# VxDraw - Simple 2D rendering for Rust #
[![Latest Version][s1]][l1] [![docs.rs][s4]][l4]
[s1]: https://img.shields.io/crates/v/vxdraw.svg
[l1]: https://crates.io/crates/vxdraw
[s4]: https://docs.rs/vxdraw/badge.svg
[l4]: https://docs.rs/vxdraw/
## 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)
* User-supplied vertex/fragment shaders for quads, text, dyntex, and strtex (per-layer)
### Snapshot Testing ###
`vxdraw` allows for snapshot testing by retrieving the full frame data.
### Benchmark Results ###
Here are benchmark results running `cargo bench` on an AMD Vega 56 video card:
test debtri::tests::bench_rotating_windmills_no_render ... bench: 855 ns/iter (+/- 77)
test debtri::tests::bench_rotating_windmills_only ... bench: 57,253 ns/iter (+/- 8,600)
test debtri::tests::bench_rotating_windmills_set_color ... bench: 64,500 ns/iter (+/- 25,971)
test debtri::tests::bench_simple_triangle ... bench: 50,443 ns/iter (+/- 5,055)
test debtri::tests::bench_still_windmills ... bench: 52,454 ns/iter (+/- 5,280)
test debtri::tests::bench_windmills_set_color ... bench: 8 ns/iter (+/- 2)
test dyntex::tests::animated_fireballs_20x20_uvs2 ... bench: 114,045 ns/iter (+/- 31,969)
test dyntex::tests::bench_many_particles ... bench: 58,473 ns/iter (+/- 12,086)
test dyntex::tests::bench_many_sprites ... bench: 3,250,726 ns/iter (+/- 119,911)
test dyntex::tests::bench_push_and_pop_sprite ... bench: 31 ns/iter (+/- 4)
test dyntex::tests::bench_push_and_pop_texture ... bench: 55,676,043 ns/iter (+/- 56,986,205)
test strtex::tests::adding_sprites ... bench: 23 ns/iter (+/- 2)
test strtex::tests::bench_streaming_texture_set_500x500_area ... bench: 10 ns/iter (+/- 1)
test strtex::tests::bench_streaming_texture_set_500x500_area_using_iterator ... bench: 2,636,501 ns/iter (+/- 374,451)
test strtex::tests::bench_streaming_texture_set_single_pixel ... bench: 10 ns/iter (+/- 1)
test strtex::tests::bench_streaming_texture_set_single_pixel_while_drawing ... bench: 65,817 ns/iter (+/- 10,654)
test strtex::tests::generate_perlin_noise ... bench: 1,895,628 ns/iter (+/- 820,344)
test tests::clears_per_second ... bench: 48,371 ns/iter (+/- 8,677)
test text::tests::text_flag ... bench: 75,114 ns/iter (+/- 28,652)
## Example Outputs ##
* Multiple sprites of the same texture with different opacity settings

* Linear filtering mode on a 3-colored texture

* Various quads
