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* Add screenshot AWT version: TestGLReadBufferUtilTextureIOWrite01AWTSven Gothel2012-06-251-0/+134
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* Tests [Multisample, Offscreen, ..]: Add Snapshots and store them in current ↵Sven Gothel2012-06-259-95/+195
| | | | | | directory instead of tempdir, so they get archived (CI/jenkins). Multisample/TestGLReadBufferUtilTextureIOWrite01NEWT: Add offscreen test
* JOGL CapabilitiesChooser-API and impl.: Cleanup using generics: 'List l' -> ↵Sven Gothel2012-06-211-1/+6
| | | | 'List<? extends CapabilitiesImmutable> l'
* NEWT: Add virtual on-screen keyboard visibility interface methods incl. ↵Sven Gothel2012-06-213-15/+3
| | | | | | | | | | | | | Android implementation. Note: Currently only w/ Android implementation. Note: On Android there is no way to reliably be notified of the current keyboard state. It would be best, if your code does not rely on this information Window adds: - setKeyboardVisible(boolean) - isKeyboardVisible() // unreliable on Android
* Texture Unit Tests: AWT/NEWT GL2/ES2 PNGJ/AWT-PNG-Loading and Rendering ↵Sven Gothel2012-06-1813-182/+755
| | | | | | | | | | | | | | (TestPNGTextureFromFile[AWT/NEWT]) Properly test combinations of TextureIO usage w/ - NEWT / AWT usage - GL2 / ES2 usage - PNG implementations: PNGJ (internal) and AWT - adding screenshots of result for later analysis Misc: - IOUtil.getResource(..) usage CLASS.class.getClassLoader() -> this.getClass().getClassLoader()
* Unit Test: Cleanup TextureSequence Demo Code and Tests, adding AWT Test ↵Sven Gothel2012-06-175-65/+225
| | | | 'launcher'
* JOGL Texture Util Unit Test merge to ↵Sven Gothel2012-06-176-7/+5
| | | | 'com.jogamp.opengl.test.junit.jogl.util.texture'
* Fix Bug 583: Remove Android compile-time dependencies and exclude Android ↵Sven Gothel2012-06-153-36/+17
| | | | | | | | | | | | | | specific classes for non Android platforms. Adapt to GlueGen commits: b3c9951006f9bd863244f1db3d54ac7866d66f0a, 86c1df6fdca183454ff544857f4236b646c4730d Ensure same Java JAR content regardless of build target (fix). Separate Android compilation results: jogl.all-android.jar and jogl.test-android.jar avoiding generating different content w/ non android builds. Adding ${android.abi} to APK target name (jogl.all-android.apk -> jogl.all-android-armeabi-v7a.apk) if not generic.
* Graph/Font Demo: Add simple 'one-file' demo/test 'TestTextRendererNEWT10' ↵Sven Gothel2012-05-162-1/+168
| | | | w/o GLEventListener
* Unit Test Util NEWTGLContext: Pass GLCapabilities instead of GLProfile, ↵Sven Gothel2012-05-168-17/+31
| | | | allowing custom pixelformat caps.
* Java Source Files: dos -> unix formatSven Gothel2012-05-158-1416/+1416
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* Graph/Font Demo: Add simple 'one-file' demo/test 'TestTextRendererNEWT00'Sven Gothel2012-05-153-0/+290
| | | | .. also adding missing (c) of other graph unit test.
* GPUTextRendererListenerBase01: Remove unused var.Sven Gothel2012-05-151-2/+0
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* TestGLContextSurfaceLockNEWT: Add GLWindow destroy @ test endSven Gothel2012-05-131-0/+2
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* Demo/Test GearsES2: Supress reshape debug printlnSven Gothel2012-05-131-2/+2
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* GLContext*: Remove '[set/is]Synchronized(..)' - Defaults to wait for locks: ↵Sven Gothel2012-05-131-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | 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.
* GLContext/Surface Deadlock: Add unit test, provoking deadlock w/ 2 threads, ↵glctx_deadlockSven Gothel2012-05-131-0/+218
| | | | one holding the surfaceLock acquiring ctxLock where ctx acquires the surfaceLock
* Add unit tests for gluUnProject fix (commit ↵Sven Gothel2012-05-121-5/+50
| | | | cbc77718f01a8190e1a8aa0e9afdc2a3a3403358)
* Fix regression of commit de2b129a56335262a44a05541a3ab2e35668cc6e: ↵Sven Gothel2012-05-111-0/+113
| | | | | | | | | | | | | | | 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
* LauncherUtil: Allow no query in URI and no PKG in query (Align w/ GlueGen ↵Sven Gothel2012-05-041-4/+1
| | | | commit a058e0a2f465a9bff3e32727edb55592f55c7b38)
* Minor cleanup ..Sven Gothel2012-05-042-6/+3
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* Test MovieCube: Allow recreation - Video is still not visible after ↵Sven Gothel2012-05-021-6/+9
| | | | recreation (detach window) on OSX (FF, Safari)
* NEWT API Change 'WindowClosingProtocol': Use 'enum WindowClosingMode' ↵Sven Gothel2012-05-023-19/+19
| | | | instead of static final int values.
* Complete commit c9faebb8f8f6be4c0de4919a516b4692742bc13c: Use 'enum ↵Sven Gothel2012-05-021-6/+6
| | | | ReparentOperation' in test.
* TestGearsES2NEWT: fullscreen/above toggle print fullscreen/above state alwaysSven Gothel2012-04-271-4/+4
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* UITest, fix exception message: Add 'not'.v2.0-rc7Sven Gothel2012-04-251-1/+1
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* Newt/AWT Event Factory: Add Mouse Wheel Event ConversionSven Gothel2012-04-241-1/+1
| | | | .. also reverse AWT rotation sign, since NEWT uses the reverse oriantation.
