Struct ImagePlugin

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pub struct ImagePlugin {
    pub default_sampler: ImageSamplerDescriptor,
}
Expand description

Adds the Image as an asset and makes sure that they are extracted and prepared for the GPU.

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§default_sampler: ImageSamplerDescriptor

The default image sampler to use when bevy_image::ImageSampler is set to Default.

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impl ImagePlugin

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pub fn default_linear() -> ImagePlugin

Creates image settings with linear sampling by default.

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pub fn default_nearest() -> ImagePlugin

Creates image settings with nearest sampling by default.

Examples found in repository?
examples/2d/sprite_sheet.rs (line 8)
6fn main() {
7    App::new()
8        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
9        .add_systems(Startup, setup)
10        .add_systems(Update, animate_sprite)
11        .run();
12}
More examples
Hide additional examples
examples/picking/sprite_picking.rs (line 9)
7fn main() {
8    App::new()
9        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
10        .add_systems(Startup, (setup, setup_atlas))
11        .add_systems(Update, (move_sprite, animate_sprite))
12        .run();
13}
examples/2d/pixel_grid_snap.rs (line 31)
29fn main() {
30    App::new()
31        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
32        .add_systems(Startup, (setup_camera, setup_sprite, setup_mesh))
33        .add_systems(Update, (rotate, fit_canvas))
34        .run();
35}
examples/shader/texture_binding_array.rs (line 27)
24fn main() {
25    let mut app = App::new();
26    app.add_plugins((
27        DefaultPlugins.set(ImagePlugin::default_nearest()),
28        GpuFeatureSupportChecker,
29        MaterialPlugin::<BindlessMaterial>::default(),
30    ))
31    .add_systems(Startup, setup)
32    .run();
33}
examples/2d/texture_atlas.rs (line 14)
12fn main() {
13    App::new()
14        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // fallback to nearest sampling
15        .init_state::<AppState>()
16        .add_systems(OnEnter(AppState::Setup), load_textures)
17        .add_systems(Update, check_textures.run_if(in_state(AppState::Setup)))
18        .add_systems(OnEnter(AppState::Finished), setup)
19        .run();
20}
examples/3d/3d_shapes.rs (line 23)
20fn main() {
21    App::new()
22        .add_plugins((
23            DefaultPlugins.set(ImagePlugin::default_nearest()),
24            #[cfg(not(target_arch = "wasm32"))]
25            WireframePlugin::default(),
26        ))
27        .add_systems(Startup, setup)
28        .add_systems(
29            Update,
30            (
31                rotate,
32                #[cfg(not(target_arch = "wasm32"))]
33                toggle_wireframe,
34            ),
35        )
36        .run();
37}

Trait Implementations§

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impl Default for ImagePlugin

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fn default() -> ImagePlugin

Returns the “default value” for a type. Read more
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impl Plugin for ImagePlugin

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fn build(&self, app: &mut App)

Configures the App to which this plugin is added.
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fn finish(&self, app: &mut App)

Finish adding this plugin to the App, once all plugins registered are ready. This can be useful for plugins that depends on another plugin asynchronous setup, like the renderer.
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fn ready(&self, _app: &App) -> bool

Has the plugin finished its setup? This can be useful for plugins that need something asynchronous to happen before they can finish their setup, like the initialization of a renderer. Once the plugin is ready, finish should be called.
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fn cleanup(&self, _app: &mut App)

Runs after all plugins are built and finished, but before the app schedule is executed. This can be useful if you have some resource that other plugins need during their build step, but after build you want to remove it and send it to another thread.
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fn name(&self) -> &str

Configures a name for the Plugin which is primarily used for checking plugin uniqueness and debugging.
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fn is_unique(&self) -> bool

If the plugin can be meaningfully instantiated several times in an App, override this method to return false.

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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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