Perhaps Jay and Kevin can weigh in on this.
By the way, I see that the com.sun.prism.Texture interface already
defines get/setLinearFiltering methods that specify if the filtering
is not linear then it uses a nearest neighbor algorithm. It's not used
by the 3D side it seems.
On Sun, Jun 25, 2023 at 8:54 PM Matija Brown <matija.br...@outlook.de>
wrote:
This is a good point you’re bringing up Nir!
I’m really not sure on that. On the one hand your interpretation
seems the most sensible, but on the other hand I can’t see any use
case of NEAREST filtering in specular or self-illumination maps.
However giving more options is also always good, and the same way
there aren’t really many places (that I’m aware of) one would have
NEAREST filtered diffuse maps and use any of the others at all.
TLDL: Would work excellently your way API wise, but I’m not
certain if it makes sense use-case wise.
Thanks,
Matija.
*From: *Nir Lisker <mailto:nlis...@gmail.com>
*Sent: *Sunday, 25 June 2023 19:49
*To: *Matija Brown <mailto:matija.br...@outlook.de>
*Cc: *Jayathirth Rao Daarapuram Venkatesh Murthy
<mailto:jayathirth....@oracle.com>; Kevin Rushforth
<mailto:kevin.rushfo...@oracle.com>; openjfx-dev@openjdk.org
*Subject: *Re: [JavaFX 3D ( | Feature Request)] Setting Texture
Nearest-Sampling on PhongMaterial
I think that the first question to answer is whether the filtering
method is applied to all maps/textures of the material (diffuse,
specular, self-illumination) or to each individually. I would
imagine that the former makes more sense. If that's the case, the
texture filtering parameter will be just one more property in
PhongMaterial (perhaps in the Material supertype if it also makes
sense for other possible materials - that can be figured out later
in any case).
On Sun, Jun 25, 2023 at 3:20 PM Matija Brown
<matija.br...@outlook.de> wrote:
Unfortunately it took a little longer (got busy), but have
just had a quick look at the
OpenGL side of things.
The ES2Texture class appears to handle everything there. There
are two create-Methods, but the other
one is responsible for MediaFrame stuff and it doesn’t really?
make sense to have non-linear filtering there?
What’s your opinion?
The create method seems to parse in all texture parameters
simply as arguments
(https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Texture.java#L98
<https://urldefense.com/v3/__https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Texture.java*L98__;Iw!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqnXCkwAc$>),
it would probably be best to just add the filtering in there
as well.
API-wise it’s probably best to have a Texture or DiffuseMap
class that the PhongMaterial uses and stores metadata about
the Image.
However this might be slightly overkill considering there is
only this one single parameter we’re trying to add,
thus maybe just a flag in PhongMaterial would suffice?
Have a nice day,
Matija.
*From: *Matija Brown <mailto:matija.br...@outlook.de>
*Sent: *Thursday, 22 June 2023 18:37
*To: *Jayathirth Rao Daarapuram Venkatesh Murthy
<mailto:jayathirth....@oracle.com>; Nir Lisker
<mailto:nlis...@gmail.com>; Kevin Rushforth
<mailto:kevin.rushfo...@oracle.com>
*Cc: *openjfx-dev@openjdk.org
*Subject: *RE: [JavaFX 3D ( | Feature Request)] Setting
Texture Nearest-Sampling on PhongMaterial
I’ll do the OpenGL – have done quite a bit with Vulkan and GL
in the past so there’s no problem there.
Certainly usefull if you would do some reviewing – if you
finish the Metal texture maps someone will surely find
themselves to expand it with sampling.
Tomorrow I’ll give a short summary on what would be to do for
OpenGL, as we have that for D3D already.
Then do a little example probably – doesn’t really seem too
much work to me?
Thanks,
Matija.
*From: *Jayathirth Rao Daarapuram Venkatesh Murthy
<mailto:jayathirth....@oracle.com>
*Sent: *Thursday, 22 June 2023 06:28
*To: *Nir Lisker <mailto:nlis...@gmail.com>; Kevin Rushforth
<mailto:kevin.rushfo...@oracle.com>
*Cc: *openjfx-dev@openjdk.org
*Subject: *Re: [JavaFX 3D ( | Feature Request)] Setting
Texture Nearest-Sampling on PhongMaterial
Correcting myself:
Currently I am working on Metal implementation of Texture maps
in JavaFX 3D : https://bugs.openjdk.org/browse/JDK-8310109 and
not on adding nearest sampling(which last mail can imply).
Thanks,
Jay
*From: *openjfx-dev <openjfx-dev-r...@openjdk.org> on behalf
of Jayathirth Rao Daarapuram Venkatesh Murthy
<jayathirth....@oracle.com>
*Date: *Thursday, 22 June 2023 at 9:22 AM
*To: *Nir Lisker <nlis...@gmail.com>, Kevin Rushforth
<kevin.rushfo...@oracle.com>
*Cc: *openjfx-dev@openjdk.org <openjfx-dev@openjdk.org>
*Subject: *Re: [JavaFX 3D ( | Feature Request)] Setting
Texture Nearest-Sampling on PhongMaterial
Currently I am working on Metal implementation of the same and
has no bandwidth to work on additional OpenGL thing.
