canvas_ity
tinf
canvas_ity | tinf | |
---|---|---|
7 | 3 | |
318 | 142 | |
- | - | |
2.5 | 10.0 | |
2 months ago | over 1 year ago | |
C++ | C | |
ISC License | zlib License |
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canvas_ity
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Writing a TrueType font renderer
I have a small TTF implementation that's in the neighborhood of that size and is open source. It's part of my canvas_ity single-header library [0] that's around 2300 LOC / 36 KB object size and implements a C++ version of most of the 2D HTML5 canvas spec [1].
The core implementation of the TTF parsing and drawing is in L1526-L1846 with another small bit at L3205-L3274 of src/canvas_ity.hpp.
It's something of a toy implementation that only supports western left-to-right text, and doesn't do any hinting at all, nor kerning, nor shaping. But it's enough to draw a basic "Hello world!" using any typical TTF file.
The test suite in test/test.cpp L84-304 embeds a few custom Base64-encoded TTF files. They're small and only have a few glyphs but they do exercise a number of interesting edge cases in the OpenType TTF spec [2]. Have a look at the HTML5 port of the test suite at test/test.html in different browsers to see how their canvas implementations render those fonts.
[0] https://github.com/a-e-k/canvas_ity
[1] https://www.w3.org/TR/2015/REC-2dcontext-20151119/
[2] https://standards.iso.org/ittf/PubliclyAvailableStandards/c0...
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The Lone Developer Problem
Agreed, that sort of documentation is pure gold when done well.
It's something I always try to pay forward by doing in my own code. For example, one of my own solo projects was an STB-style single-header -like rasterizer library for C++. I started the implementation half of the library with a short outline of the rendering pipeline's dataflow and the top-level functions responsible for each stage:
https://github.com/a-e-k/canvas_ity/blob/f32fbb37e2fe7c0fcae...
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Ask HN: What have you created that deserves a second chance on HN?
https://github.com/a-e-k/canvas_ity
This is an STB-style single-header C++ library with no dependencies beyond the standard C++ library. In about 2300 lines of 78-column code (not counting blanks or comments), or 1300 semicolons, it implements an API based on the basic W3C specification to draw 2D vector graphics into an image buffer:
- Strokes and fills (with antialiasing and gamma-correct blending)
- Linear and radial gradients
- Patterns (with repeat modes and bi-cubic resampling)
- Line caps and line joins (handling high curvature)
- Dash patterns and dash offsets
- Transforms
- Lines, quadratic and cubic Beziers, arcs, and rectangles
- Text (very basic, but does its own TTF font file parsing!)
- Raster images (i.e., sprites)
- Clipping (via masking)
- Compositing modes (Porter-Duff)
- Drop shadows with Gaussian blurs
I also uncovered a number of interesting browser quirks along the way with the HTML5 port of my testing suite.
- Hello, PNG
- A tiny, single-header -like 2D rasterizer for C++
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canvas_ity - A tiny, single-header <canvas>-like 2D rasterizer
Repository: https://github.com/a-e-k/canvas_ity
- Show HN: Canvas_ity – A tiny, single-header -like 2D rasterizer for C++
tinf
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Hello, PNG
CRC is a table and 5 lines of code. That's trivial.
>zlib is 23k lines
It's not needed to make a PNG reader/writer. zlib is massive overkill for only making a PNG reader or writer. Here's a tiny deflate/inflate code [2] under 1k lines (and could be much smaller if needed).
stb[0] has single headers of ~7k lines total including all of the formats PNG, JPG, BMP,. PSD, GIF, HDR, and PIC. Here's [1] a 3k lines single file PNG version with tons if #ifdefs for all sorts of platforms. Removing those and I'd not be surprised if you could not do it in ~1k lines (which I'd consider quite simple compared to most of todays' media formats).
>Of course they're not common formats so you're stuck with complex formats like PNG
BMP is super common and easy to use anywhere.
I use flat image files all the time for quick and dirty stuff. They quickly saturate disk speeds and networking speeds (say recording a few decent speed cameras), and I've found PNG compression to alleviate those saturate CPU speeds (some libs are super slow, some are vastly faster). I've many times made custom compression formats to balance these for high performance tools when neither things like BMPs or things like PNG would suffice.
[0] https://github.com/nothings/stb
[1] https://github.com/richgel999/fpng/blob/main/src/fpng.cpp
[2] https://github.com/jibsen/tinf/tree/master/src
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EzGz - An easy to use single header no dependency library for decompression of .gz archives written in modern C++ (probably faster than zlib)
Right now I'm using a C library (https://github.com/jibsen/tinf) due to size constraints. Adding a few hundred kB is prohibitive in that space.
What are some alternatives?
nanovgXC - Lightweight vector graphics library implementing exact-coverage antialiasing in OpenGL
Stm32-FatFs-Gzip - This project offers a simplified compressor that produces Gzip-compatible output with small resources for microcontrollers and edge computers. He uses the very basic LZ77 compression algorithm and static Deflate Huffman tree encoding to compress / decompress data into Gzip files.
Tephra - A modern, high-performance C++17 graphics and compute library based on Vulkan
figlet-fonts - my collection of figlet / toilet ascii art fonts
art - @Bigfan/art is a React custom renderer for HTML5 Canvas.
libpng - LIBPNG: Portable Network Graphics support, official libpng repository
osxphotos - Python app to work with pictures and associated metadata from Apple Photos on macOS. Also includes a package to provide programmatic access to the Photos library, pictures, and metadata.
fpng - Super fast C++ .PNG writer/reader
UNITS - a compile-time, header-only, dimensional analysis and unit conversion library built on c++14 with no dependencies.
PNG-library - Easy, safe, flexible Java library to decode and encode PNG image files