Sign in to follow this  

OpenGL Does anyone make a flowcharting API for OpenGL?

This topic is 3664 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 really like the features of MindFusion's FlowChart.NET which I've used in .NET WinForms apps, however I really would like to get away from WinForms and no longer be tied to the Win32 platform only. I think OpenGL along with FLTK can do this for me but I cannot find an equivalent API for flowcharting/diagramming. It would be an absolutely daunting task to write something nearly as feature rich so that is out of the question. Hopefully someone can recommend a commercial or open source equivalent? For comparison purposes here is link to screenshots of the FlowChart .NET API I am looking to replace, many thanks! http://www.mindfusion.org/gallery-net.html

Share this post


Link to post
Share on other sites
Don't see why you would want to use OpenGL for this as flowchars are really simple 2d...
Using OpenGL would be a bit of an overkill, and in fact, limiting, i'd think.

Share this post


Link to post
Share on other sites
Quote:
Original post by bjarnia
Don't see why you would want to use OpenGL for this as flowchars are really simple 2d...
Using OpenGL would be a bit of an overkill, and in fact, limiting, i'd think.


Because I don't want to be living in the WinForms world or Win32 world. I want a UI api that is 100% cross platform.

Share this post


Link to post
Share on other sites
If your application is a flowcharting application, you might want to consider one of the cross platform GUI libraries out there. These libraries, generally, have OpenGL objects which you put into a window, and could use for charts and etc. So, your flowcharts are then rendered in an OpenGL context while the GUI library operates the controls.

Alternatively you could go the whole hog and use crazy eddies GUI.

Share this post


Link to post
Share on other sites
Quote:
Original post by consolejoker
Quote:
Original post by bjarnia
Don't see why you would want to use OpenGL for this as flowchars are really simple 2d...
Using OpenGL would be a bit of an overkill, and in fact, limiting, i'd think.


Because I don't want to be living in the WinForms world or Win32 world. I want a UI api that is 100% cross platform.


I can understand that.. But OpenGL is not a UI api :)

As someone already suggested, see SDL

Share this post


Link to post
Share on other sites
Quote:
Original post by bjarnia
Quote:
Original post by consolejoker
Quote:
Original post by bjarnia
Don't see why you would want to use OpenGL for this as flowchars are really simple 2d...
Using OpenGL would be a bit of an overkill, and in fact, limiting, i'd think.


Because I don't want to be living in the WinForms world or Win32 world. I want a UI api that is 100% cross platform.


I can understand that.. But OpenGL is not a UI api :)

As someone already suggested, see SDL


Understood, I meant underlying rendering point. I am looking to completely remove myself from Windows.

Doesn't SDL lack UI controls? Isn't it just boostrapping for main windows and message loops on various platforms?

Share this post


Link to post
Share on other sites
Quote:
Original post by shotgunnutter
If your application is a flowcharting application, you might want to consider one of the cross platform GUI libraries out there. These libraries, generally, have OpenGL objects which you put into a window, and could use for charts and etc. So, your flowcharts are then rendered in an OpenGL context while the GUI library operates the controls.

Alternatively you could go the whole hog and use crazy eddies GUI.


Yes but are any of them well developed for flowcharting?

I spoke to MindFusion and they said they'd sell me a source license. Apparently I'd need only implement one major interface for OpenGL and the entire library will just work properly. Don't know if its that true in practice but it sounds promising.

Share this post


Link to post
Share on other sites
SDL has alot of libraries for GUI..
This is one example:
http://libagar.org/screenshots.html.en

(haven't used it myself)

Share this post


Link to post
Share on other sites
I think you need a portable GUI library, like GTK or Qt, which have full support for OpenGL widgets. Type these in google and see if that's what you need. If it isn't, ignore this post.

Share this post


Link to post
Share on other sites
Quote:
Original post by consolejoker
Quote:
Original post by shotgunnutter
If your application is a flowcharting application, you might want to consider one of the cross platform GUI libraries out there. These libraries, generally, have OpenGL objects which you put into a window, and could use for charts and etc. So, your flowcharts are then rendered in an OpenGL context while the GUI library operates the controls.

Alternatively you could go the whole hog and use crazy eddies GUI.


Yes but are any of them well developed for flowcharting?

I spoke to MindFusion and they said they'd sell me a source license. Apparently I'd need only implement one major interface for OpenGL and the entire library will just work properly. Don't know if its that true in practice but it sounds promising.


