| Crates.io | lyon |
| lib.rs | lyon |
| version | 1.0.16 |
| created_at | 2016-05-28 09:40:14.703344+00 |
| updated_at | 2025-09-12 14:10:21.816152+00 |
| description | 2D Graphics rendering on the GPU using tessellation. |
| homepage | |
| repository | https://github.com/nical/lyon |
| max_upload_size | |
| id | 5212 |
| size | 16,670 |
A path tessellation library written in rust for GPU-based 2D graphics rendering.
extern crate lyon;
use lyon::math::point;
use lyon::path::Path;
use lyon::tessellation::*;
fn main() {
// Build a Path.
let mut builder = Path::builder();
builder.begin(point(0.0, 0.0));
builder.line_to(point(1.0, 0.0));
builder.quadratic_bezier_to(point(2.0, 0.0), point(2.0, 1.0));
builder.cubic_bezier_to(point(1.0, 1.0), point(0.0, 1.0), point(0.0, 0.0));
builder.end(true);
let path = builder.build();
// Let's use our own custom vertex type instead of the default one.
#[derive(Copy, Clone, Debug)]
struct MyVertex { position: [f32; 2] };
// Will contain the result of the tessellation.
let mut geometry: VertexBuffers<MyVertex, u16> = VertexBuffers::new();
let mut tessellator = FillTessellator::new();
{
// Compute the tessellation.
tessellator.tessellate_path(
&path,
&FillOptions::default(),
&mut BuffersBuilder::new(&mut geometry, |vertex: FillVertex| {
MyVertex {
position: vertex.position().to_array(),
}
}),
).unwrap();
}
// The tessellated geometry is ready to be uploaded to the GPU.
println!(" -- {} vertices {} indices",
geometry.vertices.len(),
geometry.indices.len()
);
}