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[Solved] Weird bug when rendering to FBO.


deerangle
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I'm rendering minecraft to an FBO, from the perspective of a camera block. So far, almost everything works, except for a weird rendering bug. While the camera is rendering to the FBO, my menu does not disappear and the vignette seems to stack until it's a black circle. See vignette_mc.jpg

vignette_mc.jpg

 

Code: 

Spoiler

	@SubscribeEvent
	public void onTick(TickEvent.RenderTickEvent event) {
		if (event.phase.equals(TickEvent.Phase.END))
			return;
		
		if(mc.inGameHasFocus) {
			//System.out.println("wg");
			for(int i = 0; i < CameraMod.cameras.size(); i++) {
				EntityCamera entity = CameraMod.cameras.get(i);
				GameSettings settings = mc.gameSettings;
				RenderGlobal rRender = mc.renderGlobal;
				Entity rEntity = mc.getRenderViewEntity();
				int rWidth = mc.displayWidth;
				int rHeight = mc.displayHeight;
				float rFov = settings.fovSetting;
				int r3PV = settings.thirdPersonView;
				boolean rGui = settings.hideGUI;
				int rMip = settings.mipmapLevels;
				
				//mc.renderGlobal = camRenderGlobal;
				mc.setRenderViewEntity(entity);
				settings.fovSetting = 80f;
				settings.thirdPersonView = 0;
				settings.hideGUI = true;
				settings.mipmapLevels = 3;
				mc.displayWidth = imgSize;
				mc.displayHeight = imgSize;

				int fps = Math.max(30, settings.limitFramerate);
				fbo.bindFrameBuffer();
				EntityRenderer er = mc.entityRenderer;
				er.renderWorld(event.renderTickTime, renderEndNanoTime + (1000000000 / fps));
				fbo.unbindFrameBuffer();
				
				renderEndNanoTime = System.nanoTime();
				
				settings.fovSetting = rFov;
				settings.thirdPersonView = r3PV;
				settings.hideGUI = rGui;
				settings.mipmapLevels = rMip;
				mc.renderGlobal = rRender;
				mc.setRenderViewEntity(rEntity);
				mc.displayWidth = rWidth;
				mc.displayHeight = rHeight;
			}
		}
	}

 

 

 

Edited by deerangle
solved
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uh

 

Code?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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I know that It has to do with the FBO. when I remove the BindFBO stuff, it doesn't freeze. FBO code: 

package com.deerangle.camera;

import java.nio.ByteBuffer;

import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL14;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL21;
import org.lwjgl.opengl.GL30;
import org.lwjgl.opengl.GL31;
import org.lwjgl.opengl.GL32;
import org.lwjgl.opengl.GL33;
import org.lwjgl.opengl.GL40;
import org.lwjgl.opengl.GL42;

public class CameraFBO {

	public static final int NONE = 0;
	public static final int DEPTH_TEXTURE = 1;
	public static final int DEPTH_RENDER_BUFFER = 2;

	private final int width;
	private final int height;

	private int frameBuffer;

	private int colourTexture;
	private int depthTexture;

	private int depthBuffer;
	private int colourBuffer;

	/**
     * Creates an FBO of a specified width and height, with the desired type of
     * depth buffer attachment.
     * 
     * @param width
     *            - the width of the FBO.
     * @param height
     *            - the height of the FBO.
     * @param depthBufferType
     *            - an int indicating the type of depth buffer attachment that
     *            this FBO should use.
     */
    public CameraFBO(int width, int height, int depthBufferType) {
        this.width = width;
        this.height = height;
        initialiseFrameBuffer(depthBufferType);
    }

	/**
	 * Deletes the frame buffer and its attachments when the game closes.
	 */
	public void cleanUp() {
		GL30.glDeleteFramebuffers(frameBuffer);
		GL11.glDeleteTextures(colourTexture);
		GL11.glDeleteTextures(depthTexture);
		GL30.glDeleteRenderbuffers(depthBuffer);
		GL30.glDeleteRenderbuffers(colourBuffer);
	}

	/**
	 * Binds the frame buffer, setting it as the current render target. Anything
	 * rendered after this will be rendered to this FBO, and not to the screen.
	 */
	public void bindFrameBuffer() {
		GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, frameBuffer);
		GL11.glViewport(0, 0, width, height);
	}

	/**
	 * Unbinds the frame buffer, setting the default frame buffer as the current
	 * render target. Anything rendered after this will be rendered to the screen,
	 * and not this FBO.
	 */
	public void unbindFrameBuffer() {
		GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
		GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
	}

	/**
	 * Binds the current FBO to be read from (not used in tutorial 43).
	 */
	public void bindToRead() {
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
		GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, frameBuffer);
		GL11.glReadBuffer(GL30.GL_COLOR_ATTACHMENT0);
	}

	/**
	 * @return The ID of the texture containing the colour buffer of the FBO.
	 */
	public int getColourTexture() {
		return colourTexture;
	}

	/**
	 * @return The texture containing the FBOs depth buffer.
	 */
	public int getDepthTexture() {
		return depthTexture;
	}

	/**
	 * Creates the FBO along with a colour buffer texture attachment, and possibly a
	 * depth buffer.
	 * 
	 * @param type
	 *            - the type of depth buffer attachment to be attached to the FBO.
	 */
	private void initialiseFrameBuffer(int type) {
		createFrameBuffer();
		createTextureAttachment();
		if (type == DEPTH_RENDER_BUFFER) {
			createDepthBufferAttachment();
		} else if (type == DEPTH_TEXTURE) {
			createDepthTextureAttachment();
		}
		unbindFrameBuffer();
	}

	/**
	 * Creates a new frame buffer object and sets the buffer to which drawing will
	 * occur - colour attachment 0. This is the attachment where the colour buffer
	 * texture is.
	 * 
	 */
	private void createFrameBuffer() {
		frameBuffer = GL30.glGenFramebuffers();
		GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBuffer);
		GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0);
	}

	/**
	 * Creates a texture and sets it as the colour buffer attachment for this FBO.
	 */
	private void createTextureAttachment() {
		colourTexture = GL11.glGenTextures();
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, colourTexture);
		GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB8, width, height, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
		GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colourTexture, 0);
	}

	/**
	 * Adds a depth buffer to the FBO in the form of a texture, which can later be
	 * sampled.
	 */
	private void createDepthTextureAttachment() {
		depthTexture = GL11.glGenTextures();
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTexture);
		GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT24, width, height, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
		GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, depthTexture, 0);
	}

	/**
	 * Adds a depth buffer to the FBO in the form of a render buffer. This can't be
	 * used for sampling in the shaders.
	 */
	private void createDepthBufferAttachment() {
		depthBuffer = GL30.glGenRenderbuffers();
		GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
		GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL14.GL_DEPTH_COMPONENT24, width, height);
		GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER, depthBuffer);
	}

}

 

Edited by deerangle
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Post your code.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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