pub struct Image {
pub bytes: Vec<u8>,
pub width: u16,
pub height: u16,
}
Expand description
Image, data stored in CPU memory
Fields§
§bytes: Vec<u8>
§width: u16
§height: u16
Implementations§
source§impl Image
impl Image
sourcepub fn from_file_with_format(
bytes: &[u8],
format: Option<ImageFormat>,
) -> Result<Image, Error>
pub fn from_file_with_format( bytes: &[u8], format: Option<ImageFormat>, ) -> Result<Image, Error>
Creates an Image 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 icon = Image::from_file_with_format(
include_bytes!("../examples/rust.png"),
Some(ImageFormat::Png),
);
Examples found in repository?
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async fn main() {
let skin1 = {
let font = load_ttf_font("examples/ui_assets/HTOWERT.TTF")
.await
.unwrap();
let label_style = root_ui()
.style_builder()
.with_font(&font)
.unwrap()
.text_color(Color::from_rgba(180, 180, 120, 255))
.font_size(30)
.build();
let window_style = root_ui()
.style_builder()
.background(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/window_background.png"),
None,
)
.unwrap(),
)
.background_margin(RectOffset::new(20.0, 20.0, 10.0, 10.0))
.margin(RectOffset::new(-20.0, -30.0, 0.0, 0.0))
.build();
let button_style = root_ui()
.style_builder()
.background(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/button_background.png"),
None,
)
.unwrap(),
)
.background_margin(RectOffset::new(37.0, 37.0, 5.0, 5.0))
.margin(RectOffset::new(10.0, 10.0, 0.0, 0.0))
.background_hovered(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/button_hovered_background.png"),
None,
)
.unwrap(),
)
.background_clicked(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/button_clicked_background.png"),
None,
)
.unwrap(),
)
.with_font(&font)
.unwrap()
.text_color(Color::from_rgba(180, 180, 100, 255))
.font_size(40)
.build();
let editbox_style = root_ui()
.style_builder()
.background_margin(RectOffset::new(0., 0., 0., 0.))
.with_font(&font)
.unwrap()
.text_color(Color::from_rgba(120, 120, 120, 255))
.color_selected(Color::from_rgba(190, 190, 190, 255))
.font_size(50)
.build();
Skin {
editbox_style,
window_style,
button_style,
label_style,
..root_ui().default_skin()
}
};
let skin2 = {
let font = load_ttf_font("examples/ui_assets/MinimalPixel v2.ttf")
.await
.unwrap();
let label_style = root_ui()
.style_builder()
.with_font(&font)
.unwrap()
.text_color(Color::from_rgba(120, 120, 120, 255))
.font_size(25)
.build();
let window_style = root_ui()
.style_builder()
.background(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/window_background_2.png"),
None,
)
.unwrap(),
)
.background_margin(RectOffset::new(52.0, 52.0, 52.0, 52.0))
.margin(RectOffset::new(-30.0, 0.0, -30.0, 0.0))
.build();
let button_style = root_ui()
.style_builder()
.background(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/button_background_2.png"),
None,
)
.unwrap(),
)
.background_margin(RectOffset::new(8.0, 8.0, 8.0, 8.0))
.background_hovered(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/button_hovered_background_2.png"),
None,
)
.unwrap(),
)
.background_clicked(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/button_clicked_background_2.png"),
None,
)
.unwrap(),
)
.with_font(&font)
.unwrap()
.text_color(Color::from_rgba(180, 180, 100, 255))
.font_size(40)
.build();
let checkbox_style = root_ui()
.style_builder()
.background(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/checkbox_background.png"),
None,
)
.unwrap(),
)
.background_hovered(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/checkbox_hovered_background.png"),
None,
)
.unwrap(),
)
.background_clicked(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/checkbox_clicked_background.png"),
None,
)
.unwrap(),
)
.build();
let editbox_style = root_ui()
.style_builder()
.background(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/editbox_background.png"),
None,
)
.unwrap(),
)
.background_margin(RectOffset::new(2., 2., 2., 2.))
.with_font(&font)
.unwrap()
.text_color(Color::from_rgba(120, 120, 120, 255))
.font_size(25)
.build();
let combobox_style = root_ui()
.style_builder()
.background(
Image::from_file_with_format(
include_bytes!("../examples/ui_assets/combobox_background.png"),
None,
)
.unwrap(),
)
.background_margin(RectOffset::new(4., 25., 6., 6.))
