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* Bug 805: Graph/GraphUI TextureSequence Scale: Move ↵Sven Göthel2024-02-013-4/+6
| | | | | | | | | Region.COLORTEXTURE_LETTERBOX_RENDERING_BIT to TextureSequence and add enabling/disabling of aratio adjustment + letter-box back-color TextureSequence color-texture params fetched from Graph VBORegion* and fed into shader. This allows more flexibility in aspect-ratio adjustment as well as setting a clipping background color for the added letter-box space.
* Graph shader (pass1 simple): USE_COLOR_TEXTURE: Clip to vec4(0) color using ↵Sven Göthel2024-01-311-4/+4
| | | | alpha 0 instead of the debug color white vec4(1), which leads to the white seam if out of gcu_ColorTexBBox
* Graph Clipping: Use Frustum Clipping using AABBox -> Mv transformed Cube -> ↵Sven Göthel2024-01-2012-24/+43
| | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Bump (c) -2024 for edited files + LICENSE.txtSven Göthel2024-01-142-2/+2
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* Graph/GraphUI: Revise Graph Region ShaderMapping, fix AABBox-Clipping for ↵Sven Göthel2024-01-147-10/+56
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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()
* Graph Clipping: Add missing Modelview-Matrix (Mv) Multiplication / ConsiderationSven Göthel2024-01-092-2/+2
| | | | | | - 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
* Graph Clipping: GLSL: Add `USE_AABBOX_CLIPPING`, i.e. clipping via AABBox ↵Sven Göthel2024-01-098-19/+50
| | | | | | | | | | | | | | | min/max vec3 as convenient using Graph/GraphUI produced AABBox USE_AABBOX_CLIPPING - Conditional compilation w/ macro 'USE_AABBOX_CLIPPING' - gcv_ClipBBoxCoord smooth varying setup in vertex shader - fragment shader clips via branch if( is_inside(gcv_ClipBBoxCoord, gcu_ClipBBox[0], gcu_ClipBBox[1]) < 0.5 ) { CLIP } - clipping via discard or alpha=0 in case of buggy-discard. Other optimization: - Drop gcv_ColorTexExt, fragment-shader uses gcu_ColorTexBBox[2] directly (flat) - Simplified gcv_ColorTexCoord smooth varying equation in vertex shader.
* Graph GLSL functions.glsl: Complete overload vec2 and vec3 variants; Fix ↵Sven Göthel2024-01-091-8/+52
| | | | | | | | | | | | | | | | | | 'and'/'or' semantic (swapped); Add EPSILON in clip_coord(..) and add is_inside(..) function Complete overload vec2 and vec3 variants Fix 'and'/'or' semantic (swapped) - 'and' uses multiplication, i.e. all arguments must be > 0 (ideally 1) - 'or' uses addition, i.e. only one arguments must be > 0 (ideally 1) - both uses clamp [0..1] Add EPSILON in clip_coord(..) - Only 'coord > high+EPSILON' is outside Add is_inside(..) function - Similar to clip_coord(..) but returns float 0 or 1 instead of selecting color.
* Graph Shader: Fix 'curverenderer01-single.vp' aligning w/ ↵Sven Gothel2023-12-181-2/+3
| | | | 'curverenderer01-pass1.vp' (commit 297c48f4fefd1ab59800524ea5f0dd56684d6786)
* Bug 1465 - Graph / GraphUI: Render a Region's ColorTexture in proper ↵Sven Gothel2023-09-306-11/+63
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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) );
* Graph Shader: Complete the USE_DISCARD logic avoiding output set after ↵Sven Gothel2023-03-3012-36/+67
| | | | discard, even though technically allowed (ignored after discard)
* Graph GLSL: Enable 'discard' in fragment shader w/o ↵Sven Gothel2023-03-3013-50/+53
| | | | | | | | | 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.
* Bug 801: Add Graph pass-2 shader for VBAA 'odd' sample countSven Gothel2014-07-092-64/+151
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* Graph RegionRenderer: Fix GL3 and ES3 GLSL issuesSven Gothel2014-06-111-3/+0
| | | | | | Macro redefine 'texture2D -> texture' was added _after_ the custom texture lookup insertion causing GL3-core to fail.
