Bugzilla – Bug 607
JavaFX 2+ and JOGL should work together
Last modified: 2015-03-05 02:32:58 CET
There is currently no way to integrate JOGL in a pure JavaFX 2+ GUI.
Swing is deprecated, and JavaFX is the new way to make GUIs in Java.
So this possibility would be useful:
- to take advantage of JavaFX
- and necessary on the long term
There are several technical aspects driving such an interoperability with JavaFX 2 almost impossible or very difficult to implement. I advise you to look at this document:
At first, I have found no way of forcing JavaFX to use its Java2D backend or in the best case its OpenGL backend. It means that there is a risk of conflict at driver level with Direct3D. I posted a question on the mailing list of JavaFX developers and they have never replied.
Then, I have to think about another way of supporting this technology. As you can see on the document, JavaFX uses its own equivalent of NEWT (Glass windowing toolkit) and its own scenegraph (Prism).
In my humble opinion, the support of JavaFX with hardware acceleration goes beyond the scope of any Java binding for the OpenGL API, it is rather a potential feature for an existing scenegraph supporting JOGL 2.0. Such a scenegraph would have to replace Prism and to allow you to use plain JOGL code in render delegates. Moreover, it would have to rely on NEWT and to modify Quantum so that it uses NEWT instead of Glass WT. Glass WT and NEWT may have some similarities.
To conclude, we can look at the source code of JavaFX (OpenJFX) to investigate deeper but this feature can only be implemented in Ardor3D with "my" renderer based on JOGL 2.0, it is none of JogAmp's concern.
(In reply to comment #1)
I see it's in the JavaFX roadmap (http://www.oracle.com/technetwork/java/javafx/overview/roadmap-1446331.html) to add "3D Graphics Support", but I doubt they mean low level access to the hardware. On the bright side, their development might unlock access to their rendering pipeline, so that we can hook ourselves somehow.
Anyway, this isn't going to happen soon, so I'll just use Swing with applications that need OpenGL, and JavaFX with the others. I'll see whether JavaFX in Swing is practical or not.
Thanks for taking the time to investigate the issue :)
It seems possible to override com.sun.javafx.sg.prism.NGNode.render() in order to create an external drawable with GLDrawableFactory.createExternalGLDrawable() so that we can do whatever we want with the OpenGL context and render with JOGL 2.0. However, there is still no way to force JavaFX to use OpenGL under Windows. The suggested solution only works under Mac OS X and probably under GNU Linux (but it requires at least GLX 1.3).
I have no access to the source code of Quantum (com.sun.javafx.tk.quantum) and Glass. We have to force com.sun.javafx.sg.BaseNode or another class to create an overridden node and use it as a delegate.
Keep in mind that such an hacky solution could be broken by changes in JavaFX/OpenJFX. It would be safer to be able to override a node of the public API.
Someone succeeded in mixing JavaFX 2 with OpenGL under Mac here:
NGNode is abstract like BaseNode and I don't find its child classes.
I would like to know Sven's opinion about my reply here:
It is possible to force the use of OpenGL with "-Dprism.order=es2,es1" or force the use of Java2D with "-Dprism.order=j2d" but then Direct3D must be disabled in Java2D too.
Is there any downloadable source example of JOGL2 integration to JavaFX?
Thanks in advance,
(In reply to comment #7)
> Is there any downloadable source example of JOGL2 integration to JavaFX?
> Thanks in advance,
There is no such example working with JavaFX 2.0. "Deejay" published some source code on BitBucket. In theory, rendering a JavaFX widget in a FBO is possible. You can use JavaFX in a Swing application thanks to JFXPanel. However, there is no more fully JOGL-based backend unlike what was available for JavaFX 1 several years ago.
I don't want to spend any time on a hacky solution that could be broken by a change in an obscure private API and Oracle wants to keep JavaFX self-contained.
Keep in mind that mixing JavaFX with JOGL might drive your application unstable. Some developers had to use dirty kludges to make it possible. For example, JavaFX seems to cause troubles in AWT on some platforms.
I will invest some time in implementing this interoperability if and only if the JogAmp Foundation considers JavaFX to be really viable on the long term and if it is modularized enough to allow me not to rewrite everything.
There is one possibility that I have not yet tested: it is possible to force the use of the Java 2D backend in Prism and GLG2D allows to use JOGL 2.0 in Java 2D. It would probably be less slow than rendering JavaFX widgets in a FBO but less fast than a fully hardware accelerated pipeline. Feel free to contribute ;)
Thanks for the suggestions.
I could find Dejay's works here: https://bitbucket.org/dejayberlin/joglfxpipeline/
If I come with something helpfull, no worry I'll contribute :)
A member of Java-Gaming.org used our competitor to render JavaFX widgets in a FBO, maybe you could port his code to JOGL 2.0. It would probably work reliably and we could use GLOffscreenAutoDrawable to get something more viable on low end graphics cards.
I don't know whether the selected toolkit may influence the threading, it can be set with "-Djavafx.toolkit=", the default value is "glass", the others are:
The ES2 pipeline is not shipped by default with the JRE under Windows:
JavaFX users will have an hard time if they are to use the software renderer with JOGL 2.0 especially on low end machines.
Oracle will ease the interoperability with natives APIs, the implementation of a GLNode is planned:
Oracle seems to be aware of some blocking aspects.
An experimental API of JavaFX 8 allows to use a single thread for JavaFX and Swing, you can use -Djavafx.embed.singleThread=true to do that:
You can already use JavaFX in a Swing application thanks to JFXPanel but now you can use Swing in a JavaFX application thanks to SwingNode:
It allows to use existing JOGL Swing based UIs with JavaFX until we provide a better solution.
