VxDraw - Simple 2D rendering for Rust
Introduction
vxdraw
is a rendering library for drawing sprites, text, and streaming textures to a window. It is not an engine, just a library, and has no runtime.
Note: This software is in its early stages and has only been built to satisfy the requirements of a work in progress. There will be some rough edges. Any contributions are very much welcome. Currently only Vulkan is supported as a back-end.
Features and Motivation
Documentation of the API can be found on https://docs.rs/vxdraw.
vxdraw
is made for streaming changing sprites to the GPU, and is meant mainly for video games with animated, moving, and/or deforming sprites. If no sprite changes are made, the data is not re-uploaded to the GPU for the sake of efficiency.
vxdraw
packs data tightly to acquire near-optimal GPU-upload performance. Its main organization point is the layer
- which defines an absolute draw ordering. A layer is a collection of the same type of drawable item, of which there are 4:
- dyntex - Dynamic Textures, sprites based on a single texture
- strtex - Streaming Texture, sprites based on a texture of which pixels can be edited
- quads - Colored 4-point shape
- text - Font rendering and letter control
And finally a pseudo-layer for debugging
- debtri - Debug triangle, triangles that are always drawn on top of everything else. Mainly to check if something works or to implement a quick-and-dirty visual tool to check a condition in code.
Further features:
- Custom blend modes (per-layer)
- Filter mode (per-layer)
- Fixed or dynamic perspective matrices (per-layer)
Snapshot Testing
vxdraw
allows for snapshot testing by retrieving the full frame data.
Example Outputs
-
Multiple sprites of the same texture with different opacity settings
-
Linear filtering mode on a 3-colored texture
-
Various quads