Jump to content
  • Advertisement
Sign in to follow this  
Chaotis

OpenGL Getting Useful System Information

This topic is 4533 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

I've looked around everywhere and posted on several forums but so far I haven't gotten a single useful answer to this: I've been using OpenGL for quite some time now and now want to make my demo's a little smarter in how they set things up. But to do so I want to be able to find information about the current system it's running on and enable/disable things as such. I have no problems with extensions but it's other types of information that I can't find. -RAM/VRAM -Processor speed/maker/cores -Textures per pass -Pixel/Vertex Shader version/pipelines I'm sure there are a few other related ones that just don't come to mind at the moment. I have seen a few ways to get this information on DX but that's why I posted it here in the OpenGL forum. So far I haven't been able to find any functions in OpenGL to get this kind of information but if there are any other supplementary libraries that would do it I would be just as happy. Thanks in advance for any help. ~Chao

Share this post


Link to post
Share on other sites
Advertisement
Here's some code from my engine (it may not compile as it is btw) :


bool cRender::Init(void)
{

//
// Recuperation des ecrans et modes d'affichages disponibles
//
DISPLAY_DEVICE display;
int displaynum = 0;
memset(&display, 0, sizeof(display));
display.cb = sizeof(display);

// Liste des moniteurs installes
while(EnumDisplayDevices(NULL, displaynum++, &display, NULL))
{
// Moniteur de rendu
if (display.StateFlags & DISPLAY_DEVICE_ATTACHED_TO_DESKTOP)
{
// DebugManager->Print(Debug, __FUNCTION__, "%s", display.DeviceString);

DEVMODE devmode;
memset(&devmode, 0, sizeof(devmode));
devmode.dmSize = sizeof(devmode);
int num = 0;
while (EnumDisplaySettings(display.DeviceName, num++, &devmode))
{
if (devmode.dmBitsPerPel >=16 && devmode.dmPelsWidth >= 640 && devmode.dmPelsHeight >= 480)
{
ScreenModes.push_back(devmode);
// DebugManager->Print(Debug, __FUNCTION__, "%ix%ix%i@%i",
// devmode.dmPelsWidth, devmode.dmPelsHeight, devmode.dmBitsPerPel, devmode.dmDisplayFrequency);
}
}
}
}




//
// matrix stack
//
glGetIntegerv(GL_MATRIX_MODE, &val); // Initial matrix mode
int val = 0;
char *txt = NULL;
glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &val);
log << "<b>GL_MAX_MODELVIEW_STACK_DEPTH</b> = " << val << NewLine;

glGetIntegerv(GL_MAX_PROJECTION_STACK_DEPTH, &val);
log << "<b>GL_MAX_PROJECTION_STACK_DEPTH</b> = " << val << NewLine;

glGetIntegerv(GL_MAX_TEXTURE_STACK_DEPTH, &val);
log << "<b>GL_MAX_TEXTURE_STACK_DEPTH</b> = " << val << NewLine;


//
// Infos sur la carte graphique
//
txt = (char *)glGetString(GL_VENDOR);
log << "<b>GL_VENDOR</b> = " << txt << NewLine;

txt = (char *)glGetString(GL_RENDERER);
log << "<b>GL_RENDERER</b> = " << txt << NewLine;

txt = (char *)glGetString(GL_VERSION);
log << "<b>GL_VERSION</b> = " << txt << NewLine;

txt = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
log << "<b>GL_SL_VERSION</b> = " << txt << NewLine;

txt = (char *)glGetString(GL_EXTENSIONS );
log << "<b>GL_EXTENSIONS</b> = " << txt << NewLine;
log << wglGetExtensionsStringEXT();


//
// Initialisation de toutes les extensions
egl_InitExtensions();
ewgl_InitExtensions();

// ARB_vertex_buffer_object
if (EGL_HAS_GL_ARB_vertex_buffer_object)
{
DeviceCaps.HasVBO = true;
log << "ARB_vertex_buffer_object supported." << NewLine;
}

// GL_EXT_compiled_vertex_array
if (EGL_HAS_GL_EXT_compiled_vertex_array)
{
DeviceCaps.HasCVA = true;
log << "GL_EXT_compiled_vertex_array supported." << NewLine;
}

