Image

Struct Image 

Source
pub struct Image {
    pub data: Option<Vec<u8>>,
    pub data_order: TextureDataOrder,
    pub texture_descriptor: TextureDescriptor<Option<&'static str>, &'static [TextureFormat]>,
    pub sampler: ImageSampler,
    pub texture_view_descriptor: Option<TextureViewDescriptor<Option<&'static str>>>,
    pub asset_usage: RenderAssetUsages,
    pub copy_on_resize: bool,
}
Expand description

An image, optimized for usage in rendering.

§Remote Inspection

To transmit an Image between two running Bevy apps, e.g. through BRP, use SerializedImage. This type is only meant for short-term transmission between same versions and should not be stored anywhere.

Fields§

§data: Option<Vec<u8>>

Raw pixel data. If the image is being used as a storage texture which doesn’t need to be initialized by the CPU, then this should be None. Otherwise, it should always be Some.

§data_order: TextureDataOrder

For texture data with layers and mips, this field controls how wgpu interprets the buffer layout.

Use TextureDataOrder::default() for all other cases.

§texture_descriptor: TextureDescriptor<Option<&'static str>, &'static [TextureFormat]>

Describes the data layout of the GPU texture.
For example, whether a texture contains 1D/2D/3D data, and what the format of the texture data is.

§Field Usage Notes

§sampler: ImageSampler

The ImageSampler to use during rendering.

§texture_view_descriptor: Option<TextureViewDescriptor<Option<&'static str>>>

Describes how the GPU texture should be interpreted.
For example, 2D image data could be read as plain 2D, an array texture of layers of 2D with the same dimensions (and the number of layers in that case), a cube map, an array of cube maps, etc.

§Field Usage Notes

  • TextureViewDescriptor::label is used for caching purposes when not using Asset<Image>.
    If you use assets, the label is purely a debugging aid.
§asset_usage: RenderAssetUsages§copy_on_resize: bool

Whether this image should be copied on the GPU when resized.

Implementations§

Source§

impl Image

Source

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.

Source

pub fn new_uninit( size: Extent3d, dimension: TextureDimension, format: TextureFormat, asset_usage: RenderAssetUsages, ) -> Image

Exactly the same as Image::new, but doesn’t initialize the image

Examples found in repository?
examples/shader_advanced/render_depth_to_texture.rs (lines 353-362)
349    fn from_world(world: &mut World) -> Self {
350        let mut images = world.resource_mut::<Assets<Image>>();
351
352        // Create a new 32-bit floating point depth texture.
353        let mut depth_image = Image::new_uninit(
354            Extent3d {
355                width: DEPTH_TEXTURE_SIZE,
356                height: DEPTH_TEXTURE_SIZE,
357                depth_or_array_layers: 1,
358            },
359            TextureDimension::D2,
360            TextureFormat::Depth32Float,
361            RenderAssetUsages::default(),
362        );
363
364        // Create a sampler. Note that this needs to specify a `compare`
365        // function in order to be compatible with depth textures.
366        depth_image.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor {
367            label: Some("custom depth image sampler".to_owned()),
368            compare: Some(ImageCompareFunction::Always),
369            ..ImageSamplerDescriptor::default()
370        });
371
372        let depth_image_handle = images.add(depth_image);
373        DemoDepthTexture(depth_image_handle)
374    }
More examples
Hide additional examples
examples/ui/viewport_node.rs (lines 36-41)
25fn test(
26    mut commands: Commands,
27    mut images: ResMut<Assets<Image>>,
28    mut meshes: ResMut<Assets<Mesh>>,
29    mut materials: ResMut<Assets<StandardMaterial>>,
30) {
31    // Spawn a UI camera
32    commands.spawn(Camera3d::default());
33
34    // Set up an texture for the 3D camera to render to.
35    // The size of the texture will be based on the viewport's ui size.
36    let mut image = Image::new_uninit(
37        default(),
38        TextureDimension::D2,
39        TextureFormat::Bgra8UnormSrgb,
40        RenderAssetUsages::all(),
41    );
42    image.texture_descriptor.usage =
43        TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT;
44    let image_handle = images.add(image);
45
46    // Spawn the 3D camera
47    let camera = commands
48        .spawn((
49            Camera3d::default(),
50            Camera {
51                // Render this camera before our UI camera
52                order: -1,
53                target: RenderTarget::Image(image_handle.clone().into()),
54                ..default()
55            },
56        ))
57        .id();
58
59    // Spawn something for the 3D camera to look at
60    commands
61        .spawn((
62            Mesh3d(meshes.add(Cuboid::new(5.0, 5.0, 5.0))),
63            MeshMaterial3d(materials.add(Color::WHITE)),
64            Transform::from_xyz(0.0, 0.0, -10.0),
65            Shape,
66        ))
67        // We can observe pointer events on our objects as normal, the
68        // `bevy::ui::widgets::viewport_picking` system will take care of ensuring our viewport
69        // clicks pass through
70        .observe(on_drag_cuboid);
71
72    // Spawn our viewport widget
73    commands
74        .spawn((
75            Node {
76                position_type: PositionType::Absolute,
77                top: px(50),
78                left: px(50),
79                width: px(200),
80                height: px(200),
81                border: UiRect::all(px(5)),
82                ..default()
83            },
84            BorderColor::all(Color::WHITE),
85            ViewportNode::new(camera),
86        ))
87        .observe(on_drag_viewport);
88}
examples/shader/gpu_readback.rs (lines 90-95)
70fn setup(
71    mut commands: Commands,
72    mut images: ResMut<Assets<Image>>,
73    mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
74) {
75    // Create a storage buffer with some data
76    let buffer: Vec<u32> = (0..BUFFER_LEN as u32).collect();
77    let mut buffer = ShaderStorageBuffer::from(buffer);
78    // We need to enable the COPY_SRC usage so we can copy the buffer to the cpu
79    buffer.buffer_description.usage |= BufferUsages::COPY_SRC;
80    let buffer = buffers.add(buffer);
81
82    // Create a storage texture with some data
83    let size = Extent3d {
84        width: BUFFER_LEN as u32,
85        height: 1,
86        ..default()
87    };
88    // We create an uninitialized image since this texture will only be used for getting data out
89    // of the compute shader, not getting data in, so there's no reason for it to exist on the CPU
90    let mut image = Image::new_uninit(
91        size,
92        TextureDimension::D2,
93        TextureFormat::R32Uint,
94        RenderAssetUsages::RENDER_WORLD,
95    );
96    // We also need to enable the COPY_SRC, as well as STORAGE_BINDING so we can use it in the
97    // compute shader
98    image.texture_descriptor.usage |= TextureUsages::COPY_SRC | TextureUsages::STORAGE_BINDING;
99    let image = images.add(image);
100
101    // Spawn the readback components. For each frame, the data will be read back from the GPU
102    // asynchronously and trigger the `ReadbackComplete` event on this entity. Despawn the entity
103    // to stop reading back the data.
104    commands
105        .spawn(Readback::buffer(buffer.clone()))
106        .observe(|event: On<ReadbackComplete>| {
107            // This matches the type which was used to create the `ShaderStorageBuffer` above,
108            // and is a convenient way to interpret the data.
109            let data: Vec<u32> = event.to_shader_type();
110            info!("Buffer {:?}", data);
111        });
112
113    // It is also possible to read only a range of the buffer.
114    commands
115        .spawn(Readback::buffer_range(
116            buffer.clone(),
117            4 * u32::SHADER_SIZE.get(), // skip the first four elements
118            8 * u32::SHADER_SIZE.get(), // read eight elements
119        ))
120        .observe(|event: On<ReadbackComplete>| {
121            let data: Vec<u32> = event.to_shader_type();
122            info!("Buffer range {:?}", data);
123        });
124
125    // This is just a simple way to pass the buffer handle to the render app for our compute node
126    commands.insert_resource(ReadbackBuffer(buffer));
127
128    // Textures can also be read back from the GPU. Pay careful attention to the format of the
129    // texture, as it will affect how the data is interpreted.
130    commands
131        .spawn(Readback::texture(image.clone()))
132        .observe(|event: On<ReadbackComplete>| {
133            // You probably want to interpret the data as a color rather than a `ShaderType`,
134            // but in this case we know the data is a single channel storage texture, so we can
135            // interpret it as a `Vec<u32>`
136            let data: Vec<u32> = event.to_shader_type();
137            info!("Image {:?}", data);
138        });
139    commands.insert_resource(ReadbackImage(image));
140}
Source

