pub struct Image {
pub data: Option<Vec<u8>>,
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,
}
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
texture_descriptor: TextureDescriptor<Option<&'static str>, &'static [TextureFormat]>
§sampler: ImageSampler
The ImageSampler
to use during rendering.
texture_view_descriptor: Option<TextureViewDescriptor<Option<&'static str>>>
§asset_usage: RenderAssetUsages
Implementations§
Source§impl Image
impl Image
Sourcepub fn new(
size: Extent3d,
dimension: TextureDimension,
data: Vec<u8>,
format: TextureFormat,
asset_usage: RenderAssetUsages,
) -> Image
pub fn new( size: Extent3d, dimension: TextureDimension, data: Vec<u8>, format: TextureFormat, asset_usage: RenderAssetUsages, ) -> Image
Creates a new image from raw binary data and the corresponding metadata.
§Panics
Panics if the length of the data
, volume of the size
and the size of the format
do not match.
Sourcepub fn 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?
71fn setup(
72 mut commands: Commands,
73 mut images: ResMut<Assets<Image>>,
74 mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
75) {
76 // Create a storage buffer with some data
77 let buffer = vec![0u32; BUFFER_LEN];
78 let mut buffer = ShaderStorageBuffer::from(buffer);
79 // We need to enable the COPY_SRC usage so we can copy the buffer to the cpu
80 buffer.buffer_description.usage |= BufferUsages::COPY_SRC;
81 let buffer = buffers.add(buffer);
82
83 // Create a storage texture with some data
84 let size = Extent3d {
85 width: BUFFER_LEN as u32,
86 height: 1,
87 ..default()
88 };
89 // We create an uninitialized image since this texture will only be used for getting data out
90 // of the compute shader, not getting data in, so there's no reason for it to exist on the CPU
91 let mut image = Image::new_uninit(
92 size,
93 TextureDimension::D2,
94 TextureFormat::R32Uint,
95 RenderAssetUsages::RENDER_WORLD,
96 );
97 // We also need to enable the COPY_SRC, as well as STORAGE_BINDING so we can use it in the
98 // compute shader
99 image.texture_descriptor.usage |= TextureUsages::COPY_SRC | TextureUsages::STORAGE_BINDING;
100 let image = images.add(image);
101
102 // Spawn the readback components. For each frame, the data will be read back from the GPU
103 // asynchronously and trigger the `ReadbackComplete` event on this entity. Despawn the entity
104 // to stop reading back the data.
105 commands.spawn(Readback::buffer(buffer.clone())).observe(
106 |trigger: Trigger<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> = trigger.event().to_shader_type();
110 info!("Buffer {:?}", data);
111 },
112 );
113 // This is just a simple way to pass the buffer handle to the render app for our compute node
114 commands.insert_resource(ReadbackBuffer(buffer));
115
116 // Textures can also be read back from the GPU. Pay careful attention to the format of the
117 // texture, as it will affect how the data is interpreted.
118 commands.spawn(Readback::texture(image.clone())).observe(
119 |trigger: Trigger<ReadbackComplete>| {
120 // You probably want to interpret the data as a color rather than a `ShaderType`,
121 // but in this case we know the data is a single channel storage texture, so we can
122 // interpret it as a `Vec<u32>`
123 let data: Vec<u32> = trigger.event().to_shader_type();
124 info!("Image {:?}", data);
125 },
126 );
127 commands.insert_resource(ReadbackImage(image));
128}
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?
154fn uv_debug_texture() -> Image {
155 const TEXTURE_SIZE: usize = 8;
156
157 let mut palette: [u8; 32] = [
158 255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
159 198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
160 ];
161
162 let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
163 for y in 0..TEXTURE_SIZE {
164 let offset = TEXTURE_SIZE * y * 4;
165 texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
166 palette.rotate_right(4);
167 }
168
169 Image::new_fill(
170 Extent3d {
171 width: TEXTURE_SIZE as u32,
172 height: TEXTURE_SIZE as u32,
173 depth_or_array_layers: 1,
174 },
175 TextureDimension::D2,
176 &texture_data,
177 TextureFormat::Rgba8UnormSrgb,
178 RenderAssetUsages::RENDER_WORLD,
179 )
180}
More examples
573fn init_textures(textures: &mut Vec<Handle<Image>>, args: &Args, images: &mut Assets<Image>) {
574 // We're seeding the PRNG here to make this example deterministic for testing purposes.
575 // This isn't strictly required in practical use unless you need your app to be deterministic.
576 let mut color_rng = ChaCha8Rng::seed_from_u64(42);
577 while textures.len() < args.material_texture_count {
578 let pixel = [color_rng.r#gen(), color_rng.r#gen(), color_rng.r#gen(), 255];
579 textures.push(images.add(Image::new_fill(
580 Extent3d {
581 width: BIRD_TEXTURE_SIZE as u32,
582 height: BIRD_TEXTURE_SIZE as u32,
583 depth_or_array_layers: 1,
584 },
585 TextureDimension::D2,
586 &pixel,
587 TextureFormat::Rgba8UnormSrgb,
588 RenderAssetUsages::RENDER_WORLD,
589 )));
590 }
591}
260fn init_textures(args: &Args, images: &mut Assets<Image>) -> Vec<Handle<Image>> {
261 // We're seeding the PRNG here to make this example deterministic for testing purposes.
262 // This isn't strictly required in practical use unless you need your app to be deterministic.
