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World: r3wp

[!REBOL3 GUI]

Maxim
14-Sep-2010
[3287x3]
yeah, I was thinking of doing another test run... the current generating 
script is pretty convoluted as it goes through a complex liquid dataflow 
network to be built.
right now I'm busy integrating OpenGL within a gob!  :-)
a question... is there a single place where a gob is destroyed (maybe 
a callback or some method) within the host-kit?  just so its more 
invisible, when I need to detach a gob from the OpenGL rendering 
context... at this point I have all I need to build an OpenGL gob.. 
but nothing to get it automatically cleaned up.
Cyphre
14-Sep-2010
[3290]
GOB is 'destroyed' by GC AFAIK so you shouldn't rely on that event 
imo. I don't know details of your implementation but making separate 
OpenGL context for every GOB doesn't seems to me as a good idea.
Maxim
14-Sep-2010
[3291x2]
another question.  if I have a region of ram which contains rgba 
pixel data as an array.    what is the function I need to call within 
the compositor::cp_process_gobs() func so that I can copy that array 
within a gob's pixel buffer?


I've been running around the source and its a bit complicated... 
there are so little comments in the agg code... I'm not sure what 
does what.


I was thinking that the clue lies somewhere in the undefined code 
within 
case GOBT_IMAGE:
the gob will act as a container for an OpenGL context (and viewport).


so a single gob! will store the whole 3d scene, not just a single 
poly/shape.   I guess I'll have a command block similar to gob!/draw 
 to define some aspects of a 3D scene (though not everything... since 
3D is pretty heavy... probably things will be loadable from ram and 
disk)
Cyphre
14-Sep-2010
[3293]
case GOBT_IMAGE: is a place where the gob/image content is rendered..as 
I said this code was disabled when Carl updated the hostkit. I'll 
be updating that part this week.
Maxim
14-Sep-2010
[3294]
but is the code for copying over image data to the compositing buffer 
basically there?

mainly:
	ren_buf m_rbuf_img;
	m_rbuf_img.attach(GOB_BITMAP(gob),gobw,gobh,gobw * 4);
	agg_graphics::pixfmt pixf_img(m_rbuf_img);
	[...]
	m_rb_win.copy_from(m_rbuf_img)
Cyphre
14-Sep-2010
[3295]
yes
Maxim
14-Sep-2010
[3296x2]
ok, I'll fiddle around until it works  :-)


I know that all of what i'm doing is currently subject to being broken 
at each release, but I took care not to mix my code within any of 
the extensions, so its pretty easy to merge and adapt with your next 
releases.
my goal is to allow an dynamic linking of any external gfx engine 
within the current system.   hopefully DirectX, Cairo and ImageMagic 
integrations will also be possible, but I have no idea about their 
API so it might still be a pipe dram at this point.
Cyphre
14-Sep-2010
[3298]
Yes, this is not so easy to do as you need to always manage the window 
differently for almost every gfx system. I have in works AGG accelerated 
using OpenGL using one trick which makes things much easier and still 
pixel precise. But I need to try convert the pure c++ prototype code 
into the Hostkit first to see how it behaves in 'real world' usage 
cases...
Maxim
14-Sep-2010
[3299x2]
the question I am asking myself is if I can have both an OpenGL and 
Direct gob! in the same window  :-D
Direct = DirectX
Cyphre
14-Sep-2010
[3301]
I don't think so..but maybe there is some 'hack' for that. Anyway 
not sure why would you need such setup.
Maxim
14-Sep-2010
[3302]
I am just wondering... really.
Anton
14-Sep-2010
[3303]
OpenGL and DirectX can give you different rendering capabilities, 
so I think there is nothing wrong with having both in the same window 
for comparison side by side.
Maxim
14-Sep-2010
[3304x3]
I have added hooks for Cairo and Image Magic too.  (though they aren't 
implemented in any ways whatsoever).
one of the strengths of image magic is that it can render using DISK 
memory.  which means that you can render images larger than your 
ram.  I am done a few tests in the past and ended up merging 20GB 
of images into a single render.  a part from it taking 30 minutes, 
it all went well, and the quality is fabulous.
it has a selection of ~ 10 filters, and it can render at any bit 
depth, as well as supporting all image formats known to man, and 
even a few video formats too.
Pekr
15-Sep-2010
[3307]
Max - you've got Carl's answer in R3 Chat re modification of GOBs 
- it is no go .... Carl asks what you need it for ...
Maxim
15-Sep-2010
[3308]
funny while doing tests yesterday, I realized it was still allocating 
only 64 bytes (based on the pointers) and I realized that I was going 
to corrupt ram... so I changed the system.
amacleod
17-Sep-2010
[3309x3]
Does r3-gui.r3 run on core a107?

