1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226
#![doc(html_logo_url = "https://nical.github.io/lyon-doc/lyon-logo.svg")] //! 2d rendering on the GPU in rust. //! //!  //! //! [](https://crates.io/crates/lyon) //! [](https://travis-ci.org/nical/lyon) //! //! # Crates //! //! * [](https://crates.io/crates/lyon_tessellation) //! [](https://docs.rs/lyon_tessellation) - //! **lyon_tessellation** - Path tessellation routines. //! * [](https://crates.io/crates/lyon_path_builder) //! [](https://docs.rs/lyon_path_builder) - //! **lyon_path_builder** - Tools to facilitate building paths. //! * [](https://crates.io/crates/lyon_path_iterator) //! [](https://docs.rs/lyon_path_iterator) - //! **lyon_path_iterator** - Tools to facilitate iteratring over paths. //! * [](https://crates.io/crates/lyon_path) //! [](https://docs.rs/lyon_path) - //! **lyon_path** - A simple optional path data structure, provided for convenience. //! * [](https://crates.io/crates/lyon_bezier) //! [](https://docs.rs/lyon_bezier) - //! **lyon_bezier** - Cubic and quadratic 2d bézier math. //! * [](https://crates.io/crates/lyon_svg) //! [](https://docs.rs/lyon_svg) - //! **lyon_svg** - Create paths using SVG's path syntax. //! * [](https://crates.io/crates/lyon_extra) //! [](https://docs.rs/lyon_extra) - //! **lyon_extra** - Additional testing and debugging tools. //! * [](https://crates.io/crates/lyon_core) //! [](https://docs.rs/lyon_core) - //! **lyon_core** - Common types to most lyon crates (mostly for internal use, reexported by the other crates). //! //! [This crate](https://crates.io/crates/lyon) is a meta-crate, reexporting the crates listed above. //! //! # Additional documentation and links //! //! * [very basic gfx-rs example](https://github.com/nical/lyon/tree/master/examples/gfx_basic). //! * [advanced gfx-rs example](https://github.com/nical/lyon/tree/master/examples/gfx_advanced). //! * There is some useful documentaion on the project's [wiki](https://github.com/nical/lyon/wiki). //! * The source code is available on the project's [git repository](https://github.com/nical/lyon). //! * Interested in contributing? Pull requests are welcome. If you would like to help but don't know //! what to do specifically, have a look at the [github issues](https://github.com/nical/lyon/issues), //! some of which are tagged as [easy](https://github.com/nical/lyon/issues?q=is%3Aissue+is%3Aopen+label%3Aeasy). //! //! # Examples //! //! ## Tessellating a rounded rectangle //! //! The `lyon_tessellation` crate provides a collection of tessellation routines //! for common shapes such as rectangles and circles. Let's have a look at how //! to obtain the fill tessellation a rectangle with rounded corners: //! //! ``` //! extern crate lyon; //! use lyon::math::rect; //! use lyon::tessellation::VertexBuffers; //! use lyon::tessellation::basic_shapes::*; //! use lyon::tessellation::geometry_builder::simple_builder; //! //! fn main() { //! let mut geometry = VertexBuffers::new(); //! //! let tolerance = 0.1; //! //! fill_rounded_rectangle( //! &rect(0.0, 0.0, 100.0, 50.0), //! &BorderRadii { //! top_left: 10.0, //! top_right: 5.0, //! bottom_left: 20.0, //! bottom_right: 25.0, //! }, //! tolerance, //! &mut simple_builder(&mut geometry), //! ); //! //! // The tessellated geometry is ready to be uploaded to the GPU. //! println!(" -- {} vertices {} indices", //! geometry.vertices.len(), //! geometry.indices.len() //! ); //! } //! //! ``` //! //! ## Building and tessellating an arbitrary path //! //! ``` //! extern crate lyon; //! use lyon::math::point; //! use lyon::path::Path; //! use lyon::path_builder::*; //! use lyon::path_iterator::PathIterator; //! use lyon::tessellation::{FillTessellator, FillOptions, VertexBuffers}; //! use lyon::tessellation::geometry_builder::simple_builder; //! //! fn main() { //! // Build a Path. //! let mut builder = Path::builder(); //! builder.move_to(point(0.0, 0.0)); //! builder.line_to(point(1.0, 0.0)); //! builder.quadratic_bezier_to(point(2.0, 0.0), point(2.0, 1.0)); //! builder.cubic_bezier_to(point(1.0, 1.0), point(0.0, 1.0), point(0.0, 0.0)); //! builder.close(); //! let path = builder.build(); //! //! // Will contain the result of the tessellation. //! let mut geometry = VertexBuffers::new(); //! //! let mut tessellator = FillTessellator::new(); //! //! { //! let mut geom_builder = simple_builder(&mut geometry); //! //! let tolerance = 0.1; //! //! // Compute the tessellation. //! tessellator.tessellate_flattened_path( //! path.path_iter().flattened(tolerance), //! &FillOptions::default(), //! &mut geom_builder //! ).unwrap(); //! } //! //! // The tessellated geometry is ready to be uploaded to the GPU. //! println!