263 let mut color_rng = ChaCha8Rng::seed_from_u64(42);
264 let color_bytes: Vec<u8> = (0..(args.material_texture_count * 4))
265 .map(|i| if (i % 4) == 3 { 255 } else { color_rng.r#gen() })
266 .collect();
267 color_bytes
268 .chunks(4)
269 .map(|pixel| {
270 images.add(Image::new_fill(
271 Extent3d {
272 width: 1,
273 height: 1,
274 depth_or_array_layers: 1,
275 },
276 TextureDimension::D2,
277 pixel,
278 TextureFormat::Rgba8UnormSrgb,
279 RenderAssetUsages::RENDER_WORLD,
280 ))
281 })
282 .collect()
283}
347fn uv_debug_texture() -> Image {
348 const TEXTURE_SIZE: usize = 8;
349
350 let mut palette: [u8; 32] = [
351 255, 102, 159, 255, 255, 159, 102, 255, 236, 255, 102, 255, 121, 255, 102, 255, 102, 255,
352 198, 255, 102, 198, 255, 255, 121, 102, 255, 255, 236, 102, 255, 255,
353 ];
354
355 let mut texture_data = [0; TEXTURE_SIZE * TEXTURE_SIZE * 4];
356 for y in 0..TEXTURE_SIZE {
357 let offset = TEXTURE_SIZE * y * 4;
358 texture_data[offset..(offset + TEXTURE_SIZE * 4)].copy_from_slice(&palette);
359 palette.rotate_right(4);
360 }
361
362 let mut img = Image::new_fill(
363 Extent3d {
364 width: TEXTURE_SIZE as u32,
365 height: TEXTURE_SIZE as u32,
366 depth_or_array_layers: 1,
367 },
368 TextureDimension::D2,
369 &texture_data,
370 TextureFormat::Rgba8UnormSrgb,
371 RenderAssetUsages::RENDER_WORLD,
372 );
373 img.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor::default());
374 img
375}
53fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
54 let mut image = Image::new_fill(
55 Extent3d {
56 width: SIZE.0,
57 height: SIZE.1,
58 depth_or_array_layers: 1,
59 },
60 TextureDimension::D2,
61 &[0, 0, 0, 255],
62 TextureFormat::R32Float,
63 RenderAssetUsages::RENDER_WORLD,
64 );
65 image.texture_descriptor.usage =
66 TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
67 let image0 = images.add(image.clone());
68 let image1 = images.add(image);
69
70 commands.spawn((
71 Sprite {
72 image: image0.clone(),
73 custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
74 ..default()
75 },
76 Transform::from_scale(Vec3::splat(DISPLAY_FACTOR as f32)),
77 ));
78 commands.spawn(Camera2d);
79
80 commands.insert_resource(GameOfLifeImages {
81 texture_a: image0,
82 texture_b: image1,
83 });
84}
355fn uv_debug_texture() -> Image {
356 use bevy::render::{render_asset::RenderAssetUsages, 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}
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 if let Some((_size, font_atlases)) = set.iter().next() {
46 let x_offset = state.atlas_count as f32;
47 if state.atlas_count == font_atlases.len() as u32 {
48 return;
49 }
50 let font_atlas = &font_atlases[state.atlas_count as usize];
51 let image = images.get(&font_atlas.texture).unwrap();
52 state.atlas_count += 1;
53 commands.spawn((
54 ImageNode::new(font_atlas.texture.clone()),
55 Node {
56 position_type: PositionType::Absolute,
57 top: Val::ZERO,
58 left: Val::Px(image.width() as f32 * x_offset),
59 ..default()
60 },
61 ));
62 }
63 }
64}
More examples
143fn asset_loaded(
144 asset_server: Res<AssetServer>,
145 mut images: ResMut<Assets<Image>>,
146 mut cubemap: ResMut<Cubemap>,
147 mut skyboxes: Query<&mut Skybox>,
148) {
149 if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle).is_loaded() {
150 info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
151 let image = images.get_mut(&cubemap.image_handle).unwrap();
152 // NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
153 // so they appear as one texture. The following code reconfigures the texture as necessary.
154 if image.texture_descriptor.array_layer_count() == 1 {
155 image.reinterpret_stacked_2d_as_array(image.height() / image.width());
156 image.texture_view_descriptor = Some(TextureViewDescriptor {
157 dimension: Some(TextureViewDimension::Cube),
158 ..default()
159 });
160 }
161
162 for mut skybox in &mut skyboxes {
163 skybox.image = cubemap.image_handle.clone();
164 }
165
166 cubemap.is_loaded = true;
167 }
168}
472fn update(
473 images_to_save: Query<&ImageToSave>,
474 receiver: Res<MainWorldReceiver>,
475 mut images: ResMut<Assets<Image>>,
476 mut scene_controller: ResMut<SceneController>,
477 mut app_exit_writer: EventWriter<AppExit>,
478 mut file_number: Local<u32>,
479) {
480 if let SceneState::Render(n) = scene_controller.state {
481 if n < 1 {
482 // We don't want to block the main world on this,
483 // so we use try_recv which attempts to receive without blocking
484 let mut image_data = Vec::new();
485 while let Ok(data) = receiver.try_recv() {
486 // image generation could be faster than saving to fs,
487 // that's why use only last of them
488 image_data = data;
489 }
490 if !image_data.is_empty() {
491 for image in images_to_save.iter() {
492 // Fill correct data from channel to image
493 let img_bytes = images.get_mut(image.id()).unwrap();
494
495 // We need to ensure that this works regardless of the image dimensions
496 // If the image became wider when copying from the texture to the buffer,
497 // then the data is reduced to its original size when copying from the buffer to the image.
