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.. _texture-format-label:
Texture Format
==============
.. py:currentmodule:: moderngl
Description
-----------
The format of a texture can be described by the ``dtype`` parameter
during texture creation. For example the :py:meth:`moderngl.Context.texture`.
The default ``dtype`` is ``f1``. Each component is an unsigned byte (0-255)
that is normalized when read in a shader into a value from 0.0 to 1.0.
The formats are based on the string formats used in numpy.
Some quick example of texture creation::
# RGBA (4 component) f1 texture
texture = ctx.texture((100, 100), 4) # dtype f1 is default
# R (1 component) f4 texture (32 bit float)
texture = ctx.texture((100, 100), 1, dype="f4")
# RG (2 component) u2 texture (16 bit unsigned integer)
texture = ctx.texture((100, 100), 2, dtype="u2")
Texture contents can be passed in using the ``data`` parameter during
creation or by using the ``write()`` method. The object passed in
``data`` can be bytes or any object supporting the buffer protocol.
When writing data to texture the data type can be derived from
the internal format in the tables below. ``f1`` textures takes
unsigned bytes (``u1`` or ``numpy.uint8`` in numpy) while
``f2`` textures takes 16 bit floats (``f2`` or ``numpy.float16`` in numpy).
Float Textures
--------------
``f1`` textures are just unsigned bytes (8 bits per component) (``GL_UNSIGNED_BYTE``)
The ``f1`` texture is the most commonly used textures in OpenGL
and is currently the default. Each component takes 1 byte (4 bytes for RGBA).
This is not really a "real" float format, but a shader will read
normalized values from these textures. ``0-255`` (byte range) is read
as a value from ``0.0`` to ``1.0`` in shaders.
In shaders the sampler type should be ``sampler2D``, ``sampler2DArray``
``sampler3D``, ``samplerCube`` etc.
+----------+---------------+---------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+===============+===================+
| f1 | 1 | GL_RED | GL_R8 |
+----------+---------------+---------------+-------------------+
| f1 | 2 | GL_RG | GL_RG8 |
+----------+---------------+---------------+-------------------+
| f1 | 3 | GL_RGB | GL_RGB8 |
+----------+---------------+---------------+-------------------+
| f1 | 4 | GL_RGBA | GL_RGBA8 |
+----------+---------------+---------------+-------------------+
``f2`` textures stores 16 bit float values (``GL_HALF_FLOAT``).
+----------+---------------+---------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+===============+===================+
| f2 | 1 | GL_RED | GL_R16F |
+----------+---------------+---------------+-------------------+
| f2 | 2 | GL_RG | GL_RG16F |
+----------+---------------+---------------+-------------------+
| f2 | 3 | GL_RGB | GL_RGB16F |
+----------+---------------+---------------+-------------------+
| f2 | 4 | GL_RGBA | GL_RGBA16F |
+----------+---------------+---------------+-------------------+
``f4`` textures store 32 bit float values. (``GL_FLOAT``)
Note that some drivers do not like 3 components because of alignment.
+----------+---------------+---------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+===============+===================+
| f4 | 1 | GL_RED | GL_R32F |
+----------+---------------+---------------+-------------------+
| f4 | 2 | GL_RG | GL_RG32F |
+----------+---------------+---------------+-------------------+
| f4 | 3 | GL_RGB | GL_RGB32F |
+----------+---------------+---------------+-------------------+
| f4 | 4 | GL_RGBA | GL_RGBA32F |
+----------+---------------+---------------+-------------------+
Integer Textures
----------------
Integer textures come in a signed and unsigned version. The advantage
with integer textures is that shader can read the raw integer values
from them using for example ``usampler*`` (unsigned) or ``isampler*``
(signed).
Integer textures do not support ``LINEAR`` filtering (only ``NEAREST``).
Unsigned
~~~~~~~~
``u1`` textures store unsigned byte values (``GL_UNSIGNED_BYTE``).
In shaders the sampler type should be ``usampler2D``, ``usampler2DArray``
``usampler3D``, ``usamplerCube`` etc.
