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Fonts are basically like that and when you change the font size, the whole font atlas needs to be rasterized again.
Another option for scalable graphics is Distance functions[iquilezles.org] which can be fun to play around with. I've yet to find a decent visual editor for them (outside of the game Dreams on PS4, which is more complex than simple 2D or 3D SDFs).
I feel like it'd still be a huge effort to support all kinds of vector graphics features and not super useful, considering the effect system and masks are not vector based and cannot dynamically change resolution. Might as well rasterize the image beforehand.
I would also expect distance functions to perform poorly in comparison, i.e. ShaderToy has certainly some amazing content based on distance functions but for a wallpaper situation it'd be pointless when even a high end system can barely run such shaders at 30 FPS.
r33v01v3 has a lot of wallpapers based on distance functions and some can be pretty heavy on the GPU:
https://steamcommunity.com/profiles/76561197970456223/myworkshopfiles/?appid=431960
True, you just lose the ability to animate the vector properties over time. But seeing as 3D animation isn't supported yet either, I'd focus on that first before adding in vector art and animation support.
I know 3D distance functions can be really performance heavy due to being volumetric and requiring raymarching. 2D functions should only require one pass per pixel, so are probably not as heavy. But looking at even 2D examples on Shadertoy, they mostly seem to run pretty slow, so you're probably right.
Yeah that's fair. I basically jump to imagining how people would use a new feature like this and considering full fledged vector graphics as a worst case I dread the performance/compatibility problems right away. A very simple graphic would be "no problem" to draw efficiently on the other hand, but not worth implementing since it wouldn't satisfy most peoples expectations when trying to use this feature.
Even if it's just a simple line, each pixel has to calculate it, so that's why I'd probably avoid them in Wallpaper Engine generally.
We already have custom shader support anyway, so technically SDFs are already supported in WPE like you mentioned above. An external SDF editor would be practically as useful as one built into WPE. I may just have to experiment with making one myself someday if I can't find one.