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authorJulien Gouesse <[email protected]>2012-03-20 14:54:34 +0100
committerJulien Gouesse <[email protected]>2012-03-20 14:54:34 +0100
commitbbc9c854aa96a144175cd3e502e858158fe88dd9 (patch)
treecbbb662d46c79f75891b28a65b633dd8ced831c2 /doc/userguide
parentfcd0aa56a368adefbb516fcd710bec38560a2054 (diff)
Lots of modifications: updates of several links, addition of some warnings about GLU and SWT, some short explanations about NEWT and GLProfile, addition of some complementary information about general aspects of JOGL, ...
Diffstat (limited to 'doc/userguide')
-rw-r--r--doc/userguide/index.html333
1 files changed, 281 insertions, 52 deletions
diff --git a/doc/userguide/index.html b/doc/userguide/index.html
index aa0645bf9..19d3b145e 100644
--- a/doc/userguide/index.html
+++ b/doc/userguide/index.html
@@ -30,32 +30,53 @@
<br/>
<UL>
- <LI> Overview
- <LI> Developing with JOGL
+ <LI> Overview </LI>
+ <LI> Developing with JOGL </LI>
<UL>
- <LI> Building the source tree
- <LI> Local installation for development
- <LI> Java Web Start integration
- <LI> Applet support
+ <LI> Building the source tree </LI>
+ <LI> Local installation for development </LI>
+ <UL>
+ <LI> Automatic extraction of native libraries </LI>
+ <LI> Installation </LI>
+ <UL>
+ <LI> Jogl distribution </LI>
+ <LI> The classpath (for Java libraries) </LI>
+ <LI> The library path (for native libraries) </LI>
+ <LI> Settings for IDE's users </LI>
+ <LI> Additional JARs </LI>
+ <LI> Bad practices </LI>
+ <LI> Note for Debian Linux users </LI>
+ </UL>
+ </UL>
+ <LI> Java Web Start integration </LI>
+ <LI> Applet support </LI>
</UL>
- <LI> GLDrawable and GLContext
- <LI> Creating a GLAutoDrawable
- <LI> Writing a GLEventListener
- <LI> Using the Composable Pipeline
- <LI> Heavyweight and Lightweight Issues
- <LI> Multithreading Issues
- <LI> Pbuffers
- <LI> GLU
- <LI> More Resources
- <LI> Platform notes
+ <LI> GLDrawable and GLContext </LI>
+ <LI> GLProfile </LI>
+ <LI> Creating a GLAutoDrawable </LI>
+ <LI> Writing a GLEventListener </LI>
+ <UL>
+ <LI> Checking extensions and functions availability </LI>
+ <LI> Use of NIO buffers </LI>
+ <LI> Documentation of C language functions matching with Jogl methods </LI>
+ <LI> Performances </LI>
+ </UL>
+ <LI> Using the Composable Pipeline </LI>
+ <LI> Heavyweight and Lightweight Issues </LI>
+ <LI> SWT/AWT issues </LI>
+ <LI> Multithreading Issues </LI>
+ <LI> Pbuffers </LI>
+ <LI> GLU </LI>
+ <LI> More Resources </LI>
+ <LI> Platform notes </LI>
<UL>
- <LI> All Platforms
- <LI> Windows
- <LI> Linux
- <LI> Solaris, Linux (X11 platforms)
- <LI> Macintosh OS X
+ <LI> All Platforms </LI>
+ <LI> Windows </LI>
+ <LI> Linux </LI>
+ <LI> Solaris, Linux (X11 platforms) </LI>
+ <LI> Macintosh OS X </LI>
</UL>
- <LI> Version History
+ <LI> Version History </LI>
</UL>
@@ -63,23 +84,32 @@
<P>
-Jogl is a Java programming language binding for the OpenGL 3D graphics
-API. It supports integration with the Java platform's AWT and Swing
+Jogl is a Java programming language binding for the OpenGL and OpenGL-ES 3D graphics
+APIs. It supports integration with the Java platform's AWT and Swing
widget sets while providing a minimal and easy-to-use API that handles
many of the issues associated with building multithreaded OpenGL
-applications. Jogl provides access to the latest OpenGL routines
-(OpenGL 2.0 with vendor extensions) as well as platform-independent
+applications. It supports integration with SWT thanks to an experimental heavyweight
+SWT GLCanvas and by using the SWT/AWT brigde with AWT GLCanvas or with GLWindow
+(the NEWT/AWT bridge NewtCanvasAWT is necessary in this case). The support of other
+windowing systems can be implemented by using the NativeWindow API.
