cpu_draw/
cpu_draw.rs

1//! Example of how to draw to a texture from the CPU.
2//!
3//! You can set the values of individual pixels to whatever you want.
4//! Bevy provides user-friendly APIs that work with [`Color`]
5//! values and automatically perform any necessary conversions and encoding
6//! into the texture's native pixel format.
7
8use bevy::asset::RenderAssetUsages;
9use bevy::color::{color_difference::EuclideanDistance, palettes::css};
10use bevy::prelude::*;
11use bevy::render::render_resource::{Extent3d, TextureDimension, TextureFormat};
12use rand::{Rng, SeedableRng};
13use rand_chacha::ChaCha8Rng;
14
15const IMAGE_WIDTH: u32 = 256;
16const IMAGE_HEIGHT: u32 = 256;
17
18fn main() {
19    App::new()
20        .add_plugins(DefaultPlugins)
21        // In this example, we will use a fixed timestep to draw a pattern on the screen
22        // one pixel at a time, so the pattern will gradually emerge over time, and
23        // the speed at which it appears is not tied to the framerate.
24        // Let's make the fixed update very fast, so it doesn't take too long. :)
25        .insert_resource(Time::<Fixed>::from_hz(1024.0))
26        .add_systems(Startup, setup)
27        .add_systems(FixedUpdate, draw)
28        .run();
29}
30
31/// Store the image handle that we will draw to, here.
32#[derive(Resource)]
33struct MyProcGenImage(Handle<Image>);
34
35#[derive(Resource)]
36struct SeededRng(ChaCha8Rng);
37
38fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
39    commands.spawn(Camera2d);
40
41    // Create an image that we are going to draw into
42    let mut image = Image::new_fill(
43        // 2D image of size 256x256
44        Extent3d {
45            width: IMAGE_WIDTH,
46            height: IMAGE_HEIGHT,
47            depth_or_array_layers: 1,
48        },
49        TextureDimension::D2,
50        // Initialize it with a beige color
51        &(css::BEIGE.to_u8_array()),
52        // Use the same encoding as the color we set
53        TextureFormat::Rgba8UnormSrgb,
54        RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
55    );
56
57    // To make it extra fancy, we can set the Alpha of each pixel,
58    // so that it fades out in a circular fashion.
59    for y in 0..IMAGE_HEIGHT {
60        for x in 0..IMAGE_WIDTH {
61            let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
62            let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
63            let r = Vec2::new(x as f32, y as f32).distance(center);
64            let a = 1.0 - (r / max_radius).clamp(0.0, 1.0);
65
66            // Here we will set the A value by accessing the raw data bytes.
67            // (it is the 4th byte of each pixel, as per our `TextureFormat`)
68
69            // Find our pixel by its coordinates
70            let pixel_bytes = image.pixel_bytes_mut(UVec3::new(x, y, 0)).unwrap();
71            // Convert our f32 to u8
72            pixel_bytes[3] = (a * u8::MAX as f32) as u8;
73        }
74    }
75
76    // Add it to Bevy's assets, so it can be used for rendering
77    // this will give us a handle we can use
78    // (to display it in a sprite, or as part of UI, etc.)
79    let handle = images.add(image);
80
81    // Create a sprite entity using our image
82    commands.spawn(Sprite::from_image(handle.clone()));
83    commands.insert_resource(MyProcGenImage(handle));
84
85    // We're seeding the PRNG here to make this example deterministic for testing purposes.
86    // This isn't strictly required in practical use unless you need your app to be deterministic.
87    let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
88    commands.insert_resource(SeededRng(seeded_rng));
89}
90
91/// Every fixed update tick, draw one more pixel to make a spiral pattern
92fn draw(
93    my_handle: Res<MyProcGenImage>,
94    mut images: ResMut<Assets<Image>>,
95    // Used to keep track of where we are
96    mut i: Local<u32>,
97    mut draw_color: Local<Color>,
98    mut seeded_rng: ResMut<SeededRng>,
99) {
100    if *i == 0 {
101        // Generate a random color on first run.
102        *draw_color = Color::linear_rgb(
103            seeded_rng.0.random(),
104            seeded_rng.0.random(),
105            seeded_rng.0.random(),
106        );
107    }
108
109    // Get the image from Bevy's asset storage.
110    let image = images.get_mut(&my_handle.0).expect("Image not found");
111
112    // Compute the position of the pixel to draw.
113
114    let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
115    let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
116    let rot_speed = 0.0123;
117    let period = 0.12345;
118
119    let r = ops::sin(*i as f32 * period) * max_radius;
120    let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
121    let (x, y) = (xy.x as u32, xy.y as u32);
122
123    // Get the old color of that pixel.
124    let old_color = image.get_color_at(x, y).unwrap();
125
126    // If the old color is our current color, change our drawing color.
127    let tolerance = 1.0 / 255.0;
128    if old_color.distance(&draw_color) <= tolerance {
129        *draw_color = Color::linear_rgb(
130            seeded_rng.0.random(),
131            seeded_rng.0.random(),
132            seeded_rng.0.random(),
133        );
134    }
135
136    // Set the new color, but keep old alpha value from image.
137    image
138        .set_color_at(x, y, draw_color.with_alpha(old_color.alpha()))
139        .unwrap();
140
141    *i += 1;
142}