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63 lines
3.1 KiB
Markdown
63 lines
3.1 KiB
Markdown
# VE Font Cache : Odin Port
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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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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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* Curve quality step granularity for glyph rendering can be set on a per font basis.
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## TODOs
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### Thirdparty support:
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* Setup freetype, harfbuzz, depedency management within the library
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### Documentation:
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* Pureref outline of draw_text exectuion
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* Markdown general documentation
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### Content:
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* Port over the original demo utilizing sokol libraries instead
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* Provide a sokol_gfx backend package
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* Provide alternative build scripts
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### Additional Features:
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* Support for freetype (WIP, Untested)
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* Support for harfbuzz (WIP, Untested)
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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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* 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
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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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* Each should have their own?
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* draw_list
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* draw_layer
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* atlas.next_idx
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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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* 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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