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* Bug 801: Graph TextRenderer Cleanup Part-1a (unclean)Sven Gothel2014-02-2317-241/+354
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Graph minor linear optimization: use vertexInTriangle3(..) reduces redundant ↵Sven Gothel2012-05-162-11/+73
| | | | computations
* Graph minor linear optimization: Passing array storage (reduce temp array) ↵Sven Gothel2012-05-162-47/+99
| | | | and use array ref access.
* Java Source Files: dos -> unix formatSven Gothel2012-05-157-1878/+1878
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* Clarify API Doc: GLRunnable and it's GLAutoDrawable::invoke(..)Sven Gothel2012-05-152-16/+25
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* graph/font: Add "public float getAdvanceWidth(int i, float pixelSize);"Sven Gothel2012-05-153-1/+7
| | | | | Font::getAdvancedWidth(..) allows applications to query a glyphs width with a given pixel size, as it is being used for rendering.
* Graph/Glyph: Clarify public Font.Glyph and private FontInt.GlyphIntSven Gothel2012-05-154-11/+13
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* GLContext.destroy() error case: Lock hold > 1 - More explicit error message.Sven Gothel2012-05-141-2/+2
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* Fix Bug 572: AWT-GLCanvas shall force setRealized(true) on AWT-EDT avoiding ↵Sven Gothel2012-05-141-3/+8
| | | | AWTTree deadlock
* GLContext*: Remove '[set/is]Synchronized(..)' - Defaults to wait for locks: ↵Sven Gothel2012-05-139-89/+49
| | | | | | | | | | | | | | | | | | | | | | | | 1. Drawable, 2. GLContext Remove deadlock situation where thread-1 (Animator Thread) holds the GLContext-Lock and acquires the Surface-Lock, while thread-2 (UI/Main/EDT) holds the Surface-Lock and attempts to create the GLContext and hence acquires the GLContext-Lock. A GLContext-Lock and hence makeing the GLContext current requires to hold the Surface-Lock. The prev. code acquired the locks in reverse order and allowed the deadlock as described above. This fix acquires the locks in the proper natural order 1 - Surface-Lock 2 - GLContext-Lock This fix also renders the use of the non-synchronized behavior invalid, since it is bogus not to wait for the GLContext lock where it waits for the Surface lock. It also seems nonsense not to wait for any of both locks and our code always waited for both (synchronized := true). The GLContext [set/is]Synchronized(..) methods are removed and waiting for the lock per default is the correct behavior.
* Fix regression of commit de2b129a56335262a44a05541a3ab2e35668cc6e: ↵Sven Gothel2012-05-112-40/+45
| | | | | | | | | | | | | | | ProjectFloat Matrix Multiplication of gluUnProject(..) impl. ProjectFloat's previous gluMultMatricesf(..) used row-major order, but the replacement multMatrixf(..) uses column-major order (like OpenGL, ..). Note: The replaced 'gluMultMatrixVecf' by multMatrixVecf() already used column-major order. Fix: Reverse the arguments of matrix multiplication m1 x m2 -> m2 x m1 Added proper API documentation in FloatUtil -> Column Major Order of Linear Matrix Layout
* NEWT API Change 'WindowClosingProtocol': Use 'enum WindowClosingMode' ↵Sven Gothel2012-05-022-4/+6
| | | | instead of static final int values.
* GLProfile/EGLDrawableFactory: Detect ANGLE (Windows D3D ES2 Emulation) and ↵Sven Gothel2012-05-012-22/+71
| | | | | | | | | | | | | disable support per default. We have to disable support for ANGLE, the D3D ES2 emulation on Windows provided w/ Firefox and Chrome. When run in the mentioned browsers, the eglInitialize(..) implementation crashes. This behavior can be overridden by explicitly enabling ANGLE on Windows by setting the property 'jogl.enable.ANGLE'. EGLDrawableFactory: - destroy(): clear references and unregister factory, maybe triggered by GLProfile (ANGLE case) - getAvailableCapabilitiesImpl(): return empty list in case EGL/ES is n/a (ANGLE case)
* EGLGraphicsConfigurationFactory: Add 'unregisterFactory()' static entry ↵Sven Gothel2012-05-011-1/+16
| | | | allowing to remove EGL/ES based factory
* Completing swap-interval implementation for OSX's CALayer usage. Closing Bug 555Sven Gothel2012-04-225-52/+112
| | | | | | | | | | | | - Based on Andres Colubri's initiative and commit 218d67fc0222d7709b21c45792d44501351939c4. - Reading real screen refresh rate ('stolen' from NEWT) - Properly handling swap-interval and vsync-to in native code - Increasing accuracy vsync-to to microseconds Tested manually w/ TestGearsES2AWT.
