c4df23f65d
* Update to wgpu 0.9 * Fix validation error in WGSL shader - This moves the hardcoded vertex positions and texture coordinates to the vertex buffer. - Replaces the two-triangle quad to 1 full-screen triangle (fixes #180) - Rewrites the custom shader example to fix a bug with large surface textures; - The input texture size was used for the output texture, causing the purple rectangle to appear very jumpy on large displays in full screen. - The `ScalingRenderer` now exposes its clipping rectangle. The custom shader example uses this for its own clipping rectangle, but it can also be used for interacting with the border in general. * Switch to `wgpu::include_wgsl!()` - This is a nice little simplification. - Thanks to @JMS55 for the suggestion! |
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.github | ||
examples | ||
img | ||
internals/pixels-mocks | ||
shaders | ||
src | ||
.gitignore | ||
Cargo.toml | ||
LICENSE | ||
MSRV.md | ||
README.md |
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 file on GitHub.
Features
- Built on modern graphics APIs powered by
wgpu
: DirectX 12, Vulkan, Metal. OpenGL support is 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
- Custom Shader
- Dear ImGui example with
winit
- Egui example with
winit
- Minimal example with SDL2
- Minimal example with
winit
- Minimal example with
fltk
- Pixel Invaders
raqote
example
Troubleshooting
The most common issue is having an outdated graphics driver installed on the host machine.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 PIXELS_HIGH_PERF
environment variable (the value does not matter, e.g. PIXELS_HIGH_PERF=1
is fine) 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
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
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.