+
+</P>
+<P>
+
+Jogl provides access to the latest OpenGL routines
+(OpenGL 4.x with nearly all vendor extensions) as well as platform-independent
access to hardware-accelerated offscreen rendering ("pbuffers"). Jogl
also provides some of the most popular features introduced by other
Java bindings for OpenGL like GL4Java, LWJGL and Magician, including a
composable pipeline model which can provide faster debugging for
-Java-based OpenGL applications than the analogous C program.
+Java-based OpenGL applications than the analogous C program and a native windowing
+toolkit independent of AWT called NEWT.
</P>
<P>
Jogl was designed for the most recent versions of the Java platform
-and for this reason supports only J2SE 1.4 and later. It also only
+and for this reason supports only J2SE 1.4 and later, JavaSE For Embedded, J2ME, Android 2.3 and later. It also only
supports truecolor (15 bits per pixel and higher) rendering; it does
not support color-indexed modes. It was designed with New I/O (NIO) in
mind and uses NIO internally in the implementation. The Jogl binding
@@ -88,7 +118,7 @@ There are roughly 150 lines of handwritten C code in the entire Jogl
source base (100 of which work around bugs in older OpenGL drivers on
Windows); the rest of the native code is autogenerated during the
build process by a new tool called <a
-href="http://kenai.com/projects/gluegen/pages/Home/">GlueGen</a>, the source code of
+href="../../../gluegen/www/">GlueGen</a>, the source code of
which is available from its own java.net project.
</P>
@@ -103,6 +133,8 @@ source tree are run through the JSR-231 Technology Compatibility Kit
writing the JSR has not been finalized, so the first official RI of
the JSR has not yet been produced.
+Jogl is a community project lead by the JogAmp Foundation.
+
</P>
<H2> Developing with JOGL </H2>
@@ -112,55 +144,117 @@ the JSR has not yet been produced.
<P>
Most developers using JOGL will download the most current
-<a href="http://download.java.net/media/jogl/builds/archive/">release build</a>.
+<a href="http://jogamp.org/deployment/jogamp-current/archive/">release build</a>.
Separate instructions are available on how to
-<a href="http://download.java.net/media/jogl/doc/HowToBuild.html">build the source tree</a>.
+<a href="http://jogamp.org/jogl/doc/HowToBuild.html">build the source tree</a>.
</P>
<H3> Local installation for development </H3>
+<H4> Automatic extraction of native libraries </H4>
+
+<P>
+
+JOGL 2.0 has a brand new feature allowing to automatically extract the proper native
+libraries required to use JOGL from JARs containing them without relying on the Java
+library path (or any platform-dependent environment variable allowing to set the location
+of native libraries).
+
+</P>
+
<P>
-The JOGL distribution for developers comes in the form of a zip
+This feature is enabled by default. It can be disabled by setting the flag “jogamp.gluegen.UseTempJarCache”
+to false (as a VM argument, “-Djogamp.gluegen.UseTempJarCache=false” in command line).
+
+</P>
+
+<H4> Installation </H4>
+
+<H5> Jogl distribution </H5>
+
+<P>
+
+The JOGL distribution for developers comes in the form of a 7zip
archive which contains the Java classes to call OpenGL from Java, as
well as the associated JNI native libraries. JOGL depends on some
run-time support classes and native code provided by the GlueGen
-project; these classes and native code are also provided in the zip
+project; these classes and native code are also provided in the 7zip
bundles.
</P>
+
<P>
If you are developing a new application which uses JOGL, download the
zip archive for your platform (for example.,
-jogl-[version]-windows-i586.zip) and unzip it. Modify your CLASSPATH
+jogl-[version]-windows-i586.zip) and unzip it.