* Graph: Fix GLSL issue w/ ES3, add 'const float sample_count', since define ↵Sven Gothel2014-06-112-5/+5
| | | | SAMPLE_COUNT is of type 'int'
* Bug 801: Region Dirty Update; TextureSequence GLMediaPlayer Fix; Blending Fix ;Sven Gothel2014-04-094-10/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Region Dirty Update - Split dirty -> ShapeDirty + StateDirty, where StateDirty forces re-rendering content w/o geometry update as req. for 2-pass mode. - Fix TextureSequence (GLMediaPlayer) usage in RegionRenderer / GLRegion* - handle GL_TEXTURE_EXTERNAL_OES incl. Android ES3 bug - inject TextureSequence's shader stubs - shader: Use abstract lookup 'texture2D' -> 'gcuTexture2D' - flip scaled colorTexBBox if TextureSequence 'tex.getMustFlipVertically()' - TODO: Handle multiple TextureSequence shader programs! - Fix Blending: GLRegion* / RegionRenderer / RenderState - Disable/Enable depth-writing w/ blending - Region impl. sets proper glBlendFunc*(..), i.e. 2-pass: - render2FBO: glClearColor(0f, 0f, 0f, 0f) glBlendFuncSeparate(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA, GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA) - renderFBO: glBlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA) - User code shall not set glClearColor(..) for 2-pass anymore - Graph-UI Demo - UIShape: - Add MouseGestureListener, combining MouseListener + GestureListener - EventDetails -> PointerEventInfo - PointerEventInfo contains objPos (ray-intersection) and glWin-pos - Toggle: - Separate color (on/off) if enabled - Toggle on click if enabled - SceneUIController - Use PinchToZoomGesture and propagete same gesture to UIShape - Use AABBox.getRayIntersection(..) using 'real' shape coordinates for 1st picking. - Use shape PMV for secondary picking (drag, zoom 2-pointer, etc), see windowToShapeCoords(..) - Sort shapes according to z-value (render: ascending; picking: descending) - Only 'drag' if pointerId matches 1st pressed pointer
* Bug 801: Cleanup shader-program location/data update ; Add COLORTEXTURE + ↵Sven Gothel2014-04-047-11/+32
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | TextureSequence to Region (Demo: TextureButton) Cleanup shader-program location/data update - GLUniformData: - Allow lazy data setup, as used for RenderState.ProgramLocal, see below - RenderState - Separate data (pmv, weight, colorStatic) from program-local uniforms -> add class ProgramLocal. Reduces uniform location lookups, since ProgramLocal is bound to Region impl. - ProgramLocal.update(..) needs to write uniform data always, since data is being used in multiple programs! - No 'dirty' tracking possible, removed - see above. - RegionRenderer - Fix shader-selection: 2-pass programs differ from 1-pass! - No shader-setup at init +++ Add COLORTEXTURE + TextureSequence to Region - Create color-texture coords in vertex-shader via region's bounding box (pass-1) - Use color-texture unit in pass-1 if enabled (own shader program) - Use TextureSequence in Region impl. providing all required data (unit + texture-name) - Demo: TextureButton (a UIShape)
* Bug 801: WIP 2/2 - Add color attribute; Switch Shader instead of branching ↵Sven Gothel2014-04-028-209/+11
| | | | | | | | | | | | | | in shader; Update attributes and uniforms manually, drop ShaderState; - Due to shader-switching, 'renderModes' are now local to Region, e.g. UIShape etc - Remove RegionRenderer.renderModes - VBORegion2P*: - Use simple 2x float matrix for orthogonal P+Mv - Cleanup shader
* Bug 801: WIP 1/2 - Add color attribute; Switch Shader instead of branching ↵Sven Gothel2014-04-0139-679/+742
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | in shader; Update attributes and uniforms manually, drop ShaderState; - ShaderCode - add int insertShaderSource(int shaderIdx, int position, Class<?> context, String path) - insertShaderSource(..): pos==-1 -> append code - VectorUtil - add isVec3InTriangle3(..., float epsilon) - add testSeg2SegIntersection(..., float epsilon) - add testTri2SegIntersection(..., float epsilon) - AffineTransform: Return result for chaining - Font - Add pixel precise 'getPointsBounds(final AffineTransform transform, CharSequence string, float pixelSize)' - Rename getString*() -> getMetric*() - OTGlyph: Release _points field, no more used - - Graph Triangulation - Count additional vertices in: Triangulator, CDTriangulator2D - OutlineShape: - Allow skipping of 'transformOutlines2Quadratic', i.e. allow tagging OutlineShape to be quadratic_nurbs via 'setIsQuadraticNurbs()' - Clarify cleanup ot outlines in same method 'cleanupOutlines()' - Count additional vertices .. - Graph Shader: - Start splitting and segmenting shader code for: - pass1 / pass2 - features, i.e. sampleCont, color-channel, ..