pub fn transparent() -> Image

A transparent white 1x1x1 image.

Contrast to Image::default, which is opaque.

Source

pub fn default_uninit() -> Image

Creates a new uninitialized 1x1x1 image

Source

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?
examples/3d/3d_shapes.rs (lines 182-192)
167fn uv_debug_texture() -> Image {
168    const TEXTURE_SIZE: usize = 8;
169
170    let mut palette: [u8; 32] = [
171        255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
172        198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
173    ];
174
175    let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
176    for y in 0..TEXTURE_SIZE {
177        let offset = TEXTURE_SIZE * y * 4;
178        texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
179        palette.rotate_right(4);
180    }
181
182    Image::new_fill(
183        Extent3d {
184            width: TEXTURE_SIZE as u32,
185            height: TEXTURE_SIZE as u32,
186            depth_or_array_layers: 1,
187        },
188        TextureDimension::D2,
189        &texture_data,
190        TextureFormat::Rgba8UnormSrgb,
191        RenderAssetUsages::RENDER_WORLD,
192    )
193}
More examples
Hide additional examples
examples/stress_tests/many_cubes.rs (lines 277-283)
261fn init_textures(args: &Args, images: &mut Assets<Image>) -> Vec<Handle<Image>> {
262    // We're seeding the PRNG here to make this example deterministic for testing purposes.
263    // This isn't strictly required in practical use unless you need your app to be deterministic.
264    let mut color_rng = ChaCha8Rng::seed_from_u64(42);
265    let color_bytes: Vec<u8> = (0..(args.material_texture_count * 4))
266        .map(|i| {
267            if (i % 4) == 3 {
268                255
269            } else {
270                color_rng.random()
271            }
272        })
273        .collect();
274    color_bytes
275        .chunks(4)
276        .map(|pixel| {
277            images.add(Image::new_fill(
278                Extent3d::default(),
279                TextureDimension::D2,
280                pixel,
281                TextureFormat::Rgba8UnormSrgb,
282                RenderAssetUsages::RENDER_WORLD,
283            ))
284        })
285        .collect()
286}
examples/stress_tests/bevymark.rs (lines 578-588)
567fn init_textures(textures: &mut Vec<Handle<Image>>, args: &Args, images: &mut Assets<Image>) {
568    // We're seeding the PRNG here to make this example deterministic for testing purposes.
569    // This isn't strictly required in practical use unless you need your app to be deterministic.
570    let mut color_rng = ChaCha8Rng::seed_from_u64(42);
571    while textures.len() < args.material_texture_count {
572        let pixel = [
573            color_rng.random(),
574            color_rng.random(),
575            color_rng.random(),
576            255,
577        ];
578        textures.push(images.add(Image::new_fill(
579            Extent3d {
580                width: BIRD_TEXTURE_SIZE as u32,
581                height: BIRD_TEXTURE_SIZE as u32,
582                depth_or_array_layers: 1,
583            },
584            TextureDimension::D2,
585            &pixel,
586            TextureFormat::Rgba8UnormSrgb,
587            RenderAssetUsages::RENDER_WORLD,
588        )));
589    }
590}
examples/3d/anti_aliasing.rs (lines 519-529)
504fn uv_debug_texture() -> Image {
505    const TEXTURE_SIZE: usize = 8;
506
507    let mut palette: [u8; 32] = [
508        255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
509        198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
510    ];
511
512    let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
513    for y in 0..TEXTURE_SIZE {
514        let offset = TEXTURE_SIZE * y * 4;
515        texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
516        palette.rotate_right(4);
517    }
518
519    let mut img = Image::new_fill(
520        Extent3d {
521            width: TEXTURE_SIZE as u32,
522            height: TEXTURE_SIZE as u32,
523            depth_or_array_layers: 1,
524        },
525        TextureDimension::D2,
526        &texture_data,
527        TextureFormat::Rgba8UnormSrgb,
528        RenderAssetUsages::RENDER_WORLD,
529    );
530    img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
531    img
532}
examples/3d/motion_blur.rs (lines 371-381)
355fn uv_debug_texture() -> Image {
356    use bevy::{asset::RenderAssetUsages, render::render_resource::*};
357    const TEXTURE_SIZE: usize = 7;
358
359    let mut palette = [
360        164, 164, 164, 255, 168, 168, 168, 255, 153, 153, 153, 255, 139, 139, 139, 255, 153, 153,
361        153, 255, 177, 177, 177, 255, 159, 159, 159, 255,
362    ];
363
364    let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
365    for y in 0..TEXTURE_SIZE {
366        let offset = TEXTURE_SIZE * y * 4;
367        texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
368        palette.rotate_right(12);
369    }
370
371    let mut img = Image::new_fill(
372        Extent3d {
373            width: TEXTURE_SIZE as u32,
374            height: TEXTURE_SIZE as u32,
375            depth_or_array_layers: 1,
376        },
377        TextureDimension::D2,
378        &texture_data,
379        TextureFormat::Rgba8UnormSrgb,
380        RenderAssetUsages::RENDER_WORLD,
381    );
382    img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor {
383        address_mode_u: ImageAddressMode::Repeat,
384        address_mode_v: ImageAddressMode::MirrorRepeat,
385        mag_filter: ImageFilterMode::Nearest,
386        ..ImageSamplerDescriptor::linear()
387    });
388    img
389}
examples/2d/cpu_draw.rs (lines 42-55)
38fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
39    commands.spawn(Camera2d);
40
41    // Create an image that we are going to draw into
42    let mut image = Image::new_fill(
43        // 2D image of size 256x256
44        Extent3d {
45            width: IMAGE_WIDTH,
46            height: IMAGE_HEIGHT,
47            depth_or_array_layers: 1,
48        },
49        TextureDimension::D2,
50        // Initialize it with a beige color
51        &(css::BEIGE.to_u8_array()),
52        // Use the same encoding as the color we set
53        TextureFormat::Rgba8UnormSrgb,
54        RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
55    );
56
57    // To make it extra fancy, we can set the Alpha of each pixel,
58    // so that it fades out in a circular fashion.
59    for y in 0..IMAGE_HEIGHT {
60        for x in 0..IMAGE_WIDTH {
61            let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
62            let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
63            let r = Vec2::new(x as f32, y as f32).distance(center);
64            let a = 1.0 - (r / max_radius).clamp(0.0, 1.0);
65
66            // Here we will set the A value by accessing the raw data bytes.
67            // (it is the 4th byte of each pixel, as per our `TextureFormat`)
68
69            // Find our pixel by its coordinates
70            let pixel_bytes = image.pixel_bytes_mut(UVec3::new(x, y, 0)).unwrap();
71            // Convert our f32 to u8
72            pixel_bytes[3] = (a * u8::MAX as f32) as u8;
73        }
74    }
75
76    // Add it to Bevy's assets, so it can be used for rendering
77    // this will give us a handle we can use
78    // (to display it in a sprite, or as part of UI, etc.)
79    let handle = images.add(image);
80
81    // Create a sprite entity using our image
82    commands.spawn(Sprite::from_image(handle.clone()));
83    commands.insert_resource(MyProcGenImage(handle));
84
85    // We're seeding the PRNG here to make this example deterministic for testing purposes.
86    // This isn't strictly required in practical use unless you need your app to be deterministic.
87    let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
88    commands.insert_resource(SeededRng(seeded_rng));
89}
Source

