Hi All,
I'm trying to perform hidden line removal using polygon offset fill. The code works perfectly if I render directly to the window buffer but fails to draw the lines when passed through a FBO as shown below
The code I use to draw the objects
void drawCubes (GLboolean removeHiddenLines)
{
glLineWidth(2.0);
glPushMatrix();
camera.ApplyCameraTransform();
for(int i = 0; i < 50; i ++){
glPushMatrix();
cube[i].updatePerspective();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor3f(1.0,1.0,1.0);
cube[i].draw();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if(removeHiddenLines){
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.0, 1.0);
glColor3f(1.0, 0.0, 0.0); //fill polygons for hidden line removal
cube[i].draw();
glDisable(GL_POLYGON_OFFSET_FILL);
}
glPopMatrix();
}
glPopMatrix();
}
For this example, the first pass involves rendering to both the window buffer and a FBO.
void firstPass()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, fboWidth, fboHeight);
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
drawParticleView(GL_TRUE);
glDisable(GL_DEPTH_TEST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[1]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, fboWidth, fboHeight);
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
drawParticleView(GL_TRUE);
glDisable(GL_DEPTH_TEST);
}
Second pass renders FBO back to window buffer.
void secondPass()
{
glEnable(GL_TEXTURE_2D);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_2D, renderTextureID[0]);
glViewport(fboWidth, 0, fboWidth, fboHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2i(0, 0);
glVertex2f(-1.0f, -1.0f);
glTexCoord2i(1, 0);
glVertex2f(1.0f, -1.0f);
glTexCoord2i(1, 1);
glVertex2f(1.0f, 1.0f);
glTexCoord2i(0, 1);
glVertex2f(-1.0f, 1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}
Setup FBO's
void setupRC()
{
setupTextures();
glGenFramebuffersEXT(2, framebufferID);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]);
glGenRenderbuffersEXT(1, &renderbufferID);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbufferID);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT32, fboWidth, fboHeight);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, renderbufferID);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[0], 0);
GLenum fboStatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(fboStatus != GL_FRAMEBUFFER_COMPLETE_EXT){
fprintf(stderr, "FBO #1 Error!");
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[1]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[1], 0);
fboStatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(fboStatus != GL_FRAMEBUFFER_COMPLETE_EXT){
fprintf(stderr, "FBO #2 Error!");
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
Setup textures
void setupTextures(void)
{
glGenTextures(2, renderTextureID);
for (GLint i = 0; i < 2; i++){
glBindTexture(GL_TEXTURE_2D, renderTextureID[i]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// this may change with window size changes
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fboWidth, fboHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
I don't understand why the two views wouldn't be the same? Am I missing something (obviously I am)?
Thanks