Mini GL Framebuffer provides an easy way to draw to a window from a pixel buffer. OpenGL alternative to other easy framebuffer libraries.
It's designed to be dead simple and easy to remember when you just want to get something on the screen ASAP. It's also built to be super flexible and easy to grow out of in case your project gets serious (MGlFb exposes all of its internals so you can iteratively remove it as a dependency over time!).
```rust extern crate miniglfb;
fn main() { let mut fb = miniglfb::gottagofast("Hello world!", 800.0, 600.0); let buffer = vec![[128u8, 0, 0, 255]; 800 * 600]; fb.update_buffer(&buffer); fb.persist(); } ```
fb.update_buffer
can be called as many times as you like and will redraw the screen each
time. You can bring your own timing mechanism, whether it's just sleep(ms)
or something more
sophisticated.
Get access to mouse position and key inputs with no hassle. The following is extracted from the Game of Life example:
```rust
let mut fb = miniglfb::gottagofast("Hello world!", 800.0, 600.0); let buffer = vec![[128u8, 0, 0, 255]; 800 * 600];
// ...
fb.glutinhandlebasicinput(|fb, input| { let elapsed = previous.elapsed().unwrap(); let seconds = elapsed.assecs() as f64 + elapsed.subsec_nanos() as f64 * 1e-9;
if input.key_is_down(VirtualKeyCode::Escape) {
return false;
}
if input.mouse_is_down(MouseButton::Left) {
// Mouse was pressed
let (x, y) = input.mouse_pos;
cells[y * WIDTH + x] = true;
fb.update_buffer(&cells);
// Give the user extra time to make something pretty each time they click
previous = SystemTime::now();
extra_delay = (extra_delay + 0.5).min(2.0);
}
// Each generation should stay on screen for half a second
if seconds > 0.5 + extra_delay {
previous = SystemTime::now();
calculate_neighbors(&mut cells, &mut neighbors);
make_some_babies(&mut cells, &mut neighbors);
fb.update_buffer(&cells);
extra_delay = 0.0;
} else if input.resized {
fb.redraw();
}
true
}); ```
Post process with GLSL shaders inspired by ShaderToy. This is a work in progress but there is basic support for simple effects. The following is the default behavior but illustrates the API:
rust
fb.use_post_process_shader("
void main_image( out vec4 r_frag_color, in vec2 v_uv ) {
r_frag_color = texture(u_buffer, v_uv);
}
");
You can also "breakout" and get access to the underlying glutin window while still having easy setup:
```rust let mut fb = miniglfb::gottagofast("Hello world!", 800.0, 600.0);
let GlutinBreakout { mut eventsloop, glwindow, mut fb, } = fb.glutin_breakout();
fb.update_buffer(/.../); ```
See the docs for more info.
Feel free to open an issue if you have a suggestion or want to see one of these soon!
More kinds of simplified input handling methods
Enhanced and more thorough shader playground
Support for running ShaderToy examples directly (a conversion function)
Support for more textures, possibly actual OpenGL framebuffers for complex sequences of post processing
An HTML canvas-like API that allows drawing over your buffer???