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OpenGL The Ultimate In "What The &@#( Is Going On?"

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Ok, I'm going to post a lot of code. Sorry everyone, but please read through, download & compile, something! I have spent 2 whole days on this! The problem: The program window opens and closes immiediately. SEND AID! I actaully shought about buying a shotgun just to shoot my computer. Anyone got any prices on shotguns? Main.h
//This is the main loop function.  This is where the game cycle is executed.
#if !defined (MAIN)
#define MAIN

#include "EWindow.h"
#include "EObject.h"
#include <GL/gl.h>
#include <GL/glu.h>

//This is where all variables used in the GameLoop() go:
bool fullscreen=false;
bool max=false;
bool min=false;
float angle;
int ww=800;
int wh=600;
EObject test;

void Init()
{
    glClearColor(0.0f,0.0f,0.0f,0.0f);
    glShadeModel(GL_SMOOTH);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);
    
    glViewport(0,0,ww,wh);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
	gluPerspective(45.0f,(GLfloat)ww/(GLfloat)wh,10.0f,10000.0f);
    
    glEnable(GL_DEPTH_TEST);
    glPolygonMode (GL_FRONT_AND_BACK,GL_POINT);
}

//Finally the game loop...
bool GameLoop()
{
	test.display();
    return true;
}

#endif MAIN

Main.cpp
#define WIN32_LEAN_AND_MEAN

#include "include/Main.h"
#include <windows.h>

bool quit = false;
bool once = true;
HDC ghdc;

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
	MSG message;
	EWindow window(fullscreen,ww,wh,32);
	
    test.load3ds("main.3ds");
	test.assigntex("blank.bmp");

	while(!quit)
	{
		PeekMessage(&message,NULL,0,0,PM_REMOVE);
		
        if (message.message == WM_QUIT)
			quit=true;
		else
		{
	    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	        GameLoop();
      		SwapBuffers(ghdc);

			TranslateMessage(&message);
			DispatchMessage(&message);
		}
	}

	return message.wParam;
}

LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	static HDC hdc;
	static HGLRC hrc;
	PAINTSTRUCT ps;

	switch (message)
	{
	case WM_CREATE:
		{
			hdc = GetDC(hwnd);
			ghdc=hdc;
			EWindow::SetupPixelFormat(hdc);
			hrc = wglCreateContext(hdc);
			wglMakeCurrent(hdc,hrc);
			once = true;

			return 0;
			break;
		}
	case WM_CLOSE:
		{
			wglMakeCurrent(hdc,NULL);
			wglDeleteContext(hrc);
			PostQuitMessage(0);

			return 0;
			break;
		}
    case WM_QUIT:
         {
            wglMakeCurrent(hdc,NULL);
            wglDeleteContext(hrc);
            PostQuitMessage(0);
            
            return 0;
            break;
         }
	case WM_DESTROY:
		{
			wglMakeCurrent(hdc,NULL);
			wglDeleteContext(hrc);
			PostQuitMessage(0);

			return 0;
			break;
		}
	case WM_PAINT:
		{
			BeginPaint(hwnd, &ps);
			EndPaint(hwnd, &ps);
			
			return 0;
			break;
		}
	case WM_SIZE:
		{
            if( once )
                once = false;
            else
                Init();     
                 
           	return 0;
			break;
		}
	default:
		break;
	}

	return DefWindowProc(hwnd,message,wParam,lParam);
}

EWindow.h
//EWindow.h  Contains that class for window creation, management, and destruction.

#if !defined (EWINDOW)
#define EWINDOW

#define WIN32_LEAN_AND_MEAN

#include <windows.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/GLAUX.h>

extern HDC ghdc;
void SetupPixelFormat(HDC);
LRESULT CALLBACK WndProc(HWND,UINT,WPARAM,LPARAM);

class EWindow
{
private:
	int fullscreen;			//Is window full screen?
	int h,w,bpp;
	RECT wndrect;
	WNDCLASSEX wndclass;	//Window Class
	HWND hwnd;				//Window Handle
	HINSTANCE hinstance;	//Application Handle
//	ERender* RenderObject;	//Render Object
public:
	//Functions
	EWindow();
	EWindow(bool,int,int,int);
	~EWindow();
	int GetHeight()	//Get Height
	{	return h; }
	int GetWidth()		//Get Width
	{	return w; }
	int GetBPP()	//Get bit depth
	{ return bpp;}
	bool ECreateClass();	//Create and registers class
	bool ECreateWindow(bool,int,int,int);	//Create and display window
	bool EDestroy();		//Closes window and frees memory
	static void SetupPixelFormat(HDC);	//Set up the pixel format for OpenGL
};

#endif EWINDOW


EWindow.cpp
#include "include/EWindow.h"
#include <stdio.h>
#include <GL/gl.h>
#include <GL/glu.h>

void Init();

