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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 [SOLVED] Generic Vertex Attribute

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EDIT: Problem partially resolved, see post #8.
Hello,
I'm beginning OpenGL 4.2 in C# using the OpenTK binding (I'm aware that OpenTK binds only up to 3.2, so they have deprecated stuff available so I'm not using those functions, ya know... forward compatibility cool.gif). Anyways, so I have got this basic pass-through vertex shader: (also embedded in program below)
[source lang="c"]
#version 410
#pragma debug(on)

uniform mat4 projection;
uniform mat4 view;

vec3 inVertexPos;

void main()
{
gl_Position = vec4(inVertexPos, 1.0) * projection * view;
}
[/source]
The problem I am having is marked on line 48 (generic vertex attribute location equals -1) below.

I can't seem to understand the reason for the error (as OpenGL does not really throw an error...), [s]the OpenGL reference suggets it has to do with maximum generic vertex attribs; ....but it clearly doesn't.[/s]
Anyone can shed some light on the problem? I'll be most thankful.
(The entire code-file is attached as a file to the post as well)
The main program (this is a class constructor, after this function returns the main loop runs calling the render function below):

[source lang="csharp"]
Matrix4 Projection;
Matrix4 View;

int[] ShaderIDs;
int[] ProgramIDs;
uint[] VAOs;
uint[] VBOs;[font="arial, verdana, tahoma, sans-serif"]
ushort[] Indices; // Cube indices
Vector3[] Vertices; // Cube vertices

public GameCtor()
{
[font="arial, verdana, tahoma, sans-serif"] [/font]// Our uniform matrices
[font="arial, verdana, tahoma, sans-serif"] [/font]Projection = Matrix4.CreatePerspectiveOffCenter(-Width / 2, Width / 2, -Height / 2, Height / 2, 0.01f, 500); // Perspective with 0,0 in the center and same as window width and height
[font="arial, verdana, tahoma, sans-serif"] [/font]View = Matrix4.LookAt(0, 0, -100, 0, 0, 0, 0, 1, 0); // camera at (z = -100) looking at 0,0,0

[/font][font="arial, verdana, tahoma, sans-serif"]
VAOs = new uint[1];
VBOs = new uint[2];
ShaderIDs = new int[2]; // Reserve space for 2 shaders, here we use one vertex shader
ProgramIDs = new int[1]; // Our shader program[/font]
[font="arial, verdana, tahoma, sans-serif"]
GL.GenVertexArrays(VAOs.Length, VAOs);[/font]
GL.GenBuffers(VBOs.Length, VBOs);
InitVAOsVBOs();
InitVertexShader(); // Initialize our vertex shader

// Create a program and attach our first shader
ProgramIDs[0] = GL.CreateProgram();
GL.AttachShader(ProgramIDs[0], ShaderIDs[0]);

// Link and print result log
GL.LinkProgram(ProgramIDs[0]);
Console.WriteLine(GL.GetProgramInfoLog(ProgramIDs[0]));

// Start using our shader program
// Required before setting Uniforms,
// otherwise I get an error: InvalidValue
GL.UseProgram(ProgramIDs[0]);

// Set uniform projection and view matrices
int uProjIndex = GL.GetUniformLocation(ProgramIDs[0], "projection");
int uViewIndex = GL.GetUniformLocation(ProgramIDs[0], "view");
GL.UniformMatrix4(uProjIndex, true, ref Projection);
GL.UniformMatrix4(uViewIndex, true, ref View);

// Vertex Position attribute: vec3 inVertexPos;
int inVertexPosIndex = GL.GetAttribLocation(ProgramIDs[0], "inVertexPos"); // returns -1
GL.BindVertexArray(VAOs[0]);
GL.VertexAttribPointer(inVertexPosIndex, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero);
GL.EnableVertexAttribArray(inVertexPosIndex);}
[/source]
Buffer initialization:
[source lang="csharp"]

private void InitVAOsVBOs()
{
Vertices = new Vector3[8] {
new Vector3(-80, 80, -80), //0 Top, Left, Front
new Vector3(-80, 80, 80), //1 Top, Left, Back
new Vector3(-80, -80, -80), //2 Top, Right, Front
new Vector3(-80, -80, 80), //3 Top, Right, Back
new Vector3( 80, 80, 80), //4 Bottom, Left, Front
new Vector3( 80, 80, -80), //5 Bottom, Left, Back
new Vector3( 80, -80, -80), //6 Bottom, Right, Front
new Vector3( 80, -80, 80) //7 Bottom, Right, Back
};
GL.BindBuffer(BufferTarget.ArrayBuffer, VBOs[0]);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Vertices.Length * Vector3.SizeInBytes), Vertices, BufferUsageHint.StaticDraw);
GL.BindVertexArray(VAOs[0]);

