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REFERENCE
Ultra-fast, ultra-light, standards-compliant HTML renderer for applications and games. Based on WebKit— supports most modern HTML5, CSS, and JavaScript features while still remaining light and configurable. Currently available for Windows, macOS, Linux, and Xbox. Official API available for C and C++ (community-maintained bindingsalso
HOME
Explore our guides and samples to integrate Ultralight. Games Integrate HTML/JS/CSS into an existing game or game engine using our powerful rendering API. Learn More → Desktop Apps Build your first app in as little as five minutes with the quick-start app tutorial.Learn More →
ULTRALIGHT: ULTRALIGHT::VIEW CLASS REFERENCE Get the RenderTarget for the View.. Note The RenderTarget is only used when you define a custom GPUDriver. During each call to Renderer::Render, each View will be drawn to an offscreen texture/render-buffer. You should use RenderTarget to obtain the internal texture ID for the View and then display it in some quad (eg, call GPUDriver::BindTexture with the texture ID, then draw a texturedquad
TRYING THE SAMPLES
Trying the Samples. The best way to learn the Ultralight API is by trying out the samples. 1. Install the prerequisites. Install the prequisites for your platform if you haven't already done so. 2. Get the latest release from GitHub. Download the latest release from GitHub by clicking here. 3. INTEGRATING WITH GAMES Two Ways to Integrate. Ultralight can either: Render on the CPU to a pixel buffer (using the Surface API). Render on the GPU via low-level commands (using the GPUDriver API) The pixel-buffer method is easier to integrate and gives good performance across a range of use-cases. In a game, you would simply upload the pixel buffer to a texture each ULTRALIGHT: ULTRALIGHT::FILESYSTEM CLASS REFERENCE Seek currently-opened file, with offset relative to certain origin. Return new file offset. WRITING YOUR FIRST APP If you've used CMake before, you probably won't recognize the add_app() function.. This is a special function provided by App.cmake that generates a cross-platform Ultralight app-- it automatically pulls down the latest Ultralight SDK, builds an executable from a list of C++ source files, copies assets, and bundles a custom Info.plist on macOS (you can modify the base template in cmake/InfoUSING THE C++ API
Welcome to the Ultralight developer hub. You'll find comprehensive guides and documentation to help you start working with Ultralight as quickly as possible, as well as support if you get stuck. USING A CUSTOM SURFACE To define a custom Surface, you just need to inherit from Surface and handle the virtual member functions. Here is an example that allows us to paint directly to GPU-controlled memory via OpenGL PBOs: /// /// Custom Surface implementation that allows Ultralight to paint directly /// into an OpenGL PBO (pixel buffer object). CALLING A C FUNCTION FROM JS Welcome to the Ultralight developer hub. You'll find comprehensive guides and documentation to help you start working with Ultralight as quickly as possible, as well as support if you get stuck. ULTRALIGHT - NEXT-GENERATION HTML RENDERER FOR DESKTOPABOUTDOCSINTEGRATING WITH GAMESWRITING YOUR FIRST APPAPIREFERENCE
Ultra-fast, ultra-light, standards-compliant HTML renderer for applications and games. Based on WebKit— supports most modern HTML5, CSS, and JavaScript features while still remaining light and configurable. Currently available for Windows, macOS, Linux, and Xbox. Official API available for C and C++ (community-maintained bindingsalso
HOME
Explore our guides and samples to integrate Ultralight. Games Integrate HTML/JS/CSS into an existing game or game engine using our powerful rendering API. Learn More → Desktop Apps Build your first app in as little as five minutes with the quick-start app tutorial.Learn More →
ULTRALIGHT: ULTRALIGHT::VIEW CLASS REFERENCE Get the RenderTarget for the View.. Note The RenderTarget is only used when you define a custom GPUDriver. During each call to Renderer::Render, each View will be drawn to an offscreen texture/render-buffer. You should use RenderTarget to obtain the internal texture ID for the View and then display it in some quad (eg, call GPUDriver::BindTexture with the texture ID, then draw a texturedquad
TRYING THE SAMPLES
