# VE Font Cache : Odin Port This is a port of the [VEFontCache](https://github.com/hypernewbie/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](docs/Readme.md) for the library's interface. ## Building See [scripts/Readme.md](scripts/Readme.md) for building examples or utilizing the provided backends. Currently the scripts provided & the library itself were developed & tested on Windows. The library however should not be limited to that OS platform, just don't have the configuration for alternative platforms (yet). 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 to `draw_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)