Sign in to follow this  

OpenGL new Opengl Window

This topic is 2332 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

hi, just wanted to ask if it was possible to have two opengl windows.....something of this nature......run program first window displays click button in the first window and the second window displays covering the first one...close the second window the first window dislays again...

if this is possible can anyone please tell me how i could achieve that......
working with opengl and glut

thank you.

Share this post


Link to post
Share on other sites
http://docs.google.com/viewer?a=v&q=cache:o0oeSgPKnqIJ:www.cs.uml.edu/~hmasterm/Charts/Managing_Multiple_Windows.ppt+glut+multiple+windows+demo&hl=sv&gl=se&pid=bl&srcid=ADGEESihxzk1y3TDCXn6d5irTvT0eoQWFZmh6L-rLJo0UKQNO5WLd7tjoe8DxW6_wOzOu1F6U7VqTnFtTkhbGkd-gyJn6TpPkbNUcjAtHqDgSsGSZ-keOGkPA16TRsnBflwj8NMrIshN&sig=AHIEtbQDybhldTyKsm014-eghrMqGlOgHQ

or if you have powerpoint:

http://www.cs.uml.edu/~hmasterm/Charts/Managing_Multiple_Windows.ppt

Share this post


Link to post
Share on other sites
I don't think GLUT can get you multiple windows. It's really intended as a simple framework for abstracting some of the OS interaction, but that simplification comes at a cost and the cost is flexibility.

Share this post


Link to post
Share on other sites
thanks guys for your reply....

@Brother Bob ..i have a window already with 2D buttons rendered...but i want to also add animations into my program..but i want the animations to run in another opengl window after the animation button has been clicked....then return back to the first window after the animation is finished...

@SimonForsman...thanks for the link ..i'll take a look at it...

Share this post


Link to post
Share on other sites
All you need to do is create the second window as you need it, draw as usual, and destroy it when you're done. As I said in my first post, I'm not sure what specific part, or if it's the whole concept of having multiple window, you're having problem with.

From your vague description of your program, it sounds like you just need to do the following:
[list][*]When clicking the button, create a new window and register the callbacks for that window.[*]The new window's display callback displays the animation.[*]The new window's idle callback drives the animation forward.[*]When the animation is finished, destroy it.[/list]

Share this post


Link to post
Share on other sites
[quote name='Brother Bob' timestamp='1311541450' post='4839737']
All you need to do is create the second window as you need it, draw as usual, and destroy it when you're done. As I said in my first post, I'm not sure what specific part, or if it's the whole concept of having multiple window, you're having problem with.

From your vague description of your program, it sounds like you just need to do the following:
[list][*]When clicking the button, create a new window and register the callbacks for that window.[*]The new window's display callback displays the animation.[*]The new window's idle callback drives the animation forward.[*]When the animation is finished, destroy it.[/list]
[/quote]

thanks Brother Bob for your reply.......i am still having issues creating the second window.....the first window creates alright but when i click the button for the animation window to be created nothing happens..
any idea why this might be happening??

[code]


void main(int argc, char** argv) {
atexit(OnShutdown);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(width, height);
//glutCreateWindow("GLUT Picking Demo [using selection buffer]");

// Make Main outer window
window1 = glutCreateWindow("Satellite Assembly");
glutDisplayFunc(OnRender);
glutReshapeFunc(OnReshape);
glutIdleFunc(OnIdle);


if(animate){
// Create First subwindow
window2 = glutCreateWindow("Animation");
glutDisplayFunc(display2);
glutReshapeFunc(animation_Reshape);
glutIdleFunc(OnIdle1);

}


glutKeyboardFunc(OnKey);
glutSpecialFunc (keyboard_s);
glutMouseFunc(Mouse);
glutMotionFunc(Motion);
glutPassiveMotionFunc(MousePassiveMotion);

InitGL();

glutMainLoop();
}



static void TheButtonCallback8()
{
animate=true;
loadMast = true;
loadReflector = true;
loadReceiver = true;
loadConnector = true;
loadStand = true;
printf("Run Animation");
}

[/code]

thanks alot for your help

Share this post


Link to post
Share on other sites
Think about your code; under what conditions will the second window be created?

I will be created when [i]main [/i]executes and [i]animate[/i] is true. The variable [i]animate[/i] is not true when you start the program, so it won't be created when the program starts. Is the function [i]main [/i]executed again, at any time, after [i]animate[/i] is set to true? If not, then that code is never going to be reached again. But if it is called again, so the second window can be created, you have other problems as well; you will completely reinitialize everything, including creating another primary window. Not to mention that in a well-formed program, you are not allowed to call [i]main[/i] yourself.

