[fpc-pascal] First Version Vector Toolkit in OpenGL

code dz mr.cefou at gmail.com
Sat Nov 6 10:26:51 CET 2021


wow bero your gui looks amazing ,
i'am just wondering if this could be run on non vulcan machines ? (gl3
for example)


2021-11-05 16:41 UTC+01:00, Benjamin Rosseaux via fpc-pascal
<fpc-pascal at lists.freepascal.org>:
> I'm curious to see how it compares with my vector-based UI framework stuff
> at PasVulkan ( https://youtu.be/YR0KruyQbx4 ), where the GPU itself renders
> everything by shader, where nothing is bitmap-based, if one ignores the 2D
> vector signed distance field textures for fonts and so on. The CPU pushes
> just roughly basic draw information to the GPU, where the fragment
> übershader itself applies the corresponding design look with help of 2D SDF
> math in an always antialiased way then.
>
> On Wed, Nov 3, 2021 at 11:45 AM Anthony Walter via fpc-pascal <
> fpc-pascal at lists.freepascal.org> wrote:
>
>> @code
>>
>> It's a bit weasely to claim immediate or retain based on how the
>> underlying implementation works. The UI toolkit is drawn using a vector
>> based OpenGL library. The library uses hardware vertex buffers, render
>> buffers, and a hardware stencil buffer (for anti-aliasing) to draw lines
>> and shapes. With regards to what people familiar with OpenGL would
>> consider, this is the opposite of immediate mode.
>>
>> However, these vertex buffers are repopulated every frame and where the
>> entire scene is redrawn. This makes it seem to fall under the auspice of
>> immediate mode.
>>
>> BUT
>>
>> If you read up a few messages back, I described how you can enable render
>> buffers to save your work, and it's quite possible and even I'd say easy
>> to
>> do with my framework. But it's an opt-in step.
>>
>> HOWEVER
>>
>> This UI toolkit is only an incidental part of the library I am writing.
>> The actual purpose of the library is to provide users with a very fast 2D
>> graphics system with a hardware accelerated backend to render vector
>> graphics. Further work will also include a Pascal object oriented
>> interface
>> to the fairly robust, fast, and powerful Chipmunk2D physics engine. My
>> creating of this UI toolkit is only meant to give people writing physics
>> simulations, games, or graphical demos a means to select, input, or
>> change
>> options for their physics simulation, game, or graphical demo. It is not
>> meant to be used as a general purpose UI toolkit.
>> _______________________________________________
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>>
>


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