• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • 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 !
  • Advertisement
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

OpenGL OpenGl minus global variables?

This topic is 6115 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''m trying to write a VERY simple game engine for a game I''m writing in OpenGL on OSX. However, I DO NOT want to use global variables in this engine. I hate global variables. However, I see absolutely no way around using them in an OpenGL program. Why you ask? Because you have to assign functions for OpenGL to call at certain points, like when the screen needs to be redrawn, or when you press a key. I want to share data between these functions, but I don''t want the data to be global. For example, in this game I''m using an object list (each object has all the information about where it is on the screen, how to draw it, and how to move it). I could just make this list static data in the draw function, but I would rather share the list with the idle function. That way, I can do frame rate timing in the idle function (moving the objects, but not drawing them until a certain amount of time has gone by so that the objects move at the same speed at different framerates). How are you supposed to do this? I tried assigning the member functions of a class, so that I can have the list as private data of the class, but I get an error saying "void was not ignored as it should be". This is a short snipit of what I''m trying to do.
  
...
GLvoid InitGL(GLvoid);
GLvoid Idle(GLvoid);
class MyGLControlClass
{
    public:
        ...
        GLvoid draw(GLvoid);
        GLvoid init(GLvoid);
        ...
    private:
        int a;
};
int main(int argc, char** argv)
{
        MyGLControlClass con;

	glutInit(&argc, argv);										
	glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
        glutGameModeString("1024x768:32@75");
        glutEnterGameMode();
        
        con.init();
	InitGL();
        glutDisplayFunc(con.draw()); // NOTE: THIS IS CAUSING THE ERROR <-------------------------------
	glutIdleFunc(Idle);//Idle Function is dont every loop
	glutMainLoop();
	

	return 0;
}

GLvoid InitGL(GLvoid)
{

	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);		// This Will Clear The Background Color To Black
                                                        // Colours follow standar Red, Green, Blue, then alpha channel
	glClearDepth(1.0);				// Enables Clearing Of The Depth Buffer
	glDepthFunc(GL_LESS);				// The Type Of Depth Test To Do
	glEnable(GL_DEPTH_TEST);			// Enables Depth Testing
	glShadeModel(GL_SMOOTH);			// Enables Smooth Color Shading

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();				// Reset The Projection Matrix

	gluPerspective(45.0f,(GLfloat)1024/(GLfloat)768,0.1f,100.0f);	// Calculate The Aspect Ratio Of The Window

	glMatrixMode(GL_MODELVIEW);

}

// Idle ---------------------------------------------------------------------

GLvoid Idle(GLvoid)
{	
	glutPostRedisplay();//Makes glut re-render the scene
}


GLvoid MyGLControlClass::init(GLvoid)
{
    a = 10;
}

GLvoid MyGLControlClass::draw(GLvoid)
{
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear The Screen And The Depth Buffer
	glLoadIdentity();										// Reset The View
	//Lesson 2
	a++;
        if (a > 14)
            a = 0;
	glTranslatef(-1.5f,0.0f,-6.0f);                 // Move Left 1.5 Units And Into The Screen 6.0
	
	//Setup the rotation for the triangle
	glRotatef(a,0.0f,1.0f,0.0f);                 // Rotate The Triangle On The Y axis
        glRotatef(a,1.0f,0.0f,0.0f);
	//Make a Triangle
	glBegin(GL_TRIANGLES);                          // Drawing Using Triangles
			//Front Face
			glColor3f(1.0f,0.0f,0.0f);                      // Red
            glVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Front)
            glColor3f(0.0f,1.0f,0.0f);                      // Green
            glVertex3f(-1.0f,-1.0f, 1.0f);                  // Left Of Triangle (Front)
            glColor3f(0.0f,0.0f,1.0f);                      // Blue
          	glVertex3f( 1.0f,-1.0f, 1.0f);                  // Right Of Triangle (Front)
			//Right Face
			glColor3f(1.0f,0.0f,0.0f);                      // Red
            glVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Right)
            glColor3f(0.0f,0.0f,1.0f);                      // Blue
            glVertex3f( 1.0f,-1.0f, 1.0f);                  // Left Of Triangle (Right)
            glColor3f(0.0f,1.0f,0.0f);                      // Green
            glVertex3f( 1.0f,-1.0f, -1.0f);                 // Right Of Triangle (Right)
            //Left Face
            glColor3f(1.0f,0.0f,0.0f);                      // Red
            glVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Back)
            glColor3f(0.0f,1.0f,0.0f);                      // Green
            glVertex3f( 1.0f,-1.0f, -1.0f);                 // Left Of Triangle (Back)
            glColor3f(0.0f,0.0f,1.0f);                      // Blue
            glVertex3f(-1.0f,-1.0f, -1.0f);                 // Right Of Triangle (Back)
            //Back Face
            glColor3f(1.0f,0.0f,0.0f);                      // Red
            glVertex3f( 0.0f, 1.0f, 0.0f);                  // Top Of Triangle (Left)
            glColor3f(0.0f,0.0f,1.0f);                      // Blue
            glVertex3f(-1.0f,-1.0f,-1.0f);                  // Left Of Triangle (Left)
            glColor3f(0.0f,1.0f,0.0f);                      // Green
            glVertex3f(-1.0f,-1.0f, 1.0f);                  // Right Of Triangle (Left)
    glEnd();                                        // Finished Drawing The Triangles
    glBegin(GL_QUADS);
            glVertex3f(-1.0f,-0.5f, 1.0f);
            glVertex3f(1.0f,-0.5f, 1.0f);
            glVertex3f(1.0f,-0.5f, -1.0f);
            glVertex3f(-1.0f,-0.5f, -1.0f);
    glEnd();

    glutSwapBuffers();


}
[/CODE]    

Share this post


Link to post
Share on other sites
Advertisement
Well the key is going to be not to use GLUT.

You can create your own object-oriented multi-threaded scheme which makes use of an absolute abstract class with pure virtual callback functions that you can override.

If you use GLUT you are probably stuck with global callbacks.

Seeya
Krippy

Share this post


Link to post
Share on other sites
I''ve never really seen the difference between using global variables, and placing all variables and program code in a single class...

Still - if you can bear to make the class instance global, then one thing I think you can do, although it''s not beautiful, is:

  
int inline MyGLControlClass::CallbackThing(int CallbackParam1)
{
// do stuff

}

...

int CallbackThing(int CallbackParam1)
{
return ControlClass.CallbackThing(CallbackParam1);
}

Share this post


Link to post
Share on other sites
I don''t think you can pass the address of a member function for a specific instance of a class (you can''t define a member function for a callback). The only way to do it is to use a static member function. That shouldn''t be a problem, though, if you are going to only have one instance of the class to hold objects anyway.

Share this post


Link to post
Share on other sites
Ya, I can''t go without using global variables when using glut. I can, however, use native OpenGL for more flexibility, but I''m not experienced enough to go without glut yet, so the single global instance of a controller class will due for now. Thanks for the input.

Share this post


Link to post
Share on other sites

  • Advertisement