Struct Image

Source
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

Source

pub fn new( size: Extent3d, dimension: TextureDimension, data: Vec<u8>, format: TextureFormat, asset_usage: RenderAssetUsages, ) -> Image

Creates a new image from raw binary data and the corresponding metadata.

§Panics

Panics if the length of the data, volume of the size and the size of the format do not match.

Source

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

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

Examples found in repository?
examples/shader/gpu_readback.rs (lines 91-96)
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}
Source

pub fn transparent() -> Image

A transparent white 1x1x1 image.

Contrast to Image::default, which is opaque.

Source

pub fn default_uninit() -> Image

Creates a new uninitialized 1x1x1 image

Source

pub fn new_fill( size: Extent3d, dimension: TextureDimension, pixel: &[u8], format: TextureFormat, asset_usage: RenderAssetUsages, ) -> Image

Creates a new image from raw binary data and the corresponding metadata, by filling the image data with the pixel data repeated multiple times.

§Panics

Panics if the size of the format is not a multiple of the length of the pixel data.

Examples found in repository?
examples/3d/3d_shapes.rs (lines 169-179)
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
Hide additional examples
examples/stress_tests/bevymark.rs (lines 579-589)
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}
examples/stress_tests/many_cubes.rs (lines 270-280)
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}
examples/3d/anti_aliasing.rs (lines 362-372)
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}
examples/shader/compute_shader_game_of_life.rs (lines 54-64)
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}
examples/3d/motion_blur.rs (lines 371-381)
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}
Source

pub fn width(&self) -> u32

Returns the width of a 2D image.

Examples found in repository?
examples/ui/font_atlas_debug.rs (line 58)
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
Hide additional examples
examples/3d/skybox.rs (line 155)
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}
examples/app/headless_renderer.rs (line 498)
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}
Source

pub fn height(&self) -> u32

Returns the height of a 2D image.

Examples found in repository?
examples/3d/skybox.rs (line 155)
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
Hide additional examples
examples/app/headless_renderer.rs (line 508)
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}
Source

pub fn aspect_ratio(&self) -> AspectRatio

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

Source

pub fn size_f32(&self) -> Vec2

Returns the size of a 2D image as f32.

Examples found in repository?
examples/3d/tonemapping.rs (line 251)
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}
Source

pub fn size(&self) -> UVec2

Returns the size of a 2D image.

Source

pub fn resize(&mut self, size: Extent3d)

Resizes the image to the new size, by removing information or appending 0 to the data. Does not properly resize the contents of the image, but only its internal data buffer.

Examples found in repository?
examples/2d/pixel_grid_snap.rs (line 111)
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}
Source

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

Changes the size, asserting that the total number of data elements (pixels) remains the same.

§Panics

Panics if the new_size does not have the same volume as to old one.

Source

pub fn reinterpret_stacked_2d_as_array(&mut self, layers: u32)

Takes a 2D image containing vertically stacked images of the same size, and reinterprets it as a 2D array texture, where each of the stacked images becomes one layer of the array. This is primarily for use with the texture2DArray shader uniform type.

§Panics

Panics if the texture is not 2D, has more than one layers or is not evenly dividable into the layers.

Examples found in repository?
examples/3d/skybox.rs (line 155)
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
Hide additional examples
examples/shader/array_texture.rs (line 70)
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}
Source

pub fn convert(&self, new_format: TextureFormat) -> Option<Image>

Convert a texture from a format to another. Only a few formats are supported as input and output:

  • TextureFormat::R8Unorm
  • TextureFormat::Rg8Unorm
  • TextureFormat::Rgba8UnormSrgb

To get Image as a image::DynamicImage see: Image::try_into_dynamic.

Source

pub fn from_buffer( 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

Source

pub fn is_compressed(&self) -> bool

Whether the texture format is compressed or uncompressed

Source

pub fn pixel_data_offset(&self, coords: UVec3) -> Option<usize>

Compute the byte offset where the data of a specific pixel is stored

Returns None if the provided coordinates are out of bounds.

For 2D textures, Z is the layer number. For 1D textures, Y and Z are ignored.

