pub struct Image {
pub data: Vec<u8>,
pub texture_descriptor: TextureDescriptor<Option<&'static str>, &'static [TextureFormat]>,
pub sampler: ImageSampler,
pub texture_view_descriptor: Option<TextureViewDescriptor<'static>>,
pub asset_usage: RenderAssetUsages,
}
Fields§
§data: Vec<u8>
§texture_descriptor: TextureDescriptor<Option<&'static str>, &'static [TextureFormat]>
§sampler: ImageSampler
The ImageSampler
to use during rendering.
texture_view_descriptor: Option<TextureViewDescriptor<'static>>
§asset_usage: RenderAssetUsages
Implementations§
Source§impl Image
impl Image
Sourcepub fn new(
size: Extent3d,
dimension: TextureDimension,
data: Vec<u8>,
format: TextureFormat,
asset_usage: RenderAssetUsages,
) -> Image
pub fn new( size: Extent3d, dimension: TextureDimension, data: Vec<u8>, format: TextureFormat, asset_usage: RenderAssetUsages, ) -> Image
Creates a new image from raw binary data and the corresponding metadata.
§Panics
Panics if the length of the data
, volume of the size
and the size of the format
do not match.
Sourcepub fn transparent() -> Image
pub fn transparent() -> Image
A transparent white 1x1x1 image.
Contrast to Image::default
, which is opaque.
Sourcepub fn new_fill(
size: Extent3d,
dimension: TextureDimension,
pixel: &[u8],
format: TextureFormat,
asset_usage: RenderAssetUsages,
) -> Image
pub fn new_fill( size: Extent3d, dimension: TextureDimension, pixel: &[u8], format: TextureFormat, asset_usage: RenderAssetUsages, ) -> Image
Creates a new image from raw binary data and the corresponding metadata, by filling
the image data with the pixel
data repeated multiple times.
§Panics
Panics if the size of the format
is not a multiple of the length of the pixel
data.
Examples found in repository?
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fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
)
}
More examples
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fn init_textures(textures: &mut Vec<Handle<Image>>, args: &Args, images: &mut Assets<Image>) {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut color_rng = ChaCha8Rng::seed_from_u64(42);
while textures.len() < args.material_texture_count {
let pixel = [color_rng.gen(), color_rng.gen(), color_rng.gen(), 255];
textures.push(images.add(Image::new_fill(
Extent3d {
width: BIRD_TEXTURE_SIZE as u32,
height: BIRD_TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&pixel,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
)));
}
}
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fn init_textures(args: &Args, images: &mut Assets<Image>) -> Vec<Handle<Image>> {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut color_rng = ChaCha8Rng::seed_from_u64(42);
let color_bytes: Vec<u8> = (0..(args.material_texture_count * 4))
.map(|i| if (i % 4) == 3 { 255 } else { color_rng.gen() })
.collect();
color_bytes
.chunks(4)
.map(|pixel| {
images.add(Image::new_fill(
Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
TextureDimension::D2,
pixel,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
))
})
.collect()
}
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fn uv_debug_texture() -> Image {
const TEXTURE_SIZE: usize = 8;
let mut palette: [u8; 32] = [
255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(4);
}
let mut img = Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
);
img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
img
}
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fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let mut image = Image::new_fill(
Extent3d {
width: SIZE.0,
height: SIZE.1,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&[0, 0, 0, 255],
TextureFormat::R32Float,
RenderAssetUsages::RENDER_WORLD,
);
image.texture_descriptor.usage =
TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
let image0 = images.add(image.clone());
let image1 = images.add(image);
commands.spawn((
Sprite {
image: image0.clone(),
custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
..default()
},
Transform::from_scale(Vec3::splat(DISPLAY_FACTOR as f32)),
));
commands.spawn(Camera2d);
commands.insert_resource(GameOfLifeImages {
texture_a: image0,
texture_b: image1,
});
}
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fn uv_debug_texture() -> Image {
use bevy::render::{render_asset::RenderAssetUsages, render_resource::*};
const TEXTURE_SIZE: usize = 7;
let mut palette = [
164, 164, 164, 255, 168, 168, 168, 255, 153, 153, 153, 255, 139, 139, 139, 255, 153, 153,
153, 255, 177, 177, 177, 255, 159, 159, 159, 255,
];
let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
for y in 0..TEXTURE_SIZE {
let offset = TEXTURE_SIZE * y * 4;
texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
palette.rotate_right(12);
}
let mut img = Image::new_fill(
Extent3d {
width: TEXTURE_SIZE as u32,
height: TEXTURE_SIZE as u32,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&texture_data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
);
img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor {
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::MirrorRepeat,
mag_filter: ImageFilterMode::Nearest,
..ImageSamplerDescriptor::linear()
});
img
}
Sourcepub fn width(&self) -> u32
pub fn width(&self) -> u32
Returns the width of a 2D image.
