Skip to content

Headers Only C++11 CPU Vector Graphics. no std-lib, no FPU and no GPU required !

License

Notifications You must be signed in to change notification settings

hadjTahar/micro-gl

 
 

Repository files navigation

micro{gl}

mac-os ubuntu windows

Fast, Super Slim, Embeddable, Headers only C++11 vector graphics library, that can run on any 32/64 bits computer without FPU or GPU. No standard library required.

check out our website at micro-gl.github.io/docs/microgl

Examples

A circle with Texture fill and Gradient stroke

using number = float;

using Canvas24= canvas<bitmap<coder::RGB888_PACKED_32>, CANVAS_OPT_32_BIT>;
using Texture24= sampling::texture<bitmap<coder::RGB888_ARRAY>, sampling::texture_filter::NearestNeighboor>;

fast_radial_gradient<number> gradient{0.5, 0.5, 0.75};
linear_gradient_2_colors<120> gradient2Colors{{255,0,255},
                                              {255,0,0}};
flat_color<> flatColor{{133,133,133, 255}};

auto img_2 = Resources::loadImageFromCompressedPath("images/uv_256.png");

Canvas24 canvas(W, H);;
Texture24 tex_uv{new bitmap<coder::RGB888_ARRAY>(img_2.data, img_2.width, img_2.height)};

gradient.addStop(0.0f, {255,0,0});
gradient.addStop(0.45f, {255,0,0});
gradient.addStop(0.50f, {0,255,0});
gradient.addStop(1.f, {255,0,255});

canvas.clear({255,255,255,255});
canvas.drawCircle<blendmode::Normal, porterduff::FastSourceOverOnOpaque, true, number>(
   tex_uv, // fill
   gradient2Colors, // stroke
   200+0, 200+0,
   150+t, 10, 255
);

A Rectangle, that samples a circle

using Canvas24= canvas<bitmap<coder::RGB888_PACKED_32>>;
using number = float;
// using number = Q<12>;

circle_sampler<number> sampler{};

sampler.updatePoints({0.50,0.5}, 0.5, 0.10);
sampler.color_fill= {0, 0, 0, 255};
sampler.color_background= {255, 255, 255, 0};
sampler.color_stroke= {255, 255, 255, 255};

Canvas24 canvas(512, 512);

canvas.clear({255,0,255,255});
canvas.drawRect<blendmode::Normal, porterduff::FastSourceOverOnOpaque, false, number>(
        sampler,
        0, 0, 300, 300);

A path tessellation with red color

template <typename number>
path_t<number> path_arc_animation() {
  path_t<number> path{};

  int div=32; //4

  path.arc({200,200}, 100,
           math::deg_to_rad(0.0f),
           math::deg_to_rad(360.0f),
           false, div).closePath();

  path.arc({250,200}, 50,
           math::deg_to_rad(0.0f),
           math::deg_to_rad(360.0f),
           true, div).closePath();

  path.moveTo({150,150});
  path.arc({150+0,150}, 50+t-0,
           math::deg_to_rad(0.0f),
           math::deg_to_rad(360.0f),
           false, div);//.closePath();

  return path;
}

// Choose your own number format
// using number = float;
// using number = double;
// using number = Q<15, long long>;
using number = Q<8, microgl::ints::int32_t, microgl::ints::int64_t, 1>;
// using number = Q<2, microgl::ints::int64_t>;
// using number = Q<4, microgl::ints::int32_t>;
// using number = Q<12>;

using Canvas24= canvas<bitmap<RGB888_PACKED_32>>;

sampling::flat_color<> color_red {{ 255, 0, 255, 255}};

Canvas24 canvas(255, 255);

canvas.clear({255, 255, 255, 255});
canvas.drawPathFill<blendmode::Normal, porterduff::FastSourceOverOnOpaque, false, true>(
   color_red,
   matrix_3x3<number>::identity(),
   path,
   microtess::fill_rule::even_odd,
   microtess::tess_quality::prettier_with_extra_vertices,
   255
);

Features

Language       

  • C++11, does not use any STL library and standard library.
  • headers only library
  • most functions are templates, which means you compile only what is used
  • compile-time polymorphism (no runtime virtual methods)
  • support for 32 bits and 64 bits
  • self contained and modular.

Graphics       

  • very modular design. if something does not exist, you can implement your own
  • over 10 blending modes impemented, you can wrote your own and supply as well
  • porter-duff alpha compositing
  • support for 2d sampler
  • can support any pixel coding you need, we implemeted a lot out of the box
  • can render 3d geometries
  • we support 3d shaders
  • no need for GPU, it is all CPU
  • no need for FPU
  • support for any number system including Q numbers (fixed point), no need to use float points

Geometry       

  • fast implementation for common shapes (rect, rounded rectangles, circles, triangles)
  • batch triangles like GPU would
  • support polygons of any type convex, simple, and complex polygons
  • path fills (with even-odd or zero-one fill rule) in any precision
  • stroke fills
  • quadrilaterals
  • bezier patches
  • we providea dynamic array, but you can plug your own.

Installing micro{gl}

microgl is a headers only library, which gives the following install possibilities:

  1. Using cmake to invoke the install target, that will copy everything in your system via
$ mkdir cmake-build-release
$ cd cmake-build-release
$ cmake -DCMAKE_BUILD_TYPE=Release ..
$ cmake --install .
  1. Copying the include/microgl to anywhere you want.
  2. Install via vcpkg.

Consuming micro{gl}

Following options are available:

  1. copy the project to a sub folder of your project. Inside your CMakeLists.txt add
add_subdirectory(/path/to/microgl)
target_link_libraries(your_app microgl)
  1. If you installed micro{gl} with option 1 (see above) at your system, you can instead
find_package(microgl CONFIG REQUIRED)
target_link_libraries(your_app microgl::microgl)
  1. If you have not installed, you can add in your app's CMakeLists.txt
target_include_directories(app path/to/microgl/folder/include/)
  1. If you manually copied the include/microgl to the default system include path,
    you can use cmake/Findmicrogl.cmake to automatically create the cmake targets
list(APPEND CMAKE_MODULE_PATH ${PROJECT_SOURCE_DIR}/path/to/Findmicrogl/folder)
find_package(microgl REQUIRED)
target_link_libraries(your_app microgl::microgl)
  1. Just copy the include/microgl into a sub folder of your project and include the header
    files you need with relative path in your source files.
  2. If you have vcpkg installed, install the micro{gl} using the vcpkg install microgl command, and then you can use option 2 (see above) to find it. See issue micro-gl#33 for more details.

Running Examples

First make sure you have

  • SDL2 installed at your system.
  • cmake installed at your system.

There are two ways:

  1. Use your favourite IDE to load the root CMakeLists.txt file, and then it
    will pick up all of the targets, including the examples
  2. Using the command line:
$ mkdir cmake-build-release
$ cd cmake-build-release
$ cmake -DCMAKE_BUILD_TYPE=Release ..
$ cmake --build . --target <example_name>
$ ../examples/bin/example_name
Author: Tomer Shalev, tomer.shalev@gmail.com, all rights reserved (2021)

🙏🏻 Thanks to JetBrains cLion Support Team for granting this project an OSS license of cLion CLion logo.

About

Headers Only C++11 CPU Vector Graphics. no std-lib, no FPU and no GPU required !

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • C++ 77.2%
  • C 21.1%
  • CMake 1.7%