Source

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

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

Source

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

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

Examples found in repository?
examples/2d/cpu_draw.rs (line 72)
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}
Source

pub fn get_color_at_1d(&self, x: u32) -> Result<Color, TextureAccessError>

Read the color of a specific pixel (1D texture).

See get_color_at for more details.

Source

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

Read the color of a specific pixel (2D texture).

This function will find the raw byte data of a specific pixel and decode it into a user-friendly Color struct for you.

Supports many of the common TextureFormats:

  • RGBA/BGRA 8-bit unsigned integer, both sRGB and Linear
  • 16-bit and 32-bit unsigned integer
  • 16-bit and 32-bit float

Be careful: as the data is converted to Color (which uses f32 internally), there may be issues with precision when using non-f32 TextureFormats. If you read a value you previously wrote using set_color_at, it will not match. If you are working with a 32-bit integer TextureFormat, the value will be inaccurate (as f32 does not have enough bits to represent it exactly).

Single channel (R) formats are assumed to represent grayscale, so the value will be copied to all three RGB channels in the resulting Color.

Other TextureFormats are unsupported, such as:

  • block-compressed formats
  • non-byte-aligned formats like 10-bit
  • signed integer formats
Examples found in repository?
examples/2d/cpu_draw.rs (line 126)
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}
Source

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

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

See get_color_at for more details.

Source

pub fn set_color_at_1d( &mut self, x: u32, color: Color, ) -> Result<(), TextureAccessError>

Change the color of a specific pixel (1D texture).

See set_color_at for more details.

Source

pub fn set_color_at( &mut self, x: u32, y: u32, color: Color, ) -> Result<(), TextureAccessError>

Change the color of a specific pixel (2D texture).

This function will find the raw byte data of a specific pixel and change it according to a Color you provide. The Color struct will be encoded into the Image’s TextureFormat.

Supports many of the common TextureFormats:

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

Be careful: writing to non-f32 TextureFormats is lossy! The data has to be converted, so if you read it back using get_color_at, the Color you get will not equal the value you used when writing it using this function.

For R and RG formats, only the respective values from the linear RGB Color will be used.

Other TextureFormats are unsupported, such as:

  • block-compressed formats
  • non-byte-aligned formats like 10-bit
  • signed integer formats
Examples found in repository?
examples/2d/cpu_draw.rs (line 140)
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}
Source

pub fn set_color_at_3d( &mut self, x: u32, y: u32, z: u32, color: Color, ) -> Result<(), TextureAccessError>

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

See set_color_at for more details.

Source§

impl Image

Source

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

Converts a DynamicImage to an Image.

Source

pub fn try_into_dynamic(self) -> Result<DynamicImage, IntoDynamicImageError>

Convert a Image to a DynamicImage. Useful for editing image data. Not all TextureFormat are covered, therefore it will return an error if the format is unsupported. Supported formats are:

  • TextureFormat::R8Unorm
  • TextureFormat::Rg8Unorm
  • TextureFormat::Rgba8UnormSrgb
  • TextureFormat::Bgra8UnormSrgb

To convert Image to a different format see: Image::convert.

Examples found in repository?
examples/app/headless_renderer.rs (line 516)
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 Clone for Image

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fn clone(&self) -> Image

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

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

Performs copy-assignment from source. Read more
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impl Debug for Image

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

Formats the value using the given formatter. Read more
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impl Default for Image

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fn default() -> Image

default is a 1x1x1 all ‘1.0’ texture

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impl FromArg for &'static Image
where Image: Any + Send + Sync,

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type This<'from_arg> = &'from_arg Image

The type to convert into. Read more
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fn from_arg( arg: Arg<'_>, ) -> Result<<&'static Image as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromArg for &'static mut Image
where Image: Any + Send + Sync,

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type This<'from_arg> = &'from_arg mut Image

The type to convert into. Read more
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fn from_arg( arg: Arg<'_>, ) -> Result<<&'static mut Image as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromArg for Image
where Image: Any + Send + Sync,

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type This<'from_arg> = Image

The type to convert into. Read more
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fn from_arg(arg: Arg<'_>) -> Result<<Image as FromArg>::This<'_>, ArgError>