* Bug 801: Graph OpenGL ES2 and ES3 CompatibilitySven Gothel2014-03-2520-152/+151
| | | | | | | | | | | - Remove 'const' qualifier in shader graph code for non 'absolute' const values - Use extension directive OES_standard_derivatives only for ES2.0, not ES3.0 (graph shader) - Compare float w/ float literals, not int literals! - Android Demo NEWTGraphUI2pActivity: - Is a VBAA example, hence disable scene MSAA!
* Bug 801: Use allsamples 'brute force' for VBAA (best quality) ; Demos: ↵Sven Gothel2014-03-254-10/+10
| | | | Reduce text contrast by 1/10th allowing better AA ; GPUUISceneGLListener0A uses proportional window height font size and one label w/ 10pt
* Bug 801: Elaborate on multisampling performance/quality: Flipquad, RGSS, ↵Sven Gothel2014-03-258-6/+265
| | | | | | | | | | | | | Quincunx Using poles only as sampling points is not as effective as: flipquad > rgss >> quincunx Best quality would be 'wholeedge', i.e. average every supersample, however performance is worse here. References: <http://fileadmin.cs.lth.se/graphics/research/papers/inexp_ms2005/> <http://fileadmin.cs.lth.se/graphics/research/papers/masses2003/>
* Bug 801: Revise Graph VBAA (Add border dropping MSAA; Test diff. AA modes ↵Sven Gothel2014-03-2219-408/+735
| | | | | | | | | | | | | | | | | | | | 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/>
* Bug 801: Fix VBAA Distortions (VBO-size fractional delta) and AA (Sample ↵Sven Gothel2014-03-047-208/+289
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | fragment position and count) Inflating the FBO pixel-size of the region using a 'samples count' multiplier to the projected window bounding box allows controlling the AA distortion as well as defining the fragment position due to it's grid-fitting nature, see below. - Fix VBAA Distortions (FBO-size fractional delta) Inflated framebuffer exceeds 'box-size * sampleCount' since it must be the ceiling of the latter due to it's integer number nature. This difference either must reflect the texture-coords -or- the texture bounding vertices-box in the 2nd pass, otherwise a distorion will appear which is quite visible explicit w/ text. Using texture-coords is not suitable, due to floating point accuracy, hence this patch extends the texture bounding vertices-box about the ceiling delta. A comparible distortion existed with the previous implementation as well, since it used an arbitrary FBO-size and hence the magnification was not grid-fitting. Current implementation is grid-fitting, or at least matches the non-inflated grid, since it inflates the original window-size of the region about samples-count. - AA (Sample fragment position and count) Using a sample-count w/ a multiple of 2 (currently 2, 4 and 8 are properly implemented), based on the projected window bounding box will give the 2nd-pass fragment shader (AA) a fragment-postion in center of the sample pixels exposing one AA pixel. Hence we need to use the diagonal coords (NW, SW, ..) off by half a pixel to reach the 1st sample-pixel .. and 1.5 pixels to reach the 2nd .. and so forth.
* Bug 801: Add MSAA_RENDERING_BIT ; VBAA: Uses GL_NEAREST (good result) ; ↵Sven Gothel2014-03-026-7/+131
| | | | Demos: Use local GLRegion for uncached text (perf.) ..
* Bug 801: TextRegionUtil add 'special' for cache-key; Minor editsSven Gothel2014-02-284-4/+8
| | | | | | Minor edits: - Add some docs to curve-shader and remove FIXME remark about gcu_Alpha, which will be used < 1.0. - Font: Add more TTF references
* jogl: remove all trailing whitespaceHarvey Harrison2013-10-172-7/+7
| | | | Signed-off-by: Harvey Harrison <[email protected]>
* More shader fixes for core (GLSL 150): texture2D -> texture, texture3D is ↵Sven Gothel2013-07-172-0/+2
| | | | deprecated in 130 and removed in 150.
* Fix regression of commit b2802021acf8aa9b363ebef383c8dc8c8079ffa4 (Bug 711): ↵Sven Gothel2013-05-187-8/+9
| | | | | | | | | | varying in/out mapping is different in vertex/fragment shader! Vertex shader: varying -> out Fragemnt shader: varying -> in NV GLSL compiler ignored in/out direction, where ATI GLSL compiler failed (could not find gcu_Weight, due to dead code).
* Fix Bug 711: Align Graphs's Curve Shader programmatically to used GL/GLSL ↵Sven Gothel2013-05-1719-175/+44
| | | | version, following all other internal GLSL usage utilizing ShaderCode.
