Jump to content
  • Advertisement
Sign in to follow this  
Oogst

OpenGL OpenGL 1.1.0 for some users

This topic is 2136 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

For our games Awesomenauts and Swords & Soldiers (made with OpenGL and SDL 1.2.13) there is a small group of PC users who cannot run the game because they have OpenGL 1.1.0 and their videocard is reported as "GDI Generic". In all cases I have seen so far, this was on Windows Vista/7/8 and this was fixed by installing drivers by hand from the Nvidia/AMD/Intel website.

However, quite a few users find it difficult to install drivers, and I would prefer that our games would run immediately for everyone. Also, some laptop manufacturers disallow downloading drivers from the sites of Nvidia/AMD/Intel directly. So I am wondering why this happens exactly, and whether something can be done about it.

Until this week I thought the cause was that Windows Vista/7/8 automatically installs new drivers, but installs incomplete drivers and leaves out OpenGL. That would mean an evil scheme by Microsoft to destroy OpenGL on Windows, by not installing it properly, thus giving problems to all OpenGL games.

However, today I installed GLview and on my computer this tool only reports GDI Generic and does not recognise my ATI card, while our own game Awesomenauts recognises it just fine. This makes me wonder: for those users who get GDI Generic in Awesomenauts, is OpenGL maybe secretly properly installed but not selected by SDL for some reason?

So is there some evil Microsoft plot, or am I just initialising SDL/OpenGL incorrectly?

This is how I initialise OpenGL+SDL:
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_VERSION(&windowInfo.version);
SDL_GetWMInfo(&windowInfo);
screen = SDL_SetVideoMode(xRes, yRes, 32, SDL_OPENGL | SDL_FULLSCREEN);


Also, is it correct that unlike DirectX, it is not possible for a game to install OpenGL, so OpenGL can only be installed with the drivers?

Sidequestion: are any of the big games still OpenGL these days, or is Rage the only AAA OpenGL left? Edited by Oogst

Share this post


Link to post
Share on other sites
Advertisement
I'm not very much acquainted with SDL, but from what you describe, it is possible that you select a bad pixel format, either by providing some ill arguments to SDL or (less likely) a bug in SDL. That would explain why one program works different from another on the same machine.

It is very possible to select a pixel format which will generate non-accelerated OpenGL 1.1 contexts. PFD_SUPPORT_GDI is mutually exclusive with "accelerated OpenGL" and "anything higher than 1.1".

As for the "evil Microsoft plot to end OpenGL", this was surely something that was on the table when Vista was conceived, but the massive uproar that followed quickly put an end to that. Microsoft, like Intel, has gone Rudi Dutschke's way since then.

All in all, if someone doesn't have an IHV driver installed, it's questionable whether you really want them as customers. I'm not talking of the latest bleeding-edge drivers, but, you know, anything at all.
They must either be quite poor (not able to afford a $10 card!?) or quite stupid. In either case, you probably don't want them as customers. The poor won't pay you, and the stupid will cost you more in support than the revenue they bring in. Edited by samoth

Share this post


Link to post
Share on other sites
No evil plot. MS don't include OpenGL support with the default drivers which come with Windows, and many OEMs don't either. Most people who are even halfway serious about running games will junk those drivers (they're frequently incredibly out of date and buggy with D3D too) and install proper drivers from the GPU vendor instead. But this has been the way of things for a long long time now.

The D3D driver model is completely different to OpenGL, and it's actually not possible for a game to install either. D3D is split between a runtime (provided by MS and common to all hardware) and a vendor-specific driver, and what games can install is just the runtime. If the vendor-specific driver needs updating the game cannot install that - the player must. With OpenGL on the other hand, everything is in the vendor-specific driver; so far as the vendor-specific component is concerned, both APIs are equivalent - it's just that the vendor-specific component happens to be absolutely everything with OpenGL.

Regarding major titles, Rage is the only recent one, and that had some colossal problems on release. Those have mostly shaken out by now, but there remains a danger that certain vendor's OpenGL support may be limited to "get what id Software does working", and not be otherwise robust. It's not totally lost however - there's a new Doom 3 release coming out soon which will also need solid GL support, as well as the ever-present Minecraft.

For options going forward, one might be to provide a D3D backend for cases where OpenGL support is not detected. You can use D3D with SDL and it will give you good coverage of those handful of cases. You could even position your GL renderer as the "premium version" to encourage upgrades, and have the D3D renderer as a fairly cut-down/minimalized version (you would need to notify the user of this). The other option is to do as samoth suggested and just not consider those people as part of your target audience.

Share this post


Link to post
Share on other sites

Also, is it correct that unlike DirectX, it is not possible for a game to install OpenGL, so OpenGL can only be installed with the drivers?

Sidequestion: are any of the big games still OpenGL these days, or is Rage the only AAA OpenGL left?


That goes for part of DX aswell, DirectX is basically 2 parts, the DirectX runtime and the driver, (Microsoft provides the runtime, the IHV provides the driver, allthough Microsoft does provide drivers for most hardware through Windows Update aswell). (IIRC Microsoft does some quality assurance on D3D drivers aswell to ensure basic compatibility)

For OpenGL the IHV provides both the driver and the runtime allthough Microsoft does provide a basic OpenGL 1.1 software driver and runtime to get basic support no matter what.

One likely candidate for the Win7/8 problems could be that the machines are using multiple GPUs, alot of newer laptops have both an integrated Intel GPU and a nvidia GPU, it is not impossible that the integrated GPU lacks OpenGL drivers while the nvidia one has them and that by default your application tries to use the Intel GPU. (installing drivers manually from the IHV rather than from the system builder might override this behaviour) Edited by SimonForsman

Share this post


Link to post
Share on other sites
I get the idea that doing OpenGL well is just not possible these days. Which sucks, because the game is already live and I definitely don't want to switch to something else when it works for 99% of players already. A DirectX fallback wouldn't be too difficult, though, since I already have a complete DirectX 9 renderer for Xbox360. It just lacks the link with SDL and the window.

However, adding DirectX very much rubs me the wrong way. The problem with OpenGL is that it is not used enough, so switching away from it makes the situation worse for OpenGL... sad.png

It is very possible to select a pixel format which will generate non-accelerated OpenGL 1.1 contexts. PFD_SUPPORT_GDI is mutually exclusive with "accelerated OpenGL" and "anything higher than 1.1".

My initialisation code is just what is in my opening post. So I don't consciously set any weird pixel formats. What would be wrong there that would cause this situation? Also, since it works on 99% of videocards as is, is there a way with SDL to do my current code, see whether it gave proper OpenGL, and if not, try again with different pixel settings?

All in all, if someone doesn't have an IHV driver installed, it's questionable whether you really want them as customers. I'm not talking of the latest bleeding-edge drivers, but, you know, anything at all.
They must either be quite poor (not able to afford a $10 card!?) or quite stupid. In either case, you probably don't want them as customers. The poor won't pay you, and the stupid will cost you more in support than the revenue they bring in.
[/quote]
I have seen this happen even on good Nvidia cards, so just ignoring them as "not our target audience" is definitely not an option...

One likely candidate for the Win7/8 problems could be that the machines are using multiple GPUs, alot of newer laptops have both an integrated Intel GPU and a nvidia GPU, it is not impossible that the integrated GPU lacks OpenGL drivers while the nvidia one has them and that by default your application tries to use the Intel GPU. (installing drivers manually from the IHV rather than from the system builder might override this behaviour)

I am indeed seeing that computers with multiple videocards sometimes select the wrong one. This is only a few cases, though: most just have one videocard that needs its drivers updated. I am also seeing that the game doesn't work together with Nvidia Surround (their multi-monitor-SLI-thingie). Edited by Oogst

Share this post


Link to post
Share on other sites
Try it without framebuffer alpha, maybe? I.e., remove this line:SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
It's possible that the users having problems have GPUs that can't support a hardware accelerated pixel format that has framebuffer alpha, or else SDL is screwing up it's pixel format selection with this included.

If that resolves it, and if you really need framebuffer alpha, you could consider creating an FBO, doing your main render to that, then blitting it to the backbuffer before present. There will be some perf cost for sure, but if that's the price of getting it working.....

Share this post


Link to post
Share on other sites
[quote name='samoth' timestamp='1344259851' post='4966657']no IHV driver installed

I have seen this happen even on good Nvidia cards, so just ignoring them as "not our target audience" is definitely not an option...[/quote]Support costs money.

My father is 70 years old, and until a year ago or so, he was still talking to the mouse sometimes. Nevertheless, even he knows that it's necessary to put the CDROM that came with his new graphics card into the computer to make it work, and even he could figure that there is this driver thing that the little electrons in the grey box need to work properly. He also knows that Google will download it for you, or something the like, if you type "nvidia" into the search box. No kidding, but he has working, up-to-date drivers.

