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* DoubleUtil: Align Epsilon ops w/ FloatUtilSven Göthel2024-02-142-14/+34
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* FloatUtil Epsilon ops: Generalize all epsilon operations by allowing passing ↵Sven Göthel2024-02-141-6/+26
| | | | a zero epsilon value to reduce complexity in upper math layers
* Use FloatUtil.isZero(a) w/ build-in FloatUtil.EPSILON directly instead of ↵Sven Göthel2024-02-142-12/+12
| | | | passing FloatUtil.EPSILON to explicit isZero(a, epsilon)
* Bug 1501: Apply intersection tests for non-convex shapes to reject new CCW ↵Sven Göthel2024-02-133-26/+123
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | and non-circulcircle triangulation candidates in our Delaunay tessellator <https://jogamp.org/bugzilla//show_bug.cgi?id=1501#c6> The used Delaunay tessellation works well with (almost) convex shapes. In case e.g. a glyph gets to the extremes like 'M' in FreeMono or any other complex Chinese symbol - it may just simply happen that the new non-circumcircle triangle point crosses the inner (hope) or outer boundaries of the given polygon. Applying further constraint at Loop.cut() resolves most cases by rejecting the proposed CCW and non-circumcircle triangle candidate if its new two line-segments intersects with the original polygon. This results in mostly proper rendered Chinese fonts and also FreeMono is now readable - overal remaining bugs in Glyphs is low. +++ Of course, this intersection test is costly around >= O(log(n)*n) costs, practically adding a measured ~65% processing time. E.g. for FontView01 using FreeSerif.ttf - orig total took 1430.817638ms, per-glyph 0.2236ms, glyphs 6399 - fix total took 2377.337359ms, per-glyph 0.371517ms, glyphs 6399 Pure Glyph/Shape instantiation shows > 2x costs: 750 ms 100% convex (fake) 1875 ms 0% convex (fake) 1870 ms 13% convex 824/6399 +++ Hence it is desired to either (1) Manually mark a polygon non-convex to add described intersection test for accuracy. Also may be used to just drop the additional costs despite the lack of correctness. PROVIDED (2) Determine non-convex nature of a polygon with a and overall less expensive algorithm. If considerably cheaper, this could reduce O(log(n) * n) -> O(n) or even O(log n). Added convex/non-convex classification while ignoring off-curve points, but only ~13% of FreeSerif is pure convex, hence there is no benefit with this classification type. It might be desired to attempt other classes, i.e. being rendered in non-convex mode w/o intersection tests. See - GENERALIZED DELAUNAY TRIANGULATIONS OF NON-CONVEX DOMAINS https://deepblue.lib.umich.edu/bitstream/handle/2027.42/28782/0000614.pdf;sequence=1 - https://en.wikipedia.org/wiki/List_of_self-intersecting_polygons - https://en.wikipedia.org/wiki/Complex_polygon
* Bug 1501: VectorUtil: Deprecate prev line2line intersection tests, adding ↵Sven Göthel2024-02-131-72/+476
| | | | | | | | | | | new impl; Add isConvex*() to determine whether a polyline is convex I had problems using the previous line2line intersection methods in my (and my son's) C++ gfxbox2 project, e.g. freefall01. Hence I found a different solution, also using less operations: <https://jausoft.com/cgit/cs_class/gfxbox2.git/tree/include/pixel/pixel2f.hpp#n660> While adding intersection tests for our Delaunay (Bug 1501) .. I came across this issue again and hence swapped the implementation.
* VectorUtil: Consolidate names, remove unused float prevision variants (if any)Sven Göthel2024-02-133-109/+52
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* Bug 1501: Graph RenderState add debug-bits, i.e. DEBUG_LINESTRIP used in ↵Sven Göthel2024-02-131-0/+15
| | | | VBORegionSPES2 to just render lines instead of the filled area -> Used in UIShapeDemo02a
* Graph RenderState/RegionRenderer: Rename isHintMaskSet()->hintBitsSet(), ↵Sven Göthel2024-02-132-24/+24
| | | | setHintMask()->setHintBits(), clearHintMask()->clearHintBits()
* VectorUtil: Remove unused isInCircleVec2f() and triAreaVec2f(), now using ↵Sven Göthel2024-02-121-34/+8
| | | | *2d() variants
* Bug 1501: Graph Delaunay: Use default winding outer-boundary:=CCW and ↵Sven Göthel2024-02-123-20/+55
| | | | | | | | | | | inner-hole:=CW w/o using winding determination (might be incorrect) This simplifies our code further and it has been validated that our polygon shoelace-algo for area >= 0 ? CCW doesn't produce correct results with all curves. Hence rely on given winding depending on outer-boundary and inner-hole if CDTriangulator2D.FixedWindingRule == true (default and fixed). This also removes the more costly winding shoelace calculus, hence Outline ctor only sets dirtyWinding:=true w/o calculating the winding.