EWindow::EWindow()
{
	if(!ECreateClass())
		PostQuitMessage(0);
	
	if(!ECreateWindow(true,800,600,32))
		PostQuitMessage(0);
}

EWindow::EWindow(bool fullscreen, int w, int h, int bpp)
{
	if(!ECreateClass())
		PostQuitMessage(0);
	if(!ECreateWindow(fullscreen,w,h,bpp))
		PostQuitMessage(0);
}

EWindow::~EWindow()
{
}

bool EWindow::ECreateClass()
{
	hinstance=GetModuleHandle(NULL);
	wndclass.cbSize = sizeof(WNDCLASSEX);
	wndclass.style = CS_HREDRAW | CS_VREDRAW;
	wndclass.lpfnWndProc = WndProc;
	wndclass.cbClsExtra = 0;
	wndclass.cbWndExtra = 0;
	wndclass.hInstance = hinstance;
	wndclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
	wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
	wndclass.hbrBackground = NULL;
	wndclass.lpszMenuName = NULL;
	wndclass.lpszClassName = "3dge";
	wndclass.hIconSm = LoadIcon(NULL, IDI_WINLOGO);

	if(!RegisterClassEx(&wndclass))
	{
		MessageBox(NULL, "\tError:  Could not register window", "Error", NULL);
		return false;
	}

	return true;
}

bool EWindow::ECreateWindow(bool fulllscreen,int width, int height, int bits)
{
	DWORD dwStyle;
	DWORD dwExStyle;

	fullscreen = fulllscreen;
	w = width;
	h = height;
	bpp = bits;

	if(fullscreen)
	{
		dwExStyle = WS_EX_APPWINDOW;
		dwStyle = WS_POPUP;
		ShowCursor(FALSE);

		DEVMODE devmodescreen;
		memset(&devmodescreen, 0, sizeof(devmodescreen));
		devmodescreen.dmSize = sizeof(devmodescreen);
		devmodescreen.dmPelsWidth = w;
		devmodescreen.dmPelsHeight = h;
		devmodescreen.dmBitsPerPel = bpp;
		devmodescreen.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL;

		if (ChangeDisplaySettings(&devmodescreen,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
			fullscreen = false;
	}
	else
	{
		dwExStyle = NULL;
		dwStyle = WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_SYSMENU | WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
	}

	wndrect.top = 0;
	wndrect.left = 0;
	wndrect.right = w;
	wndrect.bottom = h;

	AdjustWindowRectEx(&wndrect,dwStyle,false,dwExStyle);

	hwnd = CreateWindowEx(NULL,
		"3dge",
		"Crosonio Game Engine",
		dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
		0,0,
		w,h,
		NULL,
		NULL,
		hinstance,
		NULL);

	if (!hwnd)
	{
		MessageBox(NULL, "\tError:  Could not create window", "Error", NULL);
		PostQuitMessage(0);
		return false;
	}

	ShowWindow(hwnd, SW_SHOW);
	UpdateWindow(hwnd);

	return true;
}

void EWindow::SetupPixelFormat(HDC hdc)
{
	int iFormat;

	static PIXELFORMATDESCRIPTOR pfd =
	{
		sizeof(PIXELFORMATDESCRIPTOR),
		1,
		PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
		PFD_TYPE_RGBA,
		32,
		0,0,0,0,0,0,
		0,
		0,
		0,
		0,0,0,0,
		16,
		0,
		0,
		PFD_MAIN_PLANE,
		0,
		0,0,0
	};

	iFormat = ChoosePixelFormat(hdc, &pfd);

	SetPixelFormat(hdc,iFormat,&pfd);
}

EObject.h
#if !defined (EOBJECT_H)
#define EOBJECT_H

#include "Texture.h"

//Point structure, containing x,y, and z coordinates
struct point
{
	float x,y,z;
};

//Triangle structure, containing 3 verticie numbers
struct triangle
{
	int a,b,c;
};

//UV Point sturucture, containing u and v coordinates
struct uvpoint 
{
	float u,v;
};

/* EObject Class, containing model data and functions
to load, edit, display, and unload model data */
class EObject
{
private:
	//3d data
	point* verticies;
	triangle* tris;
	uvpoint* uv;

	//EObject ammount tags
	int numvert;
	int numtri;
public:
	//Basic Innitialization
	EObject();
	EObject(char*);
	~EObject();

	//Member Functions
	bool load3ds(char*);
	void display();
	void update();
	void unload();
	void assigntex(char*);

	//EObject ID Tag
	unsigned int texture;
};

#endif EOBJECT_H

EObject.cpp
#define MAIN 0x4D4D
#define EDITOR 0x3D3D
#define OBJECT 0x4000
#define TRIANGLE 0X4100
#define VERTICIES 0x4110
#define FACE 0x4120
#define UV 0x4140

