I am trying to figure out how to render a skybox in a deferred renderer so that it can be included in post processing effects, However my Geometry stage is in view space and unfortunately the skybox in this stage will be effected by it's position relative to the light as any object would (it behaves like large box located very far from the light source and shows up very dark). my setup without trying to incorporate the skybox in post processing is as follows:
1:(bind FBO) Render Geometry to color, normal, position FBO texture attachments (unbind FBO).
2:(bind FBO) Render the scene and calculate lighting in screen space.(unbind FBO)
3:(bind FBO) apply post processing effects (unbind FBO)
4: blit the Geometry FBO's depth buffer to the default frame buffer
5: render skybox.
I've tried to switch step 5 with 3 like this:
2:(bind FBO) Render the scene and calculate lighting in screen space.
5: render skybox
(unbind FBO)
3:(bind FBO) apply post processing effects (unbind FBO)
4: blit the Geometry FBO's depth buffer to the default frame buffer
but obviously the skybox has no depth information about the scene and renders on top of the lighting stage. And if I try to do any depth blitting between 2 and 5, I believe I am making invalid GL calls because I'm already bound to an FBO while calling
GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, DeferredFBO.fbo_handle);
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, 0); // Write to default
// framebuffer or a skybox framebuffer
GL30.glBlitFramebuffer(0, 0, DisplayManager.Width,
DisplayManager.Height, 0, 0, DisplayManager.Width,
DisplayManager.Height, GL11.GL_DEPTH_BUFFER_BIT,
GL11.GL_NEAREST);