pub fn new_target_texture( width: u32, height: u32, format: TextureFormat, ) -> Image

Create a new zero-filled image with a given size, which can be rendered to. Useful for mirrors, UI, or exporting images for example. This is primarily for use as a render target for a Camera. See RenderTarget::Image.

For Standard Dynamic Range (SDR) images you can use TextureFormat::Rgba8UnormSrgb. For High Dynamic Range (HDR) images you can use TextureFormat::Rgba16Float.

The default TextureUsages are TEXTURE_BINDING, COPY_DST, RENDER_ATTACHMENT.

The default RenderAssetUsages is MAIN_WORLD | RENDER_WORLD so that it is accessible from the CPU and GPU. You can customize this by changing the asset_usage field.

Examples found in repository?
examples/shader/compute_shader_game_of_life.rs (line 55)
54fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
55    let mut image = Image::new_target_texture(SIZE.x, SIZE.y, TextureFormat::Rgba32Float);
56    image.asset_usage = RenderAssetUsages::RENDER_WORLD;
57    image.texture_descriptor.usage =
58        TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
59    let image0 = images.add(image.clone());
60    let image1 = images.add(image);
61
62    commands.spawn((
63        Sprite {
64            image: image0.clone(),
65            custom_size: Some(SIZE.as_vec2()),
66            ..default()
67        },
68        Transform::from_scale(Vec3::splat(DISPLAY_FACTOR as f32)),
69    ));
70    commands.spawn(Camera2d);
71
72    commands.insert_resource(GameOfLifeImages {
73        texture_a: image0,
74        texture_b: image1,
75    });
76
77    commands.insert_resource(GameOfLifeUniforms {
78        alive_color: LinearRgba::RED,
79    });
80}
More examples
Hide additional examples
examples/app/headless_renderer.rs (line 251)
235fn setup_render_target(
236    commands: &mut Commands,
237    images: &mut ResMut<Assets<Image>>,
238    render_device: &Res<RenderDevice>,
239    scene_controller: &mut ResMut<SceneController>,
240    pre_roll_frames: u32,
241    scene_name: String,
242) -> RenderTarget {
243    let size = Extent3d {
244        width: scene_controller.width,
245        height: scene_controller.height,
246        ..Default::default()
247    };
248
249    // This is the texture that will be rendered to.
250    let mut render_target_image =
251        Image::new_target_texture(size.width, size.height, TextureFormat::bevy_default());
252    render_target_image.texture_descriptor.usage |= TextureUsages::COPY_SRC;
253    let render_target_image_handle = images.add(render_target_image);
254
255    // This is the texture that will be copied to.
256    let cpu_image =
257        Image::new_target_texture(size.width, size.height, TextureFormat::bevy_default());
258    let cpu_image_handle = images.add(cpu_image);
259
260    commands.spawn(ImageCopier::new(
261        render_target_image_handle.clone(),
262        size,
263        render_device,
264    ));
265
266    commands.spawn(ImageToSave(cpu_image_handle));
267
268    scene_controller.state = SceneState::Render(pre_roll_frames);
269    scene_controller.name = scene_name;
270    RenderTarget::Image(render_target_image_handle.into())
271}
examples/3d/render_to_texture.rs (line 30)
23fn setup(
24    mut commands: Commands,
25    mut meshes: ResMut<Assets<Mesh>>,
26    mut materials: ResMut<Assets<StandardMaterial>>,
27    mut images: ResMut<Assets<Image>>,
28) {
29    // This is the texture that will be rendered to.
30    let image = Image::new_target_texture(512, 512, TextureFormat::bevy_default());
31
32    let image_handle = images.add(image);
33
34    let cube_handle = meshes.add(Cuboid::new(4.0, 4.0, 4.0));
35    let cube_material_handle = materials.add(StandardMaterial {
36        base_color: Color::srgb(0.8, 0.7, 0.6),
37        reflectance: 0.02,
38        unlit: false,
39        ..default()
40    });
41
42    // This specifies the layer used for the first pass, which will be attached to the first pass camera and cube.
43    let first_pass_layer = RenderLayers::layer(1);
44
45    // The cube that will be rendered to the texture.
46    commands.spawn((
47        Mesh3d(cube_handle),
48        MeshMaterial3d(cube_material_handle),
49        Transform::from_translation(Vec3::new(0.0, 0.0, 1.0)),
50        FirstPassCube,
51        first_pass_layer.clone(),
52    ));
53
54    // Light
55    // NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
56    // Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
57    // Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
58    commands.spawn((
59        PointLight::default(),
60        Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
61        RenderLayers::layer(0).with(1),
62    ));
63
64    commands.spawn((
65        Camera3d::default(),
66        Camera {
67            // render before the "main pass" camera
68            order: -1,
69            target: image_handle.clone().into(),
70            clear_color: Color::WHITE.into(),
71            ..default()
72        },
73        Transform::from_translation(Vec3::new(0.0, 0.0, 15.0)).looking_at(Vec3::ZERO, Vec3::Y),
74        first_pass_layer,
75    ));
76
77    let cube_size = 4.0;
78    let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));
79
80    // This material has the texture that has been rendered.
81    let material_handle = materials.add(StandardMaterial {
82        base_color_texture: Some(image_handle),
83        reflectance: 0.02,
84        unlit: false,
85        ..default()
86    });
87
88    // Main pass cube, with material containing the rendered first pass texture.
89    commands.spawn((
90        Mesh3d(cube_handle),
91        MeshMaterial3d(material_handle),
92        Transform::from_xyz(0.0, 0.0, 1.5).with_rotation(Quat::from_rotation_x(-PI / 5.0)),
93        MainPassCube,
94    ));
95
96    // The main pass camera.
97    commands.spawn((
98        Camera3d::default(),
99        Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
100    ));
101}
Source

pub fn width(&self) -> u32

Returns the width of a 2D image.

Examples found in repository?
examples/ui/font_atlas_debug.rs (line 59)
38fn atlas_render_system(
39    mut commands: Commands,
40    mut state: ResMut<State>,
41    font_atlas_sets: Res<FontAtlasSets>,
42    images: Res<Assets<Image>>,
43) {
44    if let Some(set) = font_atlas_sets.get(&state.handle)
45        && let Some((_size, font_atlases)) = set.iter().next()
46    {
47        let x_offset = state.atlas_count as f32;
48        if state.atlas_count == font_atlases.len() as u32 {
49            return;
50        }
51        let font_atlas = &font_atlases[state.atlas_count as usize];
52        let image = images.get(&font_atlas.texture).unwrap();
53        state.atlas_count += 1;
54        commands.spawn((
55            ImageNode::new(font_atlas.texture.clone()),
56            Node {
57                position_type: PositionType::Absolute,
58                top: Val::ZERO,
59                left: px(image.width() as f32 * x_offset),
60                ..default()
61            },
62        ));
63    }
64}
More examples
Hide additional examples
examples/3d/skybox.rs (line 160)
148fn asset_loaded(
149    asset_server: Res<AssetServer>,
150    mut images: ResMut<Assets<Image>>,
151    mut cubemap: ResMut<Cubemap>,
152    mut skyboxes: Query<&mut Skybox>,
153) {
154    if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle).is_loaded() {
155        info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
156        let image = images.get_mut(&cubemap.image_handle).unwrap();
157        // NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
158        // so they appear as one texture. The following code reconfigures the texture as necessary.
159        if image.texture_descriptor.array_layer_count() == 1 {
160            image.reinterpret_stacked_2d_as_array(image.height() / image.width());
161            image.texture_view_descriptor = Some(TextureViewDescriptor {
162                dimension: Some(TextureViewDimension::Cube),
163                ..default()
164            });
165        }
166
167        for mut skybox in &mut skyboxes {
168            skybox.image = cubemap.image_handle.clone();
169        }
170
171        cubemap.is_loaded = true;
172    }
173}
examples/app/headless_renderer.rs (line 499)
473fn update(
474    images_to_save: Query<&ImageToSave>,
475    receiver: Res<MainWorldReceiver>,
476    mut images: ResMut<Assets<Image>>,
477    mut scene_controller: ResMut<SceneController>,
478    mut app_exit_writer: MessageWriter<AppExit>,
479    mut file_number: Local<u32>,
480) {
481    if let SceneState::Render(n) = scene_controller.state {
482        if n < 1 {
483            // We don't want to block the main world on this,
484            // so we use try_recv which attempts to receive without blocking
485            let mut image_data = Vec::new();
486            while let Ok(data) = receiver.try_recv() {
487                // image generation could be faster than saving to fs,
488                // that's why use only last of them
489                image_data = data;
490            }
491            if !image_data.is_empty() {
492                for image in images_to_save.iter() {
493                    // Fill correct data from channel to image
494                    let img_bytes = images.get_mut(image.id()).unwrap();
495
496                    // We need to ensure that this works regardless of the image dimensions
497                    // If the image became wider when copying from the texture to the buffer,
498                    // then the data is reduced to its original size when copying from the buffer to the image.
499                    let row_bytes = img_bytes.width() as usize
500                        * img_bytes.texture_descriptor.format.pixel_size().unwrap();
501                    let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
502                    if row_bytes == aligned_row_bytes {
503                        img_bytes.data.as_mut().unwrap().clone_from(&image_data);
504                    } else {
505                        // shrink data to original image size
506                        img_bytes.data = Some(
507                            image_data
508                                .chunks(aligned_row_bytes)
509                                .take(img_bytes.height() as usize)
510                                .flat_map(|row| &row[..row_bytes.min(row.len())])
511                                .cloned()
512                                .collect(),
513                        );
514                    }
515
516                    // Create RGBA Image Buffer
517                    let img = match img_bytes.clone().try_into_dynamic() {
518                        Ok(img) => img.to_rgba8(),
519                        Err(e) => panic!("Failed to create image buffer {e:?}"),
520                    };
521
522                    // Prepare directory for images, test_images in bevy folder is used here for example
523                    // You should choose the path depending on your needs
524                    let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
525                    info!("Saving image to: {images_dir:?}");
526                    std::fs::create_dir_all(&images_dir).unwrap();
527
528                    // Choose filename starting from 000.png
529                    let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
530                    *file_number.deref_mut() += 1;
531
532                    // Finally saving image to file, this heavy blocking operation is kept here
533                    // for example simplicity, but in real app you should move it to a separate task
534                    if let Err(e) = img.save(image_path) {
535                        panic!("Failed to save image: {e}");
536                    };
537                }
538                if scene_controller.single_image {
539                    app_exit_writer.write(AppExit::Success);
540                }
541            }
542        } else {
543            // clears channel for skipped frames
544            while receiver.try_recv().is_ok() {}
545            scene_controller.state = SceneState::Render(n - 1);
546        }
547    }
548}
Source

pub fn height(&self) -> u32

Returns the height of a 2D image.

Examples found in repository?
examples/3d/skybox.rs (line 160)
148fn asset_loaded(
149    asset_server: Res<AssetServer>,
150    mut images: ResMut<Assets<Image>>,
151    mut cubemap: ResMut<Cubemap>,
152    mut skyboxes: Query<&mut Skybox>,
153) {
154    if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle).is_loaded() {
155        info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
156        let image = images.get_mut(&cubemap.image_handle).unwrap();
157        // NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
158        // so they appear as one texture. The following code reconfigures the texture as necessary.
159        if image.texture_descriptor.array_layer_count() == 1 {
160            image.reinterpret_stacked_2d_as_array(image.height() / image.width());
161            image.texture_view_descriptor = Some(TextureViewDescriptor {
162                dimension: Some(TextureViewDimension::Cube),
163                ..default()
164            });
165        }
166
167        for mut skybox in &mut skyboxes {
168            skybox.image = cubemap.image_handle.clone();
169        }
170
171        cubemap.is_loaded = true;
172    }
173}
More examples
Hide additional examples
examples/app/headless_renderer.rs (line 509)
473fn update(
474    images_to_save: Query<&ImageToSave>,
475    receiver: Res<MainWorldReceiver>,
476    mut images: ResMut<Assets<Image>>,
477    mut scene_controller: ResMut<SceneController>,
478    mut app_exit_writer: MessageWriter<AppExit>,
479    mut file_number: Local<u32>,
480) {
481    if let SceneState::Render(n) = scene_controller.state {
482        if n < 1 {
483            // We don't want to block the main world on this,
484            // so we use try_recv which attempts to receive without blocking
485            let mut image_data = Vec::new();
486            while let Ok(data) = receiver.try_recv() {
487                // image generation could be faster than saving to fs,
488                // that's why use only last of them
489                image_data = data;
490            }
491            if !image_data.is_empty() {
492                for image in images_to_save.iter() {
493                    // Fill correct data from channel to image
494                    let img_bytes = images.get_mut(image.id()).unwrap();
495
496                    // We need to ensure that this works regardless of the image dimensions
497                    // If the image became wider when copying from the texture to the buffer,
498                    // then the data is reduced to its original size when copying from the buffer to the image.
499                    let row_bytes = img_bytes.width() as usize
500                        * img_bytes.texture_descriptor.format.pixel_size().unwrap();
501                    let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
502                    if row_bytes == aligned_row_bytes {
503                        img_bytes.data.as_mut().unwrap().clone_from(&image_data);
504                    } else {
505                        // shrink data to original image size
506                        img_bytes.data = Some(
507                            image_data
508                                .chunks(aligned_row_bytes)
509                                .take(img_bytes.height() as usize)
510                                .flat_map(|row| &row[..row_bytes.min(row.len())])
511                                .cloned()
512                                .collect(),
513                        );
514                    }
515
516                    // Create RGBA Image Buffer
517                    let img = match img_bytes.clone().try_into_dynamic() {
518                        Ok(img) => img.to_rgba8(),
519                        Err(e) => panic!("Failed to create image buffer {e:?}"),
520                    };
521
522                    // Prepare directory for images, test_images in bevy folder is used here for example
523                    // You should choose the path depending on your needs
524                    let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
525                    info!("Saving image to: {images_dir:?}");
526                    std::fs::create_dir_all(&images_dir).unwrap();
527
528                    // Choose filename starting from 000.png
529                    let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
530                    *file_number.deref_mut() += 1;
531
532                    // Finally saving image to file, this heavy blocking operation is kept here
533                    // for example simplicity, but in real app you should move it to a separate task
534                    if let Err(e) = img.save(image_path) {
535                        panic!("Failed to save image: {e}");
536                    };
537                }
538                if scene_controller.single_image {
539                    app_exit_writer.write(AppExit::Success);
540                }
541            }
542        } else {
543            // clears channel for skipped frames
544            while receiver.try_recv().is_ok() {}
545            scene_controller.state = SceneState::Render(n - 1);
546        }
547    }
548}
Source

