将 uint8_t* 传递给 void* 参数函数时丢失数据?
Losing data when passing uint8_t* to void* parameter function?
我写这个函数是为了在 OpenGL 中生成纹理。它正确地生成了我想要的纹理,它是一个木箱。
// This works
bool GenerateTextureFromFile(const int32_t mipMapLevel)
{
int32_t width, height, channels;
uint8_t* data = stbi_load(mProps.mPath.c_str(), &width, &height, &channels, 0);
if (!data)
{
cout << "Failed to generate texture." << endl;
return false;
}
mProps.mWidth = width;
mProps.mHeight = height;
Bind();
glTexImage2D(GL_TEXTURE_2D,
mipMapLevel,
(uint32_t)mProps.mInternalFormat,
mProps.mWidth,
mProps.mHeight,
0,
(uint32_t)mProps.mImageFormat,
mProps.mDataType,
data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mProps.mWrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mProps.mWrapT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mProps.mFilterMin);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mProps.mFilterMax);
if (mipMapLevel)
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
return true;
}
我想将该功能包装到另一个函数中,但是当我这样做时,glTexImage2D 似乎无法生成正确的纹理。我得到的不是木箱,而是黑色纹理,表明纹理生成失败。当我从 uint8_t* 转换为 void* 时,我会丢失数据吗?最好的方法是什么?
// This fails to generate a texture
void SetDataNew(void* data, TextureProperties props, const int32_t mipMapLevel)
{
mProps = std::move(props);
Bind();
glTexImage2D(GL_TEXTURE_2D,
mipMapLevel,
(uint32_t)mProps.mInternalFormat,
mProps.mWidth,
mProps.mHeight,
0,
(uint32_t)mProps.mImageFormat,
mProps.mDataType,
data);
glTextureParameteri(mObjectID, GL_TEXTURE_MIN_FILTER, mProps.mFilterMin);
glTextureParameteri(mObjectID, GL_TEXTURE_MAG_FILTER, mProps.mFilterMax);
glTextureParameteri(mObjectID, GL_TEXTURE_WRAP_S, mProps.mWrapS);
glTextureParameteri(mObjectID, GL_TEXTURE_WRAP_T, mProps.mWrapT);
if (mipMapLevel)
glGenerateMipmap(GL_TEXTURE_2D);
}
bool GenerateTextureFromFile(const int32_t mipMapLevel)
{
int32_t width, height, channels;
uint8_t* data = stbi_load(mProps.mPath.c_str(), &width, &height, &channels, 0);
if (!data)
{
cout << "Failed to generate texture." << endl;
return false;
}
mProps.mWidth = width;
mProps.mHeight = height;
SetDataNew(data, mProps, mipMapLevel);
stbi_image_free(data);
return true;
}
这是我的 TextureProperties 结构:
struct TextureProperties
{
std::string mPath;
uint32_t mWidth = 1;
uint32_t mHeight = 1;
TextureFormat mInternalFormat = TextureFormat::RGBA;
TextureFormat mImageFormat = TextureFormat::RGBA;
uint32_t mDataType = GL_UNSIGNED_BYTE;
uint32_t mWrapS = GL_REPEAT;
uint32_t mWrapT = GL_REPEAT;
uint32_t mFilterMin = GL_LINEAR;
uint32_t mFilterMax = GL_LINEAR;
};
这里的问题刚刚意识到不小心把 objectID 而不是 GL_TEXTURE_2D
glTextureParameteri(mObjectID, GL_TEXTURE_MIN_FILTER, mProps.mFilterMin);
glTextureParameteri(mObjectID, GL_TEXTURE_MAG_FILTER, mProps.mFilterMax);
glTextureParameteri(mObjectID, GL_TEXTURE_WRAP_S, mProps.mWrapS);
glTextureParameteri(mObjectID, GL_TEXTURE_WRAP_T, mProps.mWrapT);
我写这个函数是为了在 OpenGL 中生成纹理。它正确地生成了我想要的纹理,它是一个木箱。
// This works
bool GenerateTextureFromFile(const int32_t mipMapLevel)
{
int32_t width, height, channels;
uint8_t* data = stbi_load(mProps.mPath.c_str(), &width, &height, &channels, 0);
if (!data)
{
cout << "Failed to generate texture." << endl;
return false;
}
mProps.mWidth = width;
mProps.mHeight = height;
Bind();
glTexImage2D(GL_TEXTURE_2D,
mipMapLevel,
(uint32_t)mProps.mInternalFormat,
mProps.mWidth,
mProps.mHeight,
0,
(uint32_t)mProps.mImageFormat,
mProps.mDataType,
data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mProps.mWrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mProps.mWrapT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mProps.mFilterMin);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mProps.mFilterMax);
if (mipMapLevel)
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
return true;
}
我想将该功能包装到另一个函数中,但是当我这样做时,glTexImage2D 似乎无法生成正确的纹理。我得到的不是木箱,而是黑色纹理,表明纹理生成失败。当我从 uint8_t* 转换为 void* 时,我会丢失数据吗?最好的方法是什么?
// This fails to generate a texture
void SetDataNew(void* data, TextureProperties props, const int32_t mipMapLevel)
{
mProps = std::move(props);
Bind();
glTexImage2D(GL_TEXTURE_2D,
mipMapLevel,
(uint32_t)mProps.mInternalFormat,
mProps.mWidth,
mProps.mHeight,
0,
(uint32_t)mProps.mImageFormat,
mProps.mDataType,
data);
glTextureParameteri(mObjectID, GL_TEXTURE_MIN_FILTER, mProps.mFilterMin);
glTextureParameteri(mObjectID, GL_TEXTURE_MAG_FILTER, mProps.mFilterMax);
glTextureParameteri(mObjectID, GL_TEXTURE_WRAP_S, mProps.mWrapS);
glTextureParameteri(mObjectID, GL_TEXTURE_WRAP_T, mProps.mWrapT);
if (mipMapLevel)
glGenerateMipmap(GL_TEXTURE_2D);
}
bool GenerateTextureFromFile(const int32_t mipMapLevel)
{
int32_t width, height, channels;
uint8_t* data = stbi_load(mProps.mPath.c_str(), &width, &height, &channels, 0);
if (!data)
{
cout << "Failed to generate texture." << endl;
return false;
}
mProps.mWidth = width;
mProps.mHeight = height;
SetDataNew(data, mProps, mipMapLevel);
stbi_image_free(data);
return true;
}
这是我的 TextureProperties 结构:
struct TextureProperties
{
std::string mPath;
uint32_t mWidth = 1;
uint32_t mHeight = 1;
TextureFormat mInternalFormat = TextureFormat::RGBA;
TextureFormat mImageFormat = TextureFormat::RGBA;
uint32_t mDataType = GL_UNSIGNED_BYTE;
uint32_t mWrapS = GL_REPEAT;
uint32_t mWrapT = GL_REPEAT;
uint32_t mFilterMin = GL_LINEAR;
uint32_t mFilterMax = GL_LINEAR;
};
这里的问题刚刚意识到不小心把 objectID 而不是 GL_TEXTURE_2D
glTextureParameteri(mObjectID, GL_TEXTURE_MIN_FILTER, mProps.mFilterMin);
glTextureParameteri(mObjectID, GL_TEXTURE_MAG_FILTER, mProps.mFilterMax);
glTextureParameteri(mObjectID, GL_TEXTURE_WRAP_S, mProps.mWrapS);
glTextureParameteri(mObjectID, GL_TEXTURE_WRAP_T, mProps.mWrapT);