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#![doc(html_logo_url = "https://nical.github.io/lyon-doc/lyon-logo.svg")] //! 2d rendering on the GPU in rust. //! //! ![logo](https://nical.github.io/lyon-doc/lyon-logo.svg) //! //! [![crate](http://meritbadge.herokuapp.com/lyon)](https://crates.io/crates/lyon) //! [![ci](https://img.shields.io/travis/nical/lyon/master.svg)](https://travis-ci.org/nical/lyon) //! //! # Crates //! //! This meta-crate (`lyon`) reexports the following sub-crates for convenience: //! //! * [![crate](http://meritbadge.herokuapp.com/lyon_tessellation)](https://crates.io/crates/lyon_tessellation) //! [![doc](https://docs.rs/lyon_tessellation/badge.svg)](https://docs.rs/lyon_tessellation) - //! **lyon_tessellation** - Path tessellation routines. //! * [![crate](http://meritbadge.herokuapp.com/lyon_path)](https://crates.io/crates/lyon_path) //! [![doc](https://docs.rs/lyon_path/badge.svg)](https://docs.rs/lyon_path) - //! **lyon_path** - Tools to build and iterate over paths. //! * [![crate](http://meritbadge.herokuapp.com/lyon_geom)](https://crates.io/crates/lyon_geom) //! [![doc](https://docs.rs/lyon_geom/badge.svg)](https://docs.rs/lyon_geom) - //! **lyon_geom** - 2d utilities for cubic and quadratic bézier curves, arcs and more. //! * [![crate](http://meritbadge.herokuapp.com/lyon_svg)](https://crates.io/crates/lyon_svg) //! [![doc](https://docs.rs/lyon_svg/badge.svg)](https://docs.rs/lyon_svg) - //! **lyon_svg** - Create paths using SVG's path syntax. //! * [![crate](http://meritbadge.herokuapp.com/lyon_extra)](https://crates.io/crates/lyon_extra) //! [![doc](https://docs.rs/lyon_extra/badge.svg)](https://docs.rs/lyon_extra) - //! **lyon_extra** - Additional testing and debugging tools. //! * [![crate](http://meritbadge.herokuapp.com/lyon_tess2)](https://crates.io/crates/lyon_extra) //! [![doc](https://docs.rs/lyon_tess2/badge.svg)](https://docs.rs/lyon_extra) - //! **lyon_tess2** - Alternative fill tessellation implementation using [libtess2](https://github.com/memononen/libtess2). //! //! Most `lyon_<name>` crate is reexported as a `<name>` module in `lyon`. For example: //! //! ```ignore //! extern crate lyon_tessellation; //! use lyon_tessellation::FillTessellator; //! ``` //! //! Is equivalent to: //! //! ```ignore //! extern crate lyon; //! use lyon::tessellation::FillTessellator; //! ``` //! //! # Additional documentation and links //! //! * [very basic gfx-rs example](https://github.com/nical/lyon/tree/master/examples/gfx_basic). //! * [advanced gfx-rs example](https://github.com/nical/lyon/tree/master/examples/gfx_advanced). //! * There is some useful documentaion on the project's [wiki](https://github.com/nical/lyon/wiki). //! * The source code is available on the project's [git repository](https://github.com/nical/lyon). //! * Interested in contributing? Pull requests are welcome. If you would like to help but don't know //! what to do specifically, have a look at the [github issues](https://github.com/nical/lyon/issues), //! some of which are tagged as [easy](https://github.com/nical/lyon/issues?q=is%3Aissue+is%3Aopen+label%3Aeasy). //! //! # Examples //! //! ## Tessellating a rounded rectangle //! //! The `lyon_tessellation` crate provides a collection of tessellation routines //! for common shapes such as rectangles and circles. Let's have a look at how //! to obtain the fill tessellation a rectangle with rounded corners: //! //! ``` //! extern crate lyon; //! use lyon::math::rect; //! use lyon::tessellation::{VertexBuffers, FillOptions}; //! use lyon::tessellation::basic_shapes::*; //! use lyon::tessellation::geometry_builder::simple_builder; //! //! fn main() { //! let mut geometry = VertexBuffers::new(); //! //! let options = FillOptions::tolerance(0.1); //! //! fill_rounded_rectangle( //! &rect(0.0, 0.0, 100.0, 50.0), //! &BorderRadii { //! top_left: 10.0, //! top_right: 5.0, //! bottom_left: 20.0, //! bottom_right: 25.0, //! }, //! &options, //! &mut simple_builder(&mut geometry), //! ); //! //! // The tessellated geometry is ready to be uploaded to the GPU. //! println!(" -- {} vertices {} indices", //! geometry.vertices.len(), //! geometry.indices.len() //! ); //! } //! //! ``` //! //! ## Building and tessellating an arbitrary path //! //! ``` //! extern crate lyon; //! use lyon::math::point; //! use lyon::path::default::Path; //! use lyon::path::builder::*; //! use lyon::path::iterator::PathIterator; //! use lyon::tessellation::{FillTessellator, FillOptions, VertexBuffers}; //! use lyon::tessellation::geometry_builder::simple_builder; //! //! fn main() { //! // Build a Path. //! let mut builder = Path::builder(); //! builder.move_to(point(0.0, 0.0)); //! builder.line_to(point(1.0, 0.0)); //! builder.quadratic_bezier_to(point(2.0, 0.0), point(2.0, 1.0)); //! builder.cubic_bezier_to(point(1.0, 1.0), point(0.0, 1.0), point(0.0, 0.0)); //! builder.close(); //! let path = builder.build(); //! //! // Will contain the result of the tessellation. //! let mut geometry = VertexBuffers::new(); //! //! let mut tessellator = FillTessellator::new(); //! //! { //! let mut geom_builder = simple_builder(&mut geometry); //! //! let tolerance = 0.1; //! //! // Compute the tessellation. //! tessellator.tessellate_path( //! path.path_iter(), //! &FillOptions::default(), //! &mut geom_builder //! ).unwrap(); //! } //! //! // The tessellated geometry is ready to be uploaded to the GPU. //! println!(" -- {} vertices {} indices", //! geometry.vertices.len(), //! geometry.indices.len() //! ); //! } //! ``` //! //! ## What is the tolerance variable in these examples? //! //! The tessellator operates on flattened paths (that only contains line segments) //! so we have to approximate the curves segments with sequences of line segments. //! To do so we pick a tolerance threshold which is the maximum distance allowed //! between the curve and its approximation. //! The documentation of the [lyon_geom](https://docs.rs/lyon_geom) crate provides //! more detailed explanations about this tolerance parameter. //! //! ## Rendering the tessellated geometry //! //! Lyon does not provide with any GPU abstraction or rendering backend (for now). //! It is up to the user of this crate to decide whether to use OpenGL, vulkan, gfx-rs, //! glium, or any low level graphics API and how to render it. //! The [basic](https://github.com/nical/lyon/tree/master/examples/gfx_basic) and //! [advanced](https://github.com/nical/lyon/tree/master/examples/gfx_advanced) gfx-rs //! examples can be used to get an idea of how to render the geometry (in this case //! using gfx-rs). //! pub extern crate lyon_tessellation; pub extern crate lyon_extra; pub extern crate lyon_svg; pub use lyon_tessellation as tessellation; pub use tessellation::path as path; pub use tessellation::geom as geom; pub use lyon_extra as extra; pub use lyon_svg as svg; pub use geom::math;