pub fn aspect_ratio(&self) -> AspectRatio

Returns the aspect ratio (width / height) of a 2D image.

Source

pub fn size_f32(&self) -> Vec2

Returns the size of a 2D image as f32.

Examples found in repository?
examples/3d/tonemapping.rs (line 255)
226fn resize_image(
227    image_mesh: Query<(&MeshMaterial3d<StandardMaterial>, &Mesh3d), With<HDRViewer>>,
228    materials: Res<Assets<StandardMaterial>>,
229    mut meshes: ResMut<Assets<Mesh>>,
230    images: Res<Assets<Image>>,
231    mut image_event_reader: MessageReader<AssetEvent<Image>>,
232) {
233    for event in image_event_reader.read() {
234        let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
235            continue;
236        };
237
238        for (mat_h, mesh_h) in &image_mesh {
239            let Some(mat) = materials.get(mat_h) else {
240                continue;
241            };
242
243            let Some(ref base_color_texture) = mat.base_color_texture else {
244                continue;
245            };
246
247            if *id != base_color_texture.id() {
248                continue;
249            };
250
251            let Some(image_changed) = images.get(*id) else {
252                continue;
253            };
254
255            let size = image_changed.size_f32().normalize_or_zero() * 1.4;
256            // Resize Mesh
257            let quad = Mesh::from(Rectangle::from_size(size));
258            meshes.insert(mesh_h, quad).unwrap();
259        }
260    }
261}
Source

pub fn size(&self) -> UVec2

Returns the size of a 2D image.

Source

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 scale the contents of the image.

If you need to keep pixel data intact, use Image::resize_in_place.

Examples found in repository?
examples/2d/pixel_grid_snap.rs (line 109)
84fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
85    let canvas_size = Extent3d {
86        width: RES_WIDTH,
87        height: RES_HEIGHT,
88        ..default()
89    };
90
91    // This Image serves as a canvas representing the low-resolution game screen
92    let mut canvas = Image {
93        texture_descriptor: TextureDescriptor {
94            label: None,
95            size: canvas_size,
96            dimension: TextureDimension::D2,
97            format: TextureFormat::Bgra8UnormSrgb,
98            mip_level_count: 1,
99            sample_count: 1,
100            usage: TextureUsages::TEXTURE_BINDING
101                | TextureUsages::COPY_DST
102                | TextureUsages::RENDER_ATTACHMENT,
103            view_formats: &[],
104        },
105        ..default()
106    };
107
108    // Fill image.data with zeroes
109    canvas.resize(canvas_size);
110
111    let image_handle = images.add(canvas);
112
113    // This camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
114    commands.spawn((
115        Camera2d,
116        Camera {
117            // Render before the "main pass" camera
118            order: -1,
119            target: RenderTarget::Image(image_handle.clone().into()),
120            clear_color: ClearColorConfig::Custom(GRAY.into()),
121            ..default()
122        },
123        Msaa::Off,
124        InGameCamera,
125        PIXEL_PERFECT_LAYERS,
126    ));
127
128    // Spawn the canvas
129    commands.spawn((Sprite::from_image(image_handle), Canvas, HIGH_RES_LAYERS));
130
131    // The "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
132    // here, the canvas and one of the sample sprites will be rendered by this camera
133    commands.spawn((Camera2d, Msaa::Off, OuterCamera, HIGH_RES_LAYERS));
134}
Source

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.

Source

pub fn resize_in_place(&mut self, new_size: Extent3d)

Resizes the image to the new size, keeping the pixel data intact, anchored at the top-left. When growing, the new space is filled with 0. When shrinking, the image is clipped.

For faster resizing when keeping pixel data intact is not important, use Image::resize.

Source

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?
examples/2d/tilemap_chunk.rs (line 120)
111fn update_tileset_image(
112    chunk_query: Single<&TilemapChunk>,
113    mut events: MessageReader<AssetEvent<Image>>,
114    mut images: ResMut<Assets<Image>>,
115) {
116    let chunk = *chunk_query;
117    for event in events.read() {
118        if event.is_loaded_with_dependencies(chunk.tileset.id()) {
119            let image = images.get_mut(&chunk.tileset).unwrap();
120            image.reinterpret_stacked_2d_as_array(4);
121        }
122    }
123}
More examples
Hide additional examples
examples/3d/skybox.rs (line 160)
148fn asset_loaded(
149    asset_server: Res<AssetServer>,
150    mut images: ResMut<Assets<Image>>,
151    mut cubemap: ResMut<Cubemap>,
152    mut skyboxes: Query<&mut Skybox>,
153) {
154    if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle).is_loaded() {
155        info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
156        let image = images.get_mut(&cubemap.image_handle).unwrap();
157        // NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
158        // so they appear as one texture. The following code reconfigures the texture as necessary.
159        if image.texture_descriptor.array_layer_count() == 1 {
160            image.reinterpret_stacked_2d_as_array(image.height() / image.width());
161            image.texture_view_descriptor = Some(TextureViewDescriptor {
162                dimension: Some(TextureViewDimension::Cube),
163                ..default()
164            });
165        }
166
167        for mut skybox in &mut skyboxes {
168            skybox.image = cubemap.image_handle.clone();
169        }
170
171        cubemap.is_loaded = true;
172    }
173}
examples/shader/array_texture.rs (line 68)
48fn create_array_texture(
49    mut commands: Commands,
50    asset_server: Res<AssetServer>,
51    mut loading_texture: ResMut<LoadingTexture>,
52    mut images: ResMut<Assets<Image>>,
53    mut meshes: ResMut<Assets<Mesh>>,
54    mut materials: ResMut<Assets<ArrayTextureMaterial>>,
55) {
56    if loading_texture.is_loaded
57        || !asset_server
58            .load_state(loading_texture.handle.id())
59            .is_loaded()
60    {
61        return;
62    }
63    loading_texture.is_loaded = true;
64    let image = images.get_mut(&loading_texture.handle).unwrap();
65
66    // Create a new array texture asset from the loaded texture.
67    let array_layers = 4;
68    image.reinterpret_stacked_2d_as_array(array_layers);
69
70    // Spawn some cubes using the array texture
71    let mesh_handle = meshes.add(Cuboid::default());
72    let material_handle = materials.add(ArrayTextureMaterial {
73        array_texture: loading_texture.handle.clone(),
74    });
75    for x in -5..=5 {
76        commands.spawn((
77            Mesh3d(mesh_handle.clone()),
78            MeshMaterial3d(material_handle.clone()),
79            Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
80        ));
81    }
82}
Source

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.