Examples found in repository?
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fn asset_loaded(
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut cubemap: ResMut<Cubemap>,
mut skyboxes: Query<&mut Skybox>,
) {
if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle).is_loaded() {
info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
let image = images.get_mut(&cubemap.image_handle).unwrap();
// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
// so they appear as one texture. The following code reconfigures the texture as necessary.
if image.texture_descriptor.array_layer_count() == 1 {
image.reinterpret_stacked_2d_as_array(image.height() / image.width());
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
}
for mut skybox in &mut skyboxes {
skybox.image = cubemap.image_handle.clone();
}
cubemap.is_loaded = true;
}
}
More examples
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fn update(
images_to_save: Query<&ImageToSave>,
receiver: Res<MainWorldReceiver>,
mut images: ResMut<Assets<Image>>,
mut scene_controller: ResMut<SceneController>,
mut app_exit_writer: EventWriter<AppExit>,
mut file_number: Local<u32>,
) {
if let SceneState::Render(n) = scene_controller.state {
if n < 1 {
// We don't want to block the main world on this,
// so we use try_recv which attempts to receive without blocking
let mut image_data = Vec::new();
while let Ok(data) = receiver.try_recv() {
// image generation could be faster than saving to fs,
// that's why use only last of them
image_data = data;
}
if !image_data.is_empty() {
for image in images_to_save.iter() {
// Fill correct data from channel to image
let img_bytes = images.get_mut(image.id()).unwrap();
// We need to ensure that this works regardless of the image dimensions
// If the image became wider when copying from the texture to the buffer,
// then the data is reduced to its original size when copying from the buffer to the image.
let row_bytes = img_bytes.width() as usize
* img_bytes.texture_descriptor.format.pixel_size();
let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
if row_bytes == aligned_row_bytes {
img_bytes.data.clone_from(&image_data);
} else {
// shrink data to original image size
img_bytes.data = image_data
.chunks(aligned_row_bytes)
.take(img_bytes.height() as usize)
.flat_map(|row| &row[..row_bytes.min(row.len())])
.cloned()
.collect();
}
// Create RGBA Image Buffer
let img = match img_bytes.clone().try_into_dynamic() {
Ok(img) => img.to_rgba8(),
Err(e) => panic!("Failed to create image buffer {e:?}"),
};
// Prepare directory for images, test_images in bevy folder is used here for example
// You should choose the path depending on your needs
let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
info!("Saving image to: {images_dir:?}");
std::fs::create_dir_all(&images_dir).unwrap();
// Choose filename starting from 000.png
let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
*file_number.deref_mut() += 1;
// Finally saving image to file, this heavy blocking operation is kept here
// for example simplicity, but in real app you should move it to a separate task
if let Err(e) = img.save(image_path) {
panic!("Failed to save image: {e}");
};
}
if scene_controller.single_image {
app_exit_writer.send(AppExit::Success);
}
}
} else {
// clears channel for skipped frames
while receiver.try_recv().is_ok() {}
scene_controller.state = SceneState::Render(n - 1);
}
}
}
Sourcepub fn height(&self) -> u32
pub fn height(&self) -> u32
Returns the height of a 2D image.
Examples found in repository?
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fn asset_loaded(
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut cubemap: ResMut<Cubemap>,
mut skyboxes: Query<&mut Skybox>,
) {
if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle).is_loaded() {
info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
let image = images.get_mut(&cubemap.image_handle).unwrap();
// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
// so they appear as one texture. The following code reconfigures the texture as necessary.
