viewport-lib
viewport-lib is a gpu-accelerated 3D viewport library for rust. The library gives you a renderer, camera, picking-tools, light sources, gizmos and scene primitives.
Whichever gui library you choose to use (winit, eframe, Iced, Slint, etc.), the integration model stays the same in each case:
viewport-libowns rendering and viewport-side maths;- your application owns the window, event loop, and tool state;
WARNING: viewport-lib has only recently been extracted as a stand-alone library from a separate project and the API is still somewhat unstable.
Core features
- mesh, point cloud, polyline, and volume rendering
- directional lighting, shadow mapping, and post-processing
- material shading, normal maps, transparency, outlines, and x-ray views
- clip planes, section views, scalar coloring, and colormaps
- arcball camera, view presets, framing, and smooth camera animation
- CPU/GPU picking, rectangle selection, transform gizmos, and snapping
- annotations, axes indicators
Examples
The examples/ directory contains working integrations for several GUI frameworks.
- winit-viewport: the most basic setup: raw
winit+wgpuwith no GUI framework. Start here if you want to understand the minimal integration. - eframe-viewport: a straightforward example of embedding the viewport inside an
egui/eframeapplication usingegui_wgpucallback resources. - winit-showcase: several more advanced rendering options in 9 showcases
Other examples:
iced-viewport,slint-viewport,winit-showcase,gtk4-viewport
Run examples with:
cargo run --release --example winit-viewport
Quick start
use ;
use ;
// Upload the cube primitive mesh once at startup
let mesh_index = renderer.resources_mut.upload_mesh_data?;
// Build a frame each render tick
let camera = default;
let model = from_translation;
let item = SceneRenderItem ;
let mut fd = default;
fd.camera.render_camera = from_camera;
fd.camera.viewport_size = ;
fd.scene.surfaces = Flat;
renderer.prepare;
// then call the renderer -- this will depend on what GUI you are using
// renderer.paint_to(&mut render_pass, &fd);