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Thread: GLSL, reading wrong value inside a fragment shader for a bounded depth texture

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  1. #1
    Intern Contributor
    Join Date
    Dec 2011

    GLSL, reading wrong value inside a fragment shader for a bounded depth texture

    I am applying a slightly modified version of the classic depth peeling algorithm, basically I am rendering all the opaque objects first and then I use that depth as minimum depth, because since they are opaque, it doesnt make sense to not discard fragment deeper than them.
    I first tested it on a small test case and it works flawless.

    Now I am applying this algorithm to my main application, but for some unknown reasons, it doesnt work and I am going crazy, the main problem is that I keep reading the value 0 for the opaque depth texture bounded in the fragment shader of the next stage

    To sum up, this is the fbo for the opaque stuff:

    Code :
    opaqueDepthTexture = new int[1];
    opaqueColorTexture = new int[1];
    opaqueFbo = new int[1];
    gl3.glGenTextures(1, opaqueDepthTexture, 0);
    gl3.glGenTextures(1, opaqueColorTexture, 0);
    gl3.glGenFramebuffers(1, opaqueFbo, 0);
    gl3.glBindTexture(GL3.GL_TEXTURE_RECTANGLE, opaqueDepthTexture[0]);
    gl3.glTexImage2D(GL3.GL_TEXTURE_RECTANGLE, 0, GL3.GL_DEPTH_COMPONENT32F, width, height, 0,
            GL3.GL_DEPTH_COMPONENT, GL3.GL_FLOAT, null);
    gl3.glBindTexture(GL3.GL_TEXTURE_RECTANGLE, opaqueColorTexture[0]);
    gl3.glTexImage2D(GL3.GL_TEXTURE_RECTANGLE, 0, GL3.GL_RGBA, width, height, 0,
            GL3.GL_RGBA, GL3.GL_FLOAT, null);
    gl3.glBindFramebuffer(GL3.GL_FRAMEBUFFER, opaqueFbo[0]);
            opaqueDepthTexture[0], 0);
            opaqueColorTexture[0], 0);

    Here I just clear the depth (default to 1), I even commented out the opaque rendering:

    Code :
             * (1) Initialize Opaque FBO.
            gl3.glBindFramebuffer(GL3.GL_FRAMEBUFFER, opaqueFbo[0]);
            gl3.glClearColor(1, 1, 1, 1);
            gl3.glClear(GL3.GL_COLOR_BUFFER_BIT | GL3.GL_DEPTH_BUFFER_BIT);
    //            EC_Graph.instance.getRoot().renderDpOpaque(gl3, dpOpaque, new MatrixStack(), properties);
    And I have a double confirmation from this

    Code :
    FloatBuffer fb = FloatBuffer.allocate(1 * GLBuffers.SIZEOF_FLOAT);
    gl3.glReadPixels(width / 2, height / 2, 1, 1, GL3.GL_DEPTH_COMPONENT, GL3.GL_FLOAT, fb);
    System.out.println("opaque fb.get(0) " + fb.get(0));

    If I change the clearDepth to 0.9 for example, I get 0.9, so this is ok.
    Now I initialize the minimum depth buffer, by rendering all the geometry having alpha < 1 and I bind the previous depth texture, the one used in the opaque rendering, to the

    Code :
    uniform sampler2D opaqueDepthTexture;

    I temporarily switched the rendering of this passage to the default framebuffer

    Code :
             * (2) Initialize Min Depth Buffer.
            gl3.glBindFramebuffer(GL3.GL_FRAMEBUFFER, 0);
    //        gl3.glBindFramebuffer(GL3.GL_FRAMEBUFFER, blendFbo[0]);
    //        gl3.glDrawBuffer(GL3.GL_COLOR_ATTACHMENT0);
            gl3.glClearColor(0, 0, 0, 1);
            gl3.glClear(GL3.GL_COLOR_BUFFER_BIT | GL3.GL_DEPTH_BUFFER_BIT);
            if (cullFace) {
                gl3.glBindTexture(GL3.GL_TEXTURE_RECTANGLE, opaqueDepthTexture[0]);
                gl3.glUniform1i(dpInit.getOpaqueDepthTextureUL(), 1);
                gl3.glBindSampler(1, sampler[0]);
                    EC_Graph.instance.getRoot().renderDpTransparent(gl3, dpInit, new MatrixStack(), properties);
                gl3.glBindTexture(GL3.GL_TEXTURE_RECTANGLE, 0);
                gl3.glBindSampler(1, 0);

    This is the dpInit Fragment Shader:

    Code :
    #version 330
    out vec4 outputColor;
    uniform sampler2D texture0;
    in vec2 oUV;
    uniform sampler2D opaqueDepthTexture;
    *   Layout {lighting, normal orientation, active, selected}
    uniform ivec4 settings;
    const vec3 selectionColor = vec3(1, .5, 0);
    const vec4 inactiveColor = vec4(.5, .5, .5, .2);
    vec4 CalculateLight();
    void main()
        float opaqueDepth = texture(opaqueDepthTexture, gl_FragCoord.xy).r;
        if(gl_FragCoord.z > opaqueDepth) {        
        vec4 color = (1 - settings.x) * texture(texture0, oUV) + settings.x * CalculateLight();
        if(settings.w == 1) {
            if(settings.z == 1) {
                color = vec4(selectionColor, color.q);
            } else {
                color = vec4(selectionColor, inactiveColor.w);
        } else {
            if(settings.z == 0) {
                color = inactiveColor;
        outputColor = vec4(color.rgb * color.a, 1.0 - color.a);
        outputColor = vec4(.5, 1, 1, 1.0 - color.a);
        if(opaqueDepth == 0)
            outputColor = vec4(1, 0, 0, 1);
            outputColor = vec4(0, 1, 0, 1);

    Ignore the middle, the important is just at the begin, where I read the red component of the previous depth texture and then I compare at the end, and the geometry I obtain is red, this means the value I read in the opaqueDepthTexture is 0...
    The question is why?
    After the dpInit rendering, if I bind again the opaqueFbo and read the depth, it is always the clearDepth, so 1 as default or .9 if I cleared it with .9, so it works.
    The problem is really that I read the wrong value in the dpInit FS from a bound depth texture.. why?
    For clarification, this is the sampler:

    Code :
    private void initSampler(GL3 gl3) {
        sampler = new int[1];
        gl3.glGenSamplers(1, sampler, 0);
        gl3.glSamplerParameteri(sampler[0], GL3.GL_TEXTURE_WRAP_S, GL3.GL_CLAMP_TO_EDGE);
        gl3.glSamplerParameteri(sampler[0], GL3.GL_TEXTURE_WRAP_T, GL3.GL_CLAMP_TO_EDGE);
        gl3.glSamplerParameteri(sampler[0], GL3.GL_TEXTURE_MIN_FILTER, GL3.GL_NEAREST);
        gl3.glSamplerParameteri(sampler[0], GL3.GL_TEXTURE_MAG_FILTER, GL3.GL_NEAREST);

    Ps: checking all the components, I see the opaqueDepthTexture has always the following values (0, 0, 0, 1)
    Last edited by elect; 03-26-2015 at 08:47 AM.

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