if image.texture_descriptor.array_layer_count() == 1 {
image.reinterpret_stacked_2d_as_array(image.height() / image.width());
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
}
for mut skybox in &mut skyboxes {
skybox.image = cubemap.image_handle.clone();
}
cubemap.is_loaded = true;
}
}
More examples
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fn update(
images_to_save: Query<&ImageToSave>,
receiver: Res<MainWorldReceiver>,
mut images: ResMut<Assets<Image>>,
mut scene_controller: ResMut<SceneController>,
mut app_exit_writer: EventWriter<AppExit>,
mut file_number: Local<u32>,
) {
if let SceneState::Render(n) = scene_controller.state {
if n < 1 {
// We don't want to block the main world on this,
// so we use try_recv which attempts to receive without blocking
let mut image_data = Vec::new();
while let Ok(data) = receiver.try_recv() {
// image generation could be faster than saving to fs,
// that's why use only last of them
image_data = data;
}
if !image_data.is_empty() {
for image in images_to_save.iter() {
// Fill correct data from channel to image
let img_bytes = images.get_mut(image.id()).unwrap();
// We need to ensure that this works regardless of the image dimensions
// If the image became wider when copying from the texture to the buffer,
// then the data is reduced to its original size when copying from the buffer to the image.
let row_bytes = img_bytes.width() as usize
* img_bytes.texture_descriptor.format.pixel_size();
let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
if row_bytes == aligned_row_bytes {
img_bytes.data.clone_from(&image_data);
} else {
// shrink data to original image size
img_bytes.data = image_data
.chunks(aligned_row_bytes)
.take(img_bytes.height() as usize)
.flat_map(|row| &row[..row_bytes.min(row.len())])
.cloned()
.collect();
}
// Create RGBA Image Buffer
let img = match img_bytes.clone().try_into_dynamic() {
Ok(img) => img.to_rgba8(),
Err(e) => panic!("Failed to create image buffer {e:?}"),
};
// Prepare directory for images, test_images in bevy folder is used here for example
// You should choose the path depending on your needs
let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
info!("Saving image to: {images_dir:?}");
std::fs::create_dir_all(&images_dir).unwrap();
// Choose filename starting from 000.png
let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
*file_number.deref_mut() += 1;
// Finally saving image to file, this heavy blocking operation is kept here
// for example simplicity, but in real app you should move it to a separate task
if let Err(e) = img.save(image_path) {
panic!("Failed to save image: {e}");
};
}
if scene_controller.single_image {
app_exit_writer.send(AppExit::Success);
}
}
} else {
// clears channel for skipped frames
while receiver.try_recv().is_ok() {}
scene_controller.state = SceneState::Render(n - 1);
}
}
}
Sourcepub fn aspect_ratio(&self) -> AspectRatio
pub fn aspect_ratio(&self) -> AspectRatio
Returns the aspect ratio (width / height) of a 2D image.
Sourcepub fn size_f32(&self) -> Vec2
pub fn size_f32(&self) -> Vec2
Returns the size of a 2D image as f32.
Examples found in repository?
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fn resize_image(
image_mesh: Query<(&MeshMaterial3d<StandardMaterial>, &Mesh3d), With<HDRViewer>>,
materials: Res<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
images: Res<Assets<Image>>,
mut image_events: EventReader<AssetEvent<Image>>,
) {
for event in image_events.read() {
let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
continue;
};
for (mat_h, mesh_h) in &image_mesh {
let Some(mat) = materials.get(mat_h) else {
continue;
};
let Some(ref base_color_texture) = mat.base_color_texture else {
continue;
};
if *id != base_color_texture.id() {
continue;
};
let Some(image_changed) = images.get(*id) else {
continue;
};
let size = image_changed.size_f32().normalize_or_zero() * 1.4;
// Resize Mesh
let quad = Mesh::from(Rectangle::from_size(size));
meshes.insert(mesh_h, quad);
}
}
}
Sourcepub fn resize(&mut self, size: Extent3d)
pub fn resize(&mut self, size: Extent3d)
Resizes the image to the new size, by removing information or appending 0 to the data
.
Does not properly resize the contents of the image, but only its internal data
buffer.
Examples found in repository?
