sf2g/graphics/texture.rs
1use crate::{
2 IntoSfResult, SfError, SfResult,
3 cpp::FBox,
4 ffi::graphics::{self as ffi, sfTexture_create},
5 graphics::RenderWindow,
6 system::Vector2u,
7 window::Window,
8};
9
10decl_opaque! {
11/// [`Image`] living on the graphics card that can be used for drawing.
12///
13/// `Texture` stores pixels that can be drawn, with a sprite for example.
14///
15/// A texture lives in the graphics card memory, therefore it is very fast to draw a
16/// texture to a render target,
17/// or copy a render target to a texture (the graphics card can access both directly).
18///
19/// Being stored in the graphics card memory has some drawbacks.
20/// A texture cannot be manipulated as freely as a [`Image`],
21/// you need to prepare the pixels first and then upload them to the texture in a
22/// single operation (see the various update methods below).
23///
24/// `Texture` makes it easy to convert from/to [`Image`],
25/// but keep in mind that these calls require transfers between the graphics card and
26/// the central memory, therefore they are slow operations.
27///
28/// A texture can be loaded from an image, but also directly from a file/memory/stream.
29/// The necessary shortcuts are defined so that you don't need an image first for the
30/// most common cases.
31/// However, if you want to perform some modifications on the pixels before creating the
32/// final texture, you can load your file to a [`Image`], do whatever you need with the pixels,
33/// and then call [`Texture::load_from_image`].
34///
35/// Since they live in the graphics card memory,
36/// the pixels of a texture cannot be accessed without a slow copy first.
37/// And they cannot be accessed individually.
38/// Therefore, if you need to read the texture's pixels (like for pixel-perfect collisions),
39/// it is recommended to store the collision information separately,
40/// for example in an array of booleans.
41///
42/// Like [`Image`], `Texture` can handle a unique internal representation of pixels,
43/// which is RGBA 32 bits.
44/// This means that a pixel must be composed of
45/// 8 bits red, green, blue and alpha channels – just like a [`Color`].
46///
47/// [`Color`]: crate::graphics::Color
48pub Texture;
49}
50
51/// Creation and loading
52impl Texture {
53 /// Create the texture.
54 ///
55 /// If this function fails, the texture is left unchanged.
56 ///
57 /// Returns whether creation was successful.
58 #[must_use = "Check if texture was created successfully"]
59 pub fn create(&mut self, width: u32, height: u32) -> SfResult<()> {
60 unsafe { sfTexture_create(self, width, height) }.into_sf_result()
61 }
62 /// Creates a new `Texture`
63 pub fn new() -> SfResult<FBox<Texture>> {
64 FBox::new(unsafe { ffi::sfTexture_new() }).into_sf_result()
65 }
66
67 /// Load texture from memory
68 ///
69 /// The `area` argument can be used to load only a sub-rectangle of the whole image.
70 /// If you want the entire image then use a default [`IntRect`].
71 /// If the area rectangle crosses the bounds of the image,
72 /// it is adjusted to fit the image size.
73 ///
74 /// # Arguments
75 /// * mem - Pointer to the file data in memory
76 /// * area - Area of the image to load
77 pub fn load_from_memory(&mut self, mem: &[u8]) -> SfResult<()> {
78 let img = image::load_from_memory(mem).map_err(|_| SfError::CallFailed)?;
79 self.create(img.width(), img.height())?;
80 self.update_from_pixels(&img.to_rgba8(), img.width(), img.height(), 0, 0);
81 Ok(())
82 }
83
84 /// Load texture from a file
85 ///
86 /// # Arguments
87 /// * filename - Path of the image file to load
88 pub fn load_from_file(&mut self, filename: &str) -> SfResult<()> {
89 let img = image::open(filename).map_err(|_| SfError::CallFailed)?;
90 self.create(img.width(), img.height())?;
91 self.update_from_pixels(&img.to_rgba8(), img.width(), img.height(), 0, 0);
92 Ok(())
93 }
94
95 /// Convenience method to easily create and load a `Texture` from a file.