#include "include/EObject.h"
#include "include/EWindow.h"
#include <stdio.h>
#include <io.h>
#include <GL/gl.h>

//Basic EObject constructor
EObject::EObject()
{
	//Pointer Data
	verticies = NULL;
	tris = NULL;
	uv = NULL;

	//Non-Pointer Data
	texture = 0;
	numvert = 0;
	numtri = 0;
}

//File loading EObject constructor
EObject::EObject(char* filename)
{
	load3ds(filename);
}

//EObject destructor
EObject::~EObject()
{
	delete[] verticies;
	delete[] tris;
	delete[] uv;
}

//.3ds file loader
bool EObject::load3ds(char* filename)
{
	//Data
	FILE* fp;	//The file pointer (file access)

	int count;	//Used for data loading
	bool done = false;	//Determines if file loading is done

	unsigned short chunkid;		//The Chunk ID tag
	unsigned long chunklength;	//The Chunk length
	unsigned char temp;			//Temporary char for name bypass
	unsigned short datalength;	//The Chunk Data length

	//Open file
	fp = fopen(filename,"rb");

	//If file couldn't be opened, make object null
	if( fp==NULL )
	{
		verticies = NULL;
		tris = NULL;
		uv = NULL;

		texture = 0;
		numvert = 0;
		numtri = 0;
		MessageBox(NULL,"File Not Loaded.","File",NULL);
		return false;
	}

	//Begin the reading process
	while( ftell (fp) < filelength (fileno (fp)) )
	{
		//Read the chunk ID tag and length
		fread(&chunkid,2,1,fp);
		fread(&chunklength,4,1,fp);

		switch (chunkid)
		{
		//Main Chunk, no data
		case MAIN:
			break;
		//3d Editor Chunk, no data
		case EDITOR:
			break;
		//Object Block, object name
		case OBJECT:
			do
			{
				fread(&temp,1,1,fp);
			}while(temp != '\0');
			break;
		//Triangle Mesh Block, no data
		case TRIANGLE:
			break;
		//Verticies Block, number of verticies and their data
		case VERTICIES:
			fread(&datalength,2,1,fp);
			verticies = new point[datalength];
			numvert = datalength;
			for( count = 0; count < datalength; count++)
			{
				fread(&verticies[count].x,4,1,fp);
				fread(&verticies[count].y,4,1,fp);
				fread(&verticies[count].z,4,1,fp);
			}
			break;
		//Faces Block, number of faces and their data
		case FACE:
			fread(&datalength,2,1,fp);
			tris = new triangle[datalength];
			numtri = datalength;
			for( count = 0; count < datalength; count++)
			{
				fread(&tris[count].a,2,1,fp);
				fread(&tris[count].b,2,1,fp);
				fread(&tris[count].c,2,1,fp);
				fseek(fp,2,SEEK_CUR);
			}
			break;
		//UV Points Block, number of UV points and their data
		case UV:
			fread(&datalength,2,1,fp);
			uv = new uvpoint[datalength];
			for( count = 0; count < datalength; count++)
			{
				fread(&uv[count].u,4,1,fp);
				fread(&uv[count].v,4,1,fp);
			}
			break;
		//We don't care, so we move to the next Chunk on the hierarchy
		default:
			fseek(fp, chunklength-6, SEEK_CUR);
		}
	}
	//Done with file
	fclose(fp);
	return true;
}

void EObject::display()
{
	int count;

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glPushMatrix();
		glBindTexture(GL_TEXTURE_2D,texture);
		glTranslatef(0.0f,0.0f,-10.0f);
		glBegin(GL_TRIANGLES);
		for( count = 0; count < numtri; count += 3)
		{
			glTexCoord2f(uv[tris[count].a].u,uv[tris[count].a].v);
			glVertex3f(verticies[tris[count].a].x,verticies[tris[count].a].y,verticies[tris[count].a].z);
	     
			glTexCoord2f(uv[tris[count].b].u,uv[tris[count].b].v);
			glVertex3f(verticies[tris[count].b].x,verticies[tris[count].b].y,verticies[tris[count].b].z);

			glTexCoord2f(uv[tris[count].c].u,uv[tris[count].c].v);
			glVertex3f(verticies[tris[count].c].x,verticies[tris[count].c].y,verticies[tris[count].c].z);
		}
		glEnd();
	glPopMatrix();
}

void EObject::update()
{	}

void EObject::unload()
{	}

void EObject::assigntex(char* filename)
{
     gentexobj(filename,texture);     
}

