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Update Readme.md
* Added an mp4 of the demo * Removed todos going to convert them to issues on github
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Readme.md
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Readme.md
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# VE Font Cache : Odin Port
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https://github.com/user-attachments/assets/b74f1ec1-f980-45df-b604-d6b7d87d40ff
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This is a port of the [VEFontCache](https://github.com/hypernewbie/VEFontCache) library.
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Its original purpose was for use in game engines, however its rendeirng quality and performance is more than adequate for many other applications.
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@@ -10,7 +12,7 @@ See: [docs/Readme.md](docs/Readme.md) for the library's interface.
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See [scripts/Readme.md](scripts/Readme.md) for building examples or utilizing the provided backends.
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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).
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Currently the scripts provided & the library itself were developed & tested on Windows. There are bash scripts for building on linux & mac.
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The library depends on freetype, harfbuzz, & stb_truetype to build.
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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).
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@@ -22,29 +24,3 @@ Note: freetype and harfbuzz could technically be gutted if the user removes thei
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* Macro defines have been coverted (mostly) to runtime parameters
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* Support for hot_reloading
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* Curve quality step interpolation for glyph rendering can be set on a per font basis.
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## TODOs
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### Additional Features:
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* Support for freetype (WIP, Currently a mess... and slow)
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* Add ability to conditionally compile dependencies (so that the user may not need to resolve those packages).
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* Ability to set a draw transform, viewport and projection
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* By default the library's position is in unsigned normalized render space
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* Could implement a similar design to sokol_gp's interface
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### Optimization:
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* Check if its better to store the glyph vertices if they need to be re-cached to atlas or directly drawn.
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* Look into setting up multi-threading by giving each thread a context
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* 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)*
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* 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.
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* Context would need to be segregated into staged data structures for each thread to utilize
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* 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).
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* How the contexts are given jobs should be left up to the user (can recommend a screen quadrant based approach in demo examples)
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Failed Attempts:
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* Attempted to chunk the text to more granular 'shapes' from `draw_list` before doing the actual call to `draw_text_shape`. This lead to a larger performance cost due to the additional iteration across the text string.
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* Attempted to cache the shape draw_list for future calls. Led to larger performance cost due to additional iteration in the `merge_draw_list`.
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* 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)
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