10 releases
0.5.3 | Mar 9, 2021 |
---|---|
0.5.2 | Nov 19, 2020 |
0.5.0 | Apr 12, 2020 |
0.4.3 | Jan 17, 2020 |
0.1.0 | Feb 9, 2019 |
#455 in Graphics APIs
424 downloads per month
Used in blockish
71KB
522 lines
Example
struct Example;
impl Pipeline for Example {
type Vertex = [f32; 2];
type VsOut = ();
type Pixel = [u8; 4];
// Vertex shader
fn vert(&self, pos: &Self::Vertex) -> ([f32; 3], Self::VsOut) {
([pos[0], pos[1], 0.0], ())
}
// Fragment shader
fn frag(&self, _: &Self::VsOut) -> Self::Pixel {
[255, 0, 0, 255] // Red
}
}
fn main() {
let mut color = Buffer2d::new([640, 480], [0; 4]);
let mut depth = Buffer2d::new([640, 480], 1.0);
Example.draw::<Triangles<_>, _>(
&[
[-1.0, -1.0],
[ 1.0, -1.0],
[ 0.0, 1.0],
],
&mut color,
&mut depth,
);
}
See examples/
for more code examples.
What is euc
?
euc
is a versatile, simple to use crate that allows 3D rendering on the CPU. It has a portable, compact design that makes it perfect for
prototyping ideas, unit testing, or even simple realtime applications. euc
is currently under active development.
Why?
-
Modern graphics APIs are complex, verbose beasts. Rendering with the CPU means less complexity, less boilerplate and less verbosity: perfect for testing ideas.
-
Modern CPUs are fast enough to make simple 3D programs run at reasonable speeds (although they are of course no match for GPUs). It's possible to write surprisingly complex realtime 3D software with the CPU only.
-
Not requiring a GPU interface means that
euc
is incredibly portable. As a result,euc
isno_std
(if you have a nightly compiler). -
euc
has consistent cross-platform behaviour and doesn't require a GPU to run. This makes it perfect for use as a unit testing tool. -
Running on the CPU allows a more dynamic approach to data access. For applications in which performance is less of a concern,
euc
lowers the barrier of low-level 3D development and allows for more novel approaches to graphics rendering to be realised.
Coordinate System
Where possible, euc
tries to use a coordinate system similar in nature to OpenGL. If you're used to OpenGL, you'll have no trouble working
with euc
.
Release Mode
Cargo, by default, compiles Rust code in debug mode. In this mode, very few optimisations are made upon the code, and as a result the
performance of software rendering tends to suffer. To experience this project with good performance, make sure to compile with the
--release
flag.
no_std
euc
can be compiled on platforms that lack standard library support. This makes it ideal for rendering 3D graphics on embedded devices.
You can enable no_std
support by disabling the default features and enabling the libm
feature in your Cargo.toml
file like so:
[dependencies]
euc = { version = "x.y.z", default-features = false, features = ["libm"] }
Goals
-
Support programmable shaders written in Rust
-
Support common pipeline features such as texture samplers, multiple rendering passes, uniform data, etc.
-
Simple, elegant interface that scales well
-
Correctness
Non-Goals
-
Extreme optimisation (although obvious low-hanging fruit will be picked)
-
Compliance/compatibility with an existing API (i.e: OpenGL)
License
euc
is distributed under either of:
-
Apache License, Version 2.0, (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
-
MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at the disgression of the user.
Dependencies
~0.8–1MB
~16K SLoC