Category Archives: VISIBILITY

Mike 2.22.2012

  • Normal backup / connectivity testing in the morning
  • Deployed an update to fix mismatching POCs when creating a funding request
  • Spoke to Tangie about the update
  • Meeting with Mike H. and others about the Vis Tool Status.  Results of the meeting:
    • Next week we need to do ‘internal’ testing of outside connections
    • The following week we need to provide a demo of the capability of PPM, PA, and Visibility
    • The next week we will do tests with individuals from site, before that we will test their connectivity and PKI support

Phil 2.23.12

8:00 – 4:30 FP

  • Step 1 – make a screen-aligned ortho polygon and make sure it’s drawing correctly with a simple shader, and that the text overlay still works – done
  • Step 2 – copy texture code over from modified pix_buffs.cpp – done. Other textures seem to mess everything up.
    • Added glActiveTexture(GL_TEXTURE0); to SolarSystem, which fixed the missing texture problem, but the screen texture still gets messed up. GOing to try putting in pieces of SolarSystem to find where it breaks, since everything works fine with just the Grid
  • Filling out matrix
  • Back to shaders. For some reason, I have to make sure that the screenwidth is evenly divisible by 4. Not sure why, but it’s easily fixed. So now we have this!
  • Committed everything to svn

Phil 2.22.12

8:00 – 1:00 FP

  • More rendering to a texture
  • Yay! Progress!
  • Yeah, I know it doesn’t look like much, but it means I’m that much less confused…
  • Deleting unneeded code for multiple buffers, malloc, etc.
  • Refresh rate drops on screen resize. Why?

1:00 – 4:30 VISIBILITY

  • VisTool Review

Phil 2.21.12

8:30 – FP

  • Reworking Gl_ShaderWindow so that it renders to a texture. Slow, slow progress.
  • Downloaded the code that goes with the OpenGL 4.0 Shading Cookbook. They seem to be using screen-aligned quads, which is more in line with the blur example. Going to work with that for a while.
  • Made a copy of the pix_buffs demo, and am now trying to simplify

Phil 2.20.12

9:30 – 3:00 FP

  • Biting the bullet and installing R on fgmdev. Installed, and working on getting all the packages in.
  • Installed the folllowing
    • install.packages(“Rserve”)
    • apt-get install r-cran-car then library(car)
    • install.packages(“vcd”)
    • apt-get install r-cran-gplots then library(gplots)
    • install.packages(“pwr”)
  • had to re-run library(gplots) so that plotmeans was visible correctly
  • After installing all the packages, I bounced Rserve, and then remembered that I had to bounce tomcat. Which took a *while* to restart.
  • everything appears to be running correctly 🙂

Here’s the current list:

Packages in library '/usr/local/lib/R/site-library':

colorspace              Color Space Manipulation
mvtnorm                 Multivariate Normal and t Distributions
pwr                     Basic functions for power analysis
Rserve                  Binary R server
vcd                     Visualizing Categorical Data

Packages in library '/usr/lib/R/site-library':

car                     Companion to Applied Regression
gdata                   Various R programming tools for data
                        manipulation
gplots                  Various R programming tools for plotting data
gtools                  Various R programming tools
multcomp                Simultaneous Inference in General Parametric
                        Models
mvtnorm                 Multivariate Normal and t Distributions

Packages in library '/usr/lib/R/library':

base                    The R Base Package
boot                    Bootstrap R (S-Plus) Functions (Canty)
class                   Functions for Classification
cluster                 Cluster Analysis Extended Rousseeuw et al.
codetools               Code Analysis Tools for R
datasets                The R Datasets Package
foreign                 Read Data Stored by Minitab, S, SAS, SPSS,
                        Stata, Systat, dBase, ...
graphics                The R Graphics Package
grDevices               The R Graphics Devices and Support for Colours
                        and Fonts
grid                    The Grid Graphics Package
KernSmooth              Functions for kernel smoothing for Wand & Jones
                        (1995)
lattice                 Lattice Graphics
MASS                    Main Package of Venables and Ripley's MASS
methods                 Formal Methods and Classes
mgcv                    GAMs with GCV smoothness estimation and GAMMs
                        by REML/PQL
nlme                    Linear and Nonlinear Mixed Effects Models
nnet                    Feed-forward Neural Networks and Multinomial
                        Log-Linear Models
rpart                   Recursive Partitioning
spatial                 Functions for Kriging and Point Pattern
                        Analysis
splines                 Regression Spline Functions and Classes
stats                   The R Stats Package
stats4                  Statistical Functions using S4 Classes
survival                Survival analysis, including penalised
                        likelihood.
tcltk                   Tcl/Tk Interface
tools                   Tools for Package Development
utils                   The R Utils Package
  • Came upon an interesting thing: http://rapache.net/ it’s a pretty slick VISIBILITY-ish looking thing. Need to spend some time figuring out how it works. Not all that clear yet.
  • OK, back to shaders and such.
  • And I just got why rendering the entire scene to a framebuffer that you then process is important. It’s because you can post process the texture (i.e. the entire scene) to get blur, bloom, and other effects. Cool. Well, I know what I’m doing tomorrow.

