#[repr(C)]pub struct Texture { /* private fields */ }Expand description
[Image] living on the graphics card that can be used for drawing.
Texture stores pixels that can be drawn, with a sprite for example.
A texture lives in the graphics card memory, therefore it is very fast to draw a texture to a render target, or copy a render target to a texture (the graphics card can access both directly).
Being stored in the graphics card memory has some drawbacks.
A texture cannot be manipulated as freely as a [Image],
you need to prepare the pixels first and then upload them to the texture in a
single operation (see the various update methods below).
Texture makes it easy to convert from/to [Image],
but keep in mind that these calls require transfers between the graphics card and
the central memory, therefore they are slow operations.
A texture can be loaded from an image, but also directly from a file/memory/stream.
The necessary shortcuts are defined so that you don’t need an image first for the
most common cases.
However, if you want to perform some modifications on the pixels before creating the
final texture, you can load your file to a [Image], do whatever you need with the pixels,
and then call [Texture::load_from_image].
Since they live in the graphics card memory, the pixels of a texture cannot be accessed without a slow copy first. And they cannot be accessed individually. Therefore, if you need to read the texture’s pixels (like for pixel-perfect collisions), it is recommended to store the collision information separately, for example in an array of booleans.
Like [Image], Texture can handle a unique internal representation of pixels,
which is RGBA 32 bits.
This means that a pixel must be composed of
8 bits red, green, blue and alpha channels – just like a Color.
Implementations§
Source§impl Texture
Creation and loading
impl Texture
Creation and loading
Sourcepub fn create(&mut self, width: u32, height: u32) -> SfResult<()>
pub fn create(&mut self, width: u32, height: u32) -> SfResult<()>
Create the texture.
If this function fails, the texture is left unchanged.
Returns whether creation was successful.
Sourcepub fn load_from_memory(&mut self, mem: &[u8]) -> SfResult<()>
pub fn load_from_memory(&mut self, mem: &[u8]) -> SfResult<()>
Load texture from memory
The area argument can be used to load only a sub-rectangle of the whole image.
If you want the entire image then use a default [IntRect].
If the area rectangle crosses the bounds of the image,
it is adjusted to fit the image size.
§Arguments
- mem - Pointer to the file data in memory
- area - Area of the image to load
Sourcepub fn load_from_file(&mut self, filename: &str) -> SfResult<()>
pub fn load_from_file(&mut self, filename: &str) -> SfResult<()>
Sourcepub fn from_file(filename: &str) -> SfResult<FBox<Self>>
pub fn from_file(filename: &str) -> SfResult<FBox<Self>>
Convenience method to easily create and load a Texture from a file.
Examples found in repository?
12fn main() -> SfResult<()> {
13 example_ensure_right_working_dir();
14
15 let mut window = RenderWindow::new(
16 (800, 600),
17 "Borrowed resources",
18 Style::CLOSE,
19 &Default::default(),
20 )?;
21 window.set_vertical_sync_enabled(true);
22
23 // Create a new texture. (Hey Frank!)
24 let frank = Texture::from_file("frank.jpeg")?;
25
26 // Create a font.
27 let font = Font::from_file("sansation.ttf")?;
28
29 // Create a circle with the Texture.
30 let mut circle = CircleShape::with_texture(&frank);
31 circle.set_radius(70.0);
32 circle.set_position((100.0, 100.0));
33
34 // Create a Sprite.
35 let mut sprite = Sprite::new();
36 // Have it use the same texture as the circle.
37 sprite.set_texture(&frank, true);
38 sprite.set_position((400.0, 300.0));
39 sprite.set_scale(0.5);
40
41 // Create a ConvexShape using the same texture.
42 let mut convex_shape = ConvexShape::with_texture(6, &frank);
43 convex_shape.set_point(0, (400., 100.));
44 convex_shape.set_point(1, (500., 70.));
45 convex_shape.set_point(2, (450., 100.));
46 convex_shape.set_point(3, (580., 150.));
47 convex_shape.set_point(4, (420., 230.));
48 convex_shape.set_point(5, (420., 120.));
49
50 // Create an initialized text using the font.
51 let mut title = Text::new("Borrowed resources example!".into(), &font, 50);
52
53 // Create a second text using the same font.
54 // This time, we create and initialize it separately.
55 let mut second_text = Text::default();
56 second_text.set_string("This text shares the same font with the title!".into());
57 second_text.set_font(&font);
58 second_text.set_fill_color(Color::GREEN);
59 second_text.tf.position = [10.0, 350.0];
60 second_text.set_character_size(20);
61
62 // Create a third text using the same font.
63 let mut third_text = Text::new("This one too!".into(), &font, 20);
64 third_text.tf.position = [300.0, 100.0];
65 third_text.set_fill_color(Color::RED);
66
67 'mainloop: loop {
68 while let Some(event) = window.poll_event() {
69 match event {
70 Event::Closed
71 | Event::KeyPressed {
72 code: Key::Escape, ..