* Graph Shader: Using default precision values (VP: highp, FP: mediump), ↵Sven Gothel2012-10-296-9/+9
| | | | except for sampler2D (mediump instead of lowp)
* Graph Shader Simplification, 'a'/'b' redefined; GraphUI 2-pass demo;Sven Gothel2011-10-0410-107/+182
| | | | | | | | | | | | | | | | | | | | | | | Graph Shader Simplification - remove enable factor and 2nd 'discard' branch - use build-in 'max'/'clamp' functions, supposed to be faster Graph Shader 'a'/'b' redefined - 'a' is 1-pass shader only - 'b' is 2-pass incl. (1st pass + 2nd pass) - Works well on ARM Mali-400 MP (Galaxy S2). - Doesn't work on NV tegra2 (P1202: Texture's gl states do not match with shader's), however 2-pass on mobile seems to be overkill for now. We may create a workaround (switch shader ..). GraphUI 2-pass demo; - Propagate renderModes and texSize to UIShape's render(..) - TODO: Remove GL dependency in UIShape, maybe use a callback or visitor model - Adding GarpUI 2-pass launcher (Android and Standalone)
* tegra: refine disabled discard, ie keep logic/math intact. Rami ?Sven Gothel2011-10-021-6/+6
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* Fixed shader entry files a/bRami Santina2011-10-026-2/+21
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* Fix intendationRami Santina2011-10-021-34/+34
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* tegra2: split fragment shaders into two (a - 1st pass, b - 2nd pass) ; ↵Rami Santina2011-10-0211-67/+72
| | | | | | | | | | | | disabled discard - 1st pass (a) and 2nd pass (b), split at branch. - all include are on one level. - disabled discard, as it seems to be problematic Todo: - verify discard / pass-split on tegra2 - refect second pass usage (b) in implementation
* Added allin one shader stripped for graph.Rami Santina2011-10-022-0/+70
| | | | | tegra2 hunting, single pass, no discard, lowp, and removed uneeded variables
* Graph GLSL: Use global precicision settings enhancing readabilitySven Gothel2011-09-307-60/+54
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* Fix ES2 shadersSven Gothel2011-09-284-4/+6
| | | | | | | | | | | Add missing floating point precision qualifiers. '#extension OES_standard_derivatives : require' somehow doesn't pass the GLSL compiler, however '#extension GL_OES_standard_derivatives : enable' does. Currently works on ARM's Mali-400 MP, NV Tegra still don't show a picture. TODO: More in depth evaluation.
* graph es2 glsl: #extension OES_standard_derivatives : requireSven Gothel2011-07-312-0/+6
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* TAB -> SPACESven Gothel2011-07-311-2/+2
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* Graph Shader: def. GRAPHP to easily change precision, set to mediump; Add ↵Sven Gothel2011-07-316-66/+64
| | | | precision for all vars.
* added (c) headerSven Gothel2011-07-281-0/+27
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* Graph: GLSL fix, Adding renderModes bits instead of dedicated booleans, ↵Sven Gothel2011-05-0811-28/+54
| | | | | | | | | | | | | | | | | | | | | Region/GLRegion, .. GLSL fix: - allowing #version tag - add uniform textureSize (ES2) - fix int/float conversion Region/GLRegion: - non OpenGL Region and GL related GLRegion split Region/Renderer renderModes bits (def. in Region) - user creates a Renderer* impl .. and derive Region*'s from outline, possibly from a different code path. - to avoid mode explosion, a bit field is being used for now - Renderer: remove flushCache(), since non caching impl. is intended, or caching by an external user transparent object.
* Added nonuniform weight impl; misc enhancements/cleanupsRami Santina2011-05-025-24/+119
| | | | | | | | | | Seperate texcoords from shaprness Added NonUniform weight shader impl for region impl only (not text) Refactor p1y --> weight (equiv to nurbs weight) cleanup shader uniforms (rename/remove unneeded) Enhanced blending of text GPURegionNewtDemo01 - added weight W/Q to manipulate weight refactor r2t --> vbaa (matching algorithm name)
* graph/glsl: AMD need vertice attrib location 0 ..Sven Gothel2011-04-251-3/+3
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* Graph: Fix AMD shader complain (version) ; No Attributes in fragment program ↵Sven Gothel2011-04-243-5/+12
| | | | ; Disable FPS draw at start
* Refactored graph: Reduce/remove data copy/recreation; Shader cleanupSven Gothel2011-04-239-66/+168
| | | | | | | | | | | | - 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 :)
* Fix TAB: Replace all TAB with 4 spacesSven Gothel2011-04-081-74/+74
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* Fix: p1y region set to 0.5, cleaned shaderRami Santina2011-04-021-7/+4
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