My opinion stands: If someone is unable to even do that much, you do not want this person as a customer, even if they can pay you. It's a support nightmare, and it will cost you more than it's worth.

Share this post


Link to post
Share on other sites

However, adding DirectX very much rubs me the wrong way. The problem with OpenGL is that it is not used enough, so switching away from it makes the situation worse for OpenGL...


If you already have a code path to support this, you should probably support it. I doubt any of the users who are currently unable to play due to this bug care about the status quo of OpenGL; they just want to play the game they paid for. You'll burn a lot of consumer good will if you simply tell these people the problem is ultimately unfixable over politics (preferring to keep it 100% OpenGL on PC.)

Share this post


Link to post
Share on other sites
If you already have a code path to support this, you should probably support it. I doubt any of the users who are currently unable to play due to this bug care about the status quo of OpenGL; they just want to play the game they paid for. You'll burn a lot of consumer good will if you simply tell these people the problem is ultimately unfixable over politics (preferring to keep it 100% OpenGL on PC.)


It's not that bad, actually: in the end I can get it to run on everyone's computer with OpenGL. There are a couple of bugs that I need to fix right now, but in the end I think DirectX would only be a convenience thing and it works without.

You are right, though, that such a principal point should not affect customers. On the other hand, that does mean that big companies like Microsoft get away with everything, every time... Edited by Oogst

Share this post


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

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By nOoNEE
      i am reading this book : link
      in the OpenGL Rendering Pipeline section there is a picture like this: link
      but the question is this i dont really understand why it is necessary to turn pixel data in to fragment and then fragment into pixel could please give me a source or a clear Explanation that why it is necessary ? thank you so mu
       
       
    • By Inbar_xz
      I'm using the OPENGL with eclipse+JOGL.
      My goal is to create movement of the camera and the player.
      I create main class, which create some box in 3D and hold 
      an object of PlayerAxis.
      I create PlayerAxis class which hold the axis of the player.
      If we want to move the camera, then in the main class I call to 
      the func "cameraMove"(from PlayerAxis) and it update the player axis.
      That's work good.
      The problem start if I move the camera on 2 axis, 
      for example if I move with the camera right(that's on the y axis)
      and then down(on the x axis) -
      in some point the move front is not to the front anymore..
      In order to move to the front, I do
      player.playerMoving(0, 0, 1);
      And I learn that in order to keep the front move, 
      I need to convert (0, 0, 1) to the player axis, and then add this.
      I think I dont do the convert right.. 
      I will be glad for help!

      Here is part of my PlayerAxis class:
       
      //player coordinate float x[] = new float[3]; float y[] = new float[3]; float z[] = new float[3]; public PlayerAxis(float move_step, float angle_move) { x[0] = 1; y[1] = 1; z[2] = -1; step = move_step; angle = angle_move; setTransMatrix(); } public void cameraMoving(float angle_step, String axis) { float[] new_x = x; float[] new_y = y; float[] new_z = z; float alfa = angle_step * angle; switch(axis) { case "x": new_z = addVectors(multScalar(z, COS(alfa)), multScalar(y, SIN(alfa))); new_y = subVectors(multScalar(y, COS(alfa)), multScalar(z, SIN(alfa))); break; case "y": new_x = addVectors(multScalar(x, COS(alfa)), multScalar(z, SIN(alfa))); new_z = subVectors(multScalar(z, COS(alfa)), multScalar(x, SIN(alfa))); break; case "z": new_x = addVectors(multScalar(x, COS(alfa)), multScalar(y, SIN(alfa))); new_y = subVectors(multScalar(y, COS(alfa)), multScalar(x, SIN(alfa))); } x = new_x; y = new_y; z = new_z; normalization(); } public void playerMoving(float x_move, float y_move, float z_move) { float[] move = new float[3]; move[0] = x_move; move[1] = y_move; move[2] = z_move; setTransMatrix(); float[] trans_move = transVector(move); position[0] = position[0] + step*trans_move[0]; position[1] = position[1] + step*trans_move[1]; position[2] = position[2] + step*trans_move[2]; } public void setTransMatrix() { for (int i = 0; i < 3; i++) { coordiTrans[0][i] = x[i]; coordiTrans[1][i] = y[i]; coordiTrans[2][i] = z[i]; } } public float[] transVector(float[] v) { return multiplyMatrixInVector(coordiTrans, v); }  
      and in the main class i have this:
       
