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    • By fleissi
      Hey guys!

      I'm new here and I recently started developing my own rendering engine. It's open source, based on OpenGL/DirectX and C++.
      The full source code is hosted on github:
      https://github.com/fleissna/flyEngine

      I would appreciate if people with experience in game development / engine desgin could take a look at my source code. I'm looking for honest, constructive criticism on how to improve the engine.
      I'm currently writing my master's thesis in computer science and in the recent year I've gone through all the basics about graphics programming, learned DirectX and OpenGL, read some articles on Nvidia GPU Gems, read books and integrated some of this stuff step by step into the engine.

      I know about the basics, but I feel like there is some missing link that I didn't get yet to merge all those little pieces together.

      Features I have so far:
      - Dynamic shader generation based on material properties
      - Dynamic sorting of meshes to be renderd based on shader and material
      - Rendering large amounts of static meshes
      - Hierarchical culling (detail + view frustum)
      - Limited support for dynamic (i.e. moving) meshes
      - Normal, Parallax and Relief Mapping implementations
      - Wind animations based on vertex displacement
      - A very basic integration of the Bullet physics engine
      - Procedural Grass generation
      - Some post processing effects (Depth of Field, Light Volumes, Screen Space Reflections, God Rays)
      - Caching mechanisms for textures, shaders, materials and meshes

      Features I would like to have:
      - Global illumination methods
      - Scalable physics
      - Occlusion culling
      - A nice procedural terrain generator
      - Scripting
      - Level Editing
      - Sound system
      - Optimization techniques

      Books I have so far:
      - Real-Time Rendering Third Edition
      - 3D Game Programming with DirectX 11
      - Vulkan Cookbook (not started yet)

      I hope you guys can take a look at my source code and if you're really motivated, feel free to contribute :-)
      There are some videos on youtube that demonstrate some of the features:
      Procedural grass on the GPU
      Procedural Terrain Engine
      Quadtree detail and view frustum culling

      The long term goal is to turn this into a commercial game engine. I'm aware that this is a very ambitious goal, but I'm sure it's possible if you work hard for it.

      Bye,

      Phil
    • By tj8146
      I have attached my project in a .zip file if you wish to run it for yourself.
      I am making a simple 2d top-down game and I am trying to run my code to see if my window creation is working and to see if my timer is also working with it. Every time I run it though I get errors. And when I fix those errors, more come, then the same errors keep appearing. I end up just going round in circles.  Is there anyone who could help with this? 
       
      Errors when I build my code:
      1>Renderer.cpp 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2039: 'string': is not a member of 'std' 1>c:\program files (x86)\windows kits\10\include\10.0.16299.0\ucrt\stddef.h(18): note: see declaration of 'std' 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2061: syntax error: identifier 'string' 1>c:\users\documents\opengl\game\game\renderer.cpp(28): error C2511: 'bool Game::Rendering::initialize(int,int,bool,std::string)': overloaded member function not found in 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.h(9): note: see declaration of 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.cpp(35): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(36): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(43): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>Done building project "Game.vcxproj" -- FAILED. ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========  
       
      Renderer.cpp
      #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Renderer.h" #include "Timer.h" #include <iostream> namespace Game { GLFWwindow* window; /* Initialize the library */ Rendering::Rendering() { mClock = new Clock; } Rendering::~Rendering() { shutdown(); } bool Rendering::initialize(uint width, uint height, bool fullscreen, std::string window_title) { if (!glfwInit()) { return -1; } /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); glViewport(0, 0, (GLsizei)width, (GLsizei)height); glOrtho(0, (GLsizei)width, (GLsizei)height, 0, 1, -1); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glfwSwapInterval(1); glEnable(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_TEXTURE_2D); glLoadIdentity(); return true; } bool Rendering::render() { /* Loop until the user closes the window */ if (!glfwWindowShouldClose(window)) return false; /* Render here */ mClock->reset(); glfwPollEvents(); if (mClock->step()) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glfwSwapBuffers(window); mClock->update(); } return true; } void Rendering::shutdown() { glfwDestroyWindow(window); glfwTerminate(); } GLFWwindow* Rendering::getCurrentWindow() { return window; } } Renderer.h
      #pragma once namespace Game { class Clock; class Rendering { public: Rendering(); ~Rendering(); bool initialize(uint width, uint height, bool fullscreen, std::string window_title = "Rendering window"); void shutdown(); bool render(); GLFWwindow* getCurrentWindow(); private: GLFWwindow * window; Clock* mClock; }; } Timer.cpp
      #include <GL/glew.h> #include <GLFW/glfw3.h> #include <time.h> #include "Timer.h" namespace Game { Clock::Clock() : mTicksPerSecond(50), mSkipTics(1000 / mTicksPerSecond), mMaxFrameSkip(10), mLoops(0) { mLastTick = tick(); } Clock::~Clock() { } bool Clock::step() { if (tick() > mLastTick && mLoops < mMaxFrameSkip) return true; return false; } void Clock::reset() { mLoops = 0; } void Clock::update() { mLastTick += mSkipTics; mLoops++; } clock_t Clock::tick() { return clock(); } } TImer.h
      #pragma once #include "Common.h" namespace Game { class Clock { public: Clock(); ~Clock(); void update(); bool step(); void reset(); clock_t tick(); private: uint mTicksPerSecond; ufloat mSkipTics; uint mMaxFrameSkip; uint mLoops; uint mLastTick; }; } Common.h
      #pragma once #include <cstdio> #include <cstdlib> #include <ctime> #include <cstring> #include <cmath> #include <iostream> namespace Game { typedef unsigned char uchar; typedef unsigned short ushort; typedef unsigned int uint; typedef unsigned long ulong; typedef float ufloat; }  
      Game.zip
    • 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 Vector Based Camera Class Troubles

