.. | ||
docs | ||
atlas.odin | ||
draw.odin | ||
LICENSE.md | ||
LRU.odin | ||
mappings.odin | ||
misc.odin | ||
parser.odin | ||
Readme.md | ||
shaped_text.odin | ||
shaper.odin | ||
vefontcache.odin |
VE Font Cache : Odin Port
This is a port of the VEFontCache library.
Its original purpose was for use in game engines, however its rendeirng quality and performance is more than adequate for many other applications.
See: docs/Readme.md for the library's interface.
Building
See scripts/Readme.md for building examples or utilizing the provided backends.
Currently the scripts provided & the library itself were developed & tested on Windows. There are bash scripts for building on linux (they build on WSL but need additional testing).
The library depends on freetype, harfbuzz, & stb_truetype to build.
Note: freetype and harfbuzz could technically be gutted if the user removes their definitions, however they have not been made into a conditional compilation option (yet).
Changes from orignal
- Font Parser & Glyph shaper are abstracted to their own warpper interface
- ve_fontcache_loadfile not ported (ust use core:os or os2, then call load_font)
- Macro defines have been coverted (mostly) to runtime parameters
- Support for hot_reloading
- Curve quality step interpolation for glyph rendering can be set on a per font basis.
TODOs
Additional Features:
- Support for freetype (WIP, Currently a mess... and slow)
- Add ability to conditionally compile dependencies (so that the user may not need to resolve those packages).
- Ability to set a draw transform, viewport and projection
- By default the library's position is in unsigned normalized render space
- Could implement a similar design to sokol_gp's interface
Optimization:
- Check if its better to store the glyph vertices if they need to be re-cached to atlas or directly drawn.
- Look into setting up multi-threading by giving each thread a context
- There is a heavy performance bottleneck in iterating the text/shape/glyphs on the cpu (single-thread) vs the actual rendering (if doing thousands of drawing commands)
- draw_text can provide in the context a job list per thread for the user to thenk hookup to their own threading solution to handle.
- Context would need to be segregated into staged data structures for each thread to utilize
- This would need to converge to the singlar draw_list on a per layer basis. The interface expects the user to issue commands single-threaded unless, its assumed the user is going to feed the gpu the commands & data through separate threads as well (not ideal ux).
- How the contexts are given jobs should be left up to the user (can recommend a screen quadrant based approach in demo examples)
Failed Attempts:
- Attempted to chunk the text to more granular 'shapes' from
draw_list
before doing the actual call todraw_text_shape
. This lead to a larger performance cost due to the additional iteration across the text string. - Attempted to cache the shape draw_list for future calls. Led to larger performance cost due to additional iteration in the
merge_draw_list
.- The shapes glyphs must still be traversed to identify if the glyph is cached. This arguably could be handled in
shape_text_uncached
, however that would require a significan't amount of refactoring to identify... (and would be more unergonomic when shapers libs are processing the text)
- The shapes glyphs must still be traversed to identify if the glyph is cached. This arguably could be handled in