You need to create the window in some piece of code that is actually executed when you press your button. If it's not executed, well, then nothing happens. Take a look at this quick example.
[source]
#include <GL/glut.h>

int primaryWindow = 0;
int secondaryWindow = 0;
GLfloat angle = 0;

void idleFunc();

void redisplaySecondaryFunc()
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0, 0, -5);
glRotatef(angle, 0, 1, 0);
glutWireTeapot(2);
glutSwapBuffers();
}

void reshapeSecondaryFunc(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, 1, 10);
glMatrixMode(GL_MODELVIEW);
}

void redisplayFunc()
{
glClearColor(0.75, 0.75, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glutSwapBuffers();
}

void reshapeFunc(int w, int h)
{
glViewport(0, 0, w, h);
}

void mouseFunc(int button, int state, int, int)
{
if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN && secondaryWindow == 0)
{
secondaryWindow = glutCreateWindow("animation");
glutDisplayFunc(redisplaySecondaryFunc);
glutReshapeFunc(reshapeSecondaryFunc);
glutIdleFunc(idleFunc);

angle = 0;
}
}


void idleFunc()
{
if(secondaryWindow != 0)
{
angle += 1;
if(angle < 360)
{
glutPostWindowRedisplay(secondaryWindow);
}
else
{
glutIdleFunc(0);
glutDestroyWindow(secondaryWindow);

secondaryWindow = 0;
angle = 0;
}
}
}

void main (int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
glutInitWindowSize(400,400);
primaryWindow = glutCreateWindow(argv[0]);
glutDisplayFunc(redisplayFunc);
glutMouseFunc(mouseFunc);
glutReshapeFunc(reshapeFunc);
glutMainLoop();
}
[/source]
It creates secondary window with some animation when you click inside the primary window. Keep in mind though that the idle callback is global and not tied to any particular window.

Share this post


Link to post
Share on other sites
solved the errors but its having serious effects on my animations ....cant explain why.....models don't display properly(look like shadows)...some timing orientations were also affected......any ideas on how i could solve this problem...


[code]


static void TheButtonCallback8()
{

if(window2==0){
window2 = glutCreateWindow("animation");
glutDisplayFunc(display2); //animation display
glutReshapeFunc(OnReshape);
glutIdleFunc(onIdle1);
}


printf("Run Animation");
}

void OnIdle1()
{
if(window2 != 0)
{
rY += 0.05;

glutPostWindowRedisplay(window2);
}
else
{
glutIdleFunc(0);
glutDestroyWindow(window2);
glutPostWindowRedisplay(window1);

window2 = 0;
rY = 0;
}

}

void main(int argc, char** argv) {
atexit(OnShutdown);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(width, height);
//glutCreateWindow("GLUT Picking Demo [using selection buffer]");

// Make Main outer window
window1 = glutCreateWindow("Satellite Assembly");
glutDisplayFunc(OnRender);
glutReshapeFunc(OnReshape);
glutIdleFunc(onIdle);

glutKeyboardFunc(OnKey);
glutSpecialFunc (keyboard_s);
glutMouseFunc(Mouse);
glutMotionFunc(Motion);
glutPassiveMotionFunc(MousePassiveMotion);

InitGL();

glutMainLoop();
[/code]

Share this post


Link to post
Share on other sites
If you can't explain what the problem is with the animation, then we can't help you solve it. It you won't show the code for drawing the objects, then we can't help you solve why it "looks like shadows".

Share this post


Link to post
Share on other sites
Hidden
[quote name='Brother Bob' timestamp='1311723074' post='4840876']
If you can't explain what the problem is with the animation, then we can't help you solve it. It you won't show the code for drawing the objects, then we can't help you solve why it "looks like shadows".
[/quote]

my apologies for not making my question's clear enough

if i call the display for the animation directly from the main it works fine(i.e if its just using one window i am using).....but when i try to make it two windows....it does'nt display properly.....feel like i'm missing something

[code]

void main(int argc, char** argv) {
atexit(OnShutdown);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(width, height);

// Make Main outer window
window1 = glutCreateWindow("Satellite Assembly");
glutDisplayFunc(OnRender);
//glutDisplayFunc(display2); //display for animation............uncommenting this line and commenting the line above...work fine for the animation
glutReshapeFunc(OnReshape);
glutIdleFunc(onIdle);

glutKeyboardFunc(OnKey);
glutSpecialFunc (keyboard_s);
glutMouseFunc(Mouse);
glutMotionFunc(Motion);
glutPassiveMotionFunc(MousePassiveMotion);

InitGL();

glutMainLoop();
}
[/code]

but if i try to run the animation from the button callback...... the models don't display properly
[code]

static void TheButtonCallback8()
{

loadMast = true;
loadReflector = true;
loadReceiver = true;
loadConnector = true;
loadStand = true;

if(window2==0){

window2 = glutCreateWindow("animation");
glutDisplayFunc(display2);
glutReshapeFunc(OnReshape);
glutIdleFunc(OnIdle1);

}


printf("Run Animation");
}



void display2()
{


float current = (float) glutGet(GLUT_ELAPSED_TIME);
++totalFrames;
if((current-startTime)>1000)
{
float elapsedTime = (current-startTime);
fps = (totalFrames/ elapsedTime)*1000 ;
char info[MAX_PATH]={0};
sprintf_s(info, "FPS: %3.2f - Move Plane: %s - Press '1' for XY plane, '2' for XZ plane",fps,( move_plane==0)?"XY Plane":"XZ Plane");
glutSetWindowTitle(info);
startTime = current;
totalFrames=0;
}

glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glLoadIdentity();


