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// Copyright 2025 the Vello Authors
// SPDX-License-Identifier: Apache-2.0 OR MIT
//! This example demonstrates the most basic usage of Vello CPU, including
//! fundamental features in 2D rendering like filling, stroking and applying
//! transforms.
use vello_cpu::color::palette::css::YELLOW;
use vello_cpu::kurbo::Affine;
use vello_cpu::{
Level, Pixmap, RenderContext, RenderMode, RenderSettings,
color::palette::css::{BLUE, GREEN, RED},
kurbo::{Circle, Rect, Shape},
};
fn main() {
// Vello CPU is a CPU-based 2D renderer. It takes drawing commands like
// "fill a rectangle" or "stroke a triangle" as input and rasterizes
// them into a bitmap with premultiplied RGBA pixels, which can then
// be further processed (for example by converting to PNG or displaying
// the result in a window).
// We first need to define some basic render settings.
let settings = RenderSettings {
// The `level` field indicates what SIMD level should be used. In
// the vast majority of cases, you should just use `Level::new` so that
// Vello CPU automatically uses an appropriate level that is
// available on the host system.
//
// There are very few reasons to override that value. One instance where
// it might be useful to override is for example when using Vello CPU
// to create reference images for test suites. In that case, you could
// pass `Level::fallback`, which indicates to Vello CPU that no
// platform-specific SIMD intrinsics should be used. This might be useful
// because it reduces the possibility of slight pixel differences when
// running on different platforms.
level: Level::new(),
// The number of additional threads that should be used for rendering.
// This setting only has an effect when the `multi-threading` feature
// is enabled. More threads _usually_ translates to better performance,
// but also higher CPU usage. Multi-threading can be very effective
// in situations where you need to continually redraw scenes (for example
// when rendering GUIs), but is usually less useful for one-time
// rendering operations. It should also be noted that the current
// implementation of multi-threading is still not fully optimized and
// might not work as well in certain workloads, so it's worth trying
// yourself whether it actually leads to any speedups before using it.
//
// If you enabled the multi-threading feature and leave this as 0,
// it has the exact same effect as rendering in single-threaded mode.
// According to our experiments, 2-4 threads give the best results,
// using 4+ threads might result in diminishing results, depending on
// the workload.
num_threads: 0,
// Define whether the renderer should prioritize speed or quality
// during rendering. Currently, the only difference is that
// `OptimizeSpeed` will use u8/u16 for the rasterization
// while `OptimizeQuality` uses f32. The former is much faster, but
// has the disadvantage that the overall color accuracy might be slightly
// worse due to quantization. Unless you really care about that, it is
// highly recommended to use the `OptimizeSpeed` rendering mode.
render_mode: RenderMode::OptimizeSpeed,
};
// Vello CPU embraces a slightly different paradigm than a lot of other 2D
// renderers. Many 2D renderers use _immediate mode rendering_, where
// you create a single `Pixmap` and then dispatch rendering commands into
// it. In Vello CPU, there are two components instead.
//
// The first component is the `RenderContext`, which can be thought of as
// a reusable buffer for dispatching rendering commands. The `reusable`
// part is important: In situations where you are executing multiple
// rendering passes at the same resolution, you should reset the context
// and reuse it instead of always creating a new one, as will be shown below.
// This is important because it allows Vello CPU to reuse existing memory
// allocations, leading to better performance.
//
// The second component is then the `Pixmap`, which simply acts as a storage
// for the raw RGBA pixels from the render context.
// Let's start by creating a new render context with a certain
// width and height in pixels, as well as our render settings.
let mut ctx = RenderContext::new_with(100, 100, settings);
// Vello CPU uses a Postscript-like API, where you can use methods like
// `set_paint` or `set_stroke` to update an internal state, and then
// dispatch commands to fill or stroke paths, using the current state.
// Using the `set_paint` method, we can change what color our shapes should
// be drawn with. You can use any RGBA color for that. Apart from that, you
// can also paint your shapes using gradients or patterns (see the `paints`
// example). In this case, we are setting the color to blue.
ctx.set_paint(BLUE);
// Now, we can dispatch a commands, for example to fill a rectangle with
// the given dimensions.
ctx.fill_path(&Rect::new(25.0, 25.0, 75.0, 75.0).to_path(0.1));
// We can then update the color to a red with 50% opacity...
ctx.set_paint(RED.with_alpha(0.5));
// ...and draw a different rectangle that overlaps the previous one. You
// can also use the `fill_rect` convenience method for that.
ctx.fill_rect(&Rect::new(50.0, 50.0, 85.0, 85.0));
ctx.set_paint(GREEN);
// As mentioned, stroking is also supported. You can update the stroke
// properties using the `set_stroke` method.
ctx.stroke_path(&Circle::new((50.0, 50.0), 30.0).to_path(0.1));
// Let's say that we have drawn everything we wanted to now. Next, it is
// recommended that you call the `flush` method. In theory, this call
// is only necessary when using multi-threaded rendering, to signal that
// no more operations will be dispatched and the render context should be
// synchronized. If you forget to call this during multi-threaded rendering,
// the application will panic. In single-threaded rendering, nothing happens.
//
// However, it is highly recommended that you always call this.
// This way, downstream consumers of your crate that might have externally
// enabled Vello CPU's multi-threading feature won't run into panics when
// running your code.
ctx.flush();
// Now the second step is to copy the results of the render context into the
// pixmap. We do this by creating a new pixmap (or reusing an existing one).
// Please note that the pixmap and the render context need to have the same
// dimensions! Otherwise, the renderer will panic.
let mut pixmap_1 = Pixmap::new(100, 100);
// Now, simply extract the results from the render context into the
// pixmap.
ctx.render_to_pixmap(&mut pixmap_1);
// Now you can do whatever you want with the pixmap, which provides raw
// access to the premultiplied RGBA pixels of the image. If you have enabled
// the `png` feature, you can convert it into a PNG image very easily and
// then save it to disk.
let png_1 = pixmap_1.into_png().unwrap();
std::fs::write("example_basic1.png", png_1).unwrap();
// If you have another scene you want to draw at the same resolution,
// you can simply reuse the existing render context instead of creating
// a new one.
ctx.reset();
// Vello CPU supports arbitrary affine transformations.
ctx.set_transform(Affine::scale(3.0));
ctx.set_paint(YELLOW);
// The rectangle will now actually have the dimensions 60x60 since we
// applied an affine transform that scales everything by 3x to the context.
ctx.fill_rect(&Rect::new(0.0, 0.0, 20.0, 20.0));
ctx.flush();
// Once again, we render the results into a pixmap again. If you can,
// you can just reuse existing pixmaps (assuming they have the correct
// dimension), since all previous pixels in the pixmap will be
// discarded. In our case, we need to create a new one since our call
// to `into_png` consumed the pixmap.
let mut pixmap_2 = Pixmap::new(100, 100);
ctx.render_to_pixmap(&mut pixmap_2);
let png_2 = pixmap_2.into_png().unwrap();
std::fs::write("example_basic2.png", png_2).unwrap();
}