Reputation: 1915
Look at the following OpenGL function:
void glTexImage2D(GLenum target,
GLint level,
GLint internalFormat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const GLvoid * data);
I know the parameter format and type describe the format and type of the image data,but I don't understand the prameter internalFormat.How should I set its value in my application?
For example,I create a texture like this:
glTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE8,size,size,0,GL_LUMINANCE,GL_UNSIGNED_BYTE,buffer);
When I aceess the texture in it in my GLSL shader,it seems that the value that I get is between [0,1].WHy?Shouldn't it between [0,255]?
Part of My shader code is :
vec = EntryPoint + delta_dir * texture(noiseTex,EntryPoint.xy * 32).x;
Part of my C++ Code :
for (int i = 0;i < temp;++i)
{
buffer[i] = 255.0 * rand() / (float)RAND_MAX;
}
glGenTextures(1,&noiseTex);
glActiveTexture(GL_TEXTURE0 + activeTexUnit);
glBindTexture(GL_TEXTURE_2D,noiseTex);
glTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE8,size,size,
0,GL_LUMINANCE,GL_UNSIGNED_BYTE,buffer);
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_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
Upvotes: 4
Views: 9760
Reputation: 473322
The format
and type
parameters describe the data you are passing to OpenGL as part of a pixel transfer operation. The internalformat
describes the format of the texture. You're telling OpenGL that you're giving it takes that looks like X, and OpenGL is to store it in a texture where the data is Y. The internalformat
is "Y".
The GL_LUMINANCE8
internal format represents a normalized unsigned integer format. This means that the data is conceptually floating-point, but stored in a normalized integer form as a means of compression.
For that matter, the format
of GL_LUMINANCE
says that you're passing either floating-point data or normalized integer data (the type
says that it's normalized integer data). Of course, since there's no GL_LUMINANCE_INTEGER
(which is how you say that you're passing integer data, to be used with integer internal formats), you can't really use luminance data like this.
Use GL_RED_INTEGER
for the format and GL_R8UI
for the internal format if you really want 8-bit unsigned integers in your texture. Note that integer texture support requires OpenGL 3.x-class hardware.
That being said, you cannot use sampler2D
with an integer texture. If you are using a texture that uses an unsigned integer texture format, you must use usampler2D
.
Upvotes: 20
Reputation: 301
How the value is stored internally is not necessarily relevant to how you would access it in GLSL. Using normalised colour values (0-1) is much easier in practice. Is there some reason you want to manipulate pixel values in your pixel shaders in the range of (0-255)?
Upvotes: 1