Jump to content
  • Advertisement
Sign in to follow this  
Decrius

OpenGL OpenGL application?

This topic is 4442 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

Hi all, Is it possible to make an application (with menubar, statusbar, toolbar and borders in field + additional buttons left and right) with OpenGL? I want to make some kind of a editor with 4 screens + grid, where you see the world in front, from top, and from left or right side (2D), and an 3D view of everything where you can fly through. With API, GUI, Win32...what ever its called...I can make a window + menu (and status bar and toolbar and borders probably). And with OpenGL I can make the windows...where you can see the world. Can I put them both in one application? OpenGL and API/GUI/Win32? I haven't the faintest idea how to make something like that. Or is there any simple application like that + source code? Couldn't find it... Anyways, thanks for any reply. Decrius

Share this post


Link to post
Share on other sites
Advertisement
On Windows, you can make the GUI part using Win32 controls, and then the OpenGL part in a sub-window (it just attaches to any HWND; not necessarily a top-level HWND when you create the GL context).

On other platforms, it varies, but typically you use the native toolset for widgets.

OpenGL does not define any windowing system primitives -- it's only a rendering API. If you want a portable solution, then you either have to implement menus and buttons yourself in OpenGL, and use GLUT for your windowing and mousing, OR you can use a widget set already implemented (such as CEGUI), OR you can use a portable "native" control toolset such as wxWindows.

I hope this answers the question.

Share this post


Link to post
Share on other sites
Yes, thank you.

I have the window now + OpenGL in the middle. However, the toolbars background is white insteed of grey/whatever, and the status bar is the wrong style, its with borders now, and I want it with fading color from light grey to darker grey...however this isn't an OpenGL problem. Newxt problem is that the openGL part just displays in the whole window (he even shows it under the tool and status bar, because the top and bottom of the triangle is covered by the status and toolbar). How to give the x and y coordinates to opengl, so opengl knows where to start displaying?

Thank anyways,

Decrius

Share this post


Link to post
Share on other sites
Recently, somebody had the same problem.

Topic

I used panels for different OpenGL 'windows'.
Hope you find some answers.

[Edited by - Kwak on April 22, 2006 11:11:57 AM]

Share this post


Link to post
Share on other sites
Alright, thank you, look likes the application you made is similiar to what I want to make :), I'm wondering too, how you made your costum load, save, save as picture in the menu :), you can give me that piece of code too?

Decrius

Share this post


Link to post
Share on other sites
With borland c++ builder, you don't have to type any code for creating menus, buttons, pictures,... unless you want to create them during runtime (but then i set the buttons i dont use invisible, since there are not that much buttons anyway).

So i can't really help you out with the code.
I can tell you this though:

You have to create a ImageList (win32)
set the properties Width and Height to 16 (size of icon in menu)
add the images to the ImageList (I don't know how you have to program that).

Then for the MainMenu set the Image propertie to the name of your ImageList.
For the MenuItem, set the ImageIndex propertie to the index of the picture you want.

Share this post


Link to post
Share on other sites
Borland isn't free, is it? Code::Blocks and Dev-C++ is almost the same...

You don't have the code? Or you don't want to give it to someone else? Btw, the part with the grid, thats OpenGL too?

Decrius

Thanks however :D

Share this post


Link to post
Share on other sites
Quote:
Borland isn't free, is it?

Nope Borland isn't free. There is a trial version of the enterprise edition, and they have also a free compiler, but you cant make the forms visually.

Quote:
You don't have the code?

I created the form by dragging buttons etc... Borland c++ Builder wrote much of the code itself. This code is delphi however, so i don't think you can use it.

Quote:
Or you don't want to give it to someone else?

I'm just an amateur programmer struggling to get the buttons on the form. There is just no point in holding the code for myself. => You can have it

Quote:
Btw, the part with the grid, thats OpenGL too?

Kwak is proud to present his OpenGl DrawGrid code :)

I have put the code here: (KwakCreator Windows 06b.rar)
KwakCreator v0.001 Beta: source code

I sincerely hope you can use it!

[Edited by - Kwak on April 22, 2006 11:11:50 AM]

Share this post


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

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By nOoNEE
      hello guys , i have some questions  what does glLinkProgram  and  glBindAttribLocation do?  i searched but there wasnt any good resource 
    • By owenjr
      Hi, I'm a Multimedia Engineering student. I am about to finish my dergree and I'm already thinking about what topic to cover in my final college project.
      I'm interested in the procedural animation with c++ and OpenGL of creatures, something like a spider for example. Can someone tell me what are the issues I should investigate to carry it out? I understand that it has some dependence on artificial intelligence but I do not know to what extent. Can someone help me to find information about it? Thank you very much.
       
      Examples: 
      - Procedural multi-legged walking animation
      - Procedural Locomotion of Multi-Legged Characters in Dynamic Environments
    • By Lewa
      So, i'm still on my quest to unterstanding the intricacies of HDR and implementing this into my engine. Currently i'm at the step to implementing tonemapping. I stumbled upon this blogposts:
      http://filmicworlds.com/blog/filmic-tonemapping-operators/
      http://frictionalgames.blogspot.com/2012/09/tech-feature-hdr-lightning.html
      and tried to implement some of those mentioned tonemapping methods into my postprocessing shader.
      The issue is that none of them creates the same results as shown in the blogpost which definitely has to do with the initial range in which the values are stored in the HDR buffer. For simplicity sake i store the values between 0 and 1 in the HDR buffer (ambient light is 0.3, directional light is 0.7)
      This is the tonemapping code:
      vec3 Uncharted2Tonemap(vec3 x) { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } This is without the uncharted tonemapping:
      This is with the uncharted tonemapping:
      Which makes the image a lot darker.
      The shader code looks like this:
      void main() { vec3 color = texture2D(texture_diffuse, vTexcoord).rgb; color = Uncharted2Tonemap(color); //gamma correction (use only if not done in tonemapping code) color = gammaCorrection(color); outputF = vec4(color,1.0f); } Now, from my understanding is that tonemapping should bring the range down from HDR to 0-1.
      But the output of the tonemapping function heavily depends on the initial range of the values in the HDR buffer. (You can't expect to set the sun intensity the first time to 10 and the second time to 1000 and excpect the same result if you feed that into the tonemapper.) So i suppose that this also depends on the exposure which i have to implement?
      To check this i plotted the tonemapping curve:
      You can see that the curve goes only up to around to a value of 0.21 (while being fed a value of 1) and then basically flattens out. (which would explain why the image got darker.)
       
      My guestion is: In what range should the values in the HDR buffer be which then get tonemapped? Do i have to bring them down to a range of 0-1 by multiplying with the exposure?
      For example, if i increase the values of the light by 10 (directional light would be 7 and ambient light 3) then i would need to divide HDR values by 10 in order to get a value range of 0-1 which then could be fed into the tonemapping curve. Is that correct?
    • By nOoNEE
      i am reading this book : link
      in the OpenGL Rendering Pipeline section there is a picture like this: link
      but the question is this i dont really understand why it is necessary to turn pixel data in to fragment and then fragment into pixel could please give me a source or a clear Explanation that why it is necessary ? thank you so mu
       
       
    • By Inbar_xz
      I'm using the OPENGL with eclipse+JOGL.
      My goal is to create movement of the camera and the player.
      I create main class, which create some box in 3D and hold 
      an object of PlayerAxis.
      I create PlayerAxis class which hold the axis of the player.
      If we want to move the camera, then in the main class I call to 
      the func "cameraMove"(from PlayerAxis) and it update the player axis.
      That's work good.
      The problem start if I move the camera on 2 axis, 
      for example if I move with the camera right(that's on the y axis)
      and then down(on the x axis) -
      in some point the move front is not to the front anymore..
      In order to move to the front, I do
      player.playerMoving(0, 0, 1);
      And I learn that in order to keep the front move, 
      I need to convert (0, 0, 1) to the player axis, and then add this.
      I think I dont do the convert right.. 
      I will be glad for help!

      Here is part of my PlayerAxis class:
       
      //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.
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631383
    • Total Posts
      2999685
×

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!