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如何使用 Haskell、OpenGL 和 JuicyPixels 库加载纹理?

我可以做到这一点:

loadImage :: IO ()
loadImage = do image <- readPng "data/Picture.png"
               case image of 
                 (Left s) -> do print s
                                exitWith (ExitFailure 1)
                 (Right d) -> do case (ImageRGBA i) -> do etc...

如何将其转换为 TextureObject?我想我需要在 Vector Word8 和 PixelData 之间进行转换(以便 OpenGL 识别)

4

1 回答 1

7

您使用该texImage2D功能。你会像这样调用它:

import Data.Vector.Storable (unsafeWith)

import Graphics.Rendering.OpenGL.GL.Texturing.Specification (texImage2D, Level, Border, TextureSize2D(..))
import Graphics.Rendering.OpenGL.GL.PixelRectangles.ColorTable (Proxy(..), PixelInternalFormat(..))
import Graphics.Rendering.OpenGL.GL.PixelRectangles.Rasterization (PixelData(..))

-- ...

(ImageRGBA8 (Image width height dat)) ->
  -- Access the data vector pointer
  unsafeWith dat $ \ptr ->
    -- Generate the texture
    texImage2D
      -- No cube map
      Nothing
      -- No proxy
      NoProxy
      -- No mipmaps
      0
      -- Internal storage format: use R8G8B8A8 as internal storage
      RGBA8
      -- Size of the image
      (TextureSize2D width height)
      -- No borders
      0
      -- The pixel data: the vector contains Bytes, in RGBA order
      (PixelData RGBA UnsignedByte ptr)

请注意,Juicy 并不总是返回 RGBA 图像。您必须处理每个不同的图像变体:

ImageY8, ImageYA8, ImageRGB8, ImageRGBA8, ImageYCrCb8

另外,在这个命令之前,你必须绑定一个纹理对象来存储纹理数据。

import Data.ObjectName (genObjectNames)
import Graphics.Rendering.OpenGL.GL.Texturing.Objects (textureBinding)
import Graphics.Rendering.OpenGL.GL.Texturing.Specification (TextureTarget(..))

-- ...

-- Generate 1 texture object
[texObject] <- genObjectNames 1

-- Make it the "currently bound 2D texture"
textureBinding Texture2D $= Just texObject

顺便说一句,其中许多导入是在您导入时自动添加的Graphics.Rendering.OpenGL;如果您不想要,您不必单独导入每个东西。

于 2012-05-06T12:06:41.737 回答