class SF::Texture
inherits Reference
#
Image living on the graphics card that can be used for drawing
SF::Texture
stores pixels that can be drawn, with a sprite
for example. A texture lives in the graphics card memory,
therefore it is very fast to draw a texture to a render target,
or copy a render target to a texture (the graphics card can
access both directly).
Being stored in the graphics card memory has some drawbacks.
A texture cannot be manipulated as freely as a SF::Image
,
you need to prepare the pixels first and then upload them
to the texture in a single operation (see Texture.update).
SF::Texture
makes it easy to convert from/to SF::Image
, but
keep in mind that these calls require transfers between
the graphics card and the central memory, therefore they are
slow operations.
A texture can be loaded from an image, but also directly
from a file/memory/stream. The necessary shortcuts are defined
so that you don't need an image first for the most common cases.
However, if you want to perform some modifications on the pixels
before creating the final texture, you can load your file to a
SF::Image
, do whatever you need with the pixels, and then call
Texture.load_from_image
.
Since they live in the graphics card memory, the pixels of a texture cannot be accessed without a slow copy first. And they cannot be accessed individually. Therefore, if you need to read the texture's pixels (like for pixel-perfect collisions), it is recommended to store the collision information separately, for example in an array of booleans.
Like SF::Image
, SF::Texture
can handle a unique internal
representation of pixels, which is RGBA 32 bits. This means
that a pixel must be composed of 8 bits red, green, blue and
alpha channels -- just like a SF::Color
.
Usage example:
# This example shows the most common use of SF::Texture:
# drawing a sprite
# Load a texture from a file
texture = SF::Texture.from_file("texture.png")
# Assign it to a sprite
sprite = SF::Sprite.new(texture)
# Draw the textured sprite
window.draw sprite
# This example shows another common use of SF::Texture:
# streaming real-time data, like video frames
# Create an empty texture
texture = SF::Texture.new(640, 480)
# Create a sprite that will display the texture
sprite = SF::Sprite.new(texture)
# The main loop
loop do
# [...]
# update the texture
pixels = (...).to_unsafe # get a fresh chunk of pixels (the next frame of a movie, for example)
texture.update(pixels)
# draw it
window.draw sprite
# [...]
end
Like SF::Shader
that can be used as a raw OpenGL shader,
SF::Texture
can also be used directly as a raw texture for
custom OpenGL geometry.
SF::Texture.bind(texture)
# [... render OpenGL geometry ...]
SF::Texture.bind(nil)
See also: SF::Sprite
, SF::Image
, SF::RenderTexture
Included modules
SF::GlResource
Constructors#
.from_file(*args, **kwargs) : self
#
Shorthand for texture = Texture.new; texture.load_from_file(...); texture
Raises InitError
on failure
.from_image(*args, **kwargs) : self
#
Shorthand for texture = Texture.new; texture.load_from_image(...); texture
Raises InitError
on failure
.from_memory(*args, **kwargs) : self
#
Shorthand for texture = Texture.new; texture.load_from_memory(...); texture
Raises InitError
on failure
.from_stream(*args, **kwargs) : self
#
Shorthand for texture = Texture.new; texture.load_from_stream(...); texture
Raises InitError
on failure
.new(*args, **kwargs) : self
#
Shorthand for texture = Texture.new; texture.create(...); texture
Raises InitError
on failure
Class methods#
.bind(texture : Texture | Nil, coordinate_type : Texture::CoordinateType = Normalized)
#
Bind a texture for rendering
This function is not part of the graphics API, it mustn't be
used when drawing SFML entities. It must be used only if you
mix SF::Texture
with OpenGL code.
t1 = SF::Texture.new
t2 = SF::Texture.new
# [...]
SF::Texture.bind t1
# draw OpenGL stuff that use t1...
SF::Texture.bind t2
# draw OpenGL stuff that use t2...
SF::Texture.bind nil
# draw OpenGL stuff that use no texture...
The coordinate_type argument controls how texture
coordinates will be interpreted. If Normalized (the default), they
must be in range 0.0 .. 1.0
, which is the default way of handling
texture coordinates with OpenGL. If Pixels, they must be given
in pixels (range 0.0 .. size
). This mode is used internally by
the graphics classes of SFML, it makes the definition of texture
coordinates more intuitive for the high-level API, users don't need
to compute normalized values.
- texture - Pointer to the texture to bind, can be null to use no texture
- coordinate_type - Type of texture coordinates to use
.maximum_size : Int32
#
Get the maximum texture size allowed
This maximum size is defined by the graphics driver. You can expect a value of 512 pixels for low-end graphics card, and up to 8192 pixels or more for newer hardware.
Returns: Maximum size allowed for textures, in pixels
Methods#
#copy_to_image : Image
#
Copy the texture pixels to an image
This function performs a slow operation that downloads the texture's pixels from the graphics card and copies them to a new image, potentially applying transformations to pixels if necessary (texture may be padded or flipped).
