Expand description
Blinc GPU Renderer
SDF-based GPU rendering using wgpu.
§Features
- SDF Primitives: Rounded rectangles, circles, ellipses with anti-aliasing
- Shadows: Gaussian blur shadows via error function approximation
- Gradients: Linear and radial gradient fills
- Glass/Vibrancy: Backdrop blur effects for frosted glass UI (Apple-style)
- Text: SDF-based text rendering with glyph atlases
- Compositing: Layer blending with various blend modes
- Backbuffer: Double/triple buffering for WASM and glass effects
- Paint Context: GPU-backed DrawContext implementation
- Path Rendering: Vector path tessellation via lyon
Re-exports§
pub use backbuffer::Backbuffer;pub use backbuffer::BackbufferConfig;pub use backbuffer::FrameContext;pub use gradient_texture::GradientTextureCache;pub use gradient_texture::RasterizedGradient;pub use gradient_texture::GRADIENT_TEXTURE_WIDTH;pub use image::GpuImage;pub use image::GpuImageInstance;pub use image::ImageRenderingContext;pub use paint::GpuPaintContext;pub use path::extract_brush_info;pub use path::tessellate_fill;pub use path::tessellate_stroke;pub use path::PathBrushInfo;pub use path::PathBrushType;pub use path::PathVertex;pub use path::TessellatedPath;pub use primitives::BlurUniforms;pub use primitives::ClipType;pub use primitives::ColorMatrixUniforms;pub use primitives::CompositeUniforms;pub use primitives::DropShadowUniforms;pub use primitives::FillType;pub use primitives::GlassType;pub use primitives::GlassUniforms;pub use primitives::GlowUniforms;pub use primitives::GpuGlassPrimitive;pub use primitives::GpuGlyph;pub use primitives::GpuPrimitive;pub use primitives::LayerCommand;pub use primitives::LayerCommandEntry;pub use primitives::LayerCompositeUniforms;pub use primitives::ParticleViewport3D;pub use primitives::PathBatch;pub use primitives::PathUniforms;pub use primitives::PrimitiveBatch;pub use primitives::PrimitiveType;pub use primitives::Uniforms;pub use renderer::GpuRenderer;pub use renderer::LayerTexture;pub use renderer::LayerTextureCache;pub use renderer::RendererConfig;pub use shaders::BLUR_SHADER;pub use shaders::COLOR_MATRIX_SHADER;pub use shaders::COMPOSITE_SHADER;pub use shaders::DROP_SHADOW_SHADER;pub use shaders::GLASS_SHADER;pub use shaders::GLOW_SHADER;pub use shaders::IMAGE_SHADER;pub use shaders::LAYER_COMPOSITE_SHADER;pub use shaders::PATH_SHADER;pub use shaders::SDF_SHADER;pub use shaders::SIMPLE_GLASS_SHADER;pub use shaders::TEXT_SHADER;pub use text::TextRenderingContext;pub use particles::GpuEmitter;pub use particles::GpuForce;pub use particles::GpuParticle;pub use particles::GpuRenderUniforms;pub use particles::GpuSimulationUniforms;pub use particles::ParticleManager;pub use particles::ParticleSystemGpu;pub use particles::ParticleViewport;pub use particles::PARTICLE_COMPUTE_SHADER;pub use particles::PARTICLE_RENDER_SHADER;pub use flow_codegen::flow_to_wgsl;pub use flow_pipeline::FlowPipelineCache;pub use flow_pipeline::FlowUniformData;
Modules§
- backbuffer
- Backbuffer management for double/triple buffering
- flow_
codegen - FlowGraph → WGSL code generation
- flow_
pipeline - GPU pipeline cache for @flow shaders
- gradient_
texture - Gradient texture cache for multi-stop gradient support
- image
- Image texture management for GPU rendering
- paint
- Paint Context - GPU-backed DrawContext implementation
- particles
- GPU Particle System
- path
- Path tessellation for GPU rendering
- primitives
- GPU primitive batching
- renderer
- GPU renderer implementation
- shaders
- GPU shaders for SDF primitives
- text
- Text rendering support for blinc_gpu
Structs§
- Color
Span - A color span for styled text rendering
- Font
Registry - Font registry that discovers and caches system fonts
Enums§
- Generic
Font - Generic font category for fallback
- Text
Alignment - Text alignment options (horizontal)
- Text
Anchor - Vertical anchor point for text positioning