96 pub fn from_file(filename: &str) -> SfResult<FBox<Self>> {
97 let mut new = Self::new()?;
98 new.load_from_file(filename)?;
99 Ok(new)
100 }
101}
102
103/// Query properties
104impl Texture {
105 /// Return the size of the texture
106 ///
107 /// Return the Size in pixels
108 #[must_use]
109 pub fn size(&self) -> Vector2u {
110 unsafe { ffi::sfTexture_getSize(self) }
111 }
112 /// Get the maximum texture size allowed
113 ///
114 /// Return the maximum size allowed for textures, in pixels
115 #[must_use]
116 pub fn maximum_size() -> u32 {
117 unsafe { ffi::sfTexture_getMaximumSize() }
118 }
119 /// Tell whether the smooth filter is enabled or not for a texture
120 ///
121 /// Return true if smoothing is enabled, false if it is disabled
122 #[must_use]
123 pub fn is_smooth(&self) -> bool {
124 unsafe { ffi::sfTexture_isSmooth(self) }
125 }
126 /// Tell whether a texture is repeated or not
127 ///
128 /// Return frue if repeat mode is enabled, false if it is disabled
129 #[must_use]
130 pub fn is_repeated(&self) -> bool {
131 unsafe { ffi::sfTexture_isRepeated(self) }
132 }
133 /// Tell whether the texture source is converted from sRGB or not.
134 #[must_use]
135 pub fn is_srgb(&self) -> bool {
136 unsafe { ffi::sfTexture_isSrgb(self) }
137 }
138}
139
140/// Set properties
141impl Texture {
142 /// Enable or disable the smooth filter on a texture
143 ///
144 /// # Arguments
145 /// * smooth - true to enable smoothing, false to disable it
146 pub fn set_smooth(&mut self, smooth: bool) {
147 unsafe { ffi::sfTexture_setSmooth(self, smooth) }
148 }
149
150 /// Enable or disable repeating for a texture
151 ///
152 /// epeating is involved when using texture coordinates
153 /// outside the texture rectangle [0, 0, width, height].
154 /// In this case, if repeat mode is enabled, the whole texture
155 /// will be repeated as many times as needed to reach the
156 /// coordinate (for example, if the X texture coordinate is
157 /// 3 * width, the texture will be repeated 3 times).
158 /// If repeat mode is disabled, the "extra space" will instead
159 /// be filled with border pixels.
160 /// Warning: on very old graphics cards, white pixels may appear
161 /// when the texture is repeated. With such cards, repeat mode
162 /// can be used reliably only if the texture has power-of-two
163 /// dimensions (such as 256x128).
164 /// Repeating is disabled by default.
165 ///
166 /// # Arguments
167 /// * repeated - true to repeat the texture, false to disable repeating
168 pub fn set_repeated(&mut self, repeated: bool) {
169 unsafe { ffi::sfTexture_setRepeated(self, repeated) }
170 }
171 /// Enable or disable conversion from sRGB.
172 ///
173 /// When providing texture data from an image file or memory, it can either be stored in a
174 /// linear color space or an sRGB color space. Most digital images account for gamma correction
175 /// already, so they would need to be "uncorrected" back to linear color space before being
176 /// processed by the hardware. The hardware can automatically convert it from the sRGB
177 /// color space to a linear color space when it gets sampled. When the rendered image gets
178 /// output to the final framebuffer, it gets converted back to sRGB.
179 ///
180 /// After enabling or disabling sRGB conversion, make sure to reload the texture data in
181 /// order for the setting to take effect.
182 ///
183 /// This option is only useful in conjunction with an sRGB capable framebuffer.
184 /// This can be requested during window creation.
185 pub fn set_srgb(&mut self, srgb: bool) {
186 unsafe { ffi::sfTexture_setSrgb(self, srgb) }
187 }
188}
189
190/// OpenGL interop
191impl Texture {
192 /// Get the underlying OpenGL handle of the texture.
193 ///
194 /// You shouldn't need to use this function, unless you have very specific stuff to implement
195 /// that SFML doesn't support, or implement a temporary workaround until a bug is fixed.
196 #[must_use]
197 pub fn native_handle(&self) -> u32 {
198 unsafe { ffi::sfTexture_getNativeHandle(self) }
199 }
200
201 /// Bind a texture for rendering
202 ///
203 /// This function is not part of the graphics API, it mustn't be
204 /// used when drawing SFML entities. It must be used only if you
205 /// mix `Texture` with OpenGL code.