I'm getting an error.

>> do %r3-gui.r3
Script: "Untitled" Version: none Date: none
** access error: cannot open: %shape.r reason: none
never mind ...core...I would need to compile host kit
is there an available host kit version around? Just to play around...
Graham
17-Sep-2010
[3312]
yes, check the downloads directories
amacleod
17-Sep-2010
[3313]
pre-compiled? I only see the kit.
Graham
18-Sep-2010
[3314]
Links were posted in the host kit group ... check them out
Henrik
18-Sep-2010
[3315]
Just wanted to show what the GUI looks like without the box model:

http://rebol.hmkdesign.dk/files/r3/gui/237.png

And with the box model (panel skin was reset by this action):

http://rebol.hmkdesign.dk/files/r3/gui/238.png
shadwolf
18-Sep-2010
[3316]
it's very grey ... henrik ... I mean its looks likes an old movie 
the effect are cool but because they are grey over grey we don't 
notice them ...
Henrik
18-Sep-2010
[3317]
completely missing the point, as usual.
shadwolf
18-Sep-2010
[3318]
the effect are cool the overall thing is  grey what i'm missing ?
Pekr
18-Sep-2010
[3319]
Shadwolf - you are missing the fact, that 1) it is not final skin 
2) anyone can create alternate skin 3) Henrik just pointed out there 
is some difference, when box model is used ... :-)
Henrik
18-Sep-2010
[3320x2]
The skin work is minimal, as there is only enough done to work the 
material system into the GUI.
(do you really think I would release a GUI that looks like that?)
Pekr
18-Sep-2010
[3322]
Henrik - what is main difference in box vs non-box model? What does 
it mean "non box-model" at all?
shadwolf
18-Sep-2010
[3323]
Pekr  na i know it's not the ended thing I repeat the  overall widgets 
are cool  their organisation is cool  but its the grey scale .. 2) 
anyone ? not me at least since people are paid for that the least 
they can do is do a professional default skin ... Henrik i judge 
what is shown that's you don't want to be commented don't show imperfect 
not ended things ...
Pekr
18-Sep-2010
[3324x2]
btw - why are buttons so long, but thin? :-)
shadwolf - dunno if Robert proceeded, but someone sent him a contact 
to some cool guy doing some GUI designs. We will see, if anything 
will happen in that area. Robert? :-)
shadwolf
18-Sep-2010
[3326]
cause the picture size had to be small and since their is auto resizing 
that means nothing ...
Pekr
18-Sep-2010
[3327]
box-model - probably as with CSS, borders, margins, etc. being precisely 
defined and counted for?
Henrik
18-Sep-2010
[3328]
pekr, yes exactly. the box model was turned off when the GUI was 
moved to the host kit. now it's turned back on.
Pekr
18-Sep-2010
[3329]
auto-resizing is good ... if it works as expected of course. I liked 
Carl's model - not the model, but that it did what I mostly expected 
it to do (by examples posted). So far R3 GUI does not work for me 
yet (button sticking itself to bottom left corner for e.g.), but 
it is most probably very preliminary to do any judgements right now 
...
Henrik
18-Sep-2010
[3330]
pekr, thin buttons:

1. the grouping of buttons specify 3 columns

2. the width of the checkboxes is the minimum as shown. I'm not sure 
why that's set so high. if it were smaller, the window would automatically 
also be narrower.
shadwolf
18-Sep-2010
[3331]
see when i look at those last posts here that reflect exactly why 
i don't want to use R3 GUI for the moment most of things are not 
done or disactivated ... What is made this week can be undo the next 
week... that's in too much work in progress stage...
Henrik
18-Sep-2010
[3332]
shadwolf, the GUI is released as is, so the community can help find 
bugs.
Pekr
18-Sep-2010
[3333x2]
I think that widgets should keep some metrics/aspect ratio (hmm, 
on the other side, I can imagine square button, e.g. when you are 
simulating some industry panel design, but that could be solved by 
separate style)
shadwolf - just be fair to guys .... when they don't release stuff, 
we complain, when they release some preliminary stuff, we complain 
too :-)
shadwolf
18-Sep-2010
[3335x2]
Maxim good idea to take as entry point for rendering display with 
other graphical libraries area the  Gob/IMAGE even if it's some what 
extrem at least using that kind of binding you can keep using natural 
R3 GUI  and even use draw over the rendering. I'm surprise Carl doesn't 
see the point ...
Pekr no i never coplained cause i didn't got some half made work 
in progress to test ... I just complain to get the direction to know 
what would be the futur and to know the agenda ... that's all !!! 
 I don't caore of host kit i don't care of the widgets anyway if 
it doesn't fit my taste I'm grown anough  to do my own widgets anytime 
like i did with R2 /VID