498 let row_bytes = img_bytes.width() as usize
499 * img_bytes.texture_descriptor.format.pixel_size();
500 let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
501 if row_bytes == aligned_row_bytes {
502 img_bytes.data.as_mut().unwrap().clone_from(&image_data);
503 } else {
504 // shrink data to original image size
505 img_bytes.data = Some(
506 image_data
507 .chunks(aligned_row_bytes)
508 .take(img_bytes.height() as usize)
509 .flat_map(|row| &row[..row_bytes.min(row.len())])
510 .cloned()
511 .collect(),
512 );
513 }
514
515 // Create RGBA Image Buffer
516 let img = match img_bytes.clone().try_into_dynamic() {
517 Ok(img) => img.to_rgba8(),
518 Err(e) => panic!("Failed to create image buffer {e:?}"),
519 };
520
521 // Prepare directory for images, test_images in bevy folder is used here for example
522 // You should choose the path depending on your needs
523 let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
524 info!("Saving image to: {images_dir:?}");
525 std::fs::create_dir_all(&images_dir).unwrap();
526
527 // Choose filename starting from 000.png
528 let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
529 *file_number.deref_mut() += 1;
530
531 // Finally saving image to file, this heavy blocking operation is kept here
532 // for example simplicity, but in real app you should move it to a separate task
533 if let Err(e) = img.save(image_path) {
534 panic!("Failed to save image: {e}");
535 };
536 }
537 if scene_controller.single_image {
538 app_exit_writer.write(AppExit::Success);
539 }
540 }
541 } else {
542 // clears channel for skipped frames
543 while receiver.try_recv().is_ok() {}
544 scene_controller.state = SceneState::Render(n - 1);
545 }
546 }
547}
Sourcepub fn height(&self) -> u32
pub fn height(&self) -> u32
Returns the height of a 2D image.
Examples found in repository?
143fn asset_loaded(
144 asset_server: Res<AssetServer>,
145 mut images: ResMut<Assets<Image>>,
146 mut cubemap: ResMut<Cubemap>,
147 mut skyboxes: Query<&mut Skybox>,
148) {
149 if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle).is_loaded() {
150 info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
151 let image = images.get_mut(&cubemap.image_handle).unwrap();
152 // NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
153 // so they appear as one texture. The following code reconfigures the texture as necessary.
154 if image.texture_descriptor.array_layer_count() == 1 {
155 image.reinterpret_stacked_2d_as_array(image.height() / image.width());
156 image.texture_view_descriptor = Some(TextureViewDescriptor {
157 dimension: Some(TextureViewDimension::Cube),
158 ..default()
159 });
160 }
161
162 for mut skybox in &mut skyboxes {
163 skybox.image = cubemap.image_handle.clone();
164 }
165
166 cubemap.is_loaded = true;
167 }
168}
More examples
472fn update(
473 images_to_save: Query<&ImageToSave>,
474 receiver: Res<MainWorldReceiver>,
475 mut images: ResMut<Assets<Image>>,
476 mut scene_controller: ResMut<SceneController>,
477 mut app_exit_writer: EventWriter<AppExit>,
478 mut file_number: Local<u32>,
479) {
480 if let SceneState::Render(n) = scene_controller.state {
481 if n < 1 {
482 // We don't want to block the main world on this,
483 // so we use try_recv which attempts to receive without blocking
484 let mut image_data = Vec::new();
485 while let Ok(data) = receiver.try_recv() {
486 // image generation could be faster than saving to fs,
487 // that's why use only last of them
488 image_data = data;
489 }
490 if !image_data.is_empty() {
491 for image in images_to_save.iter() {
492 // Fill correct data from channel to image
493 let img_bytes = images.get_mut(image.id()).unwrap();
494
495 // We need to ensure that this works regardless of the image dimensions
496 // If the image became wider when copying from the texture to the buffer,
497 // then the data is reduced to its original size when copying from the buffer to the image.
498 let row_bytes = img_bytes.width() as usize
499 * img_bytes.texture_descriptor.format.pixel_size();
500 let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
501 if row_bytes == aligned_row_bytes {
502 img_bytes.data.as_mut().unwrap().clone_from(&image_data);
503 } else {
504 // shrink data to original image size
505 img_bytes.data = Some(
506 image_data
507 .chunks(aligned_row_bytes)
508 .take(img_bytes.height() as usize)
509 .flat_map(|row| &row[..row_bytes.min(row.len())])
510 .cloned()
511 .collect(),
512 );
513 }
514
515 // Create RGBA Image Buffer
516 let img = match img_bytes.clone().try_into_dynamic() {
517 Ok(img) => img.to_rgba8(),
518 Err(e) => panic!("Failed to create image buffer {e:?}"),
519 };
520
521 // Prepare directory for images, test_images in bevy folder is used here for example
522 // You should choose the path depending on your needs
523 let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
524 info!("Saving image to: {images_dir:?}");
525 std::fs::create_dir_all(&images_dir).unwrap();
526
527 // Choose filename starting from 000.png
528 let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
529 *file_number.deref_mut() += 1;
530
531 // Finally saving image to file, this heavy blocking operation is kept here
532 // for example simplicity, but in real app you should move it to a separate task
533 if let Err(e) = img.save(image_path) {
534 panic!("Failed to save image: {e}");
535 };
536 }
537 if scene_controller.single_image {
538 app_exit_writer.write(AppExit::Success);
539 }
540 }
541 } else {
542 // clears channel for skipped frames
543 while receiver.try_recv().is_ok() {}
544 scene_controller.state = SceneState::Render(n - 1);
545 }
546 }
547}
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?