But I can help in reviewing the code if we come up with
addition of nearest filtering.
Thanks,
Jay
*From: *openjfx-dev <openjfx-dev-r...@openjdk.org> on behalf
of Nir Lisker <nlis...@gmail.com>
*Date: *Wednesday, 21 June 2023 at 9:40 PM
*To: *Kevin Rushforth <kevin.rushfo...@oracle.com>
*Cc: *openjfx-dev@openjdk.org <openjfx-dev@openjdk.org>
*Subject: *Re: [JavaFX 3D ( | Feature Request)] Setting
Texture Nearest-Sampling on PhongMaterial
If I remember correctly, in OpenGL you parse the texture
filter when the texture is being created, while in DirectX
as it is bound
to the sampler (it is a sampler state after all) it would
have to be set before every render call. However it
shouldn’t make any
API difference really, as we can just have a field
somewhere and the parse it along when needed.
Yes, the JBS ticket mentions this difference as well.
Since Kevin approved this feature and the API seems to
converge nicely between the pipelines, we can start the work.
I'm somewhat busy with other tasks as of late, but I will try
to formulate an API. Matija or Jay, if one of you can start
investigating the changes to the OpenGL pipeline we could
create a branch in the sandbox repo and work there.
On Wed, Jun 21, 2023 at 4:03 PM Kevin Rushforth
<kevin.rushfo...@oracle.com> wrote:
My preference would be to add support only for Linear and
Nearest in any case.
-- Kevin
On 6/21/2023 4:48 AM, Matija Brown wrote:
As Jayathrith said, in OpenGL as well as Metal only
NEAREST and LINEAR filters are available.
There might be a way of getting around it by
implementing some own algorithm for OpenGL and Metal
but that seem slightly
over the top. So either one would have to keep the
options limited to the two supported everywhere
or go with the “conditional” features.
Having had a look at DirectX the APIs seem not to
differ too much.
If I remember correctly, in OpenGL you parse the
texture filter when the texture is being created,
while in DirectX as it is bound
to the sampler (it is a sampler state after all) it
would have to be set before every render call. However
it shouldn’t make any
API difference really, as we can just have a field
somewhere and the parse it along when needed.
Cheers,
Matija.
*From: *Jayathirth Rao Daarapuram Venkatesh Murthy
<mailto:jayathirth....@oracle.com>
*Sent: *Wednesday, 21 June 2023 13:09
*To: *Nir Lisker <mailto:nlis...@gmail.com>; Matija
Brown <mailto:matija.br...@outlook.de>
*Cc: *openjfx-dev@openjdk.org
*Subject: *Re: [JavaFX 3D ( | Feature Request)]
Setting Texture Nearest-Sampling on PhongMaterial
In OpenGL we set GL_LINEAR by default at :
https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Texture.java#L221
<https://urldefense.com/v3/__https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Texture.java*L221__;Iw!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqlyhROI9$>
And Metal supports only two types of Min/Max filters :
Nearest(default) and Linear. So even if D3D supports
multiple types we might be limited to support only
these 2 filters for all platforms.
Thanks,
Jay
*From: *openjfx-dev <openjfx-dev-r...@openjdk.org>
<mailto:openjfx-dev-r...@openjdk.org> on behalf of Nir
Lisker <nlis...@gmail.com> <mailto:nlis...@gmail.com>
*Date: *Wednesday, 21 June 2023 at 3:57 PM
*To: *Matija Brown <matija.br...@outlook.de>
<mailto:matija.br...@outlook.de>
*Cc: *openjfx-dev@openjdk.org
<openjfx-dev@openjdk.org> <mailto:openjfx-dev@openjdk.org>
*Subject: *Re: [JavaFX 3D ( | Feature Request)]
Setting Texture Nearest-Sampling on PhongMaterial
First of all, please excuse directly e-mailing you
earlier today. Working with mailing lists is quite
new for me and apparently I forgot to add
the mailing list to cc.
I didn't get any private email, so you seem to be
doing better than you thought with the mailing list :)
With the OpenGL-side I do have some experience.
Concerning the D3D-side of things it would
probably mean convincing
Somebody that it is a good idea to finally apply
the suggested change.
There would be some API change required of course.
As a basic concept it would probably be sensible
to add this as a parameter to the PhonMaterial-class.
Alternatively it might make sense to add a
“Texture” class that is used a a DiffuseMap in the
PhonMaterial. But that seems slightly overkill.
