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k has been done in the swt project itself but the code has since been abandoned unfortunately writing opengl bindings for java is not a simple job due to inconsistencies and driver incompatibilities jens wrote gef3d in the context of his ph d thesis and we both were paid by the fernuniversität in hagen additionally we spent a lot of our spare time on gef3d we both are still interested in gef3d but unfortunately our current work is not really 3d related that is we both are no longer paid for maintaining gef3d this would be ok to a certain degree but frankly none of us is keen on writing a new opengl wrapper library on our own without any salary so we d like to know whether we are alone in our effort to bring 3d to eclipse do you want 3d i e opengl in eclipse and if you do what are your thoughts on this situation as this is not a simple yes no question please leave us a comment jens and kristian technical note opengl is required for almost all 3d applications and high level libraries such as the jmonkeyengine or aviatrix3d use opengl i e lwjgl or jogl under the hood technically opengl can be easily used in swt applications thanks to the glcanvas class however a java wrapper library is needed for calling opengl functions as far as we know only two such libraries are available lwjgl and jogl at http www eclipse org swt opengl gljava is listed as well however this project is no longer maintained the same is true for the org eclipse opengl bindings there exists a plugin for jogl and another for lwjgl the plugin for lwjgl has been written in the context of gef3d and has been maintained by the lwjgl team for quite a while they have changed their build system so the lwjgl plugin is no longer maintained at the moment however the update site is still available posted by jens at 4 04 am 11 comments email this blogthis share to x share to facebook share to pinterest labels 3d opengl wednesday may 5 2010 multi editor 3d and property sheet pages besides enabling 3d editors imho one of the most interesting features of gef3d is to combine existing editors i already blogged about that feature one year ago and since then gef3d has been improved very much the rendering quality is now as good as in 2d so it really makes sense to think about supporting 3d when creating new editors however the nice thing about gef3d is that you do not have to write new editors from scratch instead you can reuse existing editors and these reused editors can not only adapted in order to support 3d we call this 3d fied but they can also be adapted in order to be combined for that all you have to do is to let them implement a small interface inestableeditor it is very simple the gef3d examples include 3d fied and nestable versions of the uml2 tools editors and the ecore tools editors when combining editors a lot of new problems arise one of these problems is how to create new edit parts every nested editor comes with its own factory but which one to use in case of newly created elements this problem is solved in gef3d for quite some time now by the multi factory pattern i only recently became aware of another combination problem the property sheet page every editor provides its own page created almost hidden via getadapter now what page do you want to use in case of a multi editor the answer is simple the right page depending on the selected element and this is what i ve added to gef3d depending on the currently selected element the page provided by the nested editor responsible for that element should be used the latest svn revision of gef3d provides a new page called multieditorpropertysheetpage which nests all the pages provided by the nested editors depending on the currently selected element the appropriate page is shown as you can see in the screenshots as many things in gef3d this feature is almost transparent to the programmer use case selected property page provided by nested uml editor ecore class selected property page provided by nested ecore editor the screenshots show an uml use case diagram visualized with 3d fied uml tools and an ecore diagram visualized with 3d fied ecore tools the 3d fied editors and the multi editor combining them are examples of gef3d that is you will find everything in the svn in many cases models are visualized as diagrams and with gef3d and its multi editor feature you will be able to easily display all your diagrams in a single 3d scene with things you aren t able to visualize in 2d editors such as inter model connections traces markers mappings or other kind of weaving models some products use the term modeling ide think about the i in ide and what gef3d does with your models btw the very same concept used for implementing property sheet pages may be implemented for the outlook view as well volunteers wanted d jens posted by jens at 4 43 am no comments email this blogthis share to x share to facebook share to pinterest tuesday february 2 2010 improving visual rendering quality as jens mentioned in his recent blog post parts of the draw3d renderer have been rewritten in the past weeks the initial motivation was to improve the visual rendering quality of 2d content embedded gef editors and text but during development it turned out that a lot of optimization would be necessary to keep the performance at acceptable levels eventually i rewrote the renderer to take advantage of some advanced opengl features and now the performance is a lot better than it ever was in this blog post i will briefly explain how the 2d rendering system was redesigned over the course of gef3d s existence and how it was possible to achieve both a gain in the visual quality and the rendering performance at the same time first let me introduce the initial 2d rendering system that jens designed before i came on board gef uses an instance of the abstract class graphics to draw all figures actually figures draw themselves using their paint method whose only parameter is an instance of graphics this is defined in the ifigure interface the graphics class provides a lot of methods to draw graphical primitives like lines rectangles polygons and so forth as well as methods to manage the state of a graphics object usually gef passes an instance of swtgraphics to the root of the figure subtree that needs redrawing swtgraphics uses a graphics context to draw graphical primitives and the graphics context usually draws directly onto some graphics resource like an image or a canvas so what jens did when he wanted to allow 2d content in gef3d was that he simply passed an instance of swtgraphics to the 2d figures that rendered into an image in memory this image was then transferred to the graphics card and used as a texture this system was very simple and required hardly any additional coding at all the problem with this approach however is that whenever the 2d content needed redrawing after some model change for example the entire image had to be redrawn and uploaded to the graphics card again which is a very costly process first the image has to be converted into a bytebuffer and that buffer must then be uploaded from system to video memory through the bus for normal sized image this can take up to 500ms to alleviate this problem i wrote another graphics subclass that uses opengl to render the 2d primitives directly into a texture image in video memory this eliminates the uploading step and thus improved performance considerably especially the delay after any model change when the texture image had to be