| Commit message (Collapse) | Author | Age | Files | Lines |
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clarity and unique method naming
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- Region Dirty Update
- Split dirty -> ShapeDirty + StateDirty,
where StateDirty forces re-rendering content
w/o geometry update as req. for 2-pass mode.
- Fix TextureSequence (GLMediaPlayer) usage in RegionRenderer / GLRegion*
- handle GL_TEXTURE_EXTERNAL_OES incl. Android ES3 bug
- inject TextureSequence's shader stubs
- shader: Use abstract lookup 'texture2D' -> 'gcuTexture2D'
- flip scaled colorTexBBox if TextureSequence 'tex.getMustFlipVertically()'
- TODO: Handle multiple TextureSequence shader programs!
- Fix Blending: GLRegion* / RegionRenderer / RenderState
- Disable/Enable depth-writing w/ blending
- Region impl. sets proper glBlendFunc*(..),
i.e. 2-pass:
- render2FBO: glClearColor(0f, 0f, 0f, 0f)
glBlendFuncSeparate(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA, GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA)
- renderFBO: glBlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA)
- User code shall not set glClearColor(..) for 2-pass anymore
- Graph-UI Demo
- UIShape:
- Add MouseGestureListener, combining MouseListener + GestureListener
- EventDetails -> PointerEventInfo
- PointerEventInfo contains objPos (ray-intersection) and glWin-pos
- Toggle:
- Separate color (on/off) if enabled
- Toggle on click if enabled
- SceneUIController
- Use PinchToZoomGesture and propagete same gesture to UIShape
- Use AABBox.getRayIntersection(..) using 'real' shape coordinates
for 1st picking.
- Use shape PMV for secondary picking (drag, zoom 2-pointer, etc),
see windowToShapeCoords(..)
- Sort shapes according to z-value (render: ascending; picking: descending)
- Only 'drag' if pointerId matches 1st pressed pointer
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added; ShaderCode.addDefaultShaderPrecision(..): Branch GLES3 before GLES2, since gles2.isGLES2() == true
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when source becomes ready
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incl. getNormal*(..) and getPlane*(..)
AABBox.getRayIntersection(..) provides the intersecting coordinates,
where the fast alternative AABBox.intersectsRay(..) does not.
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setting identity
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(UIShape blend clear-color, RegionRenderer initialized) ..
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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)
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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
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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.
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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
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- 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, ..
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seems to be down / Use h264 stream for 'desktop' as well
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- 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!
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Reduce text contrast by 1/10th allowing better AA ; GPUUISceneGLListener0A uses proportional window height font size and one label w/ 10pt
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custom shader
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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/>
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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/>
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to Gallium/Nouveau Driver (TODO: Handle it in GLCapabilities Selection)
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driven, ..) TODO: Transformations
SceneUIController handles shapes generic: Rendering, selecting and event traversing.
All data (transforms ..) are provided by UIShape.
UIShape:
- Dispatching NEWT MouseEvent's on MouseEventListener
- Separates the 2d-transforms for shape/region
and 3d transform, scale and rotation
GPUUISceneGLListener0A Demo code merely
aggregates the shapes and attaches listener, hence includes
the 'application logic'.
Working:
- picking any shape
- dragging, zooming, actions
TODO:
- Fix transformations, actually the rotations (button) look odd
probably due to 'unlucky' rotation center and axis.
+++
RegionRenderer: Removed Matrix ops, which shall be applied on PMVMatrix
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- New simple type Ray, denominating a .. ray
- Added PMVMatrix.gluUnProjectRay(..) similar to gluUnproject(..)
however, result is a Ray.
- Added AABBox.intersectsRay(Ray) ..
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tests - Cleanup VectorUtil (vec2/3 naming, remove dedundant functions)
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and document the same. ; Minor edits ..
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resize.
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muls in rotateVector
Quaternion:
- rotateVector(..): Reduce multiplication count by 17
Graph:
- Outline
- add: transform
- fix compareTo .. use EPSILON
- OutlineShape
- add transform
- fix compareTo .. use EPSILON
- use Comparator<Outline> in sortOutlines
to avoid reversal of list
- Extract OutlineShapeXForm, pairing { OutlineShape, AffineTransform }
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intermediate matrix
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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 ..
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- Add documentation incl references (Matrix-FAQ, Euclideanspace, ..)
- Compared w/ other impl., i.e. WildMagic, Ardor3D, ..
and added missing functionality incl unit tests.
- PMVMatrix: Added convenient Quaternion 'hooks'
- glRotate(Quaternion)
- glLoadMatrix(Quaternion)
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- 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
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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)
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FloatUtil: Add DEBUG and description about Row-Major and Column-Major Order. AABBOX: Use FloatUtil.DEBUG for mapToWindow(..)
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processString(..) using ShapeVisitor interface (visitor pattern)
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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.
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(performance, reduce temp objects)
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- 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
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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.
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Demos: Use local GLRegion for uncached text (perf.) ..
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- CDTriangulator2D.getContainerLoop(..) can exit at first 'inside' loop
- Make loops field 'final' and clear at reset.
- Add more 'final' qualifier
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GlyfCompositeDescript: Fix NPE
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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
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