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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 OpenGL .obj Parser/Rendering Problem Really Really Need Help!

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I will start out by explaining my setup/problem

Introduction

I'm using :

OpenGL 3.3
GLSL 330
C++


I'm parsing a .obj file like so :


while (!file.eof() )
{

char modelbuffer[2000000];
file.getline(modelbuffer, 2000000);
switch(modelbuffer[0])
{
cout << " " << endl;
case 'v' :
Point p;
sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z);
points.push_back(p);
cout << " p.x = " << p.x << " p.y = " << p.y << " p.z = " << p.x << endl;
break;
cout << " " << endl;
case 'f':
int read_count = sscanf(modelbuffer, "f %i %i %i %i", &face[0], &face[1], &face[2], &face[3]);
cout << "face[0] = " << face[0] << " face[1] = " << face[1] << " face[2] = " << face[2] << " face[3] = " << face[3] << "\n";
if(read_count !=4)
{
cout << "bad/n"; throw std::exception();
}
faces.push_back(face[0] - 1);
faces.push_back(face[1] - 1);
faces.push_back(face[2] - 1);
faces.push_back(face[3] - 1);
cout << face[0] - 1 << face[1] - 1 << face[2] - 1 << face[3] - 1 << endl;
}



And the .obj is being rendered to the screen like so :

[size=2]ammCh.png



This is the .obj file:


# Blender v2.61 (sub 0) OBJ File: ''
# www.blender.org
mtllib cabnet01.mtl
o Cube
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -0.999999
v 0.999999 1.000000 1.000001
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
usemtl Material
s off
f 1 2 3 4
f 5 8 7 6
f 1 5 6 2
f 2 6 7 3
f 3 7 8 4
f 5 1 4 8


As you can see it should be a cube rather then a stretched mess.

I've looked into why this could be happening by outputing the data of p.x,p.y,p.z to see if the data was not getting in correctly and found that the data was fine.

I was hoping someone could tell me why this stretchyness could be happening I will provide a link to the full source code below:

http://pastebin.com/ynF8w21D

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Hi,

Not entirely sure (there was quite a lot of code in that pastebin) but...


glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);

//Model Vertices cordinates
glVertexAttribPointer(0, 0, GL_INT, GL_FALSE,0,0);

//Model Texture cordinates
glVertexAttribPointer(1, 0, GL_FLOAT, GL_FALSE,0,0);


I think you need to bind the buffer containing the texture before setting glVertexAttribPointer for the texture coordinates.

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tried doing that no luck what so ever but thanks for trying smile.png




glBindTexture(GL_TEXTURE_2D, ModelTexture);
//Enable Attribute for "index 0"
glEnableVertexAttribArray(0);
//Enable Attribute for "index 1"
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, texcoordbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
//Model Vertices cordinates
glVertexAttribPointer(0, 0, GL_INT, GL_FALSE,0,0);
//Model Texture cordinates
glVertexAttribPointer(1, 0, GL_FLOAT, GL_FALSE,0,0);

GLfloat RotationMatrix[] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
//Translation Process
GLfloat TranslationMatrix[] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 1.0,
0.0, 0.0, 0.0, 1.0
};
//Send Translation Matrix up to the vertex shader
glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix);

//Send Rotation Matrix up to the vertex shader
glUniformMatrix4fv(Rotation, 1, TRUE, RotationMatrix);
glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, reinterpret_cast<GLvoid*>(&faces[0]));
}

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It should be:-


//Model Vertices cordinates
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(0, 0, GL_INT, GL_FALSE,0,0);

//Model Texture cordinates
glBindBuffer(GL_ARRAY_BUFFER, texcoordbuffer);
glVertexAttribPointer(1, 0, GL_FLOAT, GL_FALSE,0,0);



Also... I see another issue.

glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, reinterpret_cast<GLvoid*>(&faces[0]));


should be glDrawArrays.

Afterall, you have added your data to a VBO, so why are you now drawing the data from faces[]?

That is also why it is displaying incorrectly, because faces[] contains the data for vertexes and tex coords merged into one.

So yeah, have a look at:

http://www.opengl.or...lDrawArrays.xml
(cant remember the exact code myself, but let me know if you have any issues) smile.png

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this is the code now smile.png



glBindTexture(GL_TEXTURE_2D, ModelTexture);
//Enable Attribute for "index 0"
glEnableVertexAttribArray(0);
//Enable Attribute for "index 1"
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, texcoordbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
//Model Vertices cordinates
glVertexAttribPointer(0, 0, GL_INT, GL_FALSE,0,0);
//Model Texture cordinates
glVertexAttribPointer(1, 0, GL_FLOAT, GL_FALSE,0,0);
//Translation Process
GLfloat RotationMatrix[] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};

//Translation Process
GLfloat TranslationMatrix[] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 1.0,
0.0, 0.0, 0.0, 1.0
};
//Send Translation Matrix up to the vertex shader
glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix);

//Send Rotation Matrix up to the vertex shader
glUniformMatrix4fv(Rotation, 1, TRUE, RotationMatrix);
glDrawArrays(GL_QUADS, 0, 4);


//glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, reinterpret_cast<GLvoid*>(&faces[0]));


and this is what it looks like :

XMRoR.png

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Hmm, I dont think the code is quite right yet...

The following is basically what I use.


glGenBuffersARB(1, &texCoordBuffer);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, texCoordBuffer);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, texCoords.size()*sizeof(float), &texCoords[0], GL_STATIC_DRAW_ARB);
glVertexAttribPointerARB(inTexCoord, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArrayARB(inTexCoord);

glGenBuffersARB(1, &colorBuffer);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, colorBuffer);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, colors.size()*sizeof(float), &colors[0], GL_STATIC_DRAW_ARB);
glVertexAttribPointerARB(inVColor, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArrayARB(inVColor);

glGenBuffersARB(1, &normalBuffer);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, normalBuffer);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, normals.size()*sizeof(float), &normals[0], GL_STATIC_DRAW_ARB);
glVertexAttribPointerARB(inNormal, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArrayARB(inNormal);

glGenBuffersARB(1, &vertexBuffer);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertexBuffer);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertices.size()*sizeof(float), &vertices[0], GL_STATIC_DRAW_ARB);
glVertexAttribPointerARB(inVertex, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArrayARB(inVertex);

glDrawArrays(GL_TRIANGLES, 0, vertices.size() / 3);


So..

1) Generate the buffer
2) Bind the buffer
3) Set the bound buffer data
4) Set the shader attribute to point to the bound buffer
5) Enable the shader attribute rather than using the default value (i.e the one set with glVertexAttrib3f)

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