Jump to content
  • Advertisement
Sign in to follow this  

OpenGL bit of a conversion problem

This topic is 4417 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 have recntly bought a few tutorials from www.gametutorials.com i am currently trying to convert the c++ direct3d water tutorial to vb.net , i have been trying for ages and can seem to find the problem , i have converted the code over word for word and still dosent work, so below i have posted the c++ and vb.net and i would be very gratefull if somebody could have a look at them and maybe point out some mistakes that i have made. c++ version water.h
#include "d3d_obj.h"
#include "d3d_texture.h"

// Macros //

#define DEG2RAD(x) (x * (D3DX_PI / 180.0f)) // Converts degrees to radians
#define RAD2DEG(x) (x * (180.0f / D3DX_PI)) // Converts radians to degrees

#define F2I(x) ( (int)((x) + 0.5f) ) // Converts a float to int with proper rounding

// Constants //

const int kWaterTesselation = 32; // Number of rows X cols of tessellated quads in water
const int kWaveTableSize = 36; // Number of entries in the wave table

const float kWaterForce = 1.0f / 25.0f; // Controls the "choppiness" of the water (Range is 0.0f - 1.0f)
								       // 0.0f == Water is still 
								      // 1.0f == Water is VERY choppy (so choppy it looks very bad)
const float kWaterWid = 30.0f; // Width of water (along X-axis)
const float kWaterHgt = 30.0f; // Height of water (along Z-axis)

class CWater
		CWater(); // Constructor
		bool init(); // Initialize the water object
		void process(); // Process the water object (apply sin() wave to Y value of verts)
		void render(); // Render the water
		~CWater(); // Deconstructor

		bool createGeometery(float width, float height, int tesselation);
		CD3DTexture mTexture;
		SVertex *mVerts;
		WORD *mIndices;
		int mVertCount;
		int mIndexCount;
		int mTesselation;
		float mWaveTable[kWaveTableSize];		



#include "water.h"

const CPos kWaterCen(0.0f, 0.0f, 0.0f); // Water is always centered at (0,0,0)

// Helper function for determining if a float is less than or equal to
// another float
inline bool ToleranceLE(float a, float b, float tolerance = 0.001f)
	return ((a - tolerance) <= b);

// Constructor
	memset(mWaveTable, 0, sizeof(mWaveTable));
	mVerts = NULL;
	mIndices = NULL;
	mVertCount = 0;
	mIndexCount = 0;
	mTesselation = 0;
	// "texture" gets initialized by it's constructor 

// Init the water object, returns true on success, false otherwise
bool CWater::init()
	// Fill the wave table
	float angInc = 360.0f / (float)kWaveTableSize;
	float angle = 0.0f;
	// Fill in the table with values of the sine function
	for(int i = 0; i < kWaveTableSize; ++i)
		mWaveTable = sin(DEG2RAD(angle));
		angle += angInc;

	// Create the tessellated quad
	if(!createGeometery(kWaterWid, kWaterHgt, kWaterTesselation))
		return false;
	// Load the water texture
	return mTexture.load("water.jpg"); 

// Process the water every frame
void CWater::process()
	static int startIndex = 0;
	int waveIndex = startIndex;
	int vertIndex = 0;
	// Loop through all rows of triangles
	for(int i = 0; i <= mTesselation; ++i)
		// Loop through all the columns of triangles
		for(int j = 0; j <= mTesselation; ++j, ++vertIndex)
			// Perturb each vertex
			mVerts[vertIndex].y += mWaveTable[waveIndex] * kWaterForce;
			if(++waveIndex == kWaveTableSize)
				waveIndex = 0;
	// Keep cycling thorough the mWaveTable
	if(++startIndex == kWaveTableSize)
		startIndex = 0;

// Render the water object as a triangle strip
void CWater::render()
	bool b = g3D->setAlphaBlendMode(true); // Turn on alpha blending

	mTexture.select(); // Select the water texture
	g3D->render(mVerts, mVertCount, mIndices, mIndexCount); // Render the tessellated quad
	g3D->setAlphaBlendMode(false); // Turn off alpha blending

// Creates a tesselated quad of (width x height) dimensions
// Number of triangles in quad is (tessAmt * tessAmt * 2)
bool CWater::createGeometery(float width, float height, int tessAmt)
	if(width < 0.0f || height < 0.0f || tessAmt <= 0)
		return false;

