| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
| |
c47bc86ae2ee268a1f38c5580d11f93d7f8d6e74)
- Change non static accesses to static members using declaring type
- Change indirect accesses to static members to direct accesses (accesses through subtypes)
- Add final modifier to private fields
- Add final modifier to method parameters
- Add final modifier to local variables
- Remove unnecessary casts
- Remove unnecessary '$NON-NLS$' tags
- Remove trailing white spaces on all lines
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
variations; PMVMatrix: Remove NIO buffer path, use backing-array only and FloatUtil direct.
- FloatUtil pptimized variants:
- mapObjToWinCoords (gluProject) passing 'P x Mv' for batch operations
- mapWinToObjCoords (gluUnProject) passing 'Inv(P x Mv)' for batch operations
- mapWinToObjCoords (gluUnProject) passing 'Inv(P x Mv)' and two winz values
for two ray picking resulting in two obj positions. (-> mapWinToRay)
- PMVMatrix
- dropped low performance NIO mode
- simply use common backing-array and fixed offsets directly
- drop ProjectFloat usage in favor of FloatUtil
- reduce number of temporary arrays
|
|
|
|
|
|
| |
Macro redefine 'texture2D -> texture'
was added _after_ the custom texture lookup insertion
causing GL3-core to fail.
|
|
|
|
| |
SAMPLE_COUNT is of type 'int'
|
|
|
|
|
| |
The texture unit has to be updated always,
since program maybe used by multiple regions and diff. texUnits
|
|
|
|
|
|
|
|
|
|
|
|
| |
deal w/ GL_DEPTH_TEST accordingly
Fixes VBORegion2PMSAAES2 no-depth-buffer usage
and allows user to control behavior w/o quering GL state.
If BITHINT_GLOBAL_DEPTH_TEST_ENABLED set:
- RegionRenderer.defaultBlendEnable: glDepthMask(false)
- RegionRenderer.defaultBlendDisable: glDepthMask(true)
- VBORegion2PMSAAES2 enables/disables GL_DEPTH_TEST, otherwise MSAA is corrupt.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- Region Dirty Update
- Split dirty -> ShapeDirty + StateDirty,
where StateDirty forces re-rendering content
w/o geometry update as req. for 2-pass mode.
- Fix TextureSequence (GLMediaPlayer) usage in RegionRenderer / GLRegion*
- handle GL_TEXTURE_EXTERNAL_OES incl. Android ES3 bug
- inject TextureSequence's shader stubs
- shader: Use abstract lookup 'texture2D' -> 'gcuTexture2D'
- flip scaled colorTexBBox if TextureSequence 'tex.getMustFlipVertically()'
- TODO: Handle multiple TextureSequence shader programs!
- Fix Blending: GLRegion* / RegionRenderer / RenderState
- Disable/Enable depth-writing w/ blending
- Region impl. sets proper glBlendFunc*(..),
i.e. 2-pass:
- render2FBO: glClearColor(0f, 0f, 0f, 0f)
glBlendFuncSeparate(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA, GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA)
- renderFBO: glBlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA)
- User code shall not set glClearColor(..) for 2-pass anymore
- Graph-UI Demo
- UIShape:
- Add MouseGestureListener, combining MouseListener + GestureListener
- EventDetails -> PointerEventInfo
- PointerEventInfo contains objPos (ray-intersection) and glWin-pos
- Toggle:
- Separate color (on/off) if enabled
- Toggle on click if enabled
- SceneUIController
- Use PinchToZoomGesture and propagete same gesture to UIShape
- Use AABBox.getRayIntersection(..) using 'real' shape coordinates
for 1st picking.
- Use shape PMV for secondary picking (drag, zoom 2-pointer, etc),
see windowToShapeCoords(..)
