• Advertisement
Sign in to follow this  

OpenGL Sampling depth texture

This topic is 1821 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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

Edited by d0nuts

Share this post


Link to post
Share on other sites
Advertisement
Opengl novice here so sorry ahead of time!

We all start somewhere. smile.png
 

I am only getting the top right corner (output.png).

I don’t know what you mean by this being the only thing you are “getting”. This is the only region over which you are not drawing blue. See image.
[attachment=13331:output copy.png=copy.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.
Thanks for any help ahead of time smile.png

This is the only mystery part.
Try sampling the center of the texture first (0.5f, 0.5f).
Then sample multiple values and see if you can get anything from any part of the texture.




 

float2 lookup = float2( (pdi.saved.x - 720.0f) / 720.0f, (pdi.saved.y - 480.0f) / 480.0f );
float depth = tex2D(depthTex, lookup).x;
ret.color = float4(depth,depth,depth,1);
return ret;

 

 

L. Spiro

Share this post


Link to post
Share on other sites

Thanks for the response! smile.png

 

 

I don’t know what you mean by this being the only thing you are “getting”. This is the only region over which you are not drawing blue. See image.

 

 

I am rendering a single quad that should cover up the whole screen exactly. If I use a fragment shader that just outputs a single color, it fills the screen completely. But when I multiply the vertex coordinates by model view projection matrix, store them, and then check in the fragment shader if they are exactly the screen (0 < x < 720 and 0 < y < 480) only the top right half projects into this. I am misunderstanding something about the projection?

 

 

(0.5f, 0.5f) and (1.0f, 1.0f) also return 0. Maybe I am setting something up wrong:

 

// Creation

glGenTextures(1, &depthTexture);
glBindTexture(GL_TEXTURE_2D, depthTexture);	
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT , 0);	
glBindTexture(GL_TEXTURE_2D, 0);

...

// Attach to fbo
glGenFramebuffersEXT(1, &depthFramebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, depthFramebuffer);

glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);

 

checkStatus() <-- returns complete okay!

// Bind to fbo, render scene once, then switch back to default

 

glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, depthFramebuffer);

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

renderHWLoop();

glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

 

...

//switch to visualizing programs

//eventually these get called

 

fragmentDepthText = cgGetNamedParameter(fragmentProgram, "depthTex");

cgGLSetTextureParameter(fragmentDepthText, depthTexture);

 
Edited by d0nuts

Share this post


Link to post
Share on other sites

I misread your shader and I still don’t fully understand your explanation so I am being more harmful than helpful.

Let’s start over.  Your test case should be the simplest possible test case you can make, so don’t do all that branching, etc. in your shader.

Just add texture coordinates to your full-screen quad from 0 to one both ways and sample the texture using just that and nothing else.

 

 

L. Spiro

Share this post


Link to post
Share on other sites

Sorry for the confusion. Let me try rewording it. With the simplest shader just outputing a color, it fills the screen. But when I project the points by multiplying by the modelviewproj and check if they are within the bounds of the screen, only the top corner projects into this range. Am I misunderstanding something about projection?

 

And I tried this fragment shader with just pass-through texture coordinates and am still getting all black.

 

ShadowVisualDataPixelOutput ret;

float depth = tex2D(depthTex, pdi.texture).x;
if (depth == 0.0f) {
	ret.color = float4(0,0,0,0);
	return ret;
} else {
	ret.color = float4(depth, depth, depth, 1);
	return ret;
}
Edited by d0nuts

Share this post


Link to post
Share on other sites
Found it! Apparently there is something called cgEnableTextureParameter(). I don't understand why you would set a texture parameter but not have it enabled :/

But my question about the projection still stands! Edited by d0nuts

Share this post


Link to post
Share on other sites

Why do you check if they are in the bounds of the screen?  Just output a solid color if you want to see where the points really land when you apply the projection.

Adding checks just increases the potential for mistakes.