// ARB_vertex_program
if (EGL_HAS_GL_ARB_vertex_program)
{
DeviceCaps.HasVertexProgram = true;
log << "ARB_vertex_program supported." << NewLine;
}

// ARB_fragment_program
if (EGL_HAS_GL_ARB_fragment_program)
{
DeviceCaps.HasFragmentProgram = true;
log << "ARB_fragment_program supported." << NewLine;
}

// Transpose Matrix
if (EGL_HAS_GL_ARB_transpose_matrix)
{
HasTransposeMatrix = true;
log << "ARB_transpose_matrix supported." << NewLine;
}

// Transpose Matrix
if (EGL_HAS_GL_ARB_shader_objects)
{
DeviceCaps.HasShaderObjects = true;
log << "GL_ARB_shader_objects supported." << NewLine;
}


// Texture's part
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint *)param); // Max texture units
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)param); // Max texture size
glGetIntegerv(GL_MAX_LIGHTS, (GLint *)param); // Mas number of lights



// ARB_texture_compression
if (RenderManager->IsExtensionAvailable("ARB_texture_compression"))
{
TextureCompression = true;
log << "ARB_texture_compression supported";

// GL_EXT_texture_compression_s3tc
if (RenderManager->IsExtensionAvailable("GL_EXT_texture_compression_s3tc"))
{
TextureCompressionS3TC = true;
log << "GL_EXT_texture_compression_s3tc supported";
}

// GL_SGIS_generate_mipmap
if (RenderManager->IsExtensionAvailable("GL_SGIS_generate_mipmap"))
{
AutoGenerateMipMap = true;
log << "GL_SGIS_generate_mipmap supported";
}

// GL_EXT_texture_compression_s3tc
if (RenderManager->IsExtensionAvailable("GL_EXT_texture_filter_anisotropic"))
{
log << "GL_EXT_texture_filter_anisotropic supported";
}
}

// GL_EXT_bgra
if (RenderManager->IsExtensionAvailable("GL_EXT_bgra"))
{
BGRAFormat = true;
log << "Native BGRA texture format supported";
}


}

Share this post


Link to post
Share on other sites
And the hardware's part


string txt;

OSVERSIONINFOEX version;
memset(&version, 0, sizeof(OSVERSIONINFOEX));
version.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX);
if (GetVersionEx((OSVERSIONINFO *)&version))
{
switch(version.dwPlatformId)
{
// Famille NT
case VER_PLATFORM_WIN32_NT:
{
if ( version.dwMajorVersion == 5 && version.dwMinorVersion == 2 )
txt = "Microsoft Windows Server 2003 family";

if ( version.dwMajorVersion == 5 && version.dwMinorVersion == 1 )
txt = "Microsoft Windows XP";

if ( version.dwMajorVersion == 5 && version.dwMinorVersion == 0 )
txt = "Microsoft Windows 2000";

if ( version.dwMajorVersion <= 4 )
txt = "Microsoft Windows NT";

// Service pack ?
if (version.szCSDVersion) txt += version.szCSDVersion;

}
break;

// Famille 9x
case VER_PLATFORM_WIN32_WINDOWS:
{
if (version.dwMajorVersion == 4 && version.dwMinorVersion == 0)
{
txt = "Microsoft Windows 95 ";
if ( version.szCSDVersion[1] == 'C' || version.szCSDVersion[1] == 'B' )
txt += "OSR2";
}

if (version.dwMajorVersion == 4 && version.dwMinorVersion == 10)
{
txt = "Microsoft Windows 98 ";
if (version.szCSDVersion[1] == 'A') txt += "SE ";
}

if (version.dwMajorVersion == 4 && version.dwMinorVersion == 90)
{
txt = "Microsoft Windows Millennium Edition";
}
}
break;

default:
txt = "Unknown Operating System !!";
break;
}

}
else
txt = "Unable to gather hardware informations.";

log << txt << ::NewLine;

