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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 GL version, new ATI card

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I just bought a Radeon HD 4870, installed the latest driver (Catalyst 9.5), and the GL version returned from glGetString( GL_VERSION ) is 1.1! I might be wrong, but isn't the version returned from glGetString based on the card driver? I'm using SDL and GLEW in VC++2008. My system is AMD/ATI, on XP SP3 (32-bit). My old system had a 7900GT and reported the GL version correctly, and ran my app smoothly. All searches for this problem have found issues with ATI / GL 3.0 and 64-bit systems, but everyone says that GL 2.1 works fine. Is it a driver issue, or am I forgetting something? This is the output I get: + SDL Video Driver (windib) + OpenGL version: (1.1.0) + OpenGL vendor: (Microsoft Corporation) + OpenGL renderer: (GDI Generic) + GLEW version: 1.5.1 This post's OP has issue an isue creating a 3.0 context, but gets a 2.1 context just fine. This guy has a laptop card and solved the issue by using a third-party driver, but his source only has drivers for ATI mobility cards. This geeks3d.com post says there's an issue with 3.0 contexts, but no issue with 2.1!

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Thank you for the suggestion, but I can't switch from SDL at this point in development. I'm considering GLFW for my next project.

I checked the SDL mailing lists and found someone else with the same issue. I thought there should be an easy solution, and there is! For anyone with the same problem, just remove the hardware acceleration line for ATI cards: SDL_GL_SetAttribute( SDL_GL_ACCELERATED_VISUAL, 1 );
This line is supposed to guarantee hardware acceleration, but for whatever reason it returns the windows software driver for ATI cards. Removing it solved the problem for me, but I'll need to test the same build on my Nvidia card to see if hardware acceleration is sacrificed. Also, there is a question of whether shaders will use hardware acceleration without the call. I'll post back with the results.

The thread on the SDL mailing lists.

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Well it seems leaving the acceleration line commented-out works fine on XP for Nvidia and ATI cards. My app reports the correct hardware vendor for both. I don't know if OSX or linux builds should keep the line, though.

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As far as osx (10.5) I've never even used that line, and I always get an accelerated context, so I don't think you have to worry about that.

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Quote:
Original post by sneakyrobot
Well it seems leaving the acceleration line commented-out works fine on XP for Nvidia and ATI cards. My app reports the correct hardware vendor for both. I don't know if OSX or linux builds should keep the line, though.
Pretty sure that particular switch is completely useless.
Quote:
Original post by Riraito
As far as osx (10.5) I've never even used that line, and I always get an accelerated context, so I don't think you have to worry about that.
I don't think SDL can give you an unaccelerated OpenGL context under OS X - lord knows I tried hard enough, when I needed the software renderer for debugging.

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Quote:

As far as osx (10.5) I've never even used that line, and I always get an accelerated context, so I don't think you have to worry about that.
I don't think SDL can give you an unaccelerated OpenGL context under OS X - lord knows I tried hard enough, when I needed the software renderer for debugging.[/quote]
if u hide the opengl driver (rename it) + stick a software driver in the path eg mesa, then that will be used

btw Ive never used SDL_GL_ACCELERATED_VISUAL + all my stuff has worked fine on various PCs
I just had a look at what it does, + I can see where it can cause a problem, if something with the pixelformat is not 100% it appears to bail completely (giving u software), Ideally u should handle this case yourself (i.e. choose another pixelformat) but personally I wouldnt worry about it

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Quote:
Original post by zedz
Quote:
Quote:
As far as osx (10.5) I've never even used that line, and I always get an accelerated context, so I don't think you have to worry about that.
I don't think SDL can give you an unaccelerated OpenGL context under OS X - lord knows I tried hard enough, when I needed the software renderer for debugging.
if u hide the opengl driver (rename it) + stick a software driver in the path eg mesa, then that will be used
Why would I want to do that? Apple's own software renderer is 100x more capable than MESA, and generally faster as well. I have always wondered why none of these windowing toolkits expose a setting to select it.

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Ive no idea how apples software gl version performs, yes perhaps it is faster
but a reason to use mesa
A/ same on apple/ms/linux
B/ open source

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Quote:
Original post by zedz
Ive no idea how apples software gl version performs, yes perhaps it is faster.
Only marginally faster, from what I have seen, but it does tend to support a wider set of extension that MESA, and is always installed on all Macs, so why replace it?
Quote:
A/ same on apple/ms/linux
OpenGL is already a cross-platform API - I don't see a point to using a cross-patform implementation.
Quote:
B/ open source
That is only an advantage if you plan to change the source, and I have no intention of rewriting an OpenGL implementation - that is why I use a 3D API in the first place.

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