A generic piet
rendering context for all windowing and graphics backends.
This project is hosted on SourceHut
.
The GitHub mirror is kept for convenience.
Windowing frameworks like winit
do not provide a way to draw into them by
default. This decision is intentional; it allows the user to choose which
graphics backend that they'd like to use, and also makes maintaining the
windowing code much simpler. For games (what winit
was originally designed
for), usually a 3D rendering context like wgpu
or glow
would be used in
this case. However, GUI applications will need a 2D vector graphics context.
piet
is a 2D graphics abstraction that can be used with many different
graphics backends. However, piet
's default implementation, piet-common
,
is difficult to integrate with windowing systems other than [druid-shell
],
which doesn't support many operations that other windowing systems support.
theo
aims to bridge this gap by providing a generic piet
rendering
context that easily integrates with windowing systems.
Rather than going through drawing APIs like cairo
and DirectX, theo
directly uses GPU APIs in order to render to the window. This allows for better
performance and greater flexibility, and also ensures that much of the rendering
logic is safe. This also reduces the number of dynamic dependencies that your
final program needs to rely on.
theo
prioritizes versatility and performance. By default, theo
uses an
optimized GPU backend for rendering. If the GPU is not available, theo
will
fall back to software rendering.
The canonical code for this repository is kept on our Codeberg. For convenience, a mirror is kept on GitHub.
First, users must create a Display
, which represents the root display of the
system. From here, users should create Surface
s, which represent drawing
areas. Finally, a Surface
can be used to create the RenderContext
type,
which is used to draw.
use piet::{RenderContext as _, kurbo::Circle};
use theo::{Display, Surface, RenderContext};
// Create a display using a display handle from your windowing framework.
// `my_display` is used as a stand-in for the root of your display system.
// It must implement `raw_window_handle::HasRawDisplayHandle`.
let mut display = unsafe {
Display::builder()
.build(&my_display)
.expect("failed to create display")
};
// Create a surface using a window handle from your windowing framework.
// `window` is used as a stand-in for a window in your display system.
// It must implement `raw_window_handle::HasRawWindowHandle`.
let surface_future = unsafe {
display.make_surface(
&window,
window.width(),
window.height()
)
};
// make_surface returns a future that needs to be polled.
let mut surface = surface_future.await.expect("failed to create surface");
// Set up drawing logic.
surface.on_draw(move || async move {
// Create the render context.
let mut ctx = RenderContext::new(
&mut display,
&mut surface,
window.width(),
window.height()
).expect("failed to create render context");
// Clear the screen and draw a circle.
ctx.clear(None, piet::Color::WHITE);
ctx.fill(
&Circle::new((200.0, 200.0), 50.0),
&piet::Color::RED
);
// Finish drawing.
ctx.finish().expect("failed to finish drawing");
// If you don't have any other windows to draw, make sure the windows are
// presented.
display.present().await;
});
See the documentation for the piet
crate for more information on how to use
the drawing API.
As of the time of writing, theo
supports the following backends:
wgpu
backend (enabled with thewgpu
feature), which uses thepiet-wgpu
crate to render to the window. This backend supports all of the graphics APIs thatwgpu
supports, including Vulkan, Metal, and DirectX 11/12.glow
backend (enabled with thegl
feature), which uses thepiet-glow
crate to render to the window.glutin
is used on desktop platforms to create the OpenGL context, andglow
is used to interact with the OpenGL API. This backend supports OpenGL 3.2 and above.- A software rasterization backend.
tiny-skia
is used to render to a bitmap, and thensoftbuffer
is used to copy the bitmap to the window. This backend is enabled by default and is used when no other backend is available.
As theo
implements most of its own rendering logic, this can lead to serious
performance degradations if used improperly, especially on the software
rasterization backend. In some cases, compiling theo
on Debug Mode rather than
Release Mode can half the frame rate of the application. If you are experiencing
low frame rates with theo
, make sure that you are compiling it on Release Mode.
In addition, gradient brushes are optimized in such a way that the actual gradient needs to be computed only once. However, this means that, if you re-instantiate the brush every time, the gradient will be re-computed every time. This can lead to serious performance degradations even on hardware-accelerated backends. The solution is to cache the brushes that you use. For instance, instead of doing this:
let gradient = /* ... */;
surface.on_draw(|| {
let mut ctx = /* ... */;
ctx.fill(&Circle::new((200.0, 200.0), 50.0), &gradient);
})
Do this, making sure to cache the gradient brush:
let gradient = /* ... */;
let mut gradient_brush = None;
surface.on_draw(|| {
let mut ctx = /* ... */;
let gradient_brush = gradient_brush.get_or_insert_with(|| {
ctx.gradient_brush(gradient.clone()).unwrap()
});
ctx.fill(&Circle::new((200.0, 200.0), 50.0), gradient_brush);
})
theo
explicitly opts into a thread-unsafe model. Not only is thread-unsafe code
more performant, but these API types are usually thread-unsafe anyways.
theo
is free software: you can redistribute it and/or modify it under the
terms of either:
- GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
- Mozilla Public License as published by the Mozilla Foundation, version 2.
theo
is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the GNU Lesser General Public License or the Mozilla Public License
for more details.
You should have received a copy of the GNU Lesser General Public License and the
Mozilla Public License along with theo
. If not, see
https://www.gnu.org/licenses/.