std::vector< Kakshya::MeshVertex > glyph_vertices(std::span< const GlyphQuad > quads, glm::vec4 color, std::span< const StyleSpan > spans, const GlyphMap &map, uint32_t slot)
Triangle list vertices for glyph quads, six per quad.
constexpr float coverage_weight(uint32_t slot) noexcept
MeshVertex::weight that makes a fragment shader read a texture slot as glyph coverage rather than as ...
static GlyphMap fit(Kinesis::AABB2D region, glm::vec2 source_px) noexcept
Map layout pixels [0, source_px] onto region, y flipped.
glm::vec2 operator()(glm::vec2 px) const noexcept
Linear map from layout pixels to whatever space the vertices are drawn in.