I am trying to port this tutorial to Kotlin/Java with LWJGL3 using the "modern" OpenGL versions. I have followed this tutorial in c++, where I managed to create a coloured cube, that was rotated. Because I am not as familiar with c++, I made the decision to swap to Java/Kotlin.
I am unable to find the glewInit() function in LWJGL3 and all the other stuff around GLEW. From what I have read, with glew I can access the modern OpenGL API.
I have looked up some LWJGL3 tutorials, but I was unable to find one with the modern OpenGL syntax.
I have also read this question where, the answer seemed to me like LWJGL3 is basically GLEW for Java.
So is it true that I must access GLEW in order to write a "modern" OpenGL application? And if so, how with LWJL3? Or is LWJGL3 the replacement for GLEW in Java?
GLEW is an OpenGL function loading library. It's purpose is to allow you to access OpenGL, as provided by your implementation. This is important for programs written in C and C++, and GLEW is very much a C library.
LWJGL performs essentially the same function for Java. It also does other things that GLEW doesn't (like managing the OpenGL window, etc).
So in Java, you don't need GLEW, and can't really use it even if you did.
You should follow the hello world on the website.
Since you are using Kotlin, I have a small wrapper that improves the experience with lwjgl and glfw and might be interesting for you.
You can go up and running with a simple:
glfw.init("3.3")
val window = GlfwWindow(1280, 720, "ImGui Lwjgl OpenGL3 example").apply { init() }
Related
My questions are:
How to use Opengl or DirectX in Java.
Does DirectX have any major advantages over Opengl when using it in Java?
Is there a way to do so without using an API?
Should I use a API such as:
JOGL
LWJGL
Would Java FX be useful for making 3D things?
Also, I am using Windows.
Is there a different way to draw 3D objects??
How to use Opengl or DirectX in Java.
There are a number of OpenGL bindings available for Java. Java does not seem to support DirectX by itself, and neither do there seem to be libraries available that provide bindings.
Does DirectX have any major advantages over Opengl when using it in Java?
I'd say DirectX is at a disadvantage compared to OpenGL due to its lack of support on Linux or OSX. If you want to write cross-platform games using Java, I'd recommend taking a look at OpenGL.
Is there a way to do so without using an API?
I assume you mean a library here. Java offers an API for drawing: Java2D. This might be a nice starting point if you want to write games and are starting out with computer graphics in general. Java does not provide bindings for either OpenGL or DirectX as part of the standard library.
Should I use a API such as: JOGL LWJGL
I have VERY good experiences with LWJGL. I can therefore recommend using their bindings if you want to try using OpenGL.
Would Java FX be useful for making 3D things?
JavaFX is still somewhat buggy as far as my experience goes (came across several bugs when trying it). I don't know how well it works for doing 3D graphics.
JOGL is a Java binding for the OpenGL and OpenGL ES API. I have used JOGL since 2006 and I'm very happy with it, it's very easy to install as you can see here. It works both in desktop and embedded environments, it supports Android too, it is used by almost all major middle and high level APIs including JogAmp's Ardor3D Continuation, JMonkeyEngine, Java3D, Xith3D, LibGDX, ... GLG2D allows to benefit OpenGL when coding in plain Java2D without having to know OpenGL.
I agree with Bartvbl about JavaFX 3D API which is noticeably poorer than the APIs I quoted above.
JOGL is the only unified Java binding for the OpenGL and OpenGL ES API. It is suitable both for games and for other applications (CAD, ...) as it supports several displays, several screens, several monitors. You can use it with JInput if you want to support joysticks.
I have been developing java games in lwjgl for quite a bit and now I want to switch to C++ for a new experience in game programming.
I read through quiet a lot of C++ Game engine/ libraries like SDL, SFML etc but I am really looking forward to something like LWJGL, where the code is similar to OpenGL native and supports OpenGL3 & above.
So is there a engine/ library like that? Or shall I just stick to Native OpenGL, I am really new to C++ Game development. ;)
SDL, SFML and Allegro all support using OpenGL directly so they're kind of like LWJGL in that regard. SFML and SDL 2 let you set the OpenGL version (Allegro only lets you use OpenGL 3.0 or no version specified at the moment). Of these, Allegro has the best documentation atm, SDL 2 the worst (SDL2 still isn't quite stable). SFMLs documentation is ok.
