https://github.com/glium/glium/blob/master/book/tuto-06-texture.md
텍스처는 비디오 메모리에 로드된 이미지
텍스처를 로드하려면 먼저 이미지를 저장하는 이미지 형식(예: PNG)을 디코딩해야하므로 이미지 라이브러리를 사용
Cargo.toml 파일의 dependencies부분에 image 라이브러리 추가
[dependencies]
image = "*"
main.rs에 image라이브러리 사용을 선언
extern crate image;
이미지를 로드하기 위해서는 image::load를 사용
use std::io::Cursor;
let image = image::load(Cursor::new(&include_bytes!("../tests/fixture/opengl.png")),
image::ImageFormat::Png).unwrap().to_rgba8();
let image_dimensions = image.dimensions();
let image = glium::texture::RawImage2d::from_raw_rgba_reversed(&image.into_raw(), image_dimensions);
let texture = glium::texture::SrgbTexture2d::new(&display, image).unwrap();
이미지를 gpu로 업로드 하기위해서 아래 코드를 사용
let texture = glium::texture::SrgbTexture2d::new(&display, image).unwrap();
OpenGL을 사용하여 모양 위에 텍스처를 자동으로 표시하는 방법은 없음
텍스처에서 색상 값을 수동으로 로드하고 프래그먼트 셰이더로 반환해야 함
vertex struct 변경 및 값 변경
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
tex_coords: [f32; 2], // <- this is new
}
implement_vertex!(Vertex, position, tex_coords); // don't forget to add `tex_coords` here
let vertex1 = Vertex { position: [-0.5, -0.5], tex_coords: [0.0, 0.0] };
let vertex2 = Vertex { position: [ 0.0, 0.5], tex_coords: [0.0, 1.0] };
let vertex3 = Vertex { position: [ 0.5, -0.25], tex_coords: [1.0, 0.0] };
let shape = vec![vertex1, vertex2, vertex3];
vertex shader 수정
#version 140
in vec2 position;
in vec2 tex_coords;
out vec2 v_tex_coords;
uniform mat4 matrix;
void main() {
v_tex_coords = tex_coords;
gl_Position = matrix * vec4(position, 0.0, 1.0);
}
fragment shader 수정
#version 140
in vec2 v_tex_coords;
out vec4 color;
uniform sampler2D tex;
void main() {
color = texture(tex, v_tex_coords);
}
전체 코드
#[macro_use]
extern crate glium;
extern crate image;
use std::io::Cursor;
fn main() {
#[allow(unused_imports)]
use glium::{glutin, Surface};
let mut event_loop = glutin::event_loop::EventLoop::new();
let wb = glutin::window::WindowBuilder::new();
let cb = glutin::ContextBuilder::new();
let display = glium::Display::new(wb, cb, &event_loop).unwrap();
let image = image::load(Cursor::new(&include_bytes!("opengl.png")), image::ImageFormat::Png).unwrap().to_rgba8();
let image_dimensions = image.dimensions();
let image = glium::texture::RawImage2d::from_raw_rgba_reversed(&image.into_raw(), image_dimensions);
let texture = glium::texture::SrgbTexture2d::new(&display, image).unwrap();
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
tex_coords: [f32; 2],
}
implement_vertex!(Vertex, position, tex_coords);
let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);
let vertex_shader_src = r#"
#version 140
in vec2 position;
in vec2 tex_coords;
out vec2 v_tex_coords;
uniform mat4 matrix;
void main() {
v_tex_coords = tex_coords;
gl_Position = matrix * vec4(position, 0.0, 1.0);
}
"#;
let fragment_shader_src = r#"
#version 140
in vec2 v_tex_coords;
out vec4 color;
uniform sampler2D tex;
void main() {
color = texture(tex, v_tex_coords);
}
"#;
let program =
glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None)
.unwrap();
let vertex1 = Vertex { position: [-0.5, -0.5 ], tex_coords: [0.0, 0.0] };
let vertex2 = Vertex { position: [ 0.0, 0.5 ], tex_coords: [0.0, 1.0] };
let vertex3 = Vertex { position: [ 0.5, -0.25], tex_coords: [1.0, 0.0] };
let shape = vec![vertex1, vertex2, vertex3];
let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
let mut t: f32 = -0.5;
event_loop.run(move |event, _, control_flow| {
match event {
glutin::event::Event::WindowEvent { event, .. } => match event {
glutin::event::WindowEvent::CloseRequested => {
*control_flow = glutin::event_loop::ControlFlow::Exit;
return;
}
_ => return,
},
glutin::event::Event::NewEvents(cause) => match cause {
glutin::event::StartCause::ResumeTimeReached { .. } => (),
glutin::event::StartCause::Init => (),
_ => return,
},
_ => return,
}
let next_frame_time =
std::time::Instant::now() + std::time::Duration::from_nanos(16_666_667);
*control_flow = glutin::event_loop::ControlFlow::WaitUntil(next_frame_time);
t += 0.002;
if t > 0.5 {
t = -0.5;
}
let uniforms = uniform! {
matrix: [
[ t.cos(), t.sin(), 0.0, 0.0],
[-t.sin(), t.cos(), 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0f32],
],
tex: &texture
};
let mut target = display.draw();
target.clear_color(0.3, 0.5, 0.7, 1.0);
target
.draw(
&vertex_buffer,
&indices,
&program,
&uniforms,
&Default::default(),
)
.unwrap();
target.finish().unwrap();
});
}