1 unstable release
0.1.3 | Dec 15, 2021 |
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#1000 in Graphics APIs
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
~12MB
~224K SLoC