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//! The Stipple rendering seam.
//!
//! `stipple-render` is the one crate that knows about `oxideav`. It turns a
//! [`Scene`] (a list of logical-pixel draw primitives) into an `oxideav-core`
//! scene graph, rasterizes it on the CPU with `oxideav-raster`, and hands the
//! result to a [`Surface`] for display.
//!
//! ```
//! use stipple_geometry::{Rect, ScaleFactor, Size};
//! use stipple_render::{Color, Scene, SoftwareRenderer};
//!
//! let mut scene = Scene::new(Size::new(64.0, 64.0));
//! scene.fill_round_rect(Rect::from_xywh(8.0, 8.0, 48.0, 48.0), 12.0, Color::rgb(80, 140, 255));
//!
//! let pixmap = SoftwareRenderer::new().render(scene, ScaleFactor::IDENTITY);
//! assert_eq!(pixmap.size().width, 64);
//! ```
//!
//! The [`Surface`] trait is the GPU-readiness boundary: today the
//! [`SoftwareRenderer`] produces a [`Pixmap`] that the platform layer blits;
//! a future raw-GPU backend (Metal / Vulkan / D3D12 / WebGPU) can implement
//! the same trait without changing any caller. See `ROADMAP.md` ยง2 / Phase 6.
pub use Color;
pub use ;
pub use SoftwareRenderer;
pub use ;
pub use ;
/// Low-level conversions to `oxideav-core` coordinate types. Exposed for
/// crates that build scene-graph nodes directly (e.g. the future text-run
/// shaping bridge) and need to share Stipple's geometry conventions.