I'm trying to implement DepthBuffer-like functionality using OpenGL ES on Android.
In other words I'm trying to get the 3D point on surface that is rendered on point [x, y] on the user device. In order to make that I need to be able to read the distance of the fragment at that given point.
Answer in different circumstances:
When using normal OpenGL you could achieve this by creating FrameBuffer
and then attach either RenderBuffer
or Texture
with depth component to it.
Both of those approaches use glReadPixels, with internal format of GL_DEPTH_COMPONENT
to retrieve the data from the buffer/texture. Unfortunately OpenGL ES only supports GL_ALPHA
, GL_RGB
, and GL_RGBA
as the readback formats, so there's really no way to reach the framebuffer's depth data directly.
The only viable approach that I can think of (and that I have found suggested on the internet) is to create different shaders just for depth buffering. The shader, that is used only for depth rendering, should write gl_FragCoord.z
value (=the distance value that we want to read.) on the gl_FragColor
. However:
The actual Question:
When I write gl_FragCoord.z
value on the gl_FragColor = new Vec4(vec3(gl_FragCoord.z), 1.0);
and later use glReadPixels
to read back the rgb values, those read values don't match up with the input.
What I have tried:
I realize that there's only 24 bits (r, g, b * 8 bits each) representing the depth data so I tried shifting the returned value by 8 - to get 32 bits, but it didn't seem to work. I also tried to shift distance when applying it to red, green and blue, but that didn't seem to work as expected. I have been trying to figure out what's wrong by observing the bits, results at the bottom.
fragmentShader.glsl(candidate #3):
void main() {
highp float distance = 1.0; //currently just 1.0 to test the results with different values.
lowp float red = distance / exp2(16.0);
lowp float green = distance / exp2(8.0);
lowp float blue = distance / exp2(0.0);
gl_FragColor = vec4(red, green, blue, 1.0);
}
Method to read the values (=glReadPixels
)
private float getDepth(int x, int y){
FloatBuffer buffer = GeneralSettings.getFloatBuffer(1); //just creates FloatBuffer with capacity of 1 float value.
terrainDepthBuffer.bindFrameBuffer(); //bind the framebuffer before read back.
GLES20.glReadPixels(x, y, 1, 1, GLES20.GL_RGB, GLES20.GL_UNSIGNED_BYTE, buffer); //read the values from previously bind framebuffer.
GeneralSettings.checkGlError("glReadPixels"); //Make sure there is no gl related errors.
terrainDepthBuffer.unbindCurrentFrameBuffer(); //Remember to unbind the buffer after reading/writing.
System.out.println(buffer.get(0)); //Print the value.
}
Observations in bits using the shader & method above:
Value | Shader input | ReadPixels output
1.0f | 111111100000000000000000000000 | 111111110000000100000000
0.0f | 0 | 0
0.5f | 111111000000000000000000000000 | 100000000000000100000000