to use LINEAR sampling. This is different from blitting directly to the screen as would traditionally be the case if you were not using an FBO.
Default State table for Samplers in OpenGL:
http://www.opengl.org/registry/doc/glspec44.core.pdf pp. 541, Table 23.18 Textures (state per sampler object)
If you want to replicate the effect of drawing without an FBO, you would want to stretch a quad (or two triangles) over your viewport and use NEAREST neighbor sampling for your texture filter. Otherwise, it is going to sample adjacent texels in your FBO and interpolate them for each pixel on screen. This is the cause of your smoother image on the left side, which illustrates a form of anti-aliasing. It is worth mentioning that this is not even close to the same thing as MSAA or SSAA, which increase the sample rate when geometry is rasterized to fix undersampling errors, but it does achieve a similar effect.
Sometimes this is desirable, however. Many processing intensive algorithms run at 1/4, 1/8, or lower resolution and then use a bilinear or bilateral filter to upsample to the viewport resolution without the blockiness associated with nearest neighbor sampling.
The polygon mode state should work just fine. You will need to remember to set it back to GL_FILL before you draw your quad over the viewport though. Again, it all comes back to state management here - your quad will require some very specific states to produce consistent results. To render this way effectively you will probably have to implement a more sophisticated state management system / batch processor, you can no longer simply set glPolygonMode (...) once globally and forget it :)
UPDATE:
Thanks to datenwolf's comments, it should be noted that the above discussion of texture filtering was under the assumption your FBO was at a different resolution than the viewport you were trying to stretch it over.
If your FBO and viewport are at the same resolution, and you are still getting these artifacts from LINEAR texture filtering, then you have not setup your texture coordinates correctly. The problem in this scenario is that you are sampling your FBO texture at locations other than the texel centers and this is causing interpolation where none should be necessary.
Fragments are sampled at their centers (non-multisample) in GLSL by default, so if you setup your vertex texture coordinates and positions correctly you will not have to do any texel offset math on your per-vertex texture coordinates. Perspective projection can ruin your day if you are trying to do 1:1 mapping though, so you should either use orthographic projection, or better yet use NDC coordinates and no projection at all when you draw your quad over the viewport.
You can use the following vertex coordinates in Normalized Device Coordinates: (-1,-1,-1), (-1,1,-1), (1,1,-1),(1,-1,-1) for the 4 corners of your viewport if you replace the traditional modelview / projection matrices with an identity matrix (or simply do not multiply the vertex position by any matrix in your vertex shader).
You should also use CLAMP_TO_EDGE as your wrap state, because this will ensure you never generate texture coordinates outside the range of the center of the first texel and the center of the last texel in a given direction (s,t). CLAMP will actually generate values of 0 and 1 (which are not texel centers) for anything at or beyond the edges of the FBO texture attachment.
As a bonus, if you ALWAYS intend to render at 1:1 (FBO vs. viewport), you can avoid using per-vertex texture coordinates altogether and use gl_FragCoord. By default in GLSL, gl_FragCoord will give you the coordinate for the fragment center (0.5, 0.5), which also happens to be the corresponding texel center in your FBO. You can pass gl_FragCoord.st directly to your texture lookup in this special case.

OpenGL, how to use depthbuffer from framebuffer as usual depth buffer

I have frame buffer, with depth component and 4 color attachments with 4 textures
I draw some stuff into it and unbind the buffer after, using 4 textures for fragment shader (deferred lighting).
Later i want to draw some more stuff on the screen, using the depth buffer from my framebuffer, is it possible?
I tried binding the framebuffer again and specifying glDrawBuffer(GL_FRONT), but it does not work.
Like Nicol already said, you cannot use an FBOs depth buffer as the default framebuffer's depth buffer directly.
But you can copy the FBO's depth buffer over to the default framebuffer using the EXT_framebuffer_blit extension (which should be core since GL 3):
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
If this extension is not supported (which I doubt when you already have FBOs), you can use a depth texture for the FBO's depth attachment and render this to the default framebuffer using a textured quad and a simple pass through fragment shader that writes into gl_FragDepth. Though this might be slower than just blitting it over.
I just experienced that copying a depth buffer from a renderbuffer to the main (context-provided) depth buffer is highly unreliable when using glBlitFramebuffer. Just because you cannot guarantee the format does match. Using GL_DEPTH_COMPONENT24 as my internal depth-texture-format just didn't work on my AMD Radeon 6950 (latest driver) because Windows (or the driver) decided to use the equivalent to GL_DEPTH24_STENCIL8 as the depth-format for my front/backbuffer, although i did not request any stencil precision (stencil-bits set to 0 in the pixel format descriptor). When using GL_DEPTH24_STENCIL8 for my framebuffer's depth-texture the Blitting worked as expected, but I had other issues with this format. The first attempt worked fine on NVIDIA cards, so I'm pretty sure I did not mess things up.
What works best (in my experience) is copying via shader:
The Fragment-Program (aka Pixel-Shader) [GLSL]
#version 150
uniform sampler2D depthTexture;
in vec2 texCoords; //texture coordinates from vertex-shader
void main( void )
{
gl_FragDepth = texture(depthTexture, texCoords).r;
}
The C++ code for copying looks like this:
glDepthMask(GL_TRUE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST); //has to be enabled for some reason
glBindFramebuffer(GL_FRAMEBUFFER, 0);
depthCopyShader->Enable();
DrawFullscreenQuad(depthTextureIndex);
I know the thread is old, but it was one of my first results when googeling my issue, so I want to keep it as consistent as possible.
You cannot attach images (color or depth) to the default framebuffer. Similarly, you can't take images from the default framebuffer and attach them to an FBO.

Copy depth texture to RGBA texture

I have created a texture using
glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, CONSENSUS_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
This texture is used in other code and filled with depth. Now I want to copy the depth values to an RGBA texture (doesn't matter which color channel).
How can I do this?
If it needs to be fast, I'd say render an orthograhic quad the size of the texture and use a shader to read from the depth texture and write to the target texture.
If performance doesn't matter that much you can use PBOs (might even be faster depending on your render pipeline but stalls the CPU). Here's an overview on said PBOs
I don't know of any inherent OpenGL method to do this.