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* graph/font: Add "public float getAdvanceWidth(int i, float pixelSize);"Sven Gothel2012-05-151-0/+1
| | | | | Font::getAdvancedWidth(..) allows applications to query a glyphs width with a given pixel size, as it is being used for rendering.
* Graph/Glyph: Clarify public Font.Glyph and private FontInt.GlyphIntSven Gothel2012-05-151-0/+6
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* GLContext*: Remove '[set/is]Synchronized(..)' - Defaults to wait for locks: ↵Sven Gothel2012-05-131-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | 1. Drawable, 2. GLContext Remove deadlock situation where thread-1 (Animator Thread) holds the GLContext-Lock and acquires the Surface-Lock, while thread-2 (UI/Main/EDT) holds the Surface-Lock and attempts to create the GLContext and hence acquires the GLContext-Lock. A GLContext-Lock and hence makeing the GLContext current requires to hold the Surface-Lock. The prev. code acquired the locks in reverse order and allowed the deadlock as described above. This fix acquires the locks in the proper natural order 1 - Surface-Lock 2 - GLContext-Lock This fix also renders the use of the non-synchronized behavior invalid, since it is bogus not to wait for the GLContext lock where it waits for the Surface lock. It also seems nonsense not to wait for any of both locks and our code always waited for both (synchronized := true). The GLContext [set/is]Synchronized(..) methods are removed and waiting for the lock per default is the correct behavior.
* Fix regression of commit de2b129a56335262a44a05541a3ab2e35668cc6e: ↵Sven Gothel2012-05-111-35/+40
| | | | | | | | | | | | | | | ProjectFloat Matrix Multiplication of gluUnProject(..) impl. ProjectFloat's previous gluMultMatricesf(..) used row-major order, but the replacement multMatrixf(..) uses column-major order (like OpenGL, ..). Note: The replaced 'gluMultMatrixVecf' by multMatrixVecf() already used column-major order. Fix: Reverse the arguments of matrix multiplication m1 x m2 -> m2 x m1 Added proper API documentation in FloatUtil -> Column Major Order of Linear Matrix Layout
* Core/Animator: Force animator thread to be non-daemon.Sven Gothel2012-04-211-0/+5
| | | | | Even thought we didn't set the thread to be a daemon, if the [parent] thread instantiating the Animator the attribute would be passed along.
* GLMediaPlayer: Add Class / Package API doc incl. detailed info in the ↵Sven Gothel2012-04-182-0/+34
| | | | implementations.
* Adding initial Libav/FFMpeg GLMediaPlayer implementationSven Gothel2012-04-161-1/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Java classes already slipped through in commit 10935e1ec0d8ed677bc3fddfaa8cd73898a3bcbf - oops. Since we cannot provide a Libav binary (even though Google does in Android and Chrome) due to legal uncertainities .. we dynamically link to an existing Libav / FFmpeg library in a 'relaxed' manner. Ie. we allow certain recent functions to be absent to be able to run on a wider range of Libav versions. Currently tested on Debian Linux and Windows7 64bit/32bit Binaries for Win/OSX: - Windows http://ffmpeg.zeranoe.com/builds/ - OSX http://www.ffmpegx.com/ Features: - Dynamic relaxed linking to Libav (see above) - YUV420P texture lookup function shader stub (conversion to RGB) - 1-copy only (decoder buffer to texture) - simple - uses libavformat's network streaming - fixes some odd PTS values TODO: - Audio output (Should use OpenAL, duh) - Seek works poorly - Offthread multi-texture fetching for smoother animation - Maybe more pixelformat conversions
* TextureSequence Shader Support; GLMediaPlayer uses 'int' where possible; ↵Sven Gothel2012-04-162-19/+178
| | | | | | | | | | | | | General enhancments. For details about TextureSequence/GLMediaPlayer shader collaboration w/ your own shader source, see TextureSequence and TexCubeES2 / MovieSimple demo. TextureSequence allows implementations to provide their own texture lookup function which may provide color space conversion (YUV) .. or other runtime hw-accel features. Have a look at the next commit, which provides an Libav/FFMpeg implementation w/ YUV/RGB shader conversion. MovieCube adds keyboard control (Android: firm touch on display to launch keyboard, don't break it though :)
* ShaderCode: Adding 'replaceInShaderSource a -> b utility functionSven Gothel2012-04-161-1/+55
