Crate ufb[−][src]
ufb
Just quickly show or draw a framebuffer in a window, nothing else! Why use ufb:
- Uses hardware-acceleration via OpenGL.
- To quickly debug image or framebuffer output, instead of writing to files.
- Supports L8, La8, Rgb8 and Rgba8
&[u8]
buffers. - Fast to build.
- Doesn’t need vulkan drivers.
- Minimal interface.
Usage
[dependencies]
ufb = "0.2"
use ufb::{ColorDepth, Window}; const WIDTH: u32 = 768; const HEIGHT: u32 = 768; let mut win = Window::new(WIDTH, HEIGHT, ColorDepth::Rgb8, "My Framebuffer").unwrap(); for (iter, pixel) in win.get_frame().chunks_exact_mut(3).enumerate() { let x = iter % WIDTH as usize; let y = iter / WIDTH as usize; let val = x ^ y; let hex = format!("{:06x}", val); let r = u8::from_str_radix(&hex[0..2], 16).unwrap(); let g = u8::from_str_radix(&hex[2..4], 16).unwrap(); let b = u8::from_str_radix(&hex[4..6], 16).unwrap(); pixel.copy_from_slice(&[r, g, b]); } win.show();
Using the image crate:
use ufb::{ColorDepth, Window}; use image::GenericImageView; let img = image::open("screenshots/image.jpg").unwrap(); let (w, h) = img.dimensions(); let mut win = Window::new(w, h, ColorDepth::Rgba8, "image.jpg").unwrap(); win.get_frame().copy_from_slice(&img.to_rgba8()); win.show();
Structs
Window | Wrapper around a glfw window |
Enums
ColorDepth | Supported color depths |
UfbError | ufb error types |
UfbErrorKind | ufb error kinds |