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    • 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 !
    • By codelyoko373
      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
      I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
      I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
      if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.
    • By Jens Eckervogt
      Hello everyone, 
      I have problem with texture
      using System; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using System.Drawing; using System.Reflection; namespace Tutorial_05 { class Game : GameWindow { private static int WIDTH = 1200; private static int HEIGHT = 720; private static KeyboardState keyState; private int vaoID; private int vboID; private int iboID; private Vector3[] vertices = { new Vector3(-0.5f, 0.5f, 0.0f), // V0 new Vector3(-0.5f, -0.5f, 0.0f), // V1 new Vector3(0.5f, -0.5f, 0.0f), // V2 new Vector3(0.5f, 0.5f, 0.0f) // V3 }; private Vector2[] texcoords = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; private int[] indices = { 0, 1, 3, 3, 1, 2 }; private string vertsrc = @"#version 450 core in vec3 position; in vec2 textureCoords; out vec2 pass_textureCoords; void main(void) { gl_Position = vec4(position, 1.0); pass_textureCoords = textureCoords; }"; private string fragsrc = @"#version 450 core in vec2 pass_textureCoords; out vec4 out_color; uniform sampler2D textureSampler; void main(void) { out_color = texture(textureSampler, pass_textureCoords); }"; private int programID; private int vertexShaderID; private int fragmentShaderID; private int textureID; private Bitmap texsrc; public Game() : base(WIDTH, HEIGHT, GraphicsMode.Default, "Tutorial 05 - Texturing", GameWindowFlags.Default, DisplayDevice.Default, 4, 5, GraphicsContextFlags.Default) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); CursorVisible = true; GL.GenVertexArrays(1, out vaoID); GL.BindVertexArray(vaoID); GL.GenBuffers(1, out vboID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out iboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); vertexShaderID = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderID, vertsrc); GL.CompileShader(vertexShaderID); fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShaderID, fragsrc); GL.CompileShader(fragmentShaderID); programID = GL.CreateProgram(); GL.AttachShader(programID, vertexShaderID); GL.AttachShader(programID, fragmentShaderID); GL.LinkProgram(programID); // Loading texture from embedded resource texsrc = new Bitmap(Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial_05.example.png")); textureID = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texsrc.Width, texsrc.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); System.Drawing.Imaging.BitmapData bitmap_data = texsrc.LockBits(new Rectangle(0, 0, texsrc.Width, texsrc.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texsrc.Width, texsrc.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bitmap_data.Scan0); texsrc.UnlockBits(bitmap_data); GL.Enable(EnableCap.Texture2D); GL.BufferData(BufferTarget.TextureBuffer, (IntPtr)(texcoords.Length * Vector2.SizeInBytes), texcoords, BufferUsageHint.StaticDraw); GL.BindAttribLocation(programID, 0, "position"); GL.BindAttribLocation(programID, 1, "textureCoords"); } protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Key.Escape)) { Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); // Prepare for background GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color4.Red); // Draw traingles GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1); GL.BindVertexArray(vaoID); GL.UseProgram(programID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture3D, textureID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); SwapBuffers(); } protected override void OnClosed(EventArgs e) { base.OnClosed(e); GL.DeleteVertexArray(vaoID); GL.DeleteBuffer(vboID); } } } I can not remember where do I add GL.Uniform2();
    • By Jens Eckervogt
      Hello everyone
      For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
      I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?
       
      Thanks!
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OpenGL Derelict2 bindings for D

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Maybe someone in the big wide world has Derelict2 running. [font=arial,helvetica,sans-serif]W[color=#000000][background=rgb(246, 246, 246)]hat I have [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]done is created the most parred back, hello world type program [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]that could run under the GL3 enforcement policies dictated by [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]Derelict2, running on DMD2 on XP. Fixed function pipeline is out. The vertex positions [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]fit within clip space so there is no need to be sending [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]projection, view or model matricies to the vertex shader, nor any [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]need therein to be altering the vertex positions; they simply get [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]set to gl_Position. The fragment shader assigns red to [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]gl_FragColor. I have read somewhere that vaos are required for [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]GL3 and that vbos hang pointlessly without the chaperone of a [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]vao, regardless, the code can draw either vao or vbo depending on [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]which draw function is not commented out in the loop. The problem [/background][/font][color=#000000][font=arial, helvetica, sans-serif][background=rgb(246, 246, 246)]is, however, that neither function draws anything. Yet all the initializations are returning true; the SDL window pops up and gets cleared to black but no red triangle. I can't see where the problem lies. [/background][/font]


import std.stdio;
import std.string;
import std.conv;
import derelict.sdl2.sdl;
import derelict.opengl3.gl3;

pragma(lib, "DerelictUtil.lib");
pragma(lib, "DerelictSDL2.lib");
pragma(lib, "DerelictGL3.lib");