.with_font(&font)
.unwrap()
.text_color(Color::from_rgba(120, 120, 120, 255))
.color(Color::from_rgba(210, 210, 210, 255))
.font_size(25)
.build();
Skin {
window_style,
button_style,
label_style,
checkbox_style,
editbox_style,
combobox_style,
..root_ui().default_skin()
}
};
let default_skin = root_ui().default_skin().clone();
let mut window1_skin = skin1.clone();
let mut window2_skin = skin2.clone();
let mut checkbox = false;
let mut text = String::new();
let mut number = 0.0f32;
let mut combobox = 0;
loop {
clear_background(GRAY);
root_ui().group(hash!(), vec2(70.0, 100.0), |ui| {
ui.label(None, "Window 1");
if ui.button(None, "Skin 1") {
window1_skin = skin1.clone();
}
if ui.button(None, "Skin 2") {
window1_skin = skin2.clone();
}
if ui.button(None, "No Skin") {
window1_skin = default_skin.clone();
}
});
root_ui().same_line(0.);
root_ui().group(hash!(), vec2(70.0, 100.0), |ui| {
ui.label(None, "Window 2");
if ui.button(None, "Skin 1") {
window2_skin = skin1.clone();
}
if ui.button(None, "Skin 2") {
window2_skin = skin2.clone();
}
if ui.button(None, "No Skin") {
window2_skin = default_skin.clone();
}
});
root_ui().push_skin(&window1_skin);
root_ui().window(hash!(), vec2(20., 250.), vec2(300., 300.), |ui| {
widgets::Button::new("Play")
.position(vec2(65.0, 15.0))
.ui(ui);
widgets::Button::new("Options")
.position(vec2(40.0, 75.0))
.ui(ui);
widgets::Button::new("Quit")
.position(vec2(65.0, 195.0))
.ui(ui);
});
root_ui().pop_skin();
root_ui().push_skin(&window2_skin);
root_ui().window(hash!(), vec2(250., 20.), vec2(500., 250.), |ui| {
ui.checkbox(hash!(), "Checkbox 1", &mut checkbox);
ui.combo_box(
hash!(),
"Combobox",
&["First option", "Second option"],
&mut combobox,
);
ui.input_text(hash!(), "Text", &mut text);
ui.drag(hash!(), "Drag", None, &mut number);
widgets::Button::new("Apply")
.position(vec2(80.0, 150.0))
.ui(ui);
widgets::Button::new("Cancel")
.position(vec2(280.0, 150.0))
.ui(ui);
});
root_ui().pop_skin();
next_frame().await;
}
}
sourcepub fn gen_image_color(width: u16, height: u16, color: Color) -> Image
pub fn gen_image_color(width: u16, height: u16, color: Color) -> Image
Creates an Image filled with the provided Color.
Examples found in repository?
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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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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
}
}
sourcepub fn width(&self) -> usize
pub fn width(&self) -> usize
Returns the width of this image.
Examples found in repository?
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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
}
}
sourcepub fn height(&self) -> usize
pub fn height(&self) -> usize
Returns the height of this image.
Examples found in repository?
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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
}
}
sourcepub fn get_image_data(&self) -> &[[u8; 4]]
pub fn get_image_data(&self) -> &[[u8; 4]]
Returns this image’s data as a slice of 4-byte arrays.
sourcepub fn get_image_data_mut(&mut self) -> &mut [[u8; 4]]
pub fn get_image_data_mut(&mut self) -> &mut [[u8; 4]]
Returns this image’s data as a mutable slice of 4-byte arrays.
Examples found in repository?
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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)
}
sourcepub fn set_pixel(&mut self, x: u32, y: u32, color: Color)
pub fn set_pixel(&mut self, x: u32, y: u32, color: Color)
Modifies a pixel Color in this image.
Examples found in repository?
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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
}
}
sourcepub fn get_pixel(&self, x: u32, y: u32) -> Color
pub fn get_pixel(&self, x: u32, y: u32) -> Color
Returns a pixel Color from this image.
Examples found in repository?