/*
* Set perspective viewing transformation
*/

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluPerspective(60, (GLfloat)width / (GLfloat)height, 1.f, 100.0f);
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,10000.0f);


glMatrixMode(GL_MODELVIEW);
glLoadIdentity();


//glMatrixMode(GL_MODELVIEW);
//setup the view transformation

glTranslatef(0,0,dist);
glRotatef(rX,1,0,0);
glRotatef(rY,0,1,0);


glGetDoublev(GL_MODELVIEW_MATRIX, MV);
viewDir.x = (float)-MV[2];
viewDir.y = (float)-MV[6];
viewDir.z = (float)-MV[10];
Right = glm::cross(viewDir, Up);

//draw grid
DrawGrid();

glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);


glMatrixMode(GL_MODELVIEW);

glPushMatrix();
Animation1();
glPopMatrix();

glDisable(GL_LIGHTING);
glutSwapBuffers();

}



void Animation1()
{
if (flag1){
// Tell the timer a new frame has been started:
g_Timer.StartNewFrame();

// Start and End time of the teapot animation:
float StartTime = 2.0f;
float EndTime = 5.0f;

// Time since last frame, and total rendering time:

float FrameTime = g_Timer.GetFrameTime();
static float TotalTime = 0.0f;
TotalTime += FrameTime;

// Start and end position of the first model, as well as it's current position:
// StartPoint = {1, 0, -2};
// EndPoint = {4, 5, 0};
glm::vec3 StartPoint=glm::vec3(-15,3.4,10);
glm::vec3 EndPoint=glm::vec3(7, 5, -1.9);

static glm::vec3 CurrentPos = StartPoint;

// If we're in the animation interval, animate:
if ((TotalTime > StartTime) && (TotalTime < EndTime))
{
CurrentPos.x += (EndPoint.x - StartPoint.x) * (FrameTime / (EndTime - StartTime));
CurrentPos.y += (EndPoint.y - StartPoint.y) * (FrameTime / (EndTime - StartTime));
CurrentPos.z += (EndPoint.z - StartPoint.z) * (FrameTime / (EndTime - StartTime));
}

glPushMatrix();
// Translate and draw:
glTranslatef(CurrentPos.x, CurrentPos.y, CurrentPos.z);
glScalef( .3, .3, .3 );
glColor3f(1,0,0);
drawMast();
glPopMatrix();


connectMast=true;

if(TotalTime > 5){
//flag1=false;
flag2=true;
}

}//end flag1

if (flag2){
connectMast=false;
connectReflector=true;
// Tell the timer a new frame has been started:
g_Timer.StartNewFrame();

// Start and End time of the 2nd model animation:

float StartTime1 = 1.0f;
float EndTime1 = 2.0f;

// Time since last frame, and total rendering time:
float FrameTime1 = g_Timer.GetFrameTime();
static float TotalTime1 = 0.0f;
TotalTime1 += FrameTime1;

// Start and end position of the teapot, as well as it's current position:
// StartPoint = {1, 0, -2};
// EndPoint = {4, 5, 0};
glm::vec3 StartPoint1=glm::vec3(-15,3.4,-10);
glm::vec3 EndPoint1=glm::vec3(7, 9, -2);

static glm::vec3 CurrentPos1 = StartPoint1;

// If we're in the animation interval, animate:
if ((TotalTime1 > StartTime1) && (TotalTime1 < EndTime1))
{
CurrentPos1.x += (EndPoint1.x - StartPoint1.x) * (FrameTime1 / (EndTime1 - StartTime1));
CurrentPos1.y += (EndPoint1.y - StartPoint1.y) * (FrameTime1 / (EndTime1 - StartTime1));
CurrentPos1.z += (EndPoint1.z - StartPoint1.z) * (FrameTime1 / (EndTime1 - StartTime1));
}
glPushMatrix();
// Translate and draw:
glTranslatef(CurrentPos1.x, CurrentPos1.y, CurrentPos1.z);
glScalef( .3, .3, .3 );
//glRotatef(90,0,1,0);
drawReflector();
glPopMatrix();

if(TotalTime1 > 3){
flag2=false;
flag1=false;
}
}//end flag2 and animation
}
[/code]

thanks for your help

Share this post


Link to post
fixed the model dispalying like shadows by basically just coping the part of the main to the call back.....dont know if its right but it seemed to work

the only problem i now is that....the first model in the animation seem to go further than its end position in the animation....dont know the cause of that


[code]

static void TheButtonCallback8()
{
animate=true;
loadMast = true;
loadReflector = true;
loadReceiver = true;
loadConnector = true;
loadStand = true;

if(window2==0){

window2 = glutCreateWindow("animation");
glutDisplayFunc(display2);
glutReshapeFunc(OnReshape);
glutIdleFunc(OnIdle1);

glutKeyboardFunc(OnKey);
glutSpecialFunc (keyboard_s);
glutMouseFunc(Mouse);
glutMotionFunc(Motion);
glutPassiveMotionFunc(MousePassiveMotion);
InitGL();
glutMainLoop();

}


printf("Run Animation");
}
[/code]

Share this post


Link to post
Share on other sites
hi, i am still having problems with multiple windows.....when i destroy the second window by pressing the esc key it closes but then i cant use the keyboard function on the main window....please could you give me an idea how to fix that.......
i also noticed that when i click the button again to create the window after i have destroyed it ...it does not create

thank you..

[code]

void OnKeyAnimation(unsigned char key, int x, int y){

if (key == 27){
bool loadMast= false;
bool loadReflector= false;
bool loadReceiver= false;
bool loadConnector= false;
bool loadStand= false;
glutDestroyWindow(window2);


//exit(0);
}
}

static void TheButtonCallback8()
{

loadMast = true;
loadReflector = true;
loadReceiver = true;
loadConnector = true;
loadStand = true;

animate=true;

if(window2==0){

window2 = glutCreateWindow("animation");
glutDisplayFunc(display2);
glutReshapeFunc(animation_Reshape);
glutIdleFunc(OnIdle1);

glutKeyboardFunc(OnKeyAnimation);
glutMouseFunc(Mouse);
glutMotionFunc(Motion);
InitGL();
glutMainLoop();


}


printf("Run Animation");
}
[/code]

Share this post


Link to post
Share on other sites
I cannot say much about your problems since the description is quite vague and you're only showing small pieces of code. But whatever you do, you absolutely don't want to call glutMainLoop again after creating the window.

Share this post


Link to post
Share on other sites
[quote name='Brother Bob' timestamp='1311884102' post='4841818']
I cannot say much about your problems since the description is quite vague and you're only showing small pieces of code. But whatever you do, you absolutely don't want to call glutMainLoop again after creating the window.
[/quote]


its a very long code....i omitted ones i thought were not necessary.... but if you still want me to put them ...just let me know...........
i still could not find ways of working around the problem...since its imperative for me to create the window only when the button is clicked....the keyboard response has become very slow that i have to wait over 20secs for it to respond......this only happens after the second window has been created an destroyed....on first run(ie when its just the first window running) the keyboard works just fine.

Problem Description
what i want to achieve is to run my program which then creates the first window....then click a run anmation button which has the buttoncallback8 to start the animation.....if i then press esc to close the second window i want to be able to continue using both mouse and key function on window1.....but so far all i can do is create and destroy the second window(the animation also runs when the button is clicked which is fine)...but after destroying the second window i cant use the first effectively as the keyboard response slows down tremendously ...i have to wait over 20sec......i think the problem might be from my approach but i cant find an alternative method that will give the results i want...........i hope my description was better

thanks for your help.&nbsp;

Share this post


Link to post
Share on other sites
There are some, perhaps vital, callbacks that aren't shown, and the callback TheButtonCallback where you create the secondary window is not referenced anywhere. You're destroying the window at different places, and after destroying the window at the different places you set the window id to zero, one, and leave it uninitialized, respectively, and your logic on some places depends on the value of window2 to identify a window or not. You have at least two different idle functions, and you also clear the idle function at some place. It is, as you perhaps can tell, quite difficult to follow your program.

Share this post


Link to post
Share on other sites

This topic is 2332 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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      628749
    • Total Posts
      2984496
  • Similar Content

    • By test opty
      Hi,

      Please read the Linking Vertex Attributes section of this page. I've read the term a vertex attribute many times in this page but I'm not sure what it means for real or what the author meant by that.
      If possible please tell me the exact meaning the author meant by vertex attributes.
    • By alex1997
      I'm looking to render multiple objects (rectangles) with different shaders. So far I've managed to render one rectangle made out of 2 triangles and apply shader to it, but when it comes to render another I get stucked. Searched for documentations or stuffs that could help me, but everything shows how to render only 1 object. Any tips or help is highly appreciated, thanks!
      Here's my code for rendering one object with shader!
       
      #define GLEW_STATIC #include <stdio.h> #include <GL/glew.h> #include <GLFW/glfw3.h> #include "window.h" #define GLSL(src) "#version 330 core\n" #src // #define ASSERT(expression, msg) if(expression) {fprintf(stderr, "Error on line %d: %s\n", __LINE__, msg);return -1;} int main() { // Init GLFW if (glfwInit() != GL_TRUE) { std::cerr << "Failed to initialize GLFW\n" << std::endl; exit(EXIT_FAILURE); } // Create a rendering window with OpenGL 3.2 context glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // assing window pointer GLFWwindow *window = glfwCreateWindow(800, 600, "OpenGL", NULL, NULL); glfwMakeContextCurrent(window); // Init GLEW glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { std::cerr << "Failed to initialize GLEW\n" << std::endl; exit(EXIT_FAILURE); } // ----------------------------- RESOURCES ----------------------------- // // create gl data const GLfloat positions[8] = { -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, }; const GLuint elements[6] = { 0, 1, 2, 2, 3, 0 }; // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); // Specify the layout of the vertex data glEnableVertexAttribArray(0); // layout(location = 0) glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); // Create a Elements Buffer Object and copy the elements data to it GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW); // Create and compile the vertex shader const GLchar *vertexSource = GLSL( layout(location = 0) in vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } ); GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexSource, NULL); glCompileShader(vertexShader); // Create and compile the fragment shader const char* fragmentSource = GLSL( out vec4 gl_FragColor; uniform vec2 u_resolution; void main() { vec2 pos = gl_FragCoord.xy / u_resolution; gl_FragColor = vec4(1.0); } ); GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentSource, NULL); glCompileShader(fragmentShader); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glUseProgram(shaderProgram); // get uniform's id by name and set value GLint uRes = glGetUniformLocation(shaderProgram, "u_Resolution"); glUniform2f(uRes, 800.0f, 600.0f); // ---------------------------- RENDERING ------------------------------ // while(!glfwWindowShouldClose(window)) { // Clear the screen to black glClear(GL_COLOR_BUFFER_BIT); glClearColor(0.0f, 0.5f, 1.0f, 1.0f); // Draw a rectangle made of 2 triangles -> 6 vertices glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL); // Swap buffers and poll window events glfwSwapBuffers(window); glfwPollEvents(); } // ---------------------------- CLEARING ------------------------------ // // Delete allocated resources glDeleteProgram(shaderProgram); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glDeleteBuffers(1, &vbo); glDeleteVertexArrays(1, &vao); return 0; }  
    • By Vortez
      Hi guys, im having a little problem fixing a bug in my program since i multi-threaded it. The app is a little video converter i wrote for fun. To help you understand the problem, ill first explain how the program is made. Im using Delphi to do the GUI/Windows part of the code, then im loading a c++ dll for the video conversion. The problem is not related to the video conversion, but with OpenGL only. The code work like this:

       
      DWORD WINAPI JobThread(void *params) { for each files { ... _ConvertVideo(input_name, output_name); } } void EXP_FUNC _ConvertVideo(char *input_fname, char *output_fname) { // Note that im re-initializing and cleaning up OpenGL each time this function is called... CGLEngine GLEngine; ... // Initialize OpenGL GLEngine.Initialize(render_wnd); GLEngine.CreateTexture(dst_width, dst_height, 4); // decode the video and render the frames... for each frames { ... GLEngine.UpdateTexture(pY, pU, pV); GLEngine.Render(); } cleanup: GLEngine.DeleteTexture(); GLEngine.Shutdown(); // video cleanup code... }  
      With a single thread, everything work fine. The problem arise when im starting the thread for a second time, nothing get rendered, but the encoding work fine. For example, if i start the thread with 3 files to process, all of them render fine, but if i start the thread again (with the same batch of files or not...), OpenGL fail to render anything.
      Im pretty sure it has something to do with the rendering context (or maybe the window DC?). Here a snippet of my OpenGL class:
      bool CGLEngine::Initialize(HWND hWnd) { hDC = GetDC(hWnd); if(!SetupPixelFormatDescriptor(hDC)){ ReleaseDC(hWnd, hDC); return false; } hRC = wglCreateContext(hDC); wglMakeCurrent(hDC, hRC); // more code ... return true; } void CGLEngine::Shutdown() { // some code... if(hRC){wglDeleteContext(hRC);} if(hDC){ReleaseDC(hWnd, hDC);} hDC = hRC = NULL; }  
      The full source code is available here. The most relevant files are:
      -OpenGL class (header / source)
      -Main code (header / source)
       
      Thx in advance if anyone can help me.
    • By DiligentDev
      This article uses material originally posted on Diligent Graphics web site.
      Introduction
      Graphics APIs have come a long way from small set of basic commands allowing limited control of configurable stages of early 3D accelerators to very low-level programming interfaces exposing almost every aspect of the underlying graphics hardware. Next-generation APIs, Direct3D12 by Microsoft and Vulkan by Khronos are relatively new and have only started getting widespread adoption and support from hardware vendors, while Direct3D11 and OpenGL are still considered industry standard. New APIs can provide substantial performance and functional improvements, but may not be supported by older hardware. An application targeting wide range of platforms needs to support Direct3D11 and OpenGL. New APIs will not give any advantage when used with old paradigms. It is totally possible to add Direct3D12 support to an existing renderer by implementing Direct3D11 interface through Direct3D12, but this will give zero benefits. Instead, new approaches and rendering architectures that leverage flexibility provided by the next-generation APIs are expected to be developed.
      There are at least four APIs (Direct3D11, Direct3D12, OpenGL/GLES, Vulkan, plus Apple's Metal for iOS and osX platforms) that a cross-platform 3D application may need to support. Writing separate code paths for all APIs is clearly not an option for any real-world application and the need for a cross-platform graphics abstraction layer is evident. The following is the list of requirements that I believe such layer needs to satisfy:
      Lightweight abstractions: the API should be as close to the underlying native APIs as possible to allow an application leverage all available low-level functionality. In many cases this requirement is difficult to achieve because specific features exposed by different APIs may vary considerably. Low performance overhead: the abstraction layer needs to be efficient from performance point of view. If it introduces considerable amount of overhead, there is no point in using it. Convenience: the API needs to be convenient to use. It needs to assist developers in achieving their goals not limiting their control of the graphics hardware. Multithreading: ability to efficiently parallelize work is in the core of Direct3D12 and Vulkan and one of the main selling points of the new APIs. Support for multithreading in a cross-platform layer is a must. Extensibility: no matter how well the API is designed, it still introduces some level of abstraction. In some cases the most efficient way to implement certain functionality is to directly use native API. The abstraction layer needs to provide seamless interoperability with the underlying native APIs to provide a way for the app to add features that may be missing. Diligent Engine is designed to solve these problems. Its main goal is to take advantages of the next-generation APIs such as Direct3D12 and Vulkan, but at the same time provide support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common C++ front-end for all supported platforms and provides interoperability with underlying native APIs. It also supports integration with Unity and is designed to be used as graphics subsystem in a standalone game engine, Unity native plugin or any other 3D application. Full source code is available for download at GitHub and is free to use.
      Overview
      Diligent Engine API takes some features from Direct3D11 and Direct3D12 as well as introduces new concepts to hide certain platform-specific details and make the system easy to use. It contains the following main components:
      Render device (IRenderDevice  interface) is responsible for creating all other objects (textures, buffers, shaders, pipeline states, etc.).
      Device context (IDeviceContext interface) is the main interface for recording rendering commands. Similar to Direct3D11, there are immediate context and deferred contexts (which in Direct3D11 implementation map directly to the corresponding context types). Immediate context combines command queue and command list recording functionality. It records commands and submits the command list for execution when it contains sufficient number of commands. Deferred contexts are designed to only record command lists that can be submitted for execution through the immediate context.
      An alternative way to design the API would be to expose command queue and command lists directly. This approach however does not map well to Direct3D11 and OpenGL. Besides, some functionality (such as dynamic descriptor allocation) can be much more efficiently implemented when it is known that a command list is recorded by a certain deferred context from some thread.
      The approach taken in the engine does not limit scalability as the application is expected to create one deferred context per thread, and internally every deferred context records a command list in lock-free fashion. At the same time this approach maps well to older APIs.
      In current implementation, only one immediate context that uses default graphics command queue is created. To support multiple GPUs or multiple command queue types (compute, copy, etc.), it is natural to have one immediate contexts per queue. Cross-context synchronization utilities will be necessary.
      Swap Chain (ISwapChain interface). Swap chain interface represents a chain of back buffers and is responsible for showing the final rendered image on the screen.
      Render device, device contexts and swap chain are created during the engine initialization.
      Resources (ITexture and IBuffer interfaces). There are two types of resources - textures and buffers. There are many different texture types (2D textures, 3D textures, texture array, cubmepas, etc.) that can all be represented by ITexture interface.
      Resources Views (ITextureView and IBufferView interfaces). While textures and buffers are mere data containers, texture views and buffer views describe how the data should be interpreted. For instance, a 2D texture can be used as a render target for rendering commands or as a shader resource.
      Pipeline State (IPipelineState interface). GPU pipeline contains many configurable stages (depth-stencil, rasterizer and blend states, different shader stage, etc.). Direct3D11 uses coarse-grain objects to set all stage parameters at once (for instance, a rasterizer object encompasses all rasterizer attributes), while OpenGL contains myriad functions to fine-grain control every individual attribute of every stage. Both methods do not map very well to modern graphics hardware that combines all states into one monolithic state under the hood. Direct3D12 directly exposes pipeline state object in the API, and Diligent Engine uses the same approach.
