| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
when source becomes ready
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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/>
|
|
|
|
| |
to Gallium/Nouveau Driver (TODO: Handle it in GLCapabilities Selection)
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
- New simple type Ray, denominating a .. ray
- Added PMVMatrix.gluUnProjectRay(..) similar to gluUnproject(..)
however, result is a Ray.
- Added AABBox.intersectsRay(Ray) ..
|
|
|
|
| |
tests - Cleanup VectorUtil (vec2/3 naming, remove dedundant functions)
|
|
|
|
| |
and document the same. ; Minor edits ..
|
|
|
|
| |
resize.
|
|
|
|
|
|
|
|
|
|
|
| |
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 ..
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- 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
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Against OpenGL Bugs ; Fix glXGetFBConfigs
- glXChooseFBConfig(..)
- Remove NULL FBConfig pointer from result in native code,
which has been observed in Mesa 8.0.5-4 libgl1-mesa-swx11 (Debian-7).
- glXGetFBConfigs
- Add manual implementation similar to glXChooseFBConfig
- glXGetFBConfigAttrib(..)
- glXGetFBConfig(..)
- Returns boolean reflecting success, don't throw exception - caller handles error
- Caller ignore failure if not essential (i.e. already chosen config)
|
| |
| |
| |
| | |
FloatUtil: Add DEBUG and description about Row-Major and Column-Major Order. AABBOX: Use FloatUtil.DEBUG for mapToWindow(..)
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
(performance, reduce temp objects)
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
- 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.) ..
|
| |
| |
| |
| |
| |
| | |
- CDTriangulator2D.getContainerLoop(..) can exit at first 'inside' loop
- Make loops field 'final' and clear at reset.
- Add more 'final' qualifier
|
| |
| |
| |
| | |
GlyfCompositeDescript: Fix NPE
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
on uncached text line
Performance Note: ~800-1200 fps on uncached text line
Compared to c3621221b9a563495b4f54fe60e18e8db8cc57fb: ~600 fps
and previous impl. ~60fps.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
- Fix TypecastRenderer End-Of-Contour (EOC)
- Iterate through contour block up-until EOC-1,
not trying to create a new 'path' from EOC.
- Add cubic path
- Detect a cubic path and use it, i.e. on-off-off-on
- Fix Shape-Closing
- Close shape at head, not tail, since we add vertices from the head.
- Misc
- addShape*(..) uses Point parameter 'onCurve' field
reflecting proper handling.
Status:
Ubuntu Font: No artifacts
Lucida: Removed all artifacts, but for character 'M' !?
- No odd MID point
- Maybe inside-outside (inner) detection is buggy ?
|
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| | |
allow to either close-tail or head; OutlineShape/Triangulator: Pass 'sharpness' (very little effect though)
|
| |
| |
| |
| |
| |
| |
| | |
Fix TypecastRenderer:
- Ensure quad shapes are closed!
- Revalidate point -> shape interpretation using orig. Typcast code
- Fix 'midPoint(..)' use float values
|
| |
| |
| |
| | |
impl. part)
|
| |
| |
| |
| | |
Better separation of cached and uncached regions
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
|\| |
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
parameters for mapBufferRange(..) and mapNamedBufferRange(..)
GLBufferObjectTracker.mapBuffer(..) variant for mapBufferRange(..) and mapNamedBufferRange(..)
used wrong parameters in it's mapBufferImpl(..) call.
Fixed and added mapBufferRange(..) test in TestMapBufferRead01NEWT
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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'.
|
|\| |
|
| |
| |
| |
| |
| |
| | |
(14:15:13) sgothel: @Xerxes: In doResume .. do a 'while( !isActive && !shallPause && isRunning ) {'
(14:15:52) sgothel: doPause: while( isActive && !shallPause && isRunning )
(14:31:55) sgothel: doPause only: while( isActive && isRunning ) {
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|