I am trying to create floating point texture in OpenGL. I have 4 vertexes (2 polygons) forming square:
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Now I want to create texture with float values, each value of texture to represent basic color intensity of each pixel.
I want to calculate pixel color in fragment shader like this:
color = texture2D(texture, coordinates).r * vec4(0.4, 1.0, 0.8, 1.0);
vec4(0.4, 1.0, 0.8, 1.0) is just basic color I use
When I prepare data like this:
int width, height;
width = 16;
height = 16;
float data[16][16];
for(int i = 0; i < width; i++){
for(int j = 0; j < height; j++){
data[i][j] = 0.5f;
}
}
GLuint n_tex_surface;
glGenTextures(1, &n_tex_surface);
glBindTexture(GL_TEXTURE_2D, n_tex_surface);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, data);
glGenerateMipmap(GL_TEXTURE_2D);
Edit:
INIT
vertices[] = {
0, 1, -1, -1, 1, /**/1, 1, 1, -1, 1,/**/ 1, 0, 1, 1, 1,/**/ 0, 0, -1, 1, 1};
indices[] = {
0, 1, 2, 0, 2, 3};
glGenBuffers(1, &n_vertex_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, n_vertex_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &n_index_buffer_object);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, n_index_buffer_object);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glGenVertexArrays(1, &n_vertex_array_object);
glBindVertexArray(n_vertex_array_object);
{
glBindBuffer(GL_ARRAY_BUFFER, n_vertex_buffer_object);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), p_OffsetInVBO(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), p_OffsetInVBO(2 * sizeof(float)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, n_index_buffer_object);
}
glBindVertexArray(0);
DRAW
glBindVertexArray(n_vertex_array_object);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, p_OffsetInVBO(0));
glBindVertexArray(0);
My result looks like this:
instead of square with just one color intensity I got this mess. It seems like texture is too small and does not fit square. What size texture should be? And how do I found out? Am I creating texture the right way?
With dimensions 128x128:

With 64x64 I got this column, this is what I want, but why isnt it covering whole square?

This is in OpenGL 3.3 on my computer.
Could you help me?
EDIT:
When I replace my texture creation code with example from Addison Wesley OpenGL Programming Guide it works great, why not my code does not?
GLuint n_tex_surface;
GLubyte checkImage[dataheight][datawidth][4];
int i, j, c;
for (i = 0; i < dataheight; i++) {
for (j = 0; j < datawidth; j++) {
c = (((i&0x8)==0)^((j&0x8))==0)*255;
checkImage[i][j][0] = (GLubyte) c;
checkImage[i][j][1] = (GLubyte) c;
checkImage[i][j][2] = (GLubyte) c;
checkImage[i][j][3] = (GLubyte) 255;
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &n_tex_surface);
glBindTexture(GL_TEXTURE_2D, n_tex_surface);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, datawidth,
dataheight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
checkImage);
Edit: vertex shader
#version 330
in vec2 v_tex;
in vec3 v_pos;
uniform mat4 t_modelview_projection_matrix;
out vec2 v_texcoord;
void main()
{
gl_Position = t_modelview_projection_matrix * vec4(v_pos, 1.0);
v_texcoord = v_tex;
}
fragment shader
#version 330
in vec2 v_texcoord;
out vec4 color;
uniform sampler2D n_box_tex;
void main()
{
frag_color = texture2D(n_box_tex, v_texcoord).r * vec4(0.4, 1.0, 0.8, 1.0);
}
You are only allocating enough storage for 1/4 of your texture.
You need to use float data[16][16][4] and then assign each component of the texture a value of 0.5f:
int width, height;
width = 16;
height = 16;
float data[16][16][4];
for(int i = 0; i < width; i++){
for(int j = 0; j < height; j++){
data[i][j][0] = 0.5f;
data[i][j][1] = 0.5f;
data[i][j][2] = 0.5f;
data[i][j][3] = 0.5f;
}
}
You are actually lucky that doing what you originally tried did not crash your software. You are/were forcing GL to overrun your allocated storage when it reads the texture image data.
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