A Rust port of Anti-Grain Geometry
A High Fidelity and Quality 2D Graphics Rendering Engine
Add this to your Cargo.toml
:
[dependencies]
agg = "0.1.1"
#[test]
use agg::Render;
// Create a blank image 10x10 pixels
let pix = agg::Pixfmt::<agg::Rgb8>::new(100,100);
let mut ren_base = agg::RenderingBase::new(pix);
ren_base.clear(agg::Rgba8::white());
// Draw a polygon from (10,10) - (50,90) - (90,10)
let mut ras = agg::RasterizerScanline::new();
ras.move_to_d(10.0, 10.0);
ras.line_to_d(50.0, 90.0);
ras.line_to_d(90.0, 10.0);
// Render the line to the image
let mut ren = agg::RenderingScanlineAASolid::with_base(&mut ren_base);
ren.color(&agg::Rgba8::black());
agg::render_scanlines(&mut ras, &mut ren);
// Save the image to a file
ren_base.to_file("tests/tmp/little_black_triangle.png").unwrap();
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Anti-Aliased Drawing
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Sub-pixel Accuracy
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Rendering of Arbitrary Polygons
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Text/Font Rendering (through with Freetype)
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Performance ? (to be determined)
Quoting the original C++ library:
Anti-Grain Geometry is not a solid graphic library and it's not very easy to use. I consider AGG as a "tool to create other tools". It means that there's no "Graphics" object or something like that, instead, AGG consists of a number of loosely coupled algorithms that can be used together or separately. All of them have well defined interfaces and absolute minimum of implicit or explicit dependencies.
This version was ported from agg-2.4 (BSD 3-Clause) and is released under the BSD 2-Clause License.