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* API Change ShaderCode/ShaderUtil: Enable optional mutable shader source / ↵Sven Gothel2012-04-162-63/+214
| | | | | | | | | | | | | | | | | | | | | | generalize shader source storage type to CharSequence[] Benefits: - Allows code injection and general shader source editing (before compilation) - Uses mutable StringBuilder only if editing is intended, hence reduces memory footprint and String conversion at compilation in such case. - ShaderCode.create(..) factory methods add nw attribute 'mutableStringBuilder' if true method returns a mutable StringBuilder instance which can be edited later on at the costs of a String conversion when passing to 'glShaderSource(int, int, String[], IntBuffer)'. If <code>false</code> method returns an immutable <code>String</code> instance, which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)} at no additional costs. - New 'edit' methods in ShaderCode: ' - int insertShaderSource(int shaderIdx, String tag, int fromIndex, CharSequence data); - int insertShaderSource(int shaderIdx, int position, CharSequence data);
* StringBuffer -> StringBuilder (Local objects, no concurrency) ; Impacts: ↵Sven Gothel2012-04-165-9/+8
| | | | Capabilities/GLContext API 'toString(StringBuilder)'
* ShaderState: No exception in 'releaseAllAttributes()' if attribute is n/aSven Gothel2012-04-111-6/+2
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* Refine GLMediaPlayer/TextureSequence, add MovieCube demo, fix minor bug in ↵Sven Gothel2012-04-116-92/+120
| | | | | | | | | | | | | | | | | | | | Texture - Add TextureSequence, base interface of GLMediaPlayer to genralize texture streams - TextureSequence / GLMediaPlayer: Use inner classes for event and texture data - getLastTexture() shall never return 'null', initialization of TextureSequence (initGLStream(..), etc) shall provide a TextureFrame w/ the stream's dimension. - GLMediaPlayerImpl.createTexImageImpl() y-flip defaults to 'false' impl. shall define y-flip, if required. - Added MovieCube demo - Fix Texture: initialize aspectRation for 'wrapping' ctor -
* GLArrayData: Fix 'growBuffer()' / clarify 'initialSize' -> 'initialElementCount'Sven Gothel2012-04-114-91/+104
| | | | | - growBuffer() was using '(osize+additional) * components' -> 'osize + (additional * components )' - added jogl.debug.GLArrayData - notifying growBuffer()
* Move com.jogamp.opengl.av -> com.jogamp.opengl.util.av (it's in the util ↵Sven Gothel2012-04-113-0/+0
| | | | atomic JAR and not core)
* Move ProjectFloat back to private, exposing basic math in FloatUtilSven Gothel2012-04-093-1249/+314
| | | | | | | | - Partially reverting commit de2b129a56335262a44a05541a3ab2e35668cc6e - ProjectFloat and FloatUtil must reside in core, not util - Moved slice2float -> GlueGen's Buffers
* ShaderUtil: Remove 'Impl' redirection, we already have GL OO hierarchy.Sven Gothel2012-04-091-356/+246
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* ShaderUtil: isProgramValid() -> isProgramLinkStatusValid() + ↵Sven Gothel2012-04-092-42/+42
| | | | | | | | | | | isProgramExecStatusValid() isProgramValid() was testing whether the linkx status is valid and whether the executable environment is valid for the shader, see glValidateProgram(). glValidateProgram() may fail on some implementations in some circumstances (APX2500 and Tegra2) and indeed require all resources are set for execution of the shader program (glDraw*). This is not a requirement for issueing useProgram(), hence removed this test and made it available explicit for debugging purposes: isProgramExecStatusValid().
* GLMediaPlayer*: Revised - Working on buggy MediaPlayer impl. (Android ICS Tegra)Sven Gothel2012-04-092-28/+49
| | | | | | | | | | | | | GLMediaPlayer: Merging 'initStream()' and 'initGL()' to 'initGLStream()' due to incompatible/buggy implementations (Android/Tegra) requiring the GL texture being setup before preparing the stream. This also implies that w/o an GL context we cannot fetch the stream information (size, ..) hence we need to evaluate this detail (FIXME). 'getNextTexture(GL gl, boolean blocking)' can request the impl. to block GLMediaEventListener: The TextureFrame not yet available, adding 'when'
* TextureIO: PNGImage 1stSven Gothel2012-04-071-2/+2
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* TextureIO: Add PNG TextureProvider and TextureWriter for RGB[A]/BGR[A] - ↵Sven Gothel2012-04-076-6/+277
| | | | incl. unit tests; Test/Demos: Use PNG snapshots.