- Sort shapes according to z-value (render: ascending; picking: descending)
- Only 'drag' if pointerId matches 1st pressed pointer
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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, ..
|
|
|
|
|
|
|
|
|
|
|
| |
- 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!
|
|
|
|
| |
Reduce text contrast by 1/10th allowing better AA ; GPUUISceneGLListener0A uses proportional window height font size and one label w/ 10pt
|
|
|
|
| |
custom shader
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Quincunx
Using poles only as sampling points is not as effective as: flipquad > rgss >> quincunx
Best quality would be 'wholeedge', i.e. average every supersample,
however performance is worse here.
References:
<http://fileadmin.cs.lth.se/graphics/research/papers/inexp_ms2005/>
<http://fileadmin.cs.lth.se/graphics/research/papers/masses2003/>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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/>
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
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 ..
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- 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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
fragment position and count)
Inflating the FBO pixel-size of the region using a 'samples count'
multiplier to the projected window bounding box
allows controlling the AA distortion as well as defining the
fragment position due to it's grid-fitting nature, see below.
- Fix VBAA Distortions (FBO-size fractional delta)
Inflated framebuffer exceeds 'box-size * sampleCount'
since it must be the ceiling of the latter due to it's integer number nature.
This difference either must reflect the texture-coords -or- the
texture bounding vertices-box in the 2nd pass, otherwise a distorion will appear
which is quite visible explicit w/ text.
Using texture-coords is not suitable, due to floating point accuracy,
hence this patch extends the texture bounding vertices-box about the ceiling delta.
A comparible distortion existed with the previous implementation as well,
since it used an arbitrary FBO-size and hence the magnification was not grid-fitting.
Current implementation is grid-fitting, or at least matches the non-inflated grid,
since it inflates the original window-size of the region about samples-count.
- AA (Sample fragment position and count)
Using a sample-count w/ a multiple of 2 (currently 2, 4 and 8 are properly implemented),
based on the projected window bounding box will give the 2nd-pass fragment shader (AA)
a fragment-postion in center of the sample pixels exposing one AA pixel.
Hence we need to use the diagonal coords (NW, SW, ..) off by half a pixel
to reach the 1st sample-pixel .. and 1.5 pixels to reach the 2nd .. and so forth.
|
|
|
|
| |
Demos: Use local GLRegion for uncached text (perf.) ..
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
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
|
|
|
|
| |
impl. part)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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'.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|\
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| | |
Add reshapeNotify(..) for NOP PMV reshape notification
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Validate isGLES*() usage and definition ; Add and use ShaderCode.createExtensionDirective(..)
- Fix GLES3 Profile Mapping, i.e. GL2ES2 queries and mappings
- GLProfile: Add GL2ES2 -> ES3 mapping
- EGLContext: Reuqest major '3' for ES3
- EGLGLCapabilities/EGLGraphicsConfiguration: Consider EGLExt.EGL_OPENGL_ES3_BIT_KHR
- Validate isGLES*() usage and definition
- Fix BuildComposablePipeline's isGLES() code
- For GLSL related queries use isGLES() instead of isGLES2(),
which would exclude ES3
- Add and use ShaderCode.createExtensionDirective(..)
- Supporting creating GLSL extension directives while reusing strings from GLExtensions
- Minor cleanup of GLContextImpl.setGLFuncAvail(..)
|
| |
| |
| |
| | |
Signed-off-by: Harvey Harrison <[email protected]>
|
| |
| |
| |
| | |
Signed-off-by: Harvey Harrison <[email protected]>
|
| |
| |
| |
| | |
deprecated in 130 and removed in 150.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
varying in/out mapping is different in vertex/fragment shader!
Vertex shader: varying -> out
Fragemnt shader: varying -> in
NV GLSL compiler ignored in/out direction,
where ATI GLSL compiler failed (could not find gcu_Weight, due to dead code).
|
| |
| |
| |
| | |
version, following all other internal GLSL usage utilizing ShaderCode.
|
| |
| |
| |
| | |
Signed-off-by: Harvey Harrison <[email protected]>
|
| |
| |
| |
| | |
for success.
|
| |
| |
| |
| | |
except for sampler2D (mediump instead of lowp)
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
detail w/ data sync within GLArrayHandle,
which also removed redundant code (VBO data sync and binding).
