| Commit message (Collapse) | Author | Age | Files | Lines |
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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)
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disabled discard
- 1st pass (a) and 2nd pass (b), split at branch.
- all include are on one level.
- disabled discard, as it seems to be problematic
Todo:
- verify discard / pass-split on tegra2
- refect second pass usage (b) in implementation
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tegra2 hunting, single pass, no discard, lowp,
and removed uneeded variables
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Add missing floating point precision qualifiers.
'#extension OES_standard_derivatives : require' somehow doesn't pass the GLSL compiler,
however '#extension GL_OES_standard_derivatives : enable' does.
Currently works on ARM's Mali-400 MP, NV Tegra still don't show a picture.
TODO: More in depth evaluation.
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ShaderState.getShaderState(gl)
This removes the dependency of a GLSL GLDataArray object to a specific ShaderState
and enables sharing of this VBO data, i.e. via a shared context.
Test: TestSharedContextVBOES2NEWT
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(GearsES1/ES2)
rename/reloc:
- javax.media.nativewindow.util:
DimensionReadOnly -> DimensionImmutable
PointReadOnly -> PointImmutable
RectangleReadOnly -> RectangleImmutable
unified 'immutable' name as used within jogamp already
- remove array handler from public API
com.jogamp.opengl.util.GL*ArrayHandler -> jogamp.opengl.util.GL*ArrayHandler
- GLArrayData: Clarify method names
getComponentNumber() -> getComponentCount()
getComponentSize() -> getComponentSizeInBytes()
getElementNumber() -> getElementCount()
getByteSize() -> getSizeInBytes()
- FixedFuncPipeline: Moved def. array names to GLPointerFuncUtil
enhancement:
- GLArrayDataServer: Add support for interleaved arrays/VBO
- GLArrayData*.createFixed(..) remove 'name' argument (non sense for fixed function)
- PMVMatrix:
- one nio buffer
- removed 'Pmv' multiplied matrix
- removed 2x2 cut down 'Mvi' normal matrix (use 4x4 Mvi)
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tests:
- RedSquare -> RedSquareES1/RedSquareES2
- Gears ES1 fixed + ES2 added. Both work properly and share common Gears VBO construction
- Added TestMapBuffer01NEWT, testing glMapBuffer
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precision for all vars.
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subdivde overlaping triangles for the case when 2 triangles intersect
either by vextex of Traingle A in Triangle B
or an edge in A intersects an edge in B
VectorUtil:
-added tri2triIntersection test (not optimized)
-added seg2segIntersection test (not optimized)
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CDTriangulation moved to impl (jogamp.graph), where additional triangulations
or a wrapper to GLU triangulation can be added to triangulator.
TWO_PASS_RENDERING renamed to VBAA (algorithm name)
misc comments cleanups
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GlyphShape and GlyphString use only OutlineShapes
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a87c56c95099de5b6cbc9bd8bf6f1924a3dd6387)
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(screenshot etc) and GLPixelStorageModes
- Using GlueGen IOUtil, dropping StreamUtil and FileUtil
- Public (util) GLReadBufferUtil for screenshots and slow r2t (AWT less), as well as GLPixelStorageModes
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Changed algo for in/out test of vertex wrt arbitrary polygon
to crossing test since angle based is shown prune to precision errors
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reader: Adding debug dump of font direction hint
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object creation
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be updated .. Rami ?
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separating text->OutlineShape and OutlineShape->Region step.
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Region/GLRegion, ..
GLSL fix:
- allowing #version tag
- add uniform textureSize (ES2)
- fix int/float conversion
Region/GLRegion:
- non OpenGL Region and GL related GLRegion split
Region/Renderer renderModes bits (def. in Region)
- user creates a Renderer* impl .. and derive Region*'s from outline,
possibly from a different code path.
- to avoid mode explosion, a bit field is being used for now
- Renderer: remove flushCache(), since non caching impl. is intended,
or caching by an external user transparent object.
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Implements more of John Pritchard <[email protected]> proposal
https://github.com/syntelos/jogl/commit/eadee0758babcddaa5eeaffbe046e1b09f9f550e
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- throw InternalError() for CloneNotSupportedException case, which never happens
- AffineTransform clone() uses covariant return type as well, ie AffineTransform
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Implements more of John Pritchard <[email protected]> proposal
https://github.com/syntelos/jogl/commit/05a7ec92d30e1e688b1eb7cc317cad83a0e8fd60
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transformation (cubic -> quadratic)
Impl. more of John Pritchard <[email protected]> proposal
https://github.com/syntelos/jogl/commit/05a7ec92d30e1e688b1eb7cc317cad83a0e8fd60
+++
More std. functionality (equals, deep clone) of AABBox, Vertex, Outline and OutlineShape.
Simplify Vertex:
- Remove 2 component constructor
- Add on-curve in Vertex.Factory / Constructor
- Adding equals(Object)
- Remove Comparable/compareTo, since we only can make an equals statement
Outline/OutlineShape: Handle dirty flag for boundary (new set/remove operation)
OutlineShape: Better in-place transformation (cubic -> quadratic)
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<[email protected]> https://github.com/syntelos/jogl/commit/05a7ec92d30e1e688b1eb7cc317cad83a0e8fd60#L0R59)
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Seperate texcoords from shaprness
Added NonUniform weight shader impl for region impl only (not text)
Refactor p1y --> weight (equiv to nurbs weight)
cleanup shader uniforms (rename/remove unneeded)
Enhanced blending of text
GPURegionNewtDemo01 - added weight W/Q to manipulate weight
refactor r2t --> vbaa (matching algorithm name)
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function; switch program enh. ; Graph lifecycle
Add 'ownUniform()/ownAttribute()' allowing to reset all bound uniforms/attributes,
not just active ones plus handling the lifecycle of the owned attributes (destroy).
This simplifies the lifecycle of all shader attributes.
Rename glFunction -> function .. well, the GL attribute marks them GL related already
Switch program enhancement. If switching to new program (unlinked), issue glBindAttributeLocation ..
Graph lifecycle cleanup using the above ..
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