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    • By tj8146
      I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now
      I have attached my .cpp file if you wish to run it for yourself.. 
      WinMain code:
      /******************* WIN32 FUNCTIONS ***************************/ int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure bool done=false; // Bool Variable To Exit Loop Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=true; // If So done=TRUE break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); }  
      C++ and OpenGL code:
      int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; }  
      game.cpp
    • By tj8146
      I am using immediate mode for OpenGL and I am creating a 2D top down car game. I am trying to configure my game loop in order to get my car-like physics working on a square shape. I have working code but it is not doing as I want it to. I am not sure as to whether it is my game loop that is incorrect or my code for the square is incorrect, or maybe both! Could someone help because I have been trying to work this out for over a day now
      I have attached my .cpp file if you wish to run it for yourself.. 
       
      This is my C++ and OpenGL code:
      int mouse_x=0, mouse_y=0; bool LeftPressed = false; int screenWidth=1080, screenHeight=960; bool keys[256]; float radiansFromDegrees(float deg) { return deg * (M_PI / 180.0f); } float degreesFromRadians(float rad) { return rad / (M_PI / 180.0f); } bool game_is_running = true; const int TICKS_PER_SECOND = 50; const int SKIP_TICKS = 1000 / TICKS_PER_SECOND; const int MAX_FRAMESKIP = 10; DWORD next_game_tick = GetTickCount(); int loops; typedef struct { float x, y; float dx, dy; float ang; }Car; //OPENGL FUNCTION PROTOTYPES void display(const Car& car); //called in winmain to draw everything to the screen void reshape(int width, int height); //called when the window is resized void init(); //called in winmain when the program starts. void processKeys(Car& car); //called in winmain to process keyboard input void update(Car& car); //called in winmain to update variables /************* START OF OPENGL FUNCTIONS ****************/ void display(const Car& car) { const float w = 50.0f; const float h = 50.0f; glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(100, 100, 0); glBegin(GL_POLYGON); glVertex2f(car.x, car.y); glVertex2f(car.x + w, car.y); glVertex2f(car.x + w, car.y + h); glVertex2f(car.x, car.y + h); glEnd(); glFlush(); } void reshape(int width, int height) // Resize the OpenGL window { screenWidth = width; screenHeight = height; // to ensure the mouse coordinates match // we will use these values to set the coordinate system glViewport(0, 0, width, height); // Reset the current viewport glMatrixMode(GL_PROJECTION); // select the projection matrix stack glLoadIdentity(); // reset the top of the projection matrix to an identity matrix gluOrtho2D(0, screenWidth, 0, screenHeight); // set the coordinate system for the window glMatrixMode(GL_MODELVIEW); // Select the modelview matrix stack glLoadIdentity(); // Reset the top of the modelview matrix to an identity matrix } void init() { glClearColor(1.0, 1.0, 0.0, 0.0); //sets the clear colour to yellow //glClear(GL_COLOR_BUFFER_BIT) in the display function //will clear the buffer to this colour. } void processKeys(Car& car) { if (keys[VK_UP]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += cdx; car.dy += cdy; } if (keys[VK_DOWN]) { float cdx = sinf(radiansFromDegrees(car.ang)); float cdy = -cosf(radiansFromDegrees(car.ang)); car.dx += -cdx; car.dy += -cdy; } if (keys[VK_LEFT]) { car.ang -= 2; } if (keys[VK_RIGHT]) { car.ang += 2; } } void update(Car& car) { car.x += car.dx*next_game_tick; } My WinMain code:
      /******************* WIN32 FUNCTIONS ***************************/ int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure bool done=false; // Bool Variable To Exit Loop Car car; car.x = 220; car.y = 140; car.dx = 0; car.dy = 0; car.ang = 0; AllocConsole(); FILE *stream; freopen_s(&stream, "CONOUT$", "w", stdout); // Create Our OpenGL Window if (!CreateGLWindow("OpenGL Win32 Example",screenWidth,screenHeight)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=true; // If So done=TRUE break; } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { if(keys[VK_ESCAPE]) done = true; void processKeys(Car& car); //process keyboard while (game_is_running) { loops = 0; while (GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) { update(car); // update variables next_game_tick += SKIP_TICKS; loops++; } display(car); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } // Shutdown KillGLWindow(); // Kill The Window return (int)(msg.wParam); // Exit The Program } //WIN32 Processes function - useful for responding to user inputs or other events. LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } break; case WM_SIZE: // Resize The OpenGL Window { reshape(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } break; case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); LeftPressed = true; } break; case WM_LBUTTONUP: { LeftPressed = false; } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = screenHeight - HIWORD(lParam); } break; case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = true; // If So, Mark It As TRUE return 0; // Jump Back } break; case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = false; // If So, Mark It As FALSE return 0; // Jump Back } break; } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); }  
      game.cpp
    • By lxjk
      Hi guys,
      There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
      Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
      On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
      This method can be naturally extended to clustered light culling as well.
      The following image shows the general ideas

