pub struct Texture2D { /* private fields */ }
Expand description

Texture, data stored in GPU memory

Implementations§

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impl Texture2D

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pub fn empty() -> Texture2D

Creates an empty Texture2D.

Example
let texture = Texture2D::empty();
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pub fn from_file_with_format<'a>( bytes: &[u8], format: Option<ImageFormat> ) -> Texture2D

Creates a Texture2D from a slice of bytes that contains an encoded image.

If format is None, it will make an educated guess on the ImageFormat.

Example
let texture = Texture2D::from_file_with_format(
    include_bytes!("../examples/rust.png"),
    None,
    );
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pub fn from_image(image: &Image) -> Texture2D

Creates a Texture2D from an Image.

Examples found in repository?
examples/shadertoy.rs (line 43)
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fn color_picker_texture(w: usize, h: usize) -> (Texture2D, Image) {
    let ratio = 1.0 / h as f32;

    let mut image = Image::gen_image_color(w as u16, h as u16, WHITE);
    let image_data = image.get_image_data_mut();

    for j in 0..h {
        for i in 0..w {
            let lightness = 1.0 - i as f32 * ratio;
            let hue = j as f32 * ratio;

            image_data[i + j * w] = color::hsl_to_rgb(hue, 1.0, lightness).into();
        }
    }

    (Texture2D::from_image(&image), image)
}
More examples
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examples/life.rs (line 24)
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async fn main() {
    let w = screen_width() as usize;
    let h = screen_height() as usize;

    let mut cells = vec![CellState::Dead; w * h];
    let mut buffer = vec![CellState::Dead; w * h];

    let mut image = Image::gen_image_color(w as u16, h as u16, WHITE);

    for cell in cells.iter_mut() {
        if rand::gen_range(0, 5) == 0 {
            *cell = CellState::Alive;
        }
    }
    let texture = Texture2D::from_image(&image);

    loop {
        clear_background(WHITE);

        let w = image.width();
        let h = image.height();

        for y in 0..h as i32 {
            for x in 0..w as i32 {
                let mut neighbors_count = 0;

                for j in -1i32..=1 {
                    for i in -1i32..=1 {
                        // out of bounds
                        if y + j < 0 || y + j >= h as i32 || x + i < 0 || x + i >= w as i32 {
                            continue;
                        }
                        // cell itself
                        if i == 0 && j == 0 {
                            continue;
                        }

                        let neighbor = cells[(y + j) as usize * w + (x + i) as usize];
                        if neighbor == CellState::Alive {
                            neighbors_count += 1;
                        }
                    }
                }

                let current_cell = cells[y as usize * w + x as usize];
                buffer[y as usize * w + x as usize] = match (current_cell, neighbors_count) {
                    // Rule 1: Any live cell with fewer than two live neighbours
                    // dies, as if caused by underpopulation.
                    (CellState::Alive, x) if x < 2 => CellState::Dead,
                    // Rule 2: Any live cell with two or three live neighbours
                    // lives on to the next generation.
                    (CellState::Alive, 2) | (CellState::Alive, 3) => CellState::Alive,
                    // Rule 3: Any live cell with more than three live
                    // neighbours dies, as if by overpopulation.
                    (CellState::Alive, x) if x > 3 => CellState::Dead,
                    // Rule 4: Any dead cell with exactly three live neighbours
                    // becomes a live cell, as if by reproduction.
                    (CellState::Dead, 3) => CellState::Alive,
                    // All other cells remain in the same state.
                    (otherwise, _) => otherwise,
                };
            }
        }

        for i in 0..buffer.len() {
            cells[i] = buffer[i];

            image.set_pixel(
                (i % w) as u32,
                (i / w) as u32,
                match buffer[i as usize] {
                    CellState::Alive => BLACK,
                    CellState::Dead => WHITE,
                },
            );
        }

        texture.update(&image);

        draw_texture(texture, 0., 0., WHITE);

        next_frame().await
    }
}
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pub fn from_miniquad_texture(texture: Texture) -> Texture2D

Creates a Texture2D from a miniquad Texture

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pub fn from_rgba8(width: u16, height: u16, bytes: &[u8]) -> Texture2D

Creates a Texture2D from a slice of bytes in an R,G,B,A sequence, with the given width and height.