Source

pub fn from_buffer( 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

Source

pub fn is_compressed(&self) -> bool

Whether the texture format is compressed or uncompressed

Source

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 the layer number. For 1D textures, Y and Z are ignored.

Source

pub fn pixel_bytes(&self, coords: UVec3) -> Option<&[u8]>

Get a reference to the data bytes where a specific pixel’s value is stored

Source

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?
examples/2d/cpu_draw.rs (line 70)
38fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
39    commands.spawn(Camera2d);
40
41    // Create an image that we are going to draw into
42    let mut image = Image::new_fill(
43        // 2D image of size 256x256
44        Extent3d {
45            width: IMAGE_WIDTH,
46            height: IMAGE_HEIGHT,
47            depth_or_array_layers: 1,
48        },
49        TextureDimension::D2,
50        // Initialize it with a beige color
51        &(css::BEIGE.to_u8_array()),
52        // Use the same encoding as the color we set
53        TextureFormat::Rgba8UnormSrgb,
54        RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
55    );
56
57    // To make it extra fancy, we can set the Alpha of each pixel,
58    // so that it fades out in a circular fashion.
59    for y in 0..IMAGE_HEIGHT {
60        for x in 0..IMAGE_WIDTH {
61            let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
62            let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
63            let r = Vec2::new(x as f32, y as f32).distance(center);
64            let a = 1.0 - (r / max_radius).clamp(0.0, 1.0);
65
66            // Here we will set the A value by accessing the raw data bytes.
67            // (it is the 4th byte of each pixel, as per our `TextureFormat`)
68
69            // Find our pixel by its coordinates
70            let pixel_bytes = image.pixel_bytes_mut(UVec3::new(x, y, 0)).unwrap();
71            // Convert our f32 to u8
72            pixel_bytes[3] = (a * u8::MAX as f32) as u8;
73        }
74    }
75
76    // Add it to Bevy's assets, so it can be used for rendering
77    // this will give us a handle we can use
78    // (to display it in a sprite, or as part of UI, etc.)
79    let handle = images.add(image);
80
81    // Create a sprite entity using our image
82    commands.spawn(Sprite::from_image(handle.clone()));
83    commands.insert_resource(MyProcGenImage(handle));
84
85    // We're seeding the PRNG here to make this example deterministic for testing purposes.
86    // This isn't strictly required in practical use unless you need your app to be deterministic.
87    let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
88    commands.insert_resource(SeededRng(seeded_rng));
89}
Source

pub fn clear(&mut self, pixel: &[u8])

Clears the content of the image with the given pixel. The image needs to be initialized on the cpu otherwise this is a noop.

This does nothing if the image data is not already initialized

Source

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.

Source

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 TextureFormats:

  • RGBA/BGRA 8-bit unsigned integer, both sRGB and Linear
  • 16-bit and 32-bit unsigned integer
  • 16-bit and 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-f32 TextureFormats. 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 TextureFormats are unsupported, such as:

  • block-compressed formats
  • non-byte-aligned formats like 10-bit
  • signed integer formats
Examples found in repository?
examples/2d/cpu_draw.rs (line 124)
92fn draw(
93    my_handle: Res<MyProcGenImage>,
94    mut images: ResMut<Assets<Image>>,
95    // Used to keep track of where we are
96    mut i: Local<u32>,
97    mut draw_color: Local<Color>,
98    mut seeded_rng: ResMut<SeededRng>,
99) {
100    if *i == 0 {
101        // Generate a random color on first run.
102        *draw_color = Color::linear_rgb(
103            seeded_rng.0.random(),
104            seeded_rng.0.random(),
105            seeded_rng.0.random(),
106        );
107    }
108
109    // Get the image from Bevy's asset storage.
110    let image = images.get_mut(&my_handle.0).expect("Image not found");
111
112    // Compute the position of the pixel to draw.
113
114    let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
115    let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
116    let rot_speed = 0.0123;
117    let period = 0.12345;
118
119    let r = ops::sin(*i as f32 * period) * max_radius;
120    let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
121    let (x, y) = (xy.x as u32, xy.y as u32);
122
123    // Get the old color of that pixel.
124    let old_color = image.get_color_at(x, y).unwrap();
125
126    // If the old color is our current color, change our drawing color.
127    let tolerance = 1.0 / 255.0;
128    if old_color.distance(&draw_color) <= tolerance {
129        *draw_color = Color::linear_rgb(
130            seeded_rng.0.random(),
131            seeded_rng.0.random(),
132            seeded_rng.0.random(),
133        );
134    }
135
136    // Set the new color, but keep old alpha value from image.
137    image
138        .set_color_at(x, y, draw_color.with_alpha(old_color.alpha()))
139        .unwrap();
140
141    *i += 1;
142}
Source

pub fn get_color_at_3d( &self, x: u32, y: u32, z: u32, ) -> Result<Color, TextureAccessError>

Read the color of a specific pixel (2D texture with layers or 3D texture).

See get_color_at for more details.

Source

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.

Source

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 TextureFormats:

  • RGBA/BGRA 8-bit unsigned integer, both sRGB and Linear
  • 16-bit and 32-bit unsigned integer (with possibly-limited precision, as Color uses f32)
  • 16-bit and 32-bit float

Be careful: writing to non-f32 TextureFormats 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 TextureFormats are unsupported, such as:

  • block-compressed formats
  • non-byte-aligned formats like 10-bit
  • signed integer formats
Examples found in repository?
examples/2d/cpu_draw.rs (line 138)
92fn draw(
93    my_handle: Res<MyProcGenImage>,
94    mut images: ResMut<Assets<Image>>,
95    // Used to keep track of where we are
96    mut i: Local<u32>,
97    mut draw_color: Local<Color>,
98    mut seeded_rng: ResMut<SeededRng>,
99) {
100    if *i == 0 {
101        // Generate a random color on first run.
102        *draw_color = Color::linear_rgb(
103            seeded_rng.0.random(),
104            seeded_rng.0.random(),
105            seeded_rng.0.random(),
106        );
107    }
108
109    // Get the image from Bevy's asset storage.
110    let image = images.get_mut(&my_handle.0).expect("Image not found");
111
112    // Compute the position of the pixel to draw.
113
114    let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
115    let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
116    let rot_speed = 0.0123;
117    let period = 0.12345;
118
119    let r = ops::sin(*i as f32 * period) * max_radius;
120    let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
121    let (x, y) = (xy.x as u32, xy.y as u32);
122
123    // Get the old color of that pixel.
124    let old_color = image.get_color_at(x, y).unwrap();
125
126    // If the old color is our current color, change our drawing color.
127    let tolerance = 1.0 / 255.0;
128    if old_color.distance(&draw_color) <= tolerance {
129        *draw_color = Color::linear_rgb(
130            seeded_rng.0.random(),
131            seeded_rng.0.random(),
132            seeded_rng.0.random(),
133        );
134    }
135
136    // Set the new color, but keep old alpha value from image.
137    image
138        .set_color_at(x, y, draw_color.with_alpha(old_color.alpha()))
139        .unwrap();
140
141    *i += 1;
142}
Source

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 (2D texture with layers or 3D texture).

See set_color_at for more details.

Source§

impl Image

Source

pub fn from_dynamic( dyn_img: DynamicImage, is_srgb: bool, asset_usage: RenderAssetUsages, ) -> Image

Converts a DynamicImage to an Image.