       
      Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test
       

       
      I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!
       
      Eric
    • By Fadey Duh
      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
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OpenGL Opengl+MFC(sorry if this topic isn't for this forum)-problems after resizing window

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So, I've got a problem after resizing window in mfc project. This is the code: void CCubeView::DrawGraphic() { CRect clientRect; GetClientRect(&clientRect); glViewport(0, 0, clientRect.right, clientRect.bottom); glMatrixMode(GL_PROJECTION); glOrtho(0,1,0,1,0,1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glColor3f (1.0, 0.0, 0.5); glBegin(GL_LINES); glVertex3f( 0.5, 0.5, 0 ); //полезная область будет от 0 до 1 glVertex3f( 0 , 0, 0 ); glEnd(); } void CCubeView::OnDraw(CDC* pDC) { CCubeDoc* pDoc = GetDocument(); ASSERT_VALID(pDoc); glClearColor (0,0,0,0); glClear (GL_COLOR_BUFFER_BIT || GL_DEPTH_BUFFER_BIT); DrawGraphic(); SwapBuffers(pDC->m_hDC); } In the beginning of a program the line that is described in func DrawGraphic() is painted in a window. after calling a modal dialog in a program, function InvalidateRect(NULL,FALSE) is called. After calling invalidateRect the line isn't painted in a window. If there is a resizing in a program (I think this way the func InvalidateRect is called aswell) the line isn't painted too. What it can be?

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Yes, I use debug and the func is called. So,sth wrong happens during InvalidateRect(...). what is think outside the box? it's just like to take coffe and do sth else while thinking over the problem?

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The problem with MFC (in this case with Opengl) is the need to become familiar/intimate with how/when the messaging system works to update various elements (i.e what happens without ensuring a message is sent to do something (i.e. system will send message(s) automagically) and when you need to explicitly send a message to make something happen.

There are few ways to deal with this problem. Typically I have found many examples of/and use the CWnd::RecalcLayout() function (but typically when the state of something in a CCubeView needs to be updated/changed). [Google on
CWnd::RecalcLayout() for more info].

In your case I would try CCubeView::RecalcLayout() from within or
at sometime after the dialog has finished doing what it does: it should put your
CCubeView back into the reasonable state it was in before the dialog was put into action.

Try it a see. If it helps, then good I guess.
But you may also want to take a minimalist's approach and substitute it for any other better solutions (e.g. performance wise?) that may come along/be recommended (depending on the nature of your app).

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void CCubeView::DrawGraphic()
{
// ...

// the last two parameters of glViewport() are
// widith and height of your view port.
glViewport(0, 0, clientRect.width(), clientRect.height());

// ...
}


void CCubeView::OnDraw(CDC* pDC)
{
// insert this line before you draw with OpenGL
// m_hGLContext is the OpenGL context
wglMakeCurrent(pDC->m_hDC,m_hGLContext);


// your drawing code
// ...
}

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Think outside the box means to look for a bug somewhere else in your code. The drawing functions probably don't contain a bug. When running your application, try to drag your window completely off screen and then back. It should make the window redraw itself. I remember when I was using MFC and OpenGL, I made an ugly hack in a timer, which would always call InvalidateRect(0, 0). That way the window always redrew itself.

Can you show us the code which calls the InvalidateRect function?

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