I am trying to display a heatmap with OpenGL using shaders.
Here is my vertex shader:
# version 130
void main (void)
{
vec4 vertex = gl_Vertex;
gl_Position = gl_ModelViewProjectionMatrix * vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
And here is my fragment shader:
# version 130
uniform sampler2D heatmap;
uniform sampler1D colormap;
void main (void)
{
float temp = texture2D(heatmap, gl_TexCoord[1].st).r; // [0 - 50] degrees celcius
float r = temp/50.0f;
r = clamp(r, 0.0f, 1.0f);
gl_FragColor = texture1D(colormap, r);
}
Here is the code I call once to send the textures to GPU memory:
glGenTextures(2, textures);
GLenum errc = glGetError();
if (errc != GL_NO_ERROR)
{
const char* errmsg = (const char*)gluErrorString(errc);
std::cerr << errmsg;
}
...
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_1D);
glBindTexture(GL_TEXTURE_2D, textures[0]); // makes the texture with id texture active
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, 100, 100, 0, GL_RED, GL_FLOAT, &data[0]);
glBindTexture(GL_TEXTURE_1D, textures[1]); // makes the texture with id texture active
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage1D(GL_TEXTURE_1D, 0, 3, 256, 0, GL_RGB, GL_FLOAT, &rgb[0]);
Here data is a std::vector of 100x100 floats and rgb is a std::vector of 3x256 floats.
Here is my drawing code:
glBegin(GL_QUADS); // Draw A Quad
glTexCoord2f(0.0, 1.0);
glVertex3f(0.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(1.0, 1.0, 0.0)
glTexCoord2f(1.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glEnd();
Do I need to call glTexCoord1f() for each vertex? These values are not used.
I am using Qt and QGLWidget in particular.
I am not seing anything. What could be wrong?
Some observations: If instead set gl_FragColor = texture2D(heatmap, gl_TexCoord[1].st); inside the fragment shader I see the red component correctly.
In the code above glGenTextures fails, but I still can see the red component as described above. If I move this call to just before glBindTexture it does not fail, but then I do not see anything!?