* Bug 1501: Graph Delaunay: Add double triAreaVec2() and isInCircleVec2() ↵Sven Göthel2024-02-121-18/+65
| | | | | | | | | | | | version, overcome float precision; Loop: Pass edgeType not Winding, simplify findClosestValidNeighbor() -> isValidNeighbor(); CDTriangulator2D.addCurve() enforces Winding.CCW on BOUNDARY null == loop case Add double version of triAreaVec2() and isInCircleVec2() in VectorUtil, overcoming float precision limits - Analysis exposed float precision limits within isInCircleVec2() Loop: Pass edgeType not Winding, simplify findClosestValidNeighbor() -> isValidNeighbor() - Enhance code clarity CDTriangulator2D.addCurve() enforces Winding.CCW on BOUNDARY null == loop case
* Graph: Outline[Shape]: Add print()Sven Göthel2024-02-112-0/+26
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* Bug 1492: GLMediaPlayer: Add playStream(..) variant passing desired audio- ↵Sven Göthel2024-02-051-0/+32
| | | | and subtitle language
* GLMediaPlayer.Chapter: Add duration()Sven Göthel2024-02-041-0/+2
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* Graph Font: Pull up static functionSven Göthel2024-02-041-16/+16
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* Use new com.jogamp.common.util.StringUtil (GlueGen)Sven Göthel2024-02-042-24/+2
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* Graph/GraphUI: Move getDefault*() to FontFactory and add ↵Sven Göthel2024-02-032-0/+47
| | | | {get,set}FallbackFont() + Font.getBestCoverage(..); Use fallback-font in MediaButton in case chosen font doesn't match (foreign languages, e.g. 'zho' Chinese .. )
* Bug 1493: Supply language code to SubtitleEvent, perhaps allowsing player to ↵Sven Göthel2024-02-025-23/+41
| | | | select font for ASS/Text rendering; Remove GLMediaPlayer's getStreamLang() as replaced by getLang()
* OutlineShape: Earmark coloring task when triangulating ..Sven Göthel2024-02-021-0/+10
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* Remove Clonable and clone() in favor of explicit determined copy() and ↵Sven Göthel2024-02-026-60/+25
| | | | copy-ctor in com.jogamp.graph.* and com.jogamp.math.*
* GLMediaPlayer: Adjust API doc and certain names differentiating video (from ↵Sven Göthel2024-02-021-3/+15
| | | | subtititle) etc.
* Bug 1494 - GLMediaPlayer/GraphUI: Support Displaying Bitmap'ed Subtitles ↵Sven Göthel2024-02-026-176/+299
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (PGS ..) via FFMPEGFMediaPlayer/FFmpeg FFMPEGFMediaPlayer related changes: - Add libswscale (6th FFmpeg lib used) for sws_getCachedContext(), sws_scale() and sws_freeContext(), used natively to convert the palette'ed bitmap into RGBA colorspace -> GL texture - Handling AVSubtitleRect.type SUBTITLE_BITMAP -- only handled if libswscale is available -- config/adjust texture object -- sws_scale palette'ed bitmap to texture -- intermediate memory is cached, may be resized and free'ed at destroy -- texture objects are managed and passed from GLMediaPlayerImpl, as they are also forwarded to player client via SubBitmapEvent - Passing the AVCodecID to GLMediaPlayerImpl, converted to our CodecID enum. - Unifying creation and opening of AVCodecContext with 'createOpenedAVCodecContext(..)' +++ SubtitleEvent* - SubTextEvent now also handles ASS.Dialogue (FFmpeg 4) besides ASS.Event (FFmpeg 5, 6, ..). +++ GLMediaPlayerImpl - Added ringbuffer subTexFree, managing Texture for bitmap'ed subtitles -- Uses 1 bitmap-subtitle Texture per used textureCount in cache, as one bitmap-subtile can be displayed per frame. Could be potentially reduced to just 2 .. but resources used are relatively low here. - Validating subTexFree + videoFramesFree usage, use blocking get/put ringbuffer due to utilization from different threads. - Receives subtitle content from native getNextPacket0() via callback, creates SubtitleEvent instance and passes it to a SubtitleEventListener - if exists. (See MediaButton example) -- SubBitmapEvent also gets its special SubBitmapEvent.TextureOwner to handle client releasing the event and allowing us to put back the Texture resource to 'subTexFree'. This passing through of the Texture object is probably a weakness of this lifecycle and requires the client to ensure SubtitleEvent.release() gets called. See MediaButton example! - Exposing CodecID, allowing clients like MediaButton to handle SubtitleEvent content according to codec
* Bug 805: Graph/GraphUI TextureSequence Scale: Move ↵Sven Göthel2024-02-014-31/+195
| | | | | | | | | Region.COLORTEXTURE_LETTERBOX_RENDERING_BIT to TextureSequence and add enabling/disabling of aratio adjustment + letter-box back-color TextureSequence color-texture params fetched from Graph VBORegion* and fed into shader. This allows more flexibility in aspect-ratio adjustment as well as setting a clipping background color for the added letter-box space.
