| Commit message (Collapse) | Author | Age | Files | Lines |
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between rendering & input-edt, use synchronized tripple-buffering
Tripple-buffering _almost_ produces zero data-race collisions,
however .. it still does rarely -> hence synchronize on the used ArrayList<>.
This adds a minimal chance for blocking the input-EDT,
but gives correct code & results.
Double-buffered 'renderedShapes' was introduced to resolve Bug 1489
in commit 5f9fb7159fa33bc979e5050d384b6939658049bd
This solution is tested by passing '-swapInterval 0' via CommandlineOptions for FontView01, UIMediaGrid01 ..,
i.e. rendering faster than picking and hence provoking the data-race condition.
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for experimental occlusion-culling
TreeTool's cullShapes(), actually a naive dumm occlusion test (*RENAME IT*),
would need to realize whether the shape/groups actually cover shapes below,
i.e. are not on same Z-Axis and transparent.
Hence, this is disabled in code and we rely on the Z buffer still,
just an idea ..
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where its zOffset gets adjusted when activated..
.. instead of having a non-working complicated callback orgy setup.
This also takes away the getAdjustedZ() overloading burden (or better uglyness) etc.
Hence Group's setWidgetMode(boolean) became:
- enableTopLevelWidget(Scene)
- disableTopLevelWidget()
The forwardActivation listener is still applied to all children
as well as isActive() is also still overloaded for same required behavior.
However, none of the children is set in 'widget mode'
as well as the Group is simply added to (or removed from)
the Scene's top-level Group list - the holder.
Scene's setActiveShape(Shape) and releaseActiveShape()
handle the top-level Group if affected,
i.e. adding or zero'ing its ZOffset.
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PointerListener for onClicked(), add onHover();
Subsequent commits will fix complete cleanup where code was changed mostly regarding other issues.
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Scene.pickShape(): Drop invisible and clipped shapes
After implementing Bug 1487 (Frustum Clipping/Culling) and using thousands of shapes within one Group mostly culled (outside of frustum),
overall mouse Scene.pickShape() caused tremendous lagging.
This is caused by Scene.pickShape() traversing through _all_ shapes,
rendered ones, invisible ones and culled ones.
+++
Solution is to have Scene and Group provide a pre-sorted list
of actually rendered shapes, i.e. isVisible() and not culled.
Scene.pickShape() can now use this reduced and pre-sorted list
reducing the load considerably.
+++
Further
- cleanup TreeTool
- rename Container methods:
-- setFrustumCullingEnabled() -> setPMvCullingEnabled()
-- isFrustumCullingEnabled() -> isPMvCullingEnabled()
- supply Container with
-- isCullingEnabled()
-- List<Shape> getRenderedShapes()
-- isOutside()
-- isOutside2()
-- forAllRendered()
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getShapeByName(), also adding full traversion (instead of a flat lookup)
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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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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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agnostic (PMVMatrix, Matrix4f, Vec4f, ..)
Math functionality (PMVMatrix, Matrix4f, Vec4f, ..)
- shall be used toolkit agnostic, e.g. independent from OpenGL
- shall be reused within our upcoming Vulkan implementation
- may also move outside of JOGL, i.e. GlueGen or within its own package to be reused for other purposed.
The 'com.jogamp.opengl.util.PMVMatrix' currently also used to feed in GLUniformData
via the toolkit agnostic SyncAction and SyncBuffer
shall also be split to a toolkit agnostic variant.
An OpenGL PMVMatrix specialization implementing GLMatrixFunc can still exist,
being derived from the toolkit agnostic base implementation.
+++
Initial commit .. compile clean, passing most unit tests.
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potential side-effects - fixing forSortedAll(..)
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1st visit Shape, only therafter (if false) traverse into Container
This is required to allow actions on a Container itself.
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traversing the PMVMatrix throughout childs (-> see TreeTool).
Utilizing the Vec*f (and Matrix4f) API w/ AABBox et al renders our code more clean & safe,
see commit 15e60161787224e85172685f74dc0ac195969b51.
A Group allows to contain multiple Shapes,
hence the PMVMatrix must be traversed accordingly using TreeTool
for all operations (draw, picking, win->obj coordinates, ..).
Hence Scene + Group are now implementing Container
and reuse code via TreeTool and a Shape.Visitor*.
This will allow further simplification of user code.
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