+
+</P>
+
+<H5> The classpath (for Java libraries) </H5>
+
+<P>
+
+Modify your CLASSPATH
environment variable to include the full paths to jogl.all.jar,
nativewindow.all.jar, gluegen-rt.jar, and optionally newt.all.jar; for
example,
".;C:\Some\Other\Package\foo.jar;C:\Users\myhome\jogl-[version]-windows-i586\lib\jogl.all.jar;C:\Users\myhome\jogl-[version]-windows-i586\lib\nativewindow.all.jar;C:\Users\myhome\jogl-[version]-windows-i586\lib\gluegen-rt.jar;C:\Users\myhome\jogl-[version]-windows-i586\lib\newt.all.jar".
(If you did not previously set the CLASSPATH environment variable, you
may want to make sure that ".", the current directory, is on your new
-CLASSPATH.) Modify your PATH environment variable (Windows),
-LD_LIBRARY_PATH environment variable (Solaris and Linux), or
-DYLD_LIBRARY_PATH environment variable (Mac OS X) to contain the full
-path to the "lib" directory; for example, on Windows, add
+CLASSPATH.) The path separator is ":" under Solaris, Mac and Linux.
+
+</P>
+
+<H5> The library path (for native libraries) </H5>
+
+<P>
+
+If you use the automatic extraction of native libraries (enabled by
+default, see the previous section for more details), the JARs containing
+the native libraries must be in the same directories than the Java libraries
+that directly use their native functions. Otherwise, you must set the VM
+argument java.library.path or you can set the platform-dependent environment
+variable used for the location of native libraries. Then, modify your PATH
+environment variable (Windows), LD_LIBRARY_PATH environment variable (Solaris
+and Linux), or DYLD_LIBRARY_PATH environment variable (Mac OS X) to contain
+the full path to the "lib" directory; for example, on Windows, add
"C:\Users\myhome\jogl-[version]-windows-i586\lib" to your PATH using
the System control panel, Advanced tab, Environment Variables
-button. At this point your Java installation should be able to see the
-JOGL class files. Users of IDEs such as NetBeans and Eclipse should
-consult the IDE's documentation to see how to add jar files and native
-libraries to their current project.
+button. At this point your Java installation should be able to see the Jogl class files.
</P>
+
+<H5> Settings for IDE's users </H5>
+
<P>
-Note that the per-platform zip archives contain many more jar files
+Eclipse users must add the JARs containing Java libraries into the Java
+Build Path of their project. They must set the native library location
+of these JARs if they have disabled the automatic extraction of native
+libraries. Netbeans users must add the JARs containing Java libraries
+into their project. In the “project” tab, select the "Libraries" node,
+select the item "Add JAR/Folder" and select the required JARs. Users of
+other IDEs should consult the IDE's documentation to see how to add jar
+files and native libraries to their current project.
+
+</P>
+
+<H5> Additional JARs </H5>
+
+<P>
+
+Note that the per-platform 7zip archives contain many more jar files
than just the three or four mentioned above. The additional jars
illustrate how JOGL may be partitioned to achieve a smaller deployment
size, in particular on smaller devices.
</P>
+
+<H5> Bad practices </H5>
+
<P>
Dropping the JOGL jars and native libraries into the extension
@@ -173,7 +267,15 @@ Start, and causes confusion later when upgrading the distribution.
If you are on the Linux platform, please see the Linux-specific
platform notes, below, with information on incompatibility between the
-JPackage Java RPMs and JOGL.
+JPackage Java RPMs and JOGL.
+
+</P>
+
+<H5> Note for Debian Linux users </H5>
+
+<P>
+
+DEB packages are available for this distribution on its official repositories.
</P>
@@ -206,7 +308,7 @@ as 1.4.2, which is the earliest version of Java supported by JOGL.