* GLMediaPlayer: Add (c) tag; Add NullGLMediaPlayer (dummy texture);Sven Gothel2012-04-062-1/+57
| | | | | - Factory falls back to NullGLMediaPlayer allowing to test on platforms where no player is available. - MovieSimple (c) to JogAmp since it is no more derived from the old project.
* TextureIO/TGA: Only use current GLContext if available, allowing pre-GL ↵Sven Gothel2012-04-064-46/+54
| | | | usage; writeFile() restricted to GL2GL3, not GL2.
* PMVMatrix: Add convenient ProjectFloat calls of gluLookAt, gluProject, ↵Sven Gothel2012-04-062-52/+192
| | | | gluUnProject and gluPickMatrix
* GLMediaPlayer: Use URLConnection to clarify emphasize passing an available ↵Sven Gothel2012-04-051-11/+12
| | | | connected URL. API doc: Useing html table for state chart
* JoglVersion: Dump GLSL version if GLSL is available.Sven Gothel2012-04-051-2/+5
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* GLMediaPlayer/MovieSimple: Refine API (split setStream(GL, URL) -> ↵Sven Gothel2012-04-031-14/+28
| | | | | | | | | initStream(URL) + initGL(GL)) .. IllegalStateException if wrong. Using internet streams of BigBuckBunny, if avail. - Splitting the initialization in stream and GL allows using the stream information (eg: size, ..) for setting the GLDrawable properties .. - Make the impl. more bullet proof ..
* GLMediaPlayer: API and implementation update. First working version on ↵Sven Gothel2012-04-031-12/+100
| | | | | | | | | | | | | | Android API 14 - Introduce states - Customize / Access texture target,count,features. - Expose TextureFrame. - Use 'long' for all time values in msec. - Mark information optional in API doc (fps, bps, ..)
* GLArrayData*: toString(): Dump the vboOffset in decimalSven Gothel2012-04-032-2/+2
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* Texture: Ignore enable/disable for GL_TEXTURE_EXTERNAL_OES; TextureCoords: ↵Sven Gothel2012-04-032-4/+53
| | | | Add convenience coord transfer method to buffer.
* Initial commit for AudioVideo (com.jogamp.opengl.av) rework, introducing ↵Sven Gothel2012-04-025-523/+125
| | | | | | | | Android API 14 MediaPlayer impl of GLMediaPlayer. Android API 14 MediaPlayer allows usage of OMX AL direct decode to texture via libstagefright (OMX AL usage included). Status: Untested, not working - Need to fix native OMX IL (stream detect and split) and/or GStreamer implementation.
* ProjectFloat: Promote to public, exposing general matrix/vector math, custom ↵Sven Gothel2012-04-022-92/+1197
| | | | instancing using sliced nio-buffer/primitive-array
* Adapt to gluegen commit 1c03dfd6d1939a46018583419956e350e531f4fe - Fix Bug 566Sven Gothel2012-03-261-0/+14
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* Enhance and generalize AWT Threading* implementation; Minor changes ..Sven Gothel2012-03-251-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | Threading*: - add invoke(..) generalizing the Therading decision GLCanvas: - remove 'manual' Threading decision, simply call Threading.invoke(..) - use anonymous Runnable instances - remove drawable lock, drawable is volatile instead GLJPanel: - remove 'manual' Threading decision, simply call Threading.invoke(..) - use anonymous Runnable instances - DEBUG: Use getThreadName() prefix GLContextImpl: - Remove GLWorkerThread idle command on makeCurrent(), no holding of context in worker thread while idle. - DEBUG: Use getThreadName() prefix X11GLXContext: - DEBUG: Use getThreadName() prefix TODO: Validate whether it's OK for GLCanvas and GLJPanel to set Threading.Mode.MT as the default mode!
