Files
VEFontCache-Odin/Readme.md
2024-07-04 16:30:37 -04:00

51 lines
3.3 KiB
Markdown

# 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)