Creates an item from an argument. Read more
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impl FromReflect for Image
where Image: Any + Send + Sync,

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

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetOwnership for &Image
where Image: Any + Send + Sync,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetOwnership for &mut Image
where Image: Any + Send + Sync,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetOwnership for Image
where Image: Any + Send + Sync,

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fn ownership() -> Ownership

Returns the ownership of Self.
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impl GetTypeRegistration for Image
where Image: Any + Send + Sync,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(_registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl IntoReturn for &Image
where Image: Any + Send + Sync,

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

Converts Self into a Return value.
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impl IntoReturn for &mut Image
where Image: Any + Send + Sync,

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

Converts Self into a Return value.
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impl IntoReturn for Image
where Image: Any + Send + Sync,

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

Converts Self into a Return value.
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impl PartialReflect for Image
where Image: Any + Send + Sync,

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

Returns the TypeInfo of the type represented by this value. Read more
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fn to_dynamic(&self) -> Box<dyn PartialReflect>

Converts this reflected value into its dynamic representation based on its kind. Read more
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fn try_apply( &mut self, value: &(dyn PartialReflect + 'static), ) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<Image>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn try_into_reflect( self: Box<Image>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>

Attempts to cast this type to a boxed, fully-reflected value.
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fn try_as_reflect(&self) -> Option<&(dyn Reflect + 'static)>

Attempts to cast this type to a fully-reflected value.
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fn try_as_reflect_mut(&mut self) -> Option<&mut (dyn Reflect + 'static)>

Attempts to cast this type to a mutable, fully-reflected value.
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fn into_partial_reflect(self: Box<Image>) -> Box<dyn PartialReflect>

Casts this type to a boxed, reflected value. Read more
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fn as_partial_reflect(&self) -> &(dyn PartialReflect + 'static)

Casts this type to a reflected value. Read more
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fn as_partial_reflect_mut(&mut self) -> &mut (dyn PartialReflect + 'static)

Casts this type to a mutable, reflected value. Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError>

Attempts to clone Self using reflection. Read more
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fn apply(&mut self, value: &(dyn PartialReflect + 'static))

Applies a reflected value to this value. Read more
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fn clone_value(&self) -> Box<dyn PartialReflect>

👎Deprecated since 0.16.0: to clone reflected values, prefer using reflect_clone. To convert reflected values to dynamic ones, use to_dynamic.
Clones Self into its dynamic representation. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn reflect_partial_eq( &self, _value: &(dyn PartialReflect + 'static), ) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Reflect for Image
where Image: Any + Send + Sync,

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

Returns the value as a Box<dyn Any>. Read more
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any. Read more
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any. Read more
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fn into_reflect(self: Box<Image>) -> Box<dyn Reflect>

Casts this type to a boxed, fully-reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a fully-reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable, fully-reflected value.
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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impl TypePath for Image
where Image: Any + Send + Sync,

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for Image
where Image: Any + Send + Sync,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.
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impl VisitAssetDependencies for Image

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

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impl Asset for Image

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impl Freeze for Image

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impl RefUnwindSafe for Image

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impl Send for Image

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impl Sync for Image

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impl Unpin for Image

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impl UnwindSafe for Image

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<A> AssetContainer for A
where A: Asset,

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

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

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

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> Conv for T

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

Converts self into T using Into<T>. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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

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

Converts Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Converts Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Converts &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Converts &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> Downcast for T
where T: Any,

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

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSend for T
where T: Any + Send,

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

Converts Box<Trait> (where Trait: DowncastSend) to Box<dyn Any + Send>, which can then be downcast into Box<ConcreteType> where ConcreteType implements Trait.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> DynamicTypePath for T
where T: TypePath,

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

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impl<T> FmtForward for T

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

Causes self to use its Binary implementation when Debug-formatted.
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fn fmt_display(self) -> FmtDisplay<Self>
where Self: Display,

Causes self to use its Display implementation when Debug-formatted.
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fn fmt_lower_exp(self) -> FmtLowerExp<Self>
where Self: LowerExp,