Example
// Create a 2x2 texture from a byte slice with 4 rgba pixels
let bytes: Vec<u8> = vec![255, 0, 0, 192, 0, 255, 0, 192, 0, 0, 255, 192, 255, 255, 255, 192];
let texture = Texture2D::from_rgba8(2, 2, &bytes);
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pub fn update(&self, image: &Image)

Uploads Image data to this texture.

Examples found in repository?
examples/life.rs (line 87)
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async fn main() {
    let w = screen_width() as usize;
    let h = screen_height() as usize;

    let mut cells = vec![CellState::Dead; w * h];
    let mut buffer = vec![CellState::Dead; w * h];

    let mut image = Image::gen_image_color(w as u16, h as u16, WHITE);

    for cell in cells.iter_mut() {
        if rand::gen_range(0, 5) == 0 {
            *cell = CellState::Alive;
        }
    }
    let texture = Texture2D::from_image(&image);

    loop {
        clear_background(WHITE);

        let w = image.width();
        let h = image.height();

        for y in 0..h as i32 {
            for x in 0..w as i32 {
                let mut neighbors_count = 0;

                for j in -1i32..=1 {
                    for i in -1i32..=1 {
                        // out of bounds
                        if y + j < 0 || y + j >= h as i32 || x + i < 0 || x + i >= w as i32 {
                            continue;
                        }
                        // cell itself
                        if i == 0 && j == 0 {
                            continue;
                        }

                        let neighbor = cells[(y + j) as usize * w + (x + i) as usize];
                        if neighbor == CellState::Alive {
                            neighbors_count += 1;
                        }
                    }
                }

                let current_cell = cells[y as usize * w + x as usize];
                buffer[y as usize * w + x as usize] = match (current_cell, neighbors_count) {
                    // Rule 1: Any live cell with fewer than two live neighbours
                    // dies, as if caused by underpopulation.
                    (CellState::Alive, x) if x < 2 => CellState::Dead,
                    // Rule 2: Any live cell with two or three live neighbours
                    // lives on to the next generation.
                    (CellState::Alive, 2) | (CellState::Alive, 3) => CellState::Alive,
                    // Rule 3: Any live cell with more than three live
                    // neighbours dies, as if by overpopulation.
                    (CellState::Alive, x) if x > 3 => CellState::Dead,
                    // Rule 4: Any dead cell with exactly three live neighbours
                    // becomes a live cell, as if by reproduction.
                    (CellState::Dead, 3) => CellState::Alive,
                    // All other cells remain in the same state.
                    (otherwise, _) => otherwise,
                };
            }
        }

        for i in 0..buffer.len() {
            cells[i] = buffer[i];

            image.set_pixel(
                (i % w) as u32,
                (i / w) as u32,
                match buffer[i as usize] {
                    CellState::Alive => BLACK,
                    CellState::Dead => WHITE,
                },
            );
        }

        texture.update(&image);

        draw_texture(texture, 0., 0., WHITE);

        next_frame().await
    }
}
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pub fn update_part( &self, image: &Image, x_offset: i32, y_offset: i32, width: i32, height: i32 )

Uploads Image data to part of this texture.

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pub fn width(&self) -> f32

Returns the width of this texture.

Examples found in repository?
examples/texture.rs (line 11)
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async fn main() {
    let texture: Texture2D = load_texture("examples/ferris.png").await.unwrap();

    loop {
        clear_background(LIGHTGRAY);
        draw_texture(
            texture,
            screen_width() / 2. - texture.width() / 2.,
            screen_height() / 2. - texture.height() / 2.,
            WHITE,
        );
        next_frame().await
    }
}
More examples
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examples/rustaceanmark.rs (line 39)
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async fn main() {
    let mut rustaceanes: Vec<Rustaceane> = Vec::new();
    let rustacean_tex = load_texture("examples/rustacean_happy.png").await.unwrap();
    rustacean_tex.set_filter(FilterMode::Nearest);

    loop {
        clear_background(Color::default());