Texture.h
#if !defined ( TEXTURE_H )
#define TEXTURE_H

struct image
{
	unsigned long x,y,size;
	unsigned short bpp;
	unsigned char* data;
};

void loadbmp(char* filename,image& text_o);
void gentexobj(char* filename,unsigned int& ID);
void gentextobj(unsigned int& ID,image* text_o);

#endif TEXTURE_H

Texture.cpp
#define WIN32_LEAN_AND_MEAN

#include "include/Texture.h"
#include <stdio.h>
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>

void loadbmp(char* filename,image& text_o)
{
	FILE* fp;
	unsigned char swap;
	unsigned long count;
	BITMAPFILEHEADER bfh;
	BITMAPINFOHEADER bih;

	fp = fopen(filename,"rb");
	if( fp == NULL )
	{
		MessageBox(NULL,"Bitmap Not Opened.","Bitmap",NULL);
	}
	//else
	//	MessageBox(NULL,"Bitmap Opened.","Bitmap",NULL);

	fread(&bfh,sizeof(BITMAPFILEHEADER),1,fp);
	if( bfh.bfType != 0x4D42 )
	{
	//	MessageBox(NULL,"Bitmap File Corrupt.","Bitmap",NULL);
		fclose(fp);
	}

	//Read all width, height, and bits.  Skips all the
	//extra crap we couldn't care less about.
	fread(&bih,sizeof(BITMAPINFOHEADER),1,fp);
	text_o.x = bih.biWidth;
	text_o.y = bih.biHeight;
	text_o.bpp = bih.biBitCount;
	text_o.size = bih.biSizeImage;
	
	text_o.data = new unsigned char[text_o.size];

	if( text_o.data == NULL )
	{
		delete[] text_o.data;
		fclose(fp);
	}

	fread(&text_o.data,1,text_o.size,fp);

	if( text_o.data == NULL )
	{
		fclose(fp);
	}

	for ( count = 0; count < text_o.size; count+=3)
	{
		swap = text_o.data[count];
		text_o.data[count] = text_o.data[count+2];
		text_o.data[count+2] = swap;
	}

	fclose(fp);
}

void gentexobj(char* filename,unsigned int& ID)
{
     image texto;
     loadbmp(filename,texto);
     glGenTextures(1,&ID);
     glBindTexture(GL_TEXTURE_2D, ID);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     
     glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,texto.x,texto.y,0,GL_RGB,GL_UNSIGNED_BYTE,texto.data);
}

void gentextobj(unsigned int& ID,image* text_o)
{
     glGenTextures(1,&ID);
     glBindTexture(GL_TEXTURE_2D,ID);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     
     glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,text_o->x,text_o->y,0,GL_RGB,GL_UNSIGNED_BYTE,text_o->data);
}

I beg of this whole community! Solve my problem!

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An obvious question: Have you been using the debugger?

You say that "The program window opens and closes immediately". That means that Windows is creating your window just fine. Your problem probably isn't there.

This means (looking at your main loop) that your program is quitting in one of two ways: a quit message being posted, or the quit variable becoming true. I suggest that you set breakpoints throughout your code where either of these can happen, then step through your program. It could be that your code is succeeding, but posting a quit message in error, causing the window to be closed immediately.

You might like to try using exceptions to handle errors in your initialization code, too. I use a simple little exception class which lets me throw a message, and uses some natty preprocessor directives to print out the exact location of the error (function, line and file). It's a lot more informative than just calling PostQuitMessage when something goes wrong, and really helps debugging problems like this one. PM me if you'd like some more info on that...

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Also, the problem came about when I finished writing the texture part of the code. I had created a .3ds file loader and render function, but it wouldn't display. Hoping that the problem was that I had half set it up to have textures, I finished textures. I now arive at this problem.

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Put a break point in your main, and another in your wndproc. Step through both line by line and see where EXACTLY shit goes bad.

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No offense, but you certainly haven't run a debugger. Line 48 of Texture.cpp should be changed from:
fread(&text_o.data,1,text_o.size,fp);

to
fread(text_o.data,1,text_o.size,fp);

Since you were not writing to the correct place in memory, it caused corruption and probably caused the program to exit.

Once you have fixed that, you get another error, but this time in EObject::display. It looks like your array of triangle indexes is incorrectly loaded, which i believe is coming from your "FACE" case in EObject::load3ds. I don't have the time to look into that right now, but that should help you to get on tracks.

Y.

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Hmmmm, ya know what I'm going to close this for a number of reasons, not least of which being this isnt directly an OpenGL problem and you've just dumpped the code to a program into the forum without trying to locate the problem.

If you have a specific opengl related problem then post again, however just posting a whole program with some vague 'fix it' request isnt what this forum is about.

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      //player coordinate float x[] = new float[3]; float y[] = new float[3]; float z[] = new float[3]; public PlayerAxis(float move_step, float angle_move) { x[0] = 1; y[1] = 1; z[2] = -1; step = move_step; angle = angle_move; setTransMatrix(); } public void cameraMoving(float angle_step, String axis) { float[] new_x = x; float[] new_y = y; float[] new_z = z; float alfa = angle_step * angle; switch(axis) { case "x": new_z = addVectors(multScalar(z, COS(alfa)), multScalar(y, SIN(alfa))); new_y = subVectors(multScalar(y, COS(alfa)), multScalar(z, SIN(alfa))); break; case "y": new_x = addVectors(multScalar(x, COS(alfa)), multScalar(z, SIN(alfa))); new_z = subVectors(multScalar(z, COS(alfa)), multScalar(x, SIN(alfa))); break; case "z": new_x = addVectors(multScalar(x, COS(alfa)), multScalar(y, SIN(alfa))); new_y = subVectors(multScalar(y, COS(alfa)), multScalar(x, SIN(alfa))); } x = new_x; y = new_y; z = new_z; normalization(); } public void playerMoving(float x_move, float y_move, float z_move) { float[] move = new float[3]; move[0] = x_move; move[1] = y_move; move[2] = z_move; setTransMatrix(); float[] trans_move = transVector(move); position[0] = position[0] + step*trans_move[0]; position[1] = position[1] + step*trans_move[1]; position[2] = position[2] + step*trans_move[2]; } public void setTransMatrix() { for (int i = 0; i < 3; i++) { coordiTrans[0][i] = x[i]; coordiTrans[1][i] = y[i]; coordiTrans[2][i] = z[i]; } } public float[] transVector(float[] v) { return multiplyMatrixInVector(coordiTrans, v); }  
      and in the main class i have this:
       
      public void keyPressed(KeyEvent e) { if (e.getKeyCode()== KeyEvent.VK_ESCAPE) { System.exit(0); //player move } else if (e.getKeyCode()== KeyEvent.VK_W) { //front //moveAmount[2] += -0.1f; player.playerMoving(0, 0, 1); } else if (e.getKeyCode()== KeyEvent.VK_S) { //back //moveAmount[2] += 0.1f; player.playerMoving(0, 0, -1); } else if (e.getKeyCode()== KeyEvent.VK_A) { //left //moveAmount[0] += -0.1f; player.playerMoving(-1, 0, 0); } else if (e.getKeyCode()== KeyEvent.VK_D) { //right //moveAmount[0] += 0.1f; player.playerMoving(1, 0, 0); } else if (e.getKeyCode()== KeyEvent.VK_E) { //moveAmount[0] += 0.1f; player.playerMoving(0, 1, 0); } else if (e.getKeyCode()== KeyEvent.VK_Q) { //moveAmount[0] += 0.1f; player.playerMoving(0, -1, 0); //camera move } else if (e.getKeyCode()== KeyEvent.VK_I) { //up player.cameraMoving(1, "x"); } else if (e.getKeyCode()== KeyEvent.VK_K) { //down player.cameraMoving(-1, "x"); } else if (e.getKeyCode()== KeyEvent.VK_L) { //right player.cameraMoving(-1, "y"); } else if (e.getKeyCode()== KeyEvent.VK_J) { //left player.cameraMoving(1, "y"); } else if (e.getKeyCode()== KeyEvent.VK_O) { //right round player.cameraMoving(-1, "z"); } else if (e.getKeyCode()== KeyEvent.VK_U) { //left round player.cameraMoving(1, "z"); } }  
      finallt found it.... i confused with the transformation matrix row and col. thanks anyway!
    • By Lewa
      So, i'm currently trying to implement an SSAO shader from THIS tutorial and i'm running into a few issues here.
      Now, this SSAO method requires view space positions and normals. I'm storing the normals in my deferred renderer in world-space so i had to do a conversion and reconstruct the position from the depth buffer.
      And something there goes horribly wrong (which has probably to do with worldspace to viewspace transformations).
      (here is the full shader source code if someone wants to take a look at it)
      Now, i suspect that the normals are the culprit.
      vec3 normal = ((uNormalViewMatrix*vec4(normalize(texture2D(sNormals, vTexcoord).rgb),1.0)).xyz); "sNormals" is a 2D texture which stores the normals in world space in a RGB FP16 buffer.
      Now i can't use the camera viewspace matrix to transform the normals into viewspace as the cameras position isn't set at (0,0,0), thus skewing the result.
      So what i did is to create a new viewmatrix specifically for this normal without the position at vec3(0,0,0);
      //"camera" is the camera which was used for rendering the normal buffer renderer.setUniform4m(ressources->shaderSSAO->getUniform("uNormalViewMatrix"), glmExt::createViewMatrix(glm::vec3(0,0,0),camera.getForward(),camera.getUp())//parameters are (position,forwardVector,upVector) ); Though i have the feeling this is the wrong approach. Is this right or is there a better/correct way of transforming a world space normal into viewspace?
    • By HawkDeath
      Hi,
      I'm trying mix two textures using own shader system, but I have a problem (I think) with uniforms.
      Code: https://github.com/HawkDeath/shader/tree/test
      To debug I use RenderDocs, but I did not receive good results. In the first attachment is my result, in the second attachment is what should be.
      PS. I base on this tutorial https://learnopengl.com/Getting-started/Textures.


