long time programmer, first time rendering. I have an entity that is a concept rather than a concrete structure that can be modeled by polygonic primitives. I want to be able to apply various trigonometric functions that describe its shape, and to be able to draw and animate that shape to the screen in a custom manner.
The research I've done have pointed me to the rendering pipeline, particularly the examples "custom-phase-item", "custom-render-phase", and "mesh2d-manual". I am expecting some set of functions that lets me feed an array of numbers into a texture that can be rendered on screen. All of these examples utilize WGSL shaders. Are GPU shaders the only way to do this? I infer that using the GPU requires my data representation to be modeled as triangles, a level of abstraction I wasn't expecting.
I was hoping for a set of functions that I could send arbitrary data do, and have it return a texture of pixels representing my data.
I guess I could summarize my working idea as something akin to on-the-fly PNG sprite generation, then give that PNG to bevy to render.
I know nearly nothing when it comes to drawing on a screen programatically. I'm completely new to graphics programming and would appreciate some pointers, references, or documentation that can help educate me on the processes and terminology of the paradigm.