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async fn main() {
let ferris = load_texture("examples/rust.png").await.unwrap();
let (color_picker_texture, color_picker_image) = color_picker_texture(200, 200);
let mut fragment_shader = DEFAULT_FRAGMENT_SHADER.to_string();
let mut vertex_shader = DEFAULT_VERTEX_SHADER.to_string();
let pipeline_params = PipelineParams {
depth_write: true,
depth_test: Comparison::LessOrEqual,
..Default::default()
};
let mut material = load_material(
ShaderSource::Glsl {
vertex: &vertex_shader,
fragment: &fragment_shader,
},
MaterialParams {
pipeline_params,
..Default::default()
},
)
.unwrap();
let mut error: Option<String> = None;
enum Mesh {
Sphere,
Cube,
Plane,
}
let mut mesh = Mesh::Sphere;
let mut camera = Camera3D {
position: vec3(-15., 15., -5.),
up: vec3(0., 1., 0.),
target: vec3(0., 5., -5.),
..Default::default()
};
let mut colorpicker_window = false;
let mut color_picking_uniform = None;
let mut new_uniform_window = false;
let mut new_uniform_name = String::new();
let mut uniforms: Vec<(String, Uniform)> = vec![];
loop {
clear_background(WHITE);
set_camera(&camera);
draw_grid(
20,
1.,
Color::new(0.55, 0.55, 0.55, 0.75),
Color::new(0.75, 0.75, 0.75, 0.75),
);
gl_use_material(&material);
match mesh {
Mesh::Plane => draw_plane(vec3(0., 2., 0.), vec2(5., 5.), Some(&ferris), WHITE),
Mesh::Sphere => draw_sphere(vec3(0., 6., 0.), 5., Some(&ferris), WHITE),
Mesh::Cube => draw_cube(vec3(0., 5., 0.), vec3(10., 10., 10.), Some(&ferris), WHITE),
}
gl_use_default_material();
set_default_camera();
let mut need_update = false;
widgets::Window::new(hash!(), vec2(20., 20.), vec2(470., 650.))
.label("Shader")
.ui(&mut *root_ui(), |ui| {
ui.label(None, "Camera: ");
ui.same_line(0.0);
if ui.button(None, "Ortho") {
camera.projection = Projection::Orthographics;
}
ui.same_line(0.0);
if ui.button(None, "Perspective") {
camera.projection = Projection::Perspective;
}
ui.label(None, "Mesh: ");
ui.same_line(0.0);
if ui.button(None, "Sphere") {
mesh = Mesh::Sphere;
}
ui.same_line(0.0);
if ui.button(None, "Cube") {
mesh = Mesh::Cube;
}
ui.same_line(0.0);
if ui.button(None, "Plane") {
mesh = Mesh::Plane;
}
ui.label(None, "Uniforms:");
ui.separator();
for (i, (name, uniform)) in uniforms.iter_mut().enumerate() {
ui.label(None, &format!("{}", name));
ui.same_line(120.0);
match uniform {
Uniform::Float1(x) => {
widgets::InputText::new(hash!(hash!(), i))
.size(vec2(200.0, 19.0))
.filter_numbers()
.ui(ui, x);
if let Ok(x) = x.parse::<f32>() {
material.set_uniform(name, x);
}
}
Uniform::Float2(x, y) => {
widgets::InputText::new(hash!(hash!(), i))
.size(vec2(99.0, 19.0))
.filter_numbers()
.ui(ui, x);
ui.same_line(0.0);
widgets::InputText::new(hash!(hash!(), i))
.size(vec2(99.0, 19.0))
.filter_numbers()
.ui(ui, y);
if let (Ok(x), Ok(y)) = (x.parse::<f32>(), y.parse::<f32>()) {
material.set_uniform(name, (x, y));
}
}
Uniform::Float3(x, y, z) => {
widgets::InputText::new(hash!(hash!(), i))
.size(vec2(65.0, 19.0))
.filter_numbers()
.ui(ui, x);
ui.same_line(0.0);
widgets::InputText::new(hash!(hash!(), i))
.size(vec2(65.0, 19.0))
.filter_numbers()
.ui(ui, y);
ui.same_line(0.0);
widgets::InputText::new(hash!(hash!(), i))
.size(vec2(65.0, 19.0))
.filter_numbers()
.ui(ui, z);
if let (Ok(x), Ok(y), Ok(z)) =
(x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>())
{
material.set_uniform(name, (x, y, z));
}
}
Uniform::Color(color) => {
let mut canvas = ui.canvas();
let cursor = canvas.cursor();
canvas.rect(
Rect::new(cursor.x + 20.0, cursor.y, 50.0, 18.0),
Color::new(0.2, 0.2, 0.2, 1.0),
Color::new(color.x, color.y, color.z, 1.0),
);
if ui.button(None, "change") {
colorpicker_window = true;
color_picking_uniform = Some(name.to_owned());
}
material.set_uniform(name, (color.x, color.y, color.z));
}
}
}
ui.separator();
if ui.button(None, "New uniform") {
new_uniform_window = true;
}
TreeNode::new(hash!(), "Fragment shader")
.init_unfolded()
.ui(ui, |ui| {
if ui.editbox(hash!(), vec2(440., 200.), &mut fragment_shader) {
need_update = true;
};
});
ui.tree_node(hash!(), "Vertex shader", |ui| {
if ui.editbox(hash!(), vec2(440., 300.), &mut vertex_shader) {
need_update = true;
};
});
if let Some(ref error) = error {
Label::new(error).multiline(14.0).ui(ui);
}
});
if new_uniform_window {
widgets::Window::new(hash!(), vec2(100., 100.), vec2(200., 80.))
