glyphy
nanovgXC
glyphy | nanovgXC | |
---|---|---|
3 | 3 | |
658 | 114 | |
- | - | |
5.5 | 0.0 | |
11 months ago | 15 days ago | |
C++ | C | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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glyphy
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Why Modern Software Is Slow
harfbuzz creator made https://github.com/behdad/glyphy/ which i integrated into GTK a while back (but we don't ship currently, because we still do the bitmap stuff).
the bitmap stuff still has major drawbacks though, like maintaining grid alignments and pixel boundaries where as this stuff (mostly) goes away using glyphy.
still work to be done around hinting though (hence not merged).
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Vector Graphics on GPU
You can approximate the Bézier curves with circular arcs and store those in the "SDF" instead. https://github.com/behdad/glyphy
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The end of the nice GTK button
> The only issue with it is that font rendering looks horrific, but that might just be my machine.
This is because GTK4 enables pixel/scaling-independent fractional vertical positioning, even with hinting enabled. There's a long (somewhat ongoing) discussion at https://gitlab.gnome.org/GNOME/gtk/-/issues/3787, though I haven't followed the last few months of discussion.
Even though GTK4 aims to achieve scale-independent layout, the 4 horizontal/vertical positions still produce a bit of judder, and fonts do not scale smoothly (even with bilinear interpolation) with hinting enabled, and (unless fixed) there are rendering issues due to failing to clear the texture atlas properly: https://gitlab.gnome.org/GNOME/gtk/-/issues/4322
Interestingly there's a proposal to switch GTK4 fonts to SDF-style rendering. This is somewhat like what Qt Quick 2 implemented already (and KDE turns off and reverts to FreeType rendering, to make QML apps mimic Qt Widgets font rendering more): https://blogs.gnome.org/chergert/2022/03/20/rendering-text-w... However, I looked at https://github.com/behdad/glyphy and it seems to implement vector-based SDFs, instead of earlier texture-based SDF/MSDFs used by Valve games and Qt Quick.
nanovgXC
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canvas_ity - A tiny, single-header <canvas>-like 2D rasterizer
Nice work. Any plan to add GPU (opengl) support? CPU rendering is OK but the performance using the GPU is likely order of magnitudes better. Here is a library that uses the same antialiasing technique https://github.com/styluslabs/nanovgXC using OpenGL (based on NanoVG).
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Vector Graphics on GPU
GPU vector graphics library I released a few years ago: https://github.com/styluslabs/nanovgXC - basically a new backend for nanovg that supports arbitrary paths. Coverage calculation (for analytic antialiasing) is explained a bit here: https://github.com/styluslabs/nanovgXC/blob/master/src/nanov...
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Advice for the next dozen Rust GUIs
Getting sufficient antialiasing quality for 2D graphics is difficult on GPUs. https://github.com/memononen/nanovg accomplishes this with GL2/GLES2 level hardware for most of the stuff one would want to render as part of a GUI. My project https://github.com/styluslabs/nanovgXC supports rendering arbitrary paths with exact coverage antialiasing, but requires GLES3.1 or GL4 level hardware for reasonable performance.
What are some alternatives?
qt6ct - Qt6 Configuration Tool
canvas_ity - A tiny, single-header <canvas>-like 2D rasterizer for C++
contrast_renderer - Contrast is a WebGPU based 2D render engine written in Rust
rust-yew-axum-tauri-desktop - Rust + Yew + Axum + Tauri + Tailwindcss, full-stack Rust development for Desktop apps.
Fly-Pie - :pie: Fly-Pie is an innovative marking menu written as a GNOME Shell extension.
vger-rs - 2D GPU renderer for dynamic UIs
stylus - Stylus - Userstyles Manager
vger - 2D GPU renderer for dynamic UIs
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.