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library / src / main / java @ e137d4f5

# Date Author Comment
e137d4f5 04/11/2017 01:23 PM Leszek Koltunski

Minor.

60c1c622 04/10/2017 11:02 PM Leszek Koltunski

Move the Postprocessing buffers to OutputSurface.

8baa1fe6 04/04/2017 02:57 PM Leszek Koltunski

When detaching Nodes, do make sure we also cancel any ATTACH jobs that might be pending.

02ab6f9d 04/03/2017 09:51 PM Leszek Koltunski

Minor.

8069e806 04/03/2017 03:46 PM Leszek Koltunski

Improve Projection.

0a4361b5 03/31/2017 09:30 PM Leszek Koltunski

Bugfix - POSTPROCESSING FBOs weren't properly released!

ed5bf324 03/31/2017 11:52 AM Leszek Koltunski

Merging blurred surfaces mostly ok now (blurred image still appears a bit shifted down for some reason)

a93931da 03/30/2017 11:07 AM Leszek Koltunski

Bugfix (samplers need to be sent to shaders as INTEGER Uniform

30beb34f 03/29/2017 12:41 PM Leszek Koltunski

It now automatically chooses OpenGL ES 2.0 and GLSL 100 or OpenGL ES 3.0 and GLSL 300.

Postprocessing effects will not work on OpenGL ES 2.0 contexts.

94f6d472 03/29/2017 11:05 AM Leszek Koltunski

Make it more flexible; now it can run almost all apps on OpenGL 2.0 contexts; OpenGL 3.0 ( with GLSL 3.00) required for POSTPROCESSING.

f2367b75 03/28/2017 12:26 PM Leszek Koltunski

Upgrade from GLSL 1.00 to GLSL 3.00 ES
Introduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)

a1b36fc8 03/16/2017 10:10 PM Leszek Koltunski

Simplify BLUR shader.

a9f41fa3 03/15/2017 10:56 PM Leszek Koltunski

New 'glClearColor' and 'glClearDepthf' APIs in OutputSurface. This fixes the 'transparency' regressions from last commit.

95c441a2 03/14/2017 11:49 PM Leszek Koltunski

Progress with Multiblur.

This introduces some regressions with transparency (see: 'Different Bitmaps' and 'Around the world' )

3e95b421 03/14/2017 04:54 PM Leszek Koltunski

Minor.

580f7d10 03/14/2017 04:51 PM Leszek Koltunski

Bugfix: we need to have DepthMask and ColorMask both fully on when clearing the FBO in Nodes!

48d0867a 03/13/2017 11:10 PM Leszek Koltunski

Important bugfix in Dynamic - sometimes it would never stop interpolating and never send a FINISHED message!

b9798977 03/12/2017 11:02 PM Leszek Koltunski

Advances in Multiblur - breaks BLUR for now.

b2939df4 03/08/2017 03:36 PM Leszek Koltunski

Now there's a single place one can have a look at all the Meshes being rendered to a OutputSurface: OutputSurface.renderChildren().
This will need to get modified for per-object post-processing.

86782a25 03/07/2017 03:07 PM Leszek Koltunski

Minor

39086ebb 03/06/2017 10:29 PM Leszek Koltunski

New method of rendering.
Advantage: now there's one (well, ATM two, but I hope soon really in one) place where we can have a look at all the Meshes that are being rendered to a OutputSurface.
This should help with proper per-object POSTPROCESSING effects like Multiblur.

d61fd515 03/05/2017 11:46 PM Leszek Koltunski

1. Move to Gradle 25.0.0
2. Bugfix in DistortedNode

50642a86 03/03/2017 03:50 PM Leszek Koltunski

Simplify drawRecursive

c2c08950 03/02/2017 12:04 AM Leszek Koltunski

simplify blitPriv()

c1e24646 03/01/2017 11:02 PM Leszek Koltunski

Introduce Effects.blitPriv() (faster than previous drawNoEffectsPriv)

03cb451d 03/01/2017 12:06 PM Leszek Koltunski

Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.

81a0b906 02/28/2017 11:51 PM Leszek Koltunski

Preparation for shader optimization

54fe333a 02/27/2017 11:06 PM Leszek Koltunski

Fixes for z-fighting.

d582c116 02/27/2017 12:15 PM Leszek Koltunski

Bug fix in RenderState.

c834348d 02/23/2017 11:41 PM Leszek Koltunski

Make it possible to render each DistortedNode with adjustable OpeGL state (writeing to Color, Depth,Stencil buffers, DEPTH, STENCIL, BLENDING on.off, etc)

9dba4df1 02/23/2017 10:21 PM Leszek Koltunski

New 'RenderState' class which will be used to change OpenGL state when rendering Nodes.

30548891 02/21/2017 11:03 PM Leszek Koltunski

The only operation which is now enabled 'statically' in render() is blending.