// Memoire dispo
MEMORYSTATUS statex;
statex.dwLength = sizeof(statex);
GlobalMemoryStatus(&statex);
log << "Available memory " << (statex.dwTotalPhys>>20) << "Mo (" << (statex.dwAvailPhys>>20)<< "Mo free)" << ::NewLine;



// Informations sur le(s) processeur(s)
SYSTEM_INFO sinfo;
GetSystemInfo(&sinfo);
log << "Number of processor(s) : " << sinfo.dwNumberOfProcessors;


// Lecture depuis la base de registre
HKEY key;
long result = RegOpenKeyEx(HKEY_LOCAL_MACHINE, "Hardware\\Description\\System\\CentralProcessor\\0",
0, KEY_QUERY_VALUE, &key);

if (result == ERROR_SUCCESS)
{
txt.reserve(1024);
txt.clear();

// Type de cpu - ProcessorNameString
DWORD size = 1024;
RegQueryValueEx(key, "ProcessorNameString", NULL, NULL, (LPBYTE)txt.c_str(), &size);
log << txt << ::NewLine;

// Identifiant - Identifier
size = 1024;
txt.clear();
RegQueryValueEx(key, "Identifier", NULL, NULL, (LPBYTE)txt.c_str(), &size);
log << txt;

RegCloseKey(key);
}


Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By LukasBanana
      Hi all,
       
      I'm trying to generate MIP-maps of a 2D-array texture, but only a limited amount of array layers and MIP-levels.
      For instance, to generate only the first 3 MIP-maps of a single array layer of a large 2D-array.
       
      After experimenting with glBlitFramebuffer to generate the MIP-maps manually but still with some sort of hardware acceleration,
      I ended up with glTextureView which already works with the limited amount of array layers (I can also verify the result in RenderDoc).
      However, glGenerateMipmap (or glGenerateTextureMipmap) always generates the entire MIP-chain for the specified array layer.
       
      Thus, the <numlevels> parameter of glTextureView seems to be ignored in the MIP-map generation process.
      I also tried to use glTexParameteri(..., GL_TEXTURE_MAX_LEVEL, 3), but this has the same result.
      Can anyone explain me how to solve this?
       
      Here is an example code, how I do it:
      void GenerateSubMips( GLuint texID, GLenum texTarget, GLenum internalFormat, GLuint baseMipLevel, GLuint numMipLevels, GLuint baseArrayLayer, GLuint numArrayLayers) { GLuint texViewID = 0; glGenTextures(1, &texViewID); glTextureView( texViewID, texTarget, texID, internalFormat, baseMipLevel, numMipLevels, baseArrayLayer, numArrayLayers ); glGenerateTextureMipmap(texViewID); glDeleteTextures(1, &texViewID); } GenerateSubMips( myTex, GL_TEXTURE_2D_ARRAY, GL_RGBA8, 0, 3, // only the first 3 MIP-maps 4, 1 // only one array layer with index 4 );  
      Thanks and kind regards,
      Lukas
    • By mmmax3d
      Hi everyone,
      I would need some assistance from anyone who has a similar experience
      or a nice idea!
      I have created a skybox (as cube) and now I need to add a floor/ground.
      The skybox is created from cubemap and initially it was infinite.
      Now it is finite with a specific size. The floor is a quad in the middle
      of the skybox, like a horizon.
      I have two problems:
      When moving the skybox upwards or downwards, I need to
      sample from points even above the horizon while sampling
      from the botton at the same time.  I am trying to create a seamless blending of the texture
      at the points of the horizon, when the quad is connected
      to the skybox. However, I get skew effects. Does anybody has done sth similar?
      Is there any good practice?
      Thanks everyone!
    • By mmmax3d
      Hi everyone,
      I would need some assistance from anyone who has a similar experience
      or a nice idea!
      I have created a skybox (as cube) and now I need to add a floor/ground.
      The skybox is created from cubemap and initially it was infinite.
      Now it is finite with a specific size. The floor is a quad in the middle
      of the skybox, like a horizon.
      I have two problems:
      When moving the skybox upwards or downwards, I need to
      sample from points even above the horizon while sampling
      from the botton at the same time.  I am trying to create a seamless blending of the texture
      at the points of the horizon, when the quad is connected
      to the skybox. However, I get skew effects. Does anybody has done sth similar?
      Is there any good practice?
      Thanks everyone!
    • By iArtist93
      I'm trying to implement PBR into my simple OpenGL renderer and trying to use multiple lighting passes, I'm using one pass per light for rendering as follow:
      1- First pass = depth
      2- Second pass = ambient
      3- [3 .. n] for all the lights in the scene.
      I'm using the blending function glBlendFunc(GL_ONE, GL_ONE) for passes [3..n], and i'm doing a Gamma Correction at the end of each fragment shader.
      But i still have a problem with the output image it just looks noisy specially when i'm using texture maps.
      Is there anything wrong with those steps or is there any improvement to this process?
    • By babaliaris
      Hello Everyone!
      I'm learning openGL, and currently i'm making a simple 2D game engine to test what I've learn so far.  In order to not say to much, i made a video in which i'm showing you the behavior of the rendering.
      Video: 
       
      What i was expecting to happen, was the player moving around. When i render only the player, he moves as i would expect. When i add a second Sprite object, instead of the Player, this new sprite object is moving and finally if i add a third Sprite object the third one is moving. And the weird think is that i'm transforming the Vertices of the Player so why the transformation is being applied somewhere else?
       
      Take a look at my code:
      Sprite Class
      (You mostly need to see the Constructor, the Render Method and the Move Method)
      #include "Brain.h" #include <glm/gtc/matrix_transform.hpp> #include <vector> struct Sprite::Implementation { //Position. struct pos pos; //Tag. std::string tag; //Texture. Texture *texture; //Model matrix. glm::mat4 model; //Vertex Array Object. VertexArray *vao; //Vertex Buffer Object. VertexBuffer *vbo; //Layout. VertexBufferLayout *layout; //Index Buffer Object. IndexBuffer *ibo; //Shader. Shader *program; //Brains. std::vector<Brain *> brains; //Deconstructor. ~Implementation(); }; Sprite::Sprite(std::string image_path, std::string tag, float x, float y) { //Create Pointer To Implementaion. m_Impl = new Implementation(); //Set the Position of the Sprite object. m_Impl->pos.x = x; m_Impl->pos.y = y; //Set the tag. m_Impl->tag = tag; //Create The Texture. m_Impl->texture = new Texture(image_path); //Initialize the model Matrix. m_Impl->model = glm::mat4(1.0f); //Get the Width and the Height of the Texture. int width = m_Impl->texture->GetWidth(); int height = m_Impl->texture->GetHeight(); //Create the Verticies. float verticies[] = { //Positions //Texture Coordinates. x, y, 0.0f, 0.0f, x + width, y, 1.0f, 0.0f, x + width, y + height, 1.0f, 1.0f, x, y + height, 0.0f, 1.0f }; //Create the Indicies. unsigned int indicies[] = { 0, 1, 2, 2, 3, 0 }; //Create Vertex Array. m_Impl->vao = new VertexArray(); //Create the Vertex Buffer. m_Impl->vbo = new VertexBuffer((void *)verticies, sizeof(verticies)); //Create The Layout. m_Impl->layout = new VertexBufferLayout(); m_Impl->layout->PushFloat(2); m_Impl->layout->PushFloat(2); m_Impl->vao->AddBuffer(m_Impl->vbo, m_Impl->layout); //Create the Index Buffer. m_Impl->ibo = new IndexBuffer(indicies, 6); //Create the new shader. m_Impl->program = new Shader("Shaders/SpriteShader.shader"); } //Render. void Sprite::Render(Window * window) { //Create the projection Matrix based on the current window width and height. glm::mat4 proj = glm::ortho(0.0f, (float)window->GetWidth(), 0.0f, (float)window->GetHeight(), -1.0f, 1.0f); //Set the MVP Uniform. m_Impl->program->setUniformMat4f("u_MVP", proj * m_Impl->model); //Run