Rust文本渲染库Glyphon的使用,Glyphon为Rust应用提供高效跨平台文本排版与渲染解决方案
Rust文本渲染库Glyphon的使用
Glyphon为Rust应用提供高效跨平台文本排版与渲染解决方案
什么是Glyphon?
Glyphon是一个为wgpu提供简单2D文本渲染的库,它通过以下方式工作:
- 使用cosmic-text进行字形形状计算/布局/栅格化
- 使用etagere将字形打包到纹理图集
- 使用wgpu从纹理图集采样渲染文本
为了避免额外的渲染通道,渲染使用现有的渲染通道(遵循wgpu的Encapsulating Graphics Work wiki页面中描述的中间件模式)。
许可证
该项目采用以下许可证之一:
- Apache License, Version 2.0
- zlib License
- MIT License
安装
在项目目录中运行以下Cargo命令:
cargo add glyphon
或者在Cargo.toml中添加以下行:
glyphon = "0.9.0"
完整示例代码
use glyphon::{Attrs, Color, Family, FontSystem, SwashCache, TextArea, TextAtlas, TextRenderer};
use wgpu::{Device, Queue, TextureFormat};
fn main() {
// 初始化wgpu设备、队列和表面纹理格式
let (device, queue, format) = init_wgpu();
// 创建字体系统
let mut font_system = FontSystem::new();
// 创建字形缓存
let mut swash_cache = SwashCache::new();
// 创建文本图集
let mut atlas = TextAtlas::new(&device, &queue, format);
// 创建文本渲染器
let mut text_renderer = TextRenderer::new(&mut atlas, &device, None, None);
// 准备要渲染的文本
let text = "Hello, Glyphon!";
let bounds = (0.0, 0.0, 300.0, 200.0);
let color = Color::rgb(255, 255, 255);
let size = 16.0;
let text_area = TextArea {
text,
bounds,
color,
attrs: Attrs::new().family(Family::SansSerif).size(size),
..Default::default()
};
// 在渲染循环中:
// 1. 更新图集
atlas.trim();
// 2. 准备文本渲染
text_renderer.queue_text(&font_system, &mut swash_cache, &text_area);
// 3. 在渲染通道中
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
// ... 其他参数
label: Some("text_render_pass"),
});
// 4. 渲染文本
text_renderer.draw(&mut atlas, &device, &queue, &mut render_pass).unwrap();
}
fn init_wgpu() -> (wgpu::Device, wgpu::Queue, wgpu::TextureFormat) {
// 这里应包含实际的wgpu初始化代码
unimplemented!()
}
更完整的示例代码
use winit::{
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
use wgpu::{
Backends, Device, DeviceDescriptor, Instance, InstanceDescriptor, PresentMode, Queue,
RequestAdapterOptions, Surface, SurfaceConfiguration, TextureFormat, TextureUsages,
};
use glyphon::{Attrs, Color, Family, FontSystem, SwashCache, TextArea, TextAtlas, TextRenderer};
async fn run() {
// 1. 创建窗口和wgpu实例
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
let instance = Instance::new(InstanceDescriptor {
backends: Backends::all(),
..Default::default()
});
let surface = unsafe { instance.create_surface(&window) }.unwrap();
// 2. 初始化适配器、设备和队列
let adapter = instance
.request_adapter(&RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
force_fallback_adapter: false,
compatible_surface: Some(&surface),
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
label: None,
},
None,
)
.await
.unwrap();
// 3. 配置表面
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| f.describe().srgb)
.unwrap_or(surface_caps.formats[0]);
let config = SurfaceConfiguration {
usage: TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: window.inner_size().width,
height: window.inner_size().height,
present_mode: PresentMode::Fifo,
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
};
surface.configure(&device, &config);
// 4. 初始化Glyphon
let mut font_system = FontSystem::new();
let mut swash_cache = SwashCache::new();
let mut atlas = TextAtlas::new(&device, &queue, surface_format);
let mut text_renderer = TextRenderer::new(&mut atlas, &device, None, None);
// 5. 准备渲染的文本
let text_area = TextArea {
text: "Hello, Glyphon! 这是一个中文示例",
bounds: (20.0, 20.0, 300.0, 200.0),
color: Color::rgb(255, 255, 255),
attrs: Attrs::new().family(Family::SansSerif).size(24.0),
..Default::default()
};
// 6. 事件循环
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Wait;
match event {
Event::RedrawRequested(_) => {
// 7. 渲染流程
let frame = surface.get_current_texture().unwrap();
let view = frame.texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
// 8. 更新文本图集
atlas.trim();
// 9. 准备文本渲染
text_renderer.queue_text(&font_system, &mut swash_cache, &text_area);
// 10. 创建渲染通道
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
});
// 11. 渲染文本
text_renderer.draw(&mut atlas, &device, &queue, &mut render_pass).unwrap();
}
queue.submit(std::iter::once(encoder.finish()));
frame.present();
}
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::Resized(size) => {
if size.width > 0 && size.height > 0 {
config.width = size.width;
config.height = size.height;
surface.configure(&device, &config);
window.request_redraw();
}
}
_ => {}
},
_ => {}
}
});
}
fn main() {
pollster::block_on(run());
}
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