Refines commit 8582ece7dc7f65271b3184261697a542766d9864
and f49f8e22953ed2426fd4264ee407e2dc3fc07cfc
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
is not more bound after enableBuffer(); Fix unit test (test VBO bound).
Explicit bindBuffer(..) is required now, since enableBuffer() doesn't leave it bound.
See fixed VBORegion* patch for use case, i.e. using a VBO index buffer for glDrawElements().
Complets commit 8582ece7dc7f65271b3184261697a542766d9864.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
- New FBObject implementation handling FBO and it's attachments *** API CHANGE: Util -> Core ***
while it's size and sample-count can be reconfigured on the fly.
- com.jogamp.opengl.util.FBObject -> com.jogamp.opengl.FBObject
- agnostic to texture unit
- separate attachments using OO hierarchy reflecting FBO
- handling MSAA and blitting
- no FBO destruction for reconfig (attach/detach)
- New GLFBODrawableImpl impl. an FBObject based GLDrawable
- Instantiated by a dummy native surface (onscreen and invisible)
hooked up to a dummy GLDrawable, which is the delegation for context creation.
- Utilizies ProxySurface.UpstreamSurfaceHook for dummy surface
avoiding specialization for native platforms.
- TODO: Allow to utilize common surface interface as a
dummy-surface to supporting API seperation of
windowing/GL. The latter allows impl. of createGLDrawable(NativeSurface)
with FBO.
- New OffscreenAutoDrawable (extends GLAutoDrawableDelegate)
for all offscreen drawables. Shall replace GLPbuffer.
- New GLCapabilities*.isFBO() / setFBO(boolean) to request FBO offscreen,
similar to isPBuffer(). Rule: if both are requested, FBO shall be favored.
- GLContext adds raw FBO availability query (min. FBO avail),
FBObject contains fine grained queries (TODO: Move parts to GLContext for efficiency).
- Add framebuffer tracking, allowing fast querying:
- GLBase/GLContext:
public int getBoundFramebuffer(int target);
public int getDefaultDrawFramebuffer();
public int getDefaultReadFramebuffer();
- GLContextImpl
public final void setBoundFramebuffer(int target, int framebufferName)
.. called by GL impl bind framebuffer
- GL: getDefaultDrawFramebuffer(), getDefaultReadFramebuffer()
Adding default framebuffer queries being issued by
GL.glBindFramebuffer(target, 0) w/ a default framebuffer, o.e. zero.
This allows a transparent use of a custom FBO even in case the applications
attempts to reset FBO to zero.
Value flow: GL <- GLContext <- GLDrawable,
- GLCapabilities handle fbo/pbuffer seperate, don't disable the other
- GLContext/GL track read/write framebuffer to be queried by FBObject
to determine whether to bind/unbind a framebuffer
- Test cases for multiple FBO w/ and w/o MSAA
Other Features:
- New interface ProxySurface.UpstreamSurfaceHook,
allowing to hook an upstream surface of unknown type
providing lifecycle and information (size, ..) callbacks.
Used for all new dummy NativeSurface impl and SWT GLCanvas.
- GLContext -> GLDrawable propagation context/drawable lifecycle
via ProxySurface.UpstreamSurfaceHook allowing dynamic resources
to react (create, init, ..)
- contextRealized()
- contextMadeCurrent()
- SurfaceChangeable -> MutableSurface
currently only contains setting the surface handle.
TODO: May need to move ProxySurface.UpstreamSurfaceHook -> MutableSurface.UpstreamSurfaceHook,
allowing other impl. classes (NEWT OffscreenWindow) to utilize the new
upstream hookup mechanism - will allow FBO/Dummy window to work.
