| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
| |
- Remove 'const' qualifier in shader graph code for non 'absolute' const values
- Use extension directive OES_standard_derivatives only for ES2.0, not ES3.0 (graph shader)
- Compare float w/ float literals, not int literals!
- Android Demo NEWTGraphUI2pActivity:
- Is a VBAA example, hence disable scene MSAA!
|
|
|
|
| |
Reduce text contrast by 1/10th allowing better AA ; GPUUISceneGLListener0A uses proportional window height font size and one label w/ 10pt
|
| |
|
|
|
|
| |
custom shader
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Quincunx
Using poles only as sampling points is not as effective as: flipquad > rgss >> quincunx
Best quality would be 'wholeedge', i.e. average every supersample,
however performance is worse here.
References:
<http://fileadmin.cs.lth.se/graphics/research/papers/inexp_ms2005/>
<http://fileadmin.cs.lth.se/graphics/research/papers/masses2003/>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
incl. FXAA2) ; Test exp. LineAA ; Misc Changes
- Revise VBAA
- Add border to FBO dropping MSAA
- This automatically gives AA for edges on FBO boundary
- Correcting ceil-diff, use object-diff instead of win-diff (diff := ceil(a)-a, w/ float a)
- Reorg shader - using includes to test diff. AA modes:
- [poles, wholeedge] * [equalweight, propweight]
- fxaa2
- Exp. LineAA (disabled)
- Test ROESSLER-2012-OGLES for detected rectangles only
- Test boundary line detection
See screenshots: <http://jogamp.org/files/screenshots/graphui/20140322/>
|
|
|
|
| |
to Gallium/Nouveau Driver (TODO: Handle it in GLCapabilities Selection)
|
|
|
|
| |
testing all 3: MSAA, VBAA, VBAA+MSAA)
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
NApplet for VBAA
|
|
|
|
| |
6382ee094953fd4fef35a8e60a29b482ae1b79c3)
|
|
|
|
|
|
| |
oriented actions.
http://jogamp.org/files/screenshots/graphui/01/
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
driven, ..) TODO: Transformations
SceneUIController handles shapes generic: Rendering, selecting and event traversing.
All data (transforms ..) are provided by UIShape.
UIShape:
- Dispatching NEWT MouseEvent's on MouseEventListener
- Separates the 2d-transforms for shape/region
and 3d transform, scale and rotation
GPUUISceneGLListener0A Demo code merely
aggregates the shapes and attaches listener, hence includes
the 'application logic'.
Working:
- picking any shape
- dragging, zooming, actions
TODO:
- Fix transformations, actually the rotations (button) look odd
probably due to 'unlucky' rotation center and axis.
+++
RegionRenderer: Removed Matrix ops, which shall be applied on PMVMatrix
|
|
|
|
|
|
|
|
|
| |
- New simple type Ray, denominating a .. ray
- Added PMVMatrix.gluUnProjectRay(..) similar to gluUnproject(..)
however, result is a Ray.
- Added AABBox.intersectsRay(Ray) ..
|
| |
|
|
|
|
| |
tests - Cleanup VectorUtil (vec2/3 naming, remove dedundant functions)
|
| |
|
|
|
|
| |
and document the same. ; Minor edits ..
|
|
|
|
| |
resize.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
muls in rotateVector
Quaternion:
- rotateVector(..): Reduce multiplication count by 17
Graph:
- Outline
- add: transform
- fix compareTo .. use EPSILON
- OutlineShape
- add transform
- fix compareTo .. use EPSILON
- use Comparator<Outline> in sortOutlines
to avoid reversal of list
- Extract OutlineShapeXForm, pairing { OutlineShape, AffineTransform }
|
|
|
|
| |
intermediate matrix
|
|
|
|
|
|
|
|
|
|
|
| |
Region: Add Frustum support, to drop 'out of sight' shapes
RenderState: Add hints, e.g. BITHINT_BLENDING_ENABLED,
allowing user code to toggle background color etc
Demos: Incomplete - WIP
- Reuse mapped object to window coords computed at reshape
- TODO: Use minimal Scenegraph for Graph-UI ..
|
|
|
|
|
|
|
|
|
|
|
| |
- Add documentation incl references (Matrix-FAQ, Euclideanspace, ..)
- Compared w/ other impl., i.e. WildMagic, Ardor3D, ..
and added missing functionality incl unit tests.
- PMVMatrix: Added convenient Quaternion 'hooks'
- glRotate(Quaternion)
- glLoadMatrix(Quaternion)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- Added final qualifier where possible
- Refined API doc
- FloatUtil:
- Add machine EPSILON
- fixed value and runtime computed (real machEps)
- incl. isZero(..), isEqual(..)
- Add makeRotationAxis(..)
- Moved from PMVMatrix for reusage
- Add makeRotationEuler(..)
- New, not recommended due to Gimbal-Lock
- Add copyMatrix[Column|Row](..)