	// Set tesselation amount
	mTesselation = tessAmt;
	// Calculate vertex count.  We know that we have (tesselation * tesselation * 2) triangles
	// with 3 vertices per triangle.  So each row of vertices will contain "number of rows + 1"
	// vertices and each column of vertices well contain "number of columns + 1" vertices.  This
	// makes the total number of vertices equal the following equation
	mVertCount = (mTesselation + 1) * (mTesselation + 1);
	// Calculate index count.  We know that we'll have (tesselation * tesselation * 2) triangles
	// and we have 3 vertices per triangle, thus the below equation
	mIndexCount = mTesselation * mTesselation * 6;
	// Allocate space for vertices and indices
	mVerts = new SVertex[mVertCount];
	mIndices = new WORD[mIndexCount];
	if(mVerts == NULL || mIndices == NULL)
		return false;	
	// Get the sub divided width and height of each triangle
	float subDivideWid = width * (1.0f / (float)mTesselation);
	float subDivideHgt = height * (1.0f / (float)mTesselation);
	// Calculate the starting (x,y) and ending (x,y) of the quad 
	float startX = kWaterCen.x - (width / 2.0f);
	float startY = kWaterCen.z - (height / 2.0f);
	float endX = kWaterCen.x + (width / 2.0f);
	float endY = kWaterCen.z + (height / 2.0f);
	float uCoord = 0.0f; // Holds the current trinagle's U coordinate
	float vCoord = 1.0f; // Holds the current triangle's V coordinate
	float uvInc = 1.0f / (float)mTesselation; // Calculate the amount to add to each UV coordinate
	int i = 0; // Index for all of for...loops
	// Create all the vertices
	for(float y = startY; ToleranceLE(y, endY); y += subDivideHgt)
		for(float x = startX; ToleranceLE(x, endX); x += subDivideWid, ++i)
			// Set the value for the current vert
			mVerts.x = x;
			mVerts.y = kWaterCen.y;
			mVerts.z = y;
			mVerts.u = uCoord;
			mVerts.v = vCoord;
			mVerts.color = D3DCOLOR_ARGB(128, 255, 255, 255);
			uCoord += uvInc;			
		// Set UV for next row of vertices
		uCoord = 0.0f;
		vCoord -= uvInc;

	// Make sure we calculatd the vertex count correctly
	assert(mVertCount == i);
	int indexValue = 0;
	int nextRow = 0;
	// Look at this sample 2 x 2 quad to understand the pattern used to fill in the indices
		6----7----8		Index count =  24
		|\ 	 |\   |		Tesselation = 2	
		| \  | \  | 	
		|  \ |  \ |		Pattern is:	0, 3, 1
		|   \|   \|					1, 3, 4
		3----4----5					1, 4, 2
		|\ 	 |\   |					2, 4, 5
		| \  | \  | 				3, 6, 4
		|  \ |  \ |					4, 6, 7
		|   \|   \|					4, 7, 5,
		0----1----2					5, 7, 8
	// Create all the indices
	for(i = 0; i < mIndexCount; i += 6)
		mIndices = indexValue;
		mIndices[i + 1] = indexValue + (mTesselation + 1);
		mIndices[i + 2] = mIndices + 1;
		mIndices[i + 3] = indexValue;
		mIndices[i + 4] = indexValue + mTesselation;
		mIndices[i + 5] = mIndices[i + 4] + 1;
		if(++nextRow == mTesselation)
			nextRow = 0;
	return true;

// Free the memory
		delete[] mVerts;
		mVerts = NULL;
		delete[] mIndices;
		mIndices = NULL;

and here is my vb.net conversion

    Public Class RealisticWater

        Public Function Deg2Rad(ByVal X As Single) As Single
            Return X * (PI / 180.0F) 'convert degrees to radian
        End Function

        Public Function Rad2Deg(ByVal x As Single) As Single
            Return x * (180.0F / PI) 'converts radians to degrees
        End Function

        Public Function F2I(ByVal x As Single) As Integer
            Return CType(x + 0.5F, Integer) 'converts  float to int with proper rounding
        End Function

        Private Const kWaterTesselation As Single = 32 ' number of row columns of teselation in water
        Private Const kWaveTableSize As Single = 36 ' number of entries in the wav table
        Private Const kWaterForce As Single = 0.1F / 25.0F ' // Controls the "choppiness" of the water (Range is 0.0f - 1.0f)
        '// 0.0f == Water is still 
        '// 1.0f == Water is VERY choppy (so choppy it looks very bad)
        Private Const kWaterWid As Single = 30.0F 'width of water along x axis
        Private Const kWaterHgt As Single = 30.0F ' height of water along z axis

#Region "Water Vertex Structure"
        Public Structure WVertex
            Public x, y, z As Single
            Public Color As Integer
            Public u, v As Single
            Public Const Format As VertexFormats = VertexFormats.Position Or VertexFormats.Diffuse Or (1 << VertexFormats.TextureCountShift)
            'Public Const Format As VertexFormats = VertexFormats.Diffuse Or VertexFormats.Position Or (1 << VertexFormats.TextureCountShift)
        End Structure
#End Region