Returns: Image containing the texture's pixels
See also: load_from_image
#create(width : Int, height : Int) : Bool
#
Create the texture
If this function fails, the texture is left unchanged.
- width - Width of the texture
- height - Height of the texture
Returns: True if creation was successful
#dup : Texture
#
Returns a shallow copy of this object.
This allocates a new object and copies the contents of
self
into it.
#generate_mipmap : Bool
#
Generate a mipmap using the current texture data
Mipmaps are pre-computed chains of optimized textures. Each level of texture in a mipmap is generated by halving each of the previous level's dimensions. This is done until the final level has the size of 1x1. The textures generated in this process may make use of more advanced filters which might improve the visual quality of textures when they are applied to objects much smaller than they are. This is known as minification. Because fewer texels (texture elements) have to be sampled from when heavily minified, usage of mipmaps can also improve rendering performance in certain scenarios.
Mipmap generation relies on the necessary OpenGL extension being available. If it is unavailable or generation fails due to another reason, this function will return false. Mipmap data is only valid from the time it is generated until the next time the base level image is modified, at which point this function will have to be called again to regenerate it.
Returns: True if mipmap generation was successful, false if unsuccessful
#load_from_file(filename : String, area : IntRect = IntRect.new()) : Bool
#
Load the texture from a file on disk
This function is a shortcut for the following code:
image = SF::Image.new
image.load_from_file(filename)
texture.load_from_image(image, area)
The area argument can be used to load only a sub-rectangle
of the whole image. If you want the entire image then leave
the default value (which is an empty IntRect
).
If the area rectangle crosses the bounds of the image, it
is adjusted to fit the image size.
The maximum size for a texture depends on the graphics driver and can be retrieved with the maximum_size function.
If this function fails, the texture is left unchanged.
- filename - Path of the image file to load
- area - Area of the image to load
Returns: True if loading was successful
See also: load_from_memory
, load_from_stream
, load_from_image
#load_from_image(image : Image, area : IntRect = IntRect.new()) : Bool
#
Load the texture from an image
The area argument can be used to load only a sub-rectangle of the whole image. If you want the entire image then leave the default value (which is an empty IntRect). If the area rectangle crosses the bounds of the image, it is adjusted to fit the image size.
The maximum size for a texture depends on the graphics driver and can be retrieved with the maximum_size function.
If this function fails, the texture is left unchanged.
- image - Image to load into the texture
- area - Area of the image to load
Returns: True if loading was successful
See also: load_from_file
, load_from_memory
#load_from_memory(data : Slice, area : IntRect = IntRect.new()) : Bool
#
Load the texture from a file in memory
This function is a shortcut for the following code:
image = SF::Image.new
image.load_from_memory(data, size)
texture.load_from_image(image, area)
The area argument can be used to load only a sub-rectangle
of the whole image. If you want the entire image then leave
the default value (which is an empty IntRect
).
If the area rectangle crosses the bounds of the image, it
is adjusted to fit the image size.
The maximum size for a texture depends on the graphics driver and can be retrieved with the maximum_size function.
If this function fails, the texture is left unchanged.
- data - Slice containing the file data in memory
- area - Area of the image to load
Returns: True if loading was successful
See also: load_from_file
, load_from_stream
, load_from_image
#load_from_stream(stream : InputStream, area : IntRect = IntRect.new()) : Bool
#
Load the texture from a custom stream
This function is a shortcut for the following code:
image = SF::Image.new
image.load_from_stream(stream)
texture.load_from_image(image, area)
The area argument can be used to load only a sub-rectangle of the whole image. If you want the entire image then leave the default value (which is an empty IntRect). If the area rectangle crosses the bounds of the image, it is adjusted to fit the image size.
The maximum size for a texture depends on the graphics driver and can be retrieved with the maximum_size function.
If this function fails, the texture is left unchanged.
- stream - Source stream to read from
- area - Area of the image to load
Returns: True if loading was successful
See also: load_from_file
, load_from_memory
, load_from_image
#native_handle : Int32
#
Get the underlying OpenGL handle of the texture.
You shouldn't need to use this function, unless you have very specific stuff to implement that SFML doesn't support, or implement a temporary workaround until a bug is fixed.
Returns: OpenGL handle of the texture or 0 if not yet created
#repeated=(repeated : Bool)
#
Enable or disable repeating
Repeating is involved when using texture coordinates outside the texture rectangle [0, 0, width, height]. In this case, if repeat mode is enabled, the whole texture will be repeated as many times as needed to reach the coordinate (for example, if the X texture coordinate is 3 * width, the texture will be repeated 3 times). If repeat mode is disabled, the "extra space" will instead be filled with border pixels.
Warning
On very old graphics cards, white pixels may appear when the texture is repeated. With such cards, repeat mode can be used reliably only if the texture has power-of-two dimensions (such as 256x128). Repeating is disabled by default.
- repeated - True to repeat the texture, false to disable repeating
See also: repeated?
