Struct macroquad::texture::Image

source ·
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

source

pub fn empty() -> Image

Creates an empty Image.

let image = Image::empty();
source

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?
examples/ui_skins.rs (lines 22-25)
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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;
    }
}
source

pub fn gen_image_color(width: u16, height: u16, color: Color) -> Image

Creates an Image filled with the provided Color.

Examples found in repository?
examples/shadertoy.rs (line 31)
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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
Hide additional examples
examples/life.rs (line 17)
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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
    }
}
source

pub fn update(&mut self, colors: &[Color])

Updates this image from a slice of Colors.

source

pub fn width(&self) -> usize

Returns the width of this image.

Examples found in repository?
examples/life.rs (line 29)
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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
    }
}
source

pub fn height(&self) -> usize

Returns the height of this image.

Examples found in repository?
examples/life.rs (line 30)
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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
    }
}
source

pub fn get_image_data(&self) -> &[[u8; 4]]

Returns this image’s data as a slice of 4-byte arrays.

source

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?
examples/shadertoy.rs (line 32)
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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)
}
source

pub fn set_pixel(&mut self, x: u32, y: u32, color: Color)

Modifies a pixel Color in this image.

Examples found in repository?
examples/life.rs (lines 77-84)
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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
    }
}
source

pub fn get_pixel(&self, x: u32, y: u32) -> Color

Returns a pixel Color from this image.

Examples found in repository?
examples/shadertoy.rs (line 304)
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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
    }
}
source

pub fn sub_image(&self, rect: Rect) -> Image

Returns an Image from a rect inside this image.

source

pub fn blend(&mut self, other: &Image)

Blends this image with another image (of identical dimensions) Inspired by OpenCV saturated blending

source

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.

source

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§

source§

impl Clone for Image

source§

fn clone(&self) -> Image

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
source§

impl Debug for Image

source§

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

Formats the value using the given formatter. Read more

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§

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impl<T> Any for T
where 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 T
where 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 T
where 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> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dst: *mut T)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dst. 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 T
where 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 T
where 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 T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where 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 T
where 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 T
where T: FromSample<S> + ToSample<S>,