pub struct Texture { /* private fields */ }
Expand description
Actual texture data.
Implementations§
Source§impl Texture
impl Texture
pub const KIND: &'static str = "kind"
pub const BYTES: &'static str = "bytes"
pub const PIXEL_KIND: &'static str = "pixel_kind"
pub const MINIFICATION_FILTER: &'static str = "minification_filter"
pub const MAGNIFICATION_FILTER: &'static str = "magnification_filter"
pub const S_WRAP_MODE: &'static str = "s_wrap_mode"
pub const T_WRAP_MODE: &'static str = "t_wrap_mode"
pub const R_WRAP_MODE: &'static str = "r_wrap_mode"
pub const BASE_LEVEL: &'static str = "base_level"
pub const MAX_LEVEL: &'static str = "max_level"
pub const MIN_LOD: &'static str = "min_lod"
pub const MAX_LOD: &'static str = "max_lod"
pub const LOD_BIAS: &'static str = "lod_bias"
pub const MIP_COUNT: &'static str = "mip_count"
pub const ANISOTROPY: &'static str = "anisotropy"
pub const MODIFICATIONS_COUNTER: &'static str = "modifications_counter"
pub const IS_RENDER_TARGET: &'static str = "is_render_target"
Source§impl Texture
impl Texture
Sourcepub fn load_from_memory(
data: &[u8],
import_options: TextureImportOptions,
) -> Result<Texture, TextureError>
pub fn load_from_memory( data: &[u8], import_options: TextureImportOptions, ) -> Result<Texture, TextureError>
Tries to load a texture from given data in one of the following formats: PNG, BMP, TGA, JPG, DDS, GIF. Use this method if you want to load a texture from embedded data.
§On-demand compression and mip-map generation
The data can be compressed if needed to improve performance on GPU side. Mip-maps can be generated as well. CAVEAT: Compression and mip-map generation won’t be taken into account in case of DDS textures, because DDS can already contain such data, you should generate mips and compress DDS textures manually using some offline tool like DirectXTexTool or similar.
§Important notes
Textures loaded with this method won’t be correctly serialized! It means that if you’ll made a scene with
textures loaded with this method, and then save a scene, then the engine won’t be able to restore the textures
if you’ll try to load the saved scene. This is essential limitation of this method, because the engine does
not know where to get the data of the texture at loading. You should use ResourceManager::request_texture
in majority of cases!
§Use cases
Main use cases for this method are: procedural textures, icons for GUI.
Sourcepub fn from_bytes(
kind: TextureKind,
pixel_kind: TexturePixelKind,
bytes: Vec<u8>,
) -> Option<Texture>
pub fn from_bytes( kind: TextureKind, pixel_kind: TexturePixelKind, bytes: Vec<u8>, ) -> Option<Texture>
Creates new texture instance from given parameters.
§Limitations
Currently textures with only one mip level are supported!
Sourcepub fn set_minification_filter(&mut self, filter: TextureMinificationFilter)
pub fn set_minification_filter(&mut self, filter: TextureMinificationFilter)
Sets new minification filter. It is used when texture becomes smaller.
Sourcepub fn minification_filter(&self) -> TextureMinificationFilter
pub fn minification_filter(&self) -> TextureMinificationFilter
Returns current minification filter.
Sourcepub fn set_magnification_filter(&mut self, filter: TextureMagnificationFilter)
pub fn set_magnification_filter(&mut self, filter: TextureMagnificationFilter)
Sets new magnification filter. It is used when texture is “stretching”.
Sourcepub fn magnification_filter(&self) -> TextureMagnificationFilter
pub fn magnification_filter(&self) -> TextureMagnificationFilter
Returns current magnification filter.
Sourcepub fn set_s_wrap_mode(&mut self, s_wrap_mode: TextureWrapMode)
pub fn set_s_wrap_mode(&mut self, s_wrap_mode: TextureWrapMode)
Sets new S coordinate wrap mode.
Sourcepub fn s_wrap_mode(&self) -> TextureWrapMode
pub fn s_wrap_mode(&self) -> TextureWrapMode
Returns current S coordinate wrap mode.
Sourcepub fn set_t_wrap_mode(&mut self, t_wrap_mode: TextureWrapMode)
pub fn set_t_wrap_mode(&mut self, t_wrap_mode: TextureWrapMode)
Sets new T coordinate wrap mode.
Sourcepub fn t_wrap_mode(&self) -> TextureWrapMode
pub fn t_wrap_mode(&self) -> TextureWrapMode
Returns current T coordinate wrap mode.
