20 releases (7 breaking)
|0.8.1||Feb 29, 2020|
|0.7.1||Jan 8, 2020|
|0.5.0||Dec 4, 2019|
|0.4.1||Nov 25, 2019|
#256 in Graphics APIs
193 downloads per month
Used in 3 crates (2 directly)
A mid-level 2D graphics library for rust
rgx is a 2D graphics library built on top of wgpu and Vulkan/Metal. This
library aims to be "mid-level" in that it provides an API that is higher level
than Vulkan/Metal, but lower level than most 2D graphics libraries in the wild, by
exposing the user to concepts such as pipelines, buffers and swap chains.
The goal of rgx is to provide as simple an API as possible without
sacrificing performance or control over the rendering pipeline. See the
examples directory to get a feel.
At this stage, the focus is on 2D bitmap graphics and sprite rendering. Basic shape rendering is also supported, but not the core strength of this library. In the future, text rendering and more complex vector rasterization may be supported - however, these are incredibly difficult to do correctly, and I would recommend looking at Mozilla's pathfinder project for these needs. rgx aims to do one thing really well, and that is bitmap rendering.
The library is split into two modules,
core. The latter provides
rgx's core API with no assumption on what kind of 2D graphics will be
rendered, while the former exposes some useful building blocks for various use-cases,
such as a shape-oriented pipeline and a sprite oriented pipeline. Users can construct
their own pipelines and use them with rgx.
rgx can be used with, or without a rendering backend. To use it with,
turn on the
renderer feature. When used without a backend, the
module's backend-agnostic utilities can be used.
Pipelines included in the
- shape2d: for batched 2D shape rendering
- sprite2d: for batched 2D sprite rendering
- Batched texture rendering
- Batched shape rendering
- Basic primitives for sprite animation
- Off-screen rendering support
- Custom shader support
- Custom pipeline support
- Built-in depth testing
See examples/helloworld.rs for a simple usage example.
Rebuilding the shaders
To rebuild the shaders run the following:
glslc -c -Werror --target-env=vulkan ./examples/data/framebuffer.vert -o ./examples/data/framebuffer.vert.spv glslc -c -Werror --target-env=vulkan ./examples/data/framebuffer.frag -o ./examples/data/framebuffer.frag.spv glslc -c -Werror --target-env=vulkan ./src/kit/data/shape.frag -o ./src/kit/data/shape.frag.spv glslc -c -Werror --target-env=vulkan ./src/kit/data/sprite.frag -o ./src/kit/data/sprite.frag.spv glslc -c -Werror --target-env=vulkan ./src/kit/data/shape.vert -o ./src/kit/data/shape.vert.spv glslc -c -Werror --target-env=vulkan ./src/kit/data/sprite.vert -o ./src/kit/data/sprite.vert.spv
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(c) 2019 Alexis Sellier
Licensed under the MIT license.