ochre

High-quality anti-aliased vector graphics rendering on the GPU.
ochre rasterizes a path to a set of 8×8-pixel alpha-mask tiles at the path's boundary and n×8-pixel solid spans for the path's interior, which can then be uploaded to the GPU and rendered. Paths are rasterized using a high-quality analytic anti-aliasing method suitable for both text and general vector graphics.
Example
use ochre::{rasterize, Path, TileBuilder, Transform, TILE_SIZE};
struct Builder;
impl TileBuilder for Builder {
fn tile(&mut self, x: i16, y: i16, data: [u8; TILE_SIZE * TILE_SIZE]) {
println!("tile at ({}, {}):", x, y);
for row in 0..TILE_SIZE {
print!(" ");
for col in 0..TILE_SIZE {
print!("{:3} ", data[row * TILE_SIZE + col]);
}
print!("\n");
}
}
fn span(&mut self, x: i16, y: i16, width: u16) {
println!("span at ({}, {}), width {}", x, y, width);
}
}
fn main() {
let mut path = Path::new();
path.move_to(400.0, 300.0)
.quadratic_to(500.0, 200.0, 400.0, 100.0)
.cubic_to(350.0, 150.0, 100.0, 250.0, 400.0, 300.0);
let mut builder = Builder;
rasterize(&path, Transform::id(), &mut builder);
}
License
ochre is distributed under the terms of both the MIT license and the Apache license, version 2.0. Contributions are accepted under the same terms.