Source

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?
examples/app/headless_renderer.rs (line 517)
473fn update(
474    images_to_save: Query<&ImageToSave>,
475    receiver: Res<MainWorldReceiver>,
476    mut images: ResMut<Assets<Image>>,
477    mut scene_controller: ResMut<SceneController>,
478    mut app_exit_writer: MessageWriter<AppExit>,
479    mut file_number: Local<u32>,
480) {
481    if let SceneState::Render(n) = scene_controller.state {
482        if n < 1 {
483            // We don't want to block the main world on this,
484            // so we use try_recv which attempts to receive without blocking
485            let mut image_data = Vec::new();
486            while let Ok(data) = receiver.try_recv() {
487                // image generation could be faster than saving to fs,
488                // that's why use only last of them
489                image_data = data;
490            }
491            if !image_data.is_empty() {
492                for image in images_to_save.iter() {
493                    // Fill correct data from channel to image
494                    let img_bytes = images.get_mut(image.id()).unwrap();
495
496                    // We need to ensure that this works regardless of the image dimensions
497                    // If the image became wider when copying from the texture to the buffer,
498                    // then the data is reduced to its original size when copying from the buffer to the image.
499                    let row_bytes = img_bytes.width() as usize
500                        * img_bytes.texture_descriptor.format.pixel_size().unwrap();
501                    let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
502                    if row_bytes == aligned_row_bytes {
503                        img_bytes.data.as_mut().unwrap().clone_from(&image_data);
504                    } else {
505                        // shrink data to original image size
506                        img_bytes.data = Some(
507                            image_data
508                                .chunks(aligned_row_bytes)
509                                .take(img_bytes.height() as usize)
510                                .flat_map(|row| &row[..row_bytes.min(row.len())])
511                                .cloned()
512                                .collect(),
513                        );
514                    }
515
516                    // Create RGBA Image Buffer
517                    let img = match img_bytes.clone().try_into_dynamic() {
518                        Ok(img) => img.to_rgba8(),
519                        Err(e) => panic!("Failed to create image buffer {e:?}"),
520                    };
521
522                    // Prepare directory for images, test_images in bevy folder is used here for example
523                    // You should choose the path depending on your needs
524                    let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
525                    info!("Saving image to: {images_dir:?}");
526                    std::fs::create_dir_all(&images_dir).unwrap();
527
528                    // Choose filename starting from 000.png
529                    let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
530                    *file_number.deref_mut() += 1;
531
532                    // Finally saving image to file, this heavy blocking operation is kept here
533                    // for example simplicity, but in real app you should move it to a separate task
534                    if let Err(e) = img.save(image_path) {
535                        panic!("Failed to save image: {e}");
536                    };
537                }
538                if scene_controller.single_image {
539                    app_exit_writer.write(AppExit::Success);
540                }
541            }
542        } else {
543            // clears channel for skipped frames
544            while receiver.try_recv().is_ok() {}
545            scene_controller.state = SceneState::Render(n - 1);
546        }
547    }
548}

Trait Implementations§

Source§

impl Clone for Image

Source§

fn clone(&self) -> Image

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl Debug for Image

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
Source§

impl Default for Image

Source§

fn default() -> Image

default is a 1x1x1 all ‘1.0’ texture

Source§

impl FromArg for Image

Source§

type This<'from_arg> = Image

The type to convert into. Read more
Source§

fn from_arg(arg: Arg<'_>) -> Result<<Image as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
Source§

impl FromReflect for Image

Source§

fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Image>

Constructs a concrete instance of Self from a reflected value.
Source§

fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
Source§

impl GetOwnership for Image

Source§

fn ownership() -> Ownership

Returns the ownership of Self.
Source§

impl GetTypeRegistration for Image

Source§

fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
Source§

fn register_type_dependencies(_registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
Source§

impl IntoReturn for Image

Source§

fn into_return<'into_return>(self) -> Return<'into_return>
where Image: 'into_return,

Converts Self into a Return value.
Source§

impl PartialEq for Image

Source§

fn eq(&self, other: &Image) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
Source§

impl PartialReflect for Image

Source§

fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
Source§

fn to_dynamic(&self) -> Box<dyn PartialReflect>

Converts this reflected value into its dynamic representation based on its kind. Read more
Source§

fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
Source§

fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
Source§

fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
Source§

fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
Source§

fn reflect_owned(self: Box<Image>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
Source§

fn try_into_reflect( self: Box<Image>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>

Attempts to cast this type to a boxed, fully-reflected value.
Source§

fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>

Attempts to cast this type to a fully-reflected value.
Source§

fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>

Attempts to cast this type to a mutable, fully-reflected value.
Source§

fn into_partial_reflect(self: Box<Image>) -> Box<dyn PartialReflect>

Casts this type to a boxed, reflected value. Read more
Source§

fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)

Casts this type to a reflected value. Read more
Source§

fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)

Casts this type to a mutable, reflected value. Read more
Source§

fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
Source§

fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>

Attempts to clone Self using reflection. Read more
Source§

fn apply(&mut self, value: &(dyn PartialReflect + 'static))

Applies a reflected value to this value. Read more
Source§

fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
where T: 'static, Self: Sized + TypePath,

For a type implementing PartialReflect, combines reflect_clone and take in a useful fashion, automatically constructing an appropriate ReflectCloneError if the downcast fails. Read more
Source§

fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
Source§

fn reflect_partial_eq( &self, _value: &(dyn PartialReflect + 'static), ) -> Option<bool>

Returns a “partial equality” comparison result. Read more
Source§

fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
Source§

impl Reflect for Image

Source§

fn into_any(self: Box<Image>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>. Read more
Source§

fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any. Read more
Source§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any. Read more
Source§

fn into_reflect(self: Box<Image>) -> Box<dyn Reflect>

Casts this type to a boxed, fully-reflected value.
Source§

fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a fully-reflected value.
Source§

fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable, fully-reflected value.
Source§

fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
Source§

impl TypePath for Image

Source§

fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
Source§

fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
Source§

fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
Source§

fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
Source§

fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
Source§

impl Typed for Image

Source§

fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
Source§

impl VisitAssetDependencies for Image

Source§

fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))

Source§

impl Asset for Image

Source§

impl StructuralPartialEq 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

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

Source§

fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
Source§

impl<A> AssetContainer for A
where A: Asset,

Source§

fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)

Source§

fn asset_type_name(&self) -> &'static str

Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> CloneToUninit for T
where T: Clone,

Source§

unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
Source§

impl<T> Conv for T

Source§

fn conv<T>(self) -> T
where Self: Into<T>,

Converts self into T using Into<T>. Read more
Source§

impl<T> Downcast for T
where T: Any,

Source§

fn into_any(self: Box<T>) -> Box<dyn Any>

Converts Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.
Source§

fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Converts Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
Source§

fn as_any(&self) -> &(dyn Any + 'static)

