| Commit message (Collapse) | Author | Age | Files | Lines |
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certain debug output to keep most silence for debugAll()
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underlying shape' and add API doc
Regression was introduced with commit 920e529516bb264f04138ed1caca80d4925e3773
'Robust detetection and API definition of non-contour/whitespace Glyphs'.
Issue was mistaken a glyph as undefined if not having an underlying shape,
which is true for some fonts (e.g. 'space').
+++
Also Use post table's name if no underlying shape exists.
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TypecastFont
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non-contour/whitespace Glyphs (detect and allow to skip 'em)
We also drop shapes for both, but for id 0 (unknown).
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report error but do not crash.
This behavior has been evaluated with a few fonts and the WIP FontView01 demo application.
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TODO: Full cleanup perhaps
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over ownership and allows destroy() to delete it, otherwise not. Fixes GraphUI's GLButton.
GraphUI's GLButton uses the offscreen's FBO texture and hence can't pass over ownership of the texture.
Hence the Texture instance is created w/o handing over ownership!
GLMediaPlayerImpl does hand over ownership of the generated and passed texture to the Texture ctor.
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shall handle null streamWorker, i.e. when using NullGLMediaPlayer
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texture unit after ctor
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for tracking of blending states)
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AudioSink.setChannelLimit() ..
May be utilized to enforce 1 channel (mono) downsampling
in combination with JOAL/OpenAL to experience spatial 3D position effects.
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simplify inclusion in distribution; UbuntuFontLoader's Uri is patched accordingly.
This font jar file is actually not an atomic in the sense it being aggregated to e.g. jogl-all.jar or even a fat jar.
Hence it is more suitable to have it all visible in the top-dir next to the main jars.
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2b339721a4d6dd4f3af129a4654375b15c7ea340)
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270172bcbd91f96d4a38a3d73e23d744f57a25b8) and joal (commit 03f4bb63ce8a358b1c2ef303480e1887d72ecb2e)
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(regression to initial implementation)
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with EventMask.Bit/EventMask
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(High Sierra)
This expands blocking Pbuffer on MacOS, see commit 1562a6d4c71b27378612306f825c2530c938f859
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Loop.initFromPolyline(..) outline.getGraphPoint().size() < 3 IllegalArgumentException
This issue has to be added to our CD ..
/*
* Font FreeMono-Bold: ID 0 + 465: Glyph[id 465 'uni020F', advance 600, leftSideBearings 42, kerning[size 0, horiz true, cross true], shape true], OutlineShape@5e8a459[outlines 2, vertices 34]
Drop innerPoly ctrlpts < 3
- innerPo[vertices 2, ctrlpts 2] < 3
- outline[vertices 4, ctrlpts 4]
- Input[vertices 4]
*
* Font FreeSans-Regular: ID 0 + 409: Glyph[id 409 'Udieresiscaron', advance 720, leftSideBearings 80, kerning[size 0, horiz true, cross false], shape true], OutlineShape@5eb97ced[outlines 3, vertices 33]
Drop innerPoly ctrlpts < 3
- innerPo[vertices 1, ctrlpts 1] < 3
- outline[vertices 1, ctrlpts 1]
- Input[vertices 1]
* Stack:
at jogamp.graph.curve.tess.CDTriangulator2D.addCurve(CDTriangulator2D.java:97)
at com.jogamp.graph.curve.OutlineShape.triangulateImpl(OutlineShape.java:988)
at com.jogamp.graph.curve.OutlineShape.getTriangles(OutlineShape.java:1012)
at com.jogamp.graph.curve.Region.countOutlineShape(Region.java:503)
at com.jogamp.graph.ui.shapes.GlyphShape.<init>(GlyphShape.java:77)
*/
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and the optional colors (GPU effeciency and performance; Increased CPU buffer growth performance)
Besides simplification, interleaved GPU memory boosts
- effeciency
- performance
Since only one underlying backing buffer on the CPU (host) has to be managed,
it also increases buffer growth performance.
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BITHINT_GLOBAL_DEPTH_TEST_ENABLED usage -> To be investigated.
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all related methods. Add growCount stat.
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matching getGlyphBounds()
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instead of float[] and remove unused VectorUtil methods
After Matrix4f consolidation and proving same or better performance on non array types,
this enhances code readability, simplifies API, reduces bugs and may improve performance.