2ed1c692 02/21/2017 10:10 PM Leszek Koltunski

1) stop culling back face
2) reset OpenGL state beore each render (and not in onCreate)
3) Improve Matrix3D so that we can test negative Scales

d3725071 02/20/2017 02:31 PM Leszek Koltunski

Exclude still more methods from public documentation.

26e18334 02/19/2017 10:05 PM Leszek Koltunski

Exclude certain public methods from Javadoc API.

43fbf0dd 02/19/2017 09:58 PM Leszek Koltunski

Exclude certain public methods from Javadoc API.

889cce10 02/17/2017 02:04 PM Leszek Koltunski

Minor.

eadf0859 02/17/2017 12:05 AM Leszek Koltunski

Things seem to be working - switch off all debugs.

3a70bd6d 02/16/2017 11:21 PM Leszek Koltunski

Bugfix in EffectQueues: if we interpolate something, then stop and again start interpolating, it used to use the old position (position from the moment when we stopped interpolating!) during the first run after the resume. Fix that.

cc2979e3 02/16/2017 04:43 PM Leszek Koltunski

Minor

f28fffc2 02/16/2017 04:30 PM Leszek Koltunski

A Lot of fixes for the issues uncovered by Olimpic.

Still at least 1 known issue: sometimes, when we re-add a Surface, some garbage pops up on the screen for a brief split second. Visible in Olimpic.

07037b8a 02/15/2017 10:51 PM Leszek Koltunski

a few lame fixes for the issues uncovered by Olimpic but it is still wrong

d03782c0 02/15/2017 05:45 PM Leszek Koltunski

fix for the first issue uncovered by the new Olimpic.

09ab7524 02/15/2017 01:11 PM Leszek Koltunski

Introduce 3 types of Surfaces: System, Tree, User

8d52a49c 02/15/2017 10:55 AM Leszek Koltunski

Do not add Screen to the Surface lists.

c7da4e65 02/15/2017 12:30 AM Leszek Koltunski

Fix OutputSurface.resize(): before it couldn't be called mid-render.

7691a39f 02/14/2017 10:36 PM Leszek Koltunski

- workaround for the issue with flashing in StarWars
- return number of objects rendered from OutputSurface.render() and use this in Olympic
- rework tree isomorphism so that it now works even if we don't render the whole tree (and also we don't have to reset() the Tree anymore!)...

63b6561a 02/14/2017 09:12 PM Leszek Koltunski

Fix issue with Blur / Multiblur apps

a436ccc5 02/14/2017 04:51 PM Leszek Koltunski

1. Make it possible to enable/disable DEPTH test when rendering to a Screen
2. Using this, remove the 'Root' Node from StarWars.

af27df87 02/14/2017 03:28 PM Leszek Koltunski

A lot of different fixes.

A lot of issues still there:

1) if we only render part of the tree, tree isomorphism will sometimes not work correctly
2) when we change Effects that are inside Trees mid-render, even if we detach() the affected parts of the Tree first, for the last frame the new Effects will be used...

c204c69d 02/14/2017 12:26 AM Leszek Koltunski

New, cleaner way to create/destroy DistortedSurfaces.

Serious regression in StarWars (crashes!). Looks like the Node's internal FBO is being deleted and not re-created in time.

f8377ef8 02/13/2017 12:02 AM Leszek Koltunski

New, cleaner way to create/destroy DistortedSurfaces.

Serious regression in StarWars (crashes!). Looks like the Node's internal FBO is being deleted and not re-created in time.

d9706fd2 02/10/2017 04:11 PM Leszek Koltunski

Change the the render() API!

THis introduces some regressions with the Effects3D app.

a09ada4c 02/10/2017 01:26 PM Leszek Koltunski

Preparation for change of the render API.

29a06526 02/10/2017 11:20 AM Leszek Koltunski

Minor

af4cc5db 02/10/2017 11:07 AM Leszek Koltunski

Simplify yesterday's refactoring.

c5369f1b 02/10/2017 01:15 AM Leszek Koltunski

Major: change of API.

Split DFramebuffer into Framebuffer and Screen; introduce the 'DistortedInputSurface' and 'DistortedOutputSurface' interfaces.

8ca9f899 02/08/2017 06:09 PM Leszek Koltunski

Introduce Renderable to the Tree.

4ebbb17a 02/08/2017 04:59 PM Leszek Koltunski

Fix the MultiBlur regression

2e49718d 02/08/2017 04:09 PM Leszek Koltunski

progress with DistortedRenderable.

This introduces a regression with MultiBlur!

227ac49a 02/08/2017 03:20 PM Leszek Koltunski

progress with DistortedRenderable

133cbb2b 02/08/2017 12:44 PM Leszek Koltunski

Introduce DistortedRenderable, a base class for Texture and Framebuffer

0c827acc 02/07/2017 04:17 PM Leszek Koltunski

Minor

cdd5e827 01/28/2017 12:50 AM Leszek Koltunski

Some fixes for issues discovered by the Multiblur app.

