rust_minifb
ili9341-rs
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rust_minifb | ili9341-rs | |
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8 | 2 | |
953 | 58 | |
- | - | |
6.4 | 4.2 | |
18 days ago | about 2 months ago | |
Rust | Rust | |
MIT License | Apache License 2.0 |
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rust_minifb
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placing pixels
Well, it depends on how you use it; writing to an image buffer isn't much less efficient than writing to any normal buffer (in fact, although displaying your scene to a window efficiently is important, your main bottleneck will be the actual ray tracing loop). You may want to read this article for a practical example of using an ImageBuffer to create and draw a texture with Piston. Other window backends you could use, apart from pixels which was already mentioned in another comment, include minifb and Mini GL, though I haven't personally used them.
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[Media] Tupper's self-referential formula plotting itself on a framebuffer and more with Rust!
After watching the Numberphile video on this formula, I decided to implement it in Rust for fun. It uses minifb for the window creation + framebuffer.
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Emulating the Sega Genesis - Part II
Before I could implement the display output, I needed something to draw the images onto. There are quite a few Rust crates available to create a GUI window and update it with 2D graphics. Most of these are of course intended for making games, and also include ways of getting key presses as input, which I'll also need. I looked at Piston, which I've used before on other projects, Macroquad, which also supports web assembly as well as desktop targets, Pixels, which is intended specifically for 2D games, and Minifb, which is also specifically for 2D applications, but is much simpler. I also tried out libretro, which is specifically made for video game emulation, but I found it much more restrictive than the others because of it's narrow focus.
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Hey Rustaceans! Got an easy question? Ask here (40/2021)!
There's several different approaches you could take, but I'd probably suggest macroquad as the easiest. I've also used minifb for windowing + a drawing library like raqote or tiny-skia.
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Hello, I want to learn how to make emulators. Where to start and for what architecture to write the first project?
I don't know much about Rust, but I used the C version this library, and I think this is as simple as it gets: Rust MiniFB. Hope this helps
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inku 0.1.0 – An RGB color backed by a `u32` for simple color manipulation
A very simple color manipulation library backed by a u32. My use-case was for use with minifb which uses a u32 frame buffer. Feedback appreciated.
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Minimal graphics crate for Rust
If all you need is a pixel/frame buffer I'd suggest either pixels-rs or minifb.
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Yet another NES emulator in Rust - feedback welcome
In my experience, it really makes no difference what rendering backend you use for something as simple as a NES emulator. The 'pixel_renderer' that i wrote basically does the simplest possible thing i could think of - it takes a pixel buffer in cpu memory, copies it over to the gpu, turns it into a texture and stretches it to cover the entire screen. There seem to be many crates out there that do just this - my choice to roll my own was really one out of curiosity and completionism more than anything.
ili9341-rs
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vs code doesnt like my toml file, but compiles just fine
[package] name = "experiment" version = "0.23.0" authors = ["garse"] edition = "2018" categories = ["embedded", "hardware-support"] keywords = ["embedded", "svc", "idf", "esp-idf", "esp32"] description = "A demo binary crate for the ESP32 and ESP-IDF, which connects to WiFi, Ethernet, drives a small HTTP server and draws on a LED screen" repository = "https://github.com/ivmarkov/rust-esp32-std-demo" license = "MIT OR Apache-2.0" readme = "README.md" [patch.crates-io] smol = { git = "https://github.com/esp-rs-compat/smol" } polling = { git = "https://github.com/esp-rs-compat/polling" } socket2 = { git = "https://github.com/esp-rs-compat/socket2" } getrandom = { version = "0.2", git = "https://github.com/esp-rs-compat/getrandom.git" } #getrandom1 = { version = "0.1", git = "https://github.com/esp-rs-compat/getrandom.git", package = "getrandom", branch = "0.1" } [profile.release] opt-level = "s" [profile.dev] debug = true # Symbols are nice and they don't increase the size on Flash opt-level = "z" [features] default = ["experimental"] # Enable this feature for the build to use ESP-IDF native tooling instead of PlatformIO under the hood native = ["esp-idf-sys/native"] # Enable this feature if you are building for QEMU qemu = [] # Enable this feature in case you have a Kaluga board and would like to see a LED screen demo kaluga = [] # Enable this feature in case you have a TTGO board and would like to see a LED screen demo ttgo = [] # Enable this feature in case you have an ESP32S3-USB-OTG board and would like to see a LED screen demo heltec = [] # Enable this feature in case you have a generic SSD1306 Display connected via SPI to pins 3, 4, 5, 16, 18, 23 (SPI3) of your board ssd1306g_spi = [] # Enable this feature in case you have a generic SSD1306 screen connected to pins 14, 22 and 21 of your board ssd1306g = [] esp32s3_usb_otg = [] # Enable this feature in case you have an RMII IP101 Ethernet adapter ip101 = [] # Enable this feature in case you have an SPI W5500 Ethernet adapter w5500 = [] # Enable this feature in case you have a Waveshare board and 4.2" e-paper waveshare_epd = [] experimental = ["esp-idf-svc/experimental", "esp-idf-hal/experimental", "embedded-svc/experimental"] [dependencies] anyhow = {version = "1", features = ["backtrace"]} log = "0.4" url = "2" esp-idf-sys = { version = "0.30.6", features = ["binstart"] } esp-idf-svc = "0.37.2" esp-idf-hal = "0.33.1" embedded-svc = "0.17.2" embedded-hal = "0.2" embedded-graphics = "0.7" display-interface = "0.4" display-interface-spi = "0.4" st7789 = "0.6" ili9341 = { version = "0.5", git = "https://github.com/yuri91/ili9341-rs" } ssd1306 = "0.7" epd-waveshare = "0.5.0" smol = "1.2" rand = "*" [build-dependencies] embuild = "0.28" anyhow = "1"
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Hey Rustaceans! Got an easy question? Ask here (40/2021)!
ili9341 = { git = "https://github.com/yuri91/ili9341-rs.git", branch = "master", features=["graphics"] } embedded-hal = "0.2.3" embedded-graphics="0.7.1" display-interface-spi = "0.4.1" heapless = "0.7.7" profont = "0.5.0"
What are some alternatives?
deku - Declarative binary reading and writing: bit-level, symmetric, serialization/deserialization
rust-esp32-std-demo - Rust on ESP32 STD demo app. A demo STD binary crate for the ESP32[XX] and ESP-IDF, which connects to WiFi, Ethernet, drives a small HTTP server and draws on a LED screen.
macroquad - Cross-platform game engine in Rust.
rust - Rust for the xtensa architecture. Built in targets for the ESP32 and ESP8266
simd-json - Rust port of simdjson
cargo-asm - cargo subcommand showing the assembly or llvm-ir generated for Rust code
v4l2loopback - v4l2-loopback device
tiny-skia - A tiny Skia subset ported to Rust
pixels - A tiny hardware-accelerated pixel frame buffer. 🦀
miniquad - Cross platform rendering in Rust
rust - Rust language bindings for TensorFlow