All The Brains (Scripts) of this game object (sprite). for (unsigned int i = 0; i < m_Impl->brains.size(); i++) { //Get Current Brain. Brain *brain = m_Impl->brains[i]; //Call the start function only once! if (brain->GetStart()) { brain->SetStart(false); brain->Start(); } //Call the update function every frame. brain->Update(); } //Render. window->GetRenderer()->Draw(m_Impl->vao, m_Impl->ibo, m_Impl->texture, m_Impl->program); } void Sprite::Move(float speed, bool left, bool right, bool up, bool down) { if (left) { m_Impl->pos.x -= speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(-speed, 0, 0)); } if (right) { m_Impl->pos.x += speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(speed, 0, 0)); } if (up) { m_Impl->pos.y += speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, speed, 0)); } if (down) { m_Impl->pos.y -= speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, -speed, 0)); } } void Sprite::AddBrain(Brain * brain) { //Push back the brain object. m_Impl->brains.push_back(brain); } pos *Sprite::GetPos() { return &m_Impl->pos; } std::string Sprite::GetTag() { return m_Impl->tag; } int Sprite::GetWidth() { return m_Impl->texture->GetWidth(); } int Sprite::GetHeight() { return m_Impl->texture->GetHeight(); } Sprite::~Sprite() { delete m_Impl; } //Implementation Deconstructor. Sprite::Implementation::~Implementation() { delete texture; delete vao; delete vbo; delete layout; delete ibo; delete program; }  
      Renderer Class
      #include "Renderer.h" #include "Error.h" Renderer::Renderer() { } Renderer::~Renderer() { } void Renderer::Draw(VertexArray * vao, IndexBuffer * ibo, Texture *texture, Shader * program) { vao->Bind(); ibo->Bind(); program->Bind(); if (texture != NULL) texture->Bind(); GLCall(glDrawElements(GL_TRIANGLES, ibo->GetCount(), GL_UNSIGNED_INT, NULL)); } void Renderer::Clear(float r, float g, float b) { GLCall(glClearColor(r, g, b, 1.0)); GLCall(glClear(GL_COLOR_BUFFER_BIT)); } void Renderer::Update(GLFWwindow *window) { /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); }  
      Shader Code
      #shader vertex #version 330 core layout(location = 0) in vec4 aPos; layout(location = 1) in vec2 aTexCoord; out vec2 t_TexCoord; uniform mat4 u_MVP; void main() { gl_Position = u_MVP * aPos; t_TexCoord = aTexCoord; } #shader fragment #version 330 core out vec4 aColor; in vec2 t_TexCoord; uniform sampler2D u_Texture; void main() { aColor = texture(u_Texture, t_TexCoord); } Also i'm pretty sure that every time i'm hitting the up, down, left and right arrows on the keyboard, i'm changing the model Matrix of the Player and not the others.
       
