| Commit message (Collapse) | Author | Age | Files | Lines |
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toggle OutlineShape's isComplex() for visibility
We may use complex for other criteria than !convex, i.e. self-intersecting etc.
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and non-circulcircle triangulation candidates in our Delaunay tessellator
<https://jogamp.org/bugzilla//show_bug.cgi?id=1501#c6>
The used Delaunay tessellation works well with (almost) convex shapes.
In case e.g. a glyph gets to the extremes like 'M' in FreeMono
or any other complex Chinese symbol - it may just simply happen
that the new non-circumcircle triangle point crosses the inner (hope)
or outer boundaries of the given polygon.
Applying further constraint at Loop.cut() resolves most cases
by rejecting the proposed CCW and non-circumcircle triangle candidate
if its new two line-segments intersects with the original polygon.
This results in mostly proper rendered Chinese fonts and also
FreeMono is now readable - overal remaining bugs in Glyphs is low.
+++
Of course, this intersection test is costly around >= O(log(n)*n) costs,
practically adding a measured ~65% processing time.
E.g. for FontView01 using FreeSerif.ttf
- orig total took 1430.817638ms, per-glyph 0.2236ms, glyphs 6399
- fix total took 2377.337359ms, per-glyph 0.371517ms, glyphs 6399
Pure Glyph/Shape instantiation shows > 2x costs:
750 ms 100% convex (fake)
1875 ms 0% convex (fake)
1870 ms 13% convex 824/6399
+++
Hence it is desired to either
(1) Manually mark a polygon non-convex to add described intersection test for accuracy.
Also may be used to just drop the additional costs despite the lack of correctness.
PROVIDED
(2) Determine non-convex nature of a polygon with a and overall less expensive algorithm.
If considerably cheaper, this could reduce O(log(n) * n) -> O(n) or even O(log n).
Added convex/non-convex classification while ignoring off-curve points,
but only ~13% of FreeSerif is pure convex,
hence there is no benefit with this classification type.
It might be desired to attempt other classes, i.e.
being rendered in non-convex mode w/o intersection tests.
See
- GENERALIZED DELAUNAY TRIANGULATIONS OF NON-CONVEX DOMAINS
https://deepblue.lib.umich.edu/bitstream/handle/2027.42/28782/0000614.pdf;sequence=1
- https://en.wikipedia.org/wiki/List_of_self-intersecting_polygons
- https://en.wikipedia.org/wiki/Complex_polygon
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inner-hole:=CW w/o using winding determination (might be incorrect)
This simplifies our code further and it has been validated that our polygon shoelace-algo for area >= 0 ? CCW
doesn't produce correct results with all curves.
Hence rely on given winding depending on outer-boundary and inner-hole if CDTriangulator2D.FixedWindingRule == true (default and fixed).
This also removes the more costly winding shoelace calculus,
hence Outline ctor only sets dirtyWinding:=true w/o calculating the winding.
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copy-ctor in com.jogamp.graph.* and com.jogamp.math.*
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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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is an intrinsic + branch-less implementation
Expected implementation is
- return Float.intBitsToFloat(Float.floatToRawIntBits(a) & 0x7fffffff);
replacing old implementation
- return (a <= 0.0F) ? 0.0F - a : a;
.. also market as @IntrinsicCandidate
Hence we shall leave it to the JRE core-lib implementation...
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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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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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Ray, AABBox, Frustum, Stereo*, ... adding hook to PMVMatrix
Motivation was to simplify matrix + vector math usage, ease review and avoid usage bugs.
Matrix4f implementation uses dedicated float fields instead of an array.
Performance didn't increase much,
as JVM >= 11(?) has some optimizations to drop the array bounds check.
AMD64 + OpenJDK17
- Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest)
- Matrix4f.mul(b) roughly ~3% slower than FloatUtil.multMatrix(a, b, dest)
- FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all
- Matrix4f.invert(..) roughly ~3% slower than FloatUtil.invertMatrix(..)
RaspberryPi 4b aarch64 + OpenJDK17
- Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest)
- Matrix4f.mul(b) roughly ~20% slower than FloatUtil.multMatrix(a, b)
- FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all
- Matrix4f.invert(..) roughly ~4% slower than FloatUtil.invertMatrix(..)
Conclusion
- Matrix4f.mul(b) needs to be revised (esp for aarch64)
- Matrix4f.invert(..) should also not be slower ..
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rules for OutlineShape and add get/setWinding in Outline
Loop.initFromPolyline()'s Winding determination used a 3-point triangle-area method,
which is insufficent for complex shapes like serif 'g' or 'æ'.
Solved by using the whole area over the Outline shape.
Note: Loop.initFromPolyline()'s Winding determination is used to convert
the inner shape or holes to CW only.
Therefor the outter bondary shapes must be CCW.
This details has been documented within OutlineShape, anchor 'windingrules'.
Since the conversion of 'CCW -> CW' for inner shapes or holes is covered,
a safe user path would be to completely create CCW shapes.
However, this has not been hardcoded and is left to the user.
Impact: Fixes rendering serif 'g' or 'æ'.
The enhanced unit test TestTextRendererNEWT01 produces snapshots for all fonts within FontSet01.
While it shows proper rendering of the single Glyphs it exposes another Region/Curve Renderer bug,
i.e. sort-of a Region overflow crossing over from the box-end to the start.
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Add Path2F addPath(..), emphasize required Winding.CW
GPURegionGLListener01 used by TestRegionRendererNEWT01 covers Path2F CCW and CW (reverse add) methods.
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and index etc, used to avoid arraycopy (efficancy)
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super.hashCode(), due to InternalError("hashCode not designed")
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InternalError("hashCode not designed")
As long we don't use Object.hashCode() to idenitify the memory address, we can safeguard the code.
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c47bc86ae2ee268a1f38c5580d11f93d7f8d6e74)
- Change non static accesses to static members using declaring type
- Change indirect accesses to static members to direct accesses (accesses through subtypes)
- Add final modifier to private fields
- Add final modifier to method parameters
- Add final modifier to local variables
- Remove unnecessary casts
- Remove unnecessary '$NON-NLS$' tags
- Remove trailing white spaces on all lines
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incl. FXAA2) ; Test exp. LineAA ; Misc Changes
- Revise VBAA
- Add border to FBO dropping MSAA
- This automatically gives AA for edges on FBO boundary
- Correcting ceil-diff, use object-diff instead of win-diff (diff := ceil(a)-a, w/ float a)
- Reorg shader - using includes to test diff. AA modes:
- [poles, wholeedge] * [equalweight, propweight]
- fxaa2
- Exp. LineAA (disabled)
- Test ROESSLER-2012-OGLES for detected rectangles only
- Test boundary line detection
See screenshots: <http://jogamp.org/files/screenshots/graphui/20140322/>
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- New simple type Ray, denominating a .. ray
- Added PMVMatrix.gluUnProjectRay(..) similar to gluUnproject(..)
however, result is a Ray.
- Added AABBox.intersectsRay(Ray) ..
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tests - Cleanup VectorUtil (vec2/3 naming, remove dedundant functions)
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and document the same. ; Minor edits ..
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resize.
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muls in rotateVector
Quaternion:
- rotateVector(..): Reduce multiplication count by 17
Graph:
- Outline
- add: transform
- fix compareTo .. use EPSILON
- OutlineShape
- add transform
- fix compareTo .. use EPSILON
- use Comparator<Outline> in sortOutlines
to avoid reversal of list
- Extract OutlineShapeXForm, pairing { OutlineShape, AffineTransform }
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allow to either close-tail or head; OutlineShape/Triangulator: Pass 'sharpness' (very little effect though)
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GL data directly incl. all index validations
Region:
- Remove redundant methods to make
OutlineShape the unique source.
- addVertex(..)
- addTriangles(..)
- Perform all index validations in addOutlineShape(..)
- Push OutlineShape's vertex data
and it's triangle indices directly to VBO.
GLRegion: Add clear(..) method, allowing to clear the region
for new data, i.e. OutlineShapes
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Strategy Change:
- Font.Glyph itself holds it's OutlineShape
with it's default scaling.
Triangulation is done only once per glyph!
- A CharSequence produces a Region
by translating and scaling each Glyphs's OutlineShape.
This removes the need for re-triangulate - see above.
See: TextRendererUtil
- The indices of re-added Triangles are
offset to the new vertices (FIXME, seems not be be accurate yet).
- OutlineShape's vertices and triangles are reused if 'clean'.
- Simplified code
- Reduced copies
API Changes:
- OutlineShape, Region, ...: See above
- Removed TextRenderer, GlyphShape and GlyphString: Redundant
- Added TextRendererUtil to produce the Region from CharSequence
Result:
- Over 600 fps while changing text for each frame.
Previously only ~60fps max.
TODO:
- Region shall not hold the triangles itself,
but the indices instead.
This will remove the need to swizzle w/ vertices in the Region Renderer impl
and easies reusage of OutlineShapes.
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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com.jogamp.opengl.math.geom packages
Note: WIP - We may relocate / reorg math package.
Public relocations:
com.jogamp.opengl.util -> com.jogamp.opengl.math
- FixedPoint
- FloatUtil
com.jogamp.graph.math -> com.jogamp.opengl.math
- Quaternion
- VectorUtil
com.jogamp.graph.geom -> com.jogamp.opengl.math.geom
- AABBox
VectorUtil:
Introducing Vert2fImmutable and Vert3fImmutable interfaces, allowing graph Vertex instances
to be used 'graph' agnostic and to document 2d/3d use-cases.
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subdivde overlaping triangles for the case when 2 triangles intersect
either by vextex of Traingle A in Triangle B
or an edge in A intersects an edge in B
VectorUtil:
-added tri2triIntersection test (not optimized)
-added seg2segIntersection test (not optimized)
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- throw InternalError() for CloneNotSupportedException case, which never happens
- AffineTransform clone() uses covariant return type as well, ie AffineTransform
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transformation (cubic -> quadratic)
Impl. more of John Pritchard <[email protected]> proposal
https://github.com/syntelos/jogl/commit/05a7ec92d30e1e688b1eb7cc317cad83a0e8fd60
+++
More std. functionality (equals, deep clone) of AABBox, Vertex, Outline and OutlineShape.
Simplify Vertex:
- Remove 2 component constructor
- Add on-curve in Vertex.Factory / Constructor
- Adding equals(Object)
- Remove Comparable/compareTo, since we only can make an equals statement
Outline/OutlineShape: Handle dirty flag for boundary (new set/remove operation)
OutlineShape: Better in-place transformation (cubic -> quadratic)
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- 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 :)
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