wgpu-text is a wrapper over glyph-brush for easier text rendering in wgpu.
This project was inspired by and is similar to wgpuglyph_, but has additional features and is simpler. Also there is no need to include glyph-brush in your project.
Some features are directly implemented from glyph-brush so you should go trough Section docs and Section examples for better understanding of adding and managing text.
Example: ```rust use wgputext::BrushBuilder; use wgputext::section::{Section, Text, Layout, HorizontalAlign}; let brush = BrushBuilder::usingfontbytes(font).unwrap() /* .initialcachesize((1024, 1024))) */ // use this to avoid resizing cache texture .build(&device, format, width, height); let section = Section::default() .addtext(Text::new("Hello World")) .withlayout(Layout::default().h_align(HorizontalAlign::Center));
// window event loop: winit::event::Event::RedrawRequested() => { // Has to be queued every frame. brush.queue(§ion); let textbuffer = brush.draw(&device, &view, &queue); // Has to be submitted last so text won't be overlapped. queue.submit([appencoder.finish(), textbuffer]); frame.present(); } ```
Look trough examples for more.
* cargo run --example <example-name>
Run examples with --release
for true performance.
All contributions are welcome.