Trying the Samples. The best way to learn the Ultralight API is by trying out the samples. 1. Install the prerequisites. Install the prequisites for your platform if you haven't already done so. 2. Get the latest release from GitHub. Download the latest release from GitHub by clicking here. 3. INTEGRATING WITH GAMES Two Ways to Integrate. Ultralight can either: Render on the CPU to a pixel buffer (using the Surface API). Render on the GPU via low-level commands (using the GPUDriver API) The pixel-buffer method is easier to integrate and gives good performance across a range of use-cases. In a game, you would simply upload the pixel buffer to a texture each ULTRALIGHT: ULTRALIGHT::FILESYSTEM CLASS REFERENCE Seek currently-opened file, with offset relative to certain origin. Return new file offset. WRITING YOUR FIRST APP If you've used CMake before, you probably won't recognize the add_app() function.. This is a special function provided by App.cmake that generates a cross-platform Ultralight app-- it automatically pulls down the latest Ultralight SDK, builds an executable from a list of C++ source files, copies assets, and bundles a custom Info.plist on macOS (you can modify the base template in cmake/InfoUSING THE C++ API
Welcome to the Ultralight developer hub. You'll find comprehensive guides and documentation to help you start working with Ultralight as quickly as possible, as well as support if you get stuck. USING A CUSTOM SURFACE To define a custom Surface, you just need to inherit from Surface and handle the virtual member functions. Here is an example that allows us to paint directly to GPU-controlled memory via OpenGL PBOs: /// /// Custom Surface implementation that allows Ultralight to paint directly /// into an OpenGL PBO (pixel buffer object). CALLING A C FUNCTION FROM JS Welcome to the Ultralight developer hub. You'll find comprehensive guides and documentation to help you start working with Ultralight as quickly as possible, as well as support if you get stuck. ULTRALIGHT: ULTRALIGHT::PLATFORM CLASS REFERENCE Platform singleton to configure Ultralight and provide user-defined implementations for various platform operations.. Note All of these settings and user-defined interfaces should be set BEFORE creating the Renderer.. A default GPUDriver and FontLoader are provided, you must provide your own FileSystem interface if you want to load local files.. For more info about the defaults ULTRALIGHT: ULTRALIGHT NAMESPACE REFERENCE enum ultralight::FaceWinding. The winding order for front-facing triangles. Note. In most 3D engines, there is the concept that triangles have a a "front" and a "back". All the front-facing triangles (eg, those that are facing the camera) are rendered, and all back-facing triangles are culled (ignored). The winding-order of thetriangle's
ULTRALIGHT: INCLUDE/ULTRALIGHT/GEOMETRY.H FILE REFERENCE #include #include Go to the source code of this file. Classes: struct ultralight::vec2 2D Vector Helper More: struct ULTRALIGHT: ULTRALIGHT::RENDERER CLASS REFERENCE The core of Ultralight. You should initialize it after setting up your Platform config and drivers.. This singleton class manages the lifetime of all Views (See also View) and coordinates all painting, rendering, network requests, and event dispatch. Note ULTRALIGHT: ULTRALIGHT::FILESYSTEM CLASS REFERENCE Get file last modification time, store result in 'result'. Return true on success. GetFileSize() ULTRALIGHT: ULTRALIGHT::WINDOW CLASS REFERENCE Get the WindowListener, if any. Get the window width (in device coordinates). Get the window height (in device coordinates). Whether or not the window is fullscreen. The DPI scale of the window. Set the window title. Set the cursor. Close the window. Convert devicecoordinates to
ARCHITECTURE
AppCore (Optional) Cross-platform app runtime (source available here), responsible for creating platform windows, handling platform input events, running application event loops, and all platform-specific GPU code. Ultralight Responsible for managing Views, high-level rendering,input translatio
ULTRALIGHT: INCLUDE/APPCORE/WINDOW.H SOURCE FILE Interface for all ref-counted objects that will be managed using the Ref and RefPtr smart pointerUSING THE C API
In addition to our C++ API, Ultralight also offers a portable C API for use within C and other languages.To use Ultralight in your code, simply add the following directory to your project's include directories (replaceSDK): /in
ULTRALIGHT: INCLUDE/APPCORE/JSHELPERS.H SOURCE FILE 358 // Call function (using Global Object for 'this') and return the result.