Sourcepub fn set_r_wrap_mode(&mut self, r_wrap_mode: TextureWrapMode)
pub fn set_r_wrap_mode(&mut self, r_wrap_mode: TextureWrapMode)
Sets new R coordinate wrap mode.
Sourcepub fn r_wrap_mode(&self) -> TextureWrapMode
pub fn r_wrap_mode(&self) -> TextureWrapMode
Returns current T coordinate wrap mode.
Sourcepub fn kind(&self) -> TextureKind
pub fn kind(&self) -> TextureKind
Returns texture kind.
Sourcepub fn modifications_count(&self) -> u64
pub fn modifications_count(&self) -> u64
Returns total amount of modifications done on the texture.
Sourcepub fn calculate_data_hash(&self) -> u64
pub fn calculate_data_hash(&self) -> u64
Calculates current data hash.
Sourcepub fn pixel_kind(&self) -> TexturePixelKind
pub fn pixel_kind(&self) -> TexturePixelKind
Returns current pixel kind.
Sourcepub fn base_level(&self) -> usize
pub fn base_level(&self) -> usize
Returns the index of the lowest defined mipmap level.
Sourcepub fn set_base_level(&mut self, base_level: usize)
pub fn set_base_level(&mut self, base_level: usize)
Specifies the index of the lowest defined mipmap level. Keep in mind, that the texture data should provide the actual mip map level defined by the provided value, otherwise the rendering will be incorrect (probably just black on majority of implementations) and glitchy.
Sourcepub fn set_max_level(&mut self, max_level: usize)
pub fn set_max_level(&mut self, max_level: usize)
Sets the index of the highest defined mipmap level. Keep in mind, that the texture data should provide the actual mip map level defined by the provided value, otherwise the rendering will be incorrect (probably just black on majority of implementations) and glitchy.
Sourcepub fn min_lod(&self) -> f32
pub fn min_lod(&self) -> f32
Returns the minimum level-of-detail parameter. See Self::set_min_lod
for more info.
Sourcepub fn set_min_lod(&mut self, min_lod: f32)
pub fn set_min_lod(&mut self, min_lod: f32)
Sets the minimum level-of-detail parameter. This floating-point value limits the selection of highest resolution mipmap (lowest mipmap level). The initial value is -1000.0.
Sourcepub fn max_lod(&self) -> f32
pub fn max_lod(&self) -> f32
Returns the maximum level-of-detail parameter. See Self::set_max_lod
for more info.
Sourcepub fn set_max_lod(&mut self, max_lod: f32)
pub fn set_max_lod(&mut self, max_lod: f32)
Sets the maximum level-of-detail parameter. This floating-point value limits the selection of the lowest resolution mipmap (highest mipmap level). The initial value is 1000.
Sourcepub fn lod_bias(&self) -> f32
pub fn lod_bias(&self) -> f32
Returns a fixed bias value that is to be added to the level-of-detail parameter for the
texture before texture sampling. See Self::set_lod_bias
for more info.
Sourcepub fn set_lod_bias(&mut self, lod_bias: f32)
pub fn set_lod_bias(&mut self, lod_bias: f32)
Specifies a fixed bias value that is to be added to the level-of-detail parameter for the
texture before texture sampling. The specified value is added to the shader-supplied bias
value (if any) and subsequently clamped into the implementation-defined range
−bias_max..bias_max
, where bias_max
is the value that can be fetched from the current
graphics server. The initial value is 0.0.
Sourcepub fn data_of_type<T>(&self) -> Option<&[T]>
pub fn data_of_type<T>(&self) -> Option<&[T]>
Tries to cast the internal data buffer to the given type. Type casting will succeed only if the the
size of the type T
is equal with the size of the pixel.
§Important notes
While this function is safe, there’s no guarantee that the actual type-casted data will match the layout
of your data structure. For example, you could have a pixel of type RG16
, where each pixel consumes 2
bytes (4 in total) and cast it to the structure struct Rgba8 { r: u8, g: u8, b: u8, a: u8 }
which is
safe in terms of memory access (both are 4 bytes total), but not ok in terms of actual data. Be careful
when using this method.
Keep in mind, that this method will return a reference to all data in the texture, including all mip
levels. If you need to get typed data from specific mip level use Self::mip_level_data_of_type
.
Sourcepub fn mip_level_data(&self, mip: usize) -> &[u8] ⓘ
pub fn mip_level_data(&self, mip: usize) -> &[u8] ⓘ
Returns data of the given mip level.