* Test (Applets): Add MovieCube to jogl-test-applets page.Sven Gothel2012-04-241-1/+6
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* Completing swap-interval implementation for OSX's CALayer usage. Closing Bug 555Sven Gothel2012-04-222-7/+38
| | | | | | | | | | | | - 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.
* Test: Added commented-out hacks for gdb invocation, OSX NSZombieEnabled env, ↵Sven Gothel2012-04-211-4/+17
| | | | and custom lib path; MovieCube: '-wait' to wait for debugger.
* TextureSequence Shader Support; GLMediaPlayer uses 'int' where possible; ↵Sven Gothel2012-04-1612-67/+252
| | | | | | | | | | | | | 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 :)
* NEWT/Android: Add (soft) keyboard input. Complete the Android -> NEWT key ↵Sven Gothel2012-04-162-4/+20
| | | | | | | | | | | | | | | | | | | | | | translation. Minor fixes for mouse as well. - AndroidNewtEventFactory - Android -> NEWT KeyCodes, leave out control keys like HOME, BACK, .. TBD .. - We don't consume the key event, in case we cannot map it, so the Android OS has a chance to handle the control keys. - Key-Release generates a Key Typed event. - Key/Mouse translate Android time-base (upTime) to Unix. - AndroidWindow - set our onKeyListener, using above tranlator - setFocusable(true) and setFocusableInTouchMode(true) on our SurfaceView, otherwise no key event will be delivered. Note: 'requestFocus()' must also be called on the view for key input! - Test: NEWTGearsES2Activity, which launches the soft key via: InputMethodManager mgr = (InputMethodManager) win.getAndroidView().getContext().getSystemService(Context.INPUT_METHOD_SERVICE); mgr.toggleSoftInput(InputMethodManager.SHOW_FORCED, 0); // shows keyboard .. and requests the focus of the view for input.
* API Change ShaderCode/ShaderUtil: Enable optional mutable shader source / ↵Sven Gothel2012-04-167-49/+49
| | | | | | | | | | | | | | | | | | | | | | 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);
* TexSequence/Movie Demo's Shader: Remove profile specific 'header' files, ↵Sven Gothel2012-04-167-42/+7
| | | | prepare for shader code injection.
* StringBuffer -> StringBuilder (Local objects, no concurrency) ; Impacts: ↵Sven Gothel2012-04-162-3/+3
| | | | Capabilities/GLContext API 'toString(StringBuilder)'
* Graph UI Demo: Add zoom w/ mouse wheel (desktop)Sven Gothel2012-04-111-0/+5
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* Refine GLMediaPlayer/TextureSequence, add MovieCube demo, fix minor bug in ↵Sven Gothel2012-04-1119-78/+971
| | | | | | | | | | | | | | | | | | | | 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 -
* Add missing: MovieSimpleActivity0Sven Gothel2012-04-091-0/+119
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* ShaderUtil: isProgramValid() -> isProgramLinkStatusValid() + ↵Sven Gothel2012-04-092-3/+3
| | | | | | | | | | | 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().
* Android: Cleanup AndroidWindow. NewtBaseActivity: Reset FPSCounter on ↵Sven Gothel2012-04-091-0/+9
| | | | resume, Sync LauncherUtil
* GLMediaPlayer*: Revised - Working on buggy MediaPlayer impl. (Android ICS Tegra)Sven Gothel2012-04-097-145/+135
| | | | | | | | | | | | | 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 Gothel2012-04-073-5/+0
| | | | GL_OES_EGL_image_external for plain ES2.
* TextureIO: Add PNG TextureProvider and TextureWriter for RGB[A]/BGR[A] - ↵Sven Gothel2012-04-076-5/+83
| | | | incl. unit tests; Test/Demos: Use PNG snapshots.
* GLMediaPlayer: Add (c) tag; Add NullGLMediaPlayer (dummy texture);Sven Gothel2012-04-065-190/+230
| | | | | - 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.
* Android MovieSimple Split: zoom and orig size for performance analysisSven Gothel2012-04-064-0/+162
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* GLMediaPlayer: Use URLConnection to clarify emphasize passing an available ↵Sven Gothel2012-04-051-2/+2
| | | | connected URL. API doc: Useing html table for state chart
* Enhance MovieSimple Demo: Split shader to es2/gl2, check for ↵Sven Gothel2012-04-0511-74/+92
| | | | GL_OES_EGL_image_external extension if requested, use proper texture unit
* Split Android MovieSimple Launcher to 3Sven Gothel2012-04-045-68/+324
| | | | | | | | 00: One movie view, centered, no effects 01: Two movie views (Main + HUD) using same GLMediaPlayer [texture] and stream 02: Two movie views (Main + HUD) each using own GLMediaPlayer and stream
* GLMediaPlayer/MovieSimple: Refine API (split setStream(GL, URL) -> ↵Sven Gothel2012-04-033-46/+103
| | | | | | | | | 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 ..
* Add Android API 14 GLMediaPlayer demo: MovieSimpleSven Gothel2012-04-036-114/+396
| | | | | | | | | | | | | | | | | Activity adds 2 NEWT GLWindow's in a ViewGroup, one main view and one small HUD view. Both GLWindow contain one GLEventListener playing the same stream using GLMediaPlayer one with no effect, one w/ a gradient color effect. The stream's URL is currently hardcoded 'file:///mnt/sdcard/Movies/BigBuckBunny_320x180.mp4'. Upper half of main window: - click start/pause video - drag rotate video Lower half of main window: - drag bwd/fwd in the stream (seek)