I've just implemented deferred rendering and am having trouble getting my skybox working. I try rendering my skybox at the very end of my rendering loop and all I get is a black screen. Here's the rendering loop:
//binds the fbo
gBuffer.Bind();
//the shader that writes info to gbuffer
geometryPass.Bind();
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
//draw geometry
geometryPass.SetUniform("model", transform.GetModel());
geometryPass.SetUniform("mvp", camera.GetViewProjection() * transform.GetModel());
mesh3.Draw();
geometryPass.SetUniform("model", transform2.GetModel());
geometryPass.SetUniform("mvp", camera.GetViewProjection() * transform2.GetModel());
sphere.Draw();
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT);
//shader that calculates lighting
pointLightPass.Bind();
pointLightPass.SetUniform("cameraPos", camera.GetTransform().GetPosition());
for (int i = 0; i < 2; i++)
{
pointLightPass.SetUniformPointLight("light", pointLights[i]);
pointLightPass.SetUniform("mvp", glm::mat4(1.0f));
//skybox.GetCubeMap()->Bind(9);
quad.Draw();
}
//draw skybox
glEnable(GL_DEPTH_TEST);
skybox.Render(camera);
window.Update();
window.SwapBuffers();
The following is the skybox's render function
glCullFace(GL_FRONT);
glDepthFunc(GL_LEQUAL);
m_transform.SetPosition(camera.GetTransform().GetPosition());
m_shader->Bind();
m_shader->SetUniform("mvp", camera.GetViewProjection() * m_transform.GetModel());
m_shader->SetUniform("cubeMap", 0);
m_cubeMap->Bind(0);
m_cubeMesh->Draw();
glDepthFunc(GL_LESS);
glCullFace(GL_BACK);
And here is the skybox's vertex shader:
layout (location = 0) in vec3 position;
out vec3 TexCoord;
uniform mat4 mvp;
void main()
{
vec4 pos = mvp * vec4(position, 1.0);
gl_Position = pos.xyww;
TexCoord = position;
}
The skybox's fragment shader just sets the output color to texture(cubeMap, TexCoord)
.
As you can see from the vertex shader, I'm setting the position's z
component to be w
so that it will always have a depth of 1. I am also setting the depth function to be GL_LEQUAL
so that it will fail the depth test. Should this not only draw the skybox in places where other objects weren't already drawn? Why does it result in a black screen?
I know I have set up the skybox correctly because if I just draw the skybox by itself it shows up just fine.