| Commit message (Collapse) | Author | Age | Files | Lines |
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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
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- New simple type Ray, denominating a .. ray
- Added PMVMatrix.gluUnProjectRay(..) similar to gluUnproject(..)
however, result is a Ray.
- Added AABBox.intersectsRay(Ray) ..
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tests - Cleanup VectorUtil (vec2/3 naming, remove dedundant functions)
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and document the same. ; Minor edits ..
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resize.
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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 }
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intermediate matrix
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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 ..
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- 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)
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- 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
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(Wheezy Mesa 8.0.5-SW and Jessie Mesa 9.2.2-SW)
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byte-count)
memmove's byte-count was just giving the element-count, missing the element-size multiplier to actually pass byte-count
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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)
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FloatUtil: Add DEBUG and description about Row-Major and Column-Major Order. AABBOX: Use FloatUtil.DEBUG for mapToWindow(..)
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processString(..) using ShapeVisitor interface (visitor pattern)
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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.
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(performance, reduce temp objects)
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- 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
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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.
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Demos: Use local GLRegion for uncached text (perf.) ..
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- CDTriangulator2D.getContainerLoop(..) can exit at first 'inside' loop
- Make loops field 'final' and clear at reset.
- Add more 'final' qualifier
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GlyfCompositeDescript: Fix NPE
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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
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pixels-per-millimeter (Requires manual Conversion to dpi)
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methods ; TestTextRendererNEWT00 make font/fontSize configurable, animate fontSize
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on uncached text line
Performance Note: ~800-1200 fps on uncached text line
Compared to c3621221b9a563495b4f54fe60e18e8db8cc57fb: ~600 fps
and previous impl. ~60fps.
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- Fix TypecastRenderer End-Of-Contour (EOC)
- Iterate through contour block up-until EOC-1,
not trying to create a new 'path' from EOC.
- Add cubic path
- Detect a cubic path and use it, i.e. on-off-off-on
- Fix Shape-Closing
- Close shape at head, not tail, since we add vertices from the head.
- Misc
- addShape*(..) uses Point parameter 'onCurve' field
reflecting proper handling.
Status:
Ubuntu Font: No artifacts
Lucida: Removed all artifacts, but for character 'M' !?
- No odd MID point
- Maybe inside-outside (inner) detection is buggy ?
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Minor edits:
- Add some docs to curve-shader and remove FIXME remark about gcu_Alpha, which will be used < 1.0.
- Font: Add more TTF references
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allow to either close-tail or head; OutlineShape/Triangulator: Pass 'sharpness' (very little effect though)
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native libs and null-cursor creation in headless mode
Commit 9fb1e46e43900ec9b2f9c9af1fc8984e101c8811 exposed sideffects,
i.e. libjawt.so could not be loaded in JAWTUtil's static-init while in headless mode.
JAWTUtil's static init block was triggered from AWTMisc debug flag changes.
Fix drops operations in headless mode:
- JAWTUtil
- awt native lib loading
- querying headfull features (locking, java2d ..)
- AWTMisc
- creating null cursor
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Fix TypecastRenderer:
- Ensure quad shapes are closed!
- Revalidate point -> shape interpretation using orig. Typcast code
- Fix 'midPoint(..)' use float values
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storage, ease on GC
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impl. part)
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Better separation of cached and uncached regions
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GL data directly incl. all index validations
Region:
- Remove redundant methods to make
OutlineShape the unique source.
- addVertex(..)
- addTriangles(..)
- Perform all index validations in addOutlineShape(..)
- Push OutlineShape's vertex data
and it's triangle indices directly to VBO.
GLRegion: Add clear(..) method, allowing to clear the region
for new data, i.e. OutlineShapes
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Glyph/Typecast* ; Misc Cleanup
Commit c3621221b9a563495b4f54fe60e18e8db8cc57fb introduced
create an OutlineShape per Glyph from it's data w/o going through Path2D.
Misc Cleanup: Remove unused code/fields, use private/final where possible.
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