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#Actuald0nuts

Posted 21 January 2013 - 04:36 PM

Opengl novice here so sorry ahead of time! Just hoping to get some questions answered about sampling textures. I was messing around with rendering a scene to textures so that they could be used later. I then wanted to make a shader to view a depth texture by linearizing the depth values and then just bliting it on screen using a single quad. I can see that everything is being drawn into the texture correctly through gDEBugger (debugger.png) but am having some trouble sampling it .

 

First, to render the texture I output a single quad covering the screen. Then in vertex shader I multiply by modelviewproj matrix and save the xy value. My understanding is this should perfectly match the screen coordinates but when I check these values I am only getting the top right corner (output.png). 

 

Second, I always seem to get values of 0 when sampling my texture. I can see in the debugger data view that (0,0) has a value of like ~.9997. However I sample it, I always seem to get 0s. It is a floating point texture with GL_DEPTH_ATTACHMENT.

 

Here's the fragment and vertex shader code (my graphics card doesn't have geometry shader):

 

 


ShadowVisualDataOutput ShadowVisualVertexMain(ShadowVisualDataInput vdi, uniform float4x4 modelViewProj) {
  ShadowVisualDataOutput ret;
  ret.projv = mul(modelViewProj, vdi.vertex); 
  ret.saved = mul(modelViewProj, vdi.vertex).xy;
  return ret;
}


ShadowVisualDataPixelOutput ShadowVisualFragmentMain(
	ShadowVisualDataOutput pdi, 
	uniform sampler2D depthTex,
	uniform float camNear, 
	uniform float camFar) {
		
	ShadowVisualDataPixelOutput ret;	
	if (pdi.saved.x < 0 || pdi.saved.x > 720) {
		ret.color = float4(0,0,1,1);
		return ret;
	}
	if (pdi.saved.y < 0 || pdi.saved.y > 480) {
		ret.color = float4(0,0,1,1);
		return ret;
	}	

	float2 lookup = float2(0, 0);
	float depth = tex2D(depthTex, lookup).x;
	if (depth == 0.0f) {
			ret.color = float4(0,0,0,0);
			return ret;
	}

	ret.color = float4(1,1,1,1);
	return ret;

}

 

 

Thanks for any help ahead of time smile.png


#3d0nuts

Posted 21 January 2013 - 11:54 AM

Opengl novice here so sorry ahead of time! Just hoping to get some questions answered about sampling textures. I was messing around with rendering a scene to textures so that they could be used later. I then wanted to make a shader view a depth texture by linearizing the depth values and then just bliting it on screen using a single quad. I can see that everything is being drawn into the texture correctly through gDEBugger (debugger.png) but am having some trouble sampling it .

 

First, to render the texture I output a single quad covering the screen. Then in vertex shader I multiply by modelviewproj matrix and save the xy value. My understanding is this should perfectly match the screen coordinates but when I check these values I am only getting the top right corner (output.png). 

 

Second, I always seem to get values of 0 when sampling my texture. I can see in the debugger data view that (0,0) has a value of like ~.9997. However I sample it, I always seem to get 0s. It is a floating point texture with GL_DEPTH_ATTACHMENT.

 

Here's the fragment and vertex shader code (my graphics card doesn't have geometry shader):

 

 


ShadowVisualDataOutput ShadowVisualVertexMain(ShadowVisualDataInput vdi, uniform float4x4 modelViewProj) {
  ShadowVisualDataOutput ret;
  ret.projv = mul(modelViewProj, vdi.vertex); 
  ret.saved = mul(modelViewProj, vdi.vertex).xy;
  return ret;
}


ShadowVisualDataPixelOutput ShadowVisualFragmentMain(
	ShadowVisualDataOutput pdi, 
	uniform sampler2D depthTex,
	uniform float camNear, 
	uniform float camFar) {
		
	ShadowVisualDataPixelOutput ret;	
	if (pdi.saved.x < 0 || pdi.saved.x > 720) {
		ret.color = float4(0,0,1,1);
		return ret;
	}
	if (pdi.saved.y < 0 || pdi.saved.y > 480) {
		ret.color = float4(0,0,1,1);
		return ret;
	}	

	float2 lookup = float2(0, 0);
	float depth = tex2D(depthTex, lookup).x;
	if (depth == 0.0f) {
			ret.color = float4(0,0,0,0);
			return ret;
	}

	ret.color = float4(1,1,1,1);
	return ret;

}

 

 

Thanks for any help ahead of time smile.png


#2d0nuts

Posted 21 January 2013 - 11:52 AM

Opengl novice here so sorry ahead of time! Just hoping to get some questions answered about sampling textures. I was messing around with rendering a scene to textures so that they could be used later. I then wanted to make a shader to linearize a depth texture on blit it on screen using a single quad. I can see that everything is being drawn into the texture correctly through gDEBugger (debugger.png) but am having some trouble sampling it .