        if macroquad::input::is_mouse_button_down(MouseButton::Left) {
            for _i in 0..100 {
                rustaceanes.push(Rustaceane {
                    pos: Vec2::from(macroquad::input::mouse_position()),
                    speed: Vec2::new(
                        rand::gen_range(-250., 250.) / 60.,
                        rand::gen_range(-250., 250.) / 60.,
                    ),
                    color: Color::from_rgba(
                        rand::gen_range(50, 240),
                        rand::gen_range(80, 240),
                        rand::gen_range(100, 240),
                        255,
                    ),
                })
            }
        }

        for rustaceane in &mut rustaceanes {
            rustaceane.pos += rustaceane.speed;

            if ((rustaceane.pos.x + rustacean_tex.width() / 2.) > screen_width())
                || ((rustaceane.pos.x + rustacean_tex.width() / 2.) < 0.)
            {
                rustaceane.speed.x *= -1.;
            }
            if ((rustaceane.pos.y + rustacean_tex.height() / 2.) > screen_height())
                || ((rustaceane.pos.y + rustacean_tex.height() / 2.) < 0.)
            {
                rustaceane.speed.y *= -1.;
            }

            draw_texture(
                rustacean_tex,
                rustaceane.pos.x,
                rustaceane.pos.y,
                rustaceane.color,
            );
        }

        draw_text(format!("FPS: {}", get_fps()).as_str(), 0., 16., 32., WHITE);
        draw_text(
            format!("Rustaceanes: {}", rustaceanes.len()).as_str(),
            0.,
            32.,
            32.,
            WHITE,
        );

        next_frame().await
    }
}
source

pub fn height(&self) -> f32

Returns the height of this texture.

Examples found in repository?
examples/texture.rs (line 12)
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async fn main() {
    let texture: Texture2D = load_texture("examples/ferris.png").await.unwrap();

    loop {
        clear_background(LIGHTGRAY);
        draw_texture(
            texture,
            screen_width() / 2. - texture.width() / 2.,
            screen_height() / 2. - texture.height() / 2.,
            WHITE,
        );
        next_frame().await
    }
}
More examples
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examples/rustaceanmark.rs (line 44)
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async fn main() {
    let mut rustaceanes: Vec<Rustaceane> = Vec::new();
    let rustacean_tex = load_texture("examples/rustacean_happy.png").await.unwrap();
    rustacean_tex.set_filter(FilterMode::Nearest);

    loop {
        clear_background(Color::default());

        if macroquad::input::is_mouse_button_down(MouseButton::Left) {
            for _i in 0..100 {
                rustaceanes.push(Rustaceane {
                    pos: Vec2::from(macroquad::input::mouse_position()),
                    speed: Vec2::new(
                        rand::gen_range(-250., 250.) / 60.,
                        rand::gen_range(-250., 250.) / 60.,
                    ),
                    color: Color::from_rgba(
                        rand::gen_range(50, 240),
                        rand::gen_range(80, 240),
                        rand::gen_range(100, 240),
                        255,
                    ),
                })
            }
        }

        for rustaceane in &mut rustaceanes {
            rustaceane.pos += rustaceane.speed;

            if ((rustaceane.pos.x + rustacean_tex.width() / 2.) > screen_width())
                || ((rustaceane.pos.x + rustacean_tex.width() / 2.) < 0.)
            {
                rustaceane.speed.x *= -1.;
            }
            if ((rustaceane.pos.y + rustacean_tex.height() / 2.) > screen_height())
                || ((rustaceane.pos.y + rustacean_tex.height() / 2.) < 0.)
            {
                rustaceane.speed.y *= -1.;
            }

            draw_texture(
                rustacean_tex,
                rustaceane.pos.x,
                rustaceane.pos.y,
                rustaceane.color,
            );
        }

        draw_text(format!("FPS: {}", get_fps()).as_str(), 0., 16., 32., WHITE);
        draw_text(
            format!("Rustaceanes: {}", rustaceanes.len()).as_str(),
            0.,
            32.,
            32.,
            WHITE,
        );

        next_frame().await
    }
}
source

pub fn set_filter(&self, filter_mode: FilterMode)

Sets the FilterMode of this texture.

Use Nearest if you need integer-ratio scaling for pixel art, for example.