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fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let canvas_size = Extent3d {
width: RES_WIDTH,
height: RES_HEIGHT,
..default()
};
// this Image serves as a canvas representing the low-resolution game screen
let mut canvas = Image {
texture_descriptor: TextureDescriptor {
label: None,
size: canvas_size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};
// fill image.data with zeroes
canvas.resize(canvas_size);
let image_handle = images.add(canvas);
// this camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
commands.spawn((
Camera2d,
Camera {
// render before the "main pass" camera
order: -1,
target: RenderTarget::Image(image_handle.clone()),
..default()
},
Msaa::Off,
InGameCamera,
PIXEL_PERFECT_LAYERS,
));
// spawn the canvas
commands.spawn((Sprite::from_image(image_handle), Canvas, HIGH_RES_LAYERS));
// the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
// here, the canvas and one of the sample sprites will be rendered by this camera
commands.spawn((Camera2d, Msaa::Off, OuterCamera, HIGH_RES_LAYERS));
}
Sourcepub fn reinterpret_size(&mut self, new_size: Extent3d)
pub fn reinterpret_size(&mut self, new_size: Extent3d)
Changes the size
, asserting that the total number of data elements (pixels) remains the
same.
§Panics
Panics if the new_size
does not have the same volume as to old one.
Sourcepub fn reinterpret_stacked_2d_as_array(&mut self, layers: u32)
pub fn reinterpret_stacked_2d_as_array(&mut self, layers: u32)
Takes a 2D image containing vertically stacked images of the same size, and reinterprets
it as a 2D array texture, where each of the stacked images becomes one layer of the
array. This is primarily for use with the texture2DArray
shader uniform type.
§Panics
Panics if the texture is not 2D, has more than one layers or is not evenly dividable into
the layers
.
Examples found in repository?
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fn asset_loaded(
asset_server: Res<AssetServer>,
mut images: ResMut<Assets<Image>>,
mut cubemap: ResMut<Cubemap>,
mut skyboxes: Query<&mut Skybox>,
) {
if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle).is_loaded() {
info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
let image = images.get_mut(&cubemap.image_handle).unwrap();
// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
// so they appear as one texture. The following code reconfigures the texture as necessary.
if image.texture_descriptor.array_layer_count() == 1 {
image.reinterpret_stacked_2d_as_array(image.height() / image.width());
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
}
for mut skybox in &mut skyboxes {
skybox.image = cubemap.image_handle.clone();
}
cubemap.is_loaded = true;
}
}
More examples
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fn create_array_texture(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut loading_texture: ResMut<LoadingTexture>,
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ArrayTextureMaterial>>,
) {
if loading_texture.is_loaded
|| !asset_server
.load_state(loading_texture.handle.id())
.is_loaded()
{
return;
}
loading_texture.is_loaded = true;
let image = images.get_mut(&loading_texture.handle).unwrap();
// Create a new array texture asset from the loaded texture.
let array_layers = 4;
image.reinterpret_stacked_2d_as_array(array_layers);
// Spawn some cubes using the array texture
let mesh_handle = meshes.add(Cuboid::default());
let material_handle = materials.add(ArrayTextureMaterial {
array_texture: loading_texture.handle.clone(),
});
for x in -5..=5 {
commands.spawn((
Mesh3d(mesh_handle.clone()),
MeshMaterial3d(material_handle.clone()),
Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
));
}
}
Sourcepub fn convert(&self, new_format: TextureFormat) -> Option<Image>
pub fn convert(&self, new_format: TextureFormat) -> Option<Image>
Convert a texture from a format to another. Only a few formats are supported as input and output:
TextureFormat::R8Unorm
TextureFormat::Rg8Unorm
TextureFormat::Rgba8UnormSrgb
To get Image
as a image::DynamicImage
see:
Image::try_into_dynamic
.
Sourcepub fn from_buffer(
name: String,
buffer: &[u8],
image_type: ImageType<'_>,
supported_compressed_formats: CompressedImageFormats,
is_srgb: bool,
image_sampler: ImageSampler,
asset_usage: RenderAssetUsages,
) -> Result<Image, TextureError>
pub fn from_buffer( name: String, buffer: &[u8], image_type: ImageType<'_>, supported_compressed_formats: CompressedImageFormats, is_srgb: bool, image_sampler: ImageSampler, asset_usage: RenderAssetUsages, ) -> Result<Image, TextureError>
Load a bytes buffer in a Image
, according to type image_type
, using the image
crate
Sourcepub fn is_compressed(&self) -> bool
pub fn is_compressed(&self) -> bool
Whether the texture format is compressed or uncompressed
Sourcepub fn pixel_data_offset(&self, coords: UVec3) -> Option<usize>
pub fn pixel_data_offset(&self, coords: UVec3) -> Option<usize>
Compute the byte offset where the data of a specific pixel is stored
Returns None if the provided coordinates are out of bounds.
