将 Rust 图像转换为 RGB 像素阵列并将其用作 OpenGL 纹理

converting rust image to rgb-pixel-array and using it as OpenGL texture

出于教育目的,我正在用 Rust 编写一个 openGl 包装器。但是,我在从图像文件 (jpg) 加载纹理时遇到问题。

我正在使用图像箱加载图像并将其转换为 ImageBuffer。 加载部分正常,我已经通过再次保存图像进行了检查,但是在转换过程中出现了错误。

如果我在调试器中查看缓冲区,数据数组中填充了 '\0' 个字符,最后还有一些 '\x10' 个字符。

这里是我加载图片的代码:

let img = image::open(file_path).unwrap();
        img.save("res/test.jpg").unwrap();
        let img = match img {
            image::DynamicImage::ImageRgb8(img) => img,
            x => x.to_rgb8()
        };
        let width = img.width();
        let height = img.height();

我将数据发送到 opengl 的代码:

 gl::TexImage2D(gl::TEXTURE_2D, 0, gl::RGB as i32, width as i32, height as i32, 0, gl::RGB, gl::UNSIGNED_BYTE, (&img as &[u8]).as_ptr() as *const c_void);

整个texture.rs文件:

extern  crate image;

use gl;

use std::{path, ffi::c_void};

#[derive(Debug)]
pub struct Texture {
    id: u32,
    location: gl::types::GLenum,
    path: path::PathBuf,
}

enum TextureError {
    FileNotFound(path::PathBuf),
    InvalidFileType(String)
}

impl Texture {
    pub fn new(file_path: &str, location: u32) -> Texture {
        let mut id = 0;

        let img = image::open(file_path).unwrap();
        img.save("res/test.jpg").unwrap();
        let img = match img {
            image::DynamicImage::ImageRgb8(img) => img,
            x => x.to_rgb8()
        };
        let width = img.width();
        let height = img.height();

        unsafe {
            gl::ActiveTexture(gl::TEXTURE0 + location);
            gl::GenTextures(1, &mut id);
            gl::BindTexture(gl::TEXTURE_2D, id);

            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::REPEAT as i32);
            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::REPEAT as i32);
            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR as i32);
            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);

            gl::TexImage2D(gl::TEXTURE_2D, 0, gl::RGB as i32, width as i32, height as i32, 0, gl::RGB, gl::UNSIGNED_BYTE, (&img as &[u8]).as_ptr() as *const c_void);
            gl::GenerateMipmap(gl::TEXTURE_2D);
        }
        Texture {
            id,
            location,
            path: path::PathBuf::from(file_path)
        }
    }
}

主程序文件:

如果我 运行 程序,我有时会得到一个黑色方块,有时会得到一个非常深的棕色方块。模块基础、着色器、window 等是我编写和测试的模块。 (他们按预期工作)

extern crate gl;
extern crate glfw;

#[macro_use]
extern crate lazy_static;

mod fundamental;
mod shader;
mod window;

use window::Window;

use crate::fundamental::{Buffer, VertexArray, VertexAttribPtr, Texture};

fn main() {
    //setup glfw
    let mut window = Window::new();

    //load OpenGL
    gl::load_with(|s| window.glfw_window.get_proc_address(s) as *const _);
    unsafe {
        gl::Viewport(0, 0, 300, 300);
    }

    let vertices: Vec<f32> = vec![
        -0.5, -0.5, 0.0, 0.0, 0.0,
         0.5, -0.5, 0.0, 1.0, 0.0,
        -0.5, 0.5, 0.0, 0.0, 1.0,
         0.5, 0.5, 0.0, 1.0, 1.0
    ];
    
    let indices: Vec<u32> = vec![0, 1, 2, 1, 2, 3];

    let vao = VertexArray::new();
    vao.bind();
    let vbo = Buffer::new(gl::STATIC_DRAW, gl::ARRAY_BUFFER);
    let ebo = Buffer::new(gl::STATIC_DRAW, gl::ELEMENT_ARRAY_BUFFER);
    vbo.set_data(&vertices);
    ebo.set_data(&indices);
    let _v_a_ptr0 = VertexAttribPtr::new(0, 3, gl::FLOAT, 5 * 4, 0);
    let _v_a_ptr1 = VertexAttribPtr::new(1, 2, gl::FLOAT, 5 * 4, 3);
    vao.unbind();

    let shader = shader::Shader::new("shaders/shader.vs", "shaders/shader.fs", None);

    let _texture_bonfire = Texture::new("res/bonfire.jpg", 0);

    //rendering loop
    println!("---Starting rendering loop---");
    while window.not_closed() {
        window.poll_events();
        unsafe {
            gl::ClearColor(0.2, 0.3, 0.3, 1.0);
            gl::Clear(gl::COLOR_BUFFER_BIT);
            let mut error = gl::GetError();
            while error != 0 {
                println!("{}", error);
                error = gl::GetError();
            }
            shader.bind();
            vao.bind();
            gl::DrawElements(
                gl::TRIANGLES,
                indices.len() as i32,
                gl::UNSIGNED_INT,
                std::ptr::null(),
            );
        }
        window.swap_buffers();
    }
}

顶点着色器:

#version 460 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 tex_coord;

out vec2 texture_cord;

void main()
{
    gl_Position = vec4(pos.x, pos.y, pos.z, 1.0);
    texture_cord = tex_coord;
}

片段着色器:

如果我取消注释,我会得到一个白色方块。

#version 460 core
out vec4 FragColor;

in vec2 texture_cord;

uniform sampler2D texture0;

void main()
{
    FragColor = texture(texture0, texture_cord);
    //FragColor = vec4(1.0);
}

绑定命名数组缓冲区对象时,glVertexAttribPointer 的最后一个参数被视为缓冲区对象数据存储中的 字节偏移量。因此纹理坐标的偏移量需要是12(4*3)而不是3:

let _v_a_ptr1 = VertexAttribPtr::new(1, 2, gl::FLOAT, 5 * 4, 3);

let _v_a_ptr1 = VertexAttribPtr::new(1, 2, gl::FLOAT, 5 * 4, 3 * 4);