- Add more PI variations and trigo-func float mappings
- Removed cross and normalize, use VectorUtil!
VectorUtil:
- Add copyVec*
- Add equals and isZero w/ and w/o EPSILON
- Add distance[Square]
- Add length[Square]
PMVMatrix:
- Removed 'destroy' method in favor of making most fields 'final'.
AffineTransform:
- Added AABBox transform
- Public multiply
|
| |
|
|\ |
|
| |
| |
| |
| | |
(Wheezy Mesa 8.0.5-SW and Jessie Mesa 9.2.2-SW)
|
| |
| |
| |
| |
| |
| | |
byte-count)
memmove's byte-count was just giving the element-count, missing the element-size multiplier to actually pass byte-count
|
|\| |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Against OpenGL Bugs ; Fix glXGetFBConfigs
- glXChooseFBConfig(..)
- Remove NULL FBConfig pointer from result in native code,
which has been observed in Mesa 8.0.5-4 libgl1-mesa-swx11 (Debian-7).
- glXGetFBConfigs
- Add manual implementation similar to glXChooseFBConfig
- glXGetFBConfigAttrib(..)
- glXGetFBConfig(..)
- Returns boolean reflecting success, don't throw exception - caller handles error
- Caller ignore failure if not essential (i.e. already chosen config)
|
|\| |
|
| | |
|
| | |
|
| |
| |
| |
| | |
FloatUtil: Add DEBUG and description about Row-Major and Column-Major Order. AABBOX: Use FloatUtil.DEBUG for mapToWindow(..)
|
| |
| |
| |
| | |
processString(..) using ShapeVisitor interface (visitor pattern)
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Commit 183e1bc1868699b99eb9f9c8bf18d646d1120a48 only mapped object's bbox max/min points
to window space, which is wrong due to possible rotation in 3d space.
This commit adds AABBox.mapToWindow(..) method,
which correctly either uses 4 points of the bbox in 3d space (using center-z)
or all 8-points and creating a new bounding box.
The resulting width and height of this window bbox gives the
maximum amount of rectangular pixels for AA.
|
| |
| |
| |
| | |
(performance, reduce temp objects)
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
- RegionRenderer: Make 'blend' setup pluggable via new GLCallbacks
- 'GLCallback's for enable/disable, passed via 'create' method.
Add 'defaultBlendEnable' and 'defaultBlendDisable',
replacing previos fixed calls.
- GLRegion.draw(..) added API-doc notes about:
- Decorating call with RegionRenderer.enable(..)
- glClearColor impact and blending
- VBORegion2P*: Remove fixed glClearColor(..) call
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
fragment position and count)
Inflating the FBO pixel-size of the region using a 'samples count'
multiplier to the projected window bounding box
allows controlling the AA distortion as well as defining the
fragment position due to it's grid-fitting nature, see below.
- Fix VBAA Distortions (FBO-size fractional delta)
Inflated framebuffer exceeds 'box-size * sampleCount'
since it must be the ceiling of the latter due to it's integer number nature.
This difference either must reflect the texture-coords -or- the
texture bounding vertices-box in the 2nd pass, otherwise a distorion will appear
which is quite visible explicit w/ text.
Using texture-coords is not suitable, due to floating point accuracy,
hence this patch extends the texture bounding vertices-box about the ceiling delta.
A comparible distortion existed with the previous implementation as well,
since it used an arbitrary FBO-size and hence the magnification was not grid-fitting.
Current implementation is grid-fitting, or at least matches the non-inflated grid,
since it inflates the original window-size of the region about samples-count.
- AA (Sample fragment position and count)
Using a sample-count w/ a multiple of 2 (currently 2, 4 and 8 are properly implemented),
based on the projected window bounding box will give the 2nd-pass fragment shader (AA)
a fragment-postion in center of the sample pixels exposing one AA pixel.
Hence we need to use the diagonal coords (NW, SW, ..) off by half a pixel
to reach the 1st sample-pixel .. and 1.5 pixels to reach the 2nd .. and so forth.
|
| |
| |
| |
| | |
Demos: Use local GLRegion for uncached text (perf.) ..
|
| | |
|
| |
| |
| |
| |
| |
| | |
- CDTriangulator2D.getContainerLoop(..) can exit at first 'inside' loop
- Make loops field 'final' and clear at reset.
- Add more 'final' qualifier
|
| | |
|
| |
| |
| |
| | |
GlyfCompositeDescript: Fix NPE
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Proper FontSize -> PixelSize
VBAA Render-Mode Based on SampleCount (not a user-based texWidth)
- All Region based APIs now use 'sampleCount' instead of 'texWidth'
- VBORegion2PES2 calculates perspective FBO width/height considering the sampleCount
Proper FontSize -> PixelSize
- Font: Add getPixelSize(fontSize, dpi)
- Text* Demos/Classes: Use proper fontSize -> PixelSize
|