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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 DevIL help & some string problems

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Hey guys. I'm working on a plugin for a CAD application in VS2008, C++. I work with an API which is made for OpenGL, but I wont be using OGL at all (I hope) since the actual images (otherwise rendered) are already availible as image files. This API has a function that takes a vector of GLuints. I have a bunch of images I want to load there. I thought I might use DevIL for this, since I heard it's an easy task to convert an image (.JPG in this case) to GLuint, also I need to focus more on the rest of the plugin rather than this. I've been stuck with this for a long time now and would love to get some help on the subject. If someone could assist me with some pseudo code for doing this would be much appreciated. I have a function which is responsible for doing it, which is called in a for loop x times (depending on the number of images). It takes as parameter a pointer to the current .JPG. ( Cstring* fileName )
        ILuint imageName;
	GLuint image;
	ILboolean success;

	// Error check
	if (ilGetInteger(IL_VERSION_NUM) < IL_VERSION)
	{
		return;
	}

	// Initialization
	ilInit();
	iluInit();
	ilutRenderer(ILUT_OPENGL);

	ilGenImages(1, &imageName);		// grab a new image name
	ilBindImage(imageName);			// bind it

	// Error should be 0 if everything went well
	ILenum Error = ilGetError();
	
	success = ilLoadImage( (const wchar_t*) fileName );

	Error = ilGetError();
The Error variable is ALWAYS != 0 (0 is when everything went well) and I don't know what to do. String issues. I hate it. THIS works:
success = ilLoadImage((const wchar_t*)"Z:/mypath/image0.jpg");
But not when I use the variable fileName :( Any help with this would be lovely. Thanks in advance [Edited by - project6 on July 9, 2008 5:30:22 AM]

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What's the error code your getting? Or are you getting different errors with every run? The only real problem I can see you may have is in the cast. It might not be returning actually what you want.

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Hint #1: never use C-style casts in C++. Use C++ casts instead, as they make it easier to notice errors.

Hint #2: never tell the compiler to shut up. (const wchar_t*) fileName is what C++ programmers call a reinterpret_cast. This basically takes the memory layout of fileName (which is a CString instance) and treats it as if it were a pointer to a wide string—which it isn't.

Converting a CString to a wchar_t is not difficult, but it's not that simple either. Google is your friend.

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ToohrVyk, thanks for your input.

Quote:
Hint #1: never use C-style casts in C++. Use C++ casts instead, as they make it easier to notice errors.


I'm not sure what you mean by this, is it the actual casting syntax you refer to? Like this:
(int) double


Isn't that really up to the developer, I mean what's easiest to read? I'm used to that syntax since we used it in every course in school and every project I've been part of so far.

Naturally I tried Google and some of the code snippets to convert the Cstring to a wchar_t but without success, therefore this post. I wouldn't go through the trouble to post here and wait for replies if I found the solution on Google. ;)

I probably tried three different methods of converting, none of them worked.

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Quote:
Original post by project6
Isn't that really up to the developer, I mean what's easiest to read? I'm used to that syntax since we used it in every course in school and every project I've been part of so far.


A given C-style cast can be a static-cast, a reinterpret-cast or a const-cast, depending on the context. Actually writing down the type of cast lets the compiler check that the programmer did not overlook some property of the context, while telling readers (and the search-in-files functionality) what the cast actually does without having to examine the context.

In this situation, did you know that your cast was a reinterpret-cast, as opposed to a static-cast, for instance?

Quote:
Naturally I tried Google and some of the code snippets to convert the Cstring to a wchar_t but without success, therefore this post. I wouldn't go through the trouble to register here and wait for replies if I hadn't tried Google first. ;)


For instance, what did the solution proposed here do?

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Hey ToohrVyk, thanks for your quick reply! :)

I'm not at work now so I can't test it in my code, I remember this solution though since I found it compact and I'm sure I tried it. If I'm not totally mistaken, the compiler didn't recognize the L2W function.

Can't say 100%, but I'm pretty certain.

Edit: and thanks for the cast description, I never put much effort into casting since I usually only cast int and doubles, I usually program with numbers not strings.

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The code snippet ToohrVyk linked to passes the compiler without errors, but I still get error code 1290.

I suspect there's something else going on here, since I tried several of these Cstring to wide and I still can't get pass the error check.

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0x050A = 1290 and if you look into il.h, you can find this line
#define IL_COULD_NOT_OPEN_FILE 0x050A



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I just found out that DevIL doesn't support unicode, how can I disable unicode in VS2008?

I have '_T' in front of all my strings ( _T("EXAMPLE") ) and If I understood this correctly, that will automatically treat the string according to what my project settings are? ( L"EXAMPLE" for unicode and simply "EXAMPLE" without? )

I tried changing to Multi-Byte in project properties, but my strings are still 'L' when I debug.

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