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JavaCoolDude

OpenGL
OpenGL GUI anyone? Updated on 11/17/05

207 posts in this topic

Quote:
Original post by OpenGL_Guru
Quote:
If you figure out how to implement a timer in Linux and manage to modify my Tools/FPSCounter and Tools/Timer, you're gold


UGHH -- well in linux i really dont care about the FPS counter or keeping track of the FPS counter.


im gonna work on it and try things out though....

also gonan look at the GLUT version you have there.. oh yeah if you still need that favor, whatever that is, lemme know :)


The Timer is crucial for the subtle fading effect that you're seeing in the GUI, as a matter of fact I need to measure the time interval from one frame to the other and provide the GUIFrame with it at rendering time.
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ahhh i see... ok then...hmm.. well i will have to look into that then...

i guess you couldnt simply use an alpha for the transparency of the texture and just do a increment or decrement to make it opaque or transparent.. cos some computer will render slower or faster...

just out of curiousity did you try doing a GUI like this in just plain 'ol openGL? like just drawing the quads and buttons all in straight openGL. of course you would have to keep up with everything located in ortho mode i would assume.. i dunno.
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Thanks for the quick tutorial. If I hadn't rated you up all the way already I'd do so now.

Unfortunately for me, the design of how to take action just doesn't appeal to me. I guess I'll just have to finish work on DaedalusGUI :D

Since you asked for other options, here's how I do it. The root widget is actually a kind of manager for the entire GUI (since I can have multiple OS windows, each window has it's own manager/root widget. You can register callbacks with the root like so:

guiRootNew.AddCommand(widgetPointer, GUI::MOUSE1_UP, boost::bind(&GUI::IBase::ProcessMessage, base, GUI::HIDE, mMouse) );
guiRootNew.AddCommand("testbutton2", GUI::MOUSE1_UP, boost::bind(&GUI::IBase::ProcessMessage, base, GUI::SHOW, mMouse) );
guiRootNew.AddCommand("quitbutton", GUI::MOUSE1_UP, boost::bind(&Daedalus::Quit) );


So a combination of the widget you want to attach the callback to (although under the hood, it's stored with the root instead), the message that you want to react to, and a function object that will be called.

At the moment all widgets react to all messages, but I'm going to change that so images for instance don't react to button presses.

To me this design seems cleaner to use than the if/else statements you have. My design is comparable to a kind of signal/slot system as is also available in boost.
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Quote:
Original post by OpenGL_Guru
ahhh i see... ok then...hmm.. well i will have to look into that then...

i guess you couldnt simply use an alpha for the transparency of the texture and just do a increment or decrement to make it opaque or transparent.. cos some computer will render slower or faster...

just out of curiousity did you try doing a GUI like this in just plain 'ol openGL? like just drawing the quads and buttons all in straight openGL. of course you would have to keep up with everything located in ortho mode i would assume.. i dunno.


That is how I do it, pure OpenGL that is [wink]

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Quote:
Original post by rick_appleton
Thanks for the quick tutorial. If I hadn't rated you up all the way already I'd do so now.

Unfortunately for me, the design of how to take action just doesn't appeal to me. I guess I'll just have to finish work on DaedalusGUI :D

Since you asked for other options, here's how I do it. The root widget is actually a kind of manager for the entire GUI (since I can have multiple OS windows, each window has it's own manager/root widget. You can register callbacks with the root like so:

guiRootNew.AddCommand(widgetPointer, GUI::MOUSE1_UP, boost::bind(&GUI::IBase::ProcessMessage, base, GUI::HIDE, mMouse) );
guiRootNew.AddCommand("testbutton2", GUI::MOUSE1_UP, boost::bind(&GUI::IBase::ProcessMessage, base, GUI::SHOW, mMouse) );
guiRootNew.AddCommand("quitbutton", GUI::MOUSE1_UP, boost::bind(&Daedalus::Quit) );


So a combination of the widget you want to attach the callback to (although under the hood, it's stored with the root instead), the message that you want to react to, and a function object that will be called.

At the moment all widgets react to all messages, but I'm going to change that so images for instance don't react to button presses.

To me this design seems cleaner to use than the if/else statements you have. My design is comparable to a kind of signal/slot system as is also available in boost.


Yeah I like that design of yours, post binaries and screenshots when you're done mate :)
I had to resort to callback strings in my GUI because in some of my unreleased projects I deal with a lot and lot of widgets, and frankly I'd rather load them all up from a separate file than hardcoding them.
Just a different approach brother [wink]

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yah..i know you did it in openGL silly..as far as drawing the quads etc etc
but i mean without using xml to help you locate and define all the buttons, widgets etc etc. :)

btw -- i guess there is no mouseover/mousehover function for GLUT, unless its hidden under mousespecialfunc(); ?????

oh yeah about your timer..did you try using the glut TImer? that way it can be cross platform :)

heres the link to GLUT callback functions

Glut Callback Functions
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OpenGL_guru, I'm gonna have to look into that but unfortunately won't be able to do so until sometimes next week when I'm all settled down in Silicon Valley.
My next priority is fixing the text box and adding DropDown menus, List boxes and text areas.
Stay tuned.
PS: Any luck in porting the GLUT code to Linux anyone? Come on it shouldn't be tough [pig]
Alright off to catch my airplane [smile]
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Quote:
Original post by rick_appleton
Unfortunately for me, the design of how to take action just doesn't appeal to me. I guess I'll just have to finish work on DaedalusGUI :D

To me this design seems cleaner to use than the if/else statements you have. My design is comparable to a kind of signal/slot system as is also available in boost.


I also used to handle callbacks in this manner and I think this approach works very well if you want to hardcode a lot of the logic to a specific type of object (eg: you know that a Button will react to OnClick but a Label won't). With a little work, you could easily build a central message dispatcher that will delegate the messages out to the respective named widgets. If you send the message straight to the widget and let it be handled internally this should work quite well. Of course, it means that every widget will receive every message, which could result in a speed hit.
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After alot of brutal messing around got it running on Linux.
Not untill it was to late I realised how to use GNU Autotools to in a good way(tm) to use the source structure JavaCoolDude used so I will need to redo it once I get some more free time (I flattened it and placed all .cpp and .h files in a src directory). And hmm, fix the mouse events cause at the moment they are not being sent to widgets properly so can't use any of the widgets really, bargh, but that should not be to hard to fix, just wanted to show of a screenshot running 2 instances of the GLUT test app on Linux before I went to bed.


Edit: My gosh I spell bad.
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Have you got any tools for your source? Is it documented? Do you have some kind of an editor for your GUI?
Just curious, because how would you go about locating/positioning your GUI widgets around the screen? Do you use keyboard to move them or a mouse??

A cool looking GUI, can you do any animations with it, like for buttons??

Good work mate.
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Sempron 2800+
Radeon 9200
256 Mb DDR

I must say I feel kinda bad seeing the hi fps count most people are having...

~330 800x600x16
~190 800x600x32

~420 1024x768x16
~265 1024x768x32

~360 640x480x16
~520 640x480x32

I guess its my crappy sempron and radeon and ram, aka my whole PC, hehe

Anyway, looking awesome, and the fact you're using XML is really cool, keep up the good work mate

cheers
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Athalon XP 1900 +
Geforce 4 MX 64mb
512mb ddr.
(yeah its old)
a little under 60fps avg

great stuff, I wrote a "customizable" gui a while ago but yours is defintely better looking and easier to customize.

Two little things I noticed though, on your sliders the mouseclick doesn't grab the sliding device if you click past the extents of the white bar even though the cursor is over the orange ball.

Also, am I correct in thinking that you cannot customize the fade speed of he checkboxes after clicking using the xml? I looked at the xml files but did not see an option for that. It may be that I am just exceptionally impatient, but I found myself clicking a checkbox several times because i thought myclick didn't register.

Other than that it works exactly how I've come to expect gui's to work, except for the mouseover glowing, which was a pleasant suprise.
... The whole thing is very well done.
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It is pretty cool, nice work.

The only thing I would like differently are the edit boxes. You can't select or cut/copy/paste. It is not very hard to do, especially to even link it to the OS clipboard (though this might not be an option for you unless you can find a cross-platform clipboard library, I've never heard of one before). It is very helpful to be able to do that, I really hate games that don't let you copy/paste IPs into their in-game connection screens.

It is also screwy if you try to select by using shift + arrows. It made the ' and % characters show up in the input box.
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Intel Pentium 4 - 2.80Ghz
512MB DDR400 (PC3200) Ram
256Mb Radeon 9800 Pro

Window - 2200
Fullscreen - 1600
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Greetings
So yeah I'm without a PC until the weekend when USPS shows up to my door here in Silicon Valley, but I'm definitely taking notes down.
Expect an update this weekend with most of your suggestions.

todderod, you're the man, thanks for porting the GUI to Linux, I'll get in touch with you as soon as I get a new build up and running. Again thank you for your contribution.

nihilisticod, to change the fading speed, add this line to your widget XML declaration:
alphaFadeScale = "2.0"
2.0 will make the fading twice as fast as normal, you get to choose the value you want from 0.01 to 5.0 [smile]
Now regarding the insensitive part of the sliders, I can easily fix that, look forward to the next release this coming weekend brother.

HellRiZZer, there is no documentation yet except the quick tutorial posted in the second page, I'm working on that mate :)
peace

[Edited by - JavaCoolDude on June 20, 2005 10:27:59 PM]
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Quote:
Original post by JavaCoolDude
thanks for porting the GUI to Linux, I'll get in touch with you as soon as I get a new build up and running.


I fixed the widget problem so now it is working perfectly under Linux, except that the ./configure script is somewhat flawed when it comes to detecting the glpng and pthread libs.

I emailed you the sourcetree, and suggest you use that as basepoint for further updates, I don't feel like re-doing all those modifications :)
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It looks so cool!! wow, wanderful work.
I write UI myself, inspired by wow. hehe
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What is the liscence?

Can I use this for my own projects, and later if I decide to make a shareware something still continue to use it without royalties?
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Quote:
Original post by try_catch_this
What is the liscence?

Can I use this for my own projects, and later if I decide to make a shareware something still continue to use it without royalties?


You're free to use it in any way you want as long as you provide the due credit and maybe a link to my website [wink]
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Quote:
Original post by JavaCoolDude
Quote:
Original post by try_catch_this
What is the liscence?

Can I use this for my own projects, and later if I decide to make a shareware something still continue to use it without royalties?


You're free to use it in any way you want as long as you provide the due credit and maybe a link to my website [wink]


first of all, this is really great work.

just in case, i would formalize the above into a licence (just pick one, there are tons out there). i know it seems stupid, especially on projects you want to make completely *open* source, but you never know what crazy situation you might get into, and, most importantly, those using your library might need it for legal/company reasons (or be more willing to use it as they'll have, in writing, the relationship between them and you).

edit: err, dont know if you know this, but the GPL is in there, maybe it got stuck in with the linux port...a bit stricter than what you seem to want.
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Quote:
Original post by justo

edit: err, dont know if you know this, but the GPL is in there, maybe it got stuck in with the linux port...a bit stricter than what you seem to want.


Eeek, that is my misstake. GNU Autotools put that file there by itself, I meant to change that to a (for now) empty file. Same with a few other temporary files now I see, such sloppy work from my part.

Ignore the "COPYING" file and its contents, it is there by misstake.
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What is the most liberal license out there?
todderod, could you recompile the new release files in Linux and tell me if I broke anything in the process of adding Combo boxes?
Thank you :)
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Few more updates:
ComboBoxes now high-light the item lying underneath the mouse cursor, check out the first page for an update screenshot.

A click on an already checked RadioButton won't uncheck it.

The zip file with all the resources is now twice as small (750k)
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Quote:
Original post by JavaCoolDude
What is the most liberal license out there?


I favour the zlib license myself, the long and the short of it being you still own the work but anyone else is free to use, modify and redist it as long as they dont claim the orignal work as their own or modified work as orignal.

the full details.

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    • By Tchom
      Hey devs!
       
      I've been working on a OpenGL ES 2.0 android engine and I have begun implementing some simple (point) lighting. I had something fairly simple working, so I tried to get fancy and added color-tinting light. And it works great... with only one or two lights. Any more than that, the application drops about 15 frames per light added (my ideal is at least 4 or 5). I know implementing lighting is expensive, I just didn't think it was that expensive. I'm fairly new to the world of OpenGL and GLSL, so there is a good chance I've written some crappy shader code. If anyone had any feedback or tips on how I can optimize this code, please let me know.
       
      Vertex Shader
      uniform mat4 u_MVPMatrix; uniform mat4 u_MVMatrix; attribute vec4 a_Position; attribute vec3 a_Normal; attribute vec2 a_TexCoordinate; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { v_Position = vec3(u_MVMatrix * a_Position); v_TexCoordinate = a_TexCoordinate; v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0)); gl_Position = u_MVPMatrix * a_Position; } Fragment Shader
      precision mediump float; uniform vec4 u_LightPos["+numLights+"]; uniform vec4 u_LightColours["+numLights+"]; uniform float u_LightPower["+numLights+"]; uniform sampler2D u_Texture; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { gl_FragColor = (texture2D(u_Texture, v_TexCoordinate)); float diffuse = 0.0; vec4 colourSum = vec4(1.0); for (int i = 0; i < "+numLights+"; i++) { vec3 toPointLight = vec3(u_LightPos[i]); float distance = length(toPointLight - v_Position); vec3 lightVector = normalize(toPointLight - v_Position); float diffuseDiff = 0.0; // The diffuse difference contributed from current light diffuseDiff = max(dot(v_Normal, lightVector), 0.0); diffuseDiff = diffuseDiff * (1.0 / (1.0 + ((1.0-u_LightPower[i])* distance * distance))); //Determine attenuatio diffuse += diffuseDiff; gl_FragColor.rgb *= vec3(1.0) / ((vec3(1.0) + ((vec3(1.0) - vec3(u_LightColours[i]))*diffuseDiff))); //The expensive part } diffuse += 0.1; //Add ambient light gl_FragColor.rgb *= diffuse; } Am I making any rookie mistakes? Or am I just being unrealistic about what I can do? Thanks in advance
    • By yahiko00
      Hi,
      Not sure to post at the right place, if not, please forgive me...
      For a game project I am working on, I would like to implement a 2D starfield as a background.
      I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map.
      I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...).

      Is there someone who could have an idea of a distribution which could result in such a starfield?
      Any insight would be appreciated
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