| Commit message (Collapse) | Author | Age | Files | Lines |
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(UIShape blend clear-color, RegionRenderer initialized) ..
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TextureSequence to Region (Demo: TextureButton)
Cleanup shader-program location/data update
- GLUniformData:
- Allow lazy data setup, as used for
RenderState.ProgramLocal, see below
- RenderState
- Separate data (pmv, weight, colorStatic) from
program-local uniforms -> add class ProgramLocal.
Reduces uniform location lookups, since
ProgramLocal is bound to Region impl.
- ProgramLocal.update(..) needs to write uniform data always,
since data is being used in multiple programs!
- No 'dirty' tracking possible, removed - see above.
- RegionRenderer
- Fix shader-selection: 2-pass programs differ from 1-pass!
- No shader-setup at init
+++
Add COLORTEXTURE + TextureSequence to Region
- Create color-texture coords in vertex-shader via region's bounding box (pass-1)
- Use color-texture unit in pass-1 if enabled (own shader program)
- Use TextureSequence in Region impl. providing all required data (unit + texture-name)
- Demo: TextureButton (a UIShape)
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in shader; Update attributes and uniforms manually, drop ShaderState;
- Due to shader-switching,
'renderModes' are now local to Region, e.g. UIShape etc
- Remove RegionRenderer.renderModes
- VBORegion2P*:
- Use simple 2x float matrix for orthogonal P+Mv
- Cleanup shader
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withinGLVersionsMapping:=true if null == sharedContext
.. otherwise no quirk could be set on non ARB ctx GL implementations.
null == sharedContext, always for first context creation, i.e. indeed within GL version mapping.
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in shader; Update attributes and uniforms manually, drop ShaderState;
- ShaderCode
- add int insertShaderSource(int shaderIdx, int position, Class<?> context, String path)
- insertShaderSource(..): pos==-1 -> append code
- VectorUtil
- add isVec3InTriangle3(..., float epsilon)
- add testSeg2SegIntersection(..., float epsilon)
- add testTri2SegIntersection(..., float epsilon)
- AffineTransform: Return result for chaining
- Font
- Add pixel precise 'getPointsBounds(final AffineTransform transform, CharSequence string, float pixelSize)'
- Rename getString*() -> getMetric*()
- OTGlyph: Release _points field, no more used
-
- Graph Triangulation
- Count additional vertices in: Triangulator, CDTriangulator2D
- OutlineShape:
- Allow skipping of 'transformOutlines2Quadratic', i.e. allow tagging
OutlineShape to be quadratic_nurbs via 'setIsQuadraticNurbs()'
- Clarify cleanup ot outlines in same method 'cleanupOutlines()'
- Count additional vertices ..
- Graph Shader:
- Start splitting and segmenting shader code for:
- pass1 / pass2
- features, i.e. sampleCont, color-channel, ..
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seems to be down / Use h264 stream for 'desktop' as well
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- Remove 'const' qualifier in shader graph code for non 'absolute' const values
- Use extension directive OES_standard_derivatives only for ES2.0, not ES3.0 (graph shader)
- Compare float w/ float literals, not int literals!
- Android Demo NEWTGraphUI2pActivity:
- Is a VBAA example, hence disable scene MSAA!
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custom shader
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incl. FXAA2) ; Test exp. LineAA ; Misc Changes
- Revise VBAA
- Add border to FBO dropping MSAA
- This automatically gives AA for edges on FBO boundary
- Correcting ceil-diff, use object-diff instead of win-diff (diff := ceil(a)-a, w/ float a)
- Reorg shader - using includes to test diff. AA modes:
- [poles, wholeedge] * [equalweight, propweight]
- fxaa2
- Exp. LineAA (disabled)
- Test ROESSLER-2012-OGLES for detected rectangles only
- Test boundary line detection
See screenshots: <http://jogamp.org/files/screenshots/graphui/20140322/>
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to Gallium/Nouveau Driver (TODO: Handle it in GLCapabilities Selection)
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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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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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Demos: Use local GLRegion for uncached text (perf.) ..
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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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methods ; TestTextRendererNEWT00 make font/fontSize configurable, animate fontSize
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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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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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incomplete)
- OutlineShape
- Add DIRTY_VERTICES bit in triangulation,
which in turn solves the rendering artifact issue.
- transformOutlines(..) -> protected
- Note: Always pick triangles first, then vertices.
The former renders vertices dirty.
