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opengllwjgltexture-mappingfborendertarget

Render to FBO, sampling fails


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:

1

But when I render to the FBO and then to that one to a quad on the default framebuffer, I get this:

2

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); 
}

Solution

  • 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.