Causes self to use its LowerExp implementation when Debug-formatted.
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fn fmt_lower_hex(self) -> FmtLowerHex<Self>
where Self: LowerHex,

Causes self to use its LowerHex implementation when Debug-formatted.
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fn fmt_octal(self) -> FmtOctal<Self>
where Self: Octal,

Causes self to use its Octal implementation when Debug-formatted.
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fn fmt_pointer(self) -> FmtPointer<Self>
where Self: Pointer,

Causes self to use its Pointer implementation when Debug-formatted.
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fn fmt_upper_exp(self) -> FmtUpperExp<Self>
where Self: UpperExp,

Causes self to use its UpperExp implementation when Debug-formatted.
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fn fmt_upper_hex(self) -> FmtUpperHex<Self>
where Self: UpperHex,

Causes self to use its UpperHex implementation when Debug-formatted.
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fn fmt_list(self) -> FmtList<Self>
where &'a Self: for<'a> IntoIterator,

Formats each item in a sequence. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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

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

Creates Self using default().

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

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

Returns a reference to the value specified by path. Read more
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fn reflect_path_mut<'p>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut (dyn PartialReflect + 'static), ReflectPathError<'p>>

Returns a mutable reference to the value specified by path. Read more
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fn path<'p, T>( &self, path: impl ReflectPath<'p>, ) -> Result<&T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed reference to the value specified by path. Read more
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fn path_mut<'p, T>( &mut self, path: impl ReflectPath<'p>, ) -> Result<&mut T, ReflectPathError<'p>>
where T: Reflect,

Returns a statically typed mutable reference to the value specified by path. Read more
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impl<T> Instrument for T

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

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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

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impl<T> IntoEither for T

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

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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impl<T> Pipe for T
where T: ?Sized,

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

Pipes by value. This is generally the method you want to use. Read more
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fn pipe_ref<'a, R>(&'a self, func: impl FnOnce(&'a Self) -> R) -> R
where R: 'a,

Borrows self and passes that borrow into the pipe function. Read more
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fn pipe_ref_mut<'a, R>(&'a mut self, func: impl FnOnce(&'a mut Self) -> R) -> R
where R: 'a,

Mutably borrows self and passes that borrow into the pipe function. Read more
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fn pipe_borrow<'a, B, R>(&'a self, func: impl FnOnce(&'a B) -> R) -> R
where Self: Borrow<B>, B: 'a + ?Sized, R: 'a,

Borrows self, then passes self.borrow() into the pipe function. Read more
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fn pipe_borrow_mut<'a, B, R>( &'a mut self, func: impl FnOnce(&'a mut B) -> R, ) -> R
where Self: BorrowMut<B>, B: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.borrow_mut() into the pipe function. Read more
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fn pipe_as_ref<'a, U, R>(&'a self, func: impl FnOnce(&'a U) -> R) -> R
where Self: AsRef<U>, U: 'a + ?Sized, R: 'a,

Borrows self, then passes self.as_ref() into the pipe function.
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fn pipe_as_mut<'a, U, R>(&'a mut self, func: impl FnOnce(&'a mut U) -> R) -> R
where Self: AsMut<U>, U: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.as_mut() into the pipe function.
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fn pipe_deref<'a, T, R>(&'a self, func: impl FnOnce(&'a T) -> R) -> R
where Self: Deref<Target = T>, T: 'a + ?Sized, R: 'a,

Borrows self, then passes self.deref() into the pipe function.
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fn pipe_deref_mut<'a, T, R>( &'a mut self, func: impl FnOnce(&'a mut T) -> R, ) -> R
where Self: DerefMut<Target = T> + Deref, T: 'a + ?Sized, R: 'a,

Mutably borrows self, then passes self.deref_mut() into the pipe function.
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Tap for T

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

Immutable access to a value. Read more
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fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
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fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
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fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
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fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
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fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
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fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
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fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
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fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
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fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
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fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
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fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
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fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
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fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
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fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> TryConv for T

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

Attempts to convert self into T using TryInto<T>. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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

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impl<T> Reflectable for T

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

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

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impl<T> WasmNotSendSync for T

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