 

 

L. Spiro

Share this post


Link to post
Share on other sites

After projection, the "screen coordinates" are known as normalized device coordinates (or NDC). NDC's x/y axis have a range from -1 to +1, not 0 to width/height.

 

For your texcoord, you probably want to use pdi.saved.xy*0.5+0.5.

Edited by Hodgman

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By Balma Alparisi
      i got error 1282 in my code.
      sf::ContextSettings settings; settings.majorVersion = 4; settings.minorVersion = 5; settings.attributeFlags = settings.Core; sf::Window window; window.create(sf::VideoMode(1600, 900), "Texture Unit Rectangle", sf::Style::Close, settings); window.setActive(true); window.setVerticalSyncEnabled(true); glewInit(); GLuint shaderProgram = createShaderProgram("FX/Rectangle.vss", "FX/Rectangle.fss"); float vertex[] = { -0.5f,0.5f,0.0f, 0.0f,0.0f, -0.5f,-0.5f,0.0f, 0.0f,1.0f, 0.5f,0.5f,0.0f, 1.0f,0.0f, 0.5,-0.5f,0.0f, 1.0f,1.0f, }; GLuint indices[] = { 0,1,2, 1,2,3, }; GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW); GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glEnableVertexAttribArray(1); GLuint texture[2]; glGenTextures(2, texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageOne = new sf::Image; bool isImageOneLoaded = imageOne->loadFromFile("Texture/container.jpg"); if (isImageOneLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageOne->getSize().x, imageOne->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageOne->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageOne; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageTwo = new sf::Image; bool isImageTwoLoaded = imageTwo->loadFromFile("Texture/awesomeface.png"); if (isImageTwoLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageTwo->getSize().x, imageTwo->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageTwo->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageTwo; glUniform1i(glGetUniformLocation(shaderProgram, "inTextureOne"), 0); glUniform1i(glGetUniformLocation(shaderProgram, "inTextureTwo"), 1); GLenum error = glGetError(); std::cout << error << std::endl; sf::Event event; bool isRunning = true; while (isRunning) { while (window.pollEvent(event)) { if (event.type == event.Closed) { isRunning = false; } } glClear(GL_COLOR_BUFFER_BIT); if (isImageOneLoaded && isImageTwoLoaded) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glUseProgram(shaderProgram); } glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); glBindVertexArray(0); window.display(); } glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); glDeleteBuffers(1, &ebo); glDeleteProgram(shaderProgram); glDeleteTextures(2,texture); return 0; } and this is the vertex shader
      #version 450 core layout(location=0) in vec3 inPos; layout(location=1) in vec2 inTexCoord; out vec2 TexCoord; void main() { gl_Position=vec4(inPos,1.0); TexCoord=inTexCoord; } and the fragment shader
      #version 450 core in vec2 TexCoord; uniform sampler2D inTextureOne; uniform sampler2D inTextureTwo; out vec4 FragmentColor; void main() { FragmentColor=mix(texture(inTextureOne,TexCoord),texture(inTextureTwo,TexCoord),0.2); } I was expecting awesomeface.png on top of container.jpg

    • By khawk
      We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
      Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.

      View full story
    • By TheChubu
      The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders.
      SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.
      OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification:
      GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions:
      GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“
      The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang.
      Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named:
      GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php
      Industry Support for OpenGL 4.6
      “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA.
      "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.

      View full story
    • By _OskaR
      Hi,
      I have an OpenGL application but without possibility to wite own shaders.
      I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
    • By xhcao
      Does sync be needed to read texture content after access texture image in compute shader?
      My simple code is as below,
      glUseProgram(program.get());
      glBindImageTexture(0, texture[0], 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
      glBindImageTexture(1, texture[1], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
      glDispatchCompute(1, 1, 1);
      // Does sync be needed here?
      glUseProgram(0);
      glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
      glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                     GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
      glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
       
      Compute shader is very simple, imageLoad content from texture[0], and imageStore content to texture[1]. Does need to sync after dispatchCompute?
  • Advertisement