      Window Class:
      #include "Window.h" #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Error.h" #include "Renderer.h" #include "Scene.h" #include "Input.h" //Global Variables. int screen_width, screen_height; //On Window Resize. void OnWindowResize(GLFWwindow *window, int width, int height); //Implementation Structure. struct Window::Implementation { //GLFW Window. GLFWwindow *GLFW_window; //Renderer. Renderer *renderer; //Delta Time. double delta_time; //Frames Per Second. int fps; //Scene. Scene *scnene; //Input. Input *input; //Deconstructor. ~Implementation(); }; //Window Constructor. Window::Window(std::string title, int width, int height) { //Initializing width and height. screen_width = width; screen_height = height; //Create Pointer To Implementation. m_Impl = new Implementation(); //Try initializing GLFW. if (!glfwInit()) { std::cout << "GLFW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); exit(-1); } //Setting up OpenGL Version 3.3 Core Profile. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); /* Create a windowed mode window and its OpenGL context */ m_Impl->GLFW_window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL); if (!m_Impl->GLFW_window) { std::cout << "GLFW could not create a window!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } /* Make the window's context current */ glfwMakeContextCurrent(m_Impl->GLFW_window); //Initialize GLEW. if(glewInit() != GLEW_OK) { std::cout << "GLEW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } //Enabling Blending. GLCall(glEnable(GL_BLEND)); GLCall(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); //Setting the ViewPort. GLCall(glViewport(0, 0, width, height)); //**********Initializing Implementation**********// m_Impl->renderer = new Renderer(); m_Impl->delta_time = 0.0; m_Impl->fps = 0; m_Impl->input = new Input(this); //**********Initializing Implementation**********// //Set Frame Buffer Size Callback. glfwSetFramebufferSizeCallback(m_Impl->GLFW_window, OnWindowResize); } //Window Deconstructor. Window::~Window() { delete m_Impl; } //Window Main Loop. void Window::MainLoop() { //Time Variables. double start_time = 0, end_time = 0, old_time = 0, total_time = 0; //Frames Counter. int frames = 0; /* Loop until the user closes the window */ while (!glfwWindowShouldClose(m_Impl->GLFW_window)) { old_time = start_time; //Total time of previous frame. start_time = glfwGetTime(); //Current frame start time. //Calculate the Delta Time. m_Impl->delta_time = start_time - old_time; //Get Frames Per Second. if (total_time >= 1) { m_Impl->fps = frames; total_time = 0; frames = 0; } //Clearing The Screen. m_Impl->renderer->Clear(0, 0, 0); //Render The Scene. if (m_Impl->scnene != NULL) m_Impl->scnene->Render(this); //Updating the Screen. m_Impl->renderer->Update(m_Impl->GLFW_window); //Increasing frames counter. frames++; //End Time. end_time = glfwGetTime(); //Total time after the frame completed. total_time += end_time - start_time; } //Terminate GLFW. glfwTerminate(); } //Load Scene. void Window::LoadScene(Scene * scene) { //Set the scene. m_Impl->scnene = scene; } //Get Delta Time. double Window::GetDeltaTime() { return m_Impl->delta_time; } //Get FPS. int Window::GetFPS() { return m_Impl->fps; } //Get Width. int Window::GetWidth() { return screen_width; } //Get Height. int Window::GetHeight() { return screen_height; } //Get Input. Input * Window::GetInput() { return m_Impl->input; } Renderer * Window::GetRenderer() { return m_Impl->renderer; } GLFWwindow * Window::GetGLFWindow() { return m_Impl->GLFW_window; } //Implementation Deconstructor. Window::Implementation::~Implementation() { delete renderer; delete input; } //OnWindowResize void OnWindowResize(GLFWwindow *window, int width, int height) { screen_width = width; screen_height = height; //Updating the ViewPort. GLCall(glViewport(0, 0, width, height)); }  
      Brain Class
      #include "Brain.h" #include "Sprite.h" #include "Window.h" struct Brain::Implementation { //Just A Flag. bool started; //Window Pointer. Window *window; //Sprite Pointer. Sprite *sprite; }; Brain::Brain(Window *window, Sprite *sprite) { //Create Pointer To Implementation. m_Impl = new Implementation(); //Initialize Implementation. m_Impl->started = true; m_Impl->window = window; m_Impl->sprite = sprite; } Brain::~Brain() { //Delete Pointer To Implementation. delete m_Impl; } void Brain::Start() { } void Brain::Update() { } Window * Brain::GetWindow() { return m_Impl->window; } Sprite * Brain::GetSprite() { return m_Impl->sprite; } bool Brain::GetStart() { return m_Impl->started; } void Brain::SetStart(bool value) { m_Impl->started = value; } Script Class (Its a Brain Subclass!!!)
      #include "Script.h" Script::Script(Window *window, Sprite *sprite) : Brain(window, sprite) { } Script::~Script() { } void Script::Start() { std::cout << "Game Started!" << std::endl; } void Script::Update() { Input *input = this->GetWindow()->GetInput(); Sprite *sp = this->GetSprite(); //Move this sprite. this->GetSprite()->Move(200 * this->GetWindow()->GetDeltaTime(), input->GetKeyDown("left"), input->GetKeyDown("right"), input->GetKeyDown("up"), input->GetKeyDown("down")); std::cout << sp->GetTag().c_str() << ".x = " << sp->GetPos()->x << ", " << sp->GetTag().c_str() << ".y = " << sp->GetPos()->y << std::endl; }  
      Main:
      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!