(" -- {} vertices {} indices", //! geometry.vertices.len(), //! geometry.indices.len() //! ); //! } //! ``` //! //! ## What is the tolerance variable in these examples? //! //! The tessellator operates on flattened paths (that only contains line segments) //! so we have to approximate the curves segments with sequences of line segments. //! To do so we pick a tolerance threshold which is the maximum distance allowed //! between the curve and its approximation. //! The documentation of the [lyon_bezier](https://docs.rs/lyon_bezier) crate provides //! more detailed explanations about this tolerance parameter. //! //! ## Rendering the tessellated geometry //! //! Lyon does not provide with any GPU abstraction or rendering backend (for now). //! It is up to the user of this crate to decide whether to use OpenGL, vulkan, gfx-rs, //! glium, or any low level graphics API and how to render it. //! The [basic](https://github.com/nical/lyon/tree/master/examples/gfx_basic) and //! [advanced](https://github.com/nical/lyon/tree/master/examples/gfx_advanced) gfx-rs //! examples can be used to get an idea of how to render the geometry (in this case //! using gfx-rs). //! //! ## Which crates do I need? //! //! The meta-crate (`lyon`) mostly reexports the other lyon crates for convenience. //! //! ```ignore //! extern crate lyon; //! use lyon::tessellation::FillTessellator; //! ``` //! //! Is equivalent to: //! //! ```ignore //! extern crate lyon_tessellation; //! use lyon_tessellation::FillTessellator; //! ``` //! //! - The `lyon_tessellation` crate is the most interesting crate so is what most people using //! lyon are interested in. The tessellation algorithms don't depend on a specific data //! structure. Instead they work on iterators of path. When using the `lyon_tessellation` //! crate you'll almost always want to use the `lyon_path_iterator` crate as well. //! - The `lyon_path_iterator` crate contains a colletion of tools to chain iterators //! of path events. These adapters are very useful to convert an iterator of SVG events //! (which contains various types of curves in relative and absolute coordinates) into //! iterator of simpler path events (every thing in absolute coordinates) all the way to //! flattened events (only line segments in absolute corrdinates). //! - The `lyon_path` crate is completely optional. It contains a path data structure //! which work with the `lyon_path_iterator` (and thus works with `lyon_tessellation`) and //! `lyon_path_builder` crates. Various examples use it but anyone can implement a custom //! path data structure that works with the tessellators as long as it provides an iterator //! of path events. //! - The `lyon_path_builder` crate is also optional, but provide useful abstractions to //! build path objects from sequences of function calls like `move_to`, `cubic_bezier_to`, etc. //! Just like `lyon_path_iterator` this crate provides adapters between the different types of //! path events, making it easy to use the full set of SVG events to build a path object that //! does not actually support all of them by converting events to lower level primitives on //! the fly. //! - The `lyon_bezier` crate is really standalone as it does not depend on any other `lyon_*` crate. //! It implements useful quadratic and cubic bezier curve math, including the flattening //! algorithm that is used by `lyon_path_iterator` and `lyon_path_builder`. //! - The `lyon_svg` crate contains utilities to interface with SVG. At the moment it is mostly //! a collection of wrappers around the excellent `svgparser` crate. //! - The `lyon_core` crate contains internal details that are useful to all other lyon crates //! (except `lyon_bezier`). It is reexported by all crates and you should not have to interact //! directly with it. //! //! These crates are not very big, it's usually fine for most use-case to simply import the `lyon` //! meta-crate, unless you are only interested in the bezier tools. //! pub extern crate lyon_core; pub extern crate lyon_path; pub extern crate lyon_path_builder; pub extern crate lyon_path_iterator; pub extern crate lyon_tessellation; pub extern crate lyon_bezier; pub extern crate lyon_extra; pub extern crate lyon_svg; //pub extern crate lyon_renderer; pub use lyon_core::*; pub use lyon_tessellation as tessellation; pub use lyon_path as path; pub use lyon_path_builder as path_builder; pub use lyon_path_iterator as path_iterator; pub use lyon_bezier as bezier; pub use lyon_extra as extra; pub use lyon_svg as svg; //pub use lyon_renderer as renderer;