ULTRALIGHT - NEXT-GENERATION HTML RENDERER FOR DESKTOPABOUTDOCSINTEGRATING WITH GAMESWRITING YOUR FIRST APPAPIREFERENCE
Ultra-fast, ultra-light, standards-compliant HTML renderer for applications and games. Based on WebKit— supports most modern HTML5, CSS, and JavaScript features while still remaining light and configurable. Currently available for Windows, macOS, Linux, and Xbox. Official API available for C and C++ (community-maintained bindingsalso
HOME
Explore our guides and samples to integrate Ultralight. Games Integrate HTML/JS/CSS into an existing game or game engine using our powerful rendering API. Learn More → Desktop Apps Build your first app in as little as five minutes with the quick-start app tutorial.Learn More →
ULTRALIGHT: ULTRALIGHT::VIEW CLASS REFERENCE Get the RenderTarget for the View.. Note The RenderTarget is only used when you define a custom GPUDriver. During each call to Renderer::Render, each View will be drawn to an offscreen texture/render-buffer. You should use RenderTarget to obtain the internal texture ID for the View and then display it in some quad (eg, call GPUDriver::BindTexture with the texture ID, then draw a texturedquad
ULTRALIGHT: ULTRALIGHT NAMESPACE REFERENCE enum ultralight::FaceWinding. The winding order for front-facing triangles. Note. In most 3D engines, there is the concept that triangles have a a "front" and a "back". All the front-facing triangles (eg, those that are facing the camera) are rendered, and all back-facing triangles are culled (ignored). The winding-order of thetriangle's
TRYING THE SAMPLES
Trying the Samples. The best way to learn the Ultralight API is by trying out the samples. 1. Install the prerequisites. Install the prequisites for your platform if you haven't already done so. 2. Get the latest release from GitHub. Download the latest release from GitHub by clicking here. 3. INTEGRATING WITH GAMES Two Ways to Integrate. Ultralight can either: Render on the CPU to a pixel buffer (using the Surface API). Render on the GPU via low-level commands (using the GPUDriver API) The pixel-buffer method is easier to integrate and gives good performance across a range of use-cases. In a game, you would simply upload the pixel buffer to a texture each USING THE C++ APIC++ API DESIGNC++ API DOCUMENTATIONC++ API LIBRARY Welcome to the Ultralight developer hub. You'll find comprehensive guides and documentation to help you start working with Ultralight as quickly as possible, as well as support if you get stuck. WRITING YOUR FIRST APP If you've used CMake before, you probably won't recognize the add_app() function.. This is a special function provided by App.cmake that generates a cross-platform Ultralight app-- it automatically pulls down the latest Ultralight SDK, builds an executable from a list of C++ source files, copies assets, and bundles a custom Info.plist on macOS (you can modify the base template in cmake/Info USING A CUSTOM SURFACE To define a custom Surface, you just need to inherit from Surface and handle the virtual member functions. Here is an example that allows us to paint directly to GPU-controlled memory via OpenGL PBOs: /// /// Custom Surface implementation that allows Ultralight to paint directly /// into an OpenGL PBO (pixel buffer object). CALLING A C FUNCTION FROM JS Welcome to the Ultralight developer hub. You'll find comprehensive guides and documentation to help you start working with Ultralight as quickly as possible, as well as support if you get stuck. ULTRALIGHT - NEXT-GENERATION HTML RENDERER FOR DESKTOPABOUTDOCSINTEGRATING WITH GAMESWRITING YOUR FIRST APPAPIREFERENCE
Ultra-fast, ultra-light, standards-compliant HTML renderer for applications and games. Based on WebKit— supports most modern HTML5, CSS, and JavaScript features while still remaining light and configurable. Currently available for Windows, macOS, Linux, and Xbox. Official API available for C and C++ (community-maintained bindingsalso
HOME
Explore our guides and samples to integrate Ultralight. Games Integrate HTML/JS/CSS into an existing game or game engine using our powerful rendering API. Learn More → Desktop Apps Build your first app in as little as five minutes with the quick-start app tutorial.Learn More →
ULTRALIGHT: ULTRALIGHT::VIEW CLASS REFERENCE Get the RenderTarget for the View.. Note The RenderTarget is only used when you define a custom GPUDriver. During each call to Renderer::Render, each View will be drawn to an offscreen texture/render-buffer. You should use RenderTarget to obtain the internal texture ID for the View and then display it in some quad (eg, call GPUDriver::BindTexture with the texture ID, then draw a texturedquad
ULTRALIGHT: ULTRALIGHT NAMESPACE REFERENCE enum ultralight::FaceWinding. The winding order for front-facing triangles. Note. In most 3D engines, there is the concept that triangles have a a "front" and a "back". All the front-facing triangles (eg, those that are facing the camera) are rendered, and all back-facing triangles are culled (ignored). The winding-order of thetriangle's
TRYING THE SAMPLES
