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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 Maya model exporter in os x

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Hi, Im new here so sorry if there is a mistake. Im currently try to build a model exporter from maya to be used on my OpenGL code. I googled around and got this link http://www.gamedev.net/reference/ar...article1906.asp looks promising but the problem is i use mac version of maya and i dont think i can find this files: Foundation.lib OpenMaya.lib Any idea? How can I get a maya model reader? I only need the polygons and vertices for now thanks in advance

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I wrote the other maya tutorial (which is better by the way ;)). You won't have any maya *.lib files since you're not compiling on windows. You'll want to be linking to -lFoundation -lOpenMaya etc. Not sure of the location of those on macos, but find the maya install directory, and they'll be in the /lib folder. (probably named as libFoundation.so or something of that ilk).

Quote:
How can I get a maya model reader?


The only one available anywhere in the world, is Maya itself (or via MLibrary in the Maya API). There are no 3rd party loaders for maya ascii/maya binary since it's very rare that they actually contain data. Normally it's just a sequence of mel commands to create the nodes in the scene....


createNode "polyCube";
createNode "mesh";
connectAttr polyCube.output mesh.input;


The only option really available to you is to either write your own exporter, or use a 3rd party plug-in - i.e. fbx, softimage crosswalk etc.

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im really lost right now. sorry, im kinda new to graphic programming

so heres the deal now:
i found the include file under the devkit folder, i compiled it (a few error popped out, i fixed it by commenting the lie :D ) and then the error showed that i cant link the file. apparently all the file in the included file is a .h file. i cant find the Foundation or OpenMaya file. THere is no lib folder and stuff.

Any idea?

thanks in advance

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Looking at the linux version, the libs are:

/usr/autodesk/maya2008/lib

Which has libFoundation.so and libOpenMaya.so

Find the corresponding maya path on macos, and add the line -L/usr/autodesk/maya2008/lib to the linker (replacing the path with the one you found). That should set the linker input lib path, which should allow you to link with -lFoundation -lOpenMaya

If you can't find the lib folder, make sure you installed the devkit. If that still doesn't help, then your best bet is to ask on the highend3d API forum about compiling for macos.

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i found the lib files ( its .dylib extension), i added it to my project, compile it but i got the same error:

MLibrary::clearnup(int) referenced from exportMaya(char*) in Mayaexporter.o

MLibrary::initialize(char*, boo) referenced from exportMaya(char*) in MayaExporeter.o
symbol(s) not found


Im not quite sure what does the error mean.

Any idea?


Thanks in advance

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Just to make sure you are clear on this - the Maya format is a very lousy format to use in your own code. Consider using a simpler format, specifically one of the formats Maya can export to, such as Wavefront .obj (simple), or Autodesk .fbx (complicated, but full featured).

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If Maya is what your using have you considered using the RTG file format. Its very basic, you can select what you want exported and requires a small amount of file parsing and code to build the model hierarchy and tree. At least in Maya 4.5 it wasnt enaabled by default and has to be done so in the plugin manager. If they still support it Id say give that a try.

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Quote:
Original post by swiftcoder
Just to make sure you are clear on this - the Maya format is a very lousy format to use in your own code. Consider using a simpler format, specifically one of the formats Maya can export to, such as Wavefront .obj (simple), or Autodesk .fbx (complicated, but full featured).


thats the problem. im using an os x version of maya, and it seem there is no .obj option under the file->export selection menu. but somehow the import object does support .obj file. how can i export it to .obj file?

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Quote:
Original post by svnstrk
Quote:
Original post by swiftcoder
Just to make sure you are clear on this - the Maya format is a very lousy format to use in your own code. Consider using a simpler format, specifically one of the formats Maya can export to, such as Wavefront .obj (simple), or Autodesk .fbx (complicated, but full featured).
thats the problem. im using an os x version of maya, and it seem there is no .obj option under the file->export selection menu. but somehow the import object does support .obj file. how can i export it to .obj file?
Search for an exporter plugin.

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Quote:
Original post by swiftcoder
Just to make sure you are clear on this - the Maya format is a very lousy format to use in your own code.


It's not lousy, it's useless. The API however is pretty awesome, and is trivial to extract the data you need from it.

Quote:
Original post by swiftcoder
Consider using a simpler format, specifically one of the formats Maya can export to, such as Wavefront .obj (simple), or Autodesk .fbx (complicated, but full featured).


obj is a little bit too limited, but fbx is awful. It's closed source (and distributed as static libs!), inflexible (can't add custom markup), overly complicated (Fully understanding the way the transforms are built up requires a fairly intimate knowledge of motionbuilder - where you'll find the actual documentation), has very limited material/texture info, stores all of it's anim data as Euler curves (which every single person fails to interpolate correctly), and is backwards compatible (allegedly, but you will find older fbx files failing to work in the latest SDK's - and you will find drastic changes between the SDK versions).

dotXSI (aka crosswalk) is far more suited to games, has a far nicer SDK, and is open source.

Quote:
thats the problem. im using an os x version of maya, and it seem there is no .obj option under the file->export selection menu.


Windows->Setting/Preferences->Plug-in Manager.

Load the obj export plug-in.

Quote:
If Maya is what your using have you considered using the RTG file format.


It's easier to write your own exporter and file format than use rtg. Whilst RTG is *ok*, the data it stores is largely limited to hierarchical poly models, and parsing the files is a royal Pita due to the rather pointless export/file format options; i.e. do you want

<vert_index> <vx> <vy> <vz>

or :

<vx> <vy> <vz>

which is actually the single worst export option I've ever seen.

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