Where to put the new methods in the Java side is not
the concerning part, it's how to create methods that
match all the pipelines. In D3D, the method for
setting the filter is detailed in [1], and its
possible parameters in [2][3][4]. So suppose that I'm
looking at the list of available filter types there:
D3DTEXF_NONE, D3DTEXF_POINT, D3DTEXF_LINEAR,
D3DTEXF_ANISOTROPIC, D3DTEXF_PYRAMIDALQUAD,
D3DTEXF_GAUSSIANQUAD, D3DTEXF_CONVOLUTIONMONO,
if OpenGL supports a somewhat different set of
filters, we will have some clashes in the Java API side.
Generally, we would like to give as much flexibility
to the user as possible, but need to be careful
with platform-specific functionality. We could round
*some* corners. For example, I think that if we have
an enum for the filter types above that is a union of
the ones available in the different pipelines, and if
a few are supported by only one of the pipelines, we
could note it in the docs and get away with it
(something similar to a conditional feature). However,
if the whole native pipeline setup for texture
filtering is different, which means a different set of
Java API methods per pipeline, then that's too much.
All this means is that to continue we need to figure
out what the API for each pipeline looks like, what's
the most functionality we can have for each pipeline,
and then how we can unite them into a single Java API
with the hopes of being able to reconcile the
differences "well enough" (whatever that will mean).
[1]
https://learn.microsoft.com/en-us/windows/win32/api/d3d9helper/nf-d3d9helper-idirect3ddevice9-setsamplerstate
<https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/api/d3d9helper/nf-d3d9helper-idirect3ddevice9-setsamplerstate__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqrrki48a$>
[2]
https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dtexturefiltertype
<https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dtexturefiltertype__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqlZ23fLp$>
[3]
https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dsamplerstatetype
<https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dsamplerstatetype__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqnU4vml3$>
[4]
https://learn.microsoft.com/en-us/windows/win32/direct3d9/vertex-textures-in-vs-3-0
<https://urldefense.com/v3/__https://learn.microsoft.com/en-us/windows/win32/direct3d9/vertex-textures-in-vs-3-0__;!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqn_dBel4$>
On Wed, Jun 21, 2023 at 12:45 PM Matija Brown
<matija.br...@outlook.de> wrote:
First of all, please excuse directly e-mailing you
earlier today. Working with mailing lists is quite
new for me and apparently I forgot to add
the mailing list to cc.
With the OpenGL-side I do have some experience.
Concerning the D3D-side of things it would
probably mean convincing
Somebody that it is a good idea to finally apply
the suggested change.
There would be some API change required of course.
As a basic concept it would probably be sensible
to add this as a parameter to the PhonMaterial-class.
Alternatively it might make sense to add a
“Texture” class that is used a a DiffuseMap in the
PhonMaterial. But that seems slightly overkill.
As I am not very well acquainted with current
design principles of this library, these things
should lie in more experience contributors hands.
*From: *Nir Lisker <mailto:nlis...@gmail.com>
*Sent: *Tuesday, 20 June 2023 20:50
*To: *Matija Brown <mailto:matija.br...@outlook.de>
*Cc: *openjfx-dev@openjdk.org
*Subject: *Re: [JavaFX 3D ( | Feature Request)]
Setting Texture Nearest-Sampling on PhongMaterial
Which leads to the question; Does there, in
JavaFX exist something comparable to setting
the texture-sampler to NEAREST
instead of LINEAR sampling?
There is no API to set the texture filter. If you
would like to contribute and add it, I can help.
It needs to be compatible with both Direct3D and
OpenGL (not sure how the work on Metal is going),
so this can be a challenge.
For the D3D side, see this issue in JBS [1]. The
relevant code is at [2]. I didn't look at the
OpenGL side.
- Nir
[1] https://bugs.openjdk.org/browse/JDK-8092272
[2]
https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/native-prism-d3d/D3DContext.cc#L621
<https://urldefense.com/v3/__https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/native-prism-d3d/D3DContext.cc*L621__;Iw!!ACWV5N9M2RV99hQ!Kymj_0SzGmiitcE_AhzTd0w-Omx_kwLdDsh6SFW1My_TyDHBYLTRrWlUaWgkgfTbWQAIJrpzBleYqpek3psH$>
On Mon, Jun 19, 2023 at 10:15 PM Matija Brown
<matija.br...@outlook.de> wrote:
On my never ending journey of building a
Minecraft-clone in every graphics-framework
available,
I have come across JavaFX for the next attempt.
However a minor inconvenience has crossed my
path in the process:
Using the (very well developed!) 2D-Graphics
displaying pixel-art style images is no
trouble whatsoever.
Simply rendering it to a canvas and disabling
smoothing does the job just fine.
Unfortunately, I have been
unable to figure out how to achieve a similar
thing using the 3D-Graphics engine and the
PhongMaterial that comes with it.
Which leads to the question; Does there, in
JavaFX exist something comparable to setting
the texture-sampler to NEAREST
instead of LINEAR sampling?
Unfortunately the latest information I could
find online was from about 2013 and much has
(probably)
changed since then. Thus the question is being
posed once again.
I whish to excuse myself for probably
repeating a fairly common question,
Kind regards,
Matija Brown.