Example
let texture = Texture2D::empty();
texture.set_filter(FilterMode::Linear);
Examples found in repository?
examples/post_processing.rs (line 6)
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async fn main() {
    let render_target = render_target(320, 150);
    render_target.texture.set_filter(FilterMode::Nearest);

    let material =
        load_material(CRT_VERTEX_SHADER, CRT_FRAGMENT_SHADER, Default::default()).unwrap();

    loop {
        // drawing to the texture

        // 0..100, 0..100 camera
        set_camera(&Camera2D {
            zoom: vec2(0.01, 0.01),
            target: vec2(0.0, 0.0),
            render_target: Some(render_target),
            ..Default::default()
        });

        clear_background(LIGHTGRAY);
        draw_line(-30.0, 45.0, 30.0, 45.0, 3.0, BLUE);
        draw_circle(-45.0, -35.0, 20.0, YELLOW);
        draw_circle(45.0, -35.0, 20.0, GREEN);

        // drawing to the screen

        set_default_camera();

        clear_background(WHITE);
        gl_use_material(material);
        draw_texture_ex(
            render_target.texture,
            0.,
            0.,
            WHITE,
            DrawTextureParams {
                dest_size: Some(vec2(screen_width(), screen_height())),
                ..Default::default()
            },
        );
        gl_use_default_material();

        next_frame().await;
    }
}
More examples
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examples/rustaceanmark.rs (line 13)
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async fn main() {
    let mut rustaceanes: Vec<Rustaceane> = Vec::new();
    let rustacean_tex = load_texture("examples/rustacean_happy.png").await.unwrap();
    rustacean_tex.set_filter(FilterMode::Nearest);

    loop {
        clear_background(Color::default());

        if macroquad::input::is_mouse_button_down(MouseButton::Left) {
            for _i in 0..100 {
                rustaceanes.push(Rustaceane {
                    pos: Vec2::from(macroquad::input::mouse_position()),
                    speed: Vec2::new(
                        rand::gen_range(-250., 250.) / 60.,
                        rand::gen_range(-250., 250.) / 60.,
                    ),
                    color: Color::from_rgba(
                        rand::gen_range(50, 240),
                        rand::gen_range(80, 240),
                        rand::gen_range(100, 240),
                        255,
                    ),
                })
            }
        }

        for rustaceane in &mut rustaceanes {
            rustaceane.pos += rustaceane.speed;

            if ((rustaceane.pos.x + rustacean_tex.width() / 2.) > screen_width())
                || ((rustaceane.pos.x + rustacean_tex.width() / 2.) < 0.)
            {
                rustaceane.speed.x *= -1.;
            }
            if ((rustaceane.pos.y + rustacean_tex.height() / 2.) > screen_height())
                || ((rustaceane.pos.y + rustacean_tex.height() / 2.) < 0.)
            {
                rustaceane.speed.y *= -1.;
            }

            draw_texture(
                rustacean_tex,
                rustaceane.pos.x,
                rustaceane.pos.y,
                rustaceane.color,
            );
        }

        draw_text(format!("FPS: {}", get_fps()).as_str(), 0., 16., 32., WHITE);
        draw_text(
            format!("Rustaceanes: {}", rustaceanes.len()).as_str(),
            0.,
            32.,
            32.,
            WHITE,
        );

        next_frame().await
    }
}
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pub fn raw_miniquad_texture_handle(&self) -> Texture

Returns the handle for this texture.

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pub fn grab_screen(&self)

Updates this texture from the screen.

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pub fn get_texture_data(&self) -> Image

Returns an Image from the pixel data in this texture.

This operation can be expensive.

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pub fn delete(&self)

Unloads texture from GPU memory.

Using a deleted texture could give different results on different platforms and is not recommended.

Trait Implementations§

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impl Clone for Texture2D

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fn clone(&self) -> Texture2D

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Texture2D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl From<Texture2D> for UiContent<'static>

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fn from(data: Texture2D) -> UiContent<'static>

Converts to this type from the input type.
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impl PartialEq<Texture2D> for Texture2D

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fn eq(&self, other: &Texture2D) -> bool

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for Texture2D

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impl StructuralPartialEq for Texture2D

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for Twhere T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T, U> Into<U> for Twhere U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for Twhere T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for Twhere U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for Twhere U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<S, T> Duplex<S> for Twhere T: FromSample<S> + ToSample<S>,