SDL_Window *win;
SDL_GLContext context;
int w=800, h=600;
bool running=true;
int shader = 0;
uint vao=0, vbo=0;

bool loadLibs(){
try{
DerelictSDL2.load();
}catch(Exception e){
writeln("Error loading SDL2 lib");
return false;
}
try{
DerelictGL3.load();
}catch(Exception e){
writeln("Error loading GL3 lib");
return false;
}
return true;
}
bool initSDL(){
if(SDL_Init(SDL_INIT_VIDEO) < 0){
writefln("Error initializing SDL");
return false;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);

win=SDL_CreateWindow("3Doodle", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, SDL_WINDOW_OPENGL |
SDL_WINDOW_SHOWN);
if(!win){
writefln("Error creating SDL window");
SDL_Quit();
return false;
}
context=SDL_GL_CreateContext(win);
SDL_GL_SetSwapInterval(1);

DerelictGL3.reload();

return true;
}
bool initGL(){
glClearColor(0.0, 0.0, 0.0, 1.0);
glViewport(0, 0, w, h);
return true;
}
bool initShaders(){
const string vshader="
#version 330
layout(location = 0) in vec4 pos;
void main(void)
{
gl_Position = pos;
}
";
const string fshader="
#version 330
void main(void)
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
";

shader=glCreateProgram();
if(shader == 0){
writeln("Error: GL did not assigh main shader program id");
return false;
}

int vshad=glCreateShader(GL_VERTEX_SHADER);
const char *vptr=toStringz(vshader);
glShaderSource(vshad, 1, &vptr, null);
glCompileShader(vshad);
int status, len;
glGetShaderiv(vshad, GL_COMPILE_STATUS, &status);
if(status==GL_FALSE){
glGetShaderiv(vshad, GL_INFO_LOG_LENGTH, &len);
char[] error=new char[len];
glGetShaderInfoLog(vshad, len, null, cast(char*)error);
writeln(error);
return false;
}

int fshad=glCreateShader(GL_FRAGMENT_SHADER);
const char *fptr=toStringz(fshader);
glShaderSource(fshad, 1, &fptr, null);
glCompileShader(fshad);
glGetShaderiv(vshad, GL_COMPILE_STATUS, &status);
if(status==GL_FALSE){
glGetShaderiv(fshad, GL_INFO_LOG_LENGTH, &len);
char[] error=new char[len];
glGetShaderInfoLog(fshad, len, null, cast(char*)error);
writeln(error);
return false;
}

glAttachShader(shader, vshad);
glAttachShader(shader, fshad);
glLinkProgram(shader);
glGetShaderiv(shader, GL_LINK_STATUS, &status);
if(status==GL_FALSE){
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
char[] error=new char[len];
glGetShaderInfoLog(shader, len, null, cast(char*)error);
writeln(error);
return false;
}

return true;
}
bool initVAO(){
const float[] v = [ 0.75f, 0.75f, 0.0f, 1.0f,
0.75f, -0.75f, 0.0f, 1.0f,
-0.75f, -0.75f, 0.0f, 1.0f];

glGenVertexArrays(1, &vao);
if(vao<1){
writeln("Error: GL failed to assign vao id");
return false;
}

glBindVertexArray(vao);
glGenBuffers(1, &vbo);
if(vbo<1){
writeln("Error: GL failed to assign vbo id");
return false;
}

glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, v.length * GL_FLOAT.sizeof, &v, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);

glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return true;
}

void drawVao(){
glUseProgram(shader);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glUseProgram(0);
}
void drawVbo(){
glUseProgram(shader);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);
glDrawArrays(GL_TRIANGLES, 0, 6);

glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}

int main()
{
writeln("Load libs: ", loadLibs());
writeln("Init sdl: ", initSDL());
writeln("Init gl: ", initGL());
writeln("Init shaders: ", initShaders());
writeln("Init vao: ", initVAO());

while(running){
SDL_Event e;
while(SDL_PollEvent(&e)){
switch(e.type){
case SDL_KEYDOWN:
running=false;
break;
default:
break;
}
}

glClear(GL_COLOR_BUFFER_BIT);

//drawVao();
drawVbo();

SDL_GL_SwapWindow(win);
}

SDL_GL_DeleteContext(context);
SDL_DestroyWindow(win);
SDL_Quit();

return 0;
}

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Problem sorted thanks to DMD folk. The &v in glBufferData(GL_ARRAY_BUFFER, v.length * GL_FLOAT.sizeof, &v, GL_STATIC_DRAW); should be &v[0]

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I think in my code I use v.ptr rather than &v[0]. I'm positive dynamic arrays have the ptr property, but I'm not sure about static arrays (though I think they do)

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