| Commit message (Collapse) | Author | Age | Files | Lines |
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for success.
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except for sampler2D (mediump instead of lowp)
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It is impossible to use this method as it will get into an infinite loop as it
just calls itself. Base the implementation on the contains method shortly before
this method. As this method is impossible to actually use, it could also just
be removed.
Signed-off-by: Harvey Harrison <[email protected]>
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detail w/ data sync within GLArrayHandle,
which also removed redundant code (VBO data sync and binding).
Refines commit 8582ece7dc7f65271b3184261697a542766d9864
and f49f8e22953ed2426fd4264ee407e2dc3fc07cfc
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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.
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- 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
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(IOUtil.createTempFile(..) change)
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Font::getAdvancedWidth(..) allows applications to query a glyphs width
with a given pixel size, as it is being used for rendering.
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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);
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Capabilities/GLContext API 'toString(StringBuilder)'
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- growBuffer() was using '(osize+additional) * components' -> 'osize + (additional * components )'
- added jogl.debug.GLArrayData - notifying growBuffer()
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API doc enhancements; Minor edits
- API doc added/enhanced:
- ShaderCode
- ShaderUtil
- NewtBaseActivity: Clarify method / var names
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f4ac27e177f6deb444280d3b375e7d343e38bd080 and eedb4b530fb83fc59a26962bcf7847a1404092a0
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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.
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of IOException
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ShaderState.attachShaderProgram(..)
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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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