Remove excess content from VEFontCache (keeping it only in its repo)

This commit is contained in:
Edward R. Gonzalez 2024-06-30 21:53:42 -04:00
parent 0655ade456
commit 331046f590
6 changed files with 3 additions and 657 deletions

View File

@ -1,11 +1,7 @@
/*
A port of (https://github.com/hypernewbie/VEFontCache) to Odin.
Changes:
- Font Parser & Glyph Shaper are abstracted to their own interface
- Font Face parser info stored separately from entries
- ve_fontcache_loadfile not ported (just use odin's core:os or os2), then call load_font
- Macro defines have been made (mostly) into runtime parameters
See: https://github.com/Ed94/VEFontCache-Odin
*/
package VEFontCache
@ -130,7 +126,7 @@ InitShapeCacheParams :: struct {
InitShapeCacheParams_Default :: InitShapeCacheParams {
capacity = 8 * 1024,
reserve_length = 1 * 1024,
reserve_length = 256,
}
// ve_fontcache_init

View File

@ -299,8 +299,6 @@ render_text_layer :: proc( screen_extent : Vec2, ve_ctx : ^ve.Context, render :
Range :: gfx.Range
ShaderStage :: gfx.Shader_Stage
// TODO(Ed): All this functionality for being able to segregate rendering of the drawlist incrementally should be lifted to the library itself (VEFontCache)
vbuf_layer_slice, ibuf_layer_slice, calls_layer_slice := ve.get_draw_list_layer( ve_ctx )
vbuf_ve_range := Range{ raw_data(vbuf_layer_slice), cast(u64) len(vbuf_layer_slice) * size_of(ve.Vertex) }
@ -401,9 +399,7 @@ render_text_layer :: proc( screen_extent : Vec2, ve_ctx : ^ve.Context, render :
})
// 3. Use the atlas to then render the text.
case .None: fallthrough
case .Target: fallthrough
case .Target_Uncached:
case .None, .Target, .Target_Uncached:
if num_indices == 0 && ! draw_call.clear_before_draw {
continue
}

View File

@ -1,261 +0,0 @@
package sectr
import sg "thirdparty:sokol/gfx"
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc --input C:\projects\SectrPrototype\code\sectr\shaders\simple_font_glyph.shdc.glsl --output C:\projects\SectrPrototype\code\sectr\shaders\simple_font_glyph.odin --slang hlsl4 --format=sokol_odin
Overview:
=========
Shader program: 'font_glyph':
Get shader desc: font_glyph_shader_desc(sg.query_backend())
Vertex shader: font_glyph_vs
Attributes:
ATTR_font_glyph_vs_vertex => 0
ATTR_font_glyph_vs_texture_coord => 1
Uniform block 'font_glyph_vs_params':
Odin struct: Font_Glyph_Vs_Params
Bind slot: SLOT_font_glyph_vs_params => 0
Fragment shader: font_glyph_fs
Uniform block 'font_glyph_fs_params':
Odin struct: Font_Glyph_Fs_Params
Bind slot: SLOT_font_glyph_fs_params => 0
Image 'glyph_bitmap':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: SLOT_glyph_bitmap => 0
Sampler 'glyph_bitmap_sampler':
Type: .FILTERING
Bind slot: SLOT_glyph_bitmap_sampler => 0
Image Sampler Pair 'glyph_bitmap_glyph_bitmap_sampler':
Image: glyph_bitmap
Sampler: glyph_bitmap_sampler
*/
ATTR_font_glyph_vs_vertex :: 0
ATTR_font_glyph_vs_texture_coord :: 1
SLOT_font_glyph_vs_params :: 0
SLOT_font_glyph_fs_params :: 0
SLOT_glyph_bitmap :: 0
SLOT_glyph_bitmap_sampler :: 0
Font_Glyph_Vs_Params :: struct #align(16) {
using _: struct #packed {
projection: [16]f32,
},
}
Font_Glyph_Fs_Params :: struct #align(16) {
using _: struct #packed {
glyph_color: [3]f32,
_: [4]u8,
},
}
/*
cbuffer font_glyph_vs_params : register(b0)
{
row_major float4x4 _19_projection : packoffset(c0);
};
static float4 gl_Position;
static float2 vertex;
static float2 uv;
static float2 texture_coord;
struct SPIRV_Cross_Input
{
float2 vertex : TEXCOORD0;
float2 texture_coord : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float2 uv : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = mul(float4(vertex, 0.0f, 1.0f), _19_projection);
uv = texture_coord;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vertex = stage_input.vertex;
texture_coord = stage_input.texture_coord;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.uv = uv;
return stage_output;
}
*/
@(private)
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}
/*
cbuffer font_glyph_fs_params : register(b0)
{
float3 _33_glyph_color : packoffset(c0);
};
Texture2D<float4> glyph_bitmap : register(t0);
SamplerState glyph_bitmap_sampler : register(s0);
static float2 uv;
static float4 color;
struct SPIRV_Cross_Input
{
float2 uv : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 color : SV_Target0;
};
void frag_main()
{
color = float4(_33_glyph_color, glyph_bitmap.Sample(glyph_bitmap_sampler, uv).x);
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
uv = stage_input.uv;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.color = color;
return stage_output;
}
*/
@(private)
font_glyph_fs_source_hlsl4 := [658]u8 {
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0x0a,0x00,
}
font_glyph_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
desc: sg.Shader_Desc
desc.label = "font_glyph_shader"
#partial switch backend {
case .D3D11:
desc.attrs[0].sem_name = "TEXCOORD"
desc.attrs[0].sem_index = 0
desc.attrs[1].sem_name = "TEXCOORD"
desc.attrs[1].sem_index = 1
desc.vs.source = transmute(cstring)&font_glyph_vs_source_hlsl4
desc.vs.d3d11_target = "vs_4_0"
desc.vs.entry = "main"
desc.vs.uniform_blocks[0].size = 64
desc.vs.uniform_blocks[0].layout = .STD140
desc.fs.source = transmute(cstring)&font_glyph_fs_source_hlsl4
desc.fs.d3d11_target = "ps_4_0"
desc.fs.entry = "main"
desc.fs.uniform_blocks[0].size = 16
desc.fs.uniform_blocks[0].layout = .STD140
desc.fs.images[0].used = true
desc.fs.images[0].multisampled = false
desc.fs.images[0].image_type = ._2D
desc.fs.images[0].sample_type = .FLOAT
desc.fs.samplers[0].used = true
desc.fs.samplers[0].sampler_type = .FILTERING
desc.fs.image_sampler_pairs[0].used = true
desc.fs.image_sampler_pairs[0].image_slot = 0
desc.fs.image_sampler_pairs[0].sampler_slot = 0
}
return desc
}

