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* make/build-test.xml: Add JOAL to classpathSven Gothel2023-05-233-5/+7
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* Relocate 'jar/atomic/jogl-fonts-p0.jar' -> 'jar/jogl-fonts-p0.jar' to ↵Sven Gothel2023-05-201-0/+2
| | | | | | | simplify inclusion in distribution; UbuntuFontLoader's Uri is patched accordingly. This font jar file is actually not an atomic in the sense it being aggregated to e.g. jogl-all.jar or even a fat jar. Hence it is more suitable to have it all visible in the top-dir next to the main jars.
* build.xml: Preserve README.md, copy filtered README-zip-bundles.txt to ↵Sven Gothel2023-05-201-1/+2
| | | | archive w/ same name
* make/scripts/tests.sh: Adjust D_ARGS for AudioSink (moved to gluegen/joal); ↵Sven Gothel2023-05-171-5/+6
| | | | | | | Validated GLMediaPlayer ... Validated GLMediaPlayer w/ new AudioSink and channels > 2 for ALAudioSink with openal-soft > 1.18 (w/o AL_SOFT_buffer_samples).
* Common av classes (*AudioSink, ..) are promoted to gluegen (commit ↵Sven Gothel2023-05-171-2/+2
| | | | 270172bcbd91f96d4a38a3d73e23d744f57a25b8) and joal (commit 03f4bb63ce8a358b1c2ef303480e1887d72ecb2e)
* HiDPI: Revise AWT GLCanvas/GLJPanel ScalableSurface: No setSurfaceScale(), ↵Sven Gothel2023-05-152-4/+5
| | | | | | | | | | | have AWT toolkit define pixelScale only (simplification) This aligns with Glenn's initial AWT patch commit e5e7514d649cd7dd28bbb8e04b72338dc09c2c83, i.e. removing redundancies... Tested on Linux, Windows and MacOS w/ GLCanvas, GLJPanel and GLWindow using pixelScale values: - Linux: 1, 2 - Windows: 1, 1.25, 2 - MacOS: 1, 2
* HiDPI: Complete testing on Windows (AWT, NEWT, AWT+NEWT): AWT pixel scale ↵Sven Gothel2023-05-143-2/+25
| | | | propagated properly to our AWT GLCanvas and NEWT
* HiDPI AWT/NEWT: Propagate AWT enforced pixelScale via setSurfaceScale() ↵Sven Gothel2023-05-141-1/+5
| | | | blocking native change by monitor-pixelScale (Windows, X11)
* JOGL File Layout: Have *-java-src.zip inside jar folder, add missing ↵Sven Gothel2023-05-071-8/+5
| | | | jar/jogl-demos-java-src.zip
* doc/HowToBuild.html: Align w/ GlueGen (MacOS changes, min deployment target ↵Sven Gothel2023-05-061-1/+1
| | | | 10.7)
* Windows tests scripts: Update Graph* and *Movie* demos cmdline launchesSven Gothel2023-05-044-20/+43
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* HowToBuild: Windows: We use MinGW64 w/ 'posix threads' instead of 'win32 ↵Sven Gothel2023-05-041-1/+1
| | | | threads', allowing C++ std::mutex etc to be used (openal-soft)
* GraphUI Working GridLayout w/ and w/o cell-size and alignment; Added BoxLayout.Sven Gothel2023-04-291-1/+2
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* GraphUI: Add BoxLayout and Margin, todo: Have GridLayout properly use Gap w/ ↵Sven Gothel2023-04-181-1/+2
| | | | Padding and alignment (Margin?) (CSS alike)
* GraphUI Tests: Add TestTextRendererNEWT21 using FontViewListener01 (like ↵Sven Gothel2023-04-141-0/+2
| | | | FontView01 demos) rendering a grid of each glyph for better validation for many fonts and renderModes/sampleCount
* GraphUI Demos: Adding prelim FontView01, which may become a 'little ↵Sven Gothel2023-04-131-1/+2
| | | | FontForge' ;-)
* GraphUI GridLayout: Functional Grid Layout w/ Padding, demo'ed in ↵Sven Gothel2023-04-121-2/+2
| | | | | | | | | | UISceneDemo20 with button Groups All layout magic is simply performed in Group.Layout.layout(..) @ validate, incl. updating the bounding box to have the padding included. This demonstrates GraphUI's capability to be used with correct layout, i.e. its pure matrix based position, scale and rotation.
