pub struct Texture<B, BP>where
B: BufferVec<BP>,
BP: BufferVecItem,{
pub glcore: Rc<GLCore>,
/* private fields */
}
Expand description
The OpenGL texture object
Fields§
§glcore: Rc<GLCore>
Implementations§
Source§impl<B, BP> Texture<B, BP>where
B: BufferVec<BP>,
BP: BufferVecItem,
impl<B, BP> Texture<B, BP>where
B: BufferVec<BP>,
BP: BufferVecItem,
Sourcepub fn new_1d(
glcore: Rc<GLCore>,
format: TextureFormat,
width: u32,
wrapping_s: TextureWrapping,
has_mipmap: bool,
mag_filter: SamplerMagFilter,
min_filter: SamplerFilter,
buffering: bool,
buffer_channel_type: ChannelType,
buffer_component_type: ComponentType,
initial_data: Option<*const c_void>,
) -> Result<Self, TextureError>
pub fn new_1d( glcore: Rc<GLCore>, format: TextureFormat, width: u32, wrapping_s: TextureWrapping, has_mipmap: bool, mag_filter: SamplerMagFilter, min_filter: SamplerFilter, buffering: bool, buffer_channel_type: ChannelType, buffer_component_type: ComponentType, initial_data: Option<*const c_void>, ) -> Result<Self, TextureError>
Create an 1D texture
Sourcepub fn new_2d(
glcore: Rc<GLCore>,
format: TextureFormat,
width: u32,
height: u32,
wrapping_s: TextureWrapping,
wrapping_t: TextureWrapping,
has_mipmap: bool,
mag_filter: SamplerMagFilter,
min_filter: SamplerFilter,
buffering: bool,
buffer_channel_type: ChannelType,
buffer_component_type: ComponentType,
initial_data: Option<*const c_void>,
) -> Result<Self, TextureError>
pub fn new_2d( glcore: Rc<GLCore>, format: TextureFormat, width: u32, height: u32, wrapping_s: TextureWrapping, wrapping_t: TextureWrapping, has_mipmap: bool, mag_filter: SamplerMagFilter, min_filter: SamplerFilter, buffering: bool, buffer_channel_type: ChannelType, buffer_component_type: ComponentType, initial_data: Option<*const c_void>, ) -> Result<Self, TextureError>
Create an 2D texture
Sourcepub fn new_3d(
glcore: Rc<GLCore>,
format: TextureFormat,
width: u32,
height: u32,
depth: u32,
wrapping_s: TextureWrapping,
wrapping_t: TextureWrapping,
wrapping_r: TextureWrapping,
has_mipmap: bool,
mag_filter: SamplerMagFilter,
min_filter: SamplerFilter,
buffering: bool,
buffer_channel_type: ChannelType,
buffer_component_type: ComponentType,
initial_data: Option<*const c_void>,
) -> Result<Self, TextureError>
pub fn new_3d( glcore: Rc<GLCore>, format: TextureFormat, width: u32, height: u32, depth: u32, wrapping_s: TextureWrapping, wrapping_t: TextureWrapping, wrapping_r: TextureWrapping, has_mipmap: bool, mag_filter: SamplerMagFilter, min_filter: SamplerFilter, buffering: bool, buffer_channel_type: ChannelType, buffer_component_type: ComponentType, initial_data: Option<*const c_void>, ) -> Result<Self, TextureError>
Create an 3D texture
Sourcepub fn new_cube(
glcore: Rc<GLCore>,
format: TextureFormat,
size: u32,
has_mipmap: bool,
mag_filter: SamplerMagFilter,
min_filter: SamplerFilter,
buffering: bool,
buffer_channel_type: ChannelType,
buffer_component_type: ComponentType,
initial_data: Option<*const c_void>,
) -> Result<Self, TextureError>
pub fn new_cube( glcore: Rc<GLCore>, format: TextureFormat, size: u32, has_mipmap: bool, mag_filter: SamplerMagFilter, min_filter: SamplerFilter, buffering: bool, buffer_channel_type: ChannelType, buffer_component_type: ComponentType, initial_data: Option<*const c_void>, ) -> Result<Self, TextureError>
Create an cube map texture
Sourcepub fn from_image<P: Pixel>(
glcore: Rc<GLCore>,
dim: TextureDimension,
img: &ImageBuffer<P, Vec<P::Subpixel>>,
wrapping_s: TextureWrapping,
wrapping_t: TextureWrapping,
has_mipmap: bool,
mag_filter: SamplerMagFilter,
min_filter: SamplerFilter,
) -> Result<Self, TextureError>
pub fn from_image<P: Pixel>( glcore: Rc<GLCore>, dim: TextureDimension, img: &ImageBuffer<P, Vec<P::Subpixel>>, wrapping_s: TextureWrapping, wrapping_t: TextureWrapping, has_mipmap: bool, mag_filter: SamplerMagFilter, min_filter: SamplerFilter, ) -> Result<Self, TextureError>
Create a texture from an image
Sourcepub fn from_file(
glcore: Rc<GLCore>,
path: &Path,
dim: TextureDimension,
wrapping_s: TextureWrapping,
wrapping_t: TextureWrapping,
has_mipmap: bool,
mag_filter: SamplerMagFilter,
min_filter: SamplerFilter,
) -> Result<Self, TextureError>
pub fn from_file( glcore: Rc<GLCore>, path: &Path, dim: TextureDimension, wrapping_s: TextureWrapping, wrapping_t: TextureWrapping, has_mipmap: bool, mag_filter: SamplerMagFilter, min_filter: SamplerFilter, ) -> Result<Self, TextureError>
Create a texture from a file
Trait Implementations§
Source§impl<B, BP> GenericTexture for Texture<B, BP>where
B: BufferVec<BP>,
BP: BufferVecItem,