Trying the Samples. The best way to learn the Ultralight API is by trying out the samples. 1. Install the prerequisites. Install the prequisites for your platform if you haven't already done so. 2. Get the latest release from GitHub. Download the latest release from GitHub by clicking here. 3. INTEGRATING WITH GAMES Two Ways to Integrate. Ultralight can either: Render on the CPU to a pixel buffer (using the Surface API). Render on the GPU via low-level commands (using the GPUDriver API) The pixel-buffer method is easier to integrate and gives good performance across a range of use-cases. In a game, you would simply upload the pixel buffer to a texture each USING THE C++ APIC++ API DESIGNC++ API DOCUMENTATIONC++ API LIBRARY Welcome to the Ultralight developer hub. You'll find comprehensive guides and documentation to help you start working with Ultralight as quickly as possible, as well as support if you get stuck. WRITING YOUR FIRST APP If you've used CMake before, you probably won't recognize the add_app() function.. This is a special function provided by App.cmake that generates a cross-platform Ultralight app-- it automatically pulls down the latest Ultralight SDK, builds an executable from a list of C++ source files, copies assets, and bundles a custom Info.plist on macOS (you can modify the base template in cmake/Info USING A CUSTOM SURFACE To define a custom Surface, you just need to inherit from Surface and handle the virtual member functions. Here is an example that allows us to paint directly to GPU-controlled memory via OpenGL PBOs: /// /// Custom Surface implementation that allows Ultralight to paint directly /// into an OpenGL PBO (pixel buffer object). CALLING A C FUNCTION FROM JS Welcome to the Ultralight developer hub. You'll find comprehensive guides and documentation to help you start working with Ultralight as quickly as possible, as well as support if you get stuck. ULTRALIGHT: ULTRALIGHT NAMESPACE REFERENCE enum ultralight::FaceWinding. The winding order for front-facing triangles. Note. In most 3D engines, there is the concept that triangles have a a "front" and a "back". All the front-facing triangles (eg, those that are facing the camera) are rendered, and all back-facing triangles are culled (ignored). The winding-order of thetriangle's
ULTRALIGHT: ULTRALIGHT::RENDERER CLASS REFERENCE The core of Ultralight. You should initialize it after setting up your Platform config and drivers.. This singleton class manages the lifetime of all Views (See also View) and coordinates all painting, rendering, network requests, and event dispatch. Note ULTRALIGHT: INCLUDE/ULTRALIGHT/GEOMETRY.H FILE REFERENCE #include #include Go to the source code of this file. Classes: struct ultralight::vec2 2D Vector Helper More: struct ULTRALIGHT: INCLUDE/APPCORE/WINDOW.H FILE REFERENCE A fast, lightweight, HTML UI engine for native apps. Classes | Namespaces | Enumerations. Window.h File Reference ULTRALIGHT: ULTRALIGHT::WINDOW CLASS REFERENCE Get the WindowListener, if any. Get the window width (in device coordinates). Get the window height (in device coordinates). Whether or not the window is fullscreen. The DPI scale of the window. Set the window title. Set the cursor. Close the window. Convert devicecoordinates to
ULTRALIGHT: ULTRALIGHT::FILESYSTEM CLASS REFERENCE Seek currently-opened file, with offset relative to certain origin. Return new file offset.ARCHITECTURE
AppCore (Optional) Cross-platform app runtime (source available here), responsible for creating platform windows, handling platform input events, running application event loops, and all platform-specific GPU code. Ultralight Responsible for managing Views, high-level rendering,input translatio
ULTRALIGHT: INCLUDE/APPCORE/WINDOW.H SOURCE FILE Interface for all ref-counted objects that will be managed using the Ref and RefPtr smart pointer USING A CUSTOM SURFACE To define a custom Surface, you just need to inherit from Surface and handle the virtual member functions. Here is an example that allows us to paint directly to GPU-controlled memory via OpenGL PBOs: /// /// Custom Surface implementation that allows Ultralight to paint directly /// into an OpenGL PBO (pixel buffer object). ULTRALIGHT: INCLUDE/APPCORE/JSHELPERS.H SOURCE FILE 358 // Call function (using Global Object for 'this') and return theresult.
__
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ULTRALIGHT
NEXT-GENERATION HTML RENDERERGet Latest SDK
Read the Docs
RENDER HTML AT THE SPEED OF LIGHT Ultra-fast, ultra-light, standards-compliant HTML renderer for applications and games. Based on WebKit— supports most modern HTML5, CSS, and JavaScript features while still remaining light and configurable. Currently available for Windows, macOS, Linux, and Xbox. Official API available for C and C++ (community-maintained bindings also available for C#, Java, Rust, and Go).ULTRA-FAST __
Dual, high-performance renderers for a variety of target environments. Our high-performance GPU RENDERER can render HTML directly on the GPU via Direct3D, Metal, OpenGL, or your own engine. Our SIMD-accelerated CPU RENDERER can render HTML quickly to a bitmap and be integrated with only a few lines of code.ULTRA-LIGHT __
Small in binary size and memory usage. We've stripped WebKit down to just the essentials and built a custom renderer from scratch to deliver memory-efficient performance in asmall package.