      public void keyPressed(KeyEvent e) { if (e.getKeyCode()== KeyEvent.VK_ESCAPE) { System.exit(0); //player move } else if (e.getKeyCode()== KeyEvent.VK_W) { //front //moveAmount[2] += -0.1f; player.playerMoving(0, 0, 1); } else if (e.getKeyCode()== KeyEvent.VK_S) { //back //moveAmount[2] += 0.1f; player.playerMoving(0, 0, -1); } else if (e.getKeyCode()== KeyEvent.VK_A) { //left //moveAmount[0] += -0.1f; player.playerMoving(-1, 0, 0); } else if (e.getKeyCode()== KeyEvent.VK_D) { //right //moveAmount[0] += 0.1f; player.playerMoving(1, 0, 0); } else if (e.getKeyCode()== KeyEvent.VK_E) { //moveAmount[0] += 0.1f; player.playerMoving(0, 1, 0); } else if (e.getKeyCode()== KeyEvent.VK_Q) { //moveAmount[0] += 0.1f; player.playerMoving(0, -1, 0); //camera move } else if (e.getKeyCode()== KeyEvent.VK_I) { //up player.cameraMoving(1, "x"); } else if (e.getKeyCode()== KeyEvent.VK_K) { //down player.cameraMoving(-1, "x"); } else if (e.getKeyCode()== KeyEvent.VK_L) { //right player.cameraMoving(-1, "y"); } else if (e.getKeyCode()== KeyEvent.VK_J) { //left player.cameraMoving(1, "y"); } else if (e.getKeyCode()== KeyEvent.VK_O) { //right round player.cameraMoving(-1, "z"); } else if (e.getKeyCode()== KeyEvent.VK_U) { //left round player.cameraMoving(1, "z"); } }  
      finallt found it.... i confused with the transformation matrix row and col. thanks anyway!
    • By Lewa
      So, i'm currently trying to implement an SSAO shader from THIS tutorial and i'm running into a few issues here.
      Now, this SSAO method requires view space positions and normals. I'm storing the normals in my deferred renderer in world-space so i had to do a conversion and reconstruct the position from the depth buffer.
      And something there goes horribly wrong (which has probably to do with worldspace to viewspace transformations).
      (here is the full shader source code if someone wants to take a look at it)
      Now, i suspect that the normals are the culprit.
      vec3 normal = ((uNormalViewMatrix*vec4(normalize(texture2D(sNormals, vTexcoord).rgb),1.0)).xyz); "sNormals" is a 2D texture which stores the normals in world space in a RGB FP16 buffer.
      Now i can't use the camera viewspace matrix to transform the normals into viewspace as the cameras position isn't set at (0,0,0), thus skewing the result.
      So what i did is to create a new viewmatrix specifically for this normal without the position at vec3(0,0,0);
      //"camera" is the camera which was used for rendering the normal buffer renderer.setUniform4m(ressources->shaderSSAO->getUniform("uNormalViewMatrix"), glmExt::createViewMatrix(glm::vec3(0,0,0),camera.getForward(),camera.getUp())//parameters are (position,forwardVector,upVector) ); Though i have the feeling this is the wrong approach. Is this right or is there a better/correct way of transforming a world space normal into viewspace?
    • By HawkDeath
      Hi,
      I'm trying mix two textures using own shader system, but I have a problem (I think) with uniforms.
      Code: https://github.com/HawkDeath/shader/tree/test
      To debug I use RenderDocs, but I did not receive good results. In the first attachment is my result, in the second attachment is what should be.
      PS. I base on this tutorial https://learnopengl.com/Getting-started/Textures.


