[![Documentation](https://docs.rs/pixels/badge.svg)](https://docs.rs/pixels "Documentation") [![CI](https://github.com/parasyte/pixels/workflows/CI/badge.svg)](https://github.com/parasyte/pixels "CI") [![Average time to resolve an issue](http://isitmaintained.com/badge/resolution/parasyte/pixels.svg)](http://isitmaintained.com/project/parasyte/pixels "Average time to resolve an issue") [![Percentage of issues still open](http://isitmaintained.com/badge/open/parasyte/pixels.svg)](http://isitmaintained.com/project/parasyte/pixels "Percentage of issues still open") ![Pixels Logo](img/pixels.png) A tiny hardware-accelerated pixel frame buffer. 🦀 ## But why? Rapidly prototype a simple 2D game, pixel-based animations, software renderers, or an emulator for your favorite platform. Then add shaders to simulate a CRT or just to spice it up with some nice VFX. `pixels` is more than just a library to push pixels to a screen, but less than a full framework. You're in charge of managing a window environment, event loop, and input handling. ## MSRV Policy The Minimum Supported Rust Version for `pixels` will always be made available in the [MSRV.md](./MSRV.md) file on GitHub. ## Features - Built on modern graphics APIs powered by [`wgpu`](https://crates.io/crates/wgpu): Vulkan, Metal, DirectX 12, OpenGL ES3. - DirectX 11, WebGL2, and WebGPU support are a work in progress. - Use your own custom shaders for special effects. - Hardware accelerated scaling on perfect pixel boundaries. - Supports non-square pixel aspect ratios. (WIP) ## Examples - [Conway's Game of Life](./examples/conway) - [Custom Shader](./examples/custom-shader) - [Dear ImGui example with `winit`](./examples/imgui-winit) - [Egui example with `winit`](./examples/egui-winit) - [Minimal example with SDL2](./examples/minimal-sdl2) - [Minimal example with `winit`](./examples/minimal-winit) - [Minimal example with `fltk`](./examples/minimal-fltk) - [Pixel Invaders](./examples/invaders) - [`raqote` example](./examples/raqote-winit) ## Troubleshooting ### Cargo resolver Starting with [`wgpu` 0.10](https://github.com/gfx-rs/wgpu/blob/06316c1bac8b78ac04d762cfb1a886bd1d453b30/CHANGELOG.md#v010-2021-08-18), the [resolver version](https://doc.rust-lang.org/cargo/reference/resolver.html#resolver-versions) needs to be set in your `Cargo.toml` to avoid build errors: ```toml resolver = "2" ``` ### Driver issues The most common issue is having an outdated graphics driver installed on the host machine. `pixels` requests a low power (aka integrated) GPU by default. If the examples are not working for any reason, you may try setting the `WGPU_POWER_PREF=high` environment variable to see if that addresses the issue on your host machine. You should also try to keep your graphics drivers up-to-date, especially if you have an old Intel integrated GPU. Keep in mind that some drivers and GPUs are EOL and will not be supported. ### Logging You may want to use the `RUST_LOG` environment variable (see [`env_logger`](https://docs.rs/env_logger) for full documentation) to gain additional insight while troubleshooting the examples. `RUST_LOG=trace` will spew all logs to `stderr` on debug builds: ``` $ RUST_LOG=trace cargo run --package minimal-winit ``` And also on release builds when default features are disabled: ``` $ RUST_LOG=trace cargo run --package minimal-winit --release --no-default-features ``` ## Comparison with `minifb` The [`minifb`](https://crates.io/crates/minifb) crate shares some similarities with `pixels`; it also allows rapid prototyping of 2D games and emulators. But it requires the use of its own window/GUI management, event loop, and input handling. One of the disadvantages with the `minifb` approach is the lack of hardware acceleration (except on macOS, which uses Metal but is not configurable). An advantage is that it relies on fewer dependencies.