* GraphUI UISceneDemo03b: Action with the Glyph Group Container: Rotate auto ↵Sven Gothel2023-04-101-2/+3
| | | | and w/ scroll-wheel (or zoom if alt is pressed)
* GraphUI: Adjust for rotation: Drag-resize and -move (flip x- and/or y-axix), ↵Sven Gothel2023-04-081-4/+4
| | | | | | as well as getSurfaceSize(..) (use absolute size) Tested w/ UISceneDemo01b and UISceneDemo03, where you now can pick any moving glyph at any rotation and drag it.
* Doxygen: Refine javapublic + javaall, update README.md and www/index.html textSven Gothel2023-04-082-2377/+24
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* Adding experimental Doxygen target 'doxygen.public' .. (WIP)Sven Gothel2023-04-073-0/+2397
| | | | | | | | | | | | Must be manually incoked now, is working but currently takes everything (dot graph takes its good time). Benefits - Working nice html docs - UML and collab diagrams - Gets all tests and demos referenced, user can easily look it up - Source is also included, nice browsing The current setup might be too big .. we will see.
* PMVMatrix rewrite using Matrix4f, providing SyncMatrix4f* for GLUniformData; ↵Sven Gothel2023-04-071-12/+17
| | | | | | | | | | | | | | | | | Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*) Big Easter Cleanup - Net -214 lines of code, despite new classes. - GLUniformData buffer can be synced w/ underlying data via SyncAction/SyncBuffer, e.g. SyncMatrix4f + SyncMatrices4f - PMVMatrix rewrite using Matrix4f and providing SyncMatrix4f/Matrices4f to sync w/ GLUniformData - Additional SyncMatrix4f16 + SyncMatrices4f16 covering Matrix4f sync w/ GLUniformData w/o PMVMatrix - Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*) - Moved FloatUtil -> Matrix4f, kept a few basic matrix ops for ProjectFloat - Most, if not all, float[] and int[] should have been moved to proper classes - int[] -> Recti for viewport rectangle - Matrix4f and PMVMatrix is covered by math unit tests (as was FloatUtil before) -> save Passed all unit tests on AMD64 GNU/Linux
* Matrix4f Perf: Enhance invert(), Drop (test) load on Matrix4f.mul(Matrix4f) ↵Sven Gothel2023-04-051-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | for fair and realistic numbers - Both mul() ops faster than FloatUtil Enhanced invert() of Matrix4f* and FloatUtil: Use 1f/det factor for burst scale. Enhanced Matrix4f.invert(..): Use factored-out mulScale() to deliver the scale, giving a good 10% advantage on aarch64 and amd64. Brings Matrix4f.invert(..) on par w/ FloatUtil, on aarch64 even a 14% advantage. +++ TestMatrix4f02MulNOUI added an additional Matrix4f.load() to the mul(Matrix4f) loop test, which surely is an extra burden and not realistic as the mul(Matrix4f, Matrix4f) and FloatUtil pendants also don't count loading a value. Matrix4f.mul(Matrix4f) shall be used to utilize an already stored value anyways. Matrix4f.mul(Matrix4f) didn't really exist in FloatUtil. Same is true for Matrix4f.invert(), re-grouped order, i.e. pushing the non-arg variant last. +++ Revised performance numbers from commit 15e60161787224e85172685f74dc0ac195969b51 AMD64 + OpenJDK17 - FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all - Matrix4f.mul(a, b) roughly ~10% faster than FloatUtil.multMatrix(a, b, dest) - Matrix4f.mul(b) roughly ~18% faster than FloatUtil.multMatrix(a, b, dest) (*) - Matrix4f.invert(a) roughly ~ 2% faster than FloatUtil.invertMatrix(..) - Matrix4f.invert() roughly ~ 4% slower than FloatUtil.invertMatrix(..) (*) - Launched: nice -19 scripts/tests-x64.sh RaspberryPi 4b aarch64 + OpenJDK17 - FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all - Matrix4f.mul(a, b) roughly ~ 9% faster than FloatUtil.multMatrix(a, b, dest) - Matrix4f.mul(b) roughly ~14% faster than FloatUtil.multMatrix(a, b, dest) (*) - Matrix4f.invert(a) roughly ~14% faster than FloatUtil.invertMatrix(..) - Matrix4f.invert() roughly ~12% faster than FloatUtil.invertMatrix(..) (*) - Launched: nice -19 scripts/tests-linux-aarch64.sh (*) not a true comparison in feature, as operating on 'this' matrix values for one argument, unavailable to FloatUtil. Conclusion - Matrix4f.mul(..) is considerable faster! - Matrix4f.invert(..) faster, esp on aarch64 And additional Matrix4fb tests using float[16] similar to FloatUtil also demonstrates less performance compared to Matrix4f using dedicated float fields.
