The problem is that the result of the FBO copy is filled with whatever pixel is at texture coordinate 0,0 of the source texture.
If I edit the shader to render a gradient based on texture coordinate position, the fragment shader fills the whole result as if it had texture coordinate 0, 0 fed into it.
If I edit the triangle strip vertices, things behave as expected, so I think the camera and geometry is setup right. It's just that the 2-tri quad is all the same color when it should reflect either my input texture or at least my position-gradient shaders!
I've ported this code nearly line for line from a working iOS example.
This is running alongside Unity3D, so don't assume any GL settings are default, as the engine is likely fiddling with them before my code starts.
Here's the FBO copy operation
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFrameBuffer);
checkGlError("glBindFramebuffer");
GLES20.glViewport(0, 0, TEXTURE_WIDTH*4, TEXTURE_HEIGHT*4);
checkGlError("glViewport");
GLES20.glDisable(GLES20.GL_BLEND);
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glDepthMask(false);
GLES20.glDisable(GLES20.GL_CULL_FACE);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
GLES20.glPolygonOffset(0.0f, 0.0f);
GLES20.glDisable(GLES20.GL_POLYGON_OFFSET_FILL);
checkGlError("fbo setup");
// Load the shaders if we have not done so
if (mProgram <= 0) {
createProgram();
Log.i(TAG, "InitializeTexture created program with ID: " + mProgram);
if (mProgram <= 0)
Log.e(TAG, "Failed to initialize shaders!");
}
// Set up the program
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");
GLES20.glUniform1i(mUniforms[UNIFORM_TEXTURE], 0);
checkGlError("glUniform1i");
// clear the scene
GLES20.glClearColor(0.0f,0.0f, 0.1f, 1.0f);
checkGlError("glClearColor");
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Bind out source texture
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
checkGlError("glActiveTexture");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mSourceTexture);
checkGlError("glBindTexture");
GLES20.glFrontFace( GLES20.GL_CW );
// Our object to render
ByteBuffer imageVerticesBB = ByteBuffer.allocateDirect(8 * 4);
imageVerticesBB.order(ByteOrder.nativeOrder());
FloatBuffer imageVertices = imageVerticesBB.asFloatBuffer();
imageVertices.put(new float[]{
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f}
);
imageVertices.position(0);
// The object's texture coordinates
ByteBuffer textureCoordinatesBB = ByteBuffer.allocateDirect(8 * 4);
imageVerticesBB.order(ByteOrder.nativeOrder());
FloatBuffer textureCoordinates = textureCoordinatesBB.asFloatBuffer();
textureCoordinates.put(new float[]{
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f}
);
textureCoordinates.position(0);
// Update attribute values.
GLES20.glEnableVertexAttribArray(ATTRIB_VERTEX);
GLES20.glVertexAttribPointer(ATTRIB_VERTEX, 2, GLES20.GL_FLOAT, false, 0, imageVertices);
GLES20.glEnableVertexAttribArray(ATTRIB_TEXTUREPOSITON);
GLES20.glVertexAttribPointer(ATTRIB_TEXTUREPOSITON, 2, GLES20.GL_FLOAT, false, 0, textureCoordinates);
// Draw the quad
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
If you want to dive in, I've put up a nice gist with the update loop, setup and shaders here: https://gist.github.com/acgourley/7783624
I'm checking the result of this as an Android port to UnityFBO (MIT License) so all help is both appreciated and will be shared more broadly.
The declaration of your vertex shader output and fragment shader input do not mach for the texture coordinate varying (different precision qualifiers). Ordinarily this would not be an issue, but for reasons I will discuss below using highp
in your fragment shader may come back to bite you in the butt.
attribute vec4 position;
attribute mediump vec4 textureCoordinate;
varying mediump vec2 coordinate;
void main()
{
gl_Position = position;
coordinate = textureCoordinate.xy;
}
varying highp vec2 coordinate;
uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, coordinate);
}
highp
is an optional feature in fragment shaders. You should not declare anything highp
in a fragment shader unless GL_FRAGMENT_PRECISION_HIGH
is defined by the pre-processor.
The built-in macro GL_FRAGMENT_PRECISION_HIGH is defined to one on systems supporting highp precision in the fragment language
#define GL_FRAGMENT_PRECISION_HIGH 1
and is not defined on systems not supporting highp precision in the fragment language. When defined, this macro is available in both the vertex and fragment languages. The highp qualifier is an optional feature in the fragment language and is not enabled by #extension.
The bottom line is you need to check whether the fragment shader supports highp
precision before declaring something highp
or re-write your declaration in the fragment shader to use mediump
. I cannot see much reason for arbitrarily increasing the precision of the vertex shader coordinates in the fragment shader, I would honestly expect to see it written as highp
in both the vertex shader and fragment shader or kept mediump
.