This topic is now archived and is closed to further replies.

OpenGL OpenGL GUI and Widget

This topic is 4982 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello I’m kind of new to openGL and I was wondering if anyone had and Experience with a good GUI toolkit that work well with games? What I am looking for: a toolkit that works well in full screen, that has at lest these Widget; * Windows (where I can have more then one window on the screen at once and bring certain windows to the front) * Message Box * Buttons * Edit fields (text entry) But it would also be nice if it had * Menus * Scroll bar * Check boxes * Combo boxes * Radio buttons i have read but I rather not reinvent the wheel if its already been done I searched google and found * CPW ( ) nice but no real Widget I’m use to event driver programming in MFC and C# Ideally I would like something where they click on a button and my function would be called with a game state variable. Currently I am using SDL for the window, sound, input and openGL for the GFX Thank you for your time

Share this post

Link to post
Share on other sites
I know of some commercial engines that have GUIs, but I know of no libraries...

Torque Game Engine ($100)

However, even though reinventing the wheel isn''t necessary, it is nice to learn to do it, because it will really help with interface programming later on...

Share this post

Link to post
Share on other sites
Guest Anonymous Poster
I have a cool(and by cool I mean totally sweet) one that I have been working on. Uses opengl and C, no C++. If you are interested let me know.

Share this post

Link to post
Share on other sites
Yes i''m interested, Why wouldn''t i
But you logged in Anonymous so you might not get this message :/

Re: fyhuang
i have never used Torque before and i don''t want to have to pay for the lic, espicaly after spending so much time working on the other little bits of the engine i have already done

Share this post

Link to post
Share on other sites
re: Colossus_1

That project looks great and just what i am looking for BUT
It hasn''t been updated since 29 May 2003
and i can not for the life of me get it to compile on win32 with MSVS6 or MSVS7
i posted a few comments on there forums but i don’t think that i will get a response the forums do not look to be that active...

Looks great I’m going to spend anther day on it, and if i can''t get it working i will have to move on

Thanks for the link

Share this post

Link to post
Share on other sites
Guest Anonymous Poster
I''m the same anon guy(Still haven''t recieved email with my account password), my friend just slapped up a website with the stuff we have been working on. Take a look.

<a href=""></a>

Share this post

Link to post
Share on other sites
Guest Anonymous Poster
Well this thing isn''t even what I would call alpah stage yet, but I will probably have some libs and header files I could give you this weekend.

What exactly are you using this for? You would be the first user.

If you helped with testing, and just gave us credit where due for the gui stuff that would be cool.

Share this post

Link to post
Share on other sites
We are planning to use it for the main GUI of our game
* Chat box between users
* Edit box to send commands to the game engine
* List box of users
* Dialog (window stuff)
* In game message box(message box pops up witn Yes or No buttons)
* Main menu
Stuff like that

But currently it would be really helpful for a debug window to change active variables so I don''t have to keep recompiling every time for each change with out having to map dozens of keys to different variables.

yay I’m number one

Share this post

Link to post
Share on other sites

  • Similar Content

    • By xhcao
      Does sync be needed to read texture content after access texture image in compute shader?
      My simple code is as below,
      glBindImageTexture(0, texture[0], 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
      glBindImageTexture(1, texture[1], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
      glDispatchCompute(1, 1, 1);
      // Does sync be needed here?
      glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
                                     GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
      glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
      Compute shader is very simple, imageLoad content from texture[0], and imageStore content to texture[1]. Does need to sync after dispatchCompute?
    • By Jonathan2006
      My question: is it possible to transform multiple angular velocities so that they can be reinserted as one? My research is below:
      // This works quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); quat quaternion2 = GEMultiplyQuaternions(quaternion1, GEQuaternionFromAngleRadians(angleRadiansVector2)); quat quaternion3 = GEMultiplyQuaternions(quaternion2, GEQuaternionFromAngleRadians(angleRadiansVector3)); glMultMatrixf(GEMat4FromQuaternion(quaternion3).array); // The first two work fine but not the third. Why? quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); vec3 vector1 = GETransformQuaternionAndVector(quaternion1, angularVelocity1); quat quaternion2 = GEQuaternionFromAngleRadians(angleRadiansVector2); vec3 vector2 = GETransformQuaternionAndVector(quaternion2, angularVelocity2); // This doesn't work //quat quaternion3 = GEQuaternionFromAngleRadians(angleRadiansVector3); //vec3 vector3 = GETransformQuaternionAndVector(quaternion3, angularVelocity3); vec3 angleVelocity = GEAddVectors(vector1, vector2); // Does not work: vec3 angleVelocity = GEAddVectors(vector1, GEAddVectors(vector2, vector3)); static vec3 angleRadiansVector; vec3 angularAcceleration = GESetVector(0.0, 0.0, 0.0); // Sending it through one angular velocity later in my motion engine angleVelocity = GEAddVectors(angleVelocity, GEMultiplyVectorAndScalar(angularAcceleration, timeStep)); angleRadiansVector = GEAddVectors(angleRadiansVector, GEMultiplyVectorAndScalar(angleVelocity, timeStep)); glMultMatrixf(GEMat4FromEulerAngle(angleRadiansVector).array); Also how do I combine multiple angularAcceleration variables? Is there an easier way to transform the angular values?
    • By dpadam450
      I have this code below in both my vertex and fragment shader, however when I request glGetUniformLocation("Lights[0].diffuse") or "Lights[0].attenuation", it returns -1. It will only give me a valid uniform location if I actually use the diffuse/attenuation variables in the VERTEX shader. Because I use position in the vertex shader, it always returns a valid uniform location. I've read that I can share uniforms across both vertex and fragment, but I'm confused what this is even compiling to if this is the case.
      #define NUM_LIGHTS 2
      struct Light
          vec3 position;
          vec3 diffuse;
          float attenuation;
      uniform Light Lights[NUM_LIGHTS];
    • By pr033r
      I have a Bachelor project on topic "Implenet 3D Boid's algorithm in OpenGL". All OpenGL issues works fine for me, all rendering etc. But when I started implement the boid's algorithm it was getting worse and worse. I read article ( inspirate from another code (here: but it still doesn't work like in tutorials and videos. For example the main problem: when I apply Cohesion (one of three main laws of boids) it makes some "cycling knot". Second, when some flock touch to another it scary change the coordination or respawn in origin (x: 0, y:0. z:0). Just some streng things. 
      I followed many tutorials, change a try everything but it isn't so smooth, without lags like in another videos. I really need your help. 
      My code (optimalizing branch):
      Exe file (if you want to look) and models folder (for those who will download the sources):
      Thanks for any help...

    • By Andrija
      I am currently trying to implement shadow mapping into my project , but although i can render my depth map to the screen and it looks okay , when i sample it with shadowCoords there is no shadow.
      Here is my light space matrix calculation
      mat4x4 lightViewMatrix; vec3 sun_pos = {SUN_OFFSET * the_sun->direction[0], SUN_OFFSET * the_sun->direction[1], SUN_OFFSET * the_sun->direction[2]}; mat4x4_look_at(lightViewMatrix,sun_pos,player->pos,up); mat4x4_mul(lightSpaceMatrix,lightProjMatrix,lightViewMatrix); I will tweak the values for the size and frustum of the shadow map, but for now i just want to draw shadows around the player position
      the_sun->direction is a normalized vector so i multiply it by a constant to get the position.
      player->pos is the camera position in world space
      the light projection matrix is calculated like this:
      mat4x4_ortho(lightProjMatrix,-SHADOW_FAR,SHADOW_FAR,-SHADOW_FAR,SHADOW_FAR,NEAR,SHADOW_FAR); Shadow vertex shader:
      uniform mat4 light_space_matrix; void main() { gl_Position = light_space_matrix * transfMatrix * vec4(position, 1.0f); } Shadow fragment shader:
      out float fragDepth; void main() { fragDepth = gl_FragCoord.z; } I am using deferred rendering so i have all my world positions in the g_positions buffer
      My shadow calculation in the deferred fragment shader:
      float get_shadow_fac(vec4 light_space_pos) { vec3 shadow_coords = / light_space_pos.w; shadow_coords = shadow_coords * 0.5 + 0.5; float closest_depth = texture(shadow_map, shadow_coords.xy).r; float current_depth = shadow_coords.z; float shadow_fac = 1.0; if(closest_depth < current_depth) shadow_fac = 0.5; return shadow_fac; } I call the function like this:
      get_shadow_fac(light_space_matrix * vec4(position,1.0)); Where position is the value i got from sampling the g_position buffer
      Here is my depth texture (i know it will produce low quality shadows but i just want to get it working for now):
      sorry because of the compression , the black smudges are trees ...
      EDIT: Depth texture attachment:
  • Popular Now