Don’t suppose integrating Java OpenGL if not already done would help?
https://jogamp.org/jogl/www/
They are a little dated but there are the OpenGL related JSRs like
JSR 239: JavaTM Binding for the OpenGL® ES API
https://www.jcp.org/en/jsr/detail?id=239
I think this was targeted at Java ME
Let's keep the discussion in the openjfx-disc...@openjdk.java.net list for
now. I'm sending this mail on the dev list just for continuity.
I'm also very clueless as to how JavaFX links D3D shaders at runtime. Can
> someone give me a quick rundown on that?
>
The D3D shader pointers are in
Regarding the shader API, if an error occurs during shader compilation,
should it simply default to the basic Phong shaders or throw an Exception
(likely in a new package with other shader stuff)?
I'm also very clueless as to how JavaFX links D3D shaders at runtime. Can
someone give me a quick
Regarding uniform parameters (i.e. variables set from Java and called on
the shader):
Since OpenGL's data passing uses locations, you could simply store a map of
uniform parameters (or whatever their JSL equivalent is) to their
locations, and call the required methods and perform the necessary
I've thought about this too for a bit. My question would be how to tell the
CPU what data to pass to the shader. Take OpenGL for example: writing an
API to pass a shader and compiling it in runtime is not hard, but you need
the CPU side to feed the shader its parameters. You would need an API for
I messed around with adding features to JavaFX's "JSLC" (Java Shader
Language Compiler) which currently is only used
at compile-time for JavaFX to convert "JSL" shaders to various platform
dependent shader languages (GLSL, HLSL, etc.).
In my opinion the ideal way to implement a public shader API