uploaded into video memory but it did not help with the second major problem it still used textures the problem with using textures to display 2d content in 3d is that while the texture image may look sharp and very good by itself it gets blurry and distorted when it is projected into 3d space due to all the filtering that has to take place especially images that contain text become very hard to read in this approach as you can see in this screenshot topcased editor 3d version with 2d texture another approach to rendering 2d content in 3d is not to use textures at all but to render all 2d primitives directly into 3d space in every frame so far only the texture had to be redrawn only after a model change occurred this eliminates all problems related to texture filtering and blurring once and for all combined with vector fonts to be described in another blog post direct rendering results in the best possible visual quality the problem is that everything needs to be rendered in every frame all the time i quickly discovered that simply sending all geometry data to opengl in every frame this is also called opengl immediate mode would kill performance even in small diagrams navigation became sluggish essentially the fps in gef3d are limited not by the triangle throughput of the video card how many triangles can be rendered per second but by the bus speed how much data can we send to the video card in a second if you send all your geometry color and texture data to the video card on every frame your performance will be very bad because sending large amounts of data to the video card is very expensive the more data you can store permanently in video memory the better your performance will be until you get limited by triangle throughput so we had to find a way to store as much data as possible in video memory and just execute simple drawing instructions on every frame of course opengl provides several ways to do this the first and oldest approach is to use display lists which is basically a way to tell opengl to compile a number of instructions and data into a function that resides in video memory it s like a stored procedure that we can call every time we need some stuff rendered the problem with display lists is that they are fine for small stuff like rendering a cube or something 2d diagrams however consist of large amounts of arbitrary geometry which cannot be compiled into display lists at all so this approach was not useful for us the best way to store geometry data in video memory is called a vertex buffer object vbo in opengl essentially a vbo is one or more buffer that contains vertices and other data like colors and texture coordinates these buffers only need to be uploaded into video memory once or when some geometry changes and can then be drawn by issuing as little as five commands in every frame we decided to adopt this approach and try it for our 2d diagrams by storing the 2d primitives in vertex buffers in video memory rendering a 2d diagram would then be very fast and simple because hardly any data must be sent to the video card per frame this is how the pros do it so it should work for us too in theory that is correct but in practice it is very hard to actually create a vertex buffer out of the 2d content of a 2d diagram since a vertex buffer can only contain a series of graphical primitives triangles quadrilaterals lines of the same type and the primitives that make up the 2d diagram are drawn in random order the primitives need to be sorted properly so that we can create large vertex buffers from them unfortunately the primitives cannot simply be sorted by their type and then converted into vertex buffers because there are dependencies between such primitives that intersect to cut a long story short i had to think of a way to sort primitives into disjunct sets each set contains only primitives of the same type and each set should be maximal so that you end up with a small number of large buffers because that s how you achieve maximum performance the end result is impressive we used to have performance problems with diagrams that contain more than 2000 2d nodes and now we can display 4000 2d nodes at 120 fps and all that with much better visual quality to get an idea of how much better the quality of the 2d diagrams is in this version check out the following screenshot ecore editor 3d with high quality 2d content kristian posted by jens at 10 34 pm no comments email this blogthis share to x share to facebook share to pinterest friday january 22 2010 2 5d breaks free and future plans i assume kristian will tell you more in a future post but i simply couldn t wait to show you this picture gef3d ecore editor rev 436 it shows a screenshot of the 3d fied version of the ecore tools editor which is part of the gef3d examples compare this image gef3d rev 436 with the following one taken using an elder version rev 413 of gef3d showing the very same diagram gef3d ecore editor rev 413 do you see the difference yeah 2d figures are no longer bound to their diagram plane in other words 2 5d breaks free if you don t know the term 2 5d read our tutorial article about gef3d available at jaxenter com besides the display quality of 2d content has improved since it is now rendered as vector graphics and no longer as a smudgy texture projected onto a plane usually increased display quality leads to decreased speed but not in this case actually gef3d is no longer a limiting factor when displaying large diagrams it s gef or gmf the texture based version of gef3d had a problem with diagrams containing about 5 000 2d nodes the new version runs smoothly even with this much nodes however you may get a memory problem when opening such large diagrams due to gef gmf but if you can open it the camera can be moved smoothly great work kristian he has become a real 3d programming pro and i m absolutely impressed about how he improved gef3d in the last weeks stay tuned to his post about this new technique at the moment kristian is working on also replacing the texture based font rendering with vector fonts which will dramatically improve the overall quality of the rendered images besides the gef3d team has set up a todo list summarizing bugs with new features to be implemented in the near not so near and far future http wiki eclipse org gef3d_todos the most important tasks are to add support for full 3d editing e g moving and resizing figures in z direction and rotation implement advanced animation support and depending on that camera tracks if you have ideas please post an article on the gef3d newsgroup i certainly have some bias but with vector based 2d content and fonts and camera tracks e g for positioning a diagram in a kind of 2d view the quality and comfort of editing a 2 5d diagram will become the same as editing it with pure gef in 2d but with gef3d you can work with multiple diagrams much more comfortable if you have to edit multiple diagrams with inter model connections you will be able to simply navigate to another diagram and back again and you can actually see the inter model connections for an example read kristian s post about his 3d gmf mapping editor 2d is dead long live 3d well ok i have probably watched too much avatar 3d but maybe you like the idea of cool 3d diagrams too then join the gef3d team grab yourself a bug and see how much fun 3d programming with gef3d could be yes i know there is no release of gef3d available yet i will do that as soon as possible and...
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