| Commit message (Collapse) | Author | Age | Files | Lines |
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method from TextureIO
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clarity and unique method naming
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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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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
-
- 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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custom shader
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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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- 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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- 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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FloatUtil: Add DEBUG and description about Row-Major and Column-Major Order. AABBOX: Use FloatUtil.DEBUG for mapToWindow(..)
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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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Demos: Use local GLRegion for uncached text (perf.) ..
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Conflicts:
make/scripts/tests.sh
src/jogl/classes/com/jogamp/graph/curve/OutlineShape.java
src/jogl/classes/com/jogamp/graph/curve/Region.java
src/jogl/classes/com/jogamp/graph/curve/opengl/GLRegion.java
src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
src/jogl/classes/com/jogamp/graph/curve/opengl/Renderer.java
src/jogl/classes/com/jogamp/graph/curve/opengl/TextRenderer.java
src/jogl/classes/com/jogamp/graph/font/Font.java
src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
src/jogl/classes/jogamp/graph/curve/text/GlyphShape.java
src/jogl/classes/jogamp/graph/curve/text/GlyphString.java
src/jogl/classes/jogamp/graph/font/typecast/TypecastFont.java
src/jogl/classes/jogamp/graph/font/typecast/TypecastGlyph.java
src/jogl/classes/jogamp/graph/font/typecast/TypecastRenderer.java
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that commands shall be off-loaded on another thread!
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mechanism ; Refined API doc getDefaultReadBuffer() ; Add GLDrawableUtil.swapBuffersBeforeRead(..)
Commit 82f679b064784213591b460fc5eaa1f5f196fbd1 which introduces the default swap-buffers
mechanism is erroneous:
The OffscreenBack backend requires the following operation order:
Order-1:
[1] - GL display
[2] - GL swapBuffers (always due to single-buffer non-MSAA or MSAA offscreen drawable)
[3] - readPixels
+++
Commit 82f679b064784213591b460fc5eaa1f5f196fbd1 however introduced:
Order-2:
[a] - GL display
[b] - readPixels
[c] - GL swapBuffers (always due to single-buffer non-MSAA or MSAA offscreen drawable)
since [a] and [b] happened in Updater's display method, and [c] followed the same
triggered by GLAutoDrawableHelper.
+++
The proof, commit d46d9ad8f998a7128d9f023294d5f489673d6d8a, is faulty,
since it always included the 'snapshot' GL event listener
which turned-off auto-swap and swapped before read-pixels.
TL;DR it enforced proper Order-1.
+++
This fix allows the Backend to intercept disable GLDrawableHelper's setAutoSwapBufferMode(..)
and perform the auto-swap mode itself in the proper Order-1.
The unit test has been refined to optionally disable the snapshot
to validate auto-swap mode.
+++
Refined GLBase and GLContext's API doc for 'getDefaultReadBuffer()'
+++
Add GLDrawableUtil.swapBuffersBeforeRead(..)
and reuse it for TileRendererBase (original impl.).
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to default.
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modes. GLStateTracker: Use proper GL names for enums
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getMustFlipVertically() to PNGPixelRect
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images]; Fix GLReadBufferUtil GL_PACK_ROW_LENGTH
AWTGLPixelBuffer is being reused when used via AWTGLPixelBufferProvider
even when resized.
AWTGLPixelBufferProvider uses GLPixelBufferProvider's requiresNewBuffer(..)
which returns true if
- allowRowStride==true and pixel-buffer size < required-size, or
- allowRowStride==false and pixel-buffer size < required _or_ width doesn't match
otherwise it returns true, i.e. the AWTGLPixelBuffer is reused.
Hence the used BufferedImage might need to be aligned,
i.e. using AWTGLPixelBuffer's getAlignedImage(..).
+++
GLReadBufferUtil shall use current texture-data width for GL_PACK_ROW_LENGTH,
not the static GLPixelBuffer's width, which may not reflect image dimension (resize)
+++
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PNGPixelRect and PixelFormatUtil)
TextureData IntBuffer could be caused by AWT read-pixels
but is not seamlessly supported via PNGPixelRect since the latter
uses a hardcoded ByteBuffer.
Add static PNGPixelRect.write(..) supporting IntBuffer
to support this case for now.
PNGPixelRect instances do not support any Buffer type to avoid
a bloated implementation.
PixelFormatUtil adds support for int32 pixel format conversion.
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GLMediaEventListener impl. to access GLMediaPlayer associated objects
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Refines commit fbe00e6f5dca8043b40dd96f096fecc9424e0cc3
Instead of querying driver artifacts (vendor, platform, version ..)
we simply can autodetect this quirk by trying to get a second egl-display handle
when initializing the EGLDrawablFactory's default device:
EGL.eglGetDisplay(EGL.EGL_DEFAULT_DISPLAY)
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Display via eglGetDisplay(..)
NVIDIA 331.38 (Linux X11) EGL impl. only supports _one_ EGL Display via eglGetDisplay.
- Subsequent eglGetDisplay(..) calls fail.
- Using the same 'global' egl-display does work though
Remedy: Add 'GLRendererQuirks.SingletonEGLDisplayOnly'
Detection of quirk is done as usual in GLContextImpl.setRendererQuirks(..),
and EGLDrawableFactory passes the quirk, if detected, down to EGLDisplayUtil.
