c96e46d3d4
* Add a method to convert cursor coords to pixel coords * Add method `window_pos_to_pixel` to Pixels struct * Converts cursor / window physical coordinates to pixel coords * Fix formatting * Return result rather than clamping pixel coordinates * Use transformation matrices to convert from cursor coord to pixel * Adds a struct ScalingMatrix that manages the creation and usage of the transformation matrix used in the renderer. * Added an inverse function on ScalingMatrix - 4x4 matrix inverse (This should probably use a library, but it doesn't seem worth adding a dependancy for one function) * Optimize matrix multiplication for cursor position calculation * Use ultraviolet for matrix and vector math * Add suggested changes This keeps the split between usize and isize This also changes the input cursor position to f32, because it was immediately cast to an f32 for the transformations. |
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.github | ||
examples | ||
img | ||
pixels-mocks | ||
shaders | ||
src | ||
.gitignore | ||
.travis.yml | ||
Cargo.toml | ||
LICENSE | ||
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.
Features
- Built on modern graphics APIs powered by
wgpu
: DirectX 12, Vulkan, Metal, OpenGL. - Use your own custom shaders for special effects. (WIP)
- Hardware accelerated scaling on perfect pixel boundaries.
- Supports non-square pixel aspect ratios. (WIP)
Examples
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.