contrast_renderer
wgpu
contrast_renderer | wgpu | |
---|---|---|
4 | 195 | |
63 | 10,995 | |
- | 3.2% | |
6.1 | 9.9 | |
3 months ago | 4 days ago | |
Rust | Rust | |
MIT License | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
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
wgpu
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GPU Compute in the Browser at the Speed of Native: WebGPU Marching Cubes
Oh look it's subgroup support landing last week: https://github.com/gfx-rs/wgpu/pull/5301
- 3D and 2D: Testing out my cross-platform graphics engine
- Warp Terminal is now available for Linux
- Linux version of Warp terminal is here
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Building the DirectX shader compiler better than Microsoft?
And wgpu has been doing this for years. Things like descriptor indexing are not exposed to the web but used by Rust (mostly) engines on native.
https://wgpu.rs/
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New Renderers for GTK
If they used https://wgpu.rs/ they would get directx and metal for free (:
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Show HN: WebGPU Particles Simulation
IIRC it was delayed multiple times. I think the first intent to ship from chrome was before 100 but they kept pushing it off. Firefox still does not support it. There are projects like wgpu[0] that wrap provide a higher level API and I have used some projects using it with no issues. WFIW I didn't see any issue with OP's demo either.
[0] https://github.com/gfx-rs/wgpu
- Deno 1.39: The Return of WebGPU
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How do I become a graphics programmer? – A guide from AMD Game Engineering team
wgpu, the Rust WebGPU implementation is the bee's knees. https://wgpu.rs/ You can use it beyond the web.
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There is anything like wgpu.rs for Zig?
There is anything like wgpu.rs for Zig? wgpu.rs is an abstraction on top of Vulkan, Metal, DirectX, etc...
What are some alternatives?
nbody-wasm-sim - An N-body WebAssembly simulation using Web GPU
vulkano - Safe and rich Rust wrapper around the Vulkan API
nanovgXC - Lightweight vector graphics library implementing exact-coverage antialiasing in OpenGL
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
glyphy - GLyphy is a signed-distance-field (SDF) text renderer using OpenGL ES2 shading language.
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
vger-rs - 2D GPU renderer for dynamic UIs
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
msdfgen - Multi-channel signed distance field generator
bevy - A refreshingly simple data-driven game engine built in Rust
wxRust2 - re-exploration Rust binding to wx
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.