/tinytga

A no_std TGA library for embedded applications.

Primary LanguageRustApache License 2.0Apache-2.0

TinyTGA

Build Status Crates.io Docs.rs embedded-graphics on Matrix

A small TGA parser designed for use with embedded-graphics targeting no-std environments but usable anywhere. Beyond parsing the image header, no other allocations are made.

tinytga provides two methods of accessing the pixel data inside a TGA file. The most convenient way is to use a color type provided by embedded-graphics to define the format stored inside the TGA file. But it is also possible to directly access the raw pixel representation instead.

Examples

Using Tga to draw an image

This example demonstrates how a TGA image can be drawn to a embedded-graphics draw target.

The code uses the Tga struct and only works if the color format inside the TGA file is known at compile time. While this makes the code less flexible it offers the best performance by making sure that no unnecessary color conversions are used.

use embedded_graphics::{image::Image, pixelcolor::Rgb888, prelude::*};
use tinytga::Tga;

// Include an image from a local path as bytes
let data = include_bytes!("../tests/chessboard_4px_rle.tga");

let tga: Tga<Rgb888> = Tga::from_slice(data).unwrap();

let image = Image::new(&tga, Point::zero());

image.draw(&mut display)?;

Using DynamicTga to draw an image

The previous example had the limitation that the color format needed to be known at compile time. In some use cases this can be a problem, for example if user supplied images should be displayed. To handle these cases DynamicTga can be used, which performs color conversion if necessary.

use embedded_graphics::{image::Image, pixelcolor::Rgb888, prelude::*};
use tinytga::DynamicTga;

// Include an image from a local path as bytes
let data = include_bytes!("../tests/chessboard_4px_rle.tga");

let tga = DynamicTga::from_slice(data).unwrap();

let image = Image::new(&tga, Point::zero());

image.draw(&mut display)?;

Accessing pixels using an embedded-graphics color type

If embedded-graphics is not used to draw the TGA image, the color types provided by embedded-graphics can still be used to access the pixel data using the pixels method.

use embedded_graphics::{prelude::*, pixelcolor::Rgb888};
use tinytga::{Bpp, ImageOrigin, ImageType, RawPixel, Tga, TgaHeader};

// Include an image from a local path as bytes
let data = include_bytes!("../tests/chessboard_4px_rle.tga");

// Create a TGA instance from a byte slice.
// The color type is set by defining the type of the `img` variable.
let img: Tga<Rgb888> = Tga::from_slice(data).unwrap();

// Check the size of the image.
assert_eq!(img.size(), Size::new(4, 4));

// Collect pixels into a vector.
let pixels: Vec<_> = img.pixels().collect();

Accessing raw pixel data

If embedded-graphics is not used in the target application, the raw image data can be accessed with the pixels method on RawTga. The returned iterator produces a u32 for each pixel value.

use embedded_graphics::{prelude::*, pixelcolor::Rgb888};
use tinytga::{Bpp, ImageOrigin, ImageType, RawPixel, RawTga, TgaHeader};

// Include an image from a local path as bytes.
let data = include_bytes!("../tests/chessboard_4px_rle.tga");

// Create a TGA instance from a byte slice.
let img = RawTga::from_slice(data).unwrap();

// Take a look at the raw image header.
assert_eq!(
    img.header(),
    TgaHeader {
        id_len: 0,
        has_color_map: false,
        image_type: ImageType::RleTruecolor,
        color_map_start: 0,
        color_map_len: 0,
        color_map_depth: None,
        x_origin: 0,
        y_origin: 4,
        width: 4,
        height: 4,
        pixel_depth: Bpp::Bits24,
        image_origin: ImageOrigin::TopLeft,
        alpha_channel_depth: 0,
    }
);

// Collect raw pixels into a vector.
let pixels: Vec<_> = img.pixels().collect();

Embedded-graphics drawing performance

Tga should by used instead of DynamicTga when possible to reduce the risk of accidentally adding unnecessary color conversions.

tinytga uses different code paths to draw images with different ImageOrigins. The performance difference between the origins will depend on the display driver, but using images with the origin at the top left corner will generally result in the best performance.

License

Licensed under either of

at your option.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.