Converting between Unsigned int texture and normalised float (GL_RED_INTEGER to GL_RGB)

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What is the correct way to convert from unsigned int texture to a normalized float and back again?

As a test I am currently trying to render an unsigned int texture to a standard RGB context and the following is working but it doesn't feel right

Relevant Draw Code:

            ShaderPropertySetter.SetUniform(gl, "uTexture_us2", 0);
            ShaderPropertySetter.SetUniform(gl, "maxIntensity_u", MaxIntensity);
            ShaderPropertySetter.SetUniform(gl, "minIntensity_u", MinIntensity);
            ShaderPropertySetter.SetUniformMat4(gl, "uModelMatrix_m4", modelMatrix);

            canvas.Bind(gl);// this binds the vertex buffer

            gl.BindTexture(OpenGL.GL_TEXTURE_2D, texture);

            gl.DrawArrays(OpenGL.GL_QUADS, 0, 4);

Texture Creation

    public static void FillTextureDataWithUintBuffer(OpenGL gl, uint[] buffer, int width, int height)
    {

        unsafe
        {
            fixed (uint* dataprt = buffer)
            {
                IntPtr pixels = new IntPtr(dataprt);
                const int GL_R32UI = 0x8236; //GL_R32UI is not currently defined in SharpGL

                gl.TexImage2D(OpenGL.GL_TEXTURE_2D,
                    0,
                    GL_R32UI,
                    width,
                    height,
                    0,
                    OpenGL.GL_RED_INTEGER,
                    OpenGL.GL_UNSIGNED_INT,
                    pixels);
            }
        }
        OpenGLTesting.CheckForFailure(gl);
    }

Current GLSL Code

---UPDATED---- (fixed stupid errors that commenters kindly pointed out) #version 150 core

in vec2 pass_texCord;

uniform usampler2D uTexture_us2;
uniform uint maxIntensity_u;
uniform uint minIntensity_u;


float linearNormalize(float value, in float max, in float min)
{
    //normalized = (x-min(x))/(max(x)-min(x))
    return (value - min) / (max - min);
}
void main(void) 
{

    uvec4 value = texture(uTexture_us2, pass_texCord);
    float valuef = float(value.r);
    float max = float(maxIntensity_u);
    float min = float(minIntensity_u);

    float normalized = linearNormalize(valuef,max,min)  ;

    gl_FragColor = vec4(normalized,normalized,normalized,1);
} 

So I am not very happy with the current state of the GLSL code (especially as it doesn't work :p) because I am performing the float cast, which seems to defeat the point.

Reason:

I am working on a compositor where some of the textures are stored as single channel unsigned int and others are stored in triple channel float, when one gets blended with another, I want to convert the "blendee"

Note: I am using SharpGL

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