222fn resize_image(
223 image_mesh: Query<(&MeshMaterial3d<StandardMaterial>, &Mesh3d), With<HDRViewer>>,
224 materials: Res<Assets<StandardMaterial>>,
225 mut meshes: ResMut<Assets<Mesh>>,
226 images: Res<Assets<Image>>,
227 mut image_events: EventReader<AssetEvent<Image>>,
228) {
229 for event in image_events.read() {
230 let (AssetEvent::Added { id } | AssetEvent::Modified { id }) = event else {
231 continue;
232 };
233
234 for (mat_h, mesh_h) in &image_mesh {
235 let Some(mat) = materials.get(mat_h) else {
236 continue;
237 };
238
239 let Some(ref base_color_texture) = mat.base_color_texture else {
240 continue;
241 };
242
243 if *id != base_color_texture.id() {
244 continue;
245 };
246
247 let Some(image_changed) = images.get(*id) else {
248 continue;
249 };
250
251 let size = image_changed.size_f32().normalize_or_zero() * 1.4;
252 // Resize Mesh
253 let quad = Mesh::from(Rectangle::from_size(size));
254 meshes.insert(mesh_h, quad);
255 }
256 }
257}
Sourcepub fn resize(&mut self, size: Extent3d)
pub fn resize(&mut self, size: Extent3d)
Resizes the image to the new size, by removing information or appending 0 to the data
.
Does not properly resize the contents of the image, but only its internal data
buffer.
Examples found in repository?
86fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
87 let canvas_size = Extent3d {
88 width: RES_WIDTH,
89 height: RES_HEIGHT,
90 ..default()
91 };
92
93 // This Image serves as a canvas representing the low-resolution game screen
94 let mut canvas = Image {
95 texture_descriptor: TextureDescriptor {
96 label: None,
97 size: canvas_size,
98 dimension: TextureDimension::D2,
99 format: TextureFormat::Bgra8UnormSrgb,
100 mip_level_count: 1,
101 sample_count: 1,
102 usage: TextureUsages::TEXTURE_BINDING
103 | TextureUsages::COPY_DST
104 | TextureUsages::RENDER_ATTACHMENT,
105 view_formats: &[],
106 },
107 ..default()
108 };
109
110 // Fill image.data with zeroes
111 canvas.resize(canvas_size);
112
113 let image_handle = images.add(canvas);
114
115 // This camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
116 commands.spawn((
117 Camera2d,
118 Camera {
119 // Render before the "main pass" camera
120 order: -1,
121 target: RenderTarget::Image(image_handle.clone().into()),
122 clear_color: ClearColorConfig::Custom(GRAY.into()),
123 ..default()
124 },
125 Msaa::Off,
126 InGameCamera,
127 PIXEL_PERFECT_LAYERS,
128 ));
129
130 // Spawn the canvas
131 commands.spawn((Sprite::from_image(image_handle), Canvas, HIGH_RES_LAYERS));
132
133 // The "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
134 // here, the canvas and one of the sample sprites will be rendered by this camera
135 commands.spawn((Camera2d, Msaa::Off, OuterCamera, HIGH_RES_LAYERS));
136}
Sourcepub fn reinterpret_size(&mut self, new_size: Extent3d)
pub fn reinterpret_size(&mut self, new_size: Extent3d)
Changes the size
, asserting that the total number of data elements (pixels) remains the
same.
§Panics
Panics if the new_size
does not have the same volume as to old one.
Sourcepub fn reinterpret_stacked_2d_as_array(&mut self, layers: u32)
pub fn reinterpret_stacked_2d_as_array(&mut self, layers: u32)
Takes a 2D image containing vertically stacked images of the same size, and reinterprets
it as a 2D array texture, where each of the stacked images becomes one layer of the
array. This is primarily for use with the texture2DArray
shader uniform type.
§Panics
Panics if the texture is not 2D, has more than one layers or is not evenly dividable into
the layers
.
Examples found in repository?
143fn asset_loaded(
144 asset_server: Res<AssetServer>,
145 mut images: ResMut<Assets<Image>>,
146 mut cubemap: ResMut<Cubemap>,
147 mut skyboxes: Query<&mut Skybox>,
148) {
149 if !cubemap.is_loaded && asset_server.load_state(&cubemap.image_handle).is_loaded() {
150 info!("Swapping to {}...", CUBEMAPS[cubemap.index].0);
151 let image = images.get_mut(&cubemap.image_handle).unwrap();
152 // NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
153 // so they appear as one texture. The following code reconfigures the texture as necessary.
154 if image.texture_descriptor.array_layer_count() == 1 {
155 image.reinterpret_stacked_2d_as_array(image.height() / image.width());
156 image.texture_view_descriptor = Some(TextureViewDescriptor {
157 dimension: Some(TextureViewDimension::Cube),
158 ..default()
159 });
160 }
161
162 for mut skybox in &mut skyboxes {
163 skybox.image = cubemap.image_handle.clone();
164 }
165
166 cubemap.is_loaded = true;
167 }
168}
More examples
50fn create_array_texture(
51 mut commands: Commands,
52 asset_server: Res<AssetServer>,
53 mut loading_texture: ResMut<LoadingTexture>,
54 mut images: ResMut<Assets<Image>>,
55 mut meshes: ResMut<Assets<Mesh>>,
56 mut materials: ResMut<Assets<ArrayTextureMaterial>>,
57) {
58 if loading_texture.is_loaded
59 || !asset_server
60 .load_state(loading_texture.handle.id())
61 .is_loaded()
62 {
63 return;
64 }
65 loading_texture.is_loaded = true;
66 let image = images.get_mut(&loading_texture.handle).unwrap();
67
68 // Create a new array texture asset from the loaded texture.