 

First, to render the texture I output a single quad covering the screen. Then in vertex shader I multiply by modelviewproj matrix and save the xy value. My understanding is this should perfectly match the screen coordinates but when I check these values I am only getting the top right corner (output.png). 

 

Second, I always seem to get values of 0 when sampling my texture. I can see in the debugger data view that (0,0) has a value of like ~.9997. However I sample it, I always seem to get 0s. It is a floating point texture with GL_DEPTH_ATTACHMENT.

 

Here's the fragment and vertex shader code (my graphics card doesn't have geometry shader):

 

 


ShadowVisualDataOutput ShadowVisualVertexMain(ShadowVisualDataInput vdi, uniform float4x4 modelViewProj) {
  ShadowVisualDataOutput ret;
  ret.projv = mul(modelViewProj, vdi.vertex); 
  ret.saved = mul(modelViewProj, vdi.vertex).xy;
  return ret;
}


ShadowVisualDataPixelOutput ShadowVisualFragmentMain(
	ShadowVisualDataOutput pdi, 
	uniform sampler2D depthTex,
	uniform float camNear, 
	uniform float camFar) {
		
	ShadowVisualDataPixelOutput ret;	
	if (pdi.saved.x < 0 || pdi.saved.x > 720) {
		ret.color = float4(0,0,1,1);
		return ret;
	}
	if (pdi.saved.y < 0 || pdi.saved.y > 480) {
		ret.color = float4(0,0,1,1);
		return ret;
	}	

	float2 lookup = float2(0, 0);
	float depth = tex2D(depthTex, lookup).x;
	if (depth == 0.0f) {
			ret.color = float4(0,0,0,0);
			return ret;
	}

	ret.color = float4(1,1,1,1);
	return ret;

}

 

 

Thanks for any help ahead of time smile.png


#1d0nuts

Posted 21 January 2013 - 11:27 AM

Opengl novice here so sorry ahead of time! Just hoping to get some questions answered about using sampling textures. I was messing around with rendering a scene to textures so that they could be used later. I then wanted to make a shader to linearize a depth texture on blit it on screen using a single quad. I can see that everything is being drawn into the texture correctly through gDEBugger (debugger.png) but am having some trouble sampling it .

 

First, to render the texture I output a single quad covering the screen. Then in vertex shader I multiply by modelviewproj matrix and save the xy value. My understanding is this should perfectly match the screen coordinates but when I check these values I am only getting the top right corner (output.png). 

 

Second, I always seem to get values of 0 when sampling my texture. I can see in the debugger data view that (0,0) has a value of like ~.9997. However I sample it, I always seem to get 0s. It is a floating point texture with GL_DEPTH_ATTACHMENT.

 

Here's the fragment and vertex shader code (my graphics card doesn't have geometry shader):

 

 


ShadowVisualDataOutput ShadowVisualVertexMain(ShadowVisualDataInput vdi, uniform float4x4 modelViewProj) {
  ShadowVisualDataOutput ret;
  ret.projv = mul(modelViewProj, vdi.vertex); 
  ret.saved = mul(modelViewProj, vdi.vertex).xy;
  return ret;
}


ShadowVisualDataPixelOutput ShadowVisualFragmentMain(
	ShadowVisualDataOutput pdi, 
	uniform sampler2D depthTex,
	uniform float camNear, 
	uniform float camFar) {
		
	ShadowVisualDataPixelOutput ret;	
	if (pdi.saved.x < 0 || pdi.saved.x > 720) {
		ret.color = float4(0,0,1,1);
		return ret;
	}
	if (pdi.saved.y < 0 || pdi.saved.y > 480) {
		ret.color = float4(0,0,1,1);
		return ret;
	}	

	float2 lookup = float2(0, 0);
	float depth = tex2D(depthTex, lookup).x;
	if (depth == 0.0f) {
			ret.color = float4(0,0,0,0);
			return ret;
	}

	ret.color = float4(1,1,1,1);
	return ret;

}

 

 

Thanks for any help ahead of time :)

 


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