* Recognize swap-interval in NSOpenGLLayer modeAndres Colubri2012-04-221-2/+12
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* FFMPEGDynamicLibraryBundleInfo: Adding notes ..Sven Gothel2012-04-211-0/+5
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* FFMPEGMediaPlayer: Fix NPE; Add remarks about binary incompatibility in ↵Sven Gothel2012-04-212-156/+207
| | | | | | | | | | | upcoming version (master branch) We need native structure access methods to deal with API changes in the libav headers, which break binary compatibility! Currently we are binary compatible w/ [0.6 ?, ] 0.7 and 0.8 but not w/ trunk. Tested: Linux, Windows and OSX (self compiled binary)
* Core/Animator: Force animator thread to be non-daemon.Sven Gothel2012-04-211-0/+5
| | | | | Even thought we didn't set the thread to be a daemon, if the [parent] thread instantiating the Animator the attribute would be passed along.
* FFmpeg Dyn. Symbol Validation: Proper check for alternative symbols where ↵Sven Gothel2012-04-211-25/+63
| | | | one of a set must be available.
* GLMediaPlayer: Add Class / Package API doc incl. detailed info in the ↵Sven Gothel2012-04-186-5/+122
| | | | implementations.
* Adding initial Libav/FFMpeg GLMediaPlayer implementationSven Gothel2012-04-163-1/+789
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Java classes already slipped through in commit 10935e1ec0d8ed677bc3fddfaa8cd73898a3bcbf - oops. Since we cannot provide a Libav binary (even though Google does in Android and Chrome) due to legal uncertainities .. we dynamically link to an existing Libav / FFmpeg library in a 'relaxed' manner. Ie. we allow certain recent functions to be absent to be able to run on a wider range of Libav versions. Currently tested on Debian Linux and Windows7 64bit/32bit Binaries for Win/OSX: - Windows http://ffmpeg.zeranoe.com/builds/ - OSX http://www.ffmpegx.com/ Features: - Dynamic relaxed linking to Libav (see above) - YUV420P texture lookup function shader stub (conversion to RGB) - 1-copy only (decoder buffer to texture) - simple - uses libavformat's network streaming - fixes some odd PTS values TODO: - Audio output (Should use OpenAL, duh) - Seek works poorly - Offthread multi-texture fetching for smoother animation - Maybe more pixelformat conversions
* TextureSequence Shader Support; GLMediaPlayer uses 'int' where possible; ↵Sven Gothel2012-04-1612-385/+652
| | | | | | | | | | | | | General enhancments. For details about TextureSequence/GLMediaPlayer shader collaboration w/ your own shader source, see TextureSequence and TexCubeES2 / MovieSimple demo. TextureSequence allows implementations to provide their own texture lookup function which may provide color space conversion (YUV) .. or other runtime hw-accel features. Have a look at the next commit, which provides an Libav/FFMpeg implementation w/ YUV/RGB shader conversion. MovieCube adds keyboard control (Android: firm touch on display to launch keyboard, don't break it though :)
* ShaderCode: Adding 'replaceInShaderSource a -> b utility functionSven Gothel2012-04-161-1/+55
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* Add native tests for libav/ffmpeg and gstSven Gothel2012-04-162-0/+722
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* API Change ShaderCode/ShaderUtil: Enable optional mutable shader source / ↵Sven Gothel2012-04-165-79/+230
| | | | | | | | | | | | | | | | | | | | | | 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);
* StringBuffer -> StringBuilder (Local objects, no concurrency) ; Impacts: ↵Sven Gothel2012-04-1653-89/+87
| | | | Capabilities/GLContext API 'toString(StringBuilder)'
* JOGL/Native: Add JNIEnv functionsSven Gothel2012-04-122-0/+94
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* Reloc OMXGLMediaPlayer jogamp.opengl.omx -> jogamp.opengl.util.av.implSven Gothel2012-04-122-20/+16
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* Refine API docSven Gothel2012-04-113-11/+12
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* ShaderState: No exception in 'releaseAllAttributes()' if attribute is n/aSven Gothel2012-04-111-6/+2
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* Refine GLMediaPlayer/TextureSequence, add MovieCube demo, fix minor bug in ↵Sven Gothel2012-04-1111-173/+198
| | | | | | | | | | | | | | | | | | | | Texture - Add TextureSequence, base interface of GLMediaPlayer to genralize texture streams - TextureSequence / GLMediaPlayer: Use inner classes for event and texture data - getLastTexture() shall never return 'null', initialization of TextureSequence (initGLStream(..), etc) shall provide a TextureFrame w/ the stream's dimension. - GLMediaPlayerImpl.createTexImageImpl() y-flip defaults to 'false' impl. shall define y-flip, if required. - Added MovieCube demo - Fix Texture: initialize aspectRation for 'wrapping' ctor -
* GLArrayData: Fix 'growBuffer()' / clarify 'initialSize' -> 'initialElementCount'Sven Gothel2012-04-117-104/+120
| | | | | - growBuffer() was using '(osize+additional) * components' -> 'osize + (additional * components )' - added jogl.debug.GLArrayData - notifying growBuffer()
* Move com.jogamp.opengl.av -> com.jogamp.opengl.util.av (it's in the util ↵Sven Gothel2012-04-116-0/+0
| | | | atomic JAR and not core)
* Move ProjectFloat back to private, exposing basic math in FloatUtilSven Gothel2012-04-093-344/+349
| | | | | | | | - Partially reverting commit de2b129a56335262a44a05541a3ab2e35668cc6e - ProjectFloat and FloatUtil must reside in core, not util - Moved slice2float -> GlueGen's Buffers
* ShaderUtil: Remove 'Impl' redirection, we already have GL OO hierarchy.Sven Gothel2012-04-091-356/+246
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* ShaderUtil: isProgramValid() -> isProgramLinkStatusValid() + ↵Sven Gothel2012-04-092-42/+42
| | | | | | | | | | | isProgramExecStatusValid() isProgramValid() was testing whether the linkx status is valid and whether the executable environment is valid for the shader, see glValidateProgram(). glValidateProgram() may fail on some implementations in some circumstances (APX2500 and Tegra2) and indeed require all resources are set for execution of the shader program (glDraw*). This is not a requirement for issueing useProgram(), hence removed this test and made it available explicit for debugging purposes: isProgramExecStatusValid().