Phil 2.17.12

8:30 – FP

  • Started off the day with sprites. Here’s a starfield:
  • The neat thing about this is that the stars are handled as sprites, which means that it’s possible to handle text overlay with a shader now. I think that the way it could be done would be to create a single grid with all the characters and pass that to the vertex shader with the XY index and size of the letter. The vertex shader moves the texture so that the letter is centered and then passes off the texture and size to the fragment shader, which clips the output so only the particular letter is shown. Not going to do that yet, but it’s probably the first tool after I finish the book.
  • Worked my way through the pixBuffer/motion blur section, but I don’t think it’s worth incorporating into the framework.

Phil 2.16.12

8:30 – 4:30 FP

    • Reflection cube maps today
    • And they are working! The trick to handling rotating reflections is the following (note that the camera matrix is determined before the model roation, and the surface normal is calculated after the rotation.):
	M3DMatrix44f mCameraRotOnly;
	M3DMatrix44f mInverseCamera;
	M3DMatrix33f mNormalMat;

	const M3DMatrix44f &mCamera = modelViewStack.GetMatrix();

	modelViewStack.PushMatrix();
		modelViewStack.Rotate(angle, 0.0f, 1.0f, 0.0f);

		orient44fromMat44(mCameraRotOnly, mCamera);
		orient33fromMat44(mNormalMat, modelViewStack.GetMatrix());
		m3dInvertMatrix44(mInverseCamera, mCameraRotOnly);

		projectionStack.PushMatrix();
			projectionStack.MultMatrix(modelViewStack.GetMatrix());
			glUseProgram(reflectionShader);
			glUniformMatrix4fv(locMVPReflect, 1, GL_FALSE, projectionStack.GetMatrix());
			glUniformMatrix4fv(locMVReflect, 1, GL_FALSE, modelViewStack.GetMatrix());
			glUniformMatrix3fv(locNormalReflect, 1, GL_FALSE, mNormalMat);
			glUniformMatrix4fv(locInvertedCamera, 1, GL_FALSE, mInverseCamera);
			triangleBatch.Draw();
			glUseProgram(NULL);
		projectionStack.PopMatrix();
	modelViewStack.PopMatrix();
  • It seems to be a nice day for pretty pictures. Here’s an example of multitexturing:
  • And now that our connection is better, maybe I’ll install R on fgmdev

Phil 2.15.12

8:30 – 4:30 FP

  • Making good, albiet slow progress on shaders. It’s kind of like programming in pre IDE-days; edit in vim then submit to the GPU compiler for a cryptic message. On the list of things to do is a framework that allows for the more sophisticated editing of shaders in the context of a running program. Will probably do this is Java for eclipse. Looks like there’s a starting point here: http://glshaders.sourceforge.net/
  • Nice progress so far. Let’s see if this video uploads…
  • solarSystem
  • Useful post on how to make a skybox with photoshop: http://www.interlopers.net/forum/viewtopic.php?f=44&t=31549
  • Going to set up a new project – ShaderLearning2
    • Use frame this time in Gl_ShaderWindow. Nope, I need Euler Angles for this.
  • Need to install R on the new server.

Dong Shin 02.10.2011

  • Spring Roo doesn’t parse complex tables (and relations) correctly. Somehow it throws exceptions when try to access some tables. Looking at other things.
  • Sidetracked to Spring, Hibernate, Struts2 training
    • very good video tutorial at http://javabrains.koushik.org/ (long, really long)
    • Hibernate Tools has capability to reverse engineer database
    • sample Hibernate project using MySQL
      • svn://fgmdev.com/trunk/Sandbox_folders/DONG_SANDBOX/HibernateProj
  • putting Maven, GWT, Spring, Hibernate together

Phil 2.10.12

8:00 – 6:00 FP

  • Cleaning up the texture allocation scheme by going to a singleton class like Dprint. Nope, after looking into it, the glGenTextures is guaranteed to return unique handles to textures each time it’s called.
  • Pretty picture:
  • Oh, boy, I get to redo my security form! I guess that’s what I’m spending the rest of the day on.
  • But then the Internet broke, and I had my graphics book cached locally. Can’t work on forms. Darn.