* Vec[234][ifd]: Add toArray(..) methodSven Göthel2024-02-015-0/+39
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* Bug 1494: Clarify SubtitleEvent class, adding general FFmpeg analog CodecID ↵Sven Göthel2024-02-016-42/+925
| | | | and hence also promoting VideoPixelFormat
* Add Vec2f.set(Vec2i) and Vec2f(Vec2i); Add Texture.set(..) allowing a ↵Sven Göthel2024-01-312-0/+30
| | | | pending setup/update of texture and image dimensions
* GraphUI: Only issue Shape.mark*Dirty() if values were updated or data ↵Sven Göthel2024-01-311-4/+16
| | | | available; JOGL ImageSequence: Add addFrame(GL, TextureFrame), remove*Frame() and isSequenceAnimating()
* GLMediaPlayer: Split GLMediaFrameListener (rarely used) from ↵Sven Göthel2024-01-311-10/+29
| | | | | | | | | | GLMediaEventListener, easing listener callbacks; Prepare SubtitleEventListener generalization (Bug 1494) Moves pushSound(), pushSubtitle*() from FFMPEGMediaPlayer to GLMediaPlayerImpl, as it is handled in a generic way - even though currently only called by native FFMPEGMediaPlayer implementation. Note: This patch is incomplete, i.e. not even compile clean. But choses as-is to semantically split the work to ease review.
* Bug 1494: Add SubTextureEvent & SubEmptyEvent; Add SubtitleEvent.release() ↵Sven Göthel2024-01-315-31/+220
| | | | provided by owner to take back borrowed resources (texture of bitmap subtitle)
* GLMediaPlayer: Add getSubtitleCodec()Sven Göthel2024-01-291-2/+8
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* GLMediaPlayer/FFMPEGMediaPlayer: Add working subtitle (text + ass/saa) ↵Sven Göthel2024-01-283-0/+175
| | | | | | | | support via FFMpeg TODO: - We may want to refine subtitle PTS handling - We may want to support bitmapped subtitles
* GLMediaPlayer: Support tile metadataSven Göthel2024-01-271-0/+8
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* GLMediaPlayer: Add initial subtitle support, track audio/video/subtitle ↵Sven Göthel2024-01-271-17/+96
| | | | | | | | streams and languages and add convenient switchStream(..) entry. audio/video/subtitle streams and language metadata is maintained by arrays holding the stream-IDs and language string identifier. Implementation added in FFMPEGPlayer for these data-sets.
* GLMediaPlayer: Fix playing with single-threaded mode w/ texture-count 1Sven Göthel2024-01-261-2/+3
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* Math Vec*: Rename {scale->mul}(..) for non-scalar types (n-dim); Add div(..)Sven Göthel2024-01-266-50/+114
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* Bug 1491: Add missing rename ↵Sven Göthel2024-01-251-2/+2
| | | | DefaultGraphicsDevice.swap{Device->}HandleAndOwnership()
* Bug 1488: Complete/Fix producing the 64-bit shaderKey: Use long values in ↵Sven Göthel2024-01-251-36/+28
| | | | | | | | | | bit-shift expressions and simplify it commit 1dcfdf71c09c6d774ac47012c05e09da4a085d7b - still used the 'hash code' bit shift pattern, not necessary -> simplified - the value as not ensured to be long, hence conversion occured This caused Graph's MSAA not being picked up properly using the shaderKey.