    • By norman784
      I'm having issues loading textures, as I'm clueless on how to handle / load images maybe I missing something, but the past few days I just google a lot to try to find a solution. Well theres two issues I think, one I'm using Kotlin Native (EAP) and OpenGL wrapper / STB image, so I'm not quite sure wheres the issue, if someone with more experience could give me some hints on how to solve this issue?
      The code is here, if I'm not mistaken the workflow is pretty straight forward, stbi_load returns the pixels of the image (as char array or byte array) and you need to pass those pixels directly to glTexImage2D, so a I'm missing something here it seems.
      Regards
    • By Hashbrown
      I've noticed in most post processing tutorials several shaders are used one after another: one for bloom, another for contrast, and so on. For example: 
      postprocessing.quad.bind() // Effect 1 effect1.shader.bind(); postprocessing.texture.bind(); postprocessing.quad.draw(); postprocessing.texture.unbind(); effect1.shader.unbind(); // Effect 2 effect2.shader.bind(); // ...and so on postprocessing.quad.unbind() Is this good practice, how many shaders can I bind and unbind before I hit performance issues? I'm afraid I don't know what the good practices are in open/webGL regarding binding and unbinding resources. 
      I'm guessing binding many shaders at post processing is okay since the scene has already been updated and I'm just working on a quad and texture at that moment. Or is it more optimal to put shader code in chunks and bind less frequently? I'd love to use several shaders at post though. 
      Another example of what I'm doing at the moment:
      1) Loop through GameObjects, bind its phong shader (send color, shadow, spec, normal samplers), unbind all.
      2) At post: bind post processor quad, and loop/bind through different shader effects, and so on ...
      Thanks all! 
    • By phil67rpg
      void collision(int v) { collision_bug_one(0.0f, 10.0f); glutPostRedisplay(); glutTimerFunc(1000, collision, 0); } void coll_sprite() { if (board[0][0] == 1) { collision(0); flag[0][0] = 1; } } void erase_sprite() { if (flag[0][0] == 1) { glColor3f(0.0f, 0.0f, 0.0f); glBegin(GL_POLYGON); glVertex3f(0.0f, 10.0f, 0.0f); glVertex3f(0.0f, 9.0f, 0.0f); glVertex3f(1.0f, 9.0f, 0.0f); glVertex3f(1.0f, 10.0f, 0.0f); glEnd(); } } I am using glutTimerFunc to wait a small amount of time to display a collision sprite before I black out the sprite. unfortunately my code only blacks out the said sprite without drawing the collision sprite, I have done a great deal of research on the glutTimerFunc and  animation.
    • By Lewa
      So, i stumbled upon the topic of gamma correction.
      https://learnopengl.com/Advanced-Lighting/Gamma-Correction
      So from what i've been able to gather: (Please correct me if i'm wrong)
      Old CRT monitors couldn't display color linearly, that's why gamma correction was nessecary. Modern LCD/LED monitors don't have this issue anymore but apply gamma correction anyway. (For compatibility reasons? Can this be disabled?) All games have to apply gamma correction? (unsure about that) All textures stored in file formats (.png for example) are essentially stored in SRGB color space (as what we see on the monitor is skewed due to gamma correction. So the pixel information is the same, the percieved colors are just wrong.) This makes textures loaded into the GL_RGB format non linear, thus all lighting calculations are wrong You have to always use the GL_SRGB format to gamma correct/linearise textures which are in SRGB format  
      Now, i'm kinda confused how to proceed with applying gamma correction in OpenGL.
      First of, how can i check if my Monitor is applying gamma correction? I noticed in my monitor settings that my color format is set to "RGB" (can't modify it though.) I'm connected to my PC via a HDMI cable. I'm also using the full RGB range (0-255, not the 16 to ~240 range)
       
      What i tried to do is to apply a gamma correction shader shown in the tutorial above which looks essentially like this: (it's a postprocess shader which is applied at the end of the renderpipeline)
      vec3 gammaCorrection(vec3 color){ // gamma correction color = pow(color, vec3(1.0/2.2)); return color; } void main() { vec3 color; vec3 tex = texture2D(texture_diffuse, vTexcoord).rgb; color = gammaCorrection(tex); outputF = vec4(color,1.0f); } The results look like this:
      No gamma correction:
      With gamma correction:
       
      The colors in the gamma corrected image look really wased out. (To the point that it's damn ugly. As if someone overlayed a white half transparent texture. I want the colors to pop.)
      Do i have to change the textures from GL_RGB to GL_SRGB in order to gamma correct them in addition to applying the post process gamma correction shader? Do i have to do the same thing with all FBOs? Or is this washed out look the intended behaviour?
    • By OneKaidou
      Hi
       
      I am trying to program shadow volumes and i stumbled upon an artifact which i can not find the cause for.
      I generate the shadow volumes using a geometry shader with reversed extrusion (projecting the lightfacing triangles to infinity) and write the stencil buffer according to z-fail. The base of my code is the "lighting" chapter from learnopengl.com, where i extended the shader class to include geometry shader. I also modified the "lightingshader" to draw the ambient pass when "pass" is set to true and the diffuse/ specular pass when set to false. For easier testing i added a view controls to switch on/off the shadow volumes' color rendering or to change the cubes' position, i made the lightnumber controllable and changed the diffuse pass to render green for easier visualization of my problem.
       
      The first picture shows the rendered scene for one point light, all cubes and the front cube's shadow volume is the only one created (intentional). Here, all is rendered as it should be with all lit areas green and all areas inside the shadow volume black (with the volume's sides blended over).

      If i now turn on the shadow volumes for all the other cubes, we get a bit of a mess, but its also obvious that some areas that were in shadow before are now erroneously lit (for example the first cube to the right from the originaly shadow volumed cube). From my testing the areas erroneously lit are the ones where more than one shadow volume marks the area as shadowed.

      To check if a wrong stencil buffer value caused this problem i decided to change the stencil function for the diffuse pass to only render if the stencil is equal to 2. As i repeated this approach with different values for the stencil function i found out that if i set the value equal to 1 or any other uneven value the lit and shadowed areas are inverted and if i set it to 0 or any other even value i get the results shown above.
      This lead me to believe that the value and thus the stencil buffer values may be clamped to [0,1] which would also explain the artifact, because twice in shadow would equal in no shadow at all, but from what i found on the internet and from what i tested with
      GLint stencilSize = 0; glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, &stencilSize); my stencilsize is 8 bit, which should be values within [0,255].
      Does anyone know what might be the cause for this artifact or the confusing results with other stencil functions?
       
      // [the following code includes all used gl* functions, other parts are due to readability partialy excluded] // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { cout << "Failed to create GLFW window" << endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // tell GLFW to capture our mouse glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { cout << "Failed to initialize GLAD" << endl; return -1; } // ==================================================================================================== // window and functions are set up // ==================================================================================================== // configure global opengl state // ----------------------------- glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); // build and compile our shader program [...] // set up vertex data (and buffer(s)) and configure vertex attributes [...] // shader configuration [...] // render loop // =========== while (!glfwWindowShouldClose(window)) { // input processing and fps calculation[...] // render // ------ glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDepthMask(GL_TRUE); //enable depth writing glDepthFunc(GL_LEQUAL); //avoid z-fighting //draw ambient component into color and depth buffer view = camera.GetViewMatrix(); projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); // setting up lighting shader for ambient pass [...] // render the cubes glBindVertexArray(cubeVAO); for (unsigned int i = 0; i < 10; i++) { //position cube [...] glDrawArrays(GL_TRIANGLES, 0, 36); } //------------------------------------------------------------------------------------------------------------------------ glDepthMask(GL_FALSE); //disable depth writing glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); //additive blending glEnable(GL_STENCIL_TEST); //setting up shadowShader and lightingShader [...] for (int light = 0; light < lightsused; light++) { glDepthFunc(GL_LESS); glClear(GL_STENCIL_BUFFER_BIT); //configure stencil ops for front- and backface to write according to z-fail glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR_WRAP, GL_KEEP); //-1 for front-facing glStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR_WRAP, GL_KEEP); //+1 for back-facing glStencilFunc(GL_ALWAYS, 0, GL_TRUE); //stencil test always passes if(hidevolumes) glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); //disable writing to the color buffer glDisable(GL_CULL_FACE); glEnable(GL_DEPTH_CLAMP); //necessary to render SVs into infinity //draw SV------------------- shadowShader.use(); shadowShader.setInt("lightnr", light); int nr; if (onecaster) nr = 1; else nr = 10; for (int i = 0; i < nr; i++) { //position cube[...] glDrawArrays(GL_TRIANGLES, 0, 36); } //-------------------------- glDisable(GL_DEPTH_CLAMP); glEnable(GL_CULL_FACE); glStencilFunc(GL_EQUAL, 0, GL_TRUE); //stencil test passes for ==0 so only for non shadowed areas glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); //keep stencil values for illumination glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); //enable writing to the color buffer glDepthFunc(GL_LEQUAL); //avoid z-fighting //draw diffuse and specular pass lightingShader.use(); lightingShader.setInt("lightnr", light); // render the cubes for (unsigned int i = 0; i < 10; i++) { //position cube[...] glDrawArrays(GL_TRIANGLES, 0, 36); } } glDisable(GL_BLEND); glDepthMask(GL_TRUE); //enable depth writing glDisable(GL_STENCIL_TEST); //------------------------------------------------------------------------------------------------------------------------ // also draw the lamp object(s) [...] // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwP } // optional: de-allocate all resources once they've outlived their purpose: // ------------------------------------------------------------------------ glDeleteVertexArrays(1, &cubeVAO); glDeleteVertexArrays(1, &lightVAO); glDeleteBuffers(1, &VBO); // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0;  
    • By Green_Baron
      Hi,
      i am self teaching me graphics and oo programming and came upon this:
      My Window class creates an input handler instance, the glfw user pointer is redirected to that object and methods there do the input handling for keyboard and mouse. That works. Now as part of the input handling i have an orbiting camera that is controlled by mouse movement. GLFW_CURSOR_DISABLED is set as proposed in the glfw manual. The manual says that in this case the cursor is automagically reset to the window's center. But if i don't reset it manually with glfwSetCursorPos( center ) mouse values seem to add up until the scene is locked up.
      Here are some code snippets, mostly standard from tutorials:
      // EventHandler m_eventHandler = new EventHandler( this, glm::vec3( 0.0f, 5.0f, 0.0f ), glm::vec3( 0.0f, 1.0f, 0.0f ) ); glfwSetWindowUserPointer( m_window, m_eventHandler ); m_eventHandler->setCallbacks(); Creation of the input handler during window creation. For now, the camera is part of the input handler, hence the two vectors (position, up-vector).  In future i'll take that functionally out into an own class that inherits from the event handler.
      void EventHandler::setCallbacks() { glfwSetCursorPosCallback( m_window->getWindow(), cursorPosCallback ); glfwSetKeyCallback( m_window->getWindow(), keyCallback ); glfwSetScrollCallback( m_window->getWindow(), scrollCallback ); glfwSetMouseButtonCallback( m_window->getWindow(), mouseButtonCallback ); } Set callbacks in the input handler.
      // static void EventHandler::cursorPosCallback( GLFWwindow *w, double x, double y ) { EventHandler *c = reinterpret_cast<EventHandler *>( glfwGetWindowUserPointer( w ) ); c->onMouseMove( (float)x, (float)y ); } Example for the cursor pos callback redirection to a class method.
      // virtual void EventHandler::onMouseMove( float x, float y ) { if( x != 0 || y != 0 ) { // @todo cursor should be set automatically, according to doc if( m_window->isCursorDisabled() ) glfwSetCursorPos( m_window->getWindow(), m_center.x, m_center.y ); // switch up/down because its more intuitive m_yaw += m_mouseSensitivity * ( m_center.x - x ); m_pitch += m_mouseSensitivity * ( m_center.y - y ); // to avoid locking if( m_pitch > 89.0f ) m_pitch = 89.0f; if( m_pitch < -89.0f ) m_pitch = -89.0f; // Update Front, Right and Up Vectors updateCameraVectors(); } } // onMouseMove() Mouse movement processor method. The interesting part is the manual reset of the mouse position that made the thing work ...
      // straight line distance between the camera and look at point, here (0,0,0) float distance = glm::length( m_target - m_position ); // Calculate the camera position using the distance and angles float camX = distance * -std::sin( glm::radians( m_yaw ) ) * std::cos( glm::radians( m_pitch) ); float camY = distance * -std::sin( glm::radians( m_pitch) ); float camZ = -distance * std::cos( glm::radians( m_yaw ) ) * std::cos( glm::radians( m_pitch) ); // Set the camera position and perspective vectors m_position = glm::vec3( camX, camY, camZ ); m_front = glm::vec3( 0.0, 0.0, 0.0 ) - m_position; m_up = m_worldUp; m_right = glm::normalize( glm::cross( m_front, m_worldUp ) ); glm::lookAt( m_position, m_front, m_up ); Orbiting camera vectors calculation in updateCameraVectors().
      Now, for my understanding, as the glfw manual explicitly states that if cursor is disabled then it is reset to the center, but my code only works if it is reset manually, i fear i am doing something wrong. It is not world moving (only if there is a world to render :-)), but somehow i am curious what i am missing.
       
      I am not a professional programmer, just a hobbyist, so it may well be that i got something principally wrong :-)
      And thanks for any hints and so ...
       
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