- SWT GLCanvas using ProxySurface.UpstreamSurfaceHook for proper size
propagation.
- New GLAutoDrawable::getUpstreamWidget(), allowing GLEventListener
to fetch the owning Java side UI element (NEWT, SWT, AWT, ..).
- GLDrawableFactory: Removed createOffscreenSurface() - unused and not GL related
- EGLDrawableFactory handles device/profile avail. mapping
while actually creating context/drawable.
This allows us to learn whether the ES context is software/hardware as well as FBO avail.
- EGLDrawable: Removed secret buckets of EGL configs :)
Employ native surface (X11, WGL, ..) to EGL 'mapping' in
EGLDrawableFactory utilizing new EGLUpstreamSurfaceHook (implements ProxySurface.UpstreamSurfaceHook).
Other Bugs:
- Add CTX_OPTION_DEBUG to ctx/extension cache key since only a debug ctx
may expose the ARB debug capability.
This bug caused lack of ARB/AMD debug functionality.
- Fix GLProfile deadlock (debug mode, w/ EGL/ES, no X11),
dump availability information _after_ lock.
- ImmModeSink draw(): Use GL's glDrawElements(..), don't cast for GL2ES1.
Fixes use for GL2ES2.
- Fix KeyEvent.getKeyChar() comment (-> only stable for keyTyped(..))
Misc:
- Refined alot of API doc
- New GLExtensions holds commonly used GL extension strings,
allows better referencing and usage lookup.
- Move GL (interface) decl. to GLBase
- GLBuffers: Cleanup API doc (format, types)
- TextureIO: Add PAM and PPM static suffix identifier
- GLCapabilities getNumSamples() returns 0 if sampleBuffers is disabled, this seems to be more natural.
- finalized a lot
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Remark: This commit is unclean and requires 'Part-1b' due to
merging this commit after more than 2 years!
Graph:
- Use List<OutlineShape> instead of array
allowing more flexible memory managment.
- GLRegion -> Region promotion:
- Region create(List<OutlineShape> outlineShapes, int renderModes)
- Region create(OutlineShape outlineShape, int renderModes)
- Region additions
- void addOutlineShape(OutlineShape shape)
- void addOutlineShapes(List<OutlineShape> shapes)
- RegionRenderer
- draw(..) remove 'position', redundant
-
- Deprecate 'TextRenderer' and 'GlyphString'
Use Region.create(Font.getOutlineShapes(...)) + RegionRenderer instead.
- FontInt -> Font promotion (make public)
- getOutlineShape and getOutlineShapes
- Font.Glyph additions
- 'getID(), hashCode()'
- 'float getScale(float pixelSize)'
- GlyphShape
- Add reference to Glyph allowing GlyphString
to access the font metrics for translation and scaling
- Experimental pre-scale/translation in GlyphString
using default font size and it's metrics
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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);
|
|
|
|
|
| |
- growBuffer() was using '(osize+additional) * components' -> 'osize + (additional * components )'
- added jogl.debug.GLArrayData - notifying growBuffer()
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
ShaderState.attachShaderProgram(..)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Graph Shader Simplification
- remove enable factor and 2nd 'discard' branch
- use build-in 'max'/'clamp' functions, supposed to be faster
Graph Shader 'a'/'b' redefined
- 'a' is 1-pass shader only
- 'b' is 2-pass incl. (1st pass + 2nd pass)
- Works well on ARM Mali-400 MP (Galaxy S2).
- Doesn't work on NV tegra2 (P1202: Texture's gl states do not match with shader's),
however 2-pass on mobile seems to be overkill for now.
We may create a workaround (switch shader ..).
GraphUI 2-pass demo;
- Propagate renderModes and texSize to UIShape's render(..)
- TODO: Remove GL dependency in UIShape, maybe use a callback or visitor model
- Adding GarpUI 2-pass launcher (Android and Standalone)
|