I'm having a problem with the depth buffer. I want to put into a texture. But it doesn't seem to work.
So, here's the piece of code I execute after rendering the objects:
glGenTextures(1, (GLuint*)&_depthTexture);
glBindTexture(GL_TEXTURE_2D, _depthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
const pair<int, int> &img_size = getImageSize();
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, img_size.first, img_size.second, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, img_size.first, img_size.second);
glClear( GL_DEPTH_BUFFER_BIT );
The thing is (I'm with OpenGL 3.2+), the image for rendering has different size. Most of the time, it won't be a 2^i by 2^j for the size. So, is that a problem ?
Also, the other part of the problem might be in the fragment shader after:
#version 140
uniform sampler2D depthTexture;
uniform ivec2 screenSize;
out vec4 outColor;
void main()
{
vec2 depthCoord = gl_FragCoord.xy / screenSize.xy;
float d = texture2D(depthTexture, depthCoord).x;
outColor = vec4(d, d, d, 1.0);
}
After that, when I render a second time some shapes, I want to use the previous depth (the texture depth buffer), to do some effects.
But seriously... can anyone just show me a piece of code where you can get the depth buffer into a texture? I don't care if it's rendering to the texture or if the texture is extracted after the rendering! As long as I have a texture with the depth value to do the second pass... that's what is important!