69 let array_layers = 4;
70 image.reinterpret_stacked_2d_as_array(array_layers);
71
72 // Spawn some cubes using the array texture
73 let mesh_handle = meshes.add(Cuboid::default());
74 let material_handle = materials.add(ArrayTextureMaterial {
75 array_texture: loading_texture.handle.clone(),
76 });
77 for x in -5..=5 {
78 commands.spawn((
79 Mesh3d(mesh_handle.clone()),
80 MeshMaterial3d(material_handle.clone()),
81 Transform::from_xyz(x as f32 + 0.5, 0.0, 0.0),
82 ));
83 }
84}
Sourcepub fn convert(&self, new_format: TextureFormat) -> Option<Image>
pub fn convert(&self, new_format: TextureFormat) -> Option<Image>
Convert a texture from a format to another. Only a few formats are supported as input and output:
TextureFormat::R8Unorm
TextureFormat::Rg8Unorm
TextureFormat::Rgba8UnormSrgb
To get Image
as a image::DynamicImage
see:
Image::try_into_dynamic
.
Sourcepub fn from_buffer(
name: String,
buffer: &[u8],
image_type: ImageType<'_>,
supported_compressed_formats: CompressedImageFormats,
is_srgb: bool,
image_sampler: ImageSampler,
asset_usage: RenderAssetUsages,
) -> Result<Image, TextureError>
pub fn from_buffer( name: String, buffer: &[u8], image_type: ImageType<'_>, supported_compressed_formats: CompressedImageFormats, is_srgb: bool, image_sampler: ImageSampler, asset_usage: RenderAssetUsages, ) -> Result<Image, TextureError>
Load a bytes buffer in a Image
, according to type image_type
, using the image
crate
Sourcepub fn is_compressed(&self) -> bool
pub fn is_compressed(&self) -> bool
Whether the texture format is compressed or uncompressed
Sourcepub fn pixel_data_offset(&self, coords: UVec3) -> Option<usize>
pub fn pixel_data_offset(&self, coords: UVec3) -> Option<usize>
Compute the byte offset where the data of a specific pixel is stored
Returns None if the provided coordinates are out of bounds.
For 2D textures, Z is 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?
40fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
41 commands.spawn(Camera2d);
42
43 // Create an image that we are going to draw into
44 let mut image = Image::new_fill(
45 // 2D image of size 256x256
46 Extent3d {
47 width: IMAGE_WIDTH,
48 height: IMAGE_HEIGHT,
49 depth_or_array_layers: 1,
50 },
51 TextureDimension::D2,
52 // Initialize it with a beige color
53 &(css::BEIGE.to_u8_array()),
54 // Use the same encoding as the color we set
55 TextureFormat::Rgba8UnormSrgb,
56 RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
57 );
58
59 // To make it extra fancy, we can set the Alpha of each pixel,
60 // so that it fades out in a circular fashion.
61 for y in 0..IMAGE_HEIGHT {
62 for x in 0..IMAGE_WIDTH {
63 let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
64 let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
65 let r = Vec2::new(x as f32, y as f32).distance(center);
66 let a = 1.0 - (r / max_radius).clamp(0.0, 1.0);
67
68 // Here we will set the A value by accessing the raw data bytes.
69 // (it is the 4th byte of each pixel, as per our `TextureFormat`)
70
71 // Find our pixel by its coordinates
72 let pixel_bytes = image.pixel_bytes_mut(UVec3::new(x, y, 0)).unwrap();
73 // Convert our f32 to u8
74 pixel_bytes[3] = (a * u8::MAX as f32) as u8;
75 }
76 }
77
78 // Add it to Bevy's assets, so it can be used for rendering
79 // this will give us a handle we can use
80 // (to display it in a sprite, or as part of UI, etc.)
81 let handle = images.add(image);
82
83 // Create a sprite entity using our image
84 commands.spawn(Sprite::from_image(handle.clone()));
85 commands.insert_resource(MyProcGenImage(handle));
86
87 // We're seeding the PRNG here to make this example deterministic for testing purposes.
88 // This isn't strictly required in practical use unless you need your app to be deterministic.
89 let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
90 commands.insert_resource(SeededRng(seeded_rng));
91}
Sourcepub fn get_color_at_1d(&self, x: u32) -> Result<Color, TextureAccessError>
pub fn get_color_at_1d(&self, x: u32) -> Result<Color, TextureAccessError>
Read the color of a specific pixel (1D texture).
See get_color_at
for more details.
Sourcepub fn get_color_at(&self, x: u32, y: u32) -> Result<Color, TextureAccessError>
pub fn get_color_at(&self, x: u32, y: u32) -> Result<Color, TextureAccessError>
Read the color of a specific pixel (2D texture).
This function will find the raw byte data of a specific pixel and
decode it into a user-friendly Color
struct for you.
Supports many of the common TextureFormat
s:
- RGBA/BGRA 8-bit unsigned integer, both sRGB and Linear
- 16-bit and 32-bit unsigned integer
- 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 TextureFormat
s.
If you read a value you previously wrote using set_color_at
, it will not match.
If you are working with a 32-bit integer TextureFormat
, the value will be
inaccurate (as f32
does not have enough bits to represent it exactly).
Single channel (R) formats are assumed to represent grayscale, so the value
will be copied to all three RGB channels in the resulting Color
.
Other TextureFormat
s are unsupported, such as:
- block-compressed formats
- non-byte-aligned formats like 10-bit
- signed integer formats
Examples found in repository?