If you would tell us what exactly you're looking for you might get a more detailed answer.
Update: SDL2's documentation is quite usable by now, it's definitely not a reason not to use SDL2 anymore. Also, SDL2 seems to be stable.
I have these two images
this
and this
With OpenGl I want to be a result as following
How can I do that with Blackberry or Android
Thanks a lot
If you like there is a library that might help you, its called min3d
http://code.google.com/p/min3d/
its very handy, has a lot of examples, and saves a lot of work
Reflections are typically done using a stencil buffer. Here is a tutorial on how the technique works. You won't be able to use the code though, as it is written for a deprecated version of OpenGL which doesn't match OpenGLES, so you'll need to write your own rendering code. Google provides a basic tutorial on how to use OpenGL ES, here.
If you are actually looking for a 3D engine, jMonkeyEngine is a scene graph based OpenGL engine with powerful features and good community support. It is platform independent and also supports Android >=2.2
I'm planning on writing a simple application in Java which has a basic UI with a section of OpenGL graphics. In addition to this some kind of network access is required.
Which one of these libraries should I use? What are the drawbacks and benefits of each option? I'd like the OpenGL coding be as genuine as possible, so that I could feel that I'm actually (learning) coding OpenGL. Is the surrounding UI significantly easier to code with one of the solutions? In the case of JOGL I'll propably make the UI with standard java components.
Just give some thoughts for me to thinker on, I'm not searching for the ultimate truth.
Qt Jambi is discontinued, so I would go JOGL just for this reason.
Also if your intent is just to have just a few basic controls on top of your 3d scene, I suggest you learn about IMGUI (Immediate Mode GUI) here and there.
Although it's not Java, NVIDIA made available IMGUI based widgets from which you can get inspiration.
JOGL has JMonkeyEngine .. a pretty nice game engine. I would recommend JOGL since it is pretty cross platform, soon with embedded platform implementations.
Is there an easy way to use DirectX in Java? In particular, DirectX's video APIs.
I know that C# might be a more natural choice, but I have my devious reasons for wanting to do something so perverse.
I don't know about easy, but you could always use JNI to load the DirectX libs and invoke the methods.
Using something like Swig you could auto-generate a lot of the code.
Not sure how workable something like that would be though.
There seems to be a standard API about dealing with 3D inside Java.
It probably uses some kind of accelerating technology, may be even DirectX.
But I'm not sure about direct video support in this framework.
I create a library using BridJ (https://bridj.googlecode.com) that wrap DirectX classes, so you can use almost the same code than C++ examples.
You can find the library in https://bitbucket.org/fourthskyinteractive/directx-for-java.
Please, let me know about projects you develop.
There is a set of Direct3D bindings for Java available at http://java-direct3d.sourceforge.net/ but it seems that developement stopped in 2006 with DirectX 9.
Otherwise, there are OpenGL binding for java called JOGL.
The package that you want to investigate is the Java Media Framework (JMF). The core of it is pure Java, and per-platform "performance packs" provide acceleration via native libraries. It currently supports A/V capture and playback in a wide variety of data types as well as streaming via RTP and RTSP.
Sun's JMF home page
JMF SW/HW requirements
Minecraft is coded in Java with LWJGL, but Messiah Andrew's Renderer Wrapper converts the OpenGL to DirectX by using a modified version of the LWJGL libraries. Using these libraries, you should be able to code in LWJGL and have the game be running DirectX.
It seems that most are forgetting that JavaFX and Java3D support both DirectX and OpenGL using the best context for the machine you are on... well actually if you are on windows it attempts to load DirectX if it is newer than your OpenGL version.
I am not telling anyone to use either Java3D or JavaFX, but if you look at the source you can see how it is done.
GrepCode "good for looking for how things are implemented"
Open JavaFX "Open JavaFX project home" source
I should note that you want to look at the com.sun.prism package.
Java3D "Java3D project home" sources
I have been LEARNING development, LOL, for 20 years. Professionally for about 8 possible has never been the question, but how long, and/or is it worth it... Those are the questions.
Good luck my friend!
If you need any help I would be interested in creating a DirectX wrapper for java so
GIVE ME A SHOUT!