Update the README for Pathfinder 3
This commit is contained in:
parent
92777c6346
commit
18e0a06df8
78
README.md
78
README.md
|
@ -1,69 +1,61 @@
|
||||||
# Pathfinder 2
|
# Pathfinder 3
|
||||||
|
|
||||||
Pathfinder 2 is a fast, practical, work in progress GPU-based rasterizer for fonts and vector
|
Pathfinder 3 is a fast, practical, GPU-based rasterizer for fonts and vector graphics using OpenGL
|
||||||
graphics using OpenGL and OpenGL ES 2.0+.
|
and OpenGL ES 3.0+.
|
||||||
|
|
||||||
Please note that Pathfinder is under heavy development and is incomplete in various areas.
|
Please note that Pathfinder is under heavy development and is incomplete in various areas.
|
||||||
|
|
||||||
The project features:
|
The project features:
|
||||||
|
|
||||||
* Low setup time. Typical glyph outlines can be prepared for GPU rendering in about 5 microseconds
|
|
||||||
each (typically O(n log n) in the number of vertices), making Pathfinder suitable for dynamic
|
|
||||||
environments. The setup process is lossless and fully resolution independent; paths need only be
|
|
||||||
prepared once and can thereafter be rendered at any zoom level without any loss in quality.
|
|
||||||
Pathfinder can also render outlines without any mesh at all, reducing the setup time to nearly
|
|
||||||
zero, at the cost of some runtime performance. For static paths such as game assets, the
|
|
||||||
resulting meshes can be saved to disk to avoid having to generate them at runtime.
|
|
||||||
|
|
||||||
* High quality antialiasing. Pathfinder can compute exact fractional trapezoidal area coverage on a
|
* High quality antialiasing. Pathfinder can compute exact fractional trapezoidal area coverage on a
|
||||||
per-pixel basis for the highest-quality antialiasing, provided that either OpenGL 3.0+ or a few
|
per-pixel basis for the highest-quality antialiasing possible (effectively 256xAA).
|
||||||
common extensions are available. Supersampling is available as an alternative for 3D scenes
|
|
||||||
and/or lower-end hardware.
|
|
||||||
|
|
||||||
* Fast rendering, even at small pixel sizes. Even on lower-end GPUs, Pathfinder typically matches
|
* Fast CPU setup, making full use of parallelism. Pathfinder 3 uses the Rayon library to quickly
|
||||||
or exceeds the performance of the best CPU rasterizers. The difference is particularly pronouced
|
perform a CPU tiling prepass to prepare vector scenes for the GPU. This prepass can be pipelined
|
||||||
at large sizes, where Pathfinder regularly achieves multi-factor speedups. All shaders have no
|
with the GPU to hide its latency.
|
||||||
loops and minimal branching.
|
|
||||||
|
* Fast GPU rendering, even at small pixel sizes. Even on lower-end GPUs, Pathfinder typically
|
||||||
|
matches or exceeds the performance of the best CPU rasterizers. The difference is particularly
|
||||||
|
pronouced at large sizes, where Pathfinder regularly achieves multi-factor speedups. All shaders
|
||||||
|
have no loops and minimal branching.
|
||||||
|
|
||||||
* Advanced font rendering. Pathfinder can render fonts with slight hinting and can perform subpixel
|
* Advanced font rendering. Pathfinder can render fonts with slight hinting and can perform subpixel
|
||||||
antialiasing on LCD screens. It can do stem darkening/font dilation like macOS and FreeType in
|
antialiasing on LCD screens. It can do stem darkening/font dilation like macOS and FreeType in
|
||||||
order to make text easier to read at small sizes. The library also has support for gamma
|
order to make text easier to read at small sizes. The library also has support for gamma
|
||||||
correction.
|
correction.
|
||||||
|
|
||||||
* Support for full vector scenes. Pathfinder 2 is designed to efficiently handle workloads that
|
* Support for SVG. Pathfinder 3 is designed to efficiently handle workloads that consist of many
|
||||||
consist of many overlapping vector paths, such as those commonly found in SVG and PDF files. It
|
overlapping vector paths, such as those commonly found in SVG and PDF files. It can perform
|
||||||
makes heavy use of the hardware Z buffer to perform occlusion culling, which often results in
|
occlusion culling, which often results in dramatic performance wins over typical software
|
||||||
dramatic performance wins over typical software renderers that use the painter's algorithm.
