.. | ||
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
Changes from orignal
- Font Parser & Glyph shaper are abstracted to their own interface
- Font face parser info encapsulated in parser_info struct.
- 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
TODOs
Thirdparty support:
- Setup freetype, harfbuzz, depedency management within the library
Documentation:
- Pureref outline of draw_text exectuion
- Markdown general documentation
Content:
- Port over the original demo utilizing sokol libraries instead
- Provide a sokol_gfx backend package
Additional Features:
- Support for freetype
- Support for harfbuzz
- 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
- Allow curve_quality to be set on a per-font basis
Optimization:
- 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
- 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
- Each should have their own?
- draw_list
- draw_layer
- atlas.next_idx
- glyph_draw_buffer
- shape_cache
- This would need to converge to the singlar draw_list on a per layer basis (then user reqeusts a draw_list layer there could a yield to wait for the jobs to finish); if the interface expects the user to issue the commands single-threaded unless, we just assume the user is going to feed the gpu the commands & data through separate threads as well (not ideal ux).
- Each should have their own?
- 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