* Graph: Drop non-existing 'JAVA' font from FontFactorySven Göthel2024-01-251-7/+1
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* Bug 1488 - Graph RegionRenderer: Use a more deterministic 64-bit shaderKey: ↵Sven Göthel2024-01-221-31/+62
| | | | | | | | | | | | | | | | | | | | | | | [0-31] bit values and state, [32-63] colorTexSeqHash This leaves only room for a key collision on the 32-bit colorTexSeqHash value and hence should be save within our shader-code environment. + // # | s | + // 0 | 1 | isTwoPass + // 1 | 1 | pass1 + // 2 | 5 | ShaderModeSelector1 + // 7 | 1 | hasFrustumClipping + // 8 | 1 | hasColorChannel + // 9 | 1 | hasColorTexture + // 32 | 32 | colorTexSeqHash + long hash = ( isTwoPass ? 1 : 0 ); + hash = ( hash << 1 ) | ( pass1 ? 1 : 0 ) ; + hash = ( hash << 1 ) | sms.ordinal(); // incl. pass2Quality + sampleCount + hash = ( hash << 5 ) | ( hasFrustumClipping ? 1 : 0 ); + hash = ( hash << 1 ) | ( hasColorChannel ? 1 : 0 ); + hash = ( hash << 1 ) | ( hasColorTexture ? 1 : 0 ); + hash = ( hash << 1 ) | ( ( colorTexSeqHash & 0xFFFFFFL ) << 32 );
* Bug 1488 - Graph RegionRenderer: Ensure shaderPrograms1 path is disabled ↵Sven Göthel2024-01-221-6/+8
| | | | | | using 'static final boolean useShaderPrograms0 = true' For now, let's leave the dead shaderPrograms1 code path inside the class for further consideration.
* Bug 1490 - GraphUI Group: Resolve Performance Issues with Shape Mv Transform ↵Sven Göthel2024-01-221-0/+2
| | | | | | | | | | | | | | | | | | | | -> PMVMatrix4f Shape.setTransformMv() is called for each renderer frame and for each shape, involving 6 Matrix4f.mul() and set*() operations. Since mutation of shape's position, rotation or scale is less frequent than rendering one frame (for all shapes), it is more efficient to maintain a local Matrix4f and update it on such single mutations. Rendering then only needs to perform one Matrix4f.mul() operation using this internal matrix. +++ Also changes name from setTransformMv(PMVMatrix4f) to applyMatToMv(PMVMatrix4f), as its name might be misleading.
* Bug 1488 - Graph RegionRenderer Shader Mapping: Revert to IntObjectHashMap ↵Sven Göthel2024-01-221-64/+182
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | and throw exception on shaderKey collision Commit 6363ae5fb6975a6f2e7c1093ce81f25b699e3e61 changed RegionRenderer.useShaderProgram()'s shader mapping using a new ShaderKey instance. Such ShaderKey instance is created every time @ RegionRenderer.useShaderProgram() to retrieve the ShaderProgram from the HashMap<ShaderKey, Shader Program>. While this is most correct, creating the ShaderKey instance causes a lot of temp objects. ShaderKey also uses the optional colorTexSeq shader code for equality test in case of hash-collisions. Previous code simply ignored hash-collisions and used a 1:1 hashCode -> ShaderProgram mapping using our IntObjectHashMap. However, there was no test whether collision occur. +++ Solution would be either 1- Revert fully to the previous code just using an IntObjectHashMap, but throwing a RuntimeException in case of hashCode collisions. In case of a collisions, we would need to produce a better hashCode. This is possible, as the underlying data is fully internal .. etc. 2- Use the IntObjectHashMap as long there is no hashCode collision, then revert back to HashMap<ShaderKey, Shader Program>. +++ This patch implements variant (1), so far no exception has been thrown on multiple demos w/ and w/o diff color-textures.
