pub enum ImageSampler {
Default,
Descriptor(ImageSamplerDescriptor),
}
Expand description
Used in Image
, this determines what image sampler to use when rendering. The default setting,
ImageSampler::Default
, will read the sampler from the ImagePlugin
at setup.
Setting this to ImageSampler::Descriptor
will override the global default descriptor for this Image
.
Variants§
Default
Default image sampler, derived from the ImagePlugin
setup.
Descriptor(ImageSamplerDescriptor)
Custom sampler for this image which will override global default.
Implementations§
Source§impl ImageSampler
impl ImageSampler
Sourcepub fn linear() -> ImageSampler
pub fn linear() -> ImageSampler
Returns an image sampler with ImageFilterMode::Linear
min and mag filters
Examples found in repository?
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fn setup(
mut commands: Commands,
rpg_sprite_handles: Res<RpgSpriteFolder>,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
loaded_folders: Res<Assets<LoadedFolder>>,
mut textures: ResMut<Assets<Image>>,
) {
let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap();
// create texture atlases with different padding and sampling
let (texture_atlas_linear, linear_sources, linear_texture) = create_texture_atlas(
loaded_folder,
None,
Some(ImageSampler::linear()),
&mut textures,
);
let atlas_linear_handle = texture_atlases.add(texture_atlas_linear);
let (texture_atlas_nearest, nearest_sources, nearest_texture) = create_texture_atlas(
loaded_folder,
None,
Some(ImageSampler::nearest()),
&mut textures,
);
let atlas_nearest_handle = texture_atlases.add(texture_atlas_nearest);
let (texture_atlas_linear_padded, linear_padded_sources, linear_padded_texture) =
create_texture_atlas(
loaded_folder,
Some(UVec2::new(6, 6)),
Some(ImageSampler::linear()),
&mut textures,
);
let atlas_linear_padded_handle = texture_atlases.add(texture_atlas_linear_padded.clone());
let (texture_atlas_nearest_padded, nearest_padded_sources, nearest_padded_texture) =
create_texture_atlas(
loaded_folder,
Some(UVec2::new(6, 6)),
Some(ImageSampler::nearest()),
&mut textures,
);
let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded);
// setup 2d scene
commands.spawn(Camera2d);
// padded textures are to the right, unpadded to the left
// draw unpadded texture atlas
commands.spawn((
Sprite::from_image(linear_texture.clone()),
Transform {
translation: Vec3::new(-250.0, -130.0, 0.0),
scale: Vec3::splat(0.8),
..default()
},
));
// draw padded texture atlas
commands.spawn((
Sprite::from_image(linear_padded_texture.clone()),
Transform {
translation: Vec3::new(250.0, -130.0, 0.0),
scale: Vec3::splat(0.8),
..default()
},
));
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
// padding label text style
let text_style: TextFont = TextFont {
font: font.clone(),
font_size: 42.0,
..default()
};
// labels to indicate padding
// No padding
create_label(
&mut commands,
(-250.0, 330.0, 0.0),
"No padding",
text_style.clone(),
);
// Padding
create_label(&mut commands, (250.0, 330.0, 0.0), "Padding", text_style);
// get handle to a sprite to render
let vendor_handle: Handle<Image> = asset_server
.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
.unwrap();
// configuration array to render sprites through iteration
let configurations: [(
&str,
Handle<TextureAtlasLayout>,
TextureAtlasSources,
Handle<Image>,
f32,
); 4] = [
(
"Linear",
atlas_linear_handle,
linear_sources,
linear_texture,
-350.0,
),
(
"Nearest",
atlas_nearest_handle,
nearest_sources,
nearest_texture,
-150.0,
),
(
"Linear",
atlas_linear_padded_handle,
linear_padded_sources,
linear_padded_texture,
150.0,
),
(
"Nearest",
atlas_nearest_padded_handle,
nearest_padded_sources,
nearest_padded_texture,
350.0,
),
];
// label text style
let sampling_label_style = TextFont {
font,
font_size: 25.0,
..default()
};
let base_y = 170.0; // y position of the sprites
for (sampling, atlas_handle, atlas_sources, atlas_texture, x) in configurations {
// render a sprite from the texture_atlas
create_sprite_from_atlas(
&mut commands,
(x, base_y, 0.0),
atlas_texture,
atlas_sources,
atlas_handle,
&vendor_handle,
);
// render a label to indicate the sampling setting
create_label(
&mut commands,
(x, base_y + 110.0, 0.0), // offset to y position of the sprite
sampling,
sampling_label_style.clone(),
);
}
}
Sourcepub fn nearest() -> ImageSampler
pub fn nearest() -> ImageSampler
Returns an image sampler with ImageFilterMode::Nearest
min and mag filters
Examples found in repository?