Configure low-level allocator behavior, identify memory hotspots, integrate your existing resource loader, and more.__
FOR GAMES
Power your next game's UI with HTML/JS Render HTML to an in-game texture using our CPU renderer or take performance to the next level using our GPU renderer. Take advantage of our low-level platform API— integrate our resource loader with your game's existing asset pipeline. Game Integration Guide__
FOR DESKTOP APPS
Build portable desktop apps with HTML/JS Get the best of both worlds by building your native C/C++ desktop app's front-end with modern HTML/CSS/JS. Take advantage of our AppCore framework to launch cross-platform windows and render to OS-native GPU surfaces.Try the Quick-Start
PRICING
__
FREE LICENSE
Just starting out? Ultralight is free* for indie developers! FREE* for indie developers (companies with < $100K annual grossrevenue).
FREE for non-commercial use. Only valid for use within applications. Community support only. No source code for proprietary modules. _*A commercial license must be purchased if your company exceeds $100K gross annual revenue._Get Started
__
PRO LICENSE
Use Ultralight in a single commercial application. One year of priority email support. Source code to proprietary modules. One-time fee, perpetual license. Pricing determined by gross annual revenue of company:ANNUAL REVENUE
FEE (USD)
$0K - $500K
$2000
$500K - $2M
$4000
$2M+
CONTACT US
Purchase License
__
ENTERPRISE LICENSE
Custom licensing for clients with more complex needs. Source code to proprietary modules. Custom development and 1-on-1 integration consulting. Multi-year support contracts and service level agreements. Multi-app discounts and site licensing.Engine licensing.
Contact us to discuss your needs today.Contact Us
ABOUT THE COMPANY
We are the HTML embedding experts. Originally founded in 2008 as an open-source project named "Awesomium", we pioneered and developed the very first Chromium embedding solution for games and applications— reaching 100K+ downloads in only a few months. In 2009, CCP Games provided us with a grant to commercialize the product and build out support services. Since then, our solution has been used to display HTML inside thousands of commercial applications and games. We've powered desktop applications, broadcast visuals, museum art installations, online PC games, airport kiosks, medical device interfaces, and more. In 2014 we began an ambitious rewrite with the goal of building a faster, lighter, GPU-accelerated HTML renderer based on WebKit. These efforts succeeded and, in 2018, we rebranded as "Ultralight" with the exciting launch of our new renderer.FAQ __
What platforms does Ultralight support? Ultralight supports most major desktop PC platforms. Specifically, Windows (7+, x64), macOS (Sierra or later), and Linux (Ubuntu/Debian9.5+, x64).
We don't currently support 32-bit (WebKit dropped 32-bit support in JavaScriptCore in 2018) but we're working on a multi-process API that will allow 32-bit application hosts to use our 64-bit DLL out-of-process on 64-bit machines. We're currently porting Ultralight to Xbox One and PS4, with plans to port it to ARM64 and others soon after. What HTML/JS/CSS features does Ultralight support? Ultralight supports most major websites out of the box! There are few things still missing which you can track here.
We recommend trying out the Browser sample to get an idea of what Ultralight is capable of today. Can I use it with React/Vue.js/Angular/etc ? Yep! Ultralight uses the same JavaScript engine as WebKit/Safari. Can I use it with my game engine? If your engine supports dynamic textures, you can use it withUltralight.
Our CPU renderer can render to an offscreen bitmap for upload to a texture (see Sample 7 - OpenGL Integration)
or— if you need extra performance— the engine can render directly to the GPU using low-level driver commands. See our game integration guidefor more info.
Can I use it from C#/.NET/Python/Rust/Go/etc.? We maintain official API for C++and C
.
Several awesome members of our community maintain bindings for C#,Java, Rust, and Go
on top of
our portable C API.
Where can I find the source code? We've open-sourced a large portion of our source-code! You can find our WebCore and AppCore modules on GitHub here.
The UltralightCore and Ultralight modules are proprietary— source code can be obtained with purchase of a commercial license.ULTRALIGHT
Next-Generation HTML Renderer for Desktop Apps and Games © 2020 Ultralight, Inc.Product
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