.label("New uniform")
.ui(&mut *root_ui(), |ui| {
if ui.active_window_focused() == false {
new_uniform_window = false;
}
ui.input_text(hash!(), "Name", &mut new_uniform_name);
let uniform_type = ui.combo_box(
hash!(),
"Type",
&["Float1", "Float2", "Float3", "Color"],
None,
);
if ui.button(None, "Add") {
if new_uniform_name.is_empty() == false {
let uniform = match uniform_type {
0 => Uniform::Float1("0".to_string()),
1 => Uniform::Float2("0".to_string(), "0".to_string()),
2 => Uniform::Float3(
"0".to_string(),
"0".to_string(),
"0".to_string(),
),
3 => Uniform::Color(vec3(0.0, 0.0, 0.0)),
_ => unreachable!(),
};
uniforms.push((new_uniform_name.clone(), uniform));
new_uniform_name.clear();
need_update = true;
}
new_uniform_window = false;
}
ui.same_line(0.0);
if ui.button(None, "Cancel") {
new_uniform_window = false;
}
});
}
if colorpicker_window {
colorpicker_window &= widgets::Window::new(hash!(), vec2(140., 100.), vec2(210., 240.))
.label("Colorpicker")
.ui(&mut *root_ui(), |ui| {
if ui.active_window_focused() == false {
colorpicker_window = false;
}
let mut canvas = ui.canvas();
let cursor = canvas.cursor();
let mouse = mouse_position();
let x = mouse.0 as i32 - cursor.x as i32;
let y = mouse.1 as i32 - (cursor.y as i32 + 20);
let color = color_picker_image
.get_pixel(x.max(0).min(199) as u32, y.max(0).min(199) as u32);
canvas.rect(
Rect::new(cursor.x, cursor.y, 200.0, 18.0),
Color::new(0.0, 0.0, 0.0, 1.0),
Color::new(color.r, color.g, color.b, 1.0),
);
canvas.image(
Rect::new(cursor.x, cursor.y + 20.0, 200.0, 200.0),
&color_picker_texture,
);
if x >= 0 && x < 200 && y >= 0 && y < 200 {
canvas.rect(
Rect::new(mouse.0 - 3.5, mouse.1 - 3.5, 7.0, 7.0),
Color::new(0.3, 0.3, 0.3, 1.0),
Color::new(1.0, 1.0, 1.0, 1.0),
);
if is_mouse_button_down(MouseButton::Left) {
colorpicker_window = false;
let uniform_name = color_picking_uniform.take().unwrap();
uniforms
.iter_mut()
.find(|(name, _)| name == &uniform_name)
.unwrap()
.1 = Uniform::Color(vec3(color.r, color.g, color.b));
}
}
});
}
if need_update {
let uniforms = uniforms
.iter()
.map(|(name, uniform)| UniformDesc::new(name, uniform.uniform_type()))
.collect::<Vec<_>>();
match load_material(
ShaderSource::Glsl {
vertex: &vertex_shader,
fragment: &fragment_shader,
},
MaterialParams {
pipeline_params,
uniforms,
textures: vec![],
},
) {
Ok(new_material) => {
material = new_material;
error = None;
}
Err(err) => {
error = Some(format!("{:#?}", err));
}
}
}
next_frame().await
}
}
sourcepub fn blend(&mut self, other: &Image)
pub fn blend(&mut self, other: &Image)
Blends this image with another image (of identical dimensions) Inspired by OpenCV saturated blending
sourcepub fn overlay(&mut self, other: &Image)
pub fn overlay(&mut self, other: &Image)
Overlays an image on top of this one. Slightly different from blending two images, overlaying a completely transparent image has no effect on the original image, though blending them would.
sourcepub fn export_png(&self, path: &str)
pub fn export_png(&self, path: &str)
Saves this image as a PNG file. This method is not supported on web and will panic.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Image
impl RefUnwindSafe for Image
impl Send for Image
impl Sync for Image
impl Unpin for Image
impl UnwindSafe for Image
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
clone_to_uninit
)