impl<B, BP> GenericTexture for Texture<B, BP>where
B: BufferVec<BP>,
BP: BufferVecItem,
Source§fn get_glcore(&self) -> &GLCore
fn get_glcore(&self) -> &GLCore
Get the OpenGL core
Source§fn get_dim(&self) -> TextureDimension
fn get_dim(&self) -> TextureDimension
Get the dimension of the texture
Source§fn get_height(&self) -> u32
fn get_height(&self) -> u32
Get height
Source§fn get_format(&self) -> TextureFormat
fn get_format(&self) -> TextureFormat
Get the texture internal format
Source§fn get_bytes_of_face(&self) -> usize
fn get_bytes_of_face(&self) -> usize
Get byte of face
Source§fn get_bytes_of_texture(&self) -> usize
fn get_bytes_of_texture(&self) -> usize
Get byte of texture level 0
Source§fn has_mipmap(&self) -> bool
fn has_mipmap(&self) -> bool
Get if have mipmap
Source§fn get_pixel_buffer(&self) -> Option<&dyn GenericPixelBuffer>
fn get_pixel_buffer(&self) -> Option<&dyn GenericPixelBuffer>
Get the pixel buffer
Source§fn create_pixel_buffer(
&mut self,
buffer_channel_type: ChannelType,
buffer_component_type: ComponentType,
initial_data: Option<*const c_void>,
) -> Result<(), TextureError>
fn create_pixel_buffer( &mut self, buffer_channel_type: ChannelType, buffer_component_type: ComponentType, initial_data: Option<*const c_void>, ) -> Result<(), TextureError>
Create the PBO if not been created earlier
Source§fn drop_pixel_buffer(&mut self)
fn drop_pixel_buffer(&mut self)
Discard the PBO if not necessarily need it
Source§fn bind<'a>(&'a self) -> Result<TextureBind<'a>, TextureError>
fn bind<'a>(&'a self) -> Result<TextureBind<'a>, TextureError>
Bind the texture, using the RAII system to manage the binding state
Source§fn bind_face<'a>(
&'a self,
face: CubeMapFaces,
) -> Result<TextureBind<'a>, TextureError>
fn bind_face<'a>( &'a self, face: CubeMapFaces, ) -> Result<TextureBind<'a>, TextureError>
Bind a cubemap face, using the RAII system to manage the binding state
Source§fn map_buffer<'a>(
&'a mut self,
access: MapAccess,
) -> Result<Option<(BufferBind<'a>, BufferMapping<'a>, *mut c_void)>, TextureError>
fn map_buffer<'a>( &'a mut self, access: MapAccess, ) -> Result<Option<(BufferBind<'a>, BufferMapping<'a>, *mut c_void)>, TextureError>
Map the pixel buffer for the specified access
Source§unsafe fn download_texture(
&self,
data: *mut c_void,
buffer_channel_type: ChannelType,
buffer_component_type: ComponentType,
) -> Result<(), TextureError>
unsafe fn download_texture( &self, data: *mut c_void, buffer_channel_type: ChannelType, buffer_component_type: ComponentType, ) -> Result<(), TextureError>
Retrieve the pixels from the texture to the specified data pointer regardless of is currently using a PBO or not Read more
Source§unsafe fn upload_texture(
&self,
data: *const c_void,
buffer_channel_type: ChannelType,
buffer_component_type: ComponentType,
regen_mipmap: bool,
) -> Result<(), TextureError>
unsafe fn upload_texture( &self, data: *const c_void, buffer_channel_type: ChannelType, buffer_component_type: ComponentType, regen_mipmap: bool, ) -> Result<(), TextureError>
Load the texture with the specified data pointer regardless of is currently using a PBO or not Read more
Source§fn pack_pixel_buffer(&self) -> Result<(), TextureError>
fn pack_pixel_buffer(&self) -> Result<(), TextureError>
Read the pixels from the texture to the pixel buffer
Source§fn unpack_pixel_buffer(&self, regen_mipmap: bool) -> Result<(), TextureError>
fn unpack_pixel_buffer(&self, regen_mipmap: bool) -> Result<(), TextureError>
Apply the change to the pixel buffer of the texture
Source§fn set_active_unit(&self, unit: u32) -> Result<(), TextureError>
fn set_active_unit(&self, unit: u32) -> Result<(), TextureError>
Set the active texture unit
Auto Trait Implementations§
impl<B, BP> Freeze for Texture<B, BP>where
B: Freeze,
impl<B, BP> RefUnwindSafe for Texture<B, BP>where
BP: RefUnwindSafe,
B: RefUnwindSafe,
impl<B, BP> !Send for Texture<B, BP>
impl<B, BP> !Sync for Texture<B, BP>
impl<B, BP> Unpin for Texture<B, BP>
impl<B, BP> UnwindSafe for Texture<B, BP>where
BP: UnwindSafe,
B: UnwindSafe,
Blanket Implementations§
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
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Causes
self
to use its Binary
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Self: Display,
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Self: Display,
Causes
self
to use its Display
implementation when
Debug
-formatted.Source§fn fmt_lower_exp(self) -> FmtLowerExp<Self>where
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