+----------+---------------+-----------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+=================+===================+
| u1 | 1 | GL_RED_INTEGER | GL_R8UI |
+----------+---------------+-----------------+-------------------+
| u1 | 2 | GL_RG_INTEGER | GL_RG8UI |
+----------+---------------+-----------------+-------------------+
| u1 | 3 | GL_RGB_INTEGER | GL_RGB8UI |
+----------+---------------+-----------------+-------------------+
| u1 | 4 | GL_RGBA_INTEGER | GL_RGBA8UI |
+----------+---------------+-----------------+-------------------+
``u2`` textures store 16 bit unsigned integers (``GL_UNSIGNED_SHORT``).
+----------+---------------+-----------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+=================+===================+
| u2 | 1 | GL_RED_INTEGER | GL_R16UI |
+----------+---------------+-----------------+-------------------+
| u2 | 2 | GL_RG_INTEGER | GL_RG16UI |
+----------+---------------+-----------------+-------------------+
| u2 | 3 | GL_RGB_INTEGER | GL_RGB16UI |
+----------+---------------+-----------------+-------------------+
| u2 | 4 | GL_RGBA_INTEGER | GL_RGBA16UI |
+----------+---------------+-----------------+-------------------+
``u4`` textures store 32 bit unsigned integers (``GL_UNSIGNED_INT``)
+----------+---------------+-----------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+=================+===================+
| u4 | 1 | GL_RED_INTEGER | GL_R32UI |
+----------+---------------+-----------------+-------------------+
| u4 | 2 | GL_RG_INTEGER | GL_RG32UI |
+----------+---------------+-----------------+-------------------+
| u4 | 3 | GL_RGB_INTEGER | GL_RGB32UI |
+----------+---------------+-----------------+-------------------+
| u4 | 4 | GL_RGBA_INTEGER | GL_RGBA32UI |
+----------+---------------+-----------------+-------------------+
Signed
~~~~~~
``i1`` textures store signed byte values (``GL_BYTE``).
In shaders the sampler type should be ``isampler2D``, ``isampler2DArray``
``isampler3D``, ``isamplerCube`` etc.
+----------+---------------+-----------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+=================+===================+
| i1 | 1 | GL_RED_INTEGER | GL_R8I |
+----------+---------------+-----------------+-------------------+
| i1 | 2 | GL_RG_INTEGER | GL_RG8I |
+----------+---------------+-----------------+-------------------+
| i1 | 3 | GL_RGB_INTEGER | GL_RGB8I |
+----------+---------------+-----------------+-------------------+
| i1 | 4 | GL_RGBA_INTEGER | GL_RGBA8I |
+----------+---------------+-----------------+-------------------+
``i2`` textures store 16 bit integers (``GL_SHORT``).
+----------+---------------+-----------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+=================+===================+
| i2 | 1 | GL_RED_INTEGER | GL_R16I |
+----------+---------------+-----------------+-------------------+
| i2 | 2 | GL_RG_INTEGER | GL_RG16I |
+----------+---------------+-----------------+-------------------+
| i2 | 3 | GL_RGB_INTEGER | GL_RGB16I |
+----------+---------------+-----------------+-------------------+
| i2 | 4 | GL_RGBA_INTEGER | GL_RGBA16I |
+----------+---------------+-----------------+-------------------+
``i4`` textures store 32 bit integers (``GL_INT``)
+----------+---------------+-----------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+=================+===================+
| i4 | 1 | GL_RED_INTEGER | GL_R32I |
+----------+---------------+-----------------+-------------------+
| i4 | 2 | GL_RG_INTEGER | GL_RG32I |
+----------+---------------+-----------------+-------------------+
| i4 | 3 | GL_RGB_INTEGER | GL_RGB32I |
+----------+---------------+-----------------+-------------------+
| i4 | 4 | GL_RGBA_INTEGER | GL_RGBA32I |
+----------+---------------+-----------------+-------------------+
Normalized Integer Textures
---------------------------
Normalized integers are integer texture, but texel reads in a shader
returns normalized values (``[0.0, 1.0]``). For example an unsigned 16
bit fragment with the value ``2**16-1`` will be read as ``1.0``.