* GraphUI: Adopting Vec*f API; Adding Group; Scene + Group are Container, ↵Sven Gothel2023-04-051-2/+2
| | | | | | | | | | | | | | | | traversing the PMVMatrix throughout childs (-> see TreeTool). Utilizing the Vec*f (and Matrix4f) API w/ AABBox et al renders our code more clean & safe, see commit 15e60161787224e85172685f74dc0ac195969b51. A Group allows to contain multiple Shapes, hence the PMVMatrix must be traversed accordingly using TreeTool for all operations (draw, picking, win->obj coordinates, ..). Hence Scene + Group are now implementing Container and reuse code via TreeTool and a Shape.Visitor*. This will allow further simplification of user code.
* Math: Complete Matrix4f w/ Vec[234]f and adopt it throughout Quaternion, ↵Sven Gothel2023-04-052-2/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | Ray, AABBox, Frustum, Stereo*, ... adding hook to PMVMatrix Motivation was to simplify matrix + vector math usage, ease review and avoid usage bugs. Matrix4f implementation uses dedicated float fields instead of an array. Performance didn't increase much, as JVM >= 11(?) has some optimizations to drop the array bounds check. AMD64 + OpenJDK17 - Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest) - Matrix4f.mul(b) roughly ~3% slower than FloatUtil.multMatrix(a, b, dest) - FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all - Matrix4f.invert(..) roughly ~3% slower than FloatUtil.invertMatrix(..) RaspberryPi 4b aarch64 + OpenJDK17 - Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest) - Matrix4f.mul(b) roughly ~20% slower than FloatUtil.multMatrix(a, b) - FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all - Matrix4f.invert(..) roughly ~4% slower than FloatUtil.invertMatrix(..) Conclusion - Matrix4f.mul(b) needs to be revised (esp for aarch64) - Matrix4f.invert(..) should also not be slower ..
* GraphUI: Add GlyphShape representing a single Font.Glyph as a GraphShape; ↵Sven Gothel2023-03-301-2/+2
| | | | | | | | | | | | | | | | | | Use w/ UISceneDemo03 Type Animation... A list of GlyphShape can be created via GlyphShape.processString(..), which preserves all details incl. intended original unscaled position and its kerning. Whitespace or contourless Glyphs are dropped. A GlyphShape is represented in font em-size [0..1] unscaled. +++ UISceneDemo03 Type Animation - Using GlyphShape and apply scaling via its Shape.setScale() - Recalc fontScale per used text - Refined 'arrival' criteria and smoothing out near target w/ speed-up rotation - Using GraphUIDemoArgs to parse common commandline demo options
* GraphUI: Decouple GraphShape from Shape, i.e. allow future Shape w/o ↵Sven Gothel2023-03-281-2/+4
| | | | Graph/GLRegion
* GraphUI Demos: (Text) Type Animation ...Sven Gothel2023-03-221-1/+2
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* GraphUI UISceneDemo20: Consolidate the actual implementation and main ↵Sven Gothel2023-03-211-5/+7
| | | | launcher to our new UISceneDemo naming series
* GraphUI Demos: Bring back GPUUISceneGLListener0A ..Sven Gothel2023-03-201-2/+3
| | | | | | | | | | | | | | | | | | | | - Contrary to UISceneDemo0[01], here we - Call the Scene GLEventListener methods manually - Issue glClear* ourselves - Using own PMVMatrixSetup - gluPerspective like Scene's default - no normal scale to 1, keep distance to near plane for rotation effects. We scale Shapes - translate origin to bottom-left - Scale Button not by screen-size but Scene.getBounds() dimension, hence issue setupUI() from reshape() and not from init() - GLButton: Using additional view-rotation like UISceneDemo01 - Multi-line text labels resize issues are - Supposed sticky-edge is moving (Sticky-edge are the opposites of the picked drag point)
* GraphUI: Add UISceneDemo00 for linear animation in one main function; ↵Sven Gothel2023-03-191-0/+1
| | | | UISceneDemo01 simply provides shape drag-move and -resize
* Graph UI: Apply API changes to demos *WIP* (not all working yet, but compile ↵Sven Gothel2023-03-191-2/+4
| | | | clean)
* API doc cleanup, add + refine math testsSven Gothel2023-03-191-0/+3
| | | | API doc
* GraphUI: Rename UISceneDemo00 -> UISceneDemo01Sven Gothel2023-03-151-2/+2
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* GraphUI: Add a most simple Scene demo with one Shape.Sven Gothel2023-03-141-0/+2
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* make/scripts/setenv.jogl.sh: Add JOAL_LIB_DIR to LD_LIBRARY_PATH (used if ↵Sven Gothel2023-03-141-2/+3
| | | | not testing using jars but classpath)
* build: Disable oculusvr by default, allow manual enable via property ↵Sven Gothel2023-03-142-1/+9
| | | | 'oculusvr.enabled'
* build-test.xml: Add src.demos to determine to skip build or notSven Gothel2023-03-131-0/+1
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* Move png assets (NEWT icons + GLMediaPlayer dummy/test) to simple classpath, ↵Sven Gothel2023-03-137-9/+24
| | | | allowing access w/o jars. TODO: Test Android.