Indices = new ushort[24] {
0, 1, 3, 2, // Top face
0, 1, 5, 4, // Left face
1, 3, 7, 5, // Back face
2, 3, 7, 6, // Right face
4, 5, 7, 6, // Bottom face
0, 2, 6, 4 // Front face
};
GL.BindBuffer(BufferTarget.ElementArrayBuffer, VBOs[0]);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(Indices.Length * sizeof(ushort)), Indices, BufferUsageHint.StaticDraw);
}[/source]
Vertex Shader initialization:
[source lang="csharp"]
private void InitVertexShader()
{
string VertexShaderSource = // Yes, this is inline shader source
@"#version 410
#pragma debug(on)

uniform mat4 projection;
uniform mat4 view;

vec3 inVertexPos;

void main()
{
gl_Position = vec4(inVertexPos, 1.0) * projection * view;
}";
// Create our vertex shader, upload our source, and compile
ShaderIDs[0] = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(ShaderIDs[0], VertexShaderSource);
GL.CompileShader(ShaderIDs[0]);
Console.WriteLine(GL.GetShaderInfoLog(ShaderIDs[0])); // check the log to make sure it succeeds
}
[/source]
Render code:
[source lang="csharp"]
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

// Draw using the indices buffer
GL.DrawElements(BeginMode.Quads, Indices.Length, DrawElementsType.UnsignedShort, 0);

this.SwapBuffers();
}
[/source]

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Have you verified that inVertexPosIndex returns something other than -1? If you get that and pass it to AttribPointer it will probably fail.

I think you're missing the "in" keyword in your shader for this variable (unless this was removed in a more recent version than I'm familiar with).

"vec3 inVertexPos;"

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[s]yes, I checked that the location returned for the variable is always 1.
the 4.1 reference sheet says that if the "in" is omitted then it is implied.[/s]
[s]
[/s]
EDIT: The location returned is -1.
EDIT2: Fixed by adding the in keyword, as the OpenTK binding does not support higher than 1.5 GLSL. Edited by wiz3kid

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Do you have a VAO bound?

[s]See the InitBuffers() function. AFAIK, VAOs are deprecated since 3.3... and are removed since 4.0. VBO's are the way to go.[/s]
[s]
[/s]
EDIT: Now I do. smile.gif Edited by wiz3kid

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VAO is in glspec33.core.20100311.pdf
glspec40.core.20100311.pdf
glspec41.core.20100725.pdf

You are forced to use them.

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VAO is in glspec33.core.20100311.pdf
glspec40.core.20100311.pdf
glspec41.core.20100725.pdf

You are forced to use them.


[s]Oh, I thought VAOs were the gl*Pointer family of functions....
So, I'm supposed to use glGenVertexArrays() instead of glGenBuffers()?[/s]

EDIT: Read up on it a bit, and I don't understand where the VAO gets its data from. I understood that I have to use both buffers and VAOs to achieve what I want , right? Edited by wiz3kid

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Problem partially resolved! No errors anymore, using gDEBugger I see that it's rendering 24 vertices each frame.
Now the next problem, I don't see anything on the screen. New code attached below.
I added a fragment shader which sets all the fragments to white color.
I've also attached a zip containing a binary for anyone interested.

[attachment=5009:Game1 - Copy.cs.txt]

[attachment=5010:ShadersAndPrograms.zip]

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I think
"gl_Position = vec4(inVertexPos, 1.0) * projection * view;"

should be
"gl_Position = projection * view * vec4(inVertexPos, 1.0);"

As you want to apply the view matrix to transform the vertex position into eye space,
and then project it into clipping space by multiplying with the projection matrix.

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I think
"gl_Position = vec4(inVertexPos, 1.0) * projection * view;"

should be
"gl_Position = projection * view * vec4(inVertexPos, 1.0);"

As you want to apply the view matrix to transform the vertex position into eye space,
and then project it into clipping space by multiplying with the projection matrix.



Still not working....

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