</P>
<P>
-The JOGLAppletInstaller is distributed inside jogl.jar as a utility
+The JOGLAppletInstaller is distributed inside jogl.all.jar as a utility
class in com.jogamp.opengl.util. It requires that the developer host a
local, signed copy of jogl.jar and all of the jogl-natives jars; the
certificates must be the same on all of these jars. Note that in the
@@ -238,6 +340,7 @@ created for a particular drawable. In the JSR-231 abstractions, a
context is always associated with exactly one drawable.
</P>
+
<P>
Most end users will not need to use these abstractions directly.
@@ -247,11 +350,19 @@ objects is the GLContext.
</P>
+<H2> GLProfile </H2>
+
+<P>
+
+GLProfile instances maps OpenGL profiles introduced in OpenGL 3, please read <a href="http://jogamp.org/jogl/doc/Overview-OpenGL-Evolution-And-JOGL.html">this</a> for more details.
+
+</P>
+
<H2> Creating a GLAutoDrawable </H2>
<P>
-Jogl provides two basic widgets into which OpenGL rendering can be
+Jogl provides three basic widgets into which OpenGL rendering can be
performed. The GLCanvas is a heavyweight AWT widget which supports
hardware acceleration and which is intended to be the primary widget
used by applications. The GLJPanel is a fully Swing-compatible
@@ -269,11 +380,13 @@ JDK has sped up the GLJPanel significantly when the Java2D OpenGL
pipeline is enabled; see <a
href="http://www.javagaming.org/forums/index.php?topic=10813.0">this
forum discussion</a> for more details.
+GLWindow is a NEWT widget which supports hardware acceleration and which
+is intended to be the primary widget used by AWT-less applications.
</P>
<P>
-Both the GLCanvas and GLJPanel implement a common interface called
+GLCanvas, GLWindow and GLJPanel implement a common interface called
GLAutoDrawable so applications can switch between them with minimal
code changes. The GLAutoDrawable interface provides
@@ -295,12 +408,12 @@ code changes. The GLAutoDrawable interface provides
</P>
<P>
-When creating GLCanvas and GLJPanel instances, the user may request a
+When creating GLCanvas, GLWindow and GLJPanel instances, the user may request a
certain set of OpenGL parameters in the form of a GLCapabilities
object, customize the format selection algorithm by specifying a
GLCapabilitiesChooser, share textures and display lists with other
GLDrawables, and specify the display device on which the
-GLAutoDrawable will be created (GLCanvas only).
+GLAutoDrawable will be created (GLCanvas and GLWindow only).
</P>
<P>
@@ -411,6 +524,54 @@ on multithreading.
</P>
+<H3> Checking extensions and functions availability </H3>
+
+<P>
+
+GLBase.isFunctionAvailable(String glFunctionName) and
+GLBase.isExtensionAvailable(String glExtensionName) allow to check whether
+OpenGL functions and extensions are available.
+
+</P>
+
+<H3> Use of NIO buffers </H3>
+
+<P>
+
+Use com.jogamp.common.nio.Buffers to create any NIO buffer intented to be
+used by JOGL in order to avoid native ordering and size problems. Jogl does
+not modify the position of a buffer passed to its methods but such a position
+affects its behaviour. Direct NIO buffers are faster and should be used when
+performances are important. Indirect NIO buffers can be used for non critical
+operations, for example to retrieve the value of an OpenGL constant. Keep in
+mind that direct NIO buffers are page-aligned and allocated in the native heap
+(whereas indirect NIO buffers are allocated in Java heap). Use the VM argument
+"-XX:MaxDirectMemorySize" to increase the maximum size of the direct memory if
+the creation of direct NIO buffers fails, use the VM argument "-Xmx" to increase
+the maximum size of Java heap if the creation of undirect NIO buffers fails.
+
+</P>
+
+<H3> Documentation of C language functions matching with Jogl methods </H3>
+
+<P>
+
+Jogl documentation often refers to C language functions. You can find the
+documentation of these functions in OpenGL references pages <a href="http://www.opengl.org/sdk/docs/">here</a>.
+
+</P>
+
+<H3> Performances </H3>
+
+<P>
+
+JOGL has a low memory footprint. It uses direct NIO buffers in order to avoid
+copying data both in Java heap and in the native heap when calling native functions.
