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* NEWT iOS: Support translucent windowsSven Gothel2019-07-082-1/+5
| | | | | | | and remove the redColor default background (debug only). IOSUtil.CreateUIWindow(..) also gets its 'visible' attribute, to be true only for demo Hello1 code - false for intended Proxy Surface Hook.
* NEWT iOS: Support Multi-Touch Events, PixelScale, ..Sven Gothel2019-07-082-50/+321
| | | | | | | | | | | | | | | | | Note: Two subsequent commit will add some required change in the native UIWindow/UIView creation methods to actually make the NEWT view being displayed ;-) The demo 'com.jogamp.opengl.demos.ios.Hello' demonstrated a standard NEWT application running on iOS. Previous NativeWindow wrap-around demo is preserved in 'com.jogamp.opengl.demos.ios.Hello1'. Tested on ipad 11'inch arm64 and x86_64 simulation: - Using GearsES2 demo - PixelScale 1f, 2f and 0f - last two using max pixel scale - Touch w/ GearsES2 works: -- 1 finger rotate -- 2 finger drag -- 2 finger pinch-zoom gesture detection
* iOS: Clean up promotion of EAGLLayer use down to FBObjectSven Gothel2019-06-241-8/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Initial commit bba73bc096250a3c7fc036d84b1ea054d1b70b06 hacked its path using a context global EGLLayer instance attachement. The hack was good for the first demo, however, it forbid using other FBObjects etc on the way. Properly specifying FBObject.Attachment.StorageDefinition, allowing the user to inject code for selected FBO attachements to define their storage. This might be useful for different platforms as well - however, it is OS agnostic and instance specific now. In this sense, GLFBODrawableImpl, hosting FBObject, has a more specific instance of FBObject.Attachment.StorageDefinition for color-renderbuffer. It is passed along newly created color renderbuffer. GLDrawableFactoryImpl.createGLDrawable uses a derived interface, OnscreenFBOColorbufferStorageDefinition which is defined in IOSEAGLDrawableFactory and return by its getter. GLDrawableFactoryImpl.createGLDrawable is therefor platform agnostic again. Bottom line is, as more platforms will be added, these semi-public interfaces have to adapt to suit them all .. All this due to iOS architecture for 'onscreen rendering' using a FBO which shares its color renderbuffer storage with the EAGLLayer, associated with the UIView. A bit weird maybe in first sight, but efficient for creating cheap hardware design ;-) Only criticism here is that Apple didn't bother using EGL and an extension.
* iOS: Initial working commit supporting iOS (ipad pro 11)Sven Gothel2019-06-2334-0/+3690
using our OpenJFK 9 x86_64 and arm64 build. Test demo class is 'com.jogamp.opengl.demos.ios.Hello', residing in the new demo folder 'src/demos/com/jogamp/opengl/demos/ios/Hello.java'. This commit does not yet include a working NEWT specialization for iOS, but it shall followup soon. Instead this commit demonstrates JOGL operating on native UIWindow, UIView and CAEAGLLayer as provided by Nativewindow's IOSUtil. Test Video https://www.youtube.com/watch?v=Z4lUQNFTGMI +++ Notable bug: The FBO used and sharing the COLORBUFFER RENDERBUFFER memory resources with CAEAGLLayer to be displayed in the UIView seemingly cannot handle GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24 or GL_DEPTH_COMPONENT32 depth buffer - none at all (Device + Simulation). Therefor the default demo GLEventListener chosen here don't require a depth buffer ;-) This issue can hopefully be mitigated with other means than using a flat FBO sink similar to FBO multisampling.