I am trying to render to FBO and then to screen in OpenGL / LWJGL and I get weird results.
My scene if rendered directly to the framebuffer works just fine and looks like this:
But when I render to the FBO and then to that one to a quad on the default framebuffer, I get this:
Looks like all the colors in the image got averaged in a single color and as if the screen was cleared with that one.
My guess is, that there's something wrong with the sampling of the texture on the quad but I cannot figure it out.
The quad obviously IS there as I see the edges with glPolymode - GL_LINE. Also, the single color on the quad changes when I move the ingame camera and somehow also reflects the most prominent color on screen. So maybe you can point me to the probably obvious solution? I will put some code that i think is relevant at the end of this post.
This is how I set up my squad's vertices and uv coordinates. I use the same method and parent classes for the cubes, so i know this works:
vertices[0] = new Vertex(-1.0f,-1.0f,0.0f);
vertices[0].setTexCoords(0.0f,0.0f);
vertices[1] = new Vertex(-1.0f,1.0f,0.0f);
vertices[1].setTexCoords(0.0f,1.0f);
vertices[2] = new Vertex(1.0f,1.0f,0.0f);
vertices[2].setTexCoords(1.0f,1.0f);
vertices[3] = new Vertex(1.0f,-1.0f,0.0f);
vertices[3].setTexCoords(1.0f,0.0f);
This is how i bind those to the vbos:
vaoID = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vaoID);
//POSITION - LOCATION 0
int vboID = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
FloatBuffer buffer = BufferUtils.createFloatBuffer(vertices.length*3);
buffer.put(getPositions());
buffer.flip();
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0,0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
buffer.clear();
//... some code for color and normal, going into VBO location 1 and 2
//TEX COORDS - LOCATION 3
vboID = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
buffer = BufferUtils.createFloatBuffer(vertices.length*2);
buffer.put(getTexCoords());
buffer.flip();
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(3, 2, GL11.GL_FLOAT, false, 0,0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
buffer.clear();
This is how i bind the attribute locations in the shader for the quad:
protected void bindAttributes(){
GL20.glBindAttribLocation(id, 0, "vertex_position");
GL20.glBindAttribLocation(id, 3, "vertex_texCoord");
}
This is how i render the screen quad:
GL20.glUseProgram(presentShader.getProgramID());
GL30.glBindVertexArray(screenQuad.getMesh(0).getVaoID());
GL20.glEnableVertexAttribArray(0);
GL20.glEnableVertexAttribArray(3);
GL13.glActiveTexture(GL13.GL_TEXTURE0);
//GL11.glBindTexture(GL11.GL_TEXTURE_2D, frameBufferTextureID);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, frameBufferTextureID);
GL11.glDrawElements(GL11.GL_TRIANGLES, screenQuad.getMesh(0).getIndexCount(), GL11.GL_UNSIGNED_INT, 0);
GL20.glDisableVertexAttribArray(3);
GL20.glDisableVertexAttribArray(0);
GL30.glBindVertexArray(0);
GL20.glUseProgram(0);
This is my vertex and fragment shader: Vertex:
#version 400 core
in vec2 vertex_position;
in vec2 vertex_texCoords;
out vec2 pass_texCoords;
void main(){
gl_Position = vec4(vertex_position.x, vertex_position.y, 0.0f, 1.0f);
pass_texCoords = vertex_texCoords;
}
Fragment:
#version 400 core
in vec2 pass_texCoords;
out vec4 fragment_color;
uniform sampler2D screenTexture;
void main(){
fragment_color = texture(screenTexture, pass_texCoords);
//fragment_color = vec4(0.3,0.3,0.3,1.0);
}
Finally, this is my rendering procedure: prepare(); drawScene(); present();
With those functions:
public void prepare(){
//FBO aktivieren, alles danach wird auf FBO-Textur gerendert
GL11.glClearColor(0.0f,0.0f,0.0f, 1.0f);
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_STENCIL_TEST);
GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_REPLACE);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
}
public void present(){
//Standard Framebuffer aktivieren
GL11.glClearColor(1.0f,1.0f,1.0f, 1.0f);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_STENCIL_TEST);
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
GL20.glUseProgram(presentShader.getProgramID());
GL30.glBindVertexArray(screenQuad.getMesh(0).getVaoID());
GL20.glEnableVertexAttribArray(0);
GL20.glEnableVertexAttribArray(3);
GL13.glActiveTexture(GL13.GL_TEXTURE0);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, frameBufferTextureID);
GL11.glDrawElements(GL11.GL_TRIANGLES, screenQuad.getMesh(0).getIndexCount(), GL11.GL_UNSIGNED_INT, 0);
GL20.glDisableVertexAttribArray(3);
GL20.glDisableVertexAttribArray(0);
GL30.glBindVertexArray(0);
GL20.glUseProgram(0);
}
Edit: Maybe i should add how i set up the FBO:
private void linitializeFrameBuffer(int viewportWidth, int viewportHeight){
//COLOR TEXTURE
frameBufferID = GL30.glGenFramebuffers();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBufferID); // GL_READ_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER, GL_FRAMEBUFFER
frameBufferTextureID = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, frameBufferTextureID); //GL_TEXTURE_1D, GL_TEXTURE2D, GL_TEXTURE3D
FloatBuffer pixelBuffer;
pixelBuffer = BufferUtils.createFloatBuffer(viewportWidth*viewportHeight*3);
pixelBuffer.clear();
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, viewportWidth, viewportHeight, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (java.nio.ByteBuffer) null);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR );
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR );
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
//Attach the new Texture to the framebuffer
GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, frameBufferTextureID, 0);
//DEPTH BUFFER
depthBufferID = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBufferID);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH24_STENCIL8, viewportWidth, viewportHeight);
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);
//Attach the new renderbuffer to the framebuffer
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_STENCIL_ATTACHMENT, GL30.GL_RENDERBUFFER, depthBufferID);
if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE){
System.out.println("ERROR::FRAMEBUFFER:: Framebuffer is not complete!");
}
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}
Got the solution.
The texture coordinates in the shader are called in vec2 vertex_texCoords;
I referenced them as GL20.glBindAttribLocation(id, 3, "vertex_texCoord");
Changing that to GL20.glBindAttribLocation(id, 3, "vertex_texCoords");
did the job.