GraphUI:
- Have RoundButton as a functional class to make a round or rectangular backdrop,
i.e. impl. addShapeToRegion() via reused addRoundShapeToRegion()
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isWhiteSpace = true, use emptyShape
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(OTFont,Font).getGlyphCount()
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even a Glyph was mapped to the ID
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invPMv null; PMVMatrix: Make Mvi, Mvit optional at ctor, add user PMv and PMvi - used at gluUnProject() ..
Matrix4f.mapWin*() variants w/ invPMv don't need temp matrices,
they also shall handle null invPMv -> return false to streamline usage w/ PMVMatrix if inversion failed.
PMVMatrix adds user space common premultiplies Pmv and Pmvi on demand like Frustum.
These are commonly required for e.g. gluUnProject(..)/mapWinToObj(..)
and might benefit from caching if stack is maintained and no modification occured.
PMVMatrix now has the shader related Mvi and Mvit optional at construction(!), so its backing buffers.
This reduces footprint for other use cases.
The 2nd temp matrix is also on-demand, to reduce footprint for certain use cases.
Removed public access to temporary storage.
+++
While these additional matrices are on demand and/or at request @ ctor,
general memory footprint is reduced per default and hence deemed acceptable
while still having PMVMatrix acting as a core flexible matrix provider.
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Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
Big Easter Cleanup
- Net -214 lines of code, despite new classes.
- GLUniformData buffer can be synced w/ underlying data via SyncAction/SyncBuffer, e.g. SyncMatrix4f + SyncMatrices4f
- PMVMatrix rewrite using Matrix4f and providing SyncMatrix4f/Matrices4f to sync w/ GLUniformData
- Additional SyncMatrix4f16 + SyncMatrices4f16 covering Matrix4f sync w/ GLUniformData w/o PMVMatrix
- Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
- Moved FloatUtil -> Matrix4f, kept a few basic matrix ops for ProjectFloat
- Most, if not all, float[] and int[] should have been moved to proper classes
- int[] -> Recti for viewport rectangle
- Matrix4f and PMVMatrix is covered by math unit tests (as was FloatUtil before) -> save
Passed all unit tests on AMD64 GNU/Linux
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Ray, AABBox, Frustum, Stereo*, ... adding hook to PMVMatrix
Motivation was to simplify matrix + vector math usage, ease review and avoid usage bugs.
Matrix4f implementation uses dedicated float fields instead of an array.
Performance didn't increase much,
as JVM >= 11(?) has some optimizations to drop the array bounds check.
AMD64 + OpenJDK17
- Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest)
- Matrix4f.mul(b) roughly ~3% slower than FloatUtil.multMatrix(a, b, dest)
- FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all
- Matrix4f.invert(..) roughly ~3% slower than FloatUtil.invertMatrix(..)
RaspberryPi 4b aarch64 + OpenJDK17
- Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest)
- Matrix4f.mul(b) roughly ~20% slower than FloatUtil.multMatrix(a, b)
- FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all
- Matrix4f.invert(..) roughly ~4% slower than FloatUtil.invertMatrix(..)
Conclusion
- Matrix4f.mul(b) needs to be revised (esp for aarch64)
- Matrix4f.invert(..) should also not be slower ..
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discard, even though technically allowed (ignored after discard)
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GLRendererQuirks.GLSLBuggyDiscard to avoid overdraw of such regions.
Historically we disabled `discard` due to an old NV tegra2 compiler bug,
which caused the compiler to freeze.
Today we no more seem to have this GLSL compiler issue, i.e. GLRendererQuirks.GLSLBuggyDiscard never gets set.
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isWhitespace() continue w/ AABBox resize, but don't earmark this (whitespace) glyph for next left_glyph (kerning).
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text-processing information
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Regression from commit a5d593478afa2298282a0624b2490fde84c3a292
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OutlineShape.Visitor, allowing to use the Glyph (information).
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to allow better handling of such non-contour symbols.
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its default. GraphUI: Always use default.
Graph RegionRenderer, its RenderState as well as GraphUI's Scene don't need to have knowledge of Vertex.Factory,
which is only used within OutlineShape and its 'inner geom workings'.
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switch by sampleCount; Don't use any resource not requested by curRenderModes
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API doc
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67a723477ecd818fbc5859fe20ee536a3b4efae5 (reverting and clarifying)
All Graph ShaderPrograms used are owned by RegionRenderer, not RenderState nor [GL]Region*,
hence [GL]Region* shall only nullify the resources but not destroy the shader currently in use.
One RegionRenderer maybe used for multuple Regions.
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