|
renderers that use the painter's algorithm. A simple loader that leverages the `resvg` library
|
||||||
|
to render a subset of SVG is included, so it's easy to get started.
|
||||||
|
|
||||||
* 3D capability. Pathfinder 2 can render fonts and vector paths in 3D environments. Vector meshes
|
* 3D capability. Pathfinder can render fonts and vector paths in 3D environments without any loss
|
||||||
are rendered just like any other mesh, with a simple shader applied.
|
in quality. This is intended to be useful for vector-graphics-based user interfaces in VR, for
|
||||||
|
example.
|
||||||
|
|
||||||
|
* Lightweight. Unlike large vector graphics packages that mix and match many different algorithms,
|
||||||
|
Pathfinder 3 uses a single, simple technique. It consists of a set of modular crates, so
|
||||||
|
applications can pick and choose only the components that are necessary to minimize dependencies.
|
||||||
|
|
||||||
* Portability to most GPUs manufactured in the last decade, including integrated and mobile GPUs.
|
* Portability to most GPUs manufactured in the last decade, including integrated and mobile GPUs.
|
||||||
Geometry, tessellation, and compute shader functionality is not required.
|
Geometry, tessellation, and compute shader functionality is not required.
|
||||||
|
|
||||||
## Building
|
## Building
|
||||||
|
|
||||||
Pathfinder 2 is a set of modular packages, allowing you to choose which parts of the library you
|
Pathfinder 3 is a set of modular packages, allowing you to choose which parts of the library you
|
||||||
need. A WebGL demo is included, so you can try Pathfinder right in your browser. (Please note that,
|
need. An SVG rendering demo, written in Rust, is included, so you can try Pathfinder out right
|
||||||
like the rest of Pathfinder, it's under heavy development and has known bugs.)
|
away. It also provides an example of how to use the library. (Note that, like the rest of
|
||||||
|
Pathfinder, the demo is under heavy development and has known bugs.)
|
||||||
|
|
||||||
To run the demo, make sure [Node.js](https://nodejs.org/en/), [nightly Rust](https://doc.rust-lang.org/1.5.0/book/nightly-rust.html) and [CMake](https://cmake.org/install/) are installed, then run the following commands:
|
Running the demo is as simple as:
|
||||||
|
|
||||||
$ cd demo/client
|
$ cd demo/native
|
||||||
$ npm install
|
$ RUSTFLAGS="-C target-cpu=native" cargo run --release
|
||||||
$ npm run build
|
|
||||||
$ cd ../server
|
|
||||||
$ cargo run --release
|
|
||||||
|
|
||||||
Then navigate to http://localhost:8000/.
|
On macOS, it is recommended that you force the use of the integrated GPU, as issues with Apple's
|
||||||
|
OpenGL drivers may limit performance on discrete GPUs. You can use
|
||||||
## Testing
|
[gfxCardStatus.app](https://gfx.io/) for this.
|
||||||
|
|
||||||
Pathfinder contains reference tests that compare its output to that of other rendering libraries,
|
|
||||||
such as Cairo. To run them, install Cairo and FreeType if necessary, then perform the above steps,
|
|
||||||
substituting the last line with:
|
|
||||||
|
|
||||||
$ cargo run --release --features reftests
|
|
||||||
|
|
||||||
## Authors
|
## Authors
|
||||||
|
|
||||||
|
@ -72,7 +64,7 @@ community.
|
||||||
|
|
||||||
The logo was designed by Jay Vining.
|
The logo was designed by Jay Vining.
|
||||||
|
|
||||||
Pathfinder abides by the same Code of Conduct as Rust itself.
|
Contributors to Pathfinder are expected to abide by the same Code of Conduct as Rust itself.
|
||||||
|
|
||||||
## License
|
## License
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue