nanovg
VCSamples
nanovg | VCSamples | |
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2 | 5 | |
27 | 422 | |
- | - | |
0.0 | 0.0 | |
almost 5 years ago | over 3 years ago | |
C | C++ | |
zlib License | GNU General Public License v3.0 or later |
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nanovg
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So you want to write a GUI framework
BGFX is a general-purpose 3D graphics engine, not a GUI nor vector graphics framework.
Nanovg is an awesome vector graphics library, but has limitations. (1) no ClearType, I fixed in my fork: https://github.com/Const-me/nanovg (2) The only way to get AA is hardware MSAA, unfortunately many popular platforms like Raspberry Pi don’t have good enough hardware to do it fast enough. Nanogui is built on top of Nanovg, shares the limitations.
I agree with the OP that Cairo and Skia are the only viable ones for Linux.
It’s sad because Windows has Direct2D for decades now (introduced in Vista), and unlike 2006, now in 2021 Linux actually has all the lower-level pieces to implement a comparable equivalent. Here’s a proof of concept: https://github.com/Const-me/Vrmac#vector-graphics-engine
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2D Graphics on Modern GPU (2019)
> in your words, that "the quality is not good"
Oh, you were asking why I said so? Because I have clicked the “notes document” link in the article, the OP used the same tiger test image as me, and that document has a couple of screenshots. And these were the only screenshots I have found. Compare them to screenshots of the same vector image rendered by my library, and you’ll see why I noted about the quality.
> Vrmacs draws paths by decomposing them into triangles, rendering them with the GPU rasterizer, and antialiasing edges using screen-space derivatives in the fragment shader.
More or less, but (a) not always, thin lines are different. (b) that’s a high-level overview but there’re many important details on the lower levels. For instance, “screen-space derivatives of what?” is an interesting question, critically important for correct and uniform stroke widths. The meshes I’m building are rotation-agnostic, and to some extent (but not completely) they are resolution-agnostic too.
> and it is perfectly capable of rendering high-quality small text on the GPU
It is, but the performance overhead is massive, compared to GPU rasterizer rendering these triangles. For real-world vector graphics that doesn’t have too much stuff per pixel that complexity is not needed because triangle meshes are good enough already.
> it looks like it occupies a sweet spot similar to NanoVG
They’re similarities, I have copy-pasted a few text-related things from my fork of NanoVG: https://github.com/Const-me/nanovg/ However, Vrmac delivers much higher quality of 2D vector graphics (VAA, circular arcs, thin strokes, etc), is much faster (meshes are typically reused across frames), and is more compatible (GL support on Windows or OSX is not good, you want D3D or Metal respectively).
VCSamples
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Microsoft is killing WordPad in Windows after 28 years
Microsoft used to distribute source code for a WordPad sample app with Visual Studio.
https://github.com/microsoft/VCSamples/tree/master/VC2010Sam...
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RIP, WordPad
from https://github.com/microsoft/VCSamples/tree/master/VC2010Sam...
"The WordPad sample demonstrates how to implement an application that imitates the functionality of WordPad, including the user interface elements and some of the capabilities."
I should have known it wasn't the real WordPad source code since this version is written using MFC and C++.
C++ was not an approved programming language for Win95 in its quest to run on Brad Silverberg's (Win95 manager) mom's 4MB RAM PC.
- What are some optimizations Microsoft does for Notepad?
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[blog post] Some sanity for C and C++ development on Windows
There are many samples of code using MFC and WinAPI at Microsoft's Github, although many follow practices that are now seen outdated (e.g. few of them use smart pointers).
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So you want to write a GUI framework
It's written in MFC, and the sourcecode is on github (https://github.com/microsoft/VCSamples/tree/master/VC2010Sam...)
What are some alternatives?
vello - An experimental GPU compute-centric 2D renderer.
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
didact - A DIY guide to build your own React
libGDX - Desktop/Android/HTML5/iOS Java game development framework
22120
msdfgen - Multi-channel signed distance field generator
jolikit - Java APIs to abstract away time (clocks, schedulers), simple 2D UIs (BWD), and a bit more, with default implementations
ds_cinder - An application framework built on Cinder