Converts &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
Source§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Converts &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
Source§

impl<T> Downcast for T
where T: Any,

Source§

fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
Source§

fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
Source§

fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
Source§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
Source§

impl<T> DowncastSend for T
where T: Any + Send,

Source§

fn into_any_send(self: Box<T>) -> Box<dyn Any + Send>

Converts Box<Trait> (where Trait: DowncastSend) to Box<dyn Any + Send>, which can then be downcast into Box<ConcreteType> where ConcreteType implements Trait.
Source§

impl<T> DowncastSync for T
where T: Any + Send + Sync,

Source§

fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
Source§

impl<T> DynamicTypePath for T
where T: TypePath,

Source§

impl<T> DynamicTyped for T
where T: Typed,

Source§

impl<T> FmtForward for T

Source§

fn fmt_binary(self) -> FmtBinary<Self>
where Self: Binary,

Causes self to use its Binary implementation when Debug-formatted.
Source§

fn fmt_display(self) -> FmtDisplay<Self>
where Self: Display,

Causes self to use its Display implementation when Debug-formatted.
Source§

fn fmt_lower_exp(self) -> FmtLowerExp<Self>
where Self: LowerExp,

Causes self to use its LowerExp implementation when Debug-formatted.
Source§

fn fmt_lower_hex(self) -> FmtLowerHex<Self>
where Self: LowerHex,

Causes self to use its LowerHex implementation when Debug-formatted.
Source§

fn fmt_octal(self) -> FmtOctal<Self>
where Self: Octal,

Causes self to use its Octal implementation when Debug-formatted.
Source§

fn fmt_pointer(self) -> FmtPointer<Self>
where Self: Pointer,

Causes self to use its Pointer implementation when Debug-formatted.
Source§

fn fmt_upper_exp(self) -> FmtUpperExp<Self>
where Self: UpperExp,

Causes self to use its UpperExp implementation when Debug-formatted.
Source§

fn fmt_upper_hex(self) -> FmtUpperHex<Self>
where Self: UpperHex,

Causes self to use its UpperHex implementation when Debug-formatted.
Source§

fn fmt_list(self) -> FmtList<Self>
where &'a Self: for<'a> IntoIterator,

Formats each item in a sequence. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<S> FromSample<S> for S

Source§

fn from_sample_(s: S) -> S

Source§

impl<T> FromWorld for T
where T: Default,

Source§

fn from_world(_world: &mut World) -> T

Creates Self using default().

Source§

impl<T> GetPath for T
where T: Reflect + ?Sized,

Source§

fn reflect_path<'p>( &self, path: impl ReflectPath<'p>, ) -> Result<&(dyn PartialReflect + 'static), ReflectPathError<'p>>

Returns a reference to the value specified by path. Read more
Source§

fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn PartialReflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
Source§

fn path<'p, T>( &self, path: impl ReflectPath<'p>, ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
Source§

fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
Source§

impl<T, W> HasTypeWitness<W> for T
where W: MakeTypeWitness<Arg = T>, T: ?Sized,

Source§

const WITNESS: W = W::MAKE

A constant of the type witness
Source§

impl<T> Identity for T
where T: ?Sized,

Source§

const TYPE_EQ: TypeEq<T, <T as Identity>::Type> = TypeEq::NEW

Proof that Self is the same type as Self::Type, provides methods for casting between Self and Self::Type.
Source§

type Type = T

The same type as Self, used to emulate type equality bounds (T == U) with associated type equality constraints (T: Identity<Type = U>).
Source§

impl<T> InitializeFromFunction<T> for T

Source§

fn initialize_from_function(f: fn() -> T) -> T

Create an instance of this type from an initialization function
Source§

impl<T> Instrument for T

Source§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
Source§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<T> IntoEither for T

Source§

fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
Source§

fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
Source§

impl<T> IntoResult<T> for T

Source§

fn into_result(self) -> Result<T, RunSystemError>

Converts this type into the system output type.
Source§

impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

Source§

fn into_sample(self) -> T

Source§

impl<A> Is for A
where A: Any,

Source§

fn is<T>() -> bool
where T: Any,

Checks if the current type “is” another type, using a TypeId equality comparison. This is most useful in the context of generic logic. Read more
Source§

impl<T> NoneValue for T
where T: Default,

Source§

type NoneType = T

Source§

fn null_value() -> T

The none-equivalent value.
Source§

impl<T> Pipe for T
where T: ?Sized,

Source§

fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> R
where Self: Sized,

Pipes by value. This is generally the method you want to use. Read more
Source§

fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> R
where R: 'a,

Borrows self and passes that borrow into the pipe function. Read more
Source§

fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> R
where R: 'a,

Mutably borrows self and passes that borrow into the pipe function. Read more
Source§

fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
where Self: Borrow<B>, B: 'a + ?Sized, R: 'a,

Borrows self, then passes self.borrow() into the pipe function. Read more
Source§

fn pipe_borrow_mut<'a, B, R>( &'a mut self, func: impl FnOnce(&'a mut B) -> R, ) -> R
where Self: BorrowMut<B>, B: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.borrow_mut() into the pipe function. Read more
Source§

fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
where Self: AsRef<U>, U: 'a + ?Sized, R: 'a,

Borrows self, then passes self.as_ref() into the pipe function.
Source§

fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
where Self: AsMut<U>, U: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.as_mut() into the pipe function.
Source§

fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
where Self: Deref<Target = T>, T: 'a + ?Sized, R: 'a,

Borrows self, then passes self.deref() into the pipe function.
Source§

fn pipe_deref_mut<'a, T, R>( &'a mut self, func: impl FnOnce(&'a mut T) -> R, ) -> R
where Self: DerefMut<Target = T> + Deref, T: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.deref_mut() into the pipe function.
Source§

impl<T> Pointable for T

Source§

const ALIGN: usize

The alignment of pointer.
Source§

type Init = T

The type for initializers.
Source§

unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
Source§

unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
Source§

unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
Source§

unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
Source§

impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

Source§

fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
Source§

fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
Source§

fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
Source§

impl<T> Same for T

Source§

type Output = T

Should always be Self
Source§

impl<Ret> SpawnIfAsync<(), Ret> for Ret

Source§

fn spawn(self) -> Ret

Spawn the value into the dioxus runtime if it is an async block
Source§

impl<T, O> SuperFrom<T> for O
where O: From<T>,

Source§

fn super_from(input: T) -> O

Convert from a type to another type.
Source§

impl<T, O, M> SuperInto<O, M> for T
where O: SuperFrom<T, M>,

Source§

fn super_into(self) -> O

Convert from a type to another type.
Source§

impl<T> Tap for T

Source§

fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
Source§

fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
Source§

fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
Source§

fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
Source§

fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
Source§

fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
Source§

fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
Source§

fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
Source§

fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
Source§

fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
Source§

fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
Source§

fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
Source§

fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
Source§

fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
Source§

fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
Source§

fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
Source§

impl<T> ToOwned for T
where T: Clone,

Source§

type Owned = T

The resulting type after obtaining ownership.
Source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
Source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
Source§

impl<T, U> ToSample<U> for T
where U: FromSample<T>,

Source§

fn to_sample_(self) -> U

Source§

impl<T> TryConv for T

Source§

fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

Source§

fn clone_type_data(&self) -> Box<dyn TypeData>

Creates a type-erased clone of this value.
Source§

impl<V, T> VZip<V> for T
where V: MultiLane<T>,

Source§

fn vzip(self) -> V

Source§

impl<T> WithSubscriber for T

Source§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
Source§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
Source§

impl<T> ConditionalSend for T
where T: Send,

Source§

impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

Source§

impl<T> Reflectable for T

Source§

impl<T> Settings for T
where T: 'static + Send + Sync,

Source§

impl<T> WasmNotSend for T
where T: Send,

Source§

impl<T> WasmNotSendSync for T

Source§

impl<T> WasmNotSync for T
where T: Sync,