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Changes based on latest from Sectr Prototype
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Readme.md
14
Readme.md
@@ -6,9 +6,17 @@ Its original purpose was for use in game engines, however its rendeirng quality
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See: [docs/Readme.md](docs/Readme.md) for the library's interface
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## Changes from orignal
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* Font Parser & Glyph shaper are abstracted to their own interface
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* Font face parser info encapsulated in parser_info struct.
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* ve_fontcache_loadfile not ported (ust use core:os or os2, then call load_font)
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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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## TODOs
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### (Making it a more idiomatic library):
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### Thirdparty support:
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* Setup freetype, harfbuzz, depedency management within the library
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@@ -28,6 +36,7 @@ See: [docs/Readme.md](docs/Readme.md) for the library's interface
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* Support for harfbuzz
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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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* Allow curve_quality to be set on a per-font basis
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### Optimization:
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@@ -43,9 +52,10 @@ See: [docs/Readme.md](docs/Readme.md) for the library's interface
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* glyph_draw_buffer
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* shape_cache
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* 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).
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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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* 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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