For 2D textures, Z is ignored. For 1D textures, Y and Z are ignored.
Sourcepub fn pixel_bytes(&self, coords: UVec3) -> Option<&[u8]>
pub fn pixel_bytes(&self, coords: UVec3) -> Option<&[u8]>
Get a reference to the data bytes where a specific pixel’s value is stored
Sourcepub fn pixel_bytes_mut(&mut self, coords: UVec3) -> Option<&mut [u8]>
pub fn pixel_bytes_mut(&mut self, coords: UVec3) -> Option<&mut [u8]>
Get a mutable reference to the data bytes where a specific pixel’s value is stored
Examples found in repository?
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fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
// spawn a camera
commands.spawn(Camera2d);
// create an image that we are going to draw into
let mut image = Image::new_fill(
// 2D image of size 256x256
Extent3d {
width: IMAGE_WIDTH,
height: IMAGE_HEIGHT,
depth_or_array_layers: 1,
},
TextureDimension::D2,
// Initialize it with a beige color
&(css::BEIGE.to_u8_array()),
// Use the same encoding as the color we set
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
);
// to make it extra fancy, we can set the Alpha of each pixel
// so that it fades out in a circular fashion
for y in 0..IMAGE_HEIGHT {
for x in 0..IMAGE_WIDTH {
let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
let r = Vec2::new(x as f32, y as f32).distance(center);
let a = 1.0 - (r / max_radius).clamp(0.0, 1.0);
// here we will set the A value by accessing the raw data bytes
// (it is the 4th byte of each pixel, as per our `TextureFormat`)
// find our pixel by its coordinates
let pixel_bytes = image.pixel_bytes_mut(UVec3::new(x, y, 0)).unwrap();
// convert our f32 to u8
pixel_bytes[3] = (a * u8::MAX as f32) as u8;
}
}
// add it to Bevy's assets, so it can be used for rendering
// this will give us a handle we can use
// (to display it in a sprite, or as part of UI, etc.)
let handle = images.add(image);
// create a sprite entity using our image
commands.spawn(Sprite::from_image(handle.clone()));
commands.insert_resource(MyProcGenImage(handle));
}
Sourcepub fn get_color_at_1d(&self, x: u32) -> Result<Color, TextureAccessError>
pub fn get_color_at_1d(&self, x: u32) -> Result<Color, TextureAccessError>
Read the color of a specific pixel (1D texture).
See get_color_at
for more details.
Sourcepub fn get_color_at(&self, x: u32, y: u32) -> Result<Color, TextureAccessError>
pub fn get_color_at(&self, x: u32, y: u32) -> Result<Color, TextureAccessError>
Read the color of a specific pixel (2D texture).
This function will find the raw byte data of a specific pixel and
decode it into a user-friendly Color
struct for you.
Supports many of the common TextureFormat
s:
- RGBA/BGRA 8-bit unsigned integer, both sRGB and Linear
- 16-bit and 32-bit unsigned integer
- 32-bit float
Be careful: as the data is converted to Color
(which uses f32
internally),
there may be issues with precision when using non-float TextureFormat
s.
If you read a value you previously wrote using set_color_at
, it will not match.
If you are working with a 32-bit integer TextureFormat
, the value will be
inaccurate (as f32
does not have enough bits to represent it exactly).
Single channel (R) formats are assumed to represent grayscale, so the value
will be copied to all three RGB channels in the resulting Color
.
Other TextureFormat
s are unsupported, such as:
- block-compressed formats
- non-byte-aligned formats like 10-bit
- 16-bit float formats
- signed integer formats
Examples found in repository?
86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129
fn draw(
my_handle: Res<MyProcGenImage>,
mut images: ResMut<Assets<Image>>,
// used to keep track of where we are
mut i: Local<u32>,
mut draw_color: Local<Color>,
) {
let mut rng = rand::thread_rng();
if *i == 0 {
// Generate a random color on first run.