+JOGL accesses OpenGL through JNI; as a JNI call only takes a few nanoseconds, it
+does not drive programs using JOGL noticeably slower than their C/C++ equivalents.
+
+</P>
+
<H2> Using the Composable Pipeline </H2>
<P>
@@ -455,6 +616,46 @@ CONTEXT_CURRENT_NEW.
</P>
+<P>
+
+N.B: DebugGL and TraceGL have been splitted into several classes matching
+with all GL subclasses.
+
+<PRE>
+
+if (drawable.getGL().isGL4bc()) {
+ final GL4bc gl4bc = drawable.getGL().getGL4bc();
+ drawable.setGL(new DebugGL4bc(gl4bc));
+}
+else {
+ if (drawable.getGL().isGL4()) {
+ final GL4 gl4 = drawable.getGL().getGL4();
+ drawable.setGL(new DebugGL4(gl4));
+ }
+ else {
+ if (drawable.getGL().isGL3bc()) {
+ final GL3bc gl3bc = drawable.getGL().getGL3bc();
+ drawable.setGL(new DebugGL3bc(gl3bc));
+ }
+ else {
+ if (drawable.getGL().isGL3()) {
+ final GL3 gl3 = drawable.getGL().getGL3();
+ drawable.setGL(new DebugGL3(gl3));
+ }
+ else {
+ if (drawable.getGL().isGL2()) {
+ final GL2 gl2 = drawable.getGL().getGL2();
+ drawable.setGL(new DebugGL2(gl2));
+ }
+ }
+ }
+ }
+}
+
+</PRE>
+
+</P>
+
<H2> Heavyweight and Lightweight Issues </H2>
<P>
@@ -547,6 +748,22 @@ JOGL + Swing flicker"</a> in the JOGL forum.
</P>
+<H2> SWT/AWT issues </H2>
+
+<P>
+
+The AWT GLCanvas has to be created once the size of the frame that contains it
+is no more zero. It is highly advised to do it inside a component listener
+so that it is called when the frame is resized. This listener has to be
+immediately removed after the creation of the canvas.
+
+Laying out the frame (by calling <CODE>doLayout()</CODE>) before starting the animator (or calling <CODE>display()</CODE>) is necessary because
+the width of the canvas cannot be equal to zero and the SWT/AWT helper returns
+AWT frames with a strange behavior (width and height equal to zero, lazy layout
+and validation).
+
+</P>
+
<H2> Multithreading Issues </H2>
<P>
@@ -753,6 +970,11 @@ should be created for each GLEventListener or other entity performing
OpenGL rendering in a given thread.
</P>
+<P>
+
+N.B: Some GLU features are only implemented in the subclass GLUgl2.
+
+</P>
<H2> More Resources </H2>
@@ -958,11 +1180,11 @@ following steps should be taken:
<LI> Create an "external" OpenGL context using the
<CODE>GLDrawableFactory.createExternalGLContext()</CODE> API. The
context object must be created while a real underlying OpenGL context
-is current.
+is current. </LI>
<LI> Fetch the GL instance out of the context using getGL() as usual.
Only use the GL instance when the OpenGL context from the NSOpenGLView
-is current.
+is current. </LI>
</UL>
@@ -983,7 +1205,7 @@ OpenGL pixel formats, the GLCapabilitiesChooser mechanism can not be
implemented on Mac OS X as on other platforms. Currently the
underlying Cocoa pixel format selection is used on an
NSOpenGLPixelFormat derived from the settings in the GLCapabilities,
-and the GLCapabilitiesChooser is ignored.
+and the GLCapabilitiesChooser is ignored. </LI>
</UL>
@@ -1000,6 +1222,13 @@ release train are in the thread <a
href="http://javagaming.org/forums/index.php?topic=4217.0">"JOGL 1.1
released"</a>.
+</P>
+
+<P>
+
+The whole evolution of JOGL (including major changes in JOGL 2.0) is described <a href="http://jogamp.org/jogl/doc/Overview-OpenGL-Evolution-And-JOGL.html">here</a>.
+
+</P>
</div>
</div>