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let image = asset_server.load_with_settings(
"textures/fantasy_ui_borders/numbered_slices.png",
|settings: &mut ImageLoaderSettings| {
// Need to use nearest filtering to avoid bleeding between the slices with tiling
settings.sampler = ImageSampler::nearest();
},
);
let slicer = TextureSlicer {
// `numbered_slices.png` is 48 pixels square. `BorderRect::square(16.)` insets the slicing line from each edge by 16 pixels, resulting in nine slices that are each 16 pixels square.
border: BorderRect::square(16.),
// With `SliceScaleMode::Tile` the side and center slices are tiled to fill the side and center sections of the target.
// And with a `stretch_value` of `1.` the tiles will have the same size as the corresponding slices in the source image.
center_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
..default()
};
// ui camera
commands.spawn(Camera2d);
commands
.spawn(Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::Center,
align_content: AlignContent::Center,
flex_wrap: FlexWrap::Wrap,
column_gap: Val::Px(10.),
row_gap: Val::Px(10.),
..default()
})
.with_children(|parent| {
for [columns, rows] in [[3., 3.], [4., 4.], [5., 4.], [4., 5.], [5., 5.]] {
for (flip_x, flip_y) in [(false, false), (false, true), (true, false), (true, true)]
{
parent.spawn((
ImageNode {
image: image.clone(),
flip_x,
flip_y,
image_mode: NodeImageMode::Sliced(slicer.clone()),
..default()
},
Node {
width: Val::Px(16. * columns),
height: Val::Px(16. * rows),
..default()
},
));
}
}
});
}
More examples
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Without any .meta file specifying settings, the default sampler [ImagePlugin::default()] is used for loading images.
// If you are using a very small image and rendering it larger like seen here, the default linear filtering will result in a blurry image.
// Useful note: The default sampler specified by the ImagePlugin is *not* the same as the default implementation of sampler. This is why
// everything uses linear by default but if you look at the default of sampler, it uses nearest.
commands.spawn((
Sprite {
image: asset_server.load("bevy_pixel_dark.png"),
custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
..Default::default()
},
Transform::from_xyz(-100.0, 0.0, 0.0),
));
// When a .meta file is added with the same name as the asset and a '.meta' extension
// you can (and must) specify all fields of the asset loader's settings for that
// particular asset, in this case [ImageLoaderSettings]. Take a look at
// examples/asset/files/bevy_pixel_dark_with_meta.png.meta
// for the format and you'll notice, the only non-default option is setting Nearest
// filtering. This tends to work much better for pixel art assets.
// A good reference when filling this out is to check out [ImageLoaderSettings::default()]
// and follow to the default implementation of each fields type.
// https://docs.rs/bevy/latest/bevy/render/texture/struct.ImageLoaderSettings.html#
commands.spawn((
Sprite {
image: asset_server.load("bevy_pixel_dark_with_meta.png"),
custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
..Default::default()
},
Transform::from_xyz(100.0, 0.0, 0.0),
));
// Another option is to use the AssetServers load_with_settings function.
// With this you can specify the same settings upon loading your asset with a
// couple of differences. A big one is that you aren't required to set *every*
// setting, just modify the ones that you need. It works by passing in a function
// (in this case an anonymous closure) that takes a reference to the settings type
// that is then modified in the function.
// Do note that if you want to load the same asset with different settings, the
// settings changes from any loads after the first of the same asset will be ignored.
// This is why this one loads a differently named copy of the asset instead of using
// same one as without a .meta file.
