| Commit message (Collapse) | Author | Age | Files | Lines |
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listener-array (was 1 instance)
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clipping funs for aaQuality/sampleCount; TextRegionUtil: Pass quality parameter in draw-functions
Region.DEFAULT_AA_QUALITY defaults to MAX_AA_QUALITY still
- TODO: AA shader is subject to change ..
Region.draw(..) clips the quality param (save)
TextRegionUtil: Pass quality parameter in draw-functions
- Allowing to select the AA shader
GraphUI Scene and some demos add the AA-quality param
to the status line or screenshot-filename.
- See Region.getRenderModeString(..)
+++
TestTextRendererNEWT20 and TestTextRendererNEWT21
now iterate through all fonts, AA-quality shader and sample-sizes.
Most demos and some more tests take AA-quality into acount,
demos via CommandlineOptions.graphAAQuality
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Pass2-AA, revise Pass2 AA Quality parameter ..
Misc:
- Graph VBORegion2PVBAAES2: Drop unused FBO rescale
- Move MIN/MAX QUALITY/SAMPLE from GraphUI Scene -> Graph Region
+++
Quality -> Pass2 AA Quality
- Drop quality field in region
- Pass quality to GLRegion.draw(..) similar to sampleCount
for dynamic shader and switch
- TODO: Pass quality parameter in TextRegionUtil's functions
Fix RegionRenderer Shader Mapping
- Use ShaderKey class to properly implement the hash value and equals method
- For this, TextureSequence.getTextureFragmentShaderHashID() has been added
to provide actual shader-snippet for the equals function
- All required criterias are included in the hash value and equals method
Fix AABBox Clipping for Pass-2 AA
- Clipping in pass2-AA must happen in pass2 on actual gcu_PMVMatrix01 (not ortho)
+++
GraphUI GraphShape
- Rename: [get,set]{->AA}Quality()
GraphUI Scene
- Rename: mark{All->}ShapesDirty(), set{AllShapes->}Sharpness(), set{AllShapes->AA}Quality()
- Fix setSampleCount(..), i.e. markStatesDirty() not markShapesDirty()
- Fix setAAQuality(), markShapesDirty() and markStatesDirty(): Use forAll(..) to traverse through all shapes and groups.
GraphUI Group
- Add setFixedSize()
- Add setClipOnBox()
- Document setRelayoutOnDirtyShapes(), isShapeDirty()
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sliding direction
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expansion
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- GLSL vertex shader sets smooth varying 'gcv_ClipBBoxCoord' w/ Mv multiplied vertex-coord
- RegionRenderer.setClipBBox(AABBox) expects a pre-multiplied Mv AABBox covering an independent area, not per Shape/Region.
- This works as expected with moving/scaling of each Shape/Region etc
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(Convenient using Graph/GraphUI produced AABBox)
Simple demo, setting clip-bbox manually:
- src/demos/com/jogamp/opengl/demos/graph/ui/UIShapeClippingDemo00.java
TODO:
- GLSL: Add missing Mv-multiplication of vertex-position -> gcv_ClipBBoxCoord
-- AABBox min/max should be set pre-multiplied w/ Mv covering an independent area, not per Shape/Region.
-- This to properly work with moving/scaling of each Shape/Region etc
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GLCapabilities request, removing code duplication
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flexibility
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Container.{add,remove*}Shape[s](); Remove Scene.setDebugBorderBox()
Simplify Shape/Scene
- Split scene.display()/shape.drawImpl0() and scene.displayGLSelect()/shape.drawToSelectImpl0()
Simplify Container (Scene/Group)
- {add,remove*}Shape[s](), i.e. drop unusual removeShape*() and simplify implementation
Scene
- Remove setDebugBorderBox()
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MediaPlayer), by simply overlay marks on bar
Knob color defaults to 0.80f, 0.80f, 0.80f, 0.7f, i.e. light-mode better matching MediaPlayer use-case.
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'page size' of covered view. Resolve color-setup.
Tested with FontView01
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caller, reducing specification
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MediaPlayer} and new RangeSlider
- A widget specifies specific UI semantics including individual controls.
- Being a {@link Group}, implementations provide shape(s) and its instance can be added to the user's scene.
- Due to the specific nature of widgets,
individual controls/listener may be provided with semantic values.
+++
MediaPlayer exposes a RangeSlider for current position (view and control).
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controls), used in demos UIMediaGrid0[01]
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default ctor
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created (ready)
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initialization
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Note that invisible shapes are still considered for picking/activation.
To completely mute the shape, issue {@link #setInteractive(boolean)} as well.
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details of the translation
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stream is not yet initialized or playing, cached clipped value and set at initGL(..)
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user from selecting video or audio PTS.
