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authorSven Gothel <sgothel@jausoft.com>2023-09-30 01:28:59 +0200
committerSven Gothel <sgothel@jausoft.com>2023-09-30 01:28:59 +0200
commit297c48f4fefd1ab59800524ea5f0dd56684d6786 (patch)
tree02c1b8f65de349c9af3bc2a5b94e04e90d75c684 /src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
parent2e46eb1bf06ef07801062122716aa99a6c871646 (diff)
Bug 1465 - Graph / GraphUI: Render a Region's ColorTexture in proper aspect-ratio, letter-boxed or zoomed (config) + Bug 1466 Fix color mixing
Bug 1465: Region currently simply bloats a given texture to its region AABBox, which renders textures with the wrong aspect ratio. Add facility to program the texture-coordinates to either letter-box or scaled-up (and cut) true aspect-ratio. Default shall be zoom (scale-up and cut), but user shall be able to set a flag in the Region for letter-box. Have the shader clip texture coordinates properly, best w/o branching to soothe performance. See functions.glsl +++ Bug 1466: Current color mix: texture * color_channel * color_static is useless in GraphUI. color_static shall modulate the texture, which works. But in case of color_channel (attribute/varying) we want it to be mixed so it can become the more dominant color for e.g. a border. Desired is: color = vec4( mix( tex.rgb * gcu_ColorStatic.rgb, gcv_Color.rgb, gcv_Color.a ), mix( tex.a * gcu_ColorStatic.a, 1, gcv_Color.a) );
Diffstat (limited to 'src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java')
-rw-r--r--src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java b/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
index 7e3a7ff30..0927c41cb 100644
--- a/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
+++ b/src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java
@@ -631,6 +631,7 @@ public final class RegionRenderer {
}
try {
+ posFp = rsFp.insertShaderSource(0, posFp, AttributeNames.class, "functions.glsl");
posFp = rsFp.insertShaderSource(0, posFp, AttributeNames.class, "uniforms.glsl");
posFp = rsFp.insertShaderSource(0, posFp, AttributeNames.class, "varyings.glsl");
} catch (final IOException ioe) {