* GraphUI: Shape: Add build-in resize w/ 1-pointer-click and drag in 1/4th ↵Sven Gothel2023-03-111-2/+2
| | | | bottom-left or bottom-right corner. Rename translate -> position.
* Cleanup Demos: Move demos to jogl-demos.jar (here Graph + AudioVideo), ready ↵Sven Gothel2023-03-1111-150/+125
| | | | for easy deployment and test w/ junit/ant
* GraphUI: Promote API to JOGL via graphui.jar or within any jogl-all*.jar (WIP)Sven Gothel2023-03-106-21/+214
| | | | | | | | | | Root package is 'com.jogamp.graph.ui.gl', i.e. a sub-package of Graph denoting UI and OpenGL usage. Implementation will stay small, hence relative files size costs are minimal. Source and build is in parallel to nativewindow, jogl and newt and has a dependency to all of them. The NEWT dependencies are merely the input listener ..
* Misc: Add MonitorDevice.perMMToPerInch(..); Drop unused ↵Sven Gothel2023-03-093-8/+8
| | | | RegionRenderer.init(..) renderModes argument
* TestTextRendererNEWT20: Cover Graph-VBAA, Graph-MSAA, FSAA, NONE .. (have ↵Sven Gothel2023-03-081-2/+1
| | | | proper filenames for screenshots)
* Add raspi4b test script w/ set screen-sizeSven Gothel2023-03-082-0/+15
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* Graph GPUUISceneNewtDemo: Filter out all FSAA (multisample) caps if ↵Sven Gothel2023-03-081-1/+1
| | | | | | | | | | | | | | undesired (Graph VBAA + MSAA); Add NonFSAAGLCapabilitiesChooser Notable: On RaspiPi4b w/ Mesa3D's Broadcom/VC driver, the chosen capabilities is a multisamnple one even though not requested. This causes - extra performance overhead - doubled AA: 1st our VBAA, then the FSAA (multisample) -> loss of sharpness Simply dropping the undersired FSAA helps and ups performance on the Raspi board (22 -> 35 fps).
* [GL]Capabilities*: Enhance identity-check in root Capabilities.equals(..), ↵Sven Gothel2023-03-081-1/+3
| | | | | | | | | | comparing the VisualID first; Added VisualIDHolder.isVisualIDSupported(VIDType) We cannot accept 2 capabilities with different VisualID but same attributes otherwise accepted as equal, since the underlying windowing system uniquely identifies them via their VisualID. Such comparison is used in certail GLAutoDrawable implementations like AWT GLCanvas to determine a configuration change etc.
* scripts/tests.sh: Refine uncommented section about 'Flight Recorder' setupSven Gothel2023-03-071-1/+5
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* Graph Perf Test: {Test->Perf}TextRendererNEWT00: Drop junit, ... (WIP)Sven Gothel2023-03-074-8/+14
| | | | | | | | Also tested w/ alternative JVM (Azul) .. works well, no big difference (but slower startup time, but might be OpenJDK 17->19 related as well). Printing usual system infos to make the test record useful. Cmdline is: com.jogamp.opengl.test.junit.graph.PerfTextRendererNEWT00 -es2 -Nperf -long_text -loop 40
* Clock: Use Clock.currentNanos() instead of System.nanoTime(); Enhancing ↵Sven Gothel2023-03-071-1/+2
| | | | | | FPSCounterImpl accuracy by maintaining timestamps in [ns] Idea: Perhaps we want to use [ns] for FPSCounter's method types by now?