206 pub fn bind(&self) {
207 unsafe { ffi::sfTexture_bind(self) }
208 }
209}
210
211/// Copying and updating
212impl Texture {
213 /// Update a part of the texture from the contents of a window.
214 ///
215 /// This function does nothing if either the texture or the window was not previously created.
216 ///
217 /// # Safety
218 /// No additional check is performed on the size of the window, passing an invalid combination
219 /// of window size and offset will lead to an _undefined behavior_.
220 pub unsafe fn update_from_window(&mut self, window: &Window, x: u32, y: u32) {
221 unsafe { ffi::sfTexture_updateFromWindow(self, window, x, y) }
222 }
223
224 /// Update a part of the texture from the contents of a render window.
225 ///
226 /// This function does nothing if either the texture or the window was not previously created.
227 ///
228 /// # Safety
229 /// No additional check is performed on the size of the window, passing an invalid combination
230 /// of window size and offset will lead to an _undefined behavior_.
231 pub unsafe fn update_from_render_window(
232 &mut self,
233 render_window: &RenderWindow,
234 x: u32,
235 y: u32,
236 ) {
237 unsafe { ffi::sfTexture_updateFromRenderWindow(self, render_window, x, y) }
238 }
239
240 /// Update a part of this texture from another texture.
241 ///
242 /// This function does nothing if either texture was not previously created.
243 ///
244 /// # Safety
245 /// No additional check is performed on the size of the texture,
246 /// passing an invalid combination of texture size and offset will
247 /// lead to an _undefined behavior_.
248 pub unsafe fn update_from_texture(&mut self, texture: &Texture, x: u32, y: u32) {
249 unsafe { ffi::sfTexture_updateFromTexture(self, texture, x, y) }
250 }
251
252 /// Update a part of the texture from an array of pixels.
253 ///
254 /// The size of the pixel array must match the width and height arguments,
255 /// and it must contain 32-bits RGBA pixels.
256 ///
257 /// This function does nothing if the texture was not previously created.
258 ///
259 /// # Panics
260 ///
261 /// Panics the provided parameters would result in out of bounds access.
262 pub fn update_from_pixels(&mut self, pixels: &[u8], width: u32, height: u32, x: u32, y: u32) {
263 let my_dims = self.size();
264 assert!(
265 x + width <= my_dims.x
266 && y + height <= my_dims.y
267 && pixels.len() == (width * height * 4) as usize
268 );
269 unsafe { ffi::sfTexture_updateFromPixels(self, pixels.as_ptr(), width, height, x, y) }
270 }
271
272 /// Swap the contents of this texture with those of another.
273 pub fn swap(&mut self, other: &mut Texture) {
274 unsafe { ffi::sfTexture_swap(self, other) }
275 }
276}
277
278/// Mipmapping
279impl Texture {
280 /// Generate a mipmap using the current texture data.
281 ///
282 /// Mipmaps are pre-computed chains of optimized textures. Each level of texture in a mipmap
283 /// is generated by halving each of the previous level's dimensions. This is done until the
284 /// final level has the size of 1x1. The textures generated in this process may make use of
285 /// more advanced filters which might improve the visual quality of textures when they are
286 /// applied to objects much smaller than they are. This is known as minification. Because
287 /// fewer texels (texture elements) have to be sampled from when heavily minified, usage of
288 /// mipmaps can also improve rendering performance in certain scenarios.
289 ///
290 /// Mipmap generation relies on the necessary OpenGL extension being available.
291 /// If it is unavailable or generation fails due to another reason, this function will return
292 /// false. Mipmap data is only valid from the time it is generated until the next time the base
293 /// level image is modified, at which point this function will have to be called again to
294 /// regenerate it.
295 pub fn generate_mipmap(&mut self) -> SfResult<()> {
296 unsafe { ffi::sfTexture_generateMipmap(self) }.into_sf_result()
297 }
298}
299
300impl ToOwned for Texture {
301 type Owned = FBox<Texture>;
302
303 fn to_owned(&self) -> Self::Owned {
304 FBox::new(unsafe { ffi::sfTexture_cpy(self) }).expect("Failed to copy texture")
305 }
306}
307
308impl Drop for Texture {
309 fn drop(&mut self) {
310 unsafe { ffi::sfTexture_del(self) }
311 }
312}