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I don't know why I have a tendency to forget writing docs... while mid writing docs! |
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examples | ||
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README.md |
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!
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.