        Private mTexture As Direct3D.Texture
        Private mVerts() As WVertex
        Private mIndices() As Integer
        Private mVertCount As Integer
        Private mIndexCount As Integer
        Private mTesselation As Single
        Private mWaveTable(kWaveTableSize) As Single
        Private kWaterCen As Vector3 = New Vector3(0, 0, 0) 'water is always cenetred at 0.0f
        Private Dev As Direct3D.Device

        Public Function ToleranceLE(ByVal a As Single, ByVal b As Single, Optional ByVal tolerance As Single = 0.001F) As Boolean
            Return ((a - tolerance) <= b)
        End Function

        '// Constructor
        Public Sub New(ByVal Device As Direct3D.Device, ByVal TexturePath As String)
            Dev = Device
            mVerts = Nothing
            mIndices = Nothing
            mVertCount = 0
            mIndexCount = 0
            mTesselation = 0
        End Sub

        '// Init the water object, returns true on success, false otherwise
        Private Sub Init(ByVal TexturePath As String)
            '// Fill the wave table
            Dim anginc As Single = 360.0F / CType(kWaveTableSize, Single)
            Dim angle As Single = 0.0F
            Dim I As Integer

            '// Fill in the table with values of the sine function
            For I = 0 To kWaveTableSize - 1
                mWaveTable(I) = Sin(Deg2Rad(angle))
                angle += anginc

            '// Create the tessellated quad
            CreateGeometery(kWaterWid, kWaterHgt, kWaterTesselation)

            '// Load the water texture
            mTexture = TextureLoader.FromFile(Dev, TexturePath)
        End Sub

        '// Process the water every frame
        Public Sub Process()
            Static startIndex As Integer = 0
            Dim waveIndex As Integer = startIndex
            Dim vertIndex As Integer = 0
            Dim i As Integer
            Dim j As Integer

            '// Loop through all rows of triangles
            For i = 0 To mTesselation '- 1
                '// Loop through all the columns of triangles
                For j = 0 To mTesselation
                    '// Perturb each vertex
                    mVerts(vertIndex).y += mWaveTable(waveIndex) * kWaterForce
                    If System.Threading.Interlocked.Increment(waveIndex) = kWaveTableSize Then
                        waveIndex = 0
                    End If

            '// Keep cycling thorough the mWaveTable
            If System.Threading.Interlocked.Increment(startIndex) = kWaveTableSize Then
                startIndex = 0
            End If
        End Sub

        Public Sub Process2()
            Static startindex As Integer
            Dim waveindex As Integer = startindex
            Dim vertindex As Integer
            Dim i As Integer
            Dim j As Integer
            '// Loop through all rows of triangles
            For i = 0 To mTesselation
                '// Loop through all the columns of triangles
                For j = 0 To mTesselation
                    '// Perturb each vertex
                    mVerts(vertindex).y += mWaveTable(waveIndex) * kWaterForce
                    vertindex += 1
                    waveindex += 1
                    If waveindex = kWaveTableSize Then
                        waveindex = 0
                    End If
            '// Keep cycling thorough the mWaveTable
            startindex += 1
            If startindex = kWaveTableSize Then
                startindex = 0
            End If
        End Sub

        '// Render the water object as a triangle strip
        Public Sub Render()
            Dev.RenderState.AlphaBlendEnable = True
            Dev.RenderState.Lighting = False
            Dev.VertexFormat = WVertex.Format
            Dev.SetTexture(0, mTexture)
            Dev.RenderState.CullMode = Cull.None
            Dev.DrawIndexedUserPrimitives(PrimitiveType.TriangleStrip, 0, mIndexCount, mIndexCount / 3, mIndices, False, mVerts)
            Dev.RenderState.Lighting = True
            Dev.RenderState.AlphaBlendEnable = False
        End Sub

        '// Creates a tesselated quad of (width x height) dimensions
        '// Number of triangles in quad is (tessAmt * tessAmt * 2)
        Public Function createGeometery(ByVal width As Single, ByVal height As Single, ByVal tessAmt As Single) As Boolean

            If width < 0.0F Or height < 0.0F Or tessAmt <= 0 Then Return False

            'Set tesselation amount 
            mTesselation = tessAmt

            ' Calculate vertex count.  We know that we have (tesselation * tesselation * 2) triangles 
            ' with 3 vertices per triangle.  So each row of vertices will contain "number of rows + 1" 
            ' vertices and each column of vertices well contain "number of columns + 1" vertices.  This 
            ' makes the total number of vertices equal the following equation 
            mVertCount = (mTesselation + 1) * (mTesselation + 1)

