Crate miniquad
dep_miniquad
only.Expand description
miniquad
Cross-platform window context and rendering library.
§Miniquad
Miniquad is a manifestation of a dream in a world where we do not need a deep dependencies tree and thousands lines of code to draw things with a computer.
Miniquad aims to provide a graphics abstraction that works the same way on any platform with a GPU, being as light weight as possible while covering as many machines as possible.
§Supported Platforms
- Windows, OpenGL 3, OpenGL 2.2;
- Linux, OpenGL 2.2, OpenGL 3, GLES 2, GLES 3;
- macOS, OpenGL 3, Metal;
- iOS, GLES 2, GLES 3, Metal;
- WASM, WebGL 1 - tested on iOS Safari, Firefox, Chrome;
- Android, GLES 2, GLES 3.
§Examples
examples/quad.rs: web demo
examples/offscreen.rs: web demo
PonasKovas/miniquad-mandelbrot: web demo
§Building examples
§Linux
cargo run --example quad
On NixOS Linux you can use shell.nix
to start a development
environment where Miniquad can be built and run.
§Windows
# both MSVC and GNU target is supported:
rustup target add x86_64-pc-windows-msvc
# or
rustup target add x86_64-pc-windows-gnu
cargo run --example quad
§WASM
rustup target add wasm32-unknown-unknown
cargo build --example quad --target wasm32-unknown-unknown
And then use the following .html to load .wasm:
index.html
<html lang="en">
<head>
<meta charset="utf-8">
<title>TITLE</title>
<style>
html,
body,
canvas {
margin: 0px;
padding: 0px;
width: 100%;
height: 100%;
overflow: hidden;
position: absolute;
background: black;
z-index: 0;
}
</style>
</head>
<body>
<canvas id="glcanvas" tabindex='1'></canvas>
<!-- Minified and statically hosted version of https://github.com/not-fl3/miniquad/blob/master/native/sapp-wasm/js/gl.js -->
<script src="https://not-fl3.github.io/miniquad-samples/gl.js"></script>
<script>load("quad.wasm");</script> <!-- Your compiled wasm file -->
</body>
</html>
One of the ways to server static .wasm and .html:
cargo install basic-http-server
basic-http-server .
§Android
Recommended way to build for android is using Docker.
miniquad uses slightly modifed version of cargo-apk
docker run --rm -v $(pwd)":/root/src" -w /root/src notfl3/cargo-apk cargo quad-apk build --example quad
APK file will be in target/android-artifacts/(debug|release)/apk
With “log-impl” enabled all log calls will be forwarded to adb console. No code modifications for Android required, everything should just works.
§iOS
To run on the simulator:
mkdir MyGame.app
cargo build --target x86_64-apple-ios --release
cp target/release/mygame MyGame.app
cp -r assets MyGame.app
cat > MyGame.app/Info.plist << EOF
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleExecutable</key>
<string>mygame</string>
<key>CFBundleIdentifier</key>
<string>com.mygame</string>
<key>CFBundleName</key>
<string>mygame</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
</dict>
</plist>
EOF
xcrun simctl install booted MyGame.app/
xcrun simctl launch booted com.mygame
For details and instructions on provisioning for real iphone, check https://macroquad.rs/articles/ios/
§Cross Compilation
# windows target from linux host:
# this is how windows builds are tested from linux machine:
rustup target add x86_64-pc-windows-gnu
cargo run --example quad --target x86_64-pc-windows-gnu
§Goals
-
Fast compilation time. Right now it is ~5s from “cargo clean” for both desktop and web.
-
Cross platform. Amount of platform specific user code required should be kept as little as possible.
-
Low-end devices support.
-
Hackability. Working on your own game, highly probable some hardware incompability will be found. Working around that kind of bugs should be easy, implementation details should not be hidden under layers of abstraction.
-
Forkability. Each platform implementation is, usually, just one pure Rust file. And this file is very copy-paste friendly - it doesnt use any miniquad specific abstractions. It is very easy to just copy some part of miniquad’s platform implementation and use it standalone.
§Non-goals
-
Ultimate type safety. Library should be entirely safe in Rust’s definition of safe - no UB or memory unsafety. But correct GPU state is not type guaranteed. Feel free to provide safety abstraction in the user code then!
-
High-end API, like Vulkan/DirectX 12. Take a look on gfx-rs or vulkano instead!
§Platinum sponsors
Miniquad is supported by:
Modules§
- Context creation configuration
- Window and associated to window rendering context related functions. in macroquad <= 0.3, it was ctx.screen_size(). Now it is window::screen_size()
Macros§
Structs§
- A vtable-erased generic argument. Basically, the same thing as
fn f<U>(a: &U)
, but trait-object friendly. - Geometry bindings
- Pixel arithmetic description for blending operations. Will be used in an equation:
equation(sfactor * source_color, dfactor * destination_color)
Where source_color is the new pixel color and destination color is color from the destination buffer. ElapsedQuery
is used to measure duration of GPU operations.
Enums§
- Blend factors.
- Blend values.
- Depth and stencil compare function
- A pixel-wise comparison function.
- Specify whether front- or back-facing polygons can be culled.
- Specifies how incoming RGBA values (source) and the RGBA in framebuffer (destination) are combined.
- Define front- and back-facing polygons.
- These keycode values are based off of X11’s
keysymdef.h
. Missing keycodes from that list are given the prefix 0x01. - Operations performed on current stencil value when comparison test passes or fails.
- List of all the possible formats of input data when uploading to texture. The list is built by intersection of texture formats supported by 3.3 core profile and webgl1.
- Sets the wrap parameter for texture.
Constants§
Traits§
- A trait defining event callbacks.
Functions§
- Start miniquad.