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lwjgl3-awt's Introduction

What is it?

OpenGL and Vulkan support for AWT with LWJGL 3.

What does it get me?

Support for OpenGL:

  • creating OpenGL 3.0 and 3.2 core/compatibility contexts (including debug/forward compatible)
  • OpenGL ES contexts
  • floating-point and sRGB pixel formats
  • multisampled framebuffers (also with different number of color samples - Nvidia only)
  • v-sync/swap control
  • context flush control
  • robust buffer access (with application/share-group isolation)
  • sync'ing buffer swaps over multiple windows and cards - Nvidia only
  • delay before swap - Nvidia only

Why does it exist?

Because there is currently no other way to use OpenGL or Vulkan with AWT.

How to use it with OpenGL?

JFrame frame = new JFrame("AWT test");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setLayout(new BorderLayout());
GLData data = new GLData();
data.samples = 4;
frame.add(new AWTGLCanvas(data) {
  public void initGL() {
  }
  public void paintGL() {
  }
});

How to use it with Vulkan?

JFrame frame = new JFrame("AWT test");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setLayout(new BorderLayout());
VkInstance instance = ...; // <- Vulkan instance created somewhere else
VKData data = new VKData();
data.instance = instance; // <- set Vulkan instance
frame.add(new AWTVKCanvas(data) {
    public void initVK() {
        long surface = this.surface;
        // Do something with surface...
    }
    public void paintVK() {
    }
});

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