Phil 2.9.12

8:00 –  4:30 FP

  • Onward to the next chapter!
  • Texture maps – we get to make shiny things…
  • Adding a callback to the main window so that textures are released on closing.
  • Textures are working! Going to make things a bit fancier tomorrow.

Phil 2.7.12

8:30 – 5:00 FP

  • Working on how to chain matrices.
  • Old-school:
  • glRotatef(eyeOrient[0], 1, 0, 0);
    glRotatef(eyeOrient[2], 0, 1, 0);
    glTranslatef(eyePos[0], eyePos[1], eyePos[2]);
    
    // global world transformations
    glTranslatef(worldPos[0], worldPos[1], worldPos[2]);
    
    glRotatef(worldOrient[0], 1, 0, 0);
    glRotatef(worldOrient[1], 0, 1, 0);
  • And How it’s done now:
  • m3dLoadIdentity44(workingMatrix);
    m3dLoadIdentity44(worldMat);
    m3dLoadIdentity44(eyeMat);
    m3dLoadIdentity44(tmat);
    m3dLoadIdentity44(rmat1);
    m3dLoadIdentity44(rmat2);
    
    // handle eyepoint transformations
    m3dRotationMatrix44(rmat1, eyeOrient[0], 1, 0, 0);
    m3dRotationMatrix44(rmat2, eyeOrient[2], 0, 1, 0);
    m3dTranslationMatrix44(tmat, eyePos[0], eyePos[1], eyePos[2]);
    
    m3dMatrixMultiply44(eyeMat, rmat2, eyeMat);
    m3dMatrixMultiply44(eyeMat, rmat1, eyeMat);
    m3dMatrixMultiply44(eyeMat, tmat, eyeMat);
    
    // handle global world transformations
    m3dTranslationMatrix44(tmat, worldPos[0], worldPos[1], worldPos[2]);
    m3dRotationMatrix44(rmat1, worldOrient[0], 1, 0, 0);
    m3dRotationMatrix44(rmat2, worldOrient[1], 0, 1, 0);
    m3dMatrixMultiply44(worldMat, rmat1, rmat2);
    m3dMatrixMultiply44(worldMat, tmat, worldMat);
    
    // combine the eye and eorld xforms
    m3dMatrixMultiply44(workingMatrix, eyeMat, worldMat);
  • Isn’t that better?
  • Ok, cleaned things up a bit, and now I’ve got something I can live with:
  • // global eye transformations
    modelViewMatrix.Rotate(eyeOrient[0], 1, 0, 0);
    modelViewMatrix.Rotate(eyeOrient[2], 0, 1, 0);
    modelViewMatrix.Translate(eyePos[0], eyePos[1], eyePos[2]);
    
    // global world transformations
    modelViewMatrix.Translate(worldPos[0], worldPos[1], worldPos[2]);
    
    modelViewMatrix.Rotate(worldOrient[0], 1, 0, 0);
    modelViewMatrix.Rotate(worldOrient[1], 0, 1, 0);
  • Putting the stage and other bits in

Phil 2.6.12

8:30 – 5:30 FP

  • Hey, it’s my 2 month anniversary of my broken leg. On the whole, progress has been pretty good.
  • Working out how to put all the matrix pieces of a shader system together.
  • After flailing for pretty much most of the day, I discovered that I had set up the view frustum incorrectly, due to a typo. Most things work, but the viewframe isn’t reset ti identity each time through. I need to revisit how to set that up.
  • This was the hint that clued me in, BTW. Yuck.

Dong Shin 02.03.2012

import org.newdawn.slick.TrueTypeFont;

private TrueTypeFont font;

private TrueTypeFont font2;

public void init() {

// load a default java font
Font awtFont = new Font(“Times New Roman”, Font.BOLD, 24);
font = new TrueTypeFont(awtFont, antiAlias);

// load font from file
try {
InputStream inputStream = ResourceLoader.getResourceAsStream(“AnnabelScript.ttf”);
Font awtFont2 = Font.createFont(Font.TRUETYPE_FONT, inputStream);
awtFont2 = awtFont2.deriveFont(24f); // set font size
font2 = new TrueTypeFont(awtFont2, antiAlias);
} catch (Exception e) {
font2 = new TrueTypeFont(awtFont, antiAlias);
e.printStackTrace();
}

matStage.init();
}

public void render() {

GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, width, height, 0, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
Color.white.bind();

font.drawString(100, 50, “THE LIGHTWEIGHT JAVA GAMES LIBRARY”, Color.yellow);
font2.drawString(100, 100, “NICE LOOKING FONTS!”, Color.green);
GL11.glDisable(GL11.GL_BLEND);

}