#repeated? : Bool
#
Tell whether the texture is repeated or not
Returns: True if repeat mode is enabled, false if it is disabled
See also: repeated=
#smooth=(smooth : Bool)
#
Enable or disable the smooth filter
When the filter is activated, the texture appears smoother so that pixels are less noticeable. However if you want the texture to look exactly the same as its source file, you should leave it disabled. The smooth filter is disabled by default.
- smooth - True to enable smoothing, false to disable it
See also: smooth?
#smooth? : Bool
#
Tell whether the smooth filter is enabled or not
Returns: True if smoothing is enabled, false if it is disabled
See also: smooth=
#srgb=(s_rgb : Bool)
#
Enable or disable conversion from sRGB
When providing texture data from an image file or memory, it can either be stored in a linear color space or an sRGB color space. Most digital images account for gamma correction already, so they would need to be "uncorrected" back to linear color space before being processed by the hardware. The hardware can automatically convert it from the sRGB color space to a linear color space when it gets sampled. When the rendered image gets output to the final framebuffer, it gets converted back to sRGB.
After enabling or disabling sRGB conversion, make sure to reload the texture data in order for the setting to take effect.
This option is only useful in conjunction with an sRGB capable framebuffer. This can be requested during window creation.
- s_rgb - True to enable sRGB conversion, false to disable it
See also: srgb?
#srgb? : Bool
#
Tell whether the texture source is converted from sRGB or not
Returns: True if the texture source is converted from sRGB, false if not
See also: srgb=
#swap(right : Texture)
#
Swap the contents of this texture with those of another
- right - Instance to swap with
#update(pixels : Pointer(UInt8), width : Int, height : Int, x : Int, y : Int)
#
Update a part of the texture from an array of pixels
The size of the pixel array must match the width and height arguments, and it must contain 32-bits RGBA pixels.
No additional check is performed on the size of the pixel array or the bounds of the area to update, passing invalid arguments will lead to an undefined behavior.
This function does nothing if pixels is null or if the texture was not previously created.
- pixels - Array of pixels to copy to the texture
- width - Width of the pixel region contained in pixels
- height - Height of the pixel region contained in pixels
- x - X offset in the texture where to copy the source pixels
- y - Y offset in the texture where to copy the source pixels
#update(texture : Texture, x : Int, y : Int)
#
Update a part of this texture from another texture
No additional check is performed on the size of the texture, passing an invalid combination of texture size and offset will lead to an undefined behavior.
This function does nothing if either texture was not previously created.
- texture - Source texture to copy to this texture
- x - X offset in this texture where to copy the source texture
- y - Y offset in this texture where to copy the source texture
#update(image : Image, x : Int, y : Int)
#
Update a part of the texture from an image
No additional check is performed on the size of the image, passing an invalid combination of image size and offset will lead to an undefined behavior.
This function does nothing if the texture was not previously created.
- image - Image to copy to the texture
- x - X offset in the texture where to copy the source image
- y - Y offset in the texture where to copy the source image
#update(window : Window, x : Int, y : Int)
#
Update a part of the texture from the contents of a window
No additional check is performed on the size of the window, passing an invalid combination of window size and offset will lead to an undefined behavior.
This function does nothing if either the texture or the window was not previously created.
- window - Window to copy to the texture
- x - X offset in the texture where to copy the source window
- y - Y offset in the texture where to copy the source window
#update(pixels : Pointer(UInt8))
#
Update the whole texture from an array of pixels
The pixel array is assumed to have the same size as the area rectangle, and to contain 32-bits RGBA pixels.
No additional check is performed on the size of the pixel array, passing invalid arguments will lead to an undefined behavior.
This function does nothing if pixels is null or if the texture was not previously created.
- pixels - Array of pixels to copy to the texture
#update(texture : Texture)
#
Update a part of this texture from another texture
Although the source texture can be smaller than this texture, this function is usually used for updating the whole texture. The other overload, which has (x, y) additional arguments, is more convenient for updating a sub-area of this texture.
No additional check is performed on the size of the passed texture, passing a texture bigger than this texture will lead to an undefined behavior.
This function does nothing if either texture was not previously created.
- texture - Source texture to copy to this texture
#update(image : Image)
#
Update the texture from an image
Although the source image can be smaller than the texture, this function is usually used for updating the whole texture. The other overload, which has (x, y) additional arguments, is more convenient for updating a sub-area of the texture.
No additional check is performed on the size of the image, passing an image bigger than the texture will lead to an undefined behavior.
This function does nothing if the texture was not previously created.
- image - Image to copy to the texture
#update(window : Window)
#
Update the texture from the contents of a window
Although the source window can be smaller than the texture, this function is usually used for updating the whole texture. The other overload, which has (x, y) additional arguments, is more convenient for updating a sub-area of the texture.
No additional check is performed on the size of the window, passing a window bigger than the texture will lead to an undefined behavior.
This function does nothing if either the texture or the window was not previously created.
- window - Window to copy to the texture