Normalized integer textures should use the `sampler2D` sampler
type. Also note that there's no standard for normalized 32 bit
integer textures because a float32 doesn't have enough precision
to express a 32 bit integer as a number between 0.0 and 1.0.
Unsigned
~~~~~~~~
``nu1`` textures is really the same as an ``f1``. Each component
is a ``GL_UNSIGNED_BYTE``, but are read by the shader in normalized
form ``[0.0, 1.0]``.
+----------+---------------+-----------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+=================+===================+
| nu1 | 1 | GL_RED | GL_R8 |
+----------+---------------+-----------------+-------------------+
| nu1 | 2 | GL_RG | GL_RG8 |
+----------+---------------+-----------------+-------------------+
| nu1 | 3 | GL_RGB | GL_RGB8 |
+----------+---------------+-----------------+-------------------+
| nu1 | 4 | GL_RGBA | GL_RGBA8 |
+----------+---------------+-----------------+-------------------+
``nu2`` textures store 16 bit unsigned integers (``GL_UNSIGNED_SHORT``).
The value range ``[0, 2**16-1]`` will be normalized into ``[0.0, 1.0]``.
+----------+---------------+-----------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+=================+===================+
| nu2 | 1 | GL_RED | GL_R16 |
+----------+---------------+-----------------+-------------------+
| nu2 | 2 | GL_RG | GL_RG16 |
+----------+---------------+-----------------+-------------------+
| nu2 | 3 | GL_RGB | GL_RGB16 |
+----------+---------------+-----------------+-------------------+
| nu2 | 4 | GL_RGBA | GL_RGBA16 |
+----------+---------------+-----------------+-------------------+
Signed
~~~~~~
``ni1`` textures store 8 bit signed integers (``GL_BYTE``).
The value range ``[0, 127]`` will be normalized into ``[0.0, 1.0]``.
Negative values will be clamped.
+----------+---------------+-----------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+=================+===================+
| ni1 | 1 | GL_RED | GL_R8 |
+----------+---------------+-----------------+-------------------+
| ni1 | 2 | GL_RG | GL_RG8 |
+----------+---------------+-----------------+-------------------+
| ni1 | 3 | GL_RGB | GL_RGB8 |
+----------+---------------+-----------------+-------------------+
| ni1 | 4 | GL_RGBA | GL_RGBA8 |
+----------+---------------+-----------------+-------------------+
``ni2`` textures store 16 bit signed integers (``GL_SHORT``).
The value range ``[0, 2**15-1]`` will be normalized into ``[0.0, 1.0]``.
Negative values will be clamped.
+----------+---------------+-----------------+-------------------+
| **dtype**| *Components* | *Base Format* | *Internal Format* |
+==========+===============+=================+===================+
| ni2 | 1 | GL_RED | GL_R16 |
+----------+---------------+-----------------+-------------------+
| ni2 | 2 | GL_RG | GL_RG16 |
+----------+---------------+-----------------+-------------------+
| ni2 | 3 | GL_RGB | GL_RGB16 |
+----------+---------------+-----------------+-------------------+
| ni2 | 4 | GL_RGBA | GL_RGBA16 |
+----------+---------------+-----------------+-------------------+
Overriding internalformat
-------------------------
:py:meth:`Context.texture` supports overriding the internalformat
of the texture. This is only necessary when needing a different
internal formats from the tables above. This can for
example be ``GL_SRGB8 = 0x8C41`` or some compressed format.
You may also need to look up in :py:attr:`Context.extensions`
to ensure the context supports internalformat you are using.
We do not provide the enum values for these alternative internalformats.
They can be looked up in the registry : https://raw.githubusercontent.com/KhronosGroup/OpenGL-Registry/master/xml/gl.xml
Example::
texture = ctx.texture(image.size, 3, data=srbg_data, internal_format=GL_SRGB8)
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