308a8bdc02
Github style markdown emoticons don't work on crates.io. Use emoji instead.
74 lines
3.8 KiB
Markdown
74 lines
3.8 KiB
Markdown
[![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.
|