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: TextureDataOrderFor 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
TextureDescriptor::labelis used for caching purposes when not usingAsset<Image>.
If you use assets, the label is purely a debugging aid.TextureDescriptor::view_formatsis currently unused by Bevy.
sampler: ImageSamplerThe 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::labelis used for caching purposes when not usingAsset<Image>.
If you use assets, the label is purely a debugging aid.
asset_usage: RenderAssetUsages§copy_on_resize: boolWhether this image should be copied on the GPU when resized.
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 new_uninit(
size: Extent3d,
dimension: TextureDimension,
format: TextureFormat,
asset_usage: RenderAssetUsages,
) -> Image
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?
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
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}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}Sourcepub fn transparent() -> Image
pub fn transparent() -> Image
A transparent white 1x1x1 image.
Contrast to Image::default, which is opaque.
Sourcepub fn default_uninit() -> Image
pub fn default_uninit() -> Image
Creates a new uninitialized 1x1x1 image
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?
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
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}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}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}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}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}Sourcepub fn new_target_texture(
width: u32,
height: u32,
format: TextureFormat,
) -> Image
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?
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
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}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}Sourcepub fn width(&self) -> u32
pub fn width(&self) -> u32
Returns the width of a 2D image.
Examples found in repository?
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
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}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}Sourcepub fn height(&self) -> u32
pub fn height(&self) -> u32
Returns the height of a 2D image.
Examples found in repository?
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
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}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?
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}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 scale the contents of the image.
If you need to keep pixel data intact, use Image::resize_in_place.
Examples found in repository?
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}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 resize_in_place(&mut self, new_size: Extent3d)
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.
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?
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
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}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}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::R8UnormTextureFormat::Rg8UnormTextureFormat::Rgba8UnormSrgb
To get Image as a image::DynamicImage see:
Image::try_into_dynamic.
Sourcepub fn from_buffer(
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( 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 the layer number. 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?
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}Sourcepub fn clear(&mut self, pixel: &[u8])
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
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 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?
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}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 (2D texture with layers or 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 TextureFormats:
- RGBA/BGRA 8-bit unsigned integer, both sRGB and Linear
- 16-bit and 32-bit unsigned integer (with possibly-limited precision, as
Colorusesf32) - 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?
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}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 (2D texture with layers or 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::R8UnormTextureFormat::Rg8UnormTextureFormat::Rgba8UnormSrgbTextureFormat::Bgra8UnormSrgb
To convert Image to a different format see: Image::convert.
Examples found in repository?
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 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>
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fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
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constructing the value using from_reflect if that fails. Read moreSource§impl GetTypeRegistration for Image
impl GetTypeRegistration for Image
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
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fn register_type_dependencies(_registry: &mut TypeRegistry)
Source§impl IntoReturn for Image
impl IntoReturn for Image
Source§impl PartialReflect for Image
impl PartialReflect for Image
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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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fn reflect_owned(self: Box<Image>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<Image>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
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Source§impl Reflect for Image
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Source§impl VisitAssetDependencies for Image
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impl Asset for Image
impl StructuralPartialEq for Image
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Deref::Target of a value. Read moreSource§fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self
fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self
.tap() only in debug builds, and is erased in release builds.Source§fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self
fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self
.tap_mut() only in debug builds, and is erased in release
builds.Source§fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
.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
fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
.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
fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
.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
fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
.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
fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
.tap_deref() only in debug builds, and is erased in release
builds.