* Graph Clipping: Use Frustum Clipping using AABBox -> Mv transformed Cube -> ↵Sven Göthel2024-01-202-27/+37
| | | | | | | | | | | | | | | | | | | | | | | | | | Frustum mapping + GraphUI Support AABBox clipping naturally couldn't be transformed into 3D Model-View (Mv) Space, as it is axis aligned and only provided 2 points (min/max). Therefor we map the Group's AABBox to a 8-point Cube, perform the Mv-transformation and then produce the 6-plane Frustum. As before, we cull fully outside shapes within the Group's draw method and perform fragment clipping with same Frustum planes in the shader. With clipping enabled, the 3D z-axis getBounds() depth will be slightly increased for functional Frustum operation. This is also done for setFixedSize(Vec2f). The Frustum planes are copied to the Graph shader via float[4*6] -> uniform vec4 gcu_ClipFrustum[6]; // L, R, B, T, N, F each {n.x, n.y, n.z, d} +++ Concludes related work of below commits - 1040bed4ecc6f4598ea459f1073a9240583fc3c3 - 5cca51e32999a882e2a5f00cb45ecafc824ffd86
* Frustum: Revise code and its Plane definition to support Cube->Frustum as ↵Sven Göthel2024-01-194-51/+199
| | | | | | | | | | | | | | | | | | | | | | | | | well as to extract planes for float[] vec4-shader uniforms. commit 1040bed4ecc6f4598ea459f1073a9240583fc3c3 added AABBox -> Cube -> Frustum mapping (incomplete) and requires Frustum.Plane.set(..) by normal and point-on-plane for distance. Frustum.isOutside(Cube) has been added, testing all its 8-points similar to AABBox. Further all 6 Frustum.Plane shall be extracted to Vec4f and float[], the latter to pass the whole float[4*6] as a vec4[6] uniform array to the shader. +++ Constructor, setter and getter have been adjusted accordingly. Most of the loops have been unrolled. +++ Method names to query Frustum, i.e. 'is*Outside(<Type>)' have been reduced to 'isOutside(<Type>)' where <Type> uniquely indenticates the purpose. Hence only 'isSphereOutside()' is left over.
* Add Cube to Frustum Plane mapping, supporting transformation of object-space ↵Sven Göthel2024-01-192-1/+251
| | | | AABBox into model-view Cube to Frustum.Plane for culling (cpu) and clipping (gpu)
* AABBox: Rename private fields {bl, tr} -> {lo, hi} denoting proper ↵Sven Göthel2024-01-191-137/+137
| | | | | | | | | | | orientation in API doc br, tr wasn't sufficient as in commit d778889f36bd6bee999ceb502c5f0ce265b014bf while working on Frustum, as it doesn't properly reflect axis order not z. Hence going back to 'low' and 'high' semantics, but using same length identifier and emphasizing far (lo) < near (hi) of our model-view coordinate system.
* Graph/GraphUI AA-Quality + SampleCount (shader): Push params down to ↵Sven Göthel2024-01-165-52/+89
| | | | | | | | | | | | | | | | | | RegionRenderer's RenderState usually rarely set from top of user API, reducing complexity. Discussion: Alternative was to pass AA-Quality same as SampleCount from the top (e.g. GraphUI Scene), however, this convolutes the API even more. Both parameter modify the resulting shader code in pass2 rendering (only). The used 'renderMode' is still maintained within the Region, since it contains more dynamic states individual to each Region instance (color-texture, ..). This despite 'renderMode' also changes the RenderState's shader program. In the end, it really doesn't matter and is a choice of frequency - the pipeline is usually rendering from on OpenGL rendering thread sequentially. AA-Quality and SampleCount simply usually don't change that often and are set only once.
* AABBox: Add intersects(AABBox), contains(AABBox), scale(float, float, float) ↵Sven Göthel2024-01-151-0/+59
| | | | and scale2(float, float, float)
* AABBox: Rename private fields low -> bl and hight -> tr for readability; ↵Sven Göthel2024-01-151-149/+187
| | | | Unroll getRayIntersection()'s 'find candidate planes'
* Graph/GraphUI AA-Quality (shader): Region: Add DEFAULT_AA_QUALITY and ↵Sven Göthel2024-01-153-20/+34
| | | | | | | | | | | | | | | | | | | | | | | | clipping funs for aaQuality/sampleCount; TextRegionUtil: Pass quality parameter in draw-functions Region.DEFAULT_AA_QUALITY defaults to MAX_AA_QUALITY still - TODO: AA shader is subject to change .. Region.draw(..) clips the quality param (save) TextRegionUtil: Pass quality parameter in draw-functions - Allowing to select the AA shader GraphUI Scene and some demos add the AA-quality param to the status line or screenshot-filename. - See Region.getRenderModeString(..) +++ TestTextRendererNEWT20 and TestTextRendererNEWT21 now iterate through all fonts, AA-quality shader and sample-sizes. Most demos and some more tests take AA-quality into acount, demos via CommandlineOptions.graphAAQuality