94fn draw(
95 my_handle: Res<MyProcGenImage>,
96 mut images: ResMut<Assets<Image>>,
97 // Used to keep track of where we are
98 mut i: Local<u32>,
99 mut draw_color: Local<Color>,
100 mut seeded_rng: ResMut<SeededRng>,
101) {
102 if *i == 0 {
103 // Generate a random color on first run.
104 *draw_color = Color::linear_rgb(
105 seeded_rng.0.r#gen(),
106 seeded_rng.0.r#gen(),
107 seeded_rng.0.r#gen(),
108 );
109 }
110
111 // Get the image from Bevy's asset storage.
112 let image = images.get_mut(&my_handle.0).expect("Image not found");
113
114 // Compute the position of the pixel to draw.
115
116 let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
117 let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
118 let rot_speed = 0.0123;
119 let period = 0.12345;
120
121 let r = ops::sin(*i as f32 * period) * max_radius;
122 let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
123 let (x, y) = (xy.x as u32, xy.y as u32);
124
125 // Get the old color of that pixel.
126 let old_color = image.get_color_at(x, y).unwrap();
127
128 // If the old color is our current color, change our drawing color.
129 let tolerance = 1.0 / 255.0;
130 if old_color.distance(&draw_color) <= tolerance {
131 *draw_color = Color::linear_rgb(
132 seeded_rng.0.r#gen(),
133 seeded_rng.0.r#gen(),
134 seeded_rng.0.r#gen(),
135 );
136 }
137
138 // Set the new color, but keep old alpha value from image.
139 image
140 .set_color_at(x, y, draw_color.with_alpha(old_color.alpha()))
141 .unwrap();
142
143 *i += 1;
144}
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 TextureFormat
s:
- RGBA/BGRA 8-bit unsigned integer, both sRGB and Linear
- 16-bit and 32-bit unsigned integer (with possibly-limited precision, as
Color
usesf32
) - 16-bit and 32-bit float
Be careful: writing to non-f32 TextureFormat
s is lossy! The data has to be converted,
so if you read it back using get_color_at
, the Color
you get will not equal the value
you used when writing it using this function.
For R and RG formats, only the respective values from the linear RGB Color
will be used.
Other TextureFormat
s are unsupported, such as:
- block-compressed formats
- non-byte-aligned formats like 10-bit
- signed integer formats
Examples found in repository?
94fn draw(
95 my_handle: Res<MyProcGenImage>,
96 mut images: ResMut<Assets<Image>>,
97 // Used to keep track of where we are
98 mut i: Local<u32>,
99 mut draw_color: Local<Color>,
100 mut seeded_rng: ResMut<SeededRng>,
101) {
102 if *i == 0 {
103 // Generate a random color on first run.
104 *draw_color = Color::linear_rgb(
105 seeded_rng.0.r#gen(),
106 seeded_rng.0.r#gen(),
107 seeded_rng.0.r#gen(),
108 );
109 }
110
111 // Get the image from Bevy's asset storage.
112 let image = images.get_mut(&my_handle.0).expect("Image not found");
113
114 // Compute the position of the pixel to draw.
115
116 let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
117 let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
118 let rot_speed = 0.0123;
119 let period = 0.12345;
120
121 let r = ops::sin(*i as f32 * period) * max_radius;
122 let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
123 let (x, y) = (xy.x as u32, xy.y as u32);
124
125 // Get the old color of that pixel.
126 let old_color = image.get_color_at(x, y).unwrap();
127
128 // If the old color is our current color, change our drawing color.
129 let tolerance = 1.0 / 255.0;
130 if old_color.distance(&draw_color) <= tolerance {
131 *draw_color = Color::linear_rgb(
132 seeded_rng.0.r#gen(),
133 seeded_rng.0.r#gen(),
134 seeded_rng.0.r#gen(),
135 );
136 }
137
138 // Set the new color, but keep old alpha value from image.
139 image
140 .set_color_at(x, y, draw_color.with_alpha(old_color.alpha()))
141 .unwrap();
142
143 *i += 1;
144}
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::R8Unorm
TextureFormat::Rg8Unorm
TextureFormat::Rgba8UnormSrgb
TextureFormat::Bgra8UnormSrgb
To convert Image
to a different format see: Image::convert
.
Examples found in repository?
472fn update(
473 images_to_save: Query<&ImageToSave>,
474 receiver: Res<MainWorldReceiver>,
475 mut images: ResMut<Assets<Image>>,
476 mut scene_controller: ResMut<SceneController>,
477 mut app_exit_writer: EventWriter<AppExit>,
478 mut file_number: Local<u32>,
479) {
480 if let SceneState::Render(n) = scene_controller.state {
481 if n < 1 {
482 // We don't want to block the main world on this,
483 // so we use try_recv which attempts to receive without blocking
484 let mut image_data = Vec::new();
485 while let Ok(data) = receiver.try_recv() {
486 // image generation could be faster than saving to fs,
487 // that's why use only last of them
488 image_data = data;
489 }
490 if !image_data.is_empty() {
491 for image in images_to_save.iter() {
492 // Fill correct data from channel to image
493 let img_bytes = images.get_mut(image.id()).unwrap();
494
495 // We need to ensure that this works regardless of the image dimensions
496 // If the image became wider when copying from the texture to the buffer,
497 // then the data is reduced to its original size when copying from the buffer to the image.
