Screen 13
Screen 13 is an easy-to-use 2D/3D rendering engine in the spirit of QBasic.
Overview
Screen 13 provides a thin Vulkan 1.2 driver using smart pointers.
Features of the Vulkan driver:
- Lifetime management calls
freefor you - Resource information comes with each smart pointer
- Easy-to-use hashable/orderable types (no raw pointers)
CommandChainabstraction for executions outside of render passes
Example usage:
let window = ...your winit window...
let cfg = Defaultdefault;
let desired_resolution = uvec2;
let driver = new?;
unsafe
Render Graph
Screen 13 provides a fully-generic render graph structure for simple and statically
typed access to all the resources used while rendering. The RenderGraph structure allows Vulkan
smart pointer resources to be bound as "nodes" which may be used anywhere in a graph. The graph
itself is not tied to swapchain access and may be used from a headless environment too.
Features of the render graph:
- Compute, Graphic, and Ray-trace pipelines
- You specify code which runs on input and creates output
- Automatic Vulkan management (Render passes, subpasses, descriptors, pools, etc.)
- Automatic render pass scheduling, re-ordering, merging, with resource aliasing
Example usage (See source for variable values):
render_graph
.record_pass
.bind_pipeline
.read_descriptor
.read_descriptor
.read_descriptor
.read_descriptor
.clear_color
.store_color
.push_constants
.draw;
Event Loop
Screen 13 provides an event loop abstraction which helps you setup and display images easily. Also included are keyboard, mouse, and typing input helpers.
Example usage:
Pak File Format
Programs made using Screen 13 are built as regular executables using an optional design-time
asset baking process. Screen 13 provides all asset-baking logic and aims to provide wide support
for texture formats, vertex formats, and other associated data. Baked assets are stored in .pak
files.
Goals
Screen 13 aims to provide a simple to use, although opinionated, ecosystem of tools and code that enable very high performance portable graphics programs for developers using the Rust programming language.
Just Enough: Only core 2D and 3D rendering features are included, along with window event handling and window-based input. Additional things, such as an entity component system, physics, sound, and gamepad input must be handled by your code.
Quick Start
Included are some examples you might find helpful:
hello_world.rs— Displays a window on the screen. Please start here.bake_pak.rs— Bakes a simple.pakfile from a.tomldefinition.shader-toy/— Recreation of a two-pass shader toy using the original shader code.
See the example code for more information, including a helpful getting started guide.
NOTE: Required development packages and libraries are listed in the getting started guide. All new users should read and understand the guide.
Optional Features
Screen 13 puts a lot of functionality behind optional features in order to optimize compile time for the most common use cases. The following features are available.
pak(enabled by default) — Ability read.pakfiles.bake— Ability to write.pakfiles, enablespakfeature.
History
As a child I was given access to a computer that had GW-Basic; and later one with QBasic. All of my favorite programs started with:
CLS
SCREEN 13
These commands cleared the screen of text and setup a 320x200 256-color paletized video mode. There were other video modes available, but none of them had the 'magic' of 256 colors.
Additional commands QBasic offered, such as DRAW, allowed you to build simple games quickly
because you didn't have to grok the entirety of compiling and linking. I think we should have
options like this today, and so I started this project to allow future developers to have the
ability to get things done quickly while using modern tools.
Insipirations
Screen-13 was built from the learnings and lessons shared by others throughout our community. In
particular, here are some of the repositories I found useful: