| Commit message (Collapse) | Author | Age | Files | Lines |
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Frustum mapping + GraphUI Support
AABBox clipping naturally couldn't be transformed into 3D Model-View (Mv) Space,
as it is axis aligned and only provided 2 points (min/max).
Therefor we map the Group's AABBox to a 8-point Cube,
perform the Mv-transformation and then produce the 6-plane Frustum.
As before, we cull fully outside shapes within the Group's draw method
and perform fragment clipping with same Frustum planes in the shader.
With clipping enabled, the 3D z-axis getBounds() depth
will be slightly increased for functional Frustum operation.
This is also done for setFixedSize(Vec2f).
The Frustum planes are copied to the Graph shader
via float[4*6] -> uniform vec4 gcu_ClipFrustum[6]; // L, R, B, T, N, F each {n.x, n.y, n.z, d}
+++
Concludes related work of below commits
- 1040bed4ecc6f4598ea459f1073a9240583fc3c3
- 5cca51e32999a882e2a5f00cb45ecafc824ffd86
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well as to extract planes for float[] vec4-shader uniforms.
commit 1040bed4ecc6f4598ea459f1073a9240583fc3c3 added AABBox -> Cube -> Frustum mapping (incomplete)
and requires Frustum.Plane.set(..) by normal and point-on-plane for distance.
Frustum.isOutside(Cube) has been added, testing all its 8-points similar to AABBox.
Further all 6 Frustum.Plane shall be extracted to Vec4f and float[],
the latter to pass the whole float[4*6] as a vec4[6] uniform array to the shader.
+++
Constructor, setter and getter have been adjusted accordingly.
Most of the loops have been unrolled.
+++
Method names to query Frustum, i.e. 'is*Outside(<Type>)'
have been reduced to 'isOutside(<Type>)'
where <Type> uniquely indenticates the purpose.
Hence only 'isSphereOutside()' is left over.
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RegionRenderer's RenderState usually rarely set from top of user API, reducing complexity.
Discussion:
Alternative was to pass AA-Quality same as SampleCount from the top (e.g. GraphUI Scene),
however, this convolutes the API even more.
Both parameter modify the resulting shader code in pass2 rendering (only).
The used 'renderMode' is still maintained within the Region,
since it contains more dynamic states individual to each Region instance (color-texture, ..).
This despite 'renderMode' also changes the RenderState's shader program.
In the end, it really doesn't matter and is a choice of frequency - the pipeline is
usually rendering from on OpenGL rendering thread sequentially.
AA-Quality and SampleCount simply usually don't change that often
and are set only once.
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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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- 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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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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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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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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certain debug output to keep most silence for debugAll()
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EPSILON; Add isEqual(a,b) w/ default EPSILON; Use it where applicable
Also add isEqual2(a,b) w/o corner cases (NaN, Inf) used for comparison in Graph Outline, OutlineShape and later GraphUI Shape.
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[1..8]; Add clarity in Region; Demos CommandlineOptions adds actual graphAASamples set and utilized
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API Change **
Since this is an extra implementation of PMVMatrix and not of GLMatrixFunc, we shall use the default ISO dimension avoiding conversion.
This alsi redefined Graph's RegionRenderer.reshapePerspective() angle definition from degrees to radians
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non-contour/whitespace Glyphs (detect and allow to skip 'em)
We also drop shapes for both, but for id 0 (unknown).
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report error but do not crash.
This behavior has been evaluated with a few fonts and the WIP FontView01 demo application.
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color-channel again, was enforced to be set in commit bb6ee81bc5514663bb7b22224fcdd5ba34a51ac6
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Either fill color-channel with value if used and set static-color to white - or just set static color channel with value.
Have the given rgbaColor to definitely setting the text color regardless whether a color channel is used or not.
Note: Using a color-channel is more expensive (color value per vertex) and should only be required if mixing
colors within one region!
Also removes potential side-effects if color-channel is used but user forgets to set the static value properly.
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color-channel is used and no static-color set
Commit a973324a75b55b722caa755a7a573be849d997e4 was setting the alpha to 1,
which avoids the 'discard' in the shader.
This at least gave us a black color ;-)
However, the shader modulates the color, i.e. color-channel * color-static,
therefor we need an all-white color-static as default
if user only sets the color-channel.
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Remove potential leak
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(and fwd 'em to RenderState aggregate)
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texture unit after ctor
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avoid side-effects. Usually called @ GLEventListener.init(..)
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rendering if no static color has been set
Shader either uses just colorStatic or multiplies it w/ the color-stream value
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(default texture unit is 0)
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RegionRenderer.enable(..) merge '!enable' branch, fix API doc
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increase default initial 16->64 (unsued)
- Region.countOutlineShape(..) now returns unpatched 3*triangle value for indices, avoiding grow
- TextRegionUtil.addStringToRegion() uses countStringRegion(..) per default
- Added GLRegion.create(.., OutlineShape) for convenience, using Region.countOutlineShape(..)
- Refined API doc
-
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and the optional colors (GPU effeciency and performance; Increased CPU buffer growth performance)
Besides simplification, interleaved GPU memory boosts
- effeciency
- performance
Since only one underlying backing buffer on the CPU (host) has to be managed,
it also increases buffer growth performance.
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since (huge) text glyph gets always pre-calculated.
Region.countOutlineShape() indices ceiling raised from 60% to 90% of vertices, otherwise gets exceeded too often later on.
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all related methods. Add growCount stat.
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if disabled.
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TextRegionUtil.addStringToRegion() grow region buffer w/ counting (as well); GLRegion.create(..) count + reuse create(.., size) static-ctor
All supported string -> region method utilize pre-calc of size and growth!
Before, GraphUI's Label0 used TextRegionUtil.addStringToRegion() and hence missed this optimization path.
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overlaps.contains(..) test
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instead of float[] and remove unused VectorUtil methods
After Matrix4f consolidation and proving same or better performance on non array types,
this enhances code readability, simplifies API, reduces bugs and may improve performance.
GraphUI:
- Have RoundButton as a functional class to make a round or rectangular backdrop,
i.e. impl. addShapeToRegion() via reused addRoundShapeToRegion()
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all Outlines
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getRenderModeString(renderModes, graphSampleCount, fsaaSampleCount) for unified tech representation
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Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
Big Easter Cleanup
- Net -214 lines of code, despite new classes.
- GLUniformData buffer can be synced w/ underlying data via SyncAction/SyncBuffer, e.g. SyncMatrix4f + SyncMatrices4f
- PMVMatrix rewrite using Matrix4f and providing SyncMatrix4f/Matrices4f to sync w/ GLUniformData
- Additional SyncMatrix4f16 + SyncMatrices4f16 covering Matrix4f sync w/ GLUniformData w/o PMVMatrix
- Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
- Moved FloatUtil -> Matrix4f, kept a few basic matrix ops for ProjectFloat
- Most, if not all, float[] and int[] should have been moved to proper classes
- int[] -> Recti for viewport rectangle
- Matrix4f and PMVMatrix is covered by math unit tests (as was FloatUtil before) -> save
Passed all unit tests on AMD64 GNU/Linux
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GLRendererQuirks.GLSLBuggyDiscard to avoid overdraw of such regions.
Historically we disabled `discard` due to an old NV tegra2 compiler bug,
which caused the compiler to freeze.
Today we no more seem to have this GLSL compiler issue, i.e. GLRendererQuirks.GLSLBuggyDiscard never gets set.
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text-processing information
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(We may ressurect them if needed for a future use case)
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OutlineShape.Visitor, allowing to use the Glyph (information).
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its default. GraphUI: Always use default.
Graph RegionRenderer, its RenderState as well as GraphUI's Scene don't need to have knowledge of Vertex.Factory,
which is only used within OutlineShape and its 'inner geom workings'.
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GLCallback
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