I'm puzzled about how this would work. To quote them, "FlowChart.NET is a .NET programming component, which provides professional diagramming and charting capabilities to any software written in C#, VB.NET or Delphi.NET. "

However, do they mean C# including .NET win forms? I'm sure its possible to write an opengl renderer for the software, and to write an interface using Qt. Did the sales rep you spoke to know enough about OpenGL to make such a claim?

Share this post


Link to post
Share on other sites
Quote:
Original post by shotgunnutter
Quote:
Original post by consolejoker
Quote:
Original post by shotgunnutter
If your application is a flowcharting application, you might want to consider one of the cross platform GUI libraries out there. These libraries, generally, have OpenGL objects which you put into a window, and could use for charts and etc. So, your flowcharts are then rendered in an OpenGL context while the GUI library operates the controls.

Alternatively you could go the whole hog and use crazy eddies GUI.


Yes but are any of them well developed for flowcharting?

I spoke to MindFusion and they said they'd sell me a source license. Apparently I'd need only implement one major interface for OpenGL and the entire library will just work properly. Don't know if its that true in practice but it sounds promising.


I'm puzzled about how this would work. To quote them, "FlowChart.NET is a .NET programming component, which provides professional diagramming and charting capabilities to any software written in C#, VB.NET or Delphi.NET. "

However, do they mean C# including .NET win forms? I'm sure its possible to write an opengl renderer for the software, and to write an interface using Qt. Did the sales rep you spoke to know enough about OpenGL to make such a claim?


Yes its a C# app that is written for .NET. The good thing about it however is that its APIs make minimal use of .NET framework classes. Except for a few things like rectangle, point, region, and a few others that all can be very easily converted to and from c++, once you replace the IGraphics interface with one that renders on an OGL context, the story is pretty much done. You still have to handle input which could be a challenge in any regard.

They don't use any of .NET's drawing algorithms though, which is nice.

Share this post


Link to post
Share on other sites
May I add?, I've been using GDI+ driven flowchart software since years now and I'm sick and tired of how slow this things are, it's all CPU driven and when you have a big flowchart, it shows.

For little crap, go ahead you can even use flash if you want... but for serious stuff, it cant cope.

Share this post


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

  • Similar Content

    • By xhcao
      Does sync be needed to read texture content after access texture image in compute shader?
      My simple code is as below,
      glUseProgram(program.get());
      glBindImageTexture(0, texture[0], 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
      glBindImageTexture(1, texture[1], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
      glDispatchCompute(1, 1, 1);
      // Does sync be needed here?
      glUseProgram(0);
      glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
      glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                     GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
      glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
       
      Compute shader is very simple, imageLoad content from texture[0], and imageStore content to texture[1]. Does need to sync after dispatchCompute?
    • By Jonathan2006
      My question: is it possible to transform multiple angular velocities so that they can be reinserted as one? My research is below:
      // This works quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); quat quaternion2 = GEMultiplyQuaternions(quaternion1, GEQuaternionFromAngleRadians(angleRadiansVector2)); quat quaternion3 = GEMultiplyQuaternions(quaternion2, GEQuaternionFromAngleRadians(angleRadiansVector3)); glMultMatrixf(GEMat4FromQuaternion(quaternion3).array); // The first two work fine but not the third. Why? quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); vec3 vector1 = GETransformQuaternionAndVector(quaternion1, angularVelocity1); quat quaternion2 = GEQuaternionFromAngleRadians(angleRadiansVector2); vec3 vector2 = GETransformQuaternionAndVector(quaternion2, angularVelocity2); // This doesn't work //quat quaternion3 = GEQuaternionFromAngleRadians(angleRadiansVector3); //vec3 vector3 = GETransformQuaternionAndVector(quaternion3, angularVelocity3); vec3 angleVelocity = GEAddVectors(vector1, vector2); // Does not work: vec3 angleVelocity = GEAddVectors(vector1, GEAddVectors(vector2, vector3)); static vec3 angleRadiansVector; vec3 angularAcceleration = GESetVector(0.0, 0.0, 0.0); // Sending it through one angular velocity later in my motion engine angleVelocity = GEAddVectors(angleVelocity, GEMultiplyVectorAndScalar(angularAcceleration, timeStep)); angleRadiansVector = GEAddVectors(angleRadiansVector, GEMultiplyVectorAndScalar(angleVelocity, timeStep)); glMultMatrixf(GEMat4FromEulerAngle(angleRadiansVector).array); Also how do I combine multiple angularAcceleration variables? Is there an easier way to transform the angular values?
    • By dpadam450
      I have this code below in both my vertex and fragment shader, however when I request glGetUniformLocation("Lights[0].diffuse") or "Lights[0].attenuation", it returns -1. It will only give me a valid uniform location if I actually use the diffuse/attenuation variables in the VERTEX shader. Because I use position in the vertex shader, it always returns a valid uniform location. I've read that I can share uniforms across both vertex and fragment, but I'm confused what this is even compiling to if this is the case.
       
      #define NUM_LIGHTS 2
      struct Light
      {
          vec3 position;
          vec3 diffuse;
          float attenuation;
      };
      uniform Light Lights[NUM_LIGHTS];
       
       
    • By pr033r
      Hello,
      I have a Bachelor project on topic "Implenet 3D Boid's algorithm in OpenGL". All OpenGL issues works fine for me, all rendering etc. But when I started implement the boid's algorithm it was getting worse and worse. I read article (http://natureofcode.com/book/chapter-6-autonomous-agents/) inspirate from another code (here: https://github.com/jyanar/Boids/tree/master/src) but it still doesn't work like in tutorials and videos. For example the main problem: when I apply Cohesion (one of three main laws of boids) it makes some "cycling knot". Second, when some flock touch to another it scary change the coordination or respawn in origin (x: 0, y:0. z:0). Just some streng things. 
      I followed many tutorials, change a try everything but it isn't so smooth, without lags like in another videos. I really need your help. 
      My code (optimalizing branch): https://github.com/pr033r/BachelorProject/tree/Optimalizing
      Exe file (if you want to look) and models folder (for those who will download the sources):
      http://leteckaposta.cz/367190436
      Thanks for any help...

    • By Andrija
      I am currently trying to implement shadow mapping into my project , but although i can render my depth map to the screen and it looks okay , when i sample it with shadowCoords there is no shadow.
      Here is my light space matrix calculation
      mat4x4 lightViewMatrix; vec3 sun_pos = {SUN_OFFSET * the_sun->direction[0], SUN_OFFSET * the_sun->direction[1], SUN_OFFSET * the_sun->direction[2]}; mat4x4_look_at(lightViewMatrix,sun_pos,player->pos,up); mat4x4_mul(lightSpaceMatrix,lightProjMatrix,lightViewMatrix); I will tweak the values for the size and frustum of the shadow map, but for now i just want to draw shadows around the player position
      the_sun->direction is a normalized vector so i multiply it by a constant to get the position.
      player->pos is the camera position in world space
      the light projection matrix is calculated like this:
      mat4x4_ortho(lightProjMatrix,-SHADOW_FAR,SHADOW_FAR,-SHADOW_FAR,SHADOW_FAR,NEAR,SHADOW_FAR); Shadow vertex shader:
      uniform mat4 light_space_matrix; void main() { gl_Position = light_space_matrix * transfMatrix * vec4(position, 1.0f); } Shadow fragment shader:
      out float fragDepth; void main() { fragDepth = gl_FragCoord.z; } I am using deferred rendering so i have all my world positions in the g_positions buffer
      My shadow calculation in the deferred fragment shader:
      float get_shadow_fac(vec4 light_space_pos) { vec3 shadow_coords = light_space_pos.xyz / light_space_pos.w; shadow_coords = shadow_coords * 0.5 + 0.5; float closest_depth = texture(shadow_map, shadow_coords.xy).r; float current_depth = shadow_coords.z; float shadow_fac = 1.0; if(closest_depth < current_depth) shadow_fac = 0.5; return shadow_fac; } I call the function like this:
      get_shadow_fac(light_space_matrix * vec4(position,1.0)); Where position is the value i got from sampling the g_position buffer
      Here is my depth texture (i know it will produce low quality shadows but i just want to get it working for now):
      sorry because of the compression , the black smudges are trees ... https://i.stack.imgur.com/T43aK.jpg
      EDIT: Depth texture attachment:
      glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT24,fbo->width,fbo->height,0,GL_DEPTH_COMPONENT,GL_FLOAT,NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fbo->depthTexture, 0);
  • Popular Now