    • By norman784
      I'm having issues loading textures, as I'm clueless on how to handle / load images maybe I missing something, but the past few days I just google a lot to try to find a solution. Well theres two issues I think, one I'm using Kotlin Native (EAP) and OpenGL wrapper / STB image, so I'm not quite sure wheres the issue, if someone with more experience could give me some hints on how to solve this issue?
      The code is here, if I'm not mistaken the workflow is pretty straight forward, stbi_load returns the pixels of the image (as char array or byte array) and you need to pass those pixels directly to glTexImage2D, so a I'm missing something here it seems.
      Regards
    • By Hashbrown
      I've noticed in most post processing tutorials several shaders are used one after another: one for bloom, another for contrast, and so on. For example: 
      postprocessing.quad.bind() // Effect 1 effect1.shader.bind(); postprocessing.texture.bind(); postprocessing.quad.draw(); postprocessing.texture.unbind(); effect1.shader.unbind(); // Effect 2 effect2.shader.bind(); // ...and so on postprocessing.quad.unbind() Is this good practice, how many shaders can I bind and unbind before I hit performance issues? I'm afraid I don't know what the good practices are in open/webGL regarding binding and unbinding resources. 
      I'm guessing binding many shaders at post processing is okay since the scene has already been updated and I'm just working on a quad and texture at that moment. Or is it more optimal to put shader code in chunks and bind less frequently? I'd love to use several shaders at post though. 
      Another example of what I'm doing at the moment:
      1) Loop through GameObjects, bind its phong shader (send color, shadow, spec, normal samplers), unbind all.
      2) At post: bind post processor quad, and loop/bind through different shader effects, and so on ...
      Thanks all! 
    • By phil67rpg
      void collision(int v) { collision_bug_one(0.0f, 10.0f); glutPostRedisplay(); glutTimerFunc(1000, collision, 0); } void coll_sprite() { if (board[0][0] == 1) { collision(0); flag[0][0] = 1; } } void erase_sprite() { if (flag[0][0] == 1) { glColor3f(0.0f, 0.0f, 0.0f); glBegin(GL_POLYGON); glVertex3f(0.0f, 10.0f, 0.0f); glVertex3f(0.0f, 9.0f, 0.0f); glVertex3f(1.0f, 9.0f, 0.0f); glVertex3f(1.0f, 10.0f, 0.0f); glEnd(); } } I am using glutTimerFunc to wait a small amount of time to display a collision sprite before I black out the sprite. unfortunately my code only blacks out the said sprite without drawing the collision sprite, I have done a great deal of research on the glutTimerFunc and  animation.
    • By Lewa
      So, i stumbled upon the topic of gamma correction.
      https://learnopengl.com/Advanced-Lighting/Gamma-Correction
      So from what i've been able to gather: (Please correct me if i'm wrong)
      Old CRT monitors couldn't display color linearly, that's why gamma correction was nessecary. Modern LCD/LED monitors don't have this issue anymore but apply gamma correction anyway. (For compatibility reasons? Can this be disabled?) All games have to apply gamma correction? (unsure about that) All textures stored in file formats (.png for example) are essentially stored in SRGB color space (as what we see on the monitor is skewed due to gamma correction. So the pixel information is the same, the percieved colors are just wrong.) This makes textures loaded into the GL_RGB format non linear, thus all lighting calculations are wrong You have to always use the GL_SRGB format to gamma correct/linearise textures which are in SRGB format  
      Now, i'm kinda confused how to proceed with applying gamma correction in OpenGL.
      First of, how can i check if my Monitor is applying gamma correction? I noticed in my monitor settings that my color format is set to "RGB" (can't modify it though.) I'm connected to my PC via a HDMI cable. I'm also using the full RGB range (0-255, not the 16 to ~240 range)
       
      What i tried to do is to apply a gamma correction shader shown in the tutorial above which looks essentially like this: (it's a postprocess shader which is applied at the end of the renderpipeline)
      vec3 gammaCorrection(vec3 color){ // gamma correction color = pow(color, vec3(1.0/2.2)); return color; } void main() { vec3 color; vec3 tex = texture2D(texture_diffuse, vTexcoord).rgb; color = gammaCorrection(tex); outputF = vec4(color,1.0f); } The results look like this:
      No gamma correction:
      With gamma correction:
       
      The colors in the gamma corrected image look really wased out. (To the point that it's damn ugly. As if someone overlayed a white half transparent texture. I want the colors to pop.)
      Do i have to change the textures from GL_RGB to GL_SRGB in order to gamma correct them in addition to applying the post process gamma correction shader? Do i have to do the same thing with all FBOs? Or is this washed out look the intended behaviour?
    • By OneKaidou
      Hi
       
      I am trying to program shadow volumes and i stumbled upon an artifact which i can not find the cause for.
      I generate the shadow volumes using a geometry shader with reversed extrusion (projecting the lightfacing triangles to infinity) and write the stencil buffer according to z-fail. The base of my code is the "lighting" chapter from learnopengl.com, where i extended the shader class to include geometry shader. I also modified the "lightingshader" to draw the ambient pass when "pass" is set to true and the diffuse/ specular pass when set to false. For easier testing i added a view controls to switch on/off the shadow volumes' color rendering or to change the cubes' position, i made the lightnumber controllable and changed the diffuse pass to render green for easier visualization of my problem.
       
