contrast_renderer
rui
contrast_renderer | rui | |
---|---|---|
4 | 23 | |
63 | 1,660 | |
- | 1.5% | |
6.1 | 7.7 | |
3 months ago | 12 days ago | |
Rust | Rust | |
MIT License | MIT License |
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contrast_renderer
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WebGPU Fundamentals
This is true, but there is a lot more to the story. For one, WebGPU does not (yet) support mesh shaders, though it may later as an extension. For two, consider a glyph such as "o" that has two contours. Real triangulation generates a mesh that only generates triangles between the outer and inner contours, and mesh shaders aren't good at that. There are techniques (cover and stencil) that draw twice, incrementing and decrementing a winding number stored in the stencil buffer (see contrast renderer[1] for a clean modern implementation), but it does require nontrivial tracking on the CPU side, and can result in lots of draw calls to switch between the cover and stencil stages unless sophisticated batching is done.
Compute shaders avoid all these problems and work on WebGPU 1.0 today.
[1]: https://github.com/Lichtso/contrast_renderer
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Rust: State of GUI, December 2022 – KAS blog
Thanks!
You can also checkout the "feature/ui" branch in GIT [1] to get the UI framework prototype.
[1]: https://github.com/Lichtso/contrast_renderer/tree/feature/ui
- Vector Graphics on GPU
rui
- Considerations for Power Draw with egui
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Floem - yet another new Rust native UI library
Inspired by Xilem, Leptos and rui, Floem aims to be a high performance declarative UI library with minimal effort from the user.
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Leveraging Rust and the GPU to render user interfaces at 120 FPS
My rui library can render UIs at 120fps, uses similar SDF techniques (though uses a single shader for all rendering): https://github.com/audulus/rui
Is their GPUI library open source?
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Tauri Mobile – Develop Mobile Apps with JavaScript and Rust
I think the jury is still out on whether rust is good or bad for UI. Once rust UI libraries are more mature we'll get a sense of it. There are some advantages of static typing, even for UI (see SwiftUI for example). I'll grant the pickiness of rust can be a challenge. Anyway give us some time to work on stuff.
Here's my effort: https://github.com/audulus/rui
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Rust GUI framework
rui
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Do you think is it worth to learn gtk4 to use it with rust?
Depending on the scale of your project, I could suggest rui library which is cross platform though it's not related to gtk, https://github.com/audulus/rui, It's inspired by swiftUI
- Show HN: Async UI: A Rust UI Library Where Everything Is a Future
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Vector Graphics on GPU
I've done a library for vector graphics on the GPU which works pretty well for my uses:
https://github.com/audulus/vger
and a rust version:
https://github.com/audulus/vger-rs
(which powers my rust GUI library: https://github.com/audulus/rui)
Here's the approach for rendering path fills. From the readme:
> The bezier path fill case is somewhat original. To avoid having to solve quadratic equations (which has numerical issues), the fragment function uses a sort-of reverse Loop-Blinn. To determine if a point is inside or outside, vger tests against the lines formed between the endpoints of each bezier curve, flipping inside/outside for each intersection with a +x ray from the point. Then vger tests the point against the area between the bezier segment and the line, flipping inside/outside again if inside. This avoids the pre-computation of Loop-Blinn, and the AA issues of Kokojima.
It works pretty well, and doesn't require as much preprocessing as the code in the article. Also doesn't require any GPU compute (though I do use GPU compute for some things). I think ultimately the approach in the article (essentially Piet-metal, aka tessellating and binning into tiles) will deliver better performance, and support more primitives, but at greater implementation complexity. I've tried the Piet-metal approach myself and it's tricky! I like the simpler Shadertoy/SDF inspired approach :)
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Is it conveninent to make cross-platform GUI softwares using Rust now?
You should look into rui, https://github.com/audulus/rui It is an amazing ui Library for rust
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Is there a common library for guis used in rust?
Try rui https://github.com/audulus/rui, It's a Swift Type ui
What are some alternatives?
nbody-wasm-sim - An N-body WebAssembly simulation using Web GPU
floem - A native Rust UI library with fine-grained reactivity
nanovgXC - Lightweight vector graphics library implementing exact-coverage antialiasing in OpenGL
dioxus - Fullstack GUI library for web, desktop, mobile, and more.
glyphy - GLyphy is a signed-distance-field (SDF) text renderer using OpenGL ES2 shading language.
slint - Slint is a declarative GUI toolkit to build native user interfaces for Rust, C++, or JavaScript apps.
vger-rs - 2D GPU renderer for dynamic UIs
Neothesia - Flashy Synthesia Like Software For Linux,Windows and MacOs
msdfgen - Multi-channel signed distance field generator
7GUI - the 7 gui project
wxRust2 - re-exploration Rust binding to wx
LearningWGPU - I will try to learn the basics of WGPU and Rust.