73 } => break 'mainloop,
74 _ => {}
75 }
76 }
77
78 window.clear(Color::BLACK);
79 let rs = RenderStates::DEFAULT;
80 window.draw_circle_shape(&circle, &rs);
81 window.draw_sprite(&sprite, &rs);
82 window.draw_convex_shape(&convex_shape, &rs);
83 title.draw(&mut *window, &rs);
84 second_text.draw(&mut *window, &rs);
85 third_text.draw(&mut *window, &rs);
86
87 // Little test here for `Shape::points`
88 let mut circ = CircleShape::new(4.0, 30);
89 circ.set_origin(2.0);
90 circ.set_fill_color(Color::YELLOW);
91
92 for p in convex_shape.points() {
93 circ.set_position(p);
94 window.draw_circle_shape(&circ, &RenderStates::DEFAULT);
95 }
96
97 window.display();
98 }
99 Ok(())
100}Source§impl Texture
Query properties
impl Texture
Query properties
Sourcepub fn maximum_size() -> u32
pub fn maximum_size() -> u32
Get the maximum texture size allowed
Return the maximum size allowed for textures, in pixels
Sourcepub fn is_smooth(&self) -> bool
pub fn is_smooth(&self) -> bool
Tell whether the smooth filter is enabled or not for a texture
Return true if smoothing is enabled, false if it is disabled
Sourcepub fn is_repeated(&self) -> bool
pub fn is_repeated(&self) -> bool
Tell whether a texture is repeated or not
Return frue if repeat mode is enabled, false if it is disabled
Source§impl Texture
Set properties
impl Texture
Set properties
Sourcepub fn set_smooth(&mut self, smooth: bool)
pub fn set_smooth(&mut self, smooth: bool)
Enable or disable the smooth filter on a texture
§Arguments
- smooth - true to enable smoothing, false to disable it
Sourcepub fn set_repeated(&mut self, repeated: bool)
pub fn set_repeated(&mut self, repeated: bool)
Enable or disable repeating for a texture
epeating is involved when using texture coordinates outside the texture rectangle [0, 0, width, height]. In this case, if repeat mode is enabled, the whole texture will be repeated as many times as needed to reach the coordinate (for example, if the X texture coordinate is 3 * width, the texture will be repeated 3 times). If repeat mode is disabled, the “extra space” will instead be filled with border pixels. Warning: on very old graphics cards, white pixels may appear when the texture is repeated. With such cards, repeat mode can be used reliably only if the texture has power-of-two dimensions (such as 256x128). Repeating is disabled by default.
§Arguments
- repeated - true to repeat the texture, false to disable repeating
Sourcepub fn set_srgb(&mut self, srgb: bool)
pub fn set_srgb(&mut self, srgb: bool)
Enable or disable conversion from sRGB.
When providing texture data from an image file or memory, it can either be stored in a linear color space or an sRGB color space. Most digital images account for gamma correction already, so they would need to be “uncorrected” back to linear color space before being processed by the hardware. The hardware can automatically convert it from the sRGB color space to a linear color space when it gets sampled. When the rendered image gets output to the final framebuffer, it gets converted back to sRGB.
After enabling or disabling sRGB conversion, make sure to reload the texture data in order for the setting to take effect.
This option is only useful in conjunction with an sRGB capable framebuffer. This can be requested during window creation.
Source§impl Texture
OpenGL interop
impl Texture
OpenGL interop
Sourcepub fn native_handle(&self) -> u32
pub fn native_handle(&self) -> u32
Get the underlying OpenGL handle of the texture.
You shouldn’t need to use this function, unless you have very specific stuff to implement that SFML doesn’t support, or implement a temporary workaround until a bug is fixed.
Source§impl Texture
Copying and updating
impl Texture
Copying and updating
Sourcepub unsafe fn update_from_window(&mut self, window: &Window, x: u32, y: u32)
pub unsafe fn update_from_window(&mut self, window: &Window, x: u32, y: u32)
Update a part of the texture from the contents of a window.
This function does nothing if either the texture or the window was not previously created.
§Safety
No additional check is performed on the size of the window, passing an invalid combination of window size and offset will lead to an undefined behavior.
Sourcepub unsafe fn update_from_render_window(
&mut self,
render_window: &RenderWindow,
x: u32,
y: u32,
)
pub unsafe fn update_from_render_window( &mut self, render_window: &RenderWindow, x: u32, y: u32, )
Update a part of the texture from the contents of a render window.
This function does nothing if either the texture or the window was not previously created.
§Safety
No additional check is performed on the size of the window, passing an invalid combination of window size and offset will lead to an undefined behavior.
Sourcepub unsafe fn update_from_texture(&mut self, texture: &Texture, x: u32, y: u32)
pub unsafe fn update_from_texture(&mut self, texture: &Texture, x: u32, y: u32)
Update a part of this texture from another texture.
This function does nothing if either texture was not previously created.
§Safety
No additional check is performed on the size of the texture, passing an invalid combination of texture size and offset will lead to an undefined behavior.
Sourcepub fn update_from_pixels(
&mut self,
pixels: &[u8],
width: u32,
height: u32,
x: u32,
y: u32,
)
pub fn update_from_pixels( &mut self, pixels: &[u8], width: u32, height: u32, x: u32, y: u32, )
Update a part of the texture from an array of pixels.
The size of the pixel array must match the width and height arguments, and it must contain 32-bits RGBA pixels.
This function does nothing if the texture was not previously created.
§Panics
Panics the provided parameters would result in out of bounds access.
Source§impl Texture
Mipmapping
impl Texture
Mipmapping
Sourcepub fn generate_mipmap(&mut self) -> SfResult<()>
pub fn generate_mipmap(&mut self) -> SfResult<()>
Generate a mipmap using the current texture data.
Mipmaps are pre-computed chains of optimized textures. Each level of texture in a mipmap is generated by halving each of the previous level’s dimensions. This is done until the final level has the size of 1x1. The textures generated in this process may make use of more advanced filters which might improve the visual quality of textures when they are applied to objects much smaller than they are. This is known as minification. Because fewer texels (texture elements) have to be sampled from when heavily minified, usage of mipmaps can also improve rendering performance in certain scenarios.
Mipmap generation relies on the necessary OpenGL extension being available. If it is unavailable or generation fails due to another reason, this function will return false. Mipmap data is only valid from the time it is generated until the next time the base level image is modified, at which point this function will have to be called again to regenerate it.