• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Achivai
      Hey, I am semi-new to 3d-programming and I've hit a snag. I have one object, let's call it Object A. This object has a long int array of 3d xyz-positions stored in it's vbo as an instanced attribute. I am using these numbers to instance object A a couple of thousand times. So far so good. 
      Now I've hit a point where I want to remove one of these instances of object A while the game is running, but I'm not quite sure how to go about it. At first my thought was to update the instanced attribute of Object A and change the positions to some dummy number that I could catch in the vertex shader and then decide there whether to draw the instance of Object A or not, but I think that would be expensive to do while the game is running, considering that it might have to be done several times every frame in some cases. 
      I'm not sure how to proceed, anyone have any tips?
    • 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!
  • Advertisement
  • Advertisement
Sign in to follow this  

This topic is 2140 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I've been trying to come up with a way to draw an opaque quad over my scene through which holes would be punched to allow one to see the scene below. Through some research and with some help I've determined that the best way to do this is probably by rendering to a texture through a framebuffer object, alphablending the holes into the quad and then drawing the texture over the scene. I'm having trouble getting it to work, though, and I can't find examples of what I'm trying to do.

So far I've succeeded in creating my framebuffer object and target texture based on the example block at the bottom of http://www.songho.ca...gl/gl_fbo.html. After that, I've attempted various configurations of drawing what I want to the texture, but all I can seem to manage is to draw an opaque quad to it. I can't seem to get depth, alpha blending, or even texture mapping to work properly (no matter how I map the texture coords, the result is the same). glClear(GL_COLOR_BUFFER_BIT) on the texture causes my whole scene to get messed up, as well. The following code demonstrates how I'm trying to set up rendering to the texture:


glPushMatrix();
// set rendering destination to FBO
glBindFramebuffer(GL_FRAMEBUFFER, 92);

glViewport(0,0,screen_width, screen_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();

// Clearing buffers
glClearDepth(1.0f);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT); // Clearing the GL_COLOR_BUFFER_BIT causes things to break

// Set up internal rendering projection
glOrtho(-0.5 * width, 0.5*width, -1, 1, 1, 0);

glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);

// Set blend func
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

// Draw stuff here! At the moment just trying to draw a couple overlapping quads as a proof of concept

// Unbind fbo
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glPopMatrix();

// Set scene-relative blending function.
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // function for blending

// Draw the rendered texture on top of the underlying scene
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 90);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0f); glVertex3f(-0.1,-0.1,0.01); // Bottom-Left Vertex
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.1,-0.1,0.01); // Bottom-Right Vertex
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.1,0.1,0.01); // Top-Right Vertex
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.1,0.1,0.01); // Top-Left Vertex
glEnd();
glDisable(GL_TEXTURE_2D);


Any help is greatly appreciated!

Share this post


Link to post
Share on other sites
Advertisement
I've been doing some more tweaking, and have managed to be able to glClear(GL_COLOR_BUFFER_BIT) on the texture without messing other things up, but that's about as far as I've been able to get. I still can't seem to get something to take up only part of the texture, and can't seem to get multiple quads drawn to it (as a test) to actually blend together... I just see whichever was drawn later.

My best guess is that the texture itself isn't functioning properly (its as if it isn't mapping at all)... but that doesn't make any sense... I've done everything the couple examples I've seen does. Edited by medevilenemy

Share this post


Link to post
Share on other sites
The link seems to be down so I can't check your FBO setup. Can you post that code too? Did you actually bind at least one color buffer and a depth buffer to the FBO?

In the rendering code, after binding your FBO, you can check it with

GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
cry_out_in_pain();

Just to see if s.th. broke it on the way.

Also (for debugging purposes) throw in this define somewhere

#define CHECKGLERROR(f, l) \
{ \
GLuint error = glGetError(); \
if (error) \
std::cout << "GL Error in " << f << " " << l << ": " << gluErrorString(error) << " (" << error << "). " << std::endl; \
}

and do a CHECKGLERROR(__FILE__, __LINE__) after each OpenGL call.


Edit: fixed the preprocessor macro Edited by Ohforf sake

Share this post


Link to post
Share on other sites
somehow the period got added to the link... the page itself is still there: http://www.songho.ca...gl/gl_fbo.html.

I tested for FBO completeness, and it seems to be ok. I'll give the macro you suggest a try, and get back to you. Based on my most recent tests, the best I can guess is that for whatever reason, the texture isn't functional (either not rendering or not complete or something) which results in the textured quad that's supposed to be drawing it just drawing as a straight-up colored quad.

Share this post


Link to post
Share on other sites
Uppon closer inspection this might also be a problem:
glOrtho(-0.5 * width, 0.5*width, -1, 1, 1, 0);

I think you switched the zNear and zFar plane at the end and that it should be:
glOrtho(-0.5 * width, 0.5*width, -1, 1, 0, 1);

Share this post


Link to post
Share on other sites
That is the ortho setup I use in my main scene as well... it works just fine (I like to have bigger z = farther, I find it easier to remember). It seems like the problem has something to do with the rbo/texture setup or something, but I haven't a clue what. The fbo tests as complete.

Share this post


Link to post
Share on other sites
But don't you have to clear the depth to 0.0f then?
glClearDepth(0.0f);
Edit: Also glDepthFunc(GL_GEQUAL); but maybe thats hiding somewhere outside of that snippet. Edited by Ohforf sake

Share this post


Link to post
Share on other sites
No effect. All I see is a box of the size of the textured quad I'm drawing as a test in whatever the active color is. It does not seem to succesfully map a texture (which suggests the texture is somehow invalid).

I've done some testing for gl errors and I get the following when I try to bind the framebuffer object as I prepare to draw to it:
GL ERROR: invalid operation (1282)

This doesn't make any sense as the framebuffer object itself tests as complete.

[edit] by the way, thanks for your help so far. Edited by medevilenemy

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement