1 unstable release
| 0.1.3 | Dec 15, 2021 |
|---|
#61 in #webgl
78KB
2K
SLoC
limelight-primitives
This crate implements a number of 2D shapes that can be drawn with a
limelight Renderer.
Each primitive comes with two parts: a data structure (like Rect or Circle) representing
the raw shape data that is sent to the GPU, and a layer (like RectLayer and CircleLayer)
that implements Drawable
and can draw itself when passed a Renderer instance.
All layers are capable of drawing multiple instances of the shape they represent.
use limelight_primitives::{Circle, CircleLayer};
use limelight::Renderer;
fn draw_circles(renderer: &Renderer) {
let circles = CircleLayer::new();
circles.buffer().set_data(vec![
Circle {
position: [0., 0.25],
radius: 0.2,
color: palette::named::WHITE.into(),
},
Circle {
position: [0., 0.25],
radius: 0.1,
color: palette::named::ORANGERED.into(),
},
]);
self.circles.draw(renderer)?;
}
The .buffer() method returns a Buffer of the relevant type, e.g. RectLayer::buffer() returns a Buffer<Rect>, which you
can use to update the rectangle data at any time.
Layers also expose a Uniform<[[f32; 4]; 4]> that acts as a transformation matrix on the points.
For an example that uses uniforms, see the primitive scene demo (code).
Primitives
Circle: filled circles.Rect: filled rectangle.Line: straight line of arbitrary (scaled) thickness.Hairline: axis-aligned line with unscaled thickness (i.e. thickness is independent of zoom level; useful for grids and axes).
Dependencies
~13MB
~251K SLoC