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path: root/src/jogl/classes/jogamp/graph/curve/opengl/RenderStateImpl.java
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* Bug 801: WIP 1/2 - Add color attribute; Switch Shader instead of branching ↵Sven Gothel2014-04-011-73/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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, ..
* Graph: RendereState: Create own PMVMatrix if passed value is null; Renderer: ↵Sven Gothel2014-02-151-4/+0
| | | | Add reshapeNotify(..) for NOP PMV reshape notification
* jogl: add missing @Override annotationsHarvey Harrison2013-10-171-0/+3
| | | | Signed-off-by: Harvey Harrison <[email protected]>
* jogl: remove all trailing whitespaceHarvey Harrison2013-10-171-7/+7
| | | | Signed-off-by: Harvey Harrison <[email protected]>
* GLSL DataArray/Handler: Remove ShaderState state and pass it through: ↵Sven Gothel2011-08-301-5/+0
| | | | | | | | | ShaderState.getShaderState(gl) This removes the dependency of a GLSL GLDataArray object to a specific ShaderState and enables sharing of this VBO data, i.e. via a shared context. Test: TestSharedContextVBOES2NEWT
* Graph: GLSL fix, Adding renderModes bits instead of dedicated booleans, ↵Sven Gothel2011-05-081-55/+2
| | | | | | | | | | | | | | | | | | | | | Region/GLRegion, .. GLSL fix: - allowing #version tag - add uniform textureSize (ES2) - fix int/float conversion Region/GLRegion: - non OpenGL Region and GL related GLRegion split Region/Renderer renderModes bits (def. in Region) - user creates a Renderer* impl .. and derive Region*'s from outline, possibly from a different code path. - to avoid mode explosion, a bit field is being used for now - Renderer: remove flushCache(), since non caching impl. is intended, or caching by an external user transparent object.
* Added nonuniform weight impl; misc enhancements/cleanupsRami Santina2011-05-021-10/+9
| | | | | | | | | | 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)
* ShaderState: Add 'ownUniform()/ownAttribute()'; rename glFunction -> ↵Sven Gothel2011-04-261-25/+32
| | | | | | | | | | | | | | 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 ..
* Refactored graph: Reduce/remove data copy/recreation; Shader cleanupSven Gothel2011-04-231-0/+126
- 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 :)