      The first picture shows the rendered scene for one point light, all cubes and the front cube's shadow volume is the only one created (intentional). Here, all is rendered as it should be with all lit areas green and all areas inside the shadow volume black (with the volume's sides blended over).

      If i now turn on the shadow volumes for all the other cubes, we get a bit of a mess, but its also obvious that some areas that were in shadow before are now erroneously lit (for example the first cube to the right from the originaly shadow volumed cube). From my testing the areas erroneously lit are the ones where more than one shadow volume marks the area as shadowed.

      To check if a wrong stencil buffer value caused this problem i decided to change the stencil function for the diffuse pass to only render if the stencil is equal to 2. As i repeated this approach with different values for the stencil function i found out that if i set the value equal to 1 or any other uneven value the lit and shadowed areas are inverted and if i set it to 0 or any other even value i get the results shown above.
      This lead me to believe that the value and thus the stencil buffer values may be clamped to [0,1] which would also explain the artifact, because twice in shadow would equal in no shadow at all, but from what i found on the internet and from what i tested with
      GLint stencilSize = 0; glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, &stencilSize); my stencilsize is 8 bit, which should be values within [0,255].
      Does anyone know what might be the cause for this artifact or the confusing results with other stencil functions?
       
      // [the following code includes all used gl* functions, other parts are due to readability partialy excluded] // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { cout << "Failed to create GLFW window" << endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // tell GLFW to capture our mouse glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { cout << "Failed to initialize GLAD" << endl; return -1; } // ==================================================================================================== // window and functions are set up // ==================================================================================================== // configure global opengl state // ----------------------------- glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); // build and compile our shader program [...] // set up vertex data (and buffer(s)) and configure vertex attributes [...] // shader configuration [...] // render loop // =========== while (!glfwWindowShouldClose(window)) { // input processing and fps calculation[...] // render // ------ glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDepthMask(GL_TRUE); //enable depth writing glDepthFunc(GL_LEQUAL); //avoid z-fighting //draw ambient component into color and depth buffer view = camera.GetViewMatrix(); projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); // setting up lighting shader for ambient pass [...] // render the cubes glBindVertexArray(cubeVAO); for (unsigned int i = 0; i < 10; i++) { //position cube [...] glDrawArrays(GL_TRIANGLES, 0, 36); } //------------------------------------------------------------------------------------------------------------------------ glDepthMask(GL_FALSE); //disable depth writing glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); //additive blending glEnable(GL_STENCIL_TEST); //setting up shadowShader and lightingShader [...] for (int light = 0; light < lightsused; light++) { glDepthFunc(GL_LESS); glClear(GL_STENCIL_BUFFER_BIT); //configure stencil ops for front- and backface to write according to z-fail glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR_WRAP, GL_KEEP); //-1 for front-facing glStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR_WRAP, GL_KEEP); //+1 for back-facing glStencilFunc(GL_ALWAYS, 0, GL_TRUE); //stencil test always passes if(hidevolumes) glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); //disable writing to the color buffer glDisable(GL_CULL_FACE); glEnable(GL_DEPTH_CLAMP); //necessary to render SVs into infinity //draw SV------------------- shadowShader.use(); shadowShader.setInt("lightnr", light); int nr; if (onecaster) nr = 1; else nr = 10; for (int i = 0; i < nr; i++) { //position cube[...] glDrawArrays(GL_TRIANGLES, 0, 36); } //-------------------------- glDisable(GL_DEPTH_CLAMP); glEnable(GL_CULL_FACE); glStencilFunc(GL_EQUAL, 0, GL_TRUE); //stencil test passes for ==0 so only for non shadowed areas glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); //keep stencil values for illumination glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); //enable writing to the color buffer glDepthFunc(GL_LEQUAL); //avoid