- Region
- Make triangles / vertices accessible
- Add 'validateIndices()' to add indices for triangles,
code moved from the GLRegion* impl.
Shall be refined later!
- GLRegion
- Passing 'RegionRenderer' instead of RenderState ..
reducing argument numbers and aligning all related
'render' methods while giving association to the RegionRenderer.
- Renderer -> RegionRenderer,
dropping 'intermediate' RegionRenderer
- Dropping draw() in RegionRenderer, should be issued simply
by GLRegion in a unique fashion.
- Dropping RegionFactory
Too simple code as-is, simply invoke in Region.create(..)
- Overall:
- Add 'final' qualifier
- Remove overloaded methods
where rither default args can be used
or a followup method call completes the 'intention'.
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Strategy Change:
- Font.Glyph itself holds it's OutlineShape
with it's default scaling.
Triangulation is done only once per glyph!
- A CharSequence produces a Region
by translating and scaling each Glyphs's OutlineShape.
This removes the need for re-triangulate - see above.
See: TextRendererUtil
- The indices of re-added Triangles are
offset to the new vertices (FIXME, seems not be be accurate yet).
- OutlineShape's vertices and triangles are reused if 'clean'.
- Simplified code
- Reduced copies
API Changes:
- OutlineShape, Region, ...: See above
- Removed TextRenderer, GlyphShape and GlyphString: Redundant
- Added TextRendererUtil to produce the Region from CharSequence
Result:
- Over 600 fps while changing text for each frame.
Previously only ~60fps max.
TODO:
- Region shall not hold the triangles itself,
but the indices instead.
This will remove the need to swizzle w/ vertices in the Region Renderer impl
and easies reusage of OutlineShapes.
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Conflicts:
make/scripts/tests.sh
src/jogl/classes/com/jogamp/graph/curve/OutlineShape.java
src/jogl/classes/com/jogamp/graph/curve/Region.java
src/jogl/classes/com/jogamp/graph/curve/opengl/GLRegion.java
src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
src/jogl/classes/com/jogamp/graph/curve/opengl/Renderer.java
src/jogl/classes/com/jogamp/graph/curve/opengl/TextRenderer.java
src/jogl/classes/com/jogamp/graph/font/Font.java
src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
src/jogl/classes/jogamp/graph/curve/text/GlyphShape.java
src/jogl/classes/jogamp/graph/curve/text/GlyphString.java
src/jogl/classes/jogamp/graph/font/typecast/TypecastFont.java
src/jogl/classes/jogamp/graph/font/typecast/TypecastGlyph.java
src/jogl/classes/jogamp/graph/font/typecast/TypecastRenderer.java
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that commands shall be off-loaded on another thread!
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mechanism ; Refined API doc getDefaultReadBuffer() ; Add GLDrawableUtil.swapBuffersBeforeRead(..)
Commit 82f679b064784213591b460fc5eaa1f5f196fbd1 which introduces the default swap-buffers
mechanism is erroneous:
The OffscreenBack backend requires the following operation order:
Order-1:
[1] - GL display
[2] - GL swapBuffers (always due to single-buffer non-MSAA or MSAA offscreen drawable)
[3] - readPixels
+++
Commit 82f679b064784213591b460fc5eaa1f5f196fbd1 however introduced:
Order-2:
[a] - GL display
[b] - readPixels
[c] - GL swapBuffers (always due to single-buffer non-MSAA or MSAA offscreen drawable)
since [a] and [b] happened in Updater's display method, and [c] followed the same
triggered by GLAutoDrawableHelper.
+++
The proof, commit d46d9ad8f998a7128d9f023294d5f489673d6d8a, is faulty,
since it always included the 'snapshot' GL event listener
which turned-off auto-swap and swapped before read-pixels.
TL;DR it enforced proper Order-1.
+++
This fix allows the Backend to intercept disable GLDrawableHelper's setAutoSwapBufferMode(..)
and perform the auto-swap mode itself in the proper Order-1.
The unit test has been refined to optionally disable the snapshot
to validate auto-swap mode.
+++
Refined GLBase and GLContext's API doc for 'getDefaultReadBuffer()'
+++
Add GLDrawableUtil.swapBuffersBeforeRead(..)
and reuse it for TileRendererBase (original impl.).
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Add reshapeNotify(..) for NOP PMV reshape notification
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to default.
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modes. GLStateTracker: Use proper GL names for enums
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