498 let row_bytes = img_bytes.width() as usize
499 * img_bytes.texture_descriptor.format.pixel_size();
500 let aligned_row_bytes = RenderDevice::align_copy_bytes_per_row(row_bytes);
501 if row_bytes == aligned_row_bytes {
502 img_bytes.data.as_mut().unwrap().clone_from(&image_data);
503 } else {
504 // shrink data to original image size
505 img_bytes.data = Some(
506 image_data
507 .chunks(aligned_row_bytes)
508 .take(img_bytes.height() as usize)
509 .flat_map(|row| &row[..row_bytes.min(row.len())])
510 .cloned()
511 .collect(),
512 );
513 }
514
515 // Create RGBA Image Buffer
516 let img = match img_bytes.clone().try_into_dynamic() {
517 Ok(img) => img.to_rgba8(),
518 Err(e) => panic!("Failed to create image buffer {e:?}"),
519 };
520
521 // Prepare directory for images, test_images in bevy folder is used here for example
522 // You should choose the path depending on your needs
523 let images_dir = PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("test_images");
524 info!("Saving image to: {images_dir:?}");
525 std::fs::create_dir_all(&images_dir).unwrap();
526
527 // Choose filename starting from 000.png
528 let image_path = images_dir.join(format!("{:03}.png", file_number.deref()));
529 *file_number.deref_mut() += 1;
530
531 // Finally saving image to file, this heavy blocking operation is kept here
532 // for example simplicity, but in real app you should move it to a separate task
533 if let Err(e) = img.save(image_path) {
534 panic!("Failed to save image: {e}");
535 };
536 }
537 if scene_controller.single_image {
538 app_exit_writer.write(AppExit::Success);
539 }
540 }
541 } else {
542 // clears channel for skipped frames
543 while receiver.try_recv().is_ok() {}
544 scene_controller.state = SceneState::Render(n - 1);
545 }
546 }
547}
Trait Implementations§
Source§impl FromReflect for Image
impl FromReflect for Image
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Image>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<Image>
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetOwnership for &Image
impl GetOwnership for &Image
Source§impl GetOwnership for &mut Image
impl GetOwnership for &mut Image
Source§impl GetOwnership for Image
impl GetOwnership for Image
Source§impl GetTypeRegistration for Image
impl GetTypeRegistration for Image
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.Source§fn register_type_dependencies(_registry: &mut TypeRegistry)
fn register_type_dependencies(_registry: &mut TypeRegistry)
Source§impl IntoReturn for &Image
impl IntoReturn for &Image
Source§impl IntoReturn for &mut Image
impl IntoReturn for &mut Image
Source§impl IntoReturn for Image
impl IntoReturn for Image
Source§impl PartialReflect for Image
impl PartialReflect for Image
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn to_dynamic(&self) -> Box<dyn PartialReflect>
fn to_dynamic(&self) -> Box<dyn PartialReflect>
Source§fn try_apply(
&mut self,
value: &(dyn PartialReflect + 'static),
) -> Result<(), ApplyError>
fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>
Source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
Source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
Source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
Source§fn reflect_owned(self: Box<Image>) -> ReflectOwned
fn reflect_owned(self: Box<Image>) -> ReflectOwned
Source§fn try_into_reflect(
self: Box<Image>,
) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
fn try_into_reflect( self: Box<Image>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>
Source§fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>
Source§fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>
Source§fn into_partial_reflect(self: Box<Image>) -> Box<dyn PartialReflect>
fn into_partial_reflect(self: Box<Image>) -> Box<dyn PartialReflect>
Source§fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)
Source§fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)
Source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
Source§fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>
Self
using reflection. Read moreSource§fn apply(&mut self, value: &(dyn PartialReflect + 'static))
fn apply(&mut self, value: &(dyn PartialReflect + 'static))
Source§fn clone_value(&self) -> Box<dyn PartialReflect>
fn clone_value(&self) -> Box<dyn PartialReflect>
reflect_clone
. To convert reflected values to dynamic ones, use to_dynamic
.Self
into its dynamic representation. Read moreSource§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
Source§fn reflect_partial_eq(
&self,
_value: &(dyn PartialReflect + 'static),
) -> Option<bool>
fn reflect_partial_eq( &self, _value: &(dyn PartialReflect + 'static), ) -> Option<bool>
Source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
Source§impl Reflect for Image
impl Reflect for Image
Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut dyn Any
. Read moreSource§fn into_reflect(self: Box<Image>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Image>) -> Box<dyn Reflect>
Source§fn as_reflect(&self) -> &(dyn Reflect + 'static)
fn as_reflect(&self) -> &(dyn Reflect + 'static)
Source§fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)
Source§impl TypePath for Image
impl TypePath for Image
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Source§impl VisitAssetDependencies for Image
impl VisitAssetDependencies for Image
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for Image
Auto Trait Implementations§
impl Freeze for Image
impl RefUnwindSafe for Image
impl Send for Image
impl Sync for Image
impl Unpin for Image
impl UnwindSafe for Image
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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 Awhere
A: Asset,
impl<A> AssetContainer for Awhere
A: Asset,
fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)
fn asset_type_name(&self) -> &'static str
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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)
fn as_any(&self) -> &(dyn Any + 'static)
&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)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&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 Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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)
fn as_any(&self) -> &(dyn Any + 'static)