Sourcepub fn mip_level_data_of_type<T>(&self, mip: usize) -> Option<&[T]>
pub fn mip_level_data_of_type<T>(&self, mip: usize) -> Option<&[T]>
Tries to cast the specific mip level data of the internal data buffer to the given type. Type casting
will succeed only if the the size of the type T
is equal with the size of the pixel.
§Important notes
While this function is safe, there’s no guarantee that the actual type-casted data will match the layout
of your data structure. For example, you could have a pixel of type RG16
, where each pixel consumes 2
bytes (4 in total) and cast it to the structure struct Rgba8 { r: u8, g: u8, b: u8, a: u8 }
which is
safe in terms of memory access (both are 4 bytes total), but not ok in terms of actual data. Be careful
when using this method.
Sourcepub fn is_render_target(&self) -> bool
pub fn is_render_target(&self) -> bool
Returns true if the texture is used as render target.
Sourcepub fn set_anisotropy_level(&mut self, anisotropy: f32)
pub fn set_anisotropy_level(&mut self, anisotropy: f32)
Max samples for anisotropic filtering. Default value is 16.0 (max). However real value passed to GPU will be clamped to maximum supported by current GPU. To disable anisotropic filtering set this to 1.0. Typical values are 2.0, 4.0, 8.0, 16.0.
Sourcepub fn anisotropy_level(&self) -> f32
pub fn anisotropy_level(&self) -> f32
Returns current anisotropy level.
Sourcepub fn modify(&mut self) -> TextureDataRefMut<'_>
pub fn modify(&mut self) -> TextureDataRefMut<'_>
Returns a special reference holder that provides mutable access to content of the texture and automatically calculates hash of the data in its destructor.
Trait Implementations§
Source§impl Default for Texture
impl Default for Texture
Source§fn default() -> Texture
fn default() -> Texture
It is very important to mention that defaults may be different for texture when you’re importing them through resource manager, see TextureImportOptions for more info.
Source§impl Reflect for Texturewhere
Texture: 'static,
TextureKind: Reflect,
TextureBytes: Reflect,
TexturePixelKind: Reflect,
TextureMinificationFilter: Reflect,
TextureMagnificationFilter: Reflect,
TextureWrapMode: Reflect,
usize: Reflect,
f32: Reflect,
u32: Reflect,
u64: Reflect,
bool: Reflect,
impl Reflect for Texturewhere
Texture: 'static,
TextureKind: Reflect,
TextureBytes: Reflect,
TexturePixelKind: Reflect,
TextureMinificationFilter: Reflect,
TextureMagnificationFilter: Reflect,
TextureWrapMode: Reflect,
usize: Reflect,
f32: Reflect,
u32: Reflect,
u64: Reflect,
bool: Reflect,
fn source_path() -> &'static str
fn type_name(&self) -> &'static str
fn doc(&self) -> &'static str
Source§fn assembly_name(&self) -> &'static str
fn assembly_name(&self) -> &'static str
#[derive(Reflect)]
) to ensure that this method will return correct assembly
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will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME")
as an implementation.Source§fn type_assembly_name() -> &'static str
fn type_assembly_name() -> &'static str
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name. In other words - there’s no guarantee, that any implementation other than proc-macro
will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME")
as an implementation.fn fields_info(&self, func: &mut dyn FnMut(&[FieldInfo<'_, '_>]))
fn into_any(self: Box<Texture>) -> Box<dyn Any>
fn set( &mut self, value: Box<dyn Reflect>, ) -> Result<Box<dyn Reflect>, Box<dyn Reflect>>
fn as_any(&self, func: &mut dyn FnMut(&(dyn Any + 'static)))
fn as_any_mut(&mut self, func: &mut dyn FnMut(&mut (dyn Any + 'static)))
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&mut self,
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fn as_hash_map_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectHashMap + 'static)>), )
Source§impl ResourceData for Texture
impl ResourceData for Texture
Source§fn save(&mut self, path: &Path) -> Result<(), Box<dyn Error>>
fn save(&mut self, path: &Path) -> Result<(), Box<dyn Error>>
Source§fn can_be_saved(&self) -> bool
fn can_be_saved(&self) -> bool
true
if the resource data can be saved to a file, false
- otherwise. Not every
resource type supports saving, for example there might be temporary resource type that is
used only at runtime which does not need saving at all.Auto Trait Implementations§
impl Freeze for Texture
impl RefUnwindSafe for Texture
impl Send for Texture
impl Sync for Texture
impl Unpin for Texture
impl UnwindSafe for Texture
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