* GLMediaPlayer*: Revised - Working on buggy MediaPlayer impl. (Android ICS Tegra)Sven Gothel2012-04-0910-195/+238
| | | | | | | | | | | | | GLMediaPlayer: Merging 'initStream()' and 'initGL()' to 'initGLStream()' due to incompatible/buggy implementations (Android/Tegra) requiring the GL texture being setup before preparing the stream. This also implies that w/o an GL context we cannot fetch the stream information (size, ..) hence we need to evaluate this detail (FIXME). 'getNextTexture(GL gl, boolean blocking)' can request the impl. to block GLMediaEventListener: The TextureFrame not yet available, adding 'when'
* GLMediaPlayer: Fix destruction (NPE) / Fix MovieSimple shader, no ↵Sven Gothel2012-04-071-3/+5
| | | | GL_OES_EGL_image_external for plain ES2.
* TextureIO: PNGImage 1stSven Gothel2012-04-071-2/+2
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* TextureIO: Add PNG TextureProvider and TextureWriter for RGB[A]/BGR[A] - ↵Sven Gothel2012-04-076-6/+277
| | | | incl. unit tests; Test/Demos: Use PNG snapshots.
* Merge PNGJ 0.85 into namespaceSven Gothel2012-04-0744-0/+4525
| | | | | | | | | | | | | | | | | PNGJ Version 0.85 (1 April 2012) Apache 2.0 License http://code.google.com/p/pngj/ Merged code: - Changed namespace ar.com.hjg.pngj -> jogamp.opengl.util.pngj to avoid collision when using a different version of PNGJ. - Removed test and lossy packages and helper classes to reduce footprint. License information is added in main LICENSE.txt file.
* NullGLMediaPlayer: Use low-res PNG instead of TGA texture to save footprint. ↵Sven Gothel2012-04-071-3/+14
| | | | Move texture to jogl jar/apk for accessibility.
* GLMediaPlayer: Add (c) tag; Add NullGLMediaPlayer (dummy texture);Sven Gothel2012-04-066-4/+306
| | | | | - Factory falls back to NullGLMediaPlayer allowing to test on platforms where no player is available. - MovieSimple (c) to JogAmp since it is no more derived from the old project.
* TextureIO/TGA: Only use current GLContext if available, allowing pre-GL ↵Sven Gothel2012-04-064-46/+54
| | | | usage; writeFile() restricted to GL2GL3, not GL2.
* PMVMatrix: Add convenient ProjectFloat calls of gluLookAt, gluProject, ↵Sven Gothel2012-04-062-52/+192
| | | | gluUnProject and gluPickMatrix
* GLMediaPlayer: Use URLConnection to clarify emphasize passing an available ↵Sven Gothel2012-04-054-44/+29
| | | | connected URL. API doc: Useing html table for state chart
* JoglVersion: Dump GLSL version if GLSL is available.Sven Gothel2012-04-051-2/+5
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* GLMediaPlayer/MovieSimple: Refine API (split setStream(GL, URL) -> ↵Sven Gothel2012-04-034-132/+146
| | | | | | | | | initStream(URL) + initGL(GL)) .. IllegalStateException if wrong. Using internet streams of BigBuckBunny, if avail. - Splitting the initialization in stream and GL allows using the stream information (eg: size, ..) for setting the GLDrawable properties .. - Make the impl. more bullet proof ..
* GLMediaPlayer: API and implementation update. First working version on ↵Sven Gothel2012-04-037-171/+355
| | | | | | | | | | | | | | Android API 14 - Introduce states - Customize / Access texture target,count,features. - Expose TextureFrame. - Use 'long' for all time values in msec. - Mark information optional in API doc (fps, bps, ..)