Expand description
§Grafo
Grafo is a GPU-accelerated rendering library for Rust. It is a one-stop solution in case you need a quick and simple way to render shapes (with optional texture layers) in your application. It supports features such as masking, clipping, and font loading and rendering.
The library is designed for flexibility and ease of use, making it suitable for a wide range of applications, from simple graphical interfaces to complex rendering engines.
§Features
- Shape Rendering: Create and render complex vector shapes.
- Shape Texturing: Apply up to two texture layers per shape with hierarchical clipping.
- Stencil Operations: Advanced stencil operations for clipping and masking.
Grafo available on crates.io, and API Documentation is available on docs.rs.
§Getting Started
Add the following to your Cargo.toml:
[dependencies]
grafo = "0.1.0"
winit = "0.27" # For window creation and event handling
image = "0.24" # For image processing
env_logger = "0.10" # For logging
log = "0.4" # For logging§Basic Usage
Below is a simple example demonstrating how to initialize the Renderer, add shapes and text,
and render a frame using winit. For a more comprehensive example, refer to the
examples folder in the repository.
use futures::executor::block_on;
use grafo::{BorderRadii, Shape};
use grafo::{Color, Stroke};
use std::sync::Arc;
use winit::application::ApplicationHandler;
use winit::event::WindowEvent;
use winit::event_loop::{ActiveEventLoop, EventLoop};
use winit::window::{Window, WindowId};
#[derive(Default)]
struct App<'a> {
window: Option<Arc<Window>>,
renderer: Option<grafo::Renderer<'a>>,
}
impl<'a> ApplicationHandler for App<'a> {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let window = Arc::new(
event_loop
.create_window(Window::default_attributes())
.unwrap(),
);
let window_size = window.inner_size();
let scale_factor = window.scale_factor();
let physical_size = (window_size.width, window_size.height);
// Initialize the renderer
let mut renderer = block_on(grafo::Renderer::new(
window.clone(),
physical_size,
scale_factor,
true, // vsync
false, // transparent
));
// Define a simple rectangle shape
let rect = Shape::rect(
[(0.0, 0.0), (200.0, 100.0)],
Stroke::new(2.0, Color::BLACK), // Black stroke with width 2.0
);
let rect_id = renderer.add_shape(rect, None, None);
// Set per-instance fill color
renderer.set_shape_color(rect_id, Some(Color::rgb(0, 128, 255)));
renderer.set_shape_transform(rect_id, grafo::TransformInstance::identity());
self.window = Some(window);
self.renderer = Some(renderer);
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
window_id: WindowId,
event: WindowEvent,
) {
if let Some(ref mut renderer) = self.renderer {
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::Resized(physical_size) => {
let new_size = (physical_size.width, physical_size.height);
renderer.resize(new_size);
if let Some(window) = &self.window {
window.request_redraw();
}
}
WindowEvent::RedrawRequested => {
match renderer.render() {
Ok(_) => {
renderer.clear_draw_queue();
}
Err(wgpu::SurfaceError::Lost) => renderer.resize(renderer.size()),
Err(wgpu::SurfaceError::OutOfMemory) => event_loop.exit(),
Err(e) => eprintln!("{:?}", e),
}
}
_ => {}
}
}
}
}
env_logger::init();
let event_loop = EventLoop::new().expect("to start an event loop");
let mut app = App::default();
event_loop.run_app(&mut app).unwrap();§Examples
For a detailed example showcasing advanced features like hierarchical clipping, multi-layer texturing, please refer to the examples directory in the repository.
Re-exports§
Structs§
- Border
Radii - A set of border radii for a rounded rectangle
- Color
- Represents a color in RGBA format.
- Path
Shape - Represents a custom path shape with stroke.
- Rect
Shape - Represents a simple rectangular shape with a fill color and stroke.
- Renderer
- The renderer for the Grafo library. This is the main struct used to render shapes and images.
- Shape
Builder - A builder for creating complex shapes using a fluent interface.
- Stroke
- Represents the stroke properties of a shape.
- Texture
Manager - A manager for textures providing granular control over texture handling.
- Transform
Instance
Enums§
- Shape
- Represents a graphical shape, which can be either a custom path or a simple rectangle.
- Texture
Layer - Semantic texture layers for a shape. Background is layer 0, Foreground is layer 1.