*draw_color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
}
// Get the image from Bevy's asset storage.
let image = images.get_mut(&my_handle.0).expect("Image not found");
// Compute the position of the pixel to draw.
let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
let rot_speed = 0.0123;
let period = 0.12345;
let r = ops::sin(*i as f32 * period) * max_radius;
let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
let (x, y) = (xy.x as u32, xy.y as u32);
// Get the old color of that pixel.
let old_color = image.get_color_at(x, y).unwrap();
// If the old color is our current color, change our drawing color.
let tolerance = 1.0 / 255.0;
if old_color.distance(&draw_color) <= tolerance {
*draw_color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
}
// Set the new color, but keep old alpha value from image.
image
.set_color_at(x, y, draw_color.with_alpha(old_color.alpha()))
.unwrap();
*i += 1;
}
Sourcepub fn get_color_at_3d(
&self,
x: u32,
y: u32,
z: u32,
) -> Result<Color, TextureAccessError>
pub fn get_color_at_3d( &self, x: u32, y: u32, z: u32, ) -> Result<Color, TextureAccessError>
Read the color of a specific pixel (3D texture).
See get_color_at
for more details.
Sourcepub fn set_color_at_1d(
&mut self,
x: u32,
color: Color,
) -> Result<(), TextureAccessError>
pub fn set_color_at_1d( &mut self, x: u32, color: Color, ) -> Result<(), TextureAccessError>
Change the color of a specific pixel (1D texture).
See set_color_at
for more details.
Sourcepub fn set_color_at(
&mut self,
x: u32,
y: u32,
color: Color,
) -> Result<(), TextureAccessError>
pub fn set_color_at( &mut self, x: u32, y: u32, color: Color, ) -> Result<(), TextureAccessError>
Change the color of a specific pixel (2D texture).
This function will find the raw byte data of a specific pixel and
change it according to a Color
you provide. The Color
struct
will be encoded into the Image
’s TextureFormat
.
Supports many of the common TextureFormat
s:
- RGBA/BGRA 8-bit unsigned integer, both sRGB and Linear
- 16-bit and 32-bit unsigned integer (with possibly-limited precision, as
Color
usesf32
) - 32-bit float
Be careful: writing to non-float TextureFormat
s is lossy! The data has to be converted,
so if you read it back using get_color_at
, the Color
you get will not equal the value
you used when writing it using this function.
For R and RG formats, only the respective values from the linear RGB Color
will be used.
Other TextureFormat
s are unsupported, such as:
- block-compressed formats
- non-byte-aligned formats like 10-bit
- 16-bit float formats
- signed integer formats
Examples found in repository?
86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129
fn draw(
my_handle: Res<MyProcGenImage>,
mut images: ResMut<Assets<Image>>,
// used to keep track of where we are
mut i: Local<u32>,
mut draw_color: Local<Color>,
) {
let mut rng = rand::thread_rng();
if *i == 0 {
// Generate a random color on first run.
*draw_color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
}
// Get the image from Bevy's asset storage.
let image = images.get_mut(&my_handle.0).expect("Image not found");
// Compute the position of the pixel to draw.
let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
let rot_speed = 0.0123;
let period = 0.12345;
let r = ops::sin(*i as f32 * period) * max_radius;
let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
let (x, y) = (xy.x as u32, xy.y as u32);
// Get the old color of that pixel.
let old_color = image.get_color_at(x, y).unwrap();
// If the old color is our current color, change our drawing color.
let tolerance = 1.0 / 255.0;
if old_color.distance(&draw_color) <= tolerance {
*draw_color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
}
// Set the new color, but keep old alpha value from image.
image
.set_color_at(x, y, draw_color.with_alpha(old_color.alpha()))
.unwrap();
*i += 1;
}
Sourcepub fn set_color_at_3d(
&mut self,
x: u32,
y: u32,
z: u32,
color: Color,
) -> Result<(), TextureAccessError>
pub fn set_color_at_3d( &mut self, x: u32, y: u32, z: u32, color: Color, ) -> Result<(), TextureAccessError>
Change the color of a specific pixel (3D texture).
See set_color_at
for more details.
Source§impl Image
impl Image
Sourcepub fn from_dynamic(
dyn_img: DynamicImage,
is_srgb: bool,
asset_usage: RenderAssetUsages,
) -> Image
pub fn from_dynamic( dyn_img: DynamicImage, is_srgb: bool, asset_usage: RenderAssetUsages, ) -> Image
Converts a DynamicImage
to an Image
.
Sourcepub fn try_into_dynamic(self) -> Result<DynamicImage, IntoDynamicImageError>
pub fn try_into_dynamic(self) -> Result<DynamicImage, IntoDynamicImageError>
Convert a Image
to a DynamicImage
. Useful for editing image
data. Not all TextureFormat
are covered, therefore it will return an
error if the format is unsupported. Supported formats are:
TextureFormat::R8Unorm
TextureFormat::Rg8Unorm
TextureFormat::Rgba8UnormSrgb
TextureFormat::Bgra8UnormSrgb
To convert Image
to a different format see: Image::convert
.
