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    • By fleissi
      Hey guys!

      I'm new here and I recently started developing my own rendering engine. It's open source, based on OpenGL/DirectX and C++.
      The full source code is hosted on github:
      https://github.com/fleissna/flyEngine

      I would appreciate if people with experience in game development / engine desgin could take a look at my source code. I'm looking for honest, constructive criticism on how to improve the engine.
      I'm currently writing my master's thesis in computer science and in the recent year I've gone through all the basics about graphics programming, learned DirectX and OpenGL, read some articles on Nvidia GPU Gems, read books and integrated some of this stuff step by step into the engine.

      I know about the basics, but I feel like there is some missing link that I didn't get yet to merge all those little pieces together.

      Features I have so far:
      - Dynamic shader generation based on material properties
      - Dynamic sorting of meshes to be renderd based on shader and material
      - Rendering large amounts of static meshes
      - Hierarchical culling (detail + view frustum)
      - Limited support for dynamic (i.e. moving) meshes
      - Normal, Parallax and Relief Mapping implementations
      - Wind animations based on vertex displacement
      - A very basic integration of the Bullet physics engine
      - Procedural Grass generation
      - Some post processing effects (Depth of Field, Light Volumes, Screen Space Reflections, God Rays)
      - Caching mechanisms for textures, shaders, materials and meshes

      Features I would like to have:
      - Global illumination methods
      - Scalable physics
      - Occlusion culling
      - A nice procedural terrain generator
      - Scripting
      - Level Editing
      - Sound system
      - Optimization techniques

      Books I have so far:
      - Real-Time Rendering Third Edition
      - 3D Game Programming with DirectX 11
      - Vulkan Cookbook (not started yet)

      I hope you guys can take a look at my source code and if you're really motivated, feel free to contribute :-)
      There are some videos on youtube that demonstrate some of the features:
      Procedural grass on the GPU
      Procedural Terrain Engine
      Quadtree detail and view frustum culling

      The long term goal is to turn this into a commercial game engine. I'm aware that this is a very ambitious goal, but I'm sure it's possible if you work hard for it.

      Bye,

      Phil
    • By tj8146
      I have attached my project in a .zip file if you wish to run it for yourself.
      I am making a simple 2d top-down game and I am trying to run my code to see if my window creation is working and to see if my timer is also working with it. Every time I run it though I get errors. And when I fix those errors, more come, then the same errors keep appearing. I end up just going round in circles.  Is there anyone who could help with this? 
       
      Errors when I build my code:
      1>Renderer.cpp 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2039: 'string': is not a member of 'std' 1>c:\program files (x86)\windows kits\10\include\10.0.16299.0\ucrt\stddef.h(18): note: see declaration of 'std' 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2061: syntax error: identifier 'string' 1>c:\users\documents\opengl\game\game\renderer.cpp(28): error C2511: 'bool Game::Rendering::initialize(int,int,bool,std::string)': overloaded member function not found in 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.h(9): note: see declaration of 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.cpp(35): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(36): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(43): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>Done building project "Game.vcxproj" -- FAILED. ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========  
       
      Renderer.cpp
      #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Renderer.h" #include "Timer.h" #include <iostream> namespace Game { GLFWwindow* window; /* Initialize the library */ Rendering::Rendering() { mClock = new Clock; } Rendering::~Rendering() { shutdown(); } bool Rendering::initialize(uint width, uint height, bool fullscreen, std::string window_title) { if (!glfwInit()) { return -1; } /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); glViewport(0, 0, (GLsizei)width, (GLsizei)height); glOrtho(0, (GLsizei)width, (GLsizei)height, 0, 1, -1); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glfwSwapInterval(1); glEnable(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_TEXTURE_2D); glLoadIdentity(); return true; } bool Rendering::render() { /* Loop until the user closes the window */ if (!glfwWindowShouldClose(window)) return false; /* Render here */ mClock->reset(); glfwPollEvents(); if (mClock->step()) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glfwSwapBuffers(window); mClock->update(); } return true; } void Rendering::shutdown() { glfwDestroyWindow(window); glfwTerminate(); } GLFWwindow* Rendering::getCurrentWindow() { return window; } } Renderer.h
      #pragma once namespace Game { class Clock; class Rendering { public: Rendering(); ~Rendering(); bool initialize(uint width, uint height, bool fullscreen, std::string window_title = "Rendering window"); void shutdown(); bool render(); GLFWwindow* getCurrentWindow(); private: GLFWwindow * window; Clock* mClock; }; } Timer.cpp
      #include <GL/glew.h> #include <GLFW/glfw3.h> #include <time.h> #include "Timer.h" namespace Game { Clock::Clock() : mTicksPerSecond(50), mSkipTics(1000 / mTicksPerSecond), mMaxFrameSkip(10), mLoops(0) { mLastTick = tick(); } Clock::~Clock() { } bool Clock::step() { if (tick() > mLastTick && mLoops < mMaxFrameSkip) return true; return false; } void Clock::reset() { mLoops = 0; } void Clock::update() { mLastTick += mSkipTics; mLoops++; } clock_t Clock::tick() { return clock(); } } TImer.h
      #pragma once #include "Common.h" namespace Game { class Clock { public: Clock(); ~Clock(); void update(); bool step(); void reset(); clock_t tick(); private: uint mTicksPerSecond; ufloat mSkipTics; uint mMaxFrameSkip; uint mLoops; uint mLastTick; }; } Common.h
      #pragma once #include <cstdio> #include <cstdlib> #include <ctime> #include <cstring> #include <cmath> #include <iostream> namespace Game { typedef unsigned char uchar; typedef unsigned short ushort; typedef unsigned int uint; typedef unsigned long ulong; typedef float ufloat; }  
      Game.zip
    • By lxjk
      Hi guys,
      There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
      Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
      On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
      This method can be naturally extended to clustered light culling as well.
      The following image shows the general ideas

       
      Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test
       

       
      I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!
       
      Eric
    • By Fadey Duh
      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
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OpenGL 3D Models Animation and OpenGL

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Hello All! What software packages (if any) do you guys use to design and animate your 3-D objects to be imported to OpenGL? Also, how do you import them in - using someone else''s libs, your own hacked library, 3rd party product(s)? I am relatively new to OpenGL and am currently using MilkShape 3D, which I think is a pretty good modeller, although not nearly as powerfull as 3DSM (a lot cheaper though! Following the creation of the model and its joints and animation, I use the code for importing the model into OpenGL that I got from nehe.gamedev.net. The importing code is not complete, as it does not address the models'' textures, joints and animation. I am in the process of completing it. I am just curious as to what everyone else is using for animation in OpenGL. Let''s face it. It is pretty hard to do interpolation in OpenGL and I would much rather have a 3D package that can do it for me, so that all I have to do is import the model into my scene, recalculate my vertices and I''m done. Let me know what you guys are using and how that particular solution is working out for ya. Also what are its strengths and limitation? Thanks for reading and Cheers.

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I would like to know too. 3d studio max is one I heard people use. Thats another program you have to learn. And I don''t really know how to incorporate the models into opengl/Visual C++

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a version of 3dmax + maya can be downloaded for free, maya is the more powerful of the 2 (esp for character animation). there
are plugins that come supplyed (u can also write your own, which i have done in the past (very easy) that will export files)


http://uk.geocities.com/sloppyturds/gotterdammerung.html

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I wish Zed would have elaborated a little more. Exporting files from 3DS, Maya, MilkShape, etc. is all good if you are interested in opening those files in other 3D software. We are interested in importing those models in OpenGL. For instamce, I have seen 3DS importing libs, written in C++, which can load 3DS objects, but only meshes and only the raw objects, i.e. not materials, no bones, no animation, etc...
Even nehe''s importing package for MilkShape is not complete and the other one that I came across crashes consistently
So does anyone have/know of/or is in the process of making an importing package (be it 3DS or MS3D, or Maya) that will actually import, texture map, and animate imported objects?

Cheers.

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unlike texture image formats with 3d formats everyone wants something else ie u cant have one format that please eveyone
eg do u want colour data in the 3dfile? do u want to interpolate vertices or use bones?, do u want tangent matrices etc.
.by exporting i mean exporting into a format that your program uses, most ppl make up there own 3d format eg mine is called .VeNT (i started it in 1998 ) which is a ascii text format eg heres a part of a file.

MESH
{
MESH_NAME: bollux
MESH_CONTAINS_NORMALS: NO
MESH_CONTAINS_COLOURS: NO
MESH_CONTAINS_THIS_NUM_DIFFERENT_TEXTURECOORDS: 1
NUM_VERTS: 96
NUM_TRIS: 96
NUM_TRI_GROUPS: 1
TRI_GROUP:
{
TRI_GROUP_TYPE: GL_TRIANGLES
NUM_INDICES: 288
INDICES: 1 2 0 2 3 50 3 4 51 4 5 52 5 6 53 6 7 54 7 8 55 8 9 56 9 10 57 10 11 58 11 12 59 12 13 60 13 14 61 14 15 62 15 16 63 16 1 64 17 18 1 18 2 1 18 19 2 19 3 2 19 20 3 20 4 3 20 21 4 21 5 4 21 22 5 22 6 5 22 23 6 23 7 6 23 24 7 24 8 7 24 25 8 25 9 8 25 26 9 26 10 9 26 27 10 27 11 10 27 28 11 28 12 11 28 29 12 29 13 12 29 30 13 30 14 13 30 31 14 31 15 14 31 32 15 32 16 15 32 17 16 17 1 16 33 34 65 34 66 65 34 35 66 35 67 66 35 36 67 36 68 67 36 37 68 37 69 68 37 38 69 38 70 69 38 39 70 39 71 70 39 40 71 40 72 71 40 41 72 41 73 72 41 42 73 42 74 73 42 43 74 43 75 74 43 44 75 44 76 75 44 45 76 45 77 76 45 46 77 46 78 77 46 47 78 47 79 78 47 48 79 48 80 79 48 33 80 33 65 80 49 34 33 81 35 34 82 36 35 83 37 36 84 38 37 85 39 38 86 40 39 87 41 40 88 42 41 89 43 42 90 44 43 91 45 44 92 46 45 93 47 46 94 48 47 95 33 48
}
TEXTURE_COORDS:
0.500833 0.500000
0.750417 0.500000
0.731355 0.404170
0.677071 0.322929
0.595830 0.268645
0.500000 0.249583

anyway what ive done (may prove useful) ive written a program that will input a number of various 3d files eg md2/3, quake bsp, 3ds etc + converts them into VeNT files
Q/ why convert?
A/ its easiest to deal with one file format


http://uk.geocities.com/sloppyturds/gotterdammerung.html

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