commands.spawn((
Sprite {
image: asset_server.load_with_settings(
"bevy_pixel_dark_with_settings.png",
|settings: &mut ImageLoaderSettings| {
settings.sampler = ImageSampler::nearest();
},
),
custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
..Default::default()
},
Transform::from_xyz(0.0, 150.0, 0.0),
));
commands.spawn(Camera2d);
}
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fn setup(
mut commands: Commands,
rpg_sprite_handles: Res<RpgSpriteFolder>,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
loaded_folders: Res<Assets<LoadedFolder>>,
mut textures: ResMut<Assets<Image>>,
) {
let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap();
// create texture atlases with different padding and sampling
let (texture_atlas_linear, linear_sources, linear_texture) = create_texture_atlas(
loaded_folder,
None,
Some(ImageSampler::linear()),
&mut textures,
);
let atlas_linear_handle = texture_atlases.add(texture_atlas_linear);
let (texture_atlas_nearest, nearest_sources, nearest_texture) = create_texture_atlas(
loaded_folder,
None,
Some(ImageSampler::nearest()),
&mut textures,
);
let atlas_nearest_handle = texture_atlases.add(texture_atlas_nearest);
let (texture_atlas_linear_padded, linear_padded_sources, linear_padded_texture) =
create_texture_atlas(
loaded_folder,
Some(UVec2::new(6, 6)),
Some(ImageSampler::linear()),
&mut textures,
);
let atlas_linear_padded_handle = texture_atlases.add(texture_atlas_linear_padded.clone());
let (texture_atlas_nearest_padded, nearest_padded_sources, nearest_padded_texture) =
create_texture_atlas(
loaded_folder,
Some(UVec2::new(6, 6)),
Some(ImageSampler::nearest()),
&mut textures,
);
let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded);
// setup 2d scene
commands.spawn(Camera2d);
// padded textures are to the right, unpadded to the left
// draw unpadded texture atlas
commands.spawn((
Sprite::from_image(linear_texture.clone()),
Transform {
translation: Vec3::new(-250.0, -130.0, 0.0),
scale: Vec3::splat(0.8),
..default()
},
));
// draw padded texture atlas
commands.spawn((
Sprite::from_image(linear_padded_texture.clone()),
Transform {
translation: Vec3::new(250.0, -130.0, 0.0),
scale: Vec3::splat(0.8),
..default()
},
));
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
// padding label text style
let text_style: TextFont = TextFont {
font: font.clone(),
font_size: 42.0,
..default()
};
// labels to indicate padding
// No padding
create_label(
&mut commands,
(-250.0, 330.0, 0.0),
"No padding",
text_style.clone(),
);
// Padding
create_label(&mut commands, (250.0, 330.0, 0.0), "Padding", text_style);
// get handle to a sprite to render
let vendor_handle: Handle<Image> = asset_server
.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
.unwrap();
// configuration array to render sprites through iteration
let configurations: [(
&str,
Handle<TextureAtlasLayout>,
TextureAtlasSources,
Handle<Image>,
f32,
); 4] = [
(
"Linear",
atlas_linear_handle,
linear_sources,
linear_texture,
-350.0,
),
(
"Nearest",
atlas_nearest_handle,
nearest_sources,
nearest_texture,
-150.0,
),
(
"Linear",
atlas_linear_padded_handle,
linear_padded_sources,
linear_padded_texture,
150.0,
),
(
"Nearest",
atlas_nearest_padded_handle,
nearest_padded_sources,
nearest_padded_texture,
350.0,
),
];
// label text style
let sampling_label_style = TextFont {
font,
font_size: 25.0,
..default()
};
let base_y = 170.0; // y position of the sprites
for (sampling, atlas_handle, atlas_sources, atlas_texture, x) in configurations {
// render a sprite from the texture_atlas
create_sprite_from_atlas(
&mut commands,
(x, base_y, 0.0),
atlas_texture,
atlas_sources,
atlas_handle,
&vendor_handle,
);
// render a label to indicate the sampling setting
create_label(
&mut commands,
(x, base_y + 110.0, 0.0), // offset to y position of the sprite
sampling,
sampling_label_style.clone(),
);
}
}
Sourcepub fn get_or_init_descriptor(&mut self) -> &mut ImageSamplerDescriptor
pub fn get_or_init_descriptor(&mut self) -> &mut ImageSamplerDescriptor
Initialize the descriptor if it is not already initialized.
Descriptor is typically initialized by Bevy when the image is loaded, so this is convenient shortcut for updating the descriptor.
Trait Implementations§
Source§impl Clone for ImageSampler
impl Clone for ImageSampler
Source§fn clone(&self) -> ImageSampler
fn clone(&self) -> ImageSampler
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Debug for ImageSampler
impl Debug for ImageSampler
Source§impl Default for ImageSampler
impl Default for ImageSampler
Source§fn default() -> ImageSampler
fn default() -> ImageSampler
Source§impl<'de> Deserialize<'de> for ImageSampler
impl<'de> Deserialize<'de> for ImageSampler
Source§fn deserialize<__D>(
__deserializer: __D,
) -> Result<ImageSampler, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(
__deserializer: __D,
) -> Result<ImageSampler, <__D as Deserializer<'de>>::Error>where
__D: Deserializer<'de>,
Source§impl Serialize for ImageSampler
impl Serialize for ImageSampler
Source§fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
fn serialize<__S>(
&self,
__serializer: __S,
) -> Result<<__S as Serializer>::Ok, <__S as Serializer>::Error>where
__S: Serializer,
Auto Trait Implementations§
impl Freeze for ImageSampler
impl RefUnwindSafe for ImageSampler
impl Send for ImageSampler
impl Sync for ImageSampler
impl Unpin for ImageSampler
impl UnwindSafe for ImageSampler
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