Examples found in repository?
473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546
fn update(
images_to_save: Query<&ImageToSave>,
receiver: Res<MainWorldReceiver>,
mut images: ResMut<Assets<Image>>,
mut scene_controller: ResMut<SceneController>,
mut app_exit_writer: EventWriter<AppExit>,
mut file_number: Local<u32>,
) {
if let SceneState::Render(n) = scene_controller.state {
if n < 1 {
// We don't want to block the main world on this,
// so we use try_recv which attempts to receive without blocking
let mut image_data = Vec::new();
while let Ok(data) = receiver.try_recv() {
// image generation could be faster than saving to fs,
// that's why use only last of them
image_data = data;
}
if !image_data.is_empty() {
for image in images_to_save.iter() {
// Fill correct data from channel to image
let img_bytes = images.get_mut(image.id()).unwrap();
// We need to ensure that this works regardless of the image dimensions
// If the image became wider when copying from the texture to the buffer,
// then the data is reduced to its original size when copying from the buffer to the image.
let row_bytes = img_bytes.width() as usize
* img_bytes.texture_descriptor.format.pixel_size();
let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
if row_bytes == aligned_row_bytes {
img_bytes.data.clone_from(&image_data);
} else {
// shrink data to original image size
img_bytes.data = image_data
.chunks(aligned_row_bytes)
.take(img_bytes.height() as usize)
.flat_map(|row| &row[..row_bytes.min(row.len())])
.cloned()
.collect();
}
// Create RGBA Image Buffer
let img = match img_bytes.clone().try_into_dynamic() {
Ok(img) => img.to_rgba8(),
Err(e) => panic!("Failed to create image buffer {e:?}"),
};
// Prepare directory for images, test_images in bevy folder is used here for example
// You should choose the path depending on your needs
let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
info!("Saving image to: {images_dir:?}");
std::fs::create_dir_all(&images_dir).unwrap();
// Choose filename starting from 000.png
let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
*file_number.deref_mut() += 1;
// Finally saving image to file, this heavy blocking operation is kept here
// for example simplicity, but in real app you should move it to a separate task
if let Err(e) = img.save(image_path) {
panic!("Failed to save image: {e}");
};
}
if scene_controller.single_image {
app_exit_writer.send(AppExit::Success);
}
}
} else {
// clears channel for skipped frames
while receiver.try_recv().is_ok() {}
scene_controller.state = SceneState::Render(n - 1);
}
}
}
Trait Implementations§
Source§impl FromReflect for Image
impl FromReflect for Image
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Image>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Image>
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetOwnership for &Image
impl GetOwnership for &Image
Source§impl GetOwnership for &mut Image
impl GetOwnership for &mut Image
Source§impl GetOwnership for Image
impl GetOwnership for Image
Source§impl GetTypeRegistration for Image
impl GetTypeRegistration for Image
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl IntoReturn for &Image
impl IntoReturn for &Image
Source§impl IntoReturn for &mut Image
impl IntoReturn for &mut Image
Source§impl IntoReturn for Image
impl IntoReturn for Image
Source§impl PartialReflect for Image
impl PartialReflect for Image
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn clone_value(&self) -> Box<dyn PartialReflect>
fn clone_value(&self) -> Box<dyn PartialReflect>
Reflect
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&mut self,
value: &(dyn PartialReflect + 'static),
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fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
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fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<Image>) -> ReflectOwned
fn reflect_owned(self: Box<Image>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<Image>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Image>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(self: Box<Image>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<Image>) -> Box<dyn PartialReflect>
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&self,
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Source§impl Reflect for Image
impl Reflect for Image
Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
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impl TypePath for Image
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fn type_ident() -> Option<&'static str>
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fn crate_name() -> Option<&'static str>
Source§impl VisitAssetDependencies for Image
impl VisitAssetDependencies for Image
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for Image
Auto Trait Implementations§
impl Freeze for Image
impl RefUnwindSafe for Image
impl Send for Image
impl Sync for Image
impl Unpin for Image
impl UnwindSafe for Image
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.Source§impl<A> AssetContainer for Awhere
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