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* Bug 1452 - Decouple math functionality to 'com.jogamp.math' to be toolkit ↵Sven Gothel2023-09-201-1/+2
| | | | | | | | | | | | | | | | | | | | agnostic (PMVMatrix, Matrix4f, Vec4f, ..) Math functionality (PMVMatrix, Matrix4f, Vec4f, ..) - shall be used toolkit agnostic, e.g. independent from OpenGL - shall be reused within our upcoming Vulkan implementation - may also move outside of JOGL, i.e. GlueGen or within its own package to be reused for other purposed. The 'com.jogamp.opengl.util.PMVMatrix' currently also used to feed in GLUniformData via the toolkit agnostic SyncAction and SyncBuffer shall also be split to a toolkit agnostic variant. An OpenGL PMVMatrix specialization implementing GLMatrixFunc can still exist, being derived from the toolkit agnostic base implementation. +++ Initial commit .. compile clean, passing most unit tests.
* ShaderProgram field programLinked: Set to false @ release()/destroy(), On ↵Sven Gothel2023-03-151-1/+5
| | | | useProgram() only throw exception if 'on==true' is requested (disabling after delettion is OK)
* opengl/util/glsl/Shader*: Mark classes and fields final, rename ↵Sven Gothel2023-03-154-22/+41
| | | | dump{Shader->}Source(), refine string output.
* ShaderCode: Fixed constant usage (GL3 -> GL3ES3)Sven Gothel2019-03-261-15/+15
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* Bug 1283: Remove shader include filename quotes if exists at start and end onlySven Gothel2019-03-261-1/+9
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* Removing also all the double quotesGiuseppe Barbieri2016-01-291-1/+1
| | | https://jogamp.org/bugzilla/show_bug.cgi?id=1283
* Bug 1237: Adopt GlueGen's clarification of IOUtil.getResource(..), commit ↵Sven Gothel2015-10-032-5/+5
| | | | | | | | d78bb1be0a6290cb94918b21865a023c01825048 - Skip relative lookup for IOUtil.ClassResources using 'asset' only (from JAR file) - Tested w/ jar file and build-dir, see scripts/tests.sh 'USE_BUILDDIR'
* Bug 1193: ShaderCode: Add SUFFIX_COMPUTE_SOURCE/SUFFIX_COMPUTE_BINARY; Add ↵Sven Gothel2015-08-181-3/+22
| | | | @since 2.3.2 tag
* Updates the documentation of the class ShaderCode concerning the compute shadersJulien Gouesse2015-08-131-11/+13
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* Adds the compute shaders into the list of supported shaders for ShaderCodeJulien Gouesse2015-08-131-0/+9
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* ShaderCode: Add 'create' variations w/ custom shader file suffixes as well ↵Sven Gothel2015-07-191-19/+303
| | | | as w/ Uri usage
* Fix javadoc typo: </count> -> </code>Sven Gothel2015-07-181-4/+4
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* Bug 1135 - Cleanup: Class ownership change of static GL enumeratesSven Gothel2015-03-061-10/+10
| | | | GLBufferStateTracker now also supports GL4.GL_QUERY_BUFFER
* Bug 682 - Relocating javax.media.opengl.* -> com.jogamp.opengl.* (Part 1)Sven Gothel2015-02-027-41/+41
| | | | | | | | | sed -i 's/javax\.media\.opengl/com\.jogamp\.opengl/g' `grep -Rl "javax\.media\.opengl" src` sed -i 's/javax\.media\.nativewindow/com\.jogamp\.nativewindow/g' `grep -Rl "javax\.media\.nativewindow" src` sed -i 's/javax\/media\//com\/jogamp\//g' `grep -Rl "javax/media/" src` sed -i 's/javax\/media\//com\/jogamp\//g' `grep -Rl "javax/media/" doc` Manually edited all occurences within make/**
* Use ExceptionUtils.dumpStack(..) instead of Thread.dumpStack()Sven Gothel2014-10-261-7/+8
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* GLContext.Version* VersionNumber Constants: Clarify names, avoiding ↵Sven Gothel2014-10-252-2/+2
| | | | mis-interpretation alike Version130 -> [ 1.3.0 | 1.30.0 ] ?
* ShaderCode: Fix link to create(..) methodSven Gothel2014-10-081-3/+3
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* Bug 1063: Uri adoptionSven Gothel2014-09-081-1/+6
| | | | | | | | | - ShaderCode: - Using Uri - Also encode the rel. 'includeFile' (was missing earlier) - GLMediaPlayer - Exposes Uri in API, removed URI
* Adding missing '@since 2.2.1' tags to ShaderCode and GLContextSven Gothel2014-09-031-4/+20
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* Bug 1043 - Add Tessellation Control and Evaluation Shader SupportSven Gothel2014-09-021-16/+56
| | | | | - Add GL4.GL_TESS_CONTROL_SHADER and GL4.GL_TESS_EVALUATION_SHADER support for GLSL util class ShaderCode - Add unit test TestTessellationShader01GL4NEWT, testing TessellationShader01aGL4 and TessellationShader01bGL4
* glsl.sdk.CompileShader: Use IOUtil.StreamMonitorSven Gothel2014-08-281-33/+1
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* Fix ShaderCode.es3_default_precision_fp: ES 3.x requires same precision for ↵Sven Gothel2014-07-291-2/+6
| | | | uniforms -> re-use es3_default_precision_vp; Fixes PointsDemoES2
* Findbugs: Misc minor issues (see below)Sven Gothel2014-07-081-1/+1
| | | | | | | - remove duplicate code in branch - Use Type.valueOf(primitive) - Don't use array.toString() directly - remove dead code
* Findbugs: Remove branches where reference cannot be nullSven Gothel2014-07-081-4/+4
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* Findbugs: Use <NumberType>.valueOf(..) instead of 'new <NumberType>(..)'Sven Gothel2014-07-082-13/+10
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* Code Clean-Up based on our Recommended Settings (jogamp-scripting ↵Sven Gothel2014-07-037-201/+202
| | | | | | | | | | | | | c47bc86ae2ee268a1f38c5580d11f93d7f8d6e74) - Change non static accesses to static members using declaring type - Change indirect accesses to static members to direct accesses (accesses through subtypes) - Add final modifier to private fields - Add final modifier to method parameters - Add final modifier to local variables - Remove unnecessary casts - Remove unnecessary '$NON-NLS$' tags - Remove trailing white spaces on all lines
* Fix 'typo' in messages: 'Catched' -> 'Caught'Sven Gothel2014-06-281-2/+2
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* Fix ShaderCode.insertShaderSource(..): Return 'position' if nothing has been ↵Sven Gothel2014-04-091-7/+7
| | | | added; ShaderCode.addDefaultShaderPrecision(..): Branch GLES3 before GLES2, since gles2.isGLES2() == true
* Bug 801: Cleanup shader-program location/data update ; Add COLORTEXTURE + ↵Sven Gothel2014-04-041-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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)
* Bug 801: WIP 2/2 - Add color attribute; Switch Shader instead of branching ↵Sven Gothel2014-04-022-9/+11
| | | | | | | | | | | | | | 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
* Bug 801: WIP 1/2 - Add color attribute; Switch Shader instead of branching ↵Sven Gothel2014-04-012-14/+47
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 - - 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, ..
* ShaderCode: Allow 'srcRoot' to be optional ; RegionRendererImpl01: Allos ↵Sven Gothel2014-03-251-7/+13
| | | | custom shader
* Bug 890 - Fix GLES3 Profile Mapping, i.e. GL2ES2 queries and mappings; ↵Sven Gothel2013-11-071-4/+24
| | | | | | | | | | | | | | | | | | | | Validate isGLES*() usage and definition ; Add and use ShaderCode.createExtensionDirective(..) - Fix GLES3 Profile Mapping, i.e. GL2ES2 queries and mappings - GLProfile: Add GL2ES2 -> ES3 mapping - EGLContext: Reuqest major '3' for ES3 - EGLGLCapabilities/EGLGraphicsConfiguration: Consider EGLExt.EGL_OPENGL_ES3_BIT_KHR - Validate isGLES*() usage and definition - Fix BuildComposablePipeline's isGLES() code - For GLSL related queries use isGLES() instead of isGLES2(), which would exclude ES3 - Add and use ShaderCode.createExtensionDirective(..) - Supporting creating GLSL extension directives while reusing strings from GLExtensions - Minor cleanup of GLContextImpl.setGLFuncAvail(..)
* Fix Bug 872: ES3 and ES3-GLSL Version not properly HandledSven Gothel2013-10-251-5/+20
| | | | | | | | | | | | | | | | GLContext: - Proper API doc for Version* fields - getStaticGLSLVersionNumber(): ES3 -> Version300 - hasGLSL(): Add ES3 ShaderCode: - addDefaultShaderPrecision(): - ES2 default precision: Don't 'tune up' default precision for fragment shader, use 'mediump' - Add ES3 default precision (equal to ES2 default precision) - requiresDefaultPrecision(): Shall returns 'true' for ES3 as well!
