bcbe9d84cb
* Add minimal example with `tao` - Closes #298
73 lines
3.9 KiB
Markdown
73 lines
3.9 KiB
Markdown
[![Crates.io](https://img.shields.io/crates/v/pixels)](https://crates.io/crates/pixels "Crates.io version")
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[![Documentation](https://img.shields.io/docsrs/pixels)](https://docs.rs/pixels "Documentation")
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[![GitHub actions](https://img.shields.io/github/workflow/status/parasyte/pixels/CI)](https://github.com/parasyte/pixels/actions "CI")
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[![GitHub activity](https://img.shields.io/github/last-commit/parasyte/pixels)](https://github.com/parasyte/pixels/commits "Commit activity")
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[![GitHub Sponsors](https://img.shields.io/github/sponsors/parasyte)](https://github.com/sponsors/parasyte "Sponsors")
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![Pixels Logo](img/pixels.png)
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A tiny hardware-accelerated pixel frame buffer. 🦀
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## But why?
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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.
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`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.
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## MSRV Policy
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The Minimum Supported Rust Version for `pixels` will always be made available in the [MSRV.md](./MSRV.md) file on GitHub.
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## Features
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- Built on modern graphics APIs powered by [`wgpu`](https://crates.io/crates/wgpu): Vulkan, Metal, DirectX 12, OpenGL ES3.
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- DirectX 11, WebGL2, and WebGPU support are a work in progress.
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- Use your own custom shaders for special effects.
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- Hardware accelerated scaling on perfect pixel boundaries.
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- Supports non-square pixel aspect ratios. (WIP)
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## Examples
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- [Conway's Game of Life](./examples/conway)
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- [Custom Shader](./examples/custom-shader)
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- [Dear ImGui example with `winit`](./examples/imgui-winit)
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- [Egui example with `winit`](./examples/minimal-egui)
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- [Minimal example for WebGL2](./examples/minimal-web)
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- [Minimal example with SDL2](./examples/minimal-sdl2)
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- [Minimal example with `winit`](./examples/minimal-winit)
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- [Minimal example with `tao`](./examples/minimal-tao)
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- [Minimal example with `fltk`](./examples/minimal-fltk)
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- [Pixel Invaders](./examples/invaders)
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- [`raqote` example](./examples/raqote-winit)
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## Troubleshooting
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### Driver issues
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The most common issue is having an outdated graphics driver installed on the host machine. `pixels`
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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.
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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.
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### Logging
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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:
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```
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$ RUST_LOG=trace cargo run --package minimal-winit
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```
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And also on release builds when default features are disabled:
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```
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$ RUST_LOG=trace cargo run --package minimal-winit --release --no-default-features
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```
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## Comparison with `minifb`
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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.
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## Comparison with `softbuffer`
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There is a more recent project called [`softbuffer`](https://github.com/john01dav/softbuffer). It provides similar capabilities to what `pixels` offers, but is intentionally limited to software-only (not hardware-accelerated) rasterization.
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