我一直在寻找使用JOGL创建一些东西,并一直在查看我能找到的文档。
简要教程他们都提到如何使用JOGL版本的画布可能会出现性能问题,而应该使用NEWT。然而,每个教程/ FAQ然后继续使用画布!或者只是使用NEWT指定一些小方法来创建一个窗口但是(至少在我的机器上)我无法正确运行。
有没有人有一个很好的例子来说明如何使用NEWT方法正确地在JOGL中创建和渲染窗口?我甚至不确定它与Canvas相比如何起作用,所以解释两者之间的差异以及创建/管理/渲染到窗口的典型方法布局将是理想的。
只是有点迷失,找不到任何有用的东西。希望有人以前遇到过某些事情!
答案 0 :(得分:0)
看看JOGL的junit测试,它们涵盖了NEWT API的大部分内容。
答案 1 :(得分:0)
本教程对我帮助很大,参见第3.9章 - Yet Another Tutorial on JOGL。 documentation也很有用。请看附带的例子。
<强> JOGL2NewtDemo.java 强>
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLProfile;
import com.jogamp.newt.event.WindowAdapter;
import com.jogamp.newt.event.WindowEvent;
import com.jogamp.newt.opengl.GLWindow;
import com.jogamp.opengl.util.FPSAnimator;
/**
* A program that draws with JOGL in a NEWT GLWindow.
*
*/
public class JOGL2NewtDemo {
private static String TITLE = "JOGL 2 with NEWT"; // window's title
private static final int WINDOW_WIDTH = 640; // width of the drawable
private static final int WINDOW_HEIGHT = 480; // height of the drawable
private static final int FPS = 60; // animator's target frames per second
static {
GLProfile.initSingleton(); // The method allows JOGL to prepare some Linux-specific locking optimizations
}
/**
* The entry main() method.
*/
public static void main(String[] args) {
// Get the default OpenGL profile, reflecting the best for your running platform
GLProfile glp = GLProfile.getDefault();
// Specifies a set of OpenGL capabilities, based on your profile.
GLCapabilities caps = new GLCapabilities(glp);
// Create the OpenGL rendering canvas
GLWindow window = GLWindow.create(caps);
// Create a animator that drives canvas' display() at the specified FPS.
final FPSAnimator animator = new FPSAnimator(window, FPS, true);
window.addWindowListener(new WindowAdapter() {
@Override
public void windowDestroyNotify(WindowEvent arg0) {
// Use a dedicate thread to run the stop() to ensure that the
// animator stops before program exits.
new Thread() {
@Override
public void run() {
if (animator.isStarted())
animator.stop(); // stop the animator loop
System.exit(0);
}
}.start();
}
});
window.addGLEventListener(new JOGL2Renderer());
window.setSize(WINDOW_WIDTH, WINDOW_HEIGHT);
window.setTitle(TITLE);
window.setVisible(true);
animator.start(); // start the animator loop
}
}
<强> JOGL2Renderer.java 强>
import javax.media.opengl.GL;
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
/**
* Class handles the OpenGL events to render graphics.
*
*/
public class JOGL2Renderer implements GLEventListener {
private double theta = 0.0f; // rotational angle
/**
* Called back by the drawable to render OpenGL graphics
*/
@Override
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2(); // get the OpenGL graphics context
gl.glClear(GL.GL_COLOR_BUFFER_BIT); // clear background
gl.glLoadIdentity(); // reset the model-view matrix
// Rendering code - draw a triangle
float sine = (float)Math.sin(theta);
float cosine = (float)Math.cos(theta);
gl.glBegin(GL.GL_TRIANGLES);
gl.glColor3f(1, 0, 0);
gl.glVertex2d(-cosine, -cosine);
gl.glColor3f(0, 1, 0);
gl.glVertex2d(0, cosine);
gl.glColor3f(0, 0, 1);
gl.glVertex2d(sine, -sine);
gl.glEnd();
update();
}
/**
* Update the rotation angle after each frame refresh
*/
private void update() {
theta += 0.01;
}
/*... Other methods leave blank ...*/
}