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* NEWT/GLContext (unit test): Wait for visibility/realized ; Add clean scriptsSven Gothel2011-05-171-2/+4
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* GLSL unit tests: cleanup shader state testsSven Gothel2011-05-174-76/+78
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* Fix/Extend FBObject (API Change): plain init(GL), support multiple ↵Sven Gothel2011-05-175-0/+285
| | | | | | | | | | | | | attachTexture2D(..) (MRT) w/ tex units - plain initialization via init(GL) - dedicated texture2D color buffer attachement attachTexture2D(..) w/ tex units (<GL_MAX_TEXTURE_UNITS), which may happen up to max GL_MAX_COLOR_ATTACHMENTS to support MRT (multiple render targets) - more API doc - FBO/MRT/GLSL unit test w/ using 2 shader (decompose / compose)
* GLSL UnitTest: Reloc Ruler and make local fields finalSven Gothel2011-05-171-24/+24
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* JUnit Test: Add 'ruler' testcase using monitor mode's mm/pixel size.Sven Gothel2011-05-163-0/+212
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* JUnit Tests: Extract utility of creating a NEWT Window w/ GLContext w/o auto ↵Sven Gothel2011-05-164-75/+118
| | | | drawable (NEWTGLContext)
* Graph/UI-Demo: Use RegionRenderer for region and text, start data/gl ↵Sven Gothel2011-05-095-0/+286
| | | | | | separation (2) Complete commit 77910075c04d4c86aabf12a2853b381f804bf04a, oops, got a fs corruption.
* Graph/UI-Demo: Use RegionRenderer for region and text, start data/gl separationSven Gothel2011-05-085-164/+80
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* Graph/Tests: Adapt to latest commits ..Sven Gothel2011-05-0812-70/+74
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* Added nonuniform weight impl; misc enhancements/cleanupsRami Santina2011-05-0214-43/+94
| | | | | | | | | | Seperate texcoords from shaprness Added NonUniform weight shader impl for region impl only (not text) Refactor p1y --> weight (equiv to nurbs weight) cleanup shader uniforms (rename/remove unneeded) Enhanced blending of text GPURegionNewtDemo01 - added weight W/Q to manipulate weight refactor r2t --> vbaa (matching algorithm name)
* UITest AWTRobot: Use AWT double click TOSven Gothel2011-05-011-2/+20
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* UI Tests/Robot: Attempt to stabilize UI tests (focus/input)Sven Gothel2011-05-013-160/+241
| | | | | | | | Focus: Always programmatic, clear global focus state upfront Key/Mouse Input: Retry w/ optional focus request if lost .. Dropped redundant robot delays, ie between keypress/release.
* UI Unit Tests: OO rework of EventCountAdapterSven Gothel2011-05-019-26/+177
| | | | | | Key/Mouse: Track 'pressed' state Focus: Simplify 'focused' state tracking
* UI Unit Tests: Add test name to log and singleton lock, better log outputSven Gothel2011-05-012-15/+29
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* GLContext GLDebugMessages: Add synchronous status/dumpStack; Remove length ↵Sven Gothel2011-04-282-23/+32
| | | | | | | | in aliased glDebugMessageInsert. - GLDebugMessages add synchronous status - defaults to true - GLContext/GLDebugMessages add dumpStack() if jogl.debug.DebugGL is set - Remove param length in aliased glDebugMessageInsert.
* GLRunnable Injection Thread Test: Slow down injection to 10HzSven Gothel2011-04-282-3/+3
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* Unit Test Framework SingletonInstance: setup file unlock/delete asapSven Gothel2011-04-281-19/+31
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* Fix glsl unit tests: NV needs to have explicitly turn off vsync / Fix 'sed' ↵Sven Gothel2011-04-284-19/+32
| | | | havoc: gcu_ -> mgl_ uniform names
* Graph Demos: Add F4 key to exit; Proper exit sequence w/ animator.stop() ↵Sven Gothel2011-04-266-18/+108
| | | | after window is destroyed to exit the JVM
* ShaderState: Add 'ownUniform()/ownAttribute()'; rename glFunction -> ↵Sven Gothel2011-04-267-100/+101
| | | | | | | | | | | | | | function; switch program enh. ; Graph lifecycle Add 'ownUniform()/ownAttribute()' allowing to reset all bound uniforms/attributes, not just active ones plus handling the lifecycle of the owned attributes (destroy). This simplifies the lifecycle of all shader attributes. Rename glFunction -> function .. well, the GL attribute marks them GL related already Switch program enhancement. If switching to new program (unlinked), issue glBindAttributeLocation .. Graph lifecycle cleanup using the above ..
