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shivshank 2018-05-29 23:43:35 -04:00
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# Mini GL "Framebuffer"
Provides an easy way to draw a window from a pixel buffer. OpenGL alternative to other
easy "framebuffer" libraries.
Designed to be dead simple and easy to remember when you just want to get something on the
screen ASAP!
```rust
extern crate mini_gl_fb;
fn main() {
let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800, 600);
let buffer = vec![[128u8, 0, 0, 255]; 800 * 600];
fb.update_buffer(&buffer);
fb.persist();
}
```
`fb.update_buffer` can be called as many times as you like and will redraw the screen each
time. You can bring your own timing mechanism, whether it's just `sleep(ms)` or something more
sophisticated.
# Planned Features
Listed in rough order of importance and ease (which are surprisingly correlated here!).
- Bounds check on `update_buffer` which will currently segfault if you pass the wrong size.
- Provide a way to break out of the `fb` object into the raw backing glutin window and event
loop so that you can easily provide interactivity.
- Shader playground. Add a method for using shadertoy-like fragment shaders to be applied to
your submitted pixel data.
- Some built in managed ways of getting interactivity, possibly such as a functional reactive
style draw function that renders based on a provided Store struct. Other simpler
alternatives include automatically drawing after running some event handlers and some
methods for drawing at intervals (fixed/dynamic delta time).
- Provide a way to bring your own context/window.
- Fully replace and customize the vertex, geometry, and fragment shader, including adding your
own uniforms (but probably not adding any vertex attributes).
- Support for more textures, possibly actual OpenGL framebuffers for complex sequences of
post processing. I am undecided on whether this is appropriate for this library.