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OpenGL load exr file

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I have a 1024*1024 EXR file. Now I want to put that in Gluint thingy so I can pass it on to my cg shader. But I have no idea how to actually get the exr data in the texture. This is what I have atm.
GLuint dataTexture1;
GLuint dataTexture2;
GLuint envMapTexture;

	Header header;
	Array<Rgba>	pixels;
	const Imf::Rgba *	_rawPixels;
	loadImage("0_175.exr", header, pixels);
	_rawPixels = pixels;
	cout<<"Image loaded" <<endl;

	float* data1 = (float*)malloc(48*sizeof(float));
	float* data2 = (float*)malloc(48*sizeof(float));

	//insert loop to read data from file
	for (int i=0; i<96; i++){
        data1 = i+1.0;

	glGenTextures(1, &dataTexture1);
	glGenTextures(2, &dataTexture2);
	glGenTextures(3, &envMapTexture);

	glBindTexture( GL_TEXTURE_2D, dataTexture1);
	glTexImage2D(GL_TEXTURE_2D,0,GL_RGB16F_ARB, 4, 4 ,0,GL_RGB16F_ARB,GL_FLOAT,data1);

	glBindTexture( GL_TEXTURE_2D, dataTexture2);
	glTexImage2D(GL_TEXTURE_2D,0,GL_RGB16F_ARB, 4, 4 ,0,GL_RGB16F_ARB,GL_FLOAT,data2);

	glBindTexture (GL_TEXTURE_2D, envMapTexture);
	glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA16F_ARB, 1024, 1024, 0, GL_RGBA, GL_FLOAT, _rawPixels);
The dataTexture stuff is not relevant here. I suppose I need to convert that _rawPixels 1D array to a 2D array? And I guess openGL can't put those RGBA structs in the texture?

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How is Rgba and Array<Rgba> defined ? As long as the data is continuously in memory, lets say:

struct Rgba {
float R,G,B,A;

struct Rgba pixels[1024*1024];

they yes, you can just pass the pointer to glTexImage2D.

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Well I think it is but it just won't work so I tried this

GLuint envMapTexture;

void initEnvData(){

Imf::Rgba * pixelBuffer;
Imf::RgbaInputFile in("0_175.exr");
Imath::Box2i win = in.dataWindow();

Imath::V2i dim(win.max.x - win.min.x + 1, win.max.y - win.min.y + 1);
pixelBuffer = new Imf::Rgba[dim.x * dim.y];

int dx = win.min.x;
int dy = win.min.y;

in.setFrameBuffer(pixelBuffer - dx - dy * dim.x, 1, dim.x);
in.readPixels(win.min.y, win.max.y);
}catch(Iex::BaseExc & e){
std::cerr << e.what() << std::endl;

cout<<"Image loaded" <<endl;

glGenTextures(1, &envMapTexture);

glBindTexture (GL_TEXTURE_2D, envMapTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, 1024, 1024, 0, GL_RGBA, GL_HALF_FLOAT_ARB, pixelBuffer);
cout << pixelBuffer[546].r << " "<< pixelBuffer[546].g << " "<< pixelBuffer[546].b << endl;


void setEnvmapParam(GLuint obj){
cgGLSetTextureParameter(cg_envmap, obj);
cout << "envmap loaded" << endl;

and then the shader

void FragmentProgram(
float4 position : TEXCOORD0,
float4 iPosition : TEXCOORD1,
float3 normal : TEXCOORD2,
float3 view : TEXCOORD3,
float3 reflect : TEXCOORD4,

out float4 color : COLOR,

uniform sampler2D envmap )

//Compute the angles based on the

float phiOut = atan2(view.y, view.x);
float thetaOut = acos(view.z/pow((pow(view.x,2)+pow(view.y,2)+pow(view.z,2)),1/2));

float2 coords = (0.5, 0.5);
float4 test = tex2D(envmap,coords);

if(test.x > 0){
color.x = 1;
color.y = 0;
color.z = 0;
if(test.y > 0 ){
color.x = 0;
color.y = 1;
color.z = 0;
if(test.z > 0 ){
color.x = 0;
color.y = 0;
color.z = 1;

so I did some tests on 'test', tried using it as the color. But it just gives 0 all the time. But in that pixelbuffer I do get the correct values. So or my texture doesn't get into the shader, or the data doesn't get into the texture.

If I test on test.z or y or x equal to 0 I get an object that flashes from green to blue which is completely weird cause it should be completely independent of how I turn the teapot.

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