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https://github.com/italicsjenga/mini_gl_fb.git
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69 lines
2.4 KiB
Markdown
69 lines
2.4 KiB
Markdown
# Mini GL "Framebuffer"
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Provides an easy way to draw a window from a pixel buffer. OpenGL alternative to other
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easy framebuffer libraries.
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Designed to be dead simple and easy to remember when you just want to get something on the
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screen ASAP!
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```rust
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extern crate mini_gl_fb;
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fn main() {
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let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800.0, 600.0);
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let buffer = vec![[128u8, 0, 0, 255]; 800 * 600];
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fb.update_buffer(&buffer);
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fb.persist();
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}
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```
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`fb.update_buffer` can be called as many times as you like and will redraw the screen each
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time. You can bring your own timing mechanism, whether it's just `sleep(ms)` or something more
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sophisticated.
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# Get full access to glutin for custom event handling
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You can also "breakout" and get access to the underlying glutin window while still having easy
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setup:
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```rust
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let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800.0, 600.0);
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let GlutinBreakout {
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mut events_loop,
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gl_window,
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mut fb,
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} = fb.glutin_breakout();
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fb.update_buffer(/*...*/);
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```
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# Other features
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- Hardware accelerated buffer scaling (window and buffer can have different sizes)
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- Exposes a function for creating a context with glutin in one line
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- Exposes a function for creating a VAO, VBO, quad, and blank texture in one line
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- If you don't want to use glutin you can **bring your own context** too!
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See the docs for more info.
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# Planned Features
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Listed in rough order of importance and ease (which are surprisingly correlated here!).
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- Bounds check on `update_buffer` which will currently segfault if you pass the wrong size.
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- Shader playground. Add a method for using shadertoy-like fragment shaders to be applied to
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your submitted pixel data.
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- Some built in managed ways of getting interactivity, possibly such as a functional reactive
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style draw function that renders based on a provided Store struct. Other simpler
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alternatives include automatically drawing after running some event handlers and some
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methods for drawing at intervals (fixed/dynamic delta time).
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- Fully replace and customize the vertex, geometry, and fragment shader, including adding your
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own uniforms (but probably not adding any vertex attributes).
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- Support for more textures, possibly actual OpenGL framebuffers for complex sequences of
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post processing. I am undecided on whether this is appropriate for this library.
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