A 2D graphics library, written in pure Zig.
The following code will generate the Zig logo logomark:
Click to expand
const builtin = @import("builtin");
const heap = @import("std").heap;
const z2d = @import("z2d");
var debug_allocator: heap.DebugAllocator(.{}) = .init;
pub fn main() !void {
const alloc, const is_debug = switch (builtin.mode) {
.Debug, .ReleaseSafe => .{ debug_allocator.allocator(), true },
.ReleaseFast, .ReleaseSmall => .{ heap.smp_allocator, false },
};
defer if (is_debug) {
_ = debug_allocator.deinit();
};
const width = 153;
const height = 140;
var surface = try z2d.Surface.init(.image_surface_rgba, alloc, width, height);
defer surface.deinit(alloc);
var context = z2d.Context.init(alloc, &surface);
defer context.deinit();
context.setSourceToPixel(.{ .rgb = .{ .r = 0xF7, .g = 0xA4, .b = 0x1D } });
try fillMark(&context);
try z2d.png_exporter.writeToPNGFile(surface, "zig-mark.png", .{});
}
/// Generates and fills the path for the Zig mark.
fn fillMark(context: *z2d.Context) !void {
try context.moveTo(46, 22);
try context.lineTo(28, 44);
try context.lineTo(19, 30);
try context.closePath();
try context.moveTo(46, 22);
try context.lineTo(33, 33);
try context.lineTo(28, 44);
try context.lineTo(22, 44);
try context.lineTo(22, 95);
try context.lineTo(31, 95);
try context.lineTo(20, 100);
try context.lineTo(12, 117);
try context.lineTo(0, 117);
try context.lineTo(0, 22);
try context.closePath();
try context.moveTo(31, 95);
try context.lineTo(12, 117);
try context.lineTo(4, 106);
try context.closePath();
try context.moveTo(56, 22);
try context.lineTo(62, 36);
try context.lineTo(37, 44);
try context.closePath();
try context.moveTo(56, 22);
try context.lineTo(111, 22);
try context.lineTo(111, 44);
try context.lineTo(37, 44);
try context.lineTo(56, 32);
try context.closePath();
try context.moveTo(116, 95);
try context.lineTo(97, 117);
try context.lineTo(90, 104);
try context.closePath();
try context.moveTo(116, 95);
try context.lineTo(100, 104);
try context.lineTo(97, 117);
try context.lineTo(42, 117);
try context.lineTo(42, 95);
try context.closePath();
try context.moveTo(150, 0);
try context.lineTo(52, 117);
try context.lineTo(3, 140);
try context.lineTo(101, 22);
try context.closePath();
try context.moveTo(141, 22);
try context.lineTo(140, 40);
try context.lineTo(122, 45);
try context.closePath();
try context.moveTo(153, 22);
try context.lineTo(153, 117);
try context.lineTo(106, 117);
try context.lineTo(120, 105);
try context.lineTo(125, 95);
try context.lineTo(131, 95);
try context.lineTo(131, 45);
try context.lineTo(122, 45);
try context.lineTo(132, 36);
try context.lineTo(141, 22);
try context.closePath();
try context.moveTo(125, 95);
try context.lineTo(130, 110);
try context.lineTo(106, 117);
try context.closePath();
try context.fill();
}
(More examples exist in the spec/
directory!)
z2d is a 2D graphics library whose main purpose is to raster shapes composed of vector primitives: lines and cubic Beziers, e.g., things you would need if you were rendering something like an SVG file, or rendering shapes directly for UI elements. It also provides a (growing) API for image manipulation, which mainly supports our vector rasterization features, but can also be worked with directly at the lower level.
Our drawing model is (loosely) inspired by
Cairo: most operations take place through the
Context
, which connect Pattern
s (pixel/color sources) and Surface
s
(drawing targets/buffers). Path
s contain the vector data for filling and
stroking operations.
Every component of z2d can be worked with directly in an unmanaged fashion
without the Context
as well, if so desired; Surfaces
can be interfaced with
directly, Surface
and Path
can be used with static buffers (in addition to
their traditional unmanaged variant), and the painter
functions for filling
and stroking can be called directly with the output of these. For these cases,
Context
serves as a reference example. Additionally, plumbing further into
the painter
package can demonstrate how functions in the compositor
package
can be worked with at the lower level.
Currently:
- Basic rendering of lines and cubic Beziers, with helpers for arcs (circles native, ellipses through transformations).
- Filling and stroking:
- Miter, bevel, and round join supported for stroking.
- Butt, square, and round caps supported for stroking.
- Dashed lines supported along with offsets for tweaking alignment of patterns to shapes, and zero-length dash stops to draw dotted lines.
- Transformations: rotate, scale, translate, and other operations via direct manipulations of the affine matrix.
- Composition:
- Single pixel sources and linear, radial, and conic gradients supported. Access to lower-level compositor primitives is supplied to allow for manipulation of surfaces outside of higher-level drawing operations.
- 28 compositor operators supported across the set of Porter-Duff and PDF blend modes.
- Pixel formats:
- RGBA, RGB, and alpha-only in 8, 4, 2, and 1-bit formats.
- Color spaces:
- Linear, sRGB, and HSL currently supported for specifying high-level color. Interpolation supported in all color spaces. More color spaces are planed.
- Exporting:
- Rudimentary PNG export supported; alpha-channel formats export to greyscale.
- Support for explicitly specifying output RGB profile to assist with proper color management.
The current plan is to work towards writing a reasonably feature-complete SVG renderer, with the ability to utilize the same primitives to perform other vector rasterization, suitable for UI design and other similar tasks.
zig fetch --save git+https://github.com/vancluever/z2d#[tag or commit]
Zig 0.14.0 is required (check the CHANGELOG for details on commits that you can use for Zig 0.13.0).
View the documentation for the main
branch at: https://z2d.vancluevertech.com/docs
See the spec/
directory for a number of rudimentary usage examples.
z2d itself is licensed MPL 2.0; see the LICENSE file for further details.
Code examples in the spec/
directory are licensed 0BSD, this means
you can use them freely to integrate z2d.
The Zig logo and logomark are licensed CC-BY-SA 4.0.