1 unstable release

0.1.0 Apr 7, 2020

#1558 in Game dev

MIT/Apache

45KB
459 lines

amethyst-lyon

Amethyst-lyon provides integration for the lyon crate within the Amethyst game engine.

Lyon is a path tessellation library written in rust for GPU-based 2D graphics rendering. This crate add vector graphics to the Amethyst game engine.

Integration

This crate provides an amethyst RenderPlugin (available since amethyst 0.12) which properly renders Meshes generated by the lyon crate.

A minimal example is available at examples/basic/main.rs

cargo run --example basic --features amethyst/metal

Lyon turns complex paths into triangle meshes that can be renderered by the GPU. Lyon is independent of a specifc renderer and corrdinate system, however, this crate is not. In particular, amethyst-lyon works in screen-space, which is additionally scaled to handle screen HiDPI.

Lyon translates (tesellates) paths into sets of 2D vertices and indexes, which are represented by as a Mesh in amethyst-lyon:

pub type IndexType = u16;

#[derive(Debug, Default)]
pub struct VertexType {
    pub position: [f32; 2],
    pub colour: [f32; 4],
}

/// Component for the triangles we wish to draw to the screen
#[derive(Debug, Default)]
pub struct Mesh {
    pub vertices: Vec<VertexType>,
    pub indices: Vec<IndexType>,  
}

A Mesh is a component type and thus can be associated with an entity. By default all mesh components are rendered, but this can be controlled with the use of ActiveMesh:

pub struct ActiveMesh {
    pub entity: Option<Entity>,
}

If ActiveMesh is None, its default state, then all meshes are rendered, and if it is Some(entity), then just the mesh associated with entity is rendered. This provides flexibility of generating lots of independent meshes, but with the additional cost of multiple draw calls, one for each meshes, compared with a single draw call for a single mesh. Provides the ability for debug meshes and so on.

Usage

This crate currently requires including the amethyst crate; this may introduce a full recompilation of amethyst due to differing features. If this is the case, you'll need to clone this git repository and and set the appropriate features.

This create uses the amethyst shader-compiler, which relies on shaderc to compile its shaders at build time. Finally, this crate exposes the same rendering features as amethyst, and will pass them along to amethyst.

Example Cargo.toml Usage:

amethyst-lyon = "not-yet"

RenderPlugin usage:

fn main() -> amethyst::Result<()> {
    amethyst::start_logger(Default::default());

    let app_root = application_root_dir()?;
    let display_config_path = app_root.join("examples/config/display.ron");
    let assets_dir = app_root.join("examples/assets/");

    let game_data = GameDataBuilder::default()
        .with_bundle(TransformBundle::new())?
        .with_bundle(InputBundle::<StringBindings>::new())?
        .with_bundle(UiBundle::<StringBindings>::new())?
        .with_bundle(
            RenderingBundle::<DefaultBackend>::new()
                .with_plugin(
                    RenderToWindow::from_config_path(display_config_path)?
                        .with_clear([1.0, 1.0, 1.0, 1.0]),
                )
                .with_plugin(RenderFlat2D::default())
                .with_plugin(RenderUi::default())
                .with_plugin(RenderLyon::default()),     
        )?;

    let mut game = Application::new(assets_dir, BasicUsageState::default(), game_data)?;

    game.run();
    Ok(())
}

To create a mesh with a simple triangle using Lyon (for details of how Lyon works, see the documentation.):

// create a path builder and add a triangle
let mut builder = Path::builder();

builder.move_to(point(100., 350.));
builder.line_to(point(150. , 350.));
builder.line_to(point(155. , 250. ));
builder.line_to(point(100. , 350.));

let path = builder.build();

// allocate buffers and tessellate path
let mut geometry: VertexBuffers<VertexType, u16> = VertexBuffers::new();
let mut tessellator_fill = FillTessellator::new();
{
        tessellator_fill.tessellate_path(
        &path,
        &FillOptions::default(),
        &mut BuffersBuilder::new(&mut geometry, |pos: Point, _: FillAttributes| {
            VertexType {
                position: pos.to_array(),
                colour: [0., 1., 0., 1.],
            }
        }),
    ).unwrap();
}

// crate renderable mesh
let mesh = Mesh {
    vertices: geometry.vertices,
    indices: geometry.indices,
};

// add to world
world
    .create_entity()
    .with(mesh)
    .build());

LICENSE

The examples/assets/font/square.ttf font is from Amethyst crate.

Licensed under any of

Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
Mozilla Public License 2.0

at your option.

Dual MIT/Apache2 is strictly more permissive.

Dependencies

~31–50MB
~886K SLoC