Skip to content

Blatko1/wgpu-text

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

wgpu-text

Build Status Licence crates.io Documentation

wgpu-text is a wrapper over glyph-brush for fast and easy text rendering by wgpu. It supports .otf and .ttf fonts.

Library Lorem Ipsum Showcase

This project was inspired by and is similar to wgpu_glyph but has additional features and is more straightforward. Also, there is no need to include glyph-brush in your project.

Since the glyph-brush crate is reexported and being heavily dependent on, it's recommended to go through Section docs and Section examples for better understanding of managing and adding text.

Installation

Add the following to your Cargo.toml file:

[dependencies]
wgpu_text = "0.9.1"

Usage

use wgpu_text::{glyph_brush::{Section as TextSection, Text}, BrushBuilder, TextBrush};

let brush = BrushBuilder::using_font_bytes(font).unwrap()
 /* .initial_cache_size((16_384, 16_384))) */ // use this to avoid resizing cache texture
    .build(&device, config.width, config.height, config.format);

// Directly implemented from glyph_brush.
let section = TextSection::default().add_text(Text::new("Hello World"));

// on window resize:
        brush.resize_view(config.width as f32, config.height as f32, &queue);

// window event loop:
    winit::event::Event::RedrawRequested(_) => {
        // Before are created Encoder and frame TextureView.

        // Crashes if inner cache exceeds limits.
        brush.queue(&device, &queue, [&section, ...]).unwrap();

        {
            let mut rpass = encoder.begin_render_pass(...);
            brush.draw(&mut rpass);
        }

        queue.submit([encoder.finish()]);
        frame.present();
    }

Examples

For more detailed examples, look through examples.

  • cargo run --example <example-name>

Run examples with --release for accurate performance.

Features

Besides basic text rendering and glyph-brush features, some features add customization:

  • builtin matrix - default matrix for orthographic projection (feel free to use it for creating custom matrices)
  • custom matrix - grants the ability to provide a custom matrix for purposes of custom view, rotation, etc. (the downside is that it applies to all rendered text)
  • depth testing - by adding a z coordinate, text can be set on top or below other text (if enabled). Watch out for the queueing order when queueing text sections. You should queue them from the furthest to the closest (according to the z coordinate, bigger the z, more further it is).

Contributing

All kinds of contributions are welcome.