&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)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&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
impl<T> DowncastSend for T
Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<T> DynamicTypePath for Twhere
T: TypePath,
impl<T> DynamicTypePath for Twhere
T: TypePath,
Source§fn reflect_type_path(&self) -> &str
fn reflect_type_path(&self) -> &str
TypePath::type_path
.Source§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
Source§fn reflect_type_ident(&self) -> Option<&str>
fn reflect_type_ident(&self) -> Option<&str>
TypePath::type_ident
.Source§fn reflect_crate_name(&self) -> Option<&str>
fn reflect_crate_name(&self) -> Option<&str>
TypePath::crate_name
.Source§fn reflect_module_path(&self) -> Option<&str>
fn reflect_module_path(&self) -> Option<&str>
Source§impl<T> DynamicTyped for Twhere
T: Typed,
impl<T> DynamicTyped for Twhere
T: Typed,
Source§fn reflect_type_info(&self) -> &'static TypeInfo
fn reflect_type_info(&self) -> &'static TypeInfo
Typed::type_info
.Source§impl<T> FmtForward for T
impl<T> FmtForward for T
Source§fn fmt_binary(self) -> FmtBinary<Self>where
Self: Binary,
fn fmt_binary(self) -> FmtBinary<Self>where
Self: Binary,
self
to use its Binary
implementation when Debug
-formatted.Source§fn fmt_display(self) -> FmtDisplay<Self>where
Self: Display,
fn fmt_display(self) -> FmtDisplay<Self>where
Self: Display,
self
to use its Display
implementation when
Debug
-formatted.Source§fn fmt_lower_exp(self) -> FmtLowerExp<Self>where
Self: LowerExp,
fn fmt_lower_exp(self) -> FmtLowerExp<Self>where
Self: LowerExp,
self
to use its LowerExp
implementation when
Debug
-formatted.Source§fn fmt_lower_hex(self) -> FmtLowerHex<Self>where
Self: LowerHex,
fn fmt_lower_hex(self) -> FmtLowerHex<Self>where
Self: LowerHex,
self
to use its LowerHex
implementation when
Debug
-formatted.Source§fn fmt_octal(self) -> FmtOctal<Self>where
Self: Octal,
fn fmt_octal(self) -> FmtOctal<Self>where
Self: Octal,
self
to use its Octal
implementation when Debug
-formatted.Source§fn fmt_pointer(self) -> FmtPointer<Self>where
Self: Pointer,
fn fmt_pointer(self) -> FmtPointer<Self>where
Self: Pointer,
self
to use its Pointer
implementation when
Debug
-formatted.Source§fn fmt_upper_exp(self) -> FmtUpperExp<Self>where
Self: UpperExp,
fn fmt_upper_exp(self) -> FmtUpperExp<Self>where
Self: UpperExp,
self
to use its UpperExp
implementation when
Debug
-formatted.Source§fn fmt_upper_hex(self) -> FmtUpperHex<Self>where
Self: UpperHex,
fn fmt_upper_hex(self) -> FmtUpperHex<Self>where
Self: UpperHex,
self
to use its UpperHex
implementation when
Debug
-formatted.Source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
Source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using default()
.
Source§impl<T> GetPath for T
impl<T> GetPath for T
Source§fn reflect_path<'p>(
&self,
path: impl ReflectPath<'p>,
) -> Result<&(dyn PartialReflect + 'static), ReflectPathError<'p>>
fn reflect_path<'p>( &self, path: impl ReflectPath<'p>, ) -> Result<&(dyn PartialReflect + 'static), ReflectPathError<'p>>
path
. Read moreSource§fn reflect_path_mut<'p>(
&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut (dyn PartialReflect + 'static), ReflectPathError<'p>>
fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn PartialReflect + 'static), ReflectPathError<'p>>
path
. Read moreSource§fn path<'p, T>(
&self,
path: impl ReflectPath<'p>,
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
fn path<'p, T>(
&self,
path: impl ReflectPath<'p>,
) -> Result<&T, ReflectPathError<'p>>where
T: Reflect,
path
. Read moreSource§fn path_mut<'p, T>(
&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
fn path_mut<'p, T>(
&mut self,
path: impl ReflectPath<'p>,
) -> Result<&mut T, ReflectPathError<'p>>where
T: Reflect,
path
. Read moreSource§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
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 moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
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 moreSource§impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
impl<F, T> IntoSample<T> for Fwhere
T: FromSample<F>,
fn into_sample(self) -> T
Source§impl<T> Pipe for Twhere
T: ?Sized,
impl<T> Pipe for Twhere
T: ?Sized,
Source§fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> Rwhere
Self: Sized,
fn pipe<R>(self, func: impl FnOnce(Self) -> R) -> Rwhere
Self: Sized,
Source§fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> Rwhere
R: 'a,
fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> Rwhere
R: 'a,
self
and passes that borrow into the pipe function. Read moreSource§fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> Rwhere
R: 'a,
fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> Rwhere
R: 'a,
self
and passes that borrow into the pipe function. Read moreSource§fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
Source§fn pipe_borrow_mut<'a, B, R>(
&'a mut self,
func: impl FnOnce(&'a mut B) -> R,
) -> R
fn pipe_borrow_mut<'a, B, R>( &'a mut self, func: impl FnOnce(&'a mut B) -> R, ) -> R
Source§fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
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
fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
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
fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
self
, then passes self.deref()
into the pipe function.Source§impl<T> Pointable for T
impl<T> Pointable for T
Source§impl<R, P> ReadPrimitive<R> for P
impl<R, P> ReadPrimitive<R> for P
Source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
ReadEndian::read_from_little_endian()
.Source§impl<T> Tap for T
impl<T> Tap for T
Source§fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
Borrow<B>
of a value. Read moreSource§fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
BorrowMut<B>
of a value. Read moreSource§fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
AsRef<R>
view of a value. Read moreSource§fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
AsMut<R>
view of a value. Read moreSource§fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
Deref::Target
of a value. Read moreSource§fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
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.