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VEFontCache-Odin/Readme.md
2024-06-29 22:52:17 -04:00

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# 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
## 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).
* 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)