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master-clock, enabling proper AV sync w/ untouched audio
We can finally utilize the added pass through audio PTS, see commits
- GlueGen 52725b4c6525487f93407f529dc0a758b387a4fc
- JOAL 12029f1ec1d8afa576e1ac61655f318cc37c1d16
This enables us to use the audio PTS as the master-clock and adjust video to the untouched audio.
In case no audio is selected/playing or audio is muted,
we sync merely on the system-clock (SCR) w/o audio.
AV granularity is 22ms, however, since the ALAudioSink PTS may be a little late,
it renders even a slightly better sync in case of too early audio (d_apts < 0).
Since video frames are sync'ed to audio, the resync procedure may result
in a hysteresis swinging into sync. This might be notable at start
and when resumed audio or after seek.
We leave the audio frames untouched to reduce processing burden
and allow non-disrupted listening.
Passed AV sync tests
- Five-minute-sync-test.mp4
- Audio-Video-Sync-Test-Calibration-23.98fps-24fps.mp4
- Audio-Video-Sync-Test-2.mkv
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methods accordingly
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allowing to properly take-down user resources at dispose(GLAutoDrawable)
Used for UISceneDemo20 to stop and release SimpleSineSynth and its ALAudioSink.
The latter causes a bad exit (crash at OpenAL32.dll) on OpenJDK's Window Binary if not stopped!
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a native dispatch'ed event like key/mouse/touch input
SIGSEGV on use after free of native X11 Display* at XEventsQueued in DisplayDriver.DispatchMessages0.
This potentially happens when an application destroys
the NEWT Window/Display from an action being called directly
from DisplayDriver.DispatchMessages0 (itself), i.e. keyboard or mouse input.
DisplayDriver.DispatchMessages0 stays in the event loop and the next
XEventsQueued call causes a SIGSEGV due to already deleted
display driver connection and hence invalid native X11 Display*.
This issue also exist for other Windowing System drivers,
where the native (dispatch) method sticks to a loop
and still (re)uses the window or display handle.
One is WindowsWindow, where touch events are looped,
but such handler could have closed the window.
Querying the status of a window / display instance before dispatching
is not be good enough
- resource could already be GC'ed, so we also would need to query jobject status
- would imply an addition Java callback
+++
This fix: Having the Java callbacks return
a boolean with the value Window.isNativeValid().
This way the dispatch logic
- can bail out right away w/o using the resource anymore
- must be reviewed by myself due to changed Call{Void->Boolean}*(..)
invocation change.
This review shall resolve potential similar issues.
+++
Tested on X11/Linux/GNU, Windows and MacOS
with new TestDestroyGLAutoDrawableNewtAWT,
which tests all destruction invocation variants.
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directly w/o mitigation attempts (off-thread)
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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) );
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have the text resize being of fixed aspect-ratio (like the movie)
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symbols (see setFixedLabelSize()),
This allows convenient instantiation of a Button changing its text (or symbol) when toggled, e.g.:
UISceneDemo03:
+ final Button button = new Button(options.renderModes, fontSymbols,
+ fontSymbols.getUTF16String("play_arrow"), fontSymbols.getUTF16String("pause"),
+ buttonWidth, buttonHeight, buttonZOffset);
+ button.setSpacing(symSpacing, fixedSymSize);
+++
setFixedLabelSize(..):
Sets fixed label font size clipped to range [0 .. 1], defaults to {@code 0, 0}.
Use {@code w=0, h=1} when using single symbols from fixed sized symbol fonts!
Use {@link #setSpacing(Vec2f, Vec2f)} to also set spacing.
The fixed label font size is used as the denominator when scaling.{@code max(fixedLabelSize, fontLabelSize)},
hence reasonable values are either {@code 1} to enable using the given font-size
for the axis or {@code 0} to scale up/down the font to match the button box less spacing for the axis.
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with symbols
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performance & stability
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traversing through all Glyphs
See UISceneDemo03
new Button(options.renderModes, fontSymbols, " "+fontSymbols.getUTF16String("pause")+" ", buttonWidth, buttonHeight); // pause
Unicode codepoint symbol is also contained in FontGlyph
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in UISceneDemo03 via hard coded unicode symbol numbers
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Yeah, for good eyes only .. but enough to label the Greek alphabet :)
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For certain shapes the aspect-ratio shall be kept, e.g. MediaButton etc.
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use direct lambdas for all its other listener
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perfect minimum label-z-offset
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starting at 0/0 but at an offset
OK for centered or non-zoomed .. as used w/ FontView01 to show the underline space.
Sure, Fill (zoom) w/o center on offset shapes is tricky and a matter of definition and taste, but in general useless.
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aligning w/ PMVMatrix4f naming ..
Original name was simply setTransform(..), so now let's keep using the suffix denominating the matrix
while keep the main subject/verb upfront. Was an off reading ..
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use '-url YOUR_LOC' for file and URL. MovieSimple: Just use multiple '-url LOC' on commandline to determine window-count and so forth ..
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Group's getShapeCount() ..
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