I'm trying to visualize the depth texture attached to a custom fbo in opengl. I expected to see a "foggy" looking, greyscale output - the problem is that the output seems like it's the same as the color texture - I mean it's the exact same color texture. Am I actually rendering the same thing into 2 different textures?
Creating the depth texture:
glGenTextures(1, &m_DepthTxId);
glBindTexture(GL_TEXTURE_2D, m_DepthTxId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, (void*)nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
Creating the fbo & attaching the color/depth textures:
glGenFramebuffers(1, &m_Id);
glBindFramebuffer(GL_FRAMEBUFFER, m_Id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_ColorTxId, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_DepthTxId, 0);
m_DrawBuffers[0] = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, m_DrawBuffers);
The interesting thing is that without adding the depth texture, the objects are displayed in the order they were rendered (scene looks messed up) - but when I add the depth texture, everything looks fine as you would expect with depth testing.
But how come when I give the depth texture to the shader it just displays the color-texture? Am I rendering color data into my depth texture, or..?
Apologies, but I'm fairly new to working with fbos :P
Additional info:
Rendering the fbo-textures onto a quad:
glActiveTexture(GL_TEXTURE0); // Color
glBindTexture(GL_TEXTURE_2D, m_Fbo->getColorTxId()); // ColorTexture ID
glUniform1i(m_Shader->getColorSampler(), 0); // ColorSampler Location
glActiveTexture(GL_TEXTURE1); // Depth
glBindTexture(GL_TEXTURE_2D, m_Fbo->getDepthTxId()); // DepthTexture ID
glUniform1i(m_Shader->getDepthSampler(), 0); // DepthSampler Location
glBindVertexArray(m_Fbo->getVaoId());
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)0);
glBindVertexArray(0);
Getting the sampler locations from the shader:
m_Location_ColorTxSampler = glGetUniformLocation(m_ProgramId, "colorSampler");
m_Location_DepthTxSampler = glGetUniformLocation(m_ProgramId, "depthSampler");
Shader:
in vec2 uv;
uniform sampler2D colorSampler;
uniform sampler2D depthSampler;
out vec4 color;
void main()
{
color = vec4(texture2D(depthSampler, uv).rgb, 1.0);
}
To me the whole thing seems correct, unless the 2 samplers are at the same location.. I'm sure that's not possible