      Shader Resource Binding (IShaderResourceBinding interface). Shaders are programs that run on the GPU. Shaders may access various resources (textures and buffers), and setting correspondence between shader variables and actual resources is called resource binding. Resource binding implementation varies considerably between different API. Diligent Engine introduces a new object called shader resource binding that encompasses all resources needed by all shaders in a certain pipeline state.
      API Basics
      Creating Resources
      Device resources are created by the render device. The two main resource types are buffers, which represent linear memory, and textures, which use memory layouts optimized for fast filtering. Graphics APIs usually have a native object that represents linear buffer. Diligent Engine uses IBuffer interface as an abstraction for a native buffer. To create a buffer, one needs to populate BufferDesc structure and call IRenderDevice::CreateBuffer() method as in the following example:
      BufferDesc BuffDesc; BufferDesc.Name = "Uniform buffer"; BuffDesc.BindFlags = BIND_UNIFORM_BUFFER; BuffDesc.Usage = USAGE_DYNAMIC; BuffDesc.uiSizeInBytes = sizeof(ShaderConstants); BuffDesc.CPUAccessFlags = CPU_ACCESS_WRITE; m_pDevice->CreateBuffer( BuffDesc, BufferData(), &m_pConstantBuffer ); While there is usually just one buffer object, different APIs use very different approaches to represent textures. For instance, in Direct3D11, there are ID3D11Texture1D, ID3D11Texture2D, and ID3D11Texture3D objects. In OpenGL, there is individual object for every texture dimension (1D, 2D, 3D, Cube), which may be a texture array, which may also be multisampled (i.e. GL_TEXTURE_2D_MULTISAMPLE_ARRAY). As a result there are nine different GL texture types that Diligent Engine may create under the hood. In Direct3D12, there is only one resource interface. Diligent Engine hides all these details in ITexture interface. There is only one  IRenderDevice::CreateTexture() method that is capable of creating all texture types. Dimension, format, array size and all other parameters are specified by the members of the TextureDesc structure:
      TextureDesc TexDesc; TexDesc.Name = "My texture 2D"; TexDesc.Type = TEXTURE_TYPE_2D; TexDesc.Width = 1024; TexDesc.Height = 1024; TexDesc.Format = TEX_FORMAT_RGBA8_UNORM; TexDesc.Usage = USAGE_DEFAULT; TexDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS; TexDesc.Name = "Sample 2D Texture"; m_pRenderDevice->CreateTexture( TexDesc, TextureData(), &m_pTestTex ); If native API supports multithreaded resource creation, textures and buffers can be created by multiple threads simultaneously.
      Interoperability with native API provides access to the native buffer/texture objects and also allows creating Diligent Engine objects from native handles. It allows applications seamlessly integrate native API-specific code with Diligent Engine.
      Next-generation APIs allow fine level-control over how resources are allocated. Diligent Engine does not currently expose this functionality, but it can be added by implementing IResourceAllocator interface that encapsulates specifics of resource allocation and providing this interface to CreateBuffer() or CreateTexture() methods. If null is provided, default allocator should be used.
      Initializing the Pipeline State
      As it was mentioned earlier, Diligent Engine follows next-gen APIs to configure the graphics/compute pipeline. One big Pipelines State Object (PSO) encompasses all required states (all shader stages, input layout description, depth stencil, rasterizer and blend state descriptions etc.). This approach maps directly to Direct3D12/Vulkan, but is also beneficial for older APIs as it eliminates pipeline misconfiguration errors. With many individual calls tweaking various GPU pipeline settings it is very easy to forget to set one of the states or assume the stage is already properly configured when in fact it is not. Using pipeline state object helps avoid these problems as all stages are configured at once.
      Creating Shaders
      While in earlier APIs shaders were bound separately, in the next-generation APIs as well as in Diligent Engine shaders are part of the pipeline state object. The biggest challenge when authoring shaders is that Direct3D and OpenGL/Vulkan use different shader languages (while Apple uses yet another language in their Metal API). Maintaining two versions of every shader is not an option for real applications and Diligent Engine implements shader source code converter that allows shaders authored in HLSL to be translated to GLSL. To create a shader, one needs to populate ShaderCreationAttribs structure. SourceLanguage member of this structure tells the system which language the shader is authored in:
      SHADER_SOURCE_LANGUAGE_DEFAULT - The shader source language matches the underlying graphics API: HLSL for Direct3D11/Direct3D12 mode, and GLSL for OpenGL and OpenGLES modes. SHADER_SOURCE_LANGUAGE_HLSL - The shader source is in HLSL. For OpenGL and OpenGLES modes, the source code will be converted to GLSL. SHADER_SOURCE_LANGUAGE_GLSL - The shader source is in GLSL. There is currently no GLSL to HLSL converter, so this value should only be used for OpenGL and OpenGLES modes. There are two ways to provide the shader source code. The first way is to use Source member. The second way is to provide a file path in FilePath member. Since the engine is entirely decoupled from the platform and the host file system is platform-dependent, the structure exposes pShaderSourceStreamFactory member that is intended to provide the engine access to the file system. If FilePath is provided, shader source factory must also be provided. If the shader source contains any #include directives, the source stream factory will also be used to load these files. The engine provides default implementation for every supported platform that should be sufficient in most cases. Custom implementation can be provided when needed.
