mini_gl_fb/README.md
2018-07-27 22:16:07 -04:00

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# Mini GL "Framebuffer"
[![Version](https://img.shields.io/crates/v/mini_gl_fb.svg)](https://crates.io/crates/mini_gl_fb)
[![Docs.rs](https://docs.rs/mini_gl_fb/badge.svg)](https://docs.rs/mini_gl_fb)
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!", 800.0, 600.0);
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.
# Get full access to glutin for custom event handling
You can also "breakout" and get access to the underlying glutin window while still having easy
setup:
```rust
let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800.0, 600.0);
let GlutinBreakout {
mut events_loop,
gl_window,
mut fb,
} = fb.glutin_breakout();
fb.update_buffer(/*...*/);
```
# Other features
- Black and white rendering, specifying one byte per pixel
- Hardware accelerated buffer scaling (window and buffer can have different sizes)
- Exposes a function for creating a context with glutin in one line
- Exposes a function for creating a VAO, VBO, quad, and blank texture in one line
- If you don't want to use glutin you can **bring your own context** too!
See the [docs](https://docs.rs/mini_gl_fb/) for more info.
# Planned Features
Listed in rough order of importance and ease (which are surprisingly correlated here!).
- 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).
- 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.