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I have been attempting to put together a camera class for a couple of weeks and trying various ways, but never any luck figuring it out. I would Like some help getting what I have done till now to work please. I have set up a camera class in opengl that uses 4 vectors to represent the camera axis and the it position in the "world". Position Forward Right Up I am trying to get my camera to have three modes, FPS style camera, Manual(free-fly) camera and a Agent or 3rd person camera. I havent attempted the 3rd person on as i havnt got any of the "standard" ones to work as yet. My fps camera works to a point actully until the point where you rotate 180 degrees. I rotate on the Y based on the World's Z axis so (0,0,-1), this is where the camera starts and is its facing. When i rotate the Forward vector, i then get the cross product of Forward and Up to recalculate Right. The camera works as it should until the camera facing is (0,0,1). forward movement is so
Position -= Forward*(GameSpeed*movementSpeed);
the call to camera rotateY is
Forward = defaultDirection.RotateY(angleY);
Right = Forward.CrossProduct(Up);
and rotation on the Y formula is
   static Vector3D rota;
   //calculate a new look direction using the default start location of the
   //camera
   //this prevents overtime rounding down of values by the compiler as well as  
   //giving us the orgin axis
   float sinAngle, cosAngle;
   SinCos( angle, &sinAngle, &cosAngle );
   rota.x = x;
   rota.y = y * cosAngle  + z *sinAngle;
   rota.z = -y *sinAngle + z*cosAngle;

   return rota;
when it is time to display the scene the calls to gl are
glRotatef(glCam->GetAngleX(),1.0f,0.0f,0.0f);
glRotatef(glCam->GetAngleY(),0.0f,1.0f,0.0f);
glTranslatef(glCam->GetX(),glCam->GetY(),glCam->GetZ());
Now I am fully lost on my Manual camera as movment on the right vector doesnt work. where
Position += Right*(GameSpeed*movementSpeed);
works for the FPS camera, on manual it effectivly loops back and forth between a very small point so effectivly standing still. for the Manual camera this is how i look down and right,(up and left are just negative values to these functions)
void GLCamera::LookUp(float GameSpeed)
 {
  if(invertCam !=true)
    angleX -= GameSpeed*rotationSpeed;
  else
    angleX += GameSpeed*rotationSpeed;
	
    //need to rotate on the local right vector, which doesnt change
    //this gives a new look direction
   //Forward = Forward.RotateLocalX(angleX,Right,Up);
	Forward = defaultDirection.RotateX(angleX);
	Up = Forward.CrossProduct(Right);
	Up.Normalize();
}
void GLCamera::TurnRight(float GameSpeed)
 {
	angleY += GameSpeed*rotationSpeed;
	
	//Forward = defaultDirection.RotateLocalY(angleY,Up,Right);
	 Forward = defaultDirection.RotateY(angleY);
	 Forward.Normalize();
	 Right = Forward.CrossProduct(Up);
}
I was not getting anywhere with my attempts at local rotation and found rotating from the axis works if i rotate on the X as well where in a FPS camera it is just the Y rotation that the Translation vectors need to change. here are my rotation codes in full
/****Move camera around*****/
//-Rotation-//
//using the given x,y,z use the Rotation function called to will rotate on the give axis to rotate along 
Vector3D Vector3D::RotateX(float angle)
{
	static Vector3D rota;
    //calculate a new look direction using the default start location of the camera
	//this prevents overtime rounding down of values by the compiler as well as giving us the orgin axis
	float sinAngle, cosAngle;
	SinCos( angle, &sinAngle, &cosAngle );
	rota.x = x;
	rota.y = y * cosAngle  + z *sinAngle;
	rota.z = -y *sinAngle + z*cosAngle;

	return rota;
	