      When sampling a texture in a shader, the texture sampler was traditionally specified as separate object that was bound to the pipeline at run time or set as part of the texture object itself. However, in most cases it is known beforehand what kind of sampler will be used in the shader. Next-generation APIs expose new type of sampler called static sampler that can be initialized directly in the pipeline state. Diligent Engine exposes this functionality: when creating a shader, textures can be assigned static samplers. If static sampler is assigned, it will always be used instead of the one initialized in the texture shader resource view. To initialize static samplers, prepare an array of StaticSamplerDesc structures and initialize StaticSamplers and NumStaticSamplers members. Static samplers are more efficient and it is highly recommended to use them whenever possible. On older APIs, static samplers are emulated via generic sampler objects.
      The following is an example of shader initialization:
      ShaderCreationAttribs Attrs; Attrs.Desc.Name = "MyPixelShader"; Attrs.FilePath = "MyShaderFile.fx"; Attrs.SearchDirectories = "shaders;shaders\\inc;"; Attrs.EntryPoint = "MyPixelShader"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; BasicShaderSourceStreamFactory BasicSSSFactory(Attrs.SearchDirectories); Attrs.pShaderSourceStreamFactory = &BasicSSSFactory; ShaderVariableDesc ShaderVars[] = {     {"g_StaticTexture", SHADER_VARIABLE_TYPE_STATIC},     {"g_MutableTexture", SHADER_VARIABLE_TYPE_MUTABLE},     {"g_DynamicTexture", SHADER_VARIABLE_TYPE_DYNAMIC} }; Attrs.Desc.VariableDesc = ShaderVars; Attrs.Desc.NumVariables = _countof(ShaderVars); Attrs.Desc.DefaultVariableType = SHADER_VARIABLE_TYPE_STATIC; StaticSamplerDesc StaticSampler; StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; StaticSampler.TextureName = "g_MutableTexture"; Attrs.Desc.NumStaticSamplers = 1; Attrs.Desc.StaticSamplers = &StaticSampler; ShaderMacroHelper Macros; Macros.AddShaderMacro("USE_SHADOWS", 1); Macros.AddShaderMacro("NUM_SHADOW_SAMPLES", 4); Macros.Finalize(); Attrs.Macros = Macros; RefCntAutoPtr<IShader> pShader; m_pDevice->CreateShader( Attrs, &pShader );
      Creating the Pipeline State Object
      After all required shaders are created, the rest of the fields of the PipelineStateDesc structure provide depth-stencil, rasterizer, and blend state descriptions, the number and format of render targets, input layout format, etc. For instance, rasterizer state can be described as follows:
      PipelineStateDesc PSODesc; RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; RasterizerDesc.AntialiasedLineEnable = False; Depth-stencil and blend states are defined in a similar fashion.
      Another important thing that pipeline state object encompasses is the input layout description that defines how inputs to the vertex shader, which is the very first shader stage, should be read from the memory. Input layout may define several vertex streams that contain values of different formats and sizes:
      // Define input layout InputLayoutDesc &Layout = PSODesc.GraphicsPipeline.InputLayout; LayoutElement TextLayoutElems[] = {     LayoutElement( 0, 0, 3, VT_FLOAT32, False ),     LayoutElement( 1, 0, 4, VT_UINT8, True ),     LayoutElement( 2, 0, 2, VT_FLOAT32, False ), }; Layout.LayoutElements = TextLayoutElems; Layout.NumElements = _countof( TextLayoutElems ); Finally, pipeline state defines primitive topology type. When all required members are initialized, a pipeline state object can be created by IRenderDevice::CreatePipelineState() method:
      // Define shader and primitive topology PSODesc.GraphicsPipeline.PrimitiveTopologyType = PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; PSODesc.GraphicsPipeline.pVS = pVertexShader; PSODesc.GraphicsPipeline.pPS = pPixelShader; PSODesc.Name = "My pipeline state"; m_pDev->CreatePipelineState(PSODesc, &m_pPSO); When PSO object is bound to the pipeline, the engine invokes all API-specific commands to set all states specified by the object. In case of Direct3D12 this maps directly to setting the D3D12 PSO object. In case of Direct3D11, this involves setting individual state objects (such as rasterizer and blend states), shaders, input layout etc. In case of OpenGL, this requires a number of fine-grain state tweaking calls. Diligent Engine keeps track of currently bound states and only calls functions to update these states that have actually changed.
      Binding Shader Resources
      Direct3D11 and OpenGL utilize fine-grain resource binding models, where an application binds individual buffers and textures to certain shader or program resource binding slots. Direct3D12 uses a very different approach, where resource descriptors are grouped into tables, and an application can bind all resources in the table at once by setting the table in the command list. Resource binding model in Diligent Engine is designed to leverage this new method. It introduces a new object called shader resource binding that encapsulates all resource bindings required for all shaders in a certain pipeline state. It also introduces the classification of shader variables based on the frequency of expected change that helps the engine group them into tables under the hood:
      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. Shader variable type must be specified during shader creation by populating an array of ShaderVariableDesc structures and initializing ShaderCreationAttribs::Desc::VariableDesc and ShaderCreationAttribs::Desc::NumVariables members (see example of shader creation above).
      Static variables cannot be changed once a resource is bound to the variable. They are bound directly to the shader object. For instance, a shadow map texture is not expected to change after it is created, so it can be bound directly to the shader:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new Shader Resource Binding object (SRB) that is created by the pipeline state (IPipelineState::CreateShaderResourceBinding()):
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains two samples, asteroids performance benchmark and example Unity project that uses Diligent Engine in native plugin.
      AntTweakBar sample is Diligent Engine’s “Hello World” example.

       
      Atmospheric scattering sample is a more advanced example. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows and Android platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and support for more platforms is planned.
    • By michaeldodis
      I've started building a small library, that can render pie menu GUI in legacy opengl, planning to add some traditional elements of course.
      It's interface is similar to something you'd see in IMGUI. It's written in C.
      Early version of the library
      I'd really love to hear anyone's thoughts on this, any suggestions on what features you'd want to see in a library like this? 
      Thanks in advance!
  • Popular Now