Expand description
§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§
- Color
Depth - Supported color depths
- UfbError
- ufb error types
- UfbError
Kind - ufb error kinds