z-fighting //draw diffuse and specular pass lightingShader.use(); lightingShader.setInt("lightnr", light); // render the cubes for (unsigned int i = 0; i < 10; i++) { //position cube[...] glDrawArrays(GL_TRIANGLES, 0, 36); } } glDisable(GL_BLEND); glDepthMask(GL_TRUE); //enable depth writing glDisable(GL_STENCIL_TEST); //------------------------------------------------------------------------------------------------------------------------ // also draw the lamp object(s) [...] // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwP } // optional: de-allocate all resources once they've outlived their purpose: // ------------------------------------------------------------------------ glDeleteVertexArrays(1, &cubeVAO); glDeleteVertexArrays(1, &lightVAO); glDeleteBuffers(1, &VBO); // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0;  
    • By Green_Baron
      Hi,
      i am self teaching me graphics and oo programming and came upon this:
      My Window class creates an input handler instance, the glfw user pointer is redirected to that object and methods there do the input handling for keyboard and mouse. That works. Now as part of the input handling i have an orbiting camera that is controlled by mouse movement. GLFW_CURSOR_DISABLED is set as proposed in the glfw manual. The manual says that in this case the cursor is automagically reset to the window's center. But if i don't reset it manually with glfwSetCursorPos( center ) mouse values seem to add up until the scene is locked up.
      Here are some code snippets, mostly standard from tutorials:
      // EventHandler m_eventHandler = new EventHandler( this, glm::vec3( 0.0f, 5.0f, 0.0f ), glm::vec3( 0.0f, 1.0f, 0.0f ) ); glfwSetWindowUserPointer( m_window, m_eventHandler ); m_eventHandler->setCallbacks(); Creation of the input handler during window creation. For now, the camera is part of the input handler, hence the two vectors (position, up-vector).  In future i'll take that functionally out into an own class that inherits from the event handler.
      void EventHandler::setCallbacks() { glfwSetCursorPosCallback( m_window->getWindow(), cursorPosCallback ); glfwSetKeyCallback( m_window->getWindow(), keyCallback ); glfwSetScrollCallback( m_window->getWindow(), scrollCallback ); glfwSetMouseButtonCallback( m_window->getWindow(), mouseButtonCallback ); } Set callbacks in the input handler.
      // static void EventHandler::cursorPosCallback( GLFWwindow *w, double x, double y ) { EventHandler *c = reinterpret_cast<EventHandler *>( glfwGetWindowUserPointer( w ) ); c->onMouseMove( (float)x, (float)y ); } Example for the cursor pos callback redirection to a class method.
      // virtual void EventHandler::onMouseMove( float x, float y ) { if( x != 0 || y != 0 ) { // @todo cursor should be set automatically, according to doc if( m_window->isCursorDisabled() ) glfwSetCursorPos( m_window->getWindow(), m_center.x, m_center.y ); // switch up/down because its more intuitive m_yaw += m_mouseSensitivity * ( m_center.x - x ); m_pitch += m_mouseSensitivity * ( m_center.y - y ); // to avoid locking if( m_pitch > 89.0f ) m_pitch = 89.0f; if( m_pitch < -89.0f ) m_pitch = -89.0f; // Update Front, Right and Up Vectors updateCameraVectors(); } } // onMouseMove() Mouse movement processor method. The interesting part is the manual reset of the mouse position that made the thing work ...
      // straight line distance between the camera and look at point, here (0,0,0) float distance = glm::length( m_target - m_position ); // Calculate the camera position using the distance and angles float camX = distance * -std::sin( glm::radians( m_yaw ) ) * std::cos( glm::radians( m_pitch) ); float camY = distance * -std::sin( glm::radians( m_pitch) ); float camZ = -distance * std::cos( glm::radians( m_yaw ) ) * std::cos( glm::radians( m_pitch) ); // Set the camera position and perspective vectors m_position = glm::vec3( camX, camY, camZ ); m_front = glm::vec3( 0.0, 0.0, 0.0 ) - m_position; m_up = m_worldUp; m_right = glm::normalize( glm::cross( m_front, m_worldUp ) ); glm::lookAt( m_position, m_front, m_up ); Orbiting camera vectors calculation in updateCameraVectors().
      Now, for my understanding, as the glfw manual explicitly states that if cursor is disabled then it is reset to the center, but my code only works if it is reset manually, i fear i am doing something wrong. It is not world moving (only if there is a world to render :-)), but somehow i am curious what i am missing.
       
      I am not a professional programmer, just a hobbyist, so it may well be that i got something principally wrong :-)
      And thanks for any hints and so ...
       
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631369
    • Total Posts
      2999597
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!