View File

@ -1,39 +0,0 @@
@header package sectr
@header import sg "thirdparty:sokol/gfx"
@vs font_glyph_vs
in vec2 vertex;
in vec2 texture_coord;
out vec2 uv;
uniform font_glyph_vs_params {
mat4 projection;
};
void main()
{
gl_Position = projection * vec4(vertex, 0.0, 1.00);
uv = texture_coord;
}
@end
@fs font_glyph_fs
in vec2 uv;
out vec4 color;
uniform texture2D glyph_bitmap;
uniform sampler glyph_bitmap_sampler;
uniform font_glyph_fs_params {
vec3 glyph_color;
};
void main()
{
float alpha = texture(sampler2D(glyph_bitmap, glyph_bitmap_sampler), uv).r;
color = vec4(glyph_color, alpha);
}
@end
@program font_glyph font_glyph_vs font_glyph_fs

View File

@ -1,346 +0,0 @@
package sectr
import sg "thirdparty:sokol/gfx"
triangle_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc
{
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i examples/triangle/shader.glsl -o examples/triangle/shader.odin -l glsl430:metal_macos:hlsl5 -f sokol_odin
Overview:
=========
Shader program: 'triangle':
Get shader desc: triangle_shader_desc(sg.query_backend())
Vertex shader: vs
Attributes:
ATTR_vs_position => 0
ATTR_vs_color0 => 1
Fragment shader: fs
*/
ATTR_vs_position :: 0
ATTR_vs_color0 :: 1
/*
#version 430
layout(location = 0) in vec4 position;
layout(location = 0) out vec4 color;
layout(location = 1) in vec4 color0;
void main()
{
gl_Position = position;
color = color0;
}
*/
@static vs_source_glsl430 := [194]u8 {
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0x0a,0x00,
}
/*
#version 430
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec4 color;
void main()
{
frag_color = color;
}
*/
@static fs_source_glsl430 := [135]u8 {
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}
/*
static float4 gl_Position;
static float4 position;
static float4 color;
static float4 color0;
struct SPIRV_Cross_Input
{
float4 position : TEXCOORD0;
float4 color0 : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float4 color : TEXCOORD0;
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = position;
color = color0;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
position = stage_input.position;
color0 = stage_input.color0;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.color = color;
return stage_output;
}
*/
@static vs_source_hlsl5 := [645]u8 {
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}
/*
static float4 frag_color;
static float4 color;
struct SPIRV_Cross_Input
{
float4 color : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 frag_color : SV_Target0;
};
void frag_main()
{
frag_color = color;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
color = stage_input.color;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.frag_color = frag_color;
return stage_output;
}
*/
@static fs_source_hlsl5 := [435]u8 {
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0x7d,0x0a,0x00,
}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 color [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float4 position [[attribute(0)]];
float4 color0 [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.gl_Position = in.position;
out.color = in.color0;
return out;
}
*/
@static vs_source_metal_macos := [419]u8 {
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}
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 frag_color [[color(0)]];
};
struct main0_in
{
float4 color [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.frag_color = in.color;
return out;
}
*/
@static fs_source_metal_macos := [315]u8 {
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
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0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
}
desc: sg.Shader_Desc
desc.label = "triangle_shader"
#partial switch backend {
case .GLCORE:
desc.attrs[0].name = "position"
desc.attrs[1].name = "color0"
desc.vs.source = transmute(cstring)&vs_source_glsl430
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&fs_source_glsl430
desc.fs.entry = "main"
case .D3D11:
desc.attrs[0].sem_name = "TEXCOORD"
desc.attrs[0].sem_index = 0
desc.attrs[1].sem_name = "TEXCOORD"
desc.attrs[1].sem_index = 1
desc.vs.source = transmute(cstring)&vs_source_hlsl5
desc.vs.d3d11_target = "vs_5_0"
desc.vs.entry = "main"
desc.fs.source = transmute(cstring)&fs_source_hlsl5
desc.fs.d3d11_target = "ps_5_0"
desc.fs.entry = "main"
case .METAL_MACOS:
desc.vs.source = transmute(cstring)&vs_source_metal_macos
desc.vs.entry = "main0"
desc.fs.source = transmute(cstring)&fs_source_metal_macos
desc.fs.entry = "main0"
}
return desc
}