}
//Rotate around the local X axis, the local Z axis calls this function
Vector3D Vector3D::RotateLocalX(float angle,Vector3D const &X,Vector3D &Y)
{
	
	float sinAngle, cosAngle;
	SinCos( angle, &sinAngle, &cosAngle );
	static Vector3D v1 = *this;

	//v1 = (v1 * cosAngle) + (Y * sinAngle);
	//v1.Normalize();
	////create the new Up
	//Y = v1.CrossProduct(X) *-1;

	//original code attempt
	//create the new Forward which is this object
	v1 = (Y * -sinAngle) + (v1 * cosAngle);
	v1.Normalize();
	
	//create the new Up
	Y = v1.CrossProduct(X);
	Y.Normalize();
	
	return v1;
}

Vector3D Vector3D::RotateY(float angle)
{
	static Vector3D rota;
    //rotate are current direction facing about the Y axis
	float sinAngle, cosAngle;
	SinCos( angle, &sinAngle, &cosAngle );
	rota.x = x* cosAngle - z *sinAngle ;
	rota.y = y;
	rota.z = x *sinAngle + z*cosAngle;
	//assign the new rotation of the vector to the given vector
	return rota;

}

//rotate around the local Y axis, the local Z axis calls this function
Vector3D Vector3D::RotateLocalY(float angle,Vector3D const &Y,Vector3D &X)
{
	float sinAngle, cosAngle;
	SinCos( angle, &sinAngle, &cosAngle );
	static Vector3D v1 = *this;
	//v1 =  (v1 * cosAngle) - (X * sinAngle) ;
	//v1.Normalize();

	////calculate the new X
	//X = v1.CrossProduct(Y);

	//original code attempt
	v1 = (X * sinAngle) + (v1 * cosAngle);
	v1.Normalize();

	//calculate the new X
	X = Y.CrossProduct(v1);
	X.Normalize();

	return v1;
}


Vector3D Vector3D::RotateZ(float angle)
{
	static Vector3D rota;
	float sinAngle, cosAngle;
	SinCos( angle, &sinAngle, &cosAngle );
	rota.x = x* cosAngle + y *sinAngle ;
	rota.y = -x *sinAngle + y*cosAngle;
	rota.z = z;
	return rota;
}


//Rotate on the local Z axis, the local right axis calls the function
Vector3D Vector3D::RotateLocalZ(float angle,Vector3D const &Z, Vector3D &Y)
{
	float sinAngle, cosAngle;
	SinCos( angle, &sinAngle, &cosAngle );
	static Vector3D v1 = *this;
	
	//v1 = (v1 *cosAngle) + (Y * sinAngle);
	//v1.Normalize();
	////create the new Up
	//Y = Z.CrossProduct(v1)*-1;
	
	//original code attempt
	v1 = (v1 *cosAngle) + (Y * sinAngle);
	v1.Normalize();
	//create the new Up
	Y = Z.CrossProduct(v1);
	Y.Normalize();

	return v1;
}
so to iterate the errors and troubles I am having. In FPS mode since I rotate the cameras default look Z axis around the world Y axis. This works until I am looking at the positive Z direction. I dont know how to test I have reached this point and Forward.z never gets to 1 or greater to invert my default look. With the manual camera same problem with the Z, but a new problem arise in that I cant move sideways(i.e. strafe). What am i doing wrong please help, and if any more info from me is needed let me know.

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Please put the code inside [ "source" ] tags... without the ", of course.

I decided to drop my vector based camera and went for a matrix-based instead. It saved me a lot of headaches.. =)

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maybe this helps:


const float piover180 = 0.0174532925f;

this is what my forward movement looks like(as stolen out of a NeHe-tutorial):

cam_x += (float)sin(-lookleftright*piover180) * 0.05f;
cam_y += (float)cos(lookleftright*piover180) * 0.05f;

if not please explain(didnt get it):
can you move the camera around normally with your mouse?
or does a problem only occur if you try to walk left right up or down?
or do you only get a problem walking around if you face a certain angle?

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Working code for FPS/6DOF OpenGL-style object/camera.

(No support for 3rd-person, I'm afraid, but you should be able to add that fairly easily.)

Note that I'm not suggesting that you simply use the code as is (although you're welcome to if you wish); rather, I'm just offering it as a reference in the hopes that it might help you identify where your own code is going off the rails.

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Quote:


if not please explain(didnt get it):
can you move the camera around normally with your mouse?
or does a problem only occur if you try to walk left right up or down?
or do you only get a problem walking around if you face a certain angle?


well my rotation is done with the mouse and it does rotate correctly , so yeah the problems happen with the translation, so when i am walking around when i face the opposite direction its starts to go wrong, as in I look down the camera 0,0,-1 z axis. when i look down the 0,0,1 everything messes up

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