8ecfd7407e
VEFontCache: Adjustments to positioning & text size shape values
2024-06-30 13:36:54 -04:00
2698670890
Finally reached parity pre-rendering overhaul
2024-06-29 23:49:12 -04:00
72eb3a1b3b
readme fix
2024-06-29 22:51:56 -04:00
597c88c6b7
Misc + made a more controlled digital zoom
...
Trying to get digital zoom to closer target levels that would match specific even font sizes
Various other changes from iterating on VEFontCache
2024-06-29 22:36:22 -04:00
a9ddd7668f
VEFontCache: Various changes to field types, increased shape cache default capacity
2024-06-29 22:34:37 -04:00
a666300f41
VEFontCache: Remove draw_cached_glyph, formatting
...
No longer needed as draw_text_batched handles it
2024-06-29 20:33:07 -04:00
93e43c2b19
Updates for getting get_font_vertical_metrics, + other cleanup
2024-06-28 17:39:28 -04:00
cdf0f3e3bd
typo
2024-06-28 07:51:47 -04:00
a28303bad6
Added manual simd but odins already doing it perfectly (+ ohter attempted optimizations)
2024-06-28 07:31:51 -04:00
b8665d0bc2
wrining draw_text_batch
...
Gotta juice it out
2024-06-28 06:26:21 -04:00
bb52139e17
2 ms improvement from lru optimizations
2024-06-28 06:08:03 -04:00
ce2a837bb6
got rid fo the shape draw_list caching code
2024-06-28 06:04:04 -04:00
3b5cc3cc80
Some minor performance improvments, draw_list caching for shapes failed.
2024-06-28 05:29:53 -04:00
12741a228d
mostly formatting/name changes and other misc stuff
2024-06-28 03:27:25 -04:00
43415446b0
VEFontCache: look into to trying to cache the draw_list for a shape
...
plus other misc changes
2024-06-28 03:26:55 -04:00
5fbede25cb
fix for compile error on table api breaking change
2024-06-27 00:00:26 -04:00
d437e95efb
misc changes to ve font cache after starting to make the standalone repo
2024-06-27 00:00:07 -04:00
c94be49714
making VEFontCache less dependent on grime pkg (getting it ready to be standalone)
2024-06-26 23:37:29 -04:00
e6147caf41
small update
2024-06-26 23:28:08 -04:00
063cf6b45c
license
2024-06-26 23:26:42 -04:00
f08b04e901
last cleanup before docs
2024-06-26 22:51:04 -04:00
1e7650970b
compile fixes
2024-06-26 21:51:33 -04:00
fc59f948f5
moved catch_batch_glyph to draw file
2024-06-26 21:40:45 -04:00
86d6adc931
Set glyph_padding to 4 (when using 8x8 over_sample we need more padding)
2024-06-26 17:02:15 -04:00
e6ccdd90d1
changes to sectr module based on VEFontCache changes
2024-06-26 15:23:44 -04:00
470197cb6c
Advance_Snap_Smallfont_Size to 0 by default, removed position rounding in shape_text_uncached
...
Need to eventually make the rounding an option
2024-06-26 15:23:02 -04:00
8e8f25ba50
VEFontCache: Lifted the GlyphDrawBuffer member of atlas to the context
2024-06-26 15:15:03 -04:00
343d558a94
Clean up of last remaining vestitudes of using my containers in VEFontCache
2024-06-26 13:28:54 -04:00
9d0cc125a9
Misc changes
...
* Made refactor rende procedures to specify dependencies instead of directly grabbing from state singleton
2024-06-26 06:03:00 -04:00
413f544e9c
VEFontCache: Codepath simplificiation & optimization
2024-06-26 06:01:06 -04:00
6f034534f3
VEFontCache: Should be using odin arrays and maps excluisvely now for the package
2024-06-25 23:53:44 -04:00
1533a14a1b
misc changes
...
* draw_text_string_pos_extent_zoomed can now oversample text futher (if desired)
* render_ui_via_box_tree has a rudimentary render pass layering optimization
Add support for the slab allocator to accept arbitrary alignments (odin's map container needs it)
Messing around with 64-byte alignment as the default for the allocator...
2024-06-25 19:13:41 -04:00
268ba29ec6
minor pref improvements, started to convert to using odin's arrays (in VEFontCache) (last commit bad)
2024-06-25 19:11:31 -04:00
c567d48a4c
minor pref improvements, started to convert to using odin's arrays (in VEFontCache) (last commit bad)
2024-06-25 19:11:10 -04:00
00587a226b
minor pref improvements, started to convert to using odin's arrays
2024-06-25 19:09:53 -04:00
6fac2a97ff
Swapped LRU and temp_codepoint_seen to use odin's vendor hash map
...
Starting to get serious about profiling this procedure and optimizing performance.
I also want to make it more ideomatic now...
2024-06-25 17:10:18 -04:00
b5f9687927
Various improvements to VEFontCache's font rendering
2024-06-25 14:28:59 -04:00
1fe741034d
wip : trying to fix the workspace view bounds detection
2024-06-25 02:38:08 -04:00
1f4d07727e
minor reorganization
2024-06-25 02:37:18 -04:00
894c3fee97
Fix hot-reload
2024-06-24 23:38:53 -04:00
08932c8c99
Fixes to test_whitespace_ast
2024-06-24 23:19:18 -04:00
6f722026ce
Text rendering is now around parity (if not better) than what was done before with raylib
...
Performance still sucks since the rendering implementation is subpar
2024-06-24 23:19:08 -04:00
321bbfd772
Fix for VEFontCache: measure_text_size & shape_text_cached
2024-06-24 23:17:18 -04:00
838e37e58d
Fixed crash with VEFontCache.can_batch_glyph
2024-06-24 23:16:24 -04:00
c93c0ed567
Minor lifting in the render side, getting ready to just hunker down and take notes on whats next
...
* VEFontCache needs to get fixed up (possibly bring back ELFHash)
* Problably going to do conversion early to odin's array and map usage
* Need get the quad tree setup for the ui so that I can do fast and efficient traversal for the layer based rendering.
2024-06-24 16:36:22 -04:00
0d9623c340
layer text rendering works, ui has issues, there is perf problems
...
* Added todos for VEFontCache
* Going be remaking the direct box traversal rendering again, I'll keep both layer based and it as a option to switch between
* Need to implement a quad tree for the ui boxes to help with collision test traversal
2024-06-24 11:29:44 -04:00
dee8fc7ef9
layer text rendering is working!
2024-06-23 21:32:00 -04:00
7d41fcc335
wip : trying to get layered text rendering working
2024-06-23 20:22:36 -04:00
55b80da8e5
Fixed input event buffer issues
...
Queue doesn't properly act as a ring buffer had to roll my own.
I want to make a allocated ring buffer as well...
2024-06-23 13:59:04 -04:00
ce1d31f0d4
Progress on fleshing out rendering (Getting ui ready to render in "layer batches")
2024-06-23 02:47:13 -04:00