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* Bug 665 (part 1) - Allow dis-association of GLContext's GLDrawable ..Sven Gothel2013-01-241-107/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Changes allowing re-association (incl. null) of GLContext/GLDrawable: - GLAutoDrawable: Refine API doc 'setContext(..)' - GLContext: Refine API doc: 'setGLDrawable(..)' 'getGLDrawable()' - GLContextImpl.setGLDrawable(): Handle null drawable - GLAutoDrawableDelegate/GLAutoDrawableBase: Allow null GLContext - GLDrawableHelper.switchContext(..)/recreateGLDrawable(): Balance GLContext.setGLDrawable(..) calls - New GLEventListenerState, holding state vector [GLEventListener, GLContext, .. ] impl. relocation of all components from/to GLAutoDrawable. - GLDrawableUtil - Using GLEventListenerState for swapGLContextAndAllGLEventListener(..) +++ NEWT Window*: - getDisplayHandle() is 'final', no more 'shortcut' code allowed due to re-association incl. display handle. - close*: - close config's device (was missing) - null config +++ Changes allowing reconfig of Display handle as required to re-associate pre-existing GLContext to a 'window': - AbstractGraphicsDevice: Add isHandleOwner() / clearHandleOwner() - Impl. in X11GraphicsDevice and EGLGraphicsDevice, NOP in DefaultGraphicsDevice - DefaultGraphicsConfiguration add 'setScreen(..)' - MutableGraphicsConfiguration - Make DefaultGraphicsConfiguration.setScreen(..) public - NativeWindowFactory add 'createScreen(String type, AbstractGraphicsDevice device, int screen)' - Refactored from SWTAccessor - NativeWindow x11ErrorHandler: Dump Stack Trace in DEBUG mode, always.
* 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.
* GLAutoDrawable/AnimatorBase: Add ExclusiveContextThread (ECT) feature; ↵Sven Gothel2013-01-113-244/+708
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | AnimatorBase: Add setModeBits/MODE_EXPECT_AWT_RENDERING_THREAD; FPSAnimator: Make transactions deterministic. ExclusiveContextThread (ECT) allows user to dedicate a GLContext to a given thread. Only the ECT will be allowed to claim the GLContext, hence releasing must be done on the ECT itself. The core feature is accessible via GLAutoDrawable, while it can be conveniently enabled and disabled via an AnimatorBase implementation. The latter ensures it's being released on the ECT and waits for the result. Note that ECT cannot be guaranteed to work correctly w/ native (heavyweight) AWT components due to resource locking and AWT-EDT access. This is disabled in all new tests per default and noted on the API doc. Note: 'Animator transaction' == start(), stop(), pause(), resume(). - Add ExclusiveContextThread (ECT) feature - GLAutoDrawable NEW: - Thread setExclusiveContextThread(Thread t) - Thread getExclusiveContextThread() - AnimatorBase NEW: - Thread setExclusiveContext(Thread t) - boolean setExclusiveContext(boolean enable) - boolean isExclusiveContextEnabled() - Thread getExclusiveContextThread() - AnimatorBase: Add setModeBits/MODE_EXPECT_AWT_RENDERING_THREAD Allows user to pre-determine whether AWT rendering is expected before starting the animator. If AWT is excluded, a more simple and transaction correct impl. will be used. - FPSAnimator: Make transactions deterministic. FPSAnimator previously did not ensure whether a transaction was completed. A deterministic transaction is required to utilize ECT. FPSAnimator now uses same mechanism like Animator to ensure completeness, i.e. Condition and 'finishLifecycleAction(..)'. Both are moved to AnimatorBase. Tested manually on Linux/NV, Linux/AMD, Windows/NV and OSX/NV. - All new tests validated correctness. - All new tests shows an performance increase of ~3x w/ single GLWindow, where multiple GLWindows don't show a perf. increase.
* Fix GLArrayDataClient createGLSL(..) 'name' setting; Also adds equal ↵Sven Gothel2013-01-031-3/+3
| | | | | | | | | behavior for Client/Server FFP usage. - GLArrayDataWrapper's init() only validated and set the 'name' for VBO ARRAY_BUFFER usage and validates it, regardless of FFP or GLSL usage. - GLArrayDataWrapper's init() included the no-VBO case to the above 'name' set/validate code path.
* Enhance PMVMatrix: Use FloatStack to implement PushMatrix and PopMatrix (Bug ↵Sven Gothel2012-12-311-29/+28
| | | | | | | | | | | | | 657) One FloatStack for each, MV, P and T, with initialialSize zero to save memore and growSizes: MV = 16 arrays, P = 2 arrays, T = 2 arrays, with array = 16 floats. This shall save performance due to the preallocated stack when used and growing only in the above mentioned grow intervals. We may finetune the growSize, if required.
* MacOSXCGLContext: Use new setLocation(gl, shader-program); Minor edits..Sven Gothel2012-12-161-1/+1
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* GLArrayData/ImmModeSink: Remove implicit dependency on ShaderState - allow ↵Sven Gothel2012-12-165-114/+438
| | | | | | | | | | | | | | | | | | | | | | 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
* FPSAnimator: Add note on deamon-thread and JVM shutdown behavior.Sven Gothel2012-11-252-5/+11
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* Frustum: Clarify method names, fix point/sphere classification, add used ↵Sven Gothel2012-11-121-1/+1
| | | | | | | | | references Clarify method names: - update(..) -> updateByPMV(..), updateByPlanes(..) - isOutside(AABBox) -> isAABBoxOutside(AABBox) - .. same for point/sphere, while adding 'Location classifyType(..)'
* Frustum: Cleanup / update; PMVMatrix: Fix mulPMVSven Gothel2012-11-121-1/+1
| | | | | | | | | | Frustum: Cleanup / update - Remove ctor w/ PMV, use update(..) instead - avoid API explosion - Add update(Plane[]) to copy existing Frustum planes - Mention world-coordinates in update(PMV) PMVMatrix: Fix mulPMV - P*Mv in column major order is correct for Frustum
* Validating Frustum w/ help of Eduard White [email protected], referencing ↵Sven Gothel2012-11-121-5/+5
| | | | | | | | | | | | | | | | | the original paper Paper: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix http://graphics.cs.ucf.edu/cap4720/fall2008/plane_extraction.pdf Authors (in alphabetical order): Gil Gribb <[email protected]> Klaus Hartmann <[email protected]> 06/15/2001 Fix: - Column Major Order PMV (Passing to Frustum and in calculation itself) according to paper coeff. calculation of plane - Plane's signed distance function (only add d, don't multiply) - Normalization: divide by lenght, not multiply
* Frustum: Passing Mv*P (column major order)Sven Gothel2012-11-111-5/+5
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* PMVMatrix: Add 'Frustum glGetFrustum()' adding same dirty/request ↵Sven Gothel2012-11-111-58/+81
| | | | | | | | | methodology as for Mvi and Mvit Allows user to derive Frustum from updated P + MV Clarify method name for clearing all update request: - disableMviMvitUpdate() -> clearAllUpdateRequests()
* Cleanup Frustum Math Util: Independent / Compile Clean / Relocation ; ↵Sven Gothel2012-11-112-191/+20
| | | | | | | | | | | | PMVMatrix: Add getPreMultipliedPMV(..) - Independent / Compile Clean - Remove OpenMALI dependencies - Use basic float[] type and FloatUtil - Use AABBox - FIXME: May need BBox (no axis alignment ?!) - Relocation - Move to com.jogamp.opengl.math.geom (see commit 5fafc1ac360333645b807dcd8dff0c0a655ea439)
* Reorganize math code into: com.jogamp.opengl.math and ↵Sven Gothel2012-11-112-62/+1
| | | | | | | | | | | | | | | | | | | | | | | com.jogamp.opengl.math.geom packages Note: WIP - We may relocate / reorg math package. Public relocations: com.jogamp.opengl.util -> com.jogamp.opengl.math - FixedPoint - FloatUtil com.jogamp.graph.math -> com.jogamp.opengl.math - Quaternion - VectorUtil com.jogamp.graph.geom -> com.jogamp.opengl.math.geom - AABBox VectorUtil: Introducing Vert2fImmutable and Vert3fImmutable interfaces, allowing graph Vertex instances to be used 'graph' agnostic and to document 2d/3d use-cases.
* Adding basic Frustum utility class interfacing w/ PMVMatrix. Still depending ↵Eduard White2012-11-111-0/+191
| | | | on OpenMALI - hence broken.
* GLAutoDrawable: Refine API change of commit ↵Sven Gothel2012-11-051-17/+18
| | | | | | | | | | c002e04f848116922a1ed7bd96ead54961649bbd As suggested by Julien Gouesse, align 'enqueue(..)' method w/ 'invoke(..)': - public void enqueue(GLRunnable glRunnable); + public boolean invoke(boolean wait, List<GLRunnable> glRunnables);
* GLDrawableUtil.swapGLContextAndAllGLEventListener(..): Add glFinish() before ↵Sven Gothel2012-11-041-17/+36
| | | | | | and after ctx/drawable swap - sync'ing GL state Otherwise a driver crash may occur on Windows/NVidia.
* FPSAnimator: Wait '2 x period' or 20ms, whichever is greater in case of ↵Sven Gothel2012-11-041-5/+7
| | | | pause/stop - taking execution frequency into account
* GLAutoDrawable: Fix GLEventListener lifecycle and expose more user control ↵Sven Gothel2012-11-041-0/+241
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (API Change) ; Added GLDrawableUtil A GLEventListener resides in two states, initialized and uninitialized. When added to a GLAutoDrawable, it is uninitialized. A first 'display()' will issue GLEventListener's 'init(..)' which renders it initialized. This is usually accompanied by 'reshape(..)' propagating the drawable's dimension. Destruction of the GLAutoDrawable will issue GLEventListener's 'dispose(..)' which renders it uninitialized. It turns our these means of GLEventListener controls are not sufficient in case the user requires to remove and add them during the lifecycle and rendering of their GLAutoDrawable host. GLAutoDrawable 'removeGLEventListener(..)' merely removes the GLEventListener from the list, but does not complete it's lifecycle, i.e. issues 'dispose(..)' if initialized to realease GL related resources. Hence the following essential API changes are made to complete the lifecycle: + public GLEventListener disposeGLEventListener(GLEventListener listener, boolean remove); disposing a single GLEventListener, allowing it's removal from the list being optional This is demonstrated via GLDrawableUtil.swapGLContextAndAllGLEventListener(GLAutoDrawable a, GLAutoDrawable b), see below. ++++++++ Further more the following API changes were made to expose complete control of GLEventListener to the user: - public void removeGLEventListener(GLEventListener listener); + public GLEventListener removeGLEventListener(GLEventListener listener); The return value allows simple pipelining, and also delivers information whether the passed listener was actually removed. - public GLEventListener removeGLEventListener(int index) throws IndexOutOfBoundsException; + public int getGLEventListenerCount(); + public GLEventListener getGLEventListener(int index) throws IndexOutOfBoundsException; Dropping the redundant removal by index, while adding count and get methods. + public boolean getGLEventListenerInitState(GLEventListener listener); + public void setGLEventListenerInitState(GLEventListener listener, boolean initialized); Allows retrieving and setting of listener states. All in all these API changes allows a user to experience all freedoms in dealing w/ GLEventListeners hosted by GLAutoDrawable impl. and shall be future proof. Note that we have avoided the Iterator pattern due to it's overhead of temporal objects creation. The simple indexed access allows us to implement each method as an atomic operation. +++++++++++ Further more a simple enqueue(..) method has been added, allowing to just enqueue a GLRunnable w/o provoking it's execution - as invoke(..) does. This method pleases a use case where GLRunnables are batched and shall be executed later on.. public boolean invoke(boolean wait, GLRunnable glRunnable); + public void enqueue(GLRunnable glRunnable); +++++++++++ Added GLDrawableUtil, exposes utility function to rearrange GLEventListener, modifiy GLAutoDrawable, etc. GLDrawableUtil.swapGLContextAndAllGLEventListener(GLAutoDrawable a, GLAutoDrawable b) is tested and demonstrated w/ TestGLContextDrawableSwitchNEWT. Manually tested on X11, OSX and Windows.
* 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
* ShaderCode: Add defaultShaderCustomization(..) to prelude shader source w/ ↵Sven Gothel2012-10-262-4/+35
| | | | GLSL version and default precision (if GLES) - Used by GearsES2/RedSquare/PointDemo (Made GLSL version proof)
* Fix regression of commit 40d01bef2a1db44533472c37961aabbef68de644: Test for ↵Sven Gothel2012-10-231-2/+2
| | | | fourth element was invalid
* ImmModeSink: Reduce DEBUG_* print a bit (no this.toString())Sven Gothel2012-10-231-10/+11
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* FixedFuncHook/ImmModeSink: Fix *Pointer 'normalized' parameterSven Gothel2012-10-223-14/+33
| | | | | | | | | All *Pointer methods used 'normalized:=false', but we cannot assume the fixed function code does use normalized (0f..1f) values. On the contrary, it usually uses the native format value range. Hence we have to pass normalized:=true for all fixed point data types and normalized:=false for floating point data types.
* Fix ImmModeSink Padding: Fourth element default value (vertex/color) is 1fSven Gothel2012-10-201-33/+47
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* ImmModeSink: Pretty'fying Ctor/Factory methods argument listSven Gothel2012-10-181-16/+21
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* ImmModeSink: Add resizeElementCount, allowing user to set a lower additional ↵Sven Gothel2012-10-181-2/+20
| | | | resize element count
* ImmModeSink VBO: Update single buffers (vertex, color, ..) if once written ↵Sven Gothel2012-10-181-26/+58
| | | | | | | | and size gross-net > PAGE_SIZE Usually PAGE_SIZE is written within one DMA xfer command, so if the gross buffer bulk transfer contains more unused data than PAGE_SIZE we may win when transfering each single buffer at buffer update.
* ImmModeSink: Add glColor3ub(), glColor4ub(); Add proper value conversion of ↵Sven Gothel2012-10-182-103/+174
| | | | imm. gl* functions; Default color padding is 1f; Make fields private.
* Merge remote-tracking branch 'hharrison/master'Sven Gothel2012-10-161-1/+1
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| * jogl: fix bit shift error in LEDataInputStreamHarvey Harrison2012-10-151-1/+1
| | | | | | | | | | | | | | | | The readlong() method is attempting to build a 64bit value from two 32 bit reads. The problem is that shifting an int only uses the lower 5 bits of the shift value, so << 32 is the same as << 0. Cast to long and restore the original intention. Signed-off-by: Harvey Harrison <[email protected]>
* | ImmModeSink: Fix buffer grow (+1 element @ named buffer), enable DEBUG_* via ↵Sven Gothel2012-10-161-52/+68
|/ | | | properties, drawIndices QUAD w/ proper range and add uint; FixedFunctionHook: drawIndices QUAD w/ proper range and add uint
* FixedFuncPipeline: Optimize shader resource, if preset != ↵Sven Gothel2012-10-131-4/+8
| | | | ShaderSelectionMode.AUTO (good for mobile); Lazy shader instantiation.
* FixedFuncHook: Add ES2 alignment of certain GL functions, i.e. ↵Sven Gothel2012-10-121-2/+2
| | | | GL_QUAD_STRIP/GL_POLYGON/GL_QUADS mapping, glTexImage2D internalformat/format match.
* GLArrayDataClient.bindBuffer(gl, bind=true): checkSeal and init_vbo if ↵Sven Gothel2012-10-121-0/+5
| | | | required (similar sanity checks as enableBuffer())
* GLArrayData* VBO binding: Properly document and impl. bindBuffer(..) in ↵Sven Gothel2012-10-122-14/+42
| | | | | | | | | detail w/ data sync within GLArrayHandle, which also removed redundant code (VBO data sync and binding). Refines commit 8582ece7dc7f65271b3184261697a542766d9864 and f49f8e22953ed2426fd4264ee407e2dc3fc07cfc
* Enhance FixedFuncPipeline: Multi-Texture, Tex-Env, Alpha-Test, Lighting ↵Sven Gothel2012-10-122-9/+60
| | | | | | | | | (fix, incomplete still), ShaderSelectionMode, Fix default values Besides the above mentioned additional features towards completness of the FFP emu, the ShaderSelectionMode allows fixating a shader program configuration, i.e. AUTO switch (default) or choosing a static shader program to avoid heavy program switches incl. uniform/attribute updates.
* ShaderState: Clean-up debug / verbose output. attachShaderProgram(..) still ↵Sven Gothel2012-10-121-41/+70
| | | | | | | issues UseProgram is enable==true, but no program switch. More versatile toString(StringBuilder sb, boolean alsoUnlocated), by default don't dump uniforms/attributes w/o valid location.
* GLArrayData* VBO binding: Adding explicit bindBuffer(..) method, since VBO ↵Sven Gothel2012-10-122-4/+25
| | | | | | | | | is not more bound after enableBuffer(); Fix unit test (test VBO bound). Explicit bindBuffer(..) is required now, since enableBuffer() doesn't leave it bound. See fixed VBORegion* patch for use case, i.e. using a VBO index buffer for glDrawElements(). Complets commit 8582ece7dc7f65271b3184261697a542766d9864.
* Simplify GLArrayHandler and reduce VBO sideffectsSven Gothel2012-10-101-7/+1
| | | | | | | | | | VBO: Always unbind VBO ASAP after data transfer (glBufferData()) and assignment (glVertexPointer(..), glVertexAttribPointer()). It's a bug to leave it bound .. due to redundancy and other calls which could have change the VBO binding. Removed syncData(..), now it's only issued at enable and hence migrated into the enable method.
* ImmModeSink: Fix bugs (use glBufferUsage, vboUsage, GL_POLYGON, GL_QUADS) ↵Sven Gothel2012-10-102-234/+409
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | and add API docs. (API Change) - Changed create*(..) factory methods (API Change) - Drop passing GL instance, not needed - allows creation of ImmModeSink as final field w/o GL context - Use 'glBufferUsage' to determine whether to use VBO or not ( 0 == glBufferUsage ) - Use glBufferUsage in glBufferData(..) call (oops) - Toggle vboUsage per object ( 0 == glBufferUsage ? nonVBO : VBO ) remove static VBO usage flag - Fix render mode - GL_POLYGON -> GL_TRIANGLE_FAN (not GL_LINES) - GL_QUADS -> Looped GL_TRIANGLE_FAN (is !GL2) in draw(..) w/ and w/o indices - Buffer usage - documented - allow creating sink w/ all components (vertices, color, normal and texCoords) bit render and grow only used parts. This allows proper usage of sink where it is not known which types are being used. - Added test case - Manually tested w/ Jake2 ES1 Jake2 uses the FFP immediate mode rendering, where we utilize this sink w/o rendering artifacts.
* GLBuffers.slice: Preserve parent buffer position/limit and the parent's ↵Sven Gothel2012-10-101-8/+19
| | | | byte-order for sliced result
* FloatUtil/PMVMatrix/GLUniformData: Move impl. of FloatBuffer matrix ↵Sven Gothel2012-10-101-53/+2
| | | | toString(..) from PMVMatrix to FloatUtil and make it more generic; GLUniformData toString() also dumps it's matrices.
* Fix regression of commit a644d779ab19cb1d200ae4ba567b9c042c34b337, cannot ↵Sven Gothel2012-10-041-6/+9
| | | | | | compile FixedFuncHook due to removed 'isDirty()' - getModifiedBits() -> getModifiedBits(boolean clear)
* ShaderState: Adding Class API doc and removing attached object w/ 'int' key, ↵Sven Gothel2012-10-041-22/+12
| | | | similar to GLContext change 6d241fc2a46413ee478985d676d2481c5a7ed119
* Update PMVMatrix/GLMatrixFunc API doc and refine PMVMatrix update / ↵Sven Gothel2012-10-041-198/+582
| | | | | | | | | | | | | | | | | | | | | | get-Mvi/Mvit-Matrix operation. (Minor API change) Using bitmask for requested Mvi and Mvit matrices, same as dirty-bits to ease matching and update operation. Update of Mvi and Mvit will be performed only if it's dirty-bit and request-bit set within update(). The individual dirty bit is cleared only if it's matrix update is performed. Update is also issued at get-Mvi/Mvit-Matrix operations to ensure proper values w/o update call w/o clearing the modified-bits. update() returns true if the Mvi or Mvit matrix got updated _or_ one of the modified bits is set. update() clears the modified-bits. Adding explicit getModifiedBits() to get and clear it's state. Adding unit test. Lots of API docs ..
* Texture: Clarifiy API doc of getTextureObject(GL)Sven Gothel2012-09-281-1/+6
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