| Commit message (Collapse) | Author | Age | Files | Lines |
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applicable, restructure screenshot(..) by using nextScreenshotFile(..) - all using default tech representation
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call. FontView stays open and issues a screenshot.
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shape to cell (like GlyphShape w/ underline)
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by Shape spec
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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.
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before gluUnProjectRay(..)
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markStateDirty() if toggleable
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frustum-culling get/set
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invPMv null; PMVMatrix: Make Mvi, Mvit optional at ctor, add user PMv and PMvi - used at gluUnProject() ..
Matrix4f.mapWin*() variants w/ invPMv don't need temp matrices,
they also shall handle null invPMv -> return false to streamline usage w/ PMVMatrix if inversion failed.
PMVMatrix adds user space common premultiplies Pmv and Pmvi on demand like Frustum.
These are commonly required for e.g. gluUnProject(..)/mapWinToObj(..)
and might benefit from caching if stack is maintained and no modification occured.
PMVMatrix now has the shader related Mvi and Mvit optional at construction(!), so its backing buffers.
This reduces footprint for other use cases.
The 2nd temp matrix is also on-demand, to reduce footprint for certain use cases.
Removed public access to temporary storage.
+++
While these additional matrices are on demand and/or at request @ ctor,
general memory footprint is reduced per default and hence deemed acceptable
while still having PMVMatrix acting as a core flexible matrix provider.
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GraphUI.Shape: Efficiently reuse matPMv and temporary PMVMatrix storage
Reuse PMv in Shape.getSurfaceSize() and Shape.winToShapeCoord(),
for the latter we invert the reused PMv for mapWinToObj (i.e. UnProject).
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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.
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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
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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.
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GL/VK abstraction at a later time differently
Actual GPU rendering toolkit dependency can be abstracted differently, i.e. GPU <- { GL, VK } etc.
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good way to auto-deteminate this one (dpi, ..)
Type animation UISceneDemo03 requires this to resize a single glyph, i.e. 0.03f was too big.
1% might be OK, but then .. maybe not.
In general, a dpi autodetermination of a minimal scale/size might be OK,
assuming user sits in front of a screen and not having a multi-screen circus arena setup ;-)
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fractional to box size) and Scene for all Shapes.
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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
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in rotation
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!hasRotPivot: Don't scale pivot back from center-pivot, same as w/ hasRotPivot
A copy & paste bug ..
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Graph/GLRegion
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only act and markDirty() on change
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experience (working sticky edge)
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pivot-point or center; Assume Shape origin to be bottom-left for drag-zoom. Removes questionable scale-hack.
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denominate whole scale-factor, not their delta
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text-processing information
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OutlineShape.Visitor, allowing to use the Glyph (information).
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dirty and in draw(..) the whole dirty-validate() region.draw()
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sensitive (msaa -> smsaa)
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convenience
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from Scene.PMVMatrixSetup bug, all shapes resize fine now.
Scene.PMVMatrixSetup bug missed modelview initialition before gluUnProject(), fixed in commit 74e11bd9a49f61e49d3c73c4f9b87b4fb7fbaaf3.
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setPlanBox(..)'s gluUnProject(..)
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its default. GraphUI: Always use default.
Graph RegionRenderer, its RenderState as well as GraphUI's Scene don't need to have knowledge of Vertex.Factory,
which is only used within OutlineShape and its 'inner geom workings'.
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Label.setText(..) and getBounds(), preparations for more animation.
Hence Shape.validate(..) is now synchronized, avoiding parallel resource modding from render- and other animating thread.
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destroyImpl()
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