Overview
The JOGL-Demos project contains Java programming language
demonstrations utilizing OpenGL through the JOGL API. Demonstrations exhibit
advanced functionality such as vertex and fragment programs, shadow maps and
hardware-accelerated offscreen rendering via pbuffers. Some of the demos were ported from
C or C++, in which case a link to the original sources is provided.
The demos below require Java Web Start,
which
is included in J2SE 1.4.2;
click the images to launch the demos. Where there are no hardware or
operating
system requirements listed, the demos run on any vendor's graphics card
and on any of Solaris/SPARC, Solaris/x86, Linux/x86, Windows/x86, and
Macintosh OS X 10.3.
It is now possible to deploy unsigned applets using JOGL with no
manual installation of any software on the end user's machine! Please
see the following test pages for more information:
The source code for these demonstrations is available
via GIT.
Gears
|
|
Description
|
|
Requirements
|
|
Classic OpenGL demo. Original source code
by Brian Paul; converted to Java by Ron Cemer and Sven Goethel.
|
|
None |
|
|
Grand Canyon Demo
|
|
Description
|
|
Requirements
|
|
A flight simulator written in the Java programming language using the
New I/O APIs and OpenGL to visualize a large terrain data set in real time. Related
article, including source code, on the Swing Connection.
|
|
None |
|
|
Hardware Shadow
Mapping
|
|
Description
|
|
Requirements
|
|
Shadowing demo using projective
texture technique of hardware shadow maps.
Original source code by NVidia.
|
|
Pbuffer support, ARB_shadow, ARB_depth_texture |
|
|
High Dynamic Range Rendering
|
|
Description
|
|
Requirements
|
|
High Dynamic Range rendering demo utilizing 16-bit-per-channel
floating-point pbuffers through NVidia, ATI or Apple extensions. Uses NVidia HILO or
Apple or ATI floating point cubemaps. Intermediate results are rendered to
floating-point pbuffers and tonemapped to 24-bit RGB before display. Original
source code supplied in NVidia's SDK. This demo
is known to work on Windows with suitable NVidia or ATI hardware, and on X11
platforms with suitable NVidia hardware (no floating-point pbuffer support is
available on X11 from ATI as of this writing). The demo should run properly on Mac
OS X soon pending some driver-level bug fixes.
|
|
One of GL_NV_float_buffer, GL_ATI_texture_float, or
GL_APPLE_float_pixels; ARB_multitexture; ARB_vertex_program; ARB_fragment_program
|
|
|
Infinite Shadow Volumes
|
|
Description
|
|
Requirements
|
|
Shadowing demo using geometric
technique of infinite shadow volumes. Original
source code by NVidia.
|
|
None |
|
|
Particle Engine
|
|
Description
|
|
Requirements
|
|
Particle engine demo controlling a set of animated particles with a
Swing UI. Contributed by Ben Chappell.
|
|
None |
|
|
TextRenderer Test
|
|
Description
|
|
Requirements
|
|
A simple test of JOGL's new TextRenderer utility class, with text
overlaid on the Gears demo.
|
|
None |
|
|
Flying Text
|
|
Description
|
|
Requirements
|
|
A more advanced demo of the TextRenderer, showing animated and colored
text with drop shadows.
|
|
None |
|
|
Custom Text
|
|
Description
|
|
Requirements
|
|
A more advanced demo of the TextRenderer, showing the use of a custom
RenderDelegate to achieve fancy Java 2D-based font effects.
|
|
None |
|
|
Text Flow
|
|
Description
|
|
Requirements
|
|
Shows how to use the TextRenderer to draw dynamically flowing text in
OpenGL.
|
|
None |
|
|
Text Cube
|
|
Description
|
|
Requirements
|
|
Shows how to use the TextRenderer to draw 2D text in 3D.
|
|
None |
|
|
Vertex Program
Warp
|
|
Description
|
|
Requirements
|
|
Geometrical deformations performed on the
graphics card using vertex programs. Original
source code supplied in NVidia's SDK.
|
|
ARB_vertex_program |
|
|
Vertex Program
Refract
|
|
Description
|
|
Requirements
|
|
Real-time reflection and refraction with
chromatic aberration using vertex and fragment programs. Original
source code by NVidia.
|
|
ARB_vertex_program and either ARB_fragment_program or
NV_register_combiners
|
|
|
Water (Procedural Texture
Physics)
|
|
Description
|
|
Requirements
|
|
Runs a physics-based water simulation entirely
on the graphics card using vertex programs, fragment programs and pbuffers.
Original source code supplied in NVidia's SDK.
|
|
Pbuffer support, ARB_vertex_program, ARB_fragment_program |
|
|
Vertex Buffer Object
|
|
Description
|
|
Requirements
|
|
Demonstrates high-throughput dynamic geometry
using ARB_vertex_buffer_object extension. Original source code supplied in NVidia's SDK; ported both
to Java/JOGL and ARB_vertex_buffer_object extension.
|
|
ARB_vertex_buffer_object |
|
|