* Mark JOGL/GlueGen NativeSignature*Emitter 'to be reviewed' and adapt it to ↵Sven Gothel2012-03-222-7/+12
| | | | GlueGen commit 3d527ea538c9e9897f86a0f6bdae0cab44d239c3
* Fix / Cleanup AWT related Threading code: Using enums, properly disable ↵Sven Gothel2012-03-191-2/+2
| | | | singlethreading if requested, fix doc: -Dopengl.1thread -> -Djogl.1thread
* Adapt to GlueGen IO resource changes URL -> URLConnection for effeciency; ↵Sven Gothel2012-03-174-78/+325
| | | | | | | | | | API doc enhancements; Minor edits - API doc added/enhanced: - ShaderCode - ShaderUtil - NewtBaseActivity: Clarify method / var names
* Adapt to gluegen Properties/Security commits ↵Sven Gothel2012-03-135-17/+14
| | | | f4ac27e177f6deb444280d3b375e7d343e38bd080 and eedb4b530fb83fc59a26962bcf7847a1404092a0
* ShaderState: Use a HashMap instead of a HashSet for enabled attribute ↵Sven Gothel2012-03-101-17/+19
| | | | states, reducing fluctuating memory.
* Stabilize open InputStream's / Closeable's: Decorate w/ try-finally and ↵Sven Gothel2012-03-101-30/+39
| | | | | | close within the latter See gluegen commit 24f8694a188b4a5255d4ac4f8b49982bd8ad3228
* NativeWindow public-spec to public-impl reorg ↵Sven Gothel2012-03-061-1/+1
| | | | (javax.media.nativewindow.<impl> -> com.jogamp.nativewindow.<impl>) 2/3
* Fix GLWindow/SWT-GLCanvas: set context synchronized ; Misc ChangesSven Gothel2012-03-051-1/+2
| | | | | | | | | | | | Fix GLWindow/SWT-GLCanvas: set context synchronized - GLWindow fix commit a0177c8a1048683e5d43f4712f8f9e37091d4e85. Removed explicit recursive surface lock requires recursive context locking, otherwise concurrent rendering fails. The implicit recursive surface lock within context makeCurrent() is applied after the context lock itself. Misc Changes - Fix TestPBufferDeadlockAWT, which was not using the unique profile string reference
* Fix GLArrayDataServer.destroy(GL): vboName was cleared by super class before ↵Sven Gothel2012-03-051-3/+6
| | | | deletion
* JoglVersion: Avoid NPE if no caps are available.Sven Gothel2012-02-251-3/+5
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* Min. Graph Parameter type change: texSize/width/.. for multipass-renderer: ↵Sven Gothel2012-02-253-11/+15
| | | | | | | | | | int -> int[] "texWidth desired texture width for multipass-rendering. The actual used texture-width is written back when mp rendering is enabled, otherwise the store is untouched." This allows the 'backend' to correct the texSize, ie in regards to GL_MAX_TEXTURE_SIZE .. etc. Without this write-back, it would re-create the FBO for every frame.
* TextureIO (TGA/NetPbm): Allow GL_BGR[A] and use GL_BGRA if available ; Fix ↵Sven Gothel2012-02-224-61/+76
| | | | | | | | | | | | | NetPbmTextureWriter ; Added unit tests - Allow GL_BGR[A] usage (TGA / NetPbm) - Use GL_BGRA if available (TGA), utilize GLContext.isTextureFormatBGRA8888Available() - Fix NetPbmTextureWriter - Maintain 'auto' magic mode for 'spi' role in TextureIO (was overwritten) - Use FileChannel for nio buffer streaming, instead of array copy
* Fix GLReadBufferUtil for ES platforms: RGB read format may not be supported. ↵Sven Gothel2012-02-221-13/+44
| | | | Use GL_IMPLEMENTATION_COLOR_READ_FORMAT/TYPE query
* FBObject: Meaningfull error message if TexImage2D fails.Sven Gothel2012-02-221-10/+17
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* FontSet (graph): get*(..) throws IOException - Proper passing and handling ↵Sven Gothel2012-02-221-2/+4
| | | | of IOException
* Minor GL/GLContext additions / cleanups (GL_BGRA, isNPOTTextureAvailable())Sven Gothel2012-02-222-4/+4
| | | | | | | | - Subsume GL_EXT_texture_format_BGRA8888 -> GL, Added GLContext.isTextureFormatBGRA8888Available() - Movied generic isNPOTTextureAvailable() from GL -> GLContext, used by GL (desktop), added simplified impl. in GLES1/GLES2 (false/true)