Christoph worked on JavaFX with JOGL too:
According to him, I have to put the JOGL pipeline for OpenJFX/JavaFX into com.sun.prism.jogl.JOGLPipeline and load it from the same classloader than jfxrt.jar to make it work, I have to set prism.order to "jogl" to respect the naming convention.
http://j661.sourceforge.net already uses JavaFX, Swing and JOGL. I have to look at EmbeddedWindowsManager.
As I said in the comment 13, Oracle employees are aware of the difficulties to use JavaFX with native APIs:
I'll have to decide how to implement this enhancement:
- just render the 3D scene into an offscreen FBO and put the result into a JavaFX node. Render a JavaFX node into an image and use it as an OpenGL texture as it is done in this project: http://tinyurl.com/n9naya8
- use Prism/Glass/Quantum to implement another thin pipeline
- get rid of Prism/Glass/Quantum, use NEWT, provide a completely alternative implementation of OpenJFX/JavaFX
aqd ported a known example using OpenJFX/JavaFX to JOGL:
The ES2 pipeline is shipped with Oracle Java for Windows since at least Java 1.8 update 11 which improves the performance when using JOGL.
(In reply to comment #17)
> The ES2 pipeline is shipped with Oracle Java for Windows since at least Java
> 1.8 update 11 which improves the performance when using JOGL.
Of course, use -Dprism.order=es2 to make it work.
On windows ES2 JNI is shipped (prism-es2.dll) but the required Java classes are NOT.
You have to use jfxrt.jar from Linux or other version, and then compile the following classes (source inside javafx-src.zip):
Put the four classes into jfxrt.jar and then the ES2 pipeline can be used. During the operations it's better to enable verbose messages by -Dprism.verbose=true.
It works fine but on AMD chips there might be graphic artifacts.
If we use the product name 'JavaFX' here,
we mean the combination of its:
- Windowing Toolkit (Non public Glass + ...)
- UI Toolkit (Non public Prism + ...)
Their separation is not guaranteed,
interoperability w/ other toolkits is an issue
and parts of the implementation is not public.
On the other hand (JogAmp), we have well separated
- NEWT: Public Windows Toolkit
- GraphUI: Upcoming Public UI Toolkit
The latter might be an issue in case the strategy
uses non public APIs and is therefor not supported by the JavaFX vendor.
We mark those as instable [Fragile].
Performance might be an issue, in case we are not able
to render the content directly into a surface layer
which will be composited by JavaFX, but need to copy
the rendered content from OpenGL and paste it into an JavaFX node.
We mark those as slow path [SlowPath].
JavaFX integration strategy might not be available on
all desired target platforms at all
or only w/ reduced performance [SlowPath].
Further, we may not be able to integrate the OpenGL rendered artifacts seamlessly
into the overall 'user screen/window', as it is possible w/ [GraphUI].
Here we are restricted to old school spatial separation of
3D content and UI elements, e.g. having an opaque 3D scene rectangular area
and the UI elements 'on the side'.
This almost represents C3D's current UI experience using Swing.
Such opaque spatial separation design has the following draw-backs,
and hence are also pro-arguments for [GraphUI].
 Pre-occupying space w/ UI elements -> losing display area.
But a seamless 3D-UI [GraphUI] will simply be placed
into the 3D scene _on_demand_ !
 Toggling UI visibility to benefit from bigger display area,
e.g. fullscreen, will resize the 3D scene and cause irritation.
But [GraphUI] can simply be enabled/disabled while
the main 3D scene remains unchanged.
 UI elements cannot be associated w/ 3D scene by location,
since they are separated spatially!
But [GraphUI]'s seamless integration into the scene allows
association by location, rotation and size.
 UI elements cannot contain 3D elements from the scene
But [GraphUI] is able to share content from the main 3D scene.
 UI elements will not benefit from high performance GPU rendering.
But [GraphUI] is rendered using hw accelerated OpenGL the same way as
the main 3D scene.
All below strategies will suffer from above mentioned [Static-UI-Separation]!
Only [GraphUI] would allow a seamless 3D scene integration.
[A] Including [JavaFX] UI elements as a Swing node
within border layout's border components
while maintaining a heavyweight center 3D main scene.
Current C3D already utilizes a similar approach w/o JavaFX,
i.e. mixing Swing lightweight and one AWT heavyweight component
containing the NEWT child window.
CLASSIFICATION: It has to be evaluated whether JavaFX's
implementation allows this strategy, i.e. mixing a heavyweight
AWT Canvas w/ NewtCanvasAWT and other Swing/JavaFX lightweight components.
At least this strategy seems worthwhile to investigate,
however difficulties based on platform and implementation differences
shall be expected.
[B] Rendering OpenGL offscreen while copy its content
and paste it into a [JavaFX] node, similar to GLJPanel for Swing.
- or -
This strategy has a huge performance impact,
i.e. the OpenGL pixel-read and [JavaFX] node write operation
for each frame will be very slow!
CLASSIFICATION: Since C3D is a demanding high-performance application
rendering the main 3D scene fluently at 10-60 fps,
this methodology is not recommended to achieve great results.
[C] Using [JavaFX] non public API to implement
opaque heavyweight component like NewtCanvasAWT.
The [JavaFX] non public API is used to retrieve
the native window handle, allowing to attach a NEWT child window.
Hack to retrieve the native window handle:
Here the child window would need to be offset to its JavaFX parent
to only cover the desired part at the desired location of its JavaFX parent window.
Whether this is possible and portable remains to be seen.
CLASSIFICATION: Since this methodology is not public and may change at any given time
it is not recommended for stable product development.
Further constraints to achieve proper child window positioning
also reduce this strategies merits by a huge margin.
(In reply to comment #20)
Added analysis to public, due to forum request(s).