* jogl: replce more unneeded String() constructionHarvey Harrison2013-10-201-1/+1
| | | | Signed-off-by: Harvey Harrison <[email protected]>
* Fix Bug 827 - ShaderProgam helper class reports errors incorrectlySven Gothel2013-10-191-2/+2
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* jogl: add missing @Override annotationsHarvey Harrison2013-10-174-0/+11
| | | | Signed-off-by: Harvey Harrison <[email protected]>
* jogl: remove all trailing whitespaceHarvey Harrison2013-10-177-285/+285
| | | | Signed-off-by: Harvey Harrison <[email protected]>
* Remedy for Bug 782: Issue Debug.initSingleton() or Debug.debug(..) before ↵Sven Gothel2013-07-171-2/+7
| | | | | | | | | | | | | | | | | | | | | | | | calling 'PropertyAccess.isPropertyDefined(propName, default)' through Debug class. Calling 'Debug.isPropertyDefined(propName, default)' may be 'optimized' to 'PropertyAccess.isPropertyDefined(propName, default)', which would skip the modules Debug's class initialization. Iff that happens, an AccessControlException may happen, due to requesting an insecure property, since modules own Debug class has not been added it's trusted prefixes from within it's init block yet. This seems to be a bug of the JVM .. to me, however .. the above description is the only able to explain the issue at hand. +++ Fix calls Debug class own static methods, either Debug.initSingleton() or Debug.debug(), before calling 'isPropertyDefined(propName, default)'. +++ Also mark Debug class static methods final! +++
* StringBuffer -> StringBuilderSven Gothel2013-07-151-2/+2
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* GLContext: Rename 2-digit VersionNumber statics aligning w/ all 3-digit ↵Sven Gothel2013-07-031-1/+1
| | | | names, e.g. Version31 -> Version310. ; Trim GLVersionNumber string.
* JOGL GLSL ShaderProgram/State: Release of an unlinked ShaderProgram shall ↵Sven Gothel2013-05-172-2/+4
| | | | not throw an exception -> avoid calling useProgram(.., false).
* Fix Bug 711: Align Graphs's Curve Shader programmatically to used GL/GLSL ↵Sven Gothel2013-05-171-4/+24
| | | | version, following all other internal GLSL usage utilizing ShaderCode.
* Fix Bug 737: Add shader default precision for GLSL [1.30 .. 1.50[ - See GLSL ↵Sven Gothel2013-05-171-11/+109
| | | | Spec [1.30 - 1.40].
* Debug Messages: Unify getThreadName() usage and 'Catched Exception' messagesSven Gothel2013-04-101-2/+8
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* ShaderState: Reduce hash-map utilization at shader switch (reset ↵Sven Gothel2013-01-151-44/+59
| | | | uniforms/attributes); Refine API doc.
* Adding GEOMETRY_SHADER support in ShaderCode, adding core ↵Sven Gothel2013-01-122-9/+32
| | | | | | | | | | | | | | | | | | | GL3/GEOMETRY_SHADER unit tests. ; Simplified GLContext version number - Adding GEOMETRY_SHADER support in ShaderCode, adding core GL3/GEOMETRY_SHADER unit tests Chuck Ritola reported in December 2012 that we lack support of GEOMETRY_SHADER and he provided a test case. The latter is cleaned up to use GL3 core profile features only tesing a pass-through and the flip-XYZ geometry shader. ShaderUtil is fixed. - Simplified GLContext version number The OpenGL major/minor version is now hold in a VersionNumber instance to simplify usage. Also expose it via getGLVersionNumber() while marking getGLVersionMajor() and getGLVersionMinor() deprecated.
* GLArrayData/ImmModeSink: Remove implicit dependency on ShaderState - allow ↵Sven Gothel2012-12-161-55/+56
| | | | | | | | | | | | | | | | | | | | | | operating w/o it; ShaderState: Remove notion of GL context attachment, use pass-through or object association; GLArrayData/GLUniformData: Add basic GLSL location methods - GLArrayData/GLUniformData: Add basic GLSL location methods - GLArrayData - add: setLocation(..) for attribute location/index retrieval (post link) and binding (pre link) - GLUniformData - add: setLocation(..) for attribute location/index retrieval (post link) - GLArrayData/ImmModeSink: Remove implicit dependency on ShaderState - allow operating w/o it - GLArrayData - add: 'public void associate(Object obj, boolean enable)', allows setting ShaderState usage - ShaderState: Remove notion of GL context attachment, use pass-through or object association - ownsAttribute(..) associates the attribute w/ ShaderState - removed GL context ShaderState attachment Tested: - ImmModeSink w/ GLSL/ES2 w/ and w/o ShaderState - GLArrayData* w/ and w/o ShaderState
* ShaderProgram: Program name is valid if non zero; Add init(GL) return value ↵Sven Gothel2012-10-311-14/+23
| | | | for success.
* FixedFuncPipeline: Use proper shader version and make GLSL code compatible ↵Sven Gothel2012-10-291-0/+1
| | | | w/ higher GLSL versions