* Newt Window: Remove 'invalidate()' method, only 'destroy()' is required (and ↵Sven Gothel2011-04-2634-151/+110
| | | | | | | makes sense) - WindowImpl/GLWindow: Cleanup destroy code .. - Tests: sync / remove FPS stderr print
* Use less updated animator fpsSven Gothel2011-04-251-5/+7
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* Fix GLSL Shader tests ..Sven Gothel2011-04-253-89/+146
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* FPSCounter def to 5*60 frames (each 5s at 60Hz) ; Test: each 1sSven Gothel2011-04-2526-74/+105
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* Graph: Fix AMD shader complain (version) ; No Attributes in fragment program ↵Sven Gothel2011-04-242-1/+3
| | | | ; Disable FPS draw at start
* Fix junit tests: Enable FPSCounter (missing from ↵Sven Gothel2011-04-245-1/+10
| | | | ea819ff768d507c37a981c1ab0bdc0cad32c6a87)
* Misc cleanup, strings etcSven Gothel2011-04-241-2/+0
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* Add unified support for GL_ARB_debug_output and GL_AMD_debug_output.Sven Gothel2011-04-242-0/+409
| | | | | | | | | | | | | | | | | | | | | | If GL_ARB_debug_output is not available, but GL_AMD_debug_output exist, fallback to the latter, offering generic aliased methods translating the delta (AMD category <-> ARB source/type). Generic aliased methods reside in GLContext* Enable/Disable via GLContext and GLAutoDrawable. To enable the GLDebugOutput feature GLContext.enableGLDebugMessage(true) or GLContext.setContextCreationFlags(GLContext.CTX_OPTION_DEBUG) shall be called _before_ context creation via GLContext.makeCurrent()! In case GLAutoDrawable is being used, GLAutoDrawable.setContextCreationFlags(GLContext.CTX_OPTION_DEBUG) shall be issued before context creation via GLContext.makeCurrent()!. After context creation, the GLDebugOutput feature may be enabled or disabled at any time using this method. Verify both unit tests for usability.
* New FPSCounter, impl. by GLWindow and GLAnimatorControl (fps perf related ↵Sven Gothel2011-04-2336-241/+246
| | | | | | | | | | | API change) - Don't fetch System.currentTimeMillis() by default and for every frame (performance) - Default behavior is FPSCounter switched off - Enable by frame interval, ie measure each 60 frames. - FPSCounterImpl is default impl. used by impl. FPSCounter class (reduce code/redundancy) - Might be promoted to GLAutoDrawable ?!
* Refactored graph: Reduce/remove data copy/recreation; Shader cleanupSven Gothel2011-04-2316-53/+97
| | | | | | | | | | | | - Pass the current GL context object where it's required - Introduce RenderState (which has ShaderState) to acquire/change shader related data (Region) - Shader Cleanup: User import for common stuff; use req. version - Reduce/remove data copy/recreation in *Region implementation - UI/RIButton: Use defaults I like :)
* ShaderState: Validated impl./state-handling / Added commentsSven Gothel2011-04-226-0/+993
| | | | | | Capable of glBinAttribLocation(..) Proper state check (has program, linked program, ..) for attrib/uniform methods.
* test: reflect GLArrayData changes bf8a54b502f0fcd930e12a8bbda65f9538e8a2f7Sven Gothel2011-04-221-7/+3
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* Texture: Change method signatures: Pass GL context object if required ↵Sven Gothel2011-04-227-26/+24
| | | | | | | | | | | | | | (remove GLContext.getCurrentGL() usage. Using function signatures explicitly require the GL [current] instance clarifies that the context must be current. Removing GLContext.getCurrentGL() reduces TLS access of current thread and hence possible performance hits. The Texture class has been chosen for this conversion [not TextureIO yet], since the enable/bind methods maybe used within a rendering loop. User already 'complained' about lack of current GLContext clarity as well.
* Fix TAB: Replace all TAB with 4 spacesSven Gothel2011-04-0827-768/+768
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* Added headers to graph.ui classesRami Santina2011-04-082-0/+56
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* Merge: merged with sgothelRami Santina2011-04-083-7/+9
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| * Use GLArrayDataServer to handle shader attributes/data using VBOSven Gothel2011-04-081-1/+3
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| * FIX: Refactor GLArrayData and all it's implementations/sub-interfaces (VBO ↵Sven Gothel2011-04-082-6/+6
| | | | | | | | | | | | | | | | | | | | target, comments, names) VBO target: Allowing ELEMENT_VERTEX_ARRAY w/o corresponding GLSL/Fixed attribute Names: Clarified method named. Comments: Added and fixed comments
* | Added demo GPU Resolution Indep UI - Button;Rami Santina2011-04-085-0/+730
|/ | | | | | | | | RIButton - resolution independent vector based button UINewtDemo01 --> shows a testcase of a button rendered on scene. controls: 1/2: zoom in/out 4/5: increase/decrease shape/text spacing 6/7: increase/decrease corner size 0/9: rotate.
* Fix: shaderProgram.program(); glBindAttribLocation() call; ↵Sven Gothel2011-04-051-5/+8
| | | | | | | | | | | | dispose/disposeImpl sequence; Use shaderProgram.program() instead of shaderProgram.id() - the id() is just a unique sequence name. Call glBindAttribLocation() after program object init and before linkage. Chain call disposeImpl() properly to fix destruction sequence: TextRendererImpl01 -> TextRenderer -> GlyphString -> Region RegionRendererImpl01 -> RegionRenderer -> Region
* Rendered: +enable(GL, bool) ; dumpFontNames..Sven Gothel2011-04-012-3/+11
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* Font Names: Expose name indices allowing user to pick all names ..Sven Gothel2011-04-011-5/+6
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* Graph Unit tests must have NEWT in the name / Also added UI lockingSven Gothel2011-04-012-4/+6
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* more text in text demosSven Gothel2011-04-012-51/+87
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* Folded turtle2d into jogl foldersSven Gothel2011-04-0115-0/+1685
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* Promote GLDrawableFactory.getOrCreateSharedContext(..) to public.Sven Gothel2011-03-261-0/+100
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* Fix Bug460 testSven Gothel2011-03-261-30/+7
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* Fix Bug #460 - GLCanvas NPESven Gothel2011-03-211-0/+80
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* Revert Gears: Remove static main, since junit tries to load references ↵Sven Gothel2011-03-051-44/+0
| | | | (AWT); Remove static init as well
* junit Gears: remove AWT GLCanvas from importSven Gothel2011-03-051-3/+2
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