464e53fa 01/27/2017 09:42 PM Leszek Koltunski

Beginnings of the 'Multiblur' app.

ed841982 01/26/2017 09:24 PM Leszek Koltunski

BLUR: implemented caching of the BLUR kernels.

93dca704 01/26/2017 05:20 PM Leszek Koltunski

Minor progress with Gaussian. Still need to cache the Weights and Offests tables.

a225e5aa 01/26/2017 05:11 PM Leszek Koltunski

Separable Gaussian Blur with linear sampling done.

Linear sampling implemented - i.e. blurring by a (2N+1)x(2N+1) gaussian kernel (centeral pixel + N pixels in each direction) requires exactly 2N + (N%2==1 ? 4:2) texture fetches.

99218642 01/26/2017 03:02 PM Leszek Koltunski

Precompute the standard normal distribution.

9d5bb851 01/25/2017 12:56 AM Leszek Koltunski

minor.

5ccafcca 01/24/2017 05:35 PM Leszek Koltunski

Separable Box blur fully works now!

1c67457f 01/24/2017 03:27 PM Leszek Koltunski

Separable Box blur fully works now!

0d81d0fb 01/24/2017 02:07 PM Leszek Koltunski

Separable Box blur (almost) works.

f1d5ea12 01/24/2017 12:51 AM Leszek Koltunski

Small progress with Blur.

194ab46f 01/20/2017 11:50 PM Leszek Koltunski

Try using OpenGL ES 3.0 everywhere (but if device does not support it, try creating 2.0 context - this is important because of the emulator!)

dbe8ea80 01/19/2017 11:49 PM Leszek Koltunski

Manifest: require OpenGL ES 3.0.

c318fb14 01/19/2017 03:09 PM Leszek Koltunski

Minor.

7d755851 01/19/2017 02:49 PM Leszek Koltunski

Still one more problem in boundingVertices.

667a1ad9 01/19/2017 12:28 AM Leszek Koltunski

improve Postprocessing; new icon; minor things.

85cbbc5e 01/18/2017 11:10 PM Leszek Koltunski

Postprocessing effects: remove support for Center

e8b2f311 01/18/2017 09:15 PM Leszek Koltunski

boundingVertices fully work now!

f44ea591 01/18/2017 05:03 PM Leszek Koltunski

Debugging

c90b9e01 01/18/2017 04:01 PM Leszek Koltunski

Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)

d6994cc6 01/17/2017 11:12 PM Leszek Koltunski

Correct construction of boundingVertices in MeshCubes.

69ed1eb4 01/17/2017 05:57 PM Leszek Koltunski

Progress with getting Mesh'es bounding rectangle.

11fb6ce0 01/15/2017 11:56 PM Leszek Koltunski

Correct a bug with Postprocessing Shortcut.

8fa96e69 01/15/2017 11:31 PM Leszek Koltunski

Move more intelligence to EffectQueuePostprocess.

b33f6f0a 01/11/2017 10:33 PM Leszek Koltunski

Fix a regression in 'SAVE' app.

55c14a19 01/11/2017 04:14 PM Leszek Koltunski

Minor reorganization.

cc0734e7 01/11/2017 12:11 AM Leszek Koltunski

Fix the fact the the Buffer FBO in Postprocess Queue wasn't properly re-created after a Context loss.

02de77c9 01/10/2017 11:53 PM Leszek Koltunski

Progress with multi-program rendering.

2b942cd0 01/10/2017 09:24 PM Leszek Koltunski

Naive implementation of blur works now!

bfe2c61b 01/10/2017 10:27 AM Leszek Koltunski

Blurred image visible now!

86eb00a9 01/06/2017 11:27 PM Leszek Koltunski

Initial version of the first post-processing effect - BLUR - ready for the first app!

47d838ca 01/06/2017 05:20 PM Leszek Koltunski

NUM_POSTPROCESS corectly #defined now.

c638c1b0 01/06/2017 01:46 PM Leszek Koltunski

Further progress with Postprocessing. Now the missing bits are:

- implement Distorted.getFBO()
- implement Distorted.clean()
- improve compilation of DistortedPrograms so that the NUM_POSTPROCESSING and names of POSTPROCESSING effects will be #defined.

e2b2d95f 01/06/2017 12:26 AM Leszek Koltunski

Minor.

d6e94c84 01/05/2017 02:23 AM Leszek Koltunski

progress with Postprocessing.

8337fa41 01/04/2017 10:17 PM Leszek Koltunski

Fix issues with the DEPTH attachment to DistortedFramebuffer.

8c327653 01/04/2017 05:57 PM Leszek Koltunski

First attempt at making it possible to dynamically add and remove DEPTH attachments from an FBO.