            ' Calculate index count.  We know that we'll have (tesselation * tesselation * 2) triangles 
            ' and we have 3 vertices per triangle, thus the below equation 
            mIndexCount = mTesselation * mTesselation * 6

            ' Allocate space for vertices and indices 
            ReDim mVerts(mVertCount)
            ReDim mIndices(mIndexCount)

            'not sure how this could ever be true given the two lines above 
            'if mVerts = NULL or  mIndices == NULL Then Return False 

            ' Get the sub divided width and height of each triangle 
            Dim subDivideWid As Single = width * (1 / mTesselation)
            Dim subDivideHgt As Single = height * (1 / mTesselation)

            Dim startx As Single
            Dim starty As Single
            Dim endx As Single
            Dim endy As Single
            Dim ucoord As Single
            Dim vcoord As Single
            Dim uvinc As Single

            ' Calculate the starting (x,y) and ending (x,y) of the quad 
            startx = kWaterCen.X - (width / 2.0F)
            starty = kWaterCen.Z - (height / 2.0F)
            endx = kWaterCen.X + (width / 2.0F)
            endy = kWaterCen.Z + (height / 2.0F)

            ucoord = 0.0F ' Holds the current trinagle's U coordinate 
            vcoord = 1.0F ' Holds the current triangle's V coordinate 

            uvinc = 1.0F / mTesselation ' Calculate the amount to add to each UV coordinate 

            Dim i As Integer = 0 ' Index for all of for...loops 
            Dim y As Single
            Dim x As Single

            ' Create all the vertices 
            For y = starty To ToleranceLE(y, endy) Step subDivideHgt
                For x = startx To ToleranceLE(x, endx) Step subDivideWid

                    ' Set the value for the current vert 
                    mVerts(i).x = x
                    mVerts(i).y = kWaterCen.Y
                    mVerts(i).z = y
                    mVerts(i).u = ucoord
                    mVerts(i).v = vcoord
                    mVerts(i).Color = Color.FromArgb(128, 255, 255, 255).ToArgb

                    ucoord += uvinc

                    i += 1

                Next x

                ' Set UV for next row of vertices 
                ucoord = 0.0F
                vcoord -= uvinc

            Next y

            ' Make sure we calculatd the vertex count correctly 
            'If mVertCount <> i Then Throw New Exception("Vertex count does not equal " & i.ToString)

            Dim indexValue As Integer = 0
            Dim nextRow As Integer = 0

            ' Look at this sample 2 x 2 quad to understand the pattern used to fill in the indices 
            '6----7----8      Index count =  24 
            '|\     |\   |      Tesselation = 2    
            '| \  | \  |      
            '|  \ |  \ |      Pattern is:   0, 3, 1 
            '|   \|   \|               1, 3, 4 
            '3----4----5               1, 4, 2 
            '|\     |\   |               2, 4, 5 
            '| \  | \  |             3, 6, 4 
            '|  \ |  \ |               4, 6, 7 
            '|   \|   \|               4, 7, 5, 
            '0----1----2               5, 7, 8 

            ' Create all the indices 
            For i = 0 To mIndexCount - 1 Step 6

                mIndices(i) = indexValue
                mIndices(i + 1) = indexValue + mTesselation + 1
                mIndices(i + 2) = mIndices(i) + 1

                indexValue += 1

                mIndices(i + 3) = indexValue
                mIndices(i + 4) = indexValue + mTesselation
                mIndices(i + 5) = mIndices(i + 4) + 1

                nextRow += 1

                If nextRow = mTesselation Then
                    indexValue += 1
                    nextRow = 0
                End If

            Next i

            Return True
        End Function

        Public Sub Dispose()
            Erase mVerts
            Erase mIndices
        End Sub

    End Class

plase any help will be very helpfull ive been trying for ages to get this working and i cant seem to see anything wrong. sorry i though i used the code tags already, i know im really sorry about all the code but the prob is i have gone trough it loadz of times and icant find the prob. the prob is it dosent render properly, but from what i can see its the vertice generation that causes the prob, i just for the life of me figure it out. and im not convberting opengl to MDX, its c++ MDX to vb.net MDX, which i have done loadz of times and should be almost identical, but i cant seem to find the problem. [Edited by - tuvd on May 17, 2006 6:25:36 AM]

Share this post

Link to post
Share on other sites
Please place your code in the source tags. It's a bit difficult to read.

Also, alot of people that answer questions on these forums don't really have time to go through a whole bunch of code like that. A simple question with regards to conversion might be something like how do I convert ID3DXSprite to MDX or what is the MDX equavalent.

It's just a few tips to better help your answering and you might find that you will get a much faster reply ;)

Stay cool.

Share this post

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

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • 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:
      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
      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.
    • 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.
      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
      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;  
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
    • Total Posts

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!