The latter implements the singleton eglDisplay handle.
EGLDisplayUtil: Cleaned up ..
- EGLDisplayRef employs the reference handling incl. eglInitialize(..) and eglTerminate(),
as well as the new singleton quirk.
- Mark all internal methods 'private',
to remove possible [untested] sideffects.
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[GLContext|GL].hasFullFBOSupport() == true
OpenGL ES 3.0 supports full framebuffer operations, incl. multiple color-attachments and multisample.
Hence [GLContext|GL].hasFullFBOSupport() shall returns true w/ a ES 3.0 context.
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enabled
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block until all master's GLEventListener.init(..) methods have been called
Better shared GLAutoDrawable synchronization.
Block slave instances to also block until all master's GLEventListener.init(..) methods have been called
- GLSharedContextSetter: Add areAllGLEventListenerInitialized()
- GLCanvas (SWT, AWT)
- GLJPanel
- GLAutoDrawableBase (GLWindow, ..)
- GLDrawableHelper's isSharedGLContextPending(..)
takes 'areAllGLEventListenerInitialized()' into consideration
allowing to block the slave creation until master is completed.
This solves teh use case, where the master creates resources in it's
GLEventListener initialization (buffers), which are shared with
it's slaves.
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capabilities to GLArrayDataServer and add unit tests
GLArrayDataServer:
- Add create*Mapped(..) variants for GPU mapped buffer usage
w/o client buffers.
- Fix API documentation (arguments)
- Fix 'addGLSLSubArray(..)'
- properly compute and pass 'subStrideB' in bytes to GLArrayDataWrapper ctor.
- Add 'mapStorage(..)' and 'unmapStorage(..)'
allowing to map the GPU buffer.
GLArrayDataWrapper:
- Fix getElementCount(): Consider stride in bytes and consider 'mappedElementCount'
- getSizeInBytes(): Consider 'mappedElementCount'
Tests:
- Use new GLBase methods, e.g. getBoundBuffer(..) instead of glGetBoundBuffer(..)
- TestMapBufferRead01NEWT: Validate GLBufferStorage (i.e. GLBufferObjectTracker)
- Add RedSquareMappedES2 using GPU mapped buffer
- Test w/ TestRedSquareES2NEWT, cmd-line 'mappedBuffers'
- GearsES1 and GearsES2: Add GPU buffer mapping mode for all test cases
- Add buffer validation mode, i.e. test whether GLBufferObjectTracker
works properly.
- Test w/ TestGearsES2NEWT, cmd-line 'mappedBuffers'
- TestSharedContextVBOES2NEWT0, TestSharedContextVBOES2NEWT3:
- Add GPU mapped buffers tests to validate GLBufferObjectTracker
code path with shared GLContext across multiple threads.
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Conversion Utilities (Allowing 'arbitrary' PointerIcon data input)
Commit fe28bc125429b38cdcd016746081f4a6d521c6fd added the notion of toolkit agnostic PixelFormat and conversion utilities,
utilized and further tested by this patch.
+++
- PointerIcon is a PixelRectangle
and hence holds the decoded data.
This allows on-the-fly conversion if required
as well as recreation w/o PNG re-decoding.
- Using array-backed PointerIcon data where possible,
allowing better performance when converting PixelFormat etc.
- NEWT Display adds 'createPointerIcon(final IOUtil.ClassResources pngResource...'
method to support agnostic PointerIcon creation.
- NEWT Display adds methods to allow users to avoid PixelFormat and
Buffer NIO type forced conversion:
- PixelFormat getNativePointerIconPixelFormat()
- boolean getNativePointerIconForceDirectNIO()
+++
PNGImage -> PNGPixelRect
Deleted: com.jogamp.opengl.util.texture.spi.PNGImage
Added: com.jogamp.opengl.util.PNGPixelRect
(We hope nobody was using PNGImage directly since it was a service-plugin for TextureIO)
PNGPixelRect is a PixelRectangle
PNGPixelRect actually is implemented OpenGL agnostic,
however - since our PNGJ support lives under package 'jogamp.opengl.util.pngj'
it cannot be moved up (yet).
PNGPixelRect now handles all PixelFormat for the target format
and also added support for grayscale+alpha (2 channels).
The latter is force-converted to RGB* - similar to paletted.
Further more, PNGPixelRect allows simply passing an OutputStream to write the PNG data.
Used by: TextureIO and NEWT
+++
- OffscreenSurfaceLayer's setCursor(..) uses the agnostic PixelRectangle
instead of a PNG resource.
- AWTMisc uses the PixelRectangle to produce the AWT Cursor
and converts it to the required format.
Hence same pixels are used for NEWT and AWT pointer/cursor icon.
- TestGearsES2Newt and NewtAWTReparentingKeyAdapter 'tests'
iterate over 3 custom PointerIcon when pressed 'c'.
- JOGLNewtAppletBase uses the new custom PointerIcon
'newt/data/crosshair-lumina-trans-32x32.png', which is included in NEWT (213 bytes only).
-
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Utilities (Allowing 'arbitrary' PointerIcon data input)
To allowing 'arbitrary' PointerIcon data input, i.e. via raw pixels
we need to define an agnostic PixelFormat and required conversion utilities.
The latter is not hw accelereated (toolkit agnostic), but this shall be expected
and satisfying for small amount of 'pixels'.
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