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tmason

OpenGL
Major Rendering Problem - OpenGL and the Oculus Rift

2 posts in this topic

Hello,

 

While attempting to create a program for the Oculus Rift the simple code below produces the resulting image.

 

Here is the image:

 

One_Eye_Off_Version2.png

 

And here is the code:

// GLFWOculusRiftTest
// (c) cThrough 2014 (Christopher Koeber)
// Version 2014050100

#include <Windows.h>
#include <GL/glew.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <OVR_CAPI.h>
#include <OVR_CAPI_GL.h>
#include <OVR.h>

const bool l_FullScreen = false;

ovrHmd l_Hmd;
ovrHmdDesc l_HmdDesc;
ovrEyeDesc l_Eyes[2];
ovrGLConfig l_Cfg;

GLfloat l_VAPoints[] =
{
    0.5f, 0.5f, 0.5f,
   -0.5f, 0.5f, 0.5f,
   -0.5f,-0.5f, 0.5f,
    0.5f,-0.5f, 0.5f,
   -0.5f,-0.5f,-0.5f,
   -0.5f, 0.5f,-0.5f,
    0.5f, 0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f, 0.5f, 0.5f,
    0.5f, 0.5f,-0.5f,
   -0.5f, 0.5f,-0.5f,
   -0.5f, 0.5f, 0.5f,
   -0.5f,-0.5f,-0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f,-0.5f, 0.5f,
   -0.5f,-0.5f, 0.5f,
    0.5f, 0.5f, 0.5f,
    0.5f,-0.5f, 0.5f,
    0.5f,-0.5f,-0.5f,
    0.5f, 0.5f,-0.5f,
   -0.5f,-0.5f,-0.5f,
   -0.5f,-0.5f, 0.5f,
   -0.5f, 0.5f, 0.5f,
   -0.5f, 0.5f,-0.5f
};

GLfloat l_VANormals[] =
{
   0.0f, 0.0f, 1.0f,
   0.0f, 0.0f, 1.0f,
   0.0f, 0.0f, 1.0f,
   0.0f, 0.0f, 1.0f,
   0.0f, 0.0f,-1.0f,
   0.0f, 0.0f,-1.0f,
   0.0f, 0.0f,-1.0f,
   0.0f, 0.0f,-1.0f,
   0.0f, 1.0f, 0.0f,
   0.0f, 1.0f, 0.0f,
   0.0f, 1.0f, 0.0f,
   0.0f, 1.0f, 0.0f,
   0.0f,-1.0f, 0.0f,
   0.0f,-1.0f, 0.0f,
   0.0f,-1.0f, 0.0f,
   0.0f,-1.0f, 0.0f,
   1.0f, 0.0f, 0.0f,
   1.0f, 0.0f, 0.0f,
   1.0f, 0.0f, 0.0f,
   1.0f, 0.0f, 0.0f,
   -1.0f, 0.0f, 0.0f,
   -1.0f, 0.0f, 0.0f,
   -1.0f, 0.0f, 0.0f,
   -1.0f, 0.0f, 0.0f
};

GLuint l_VAIndici[] =
{
   0, 1, 2, 3,
   4, 5, 6, 7,
   8, 9, 10, 11,
   12, 13, 14, 15,
   16, 17, 18, 19,
   20, 21, 22, 23
};

// =============================================================================

static void ErrorCallback(int p_Error, const char* p_Description)
{
   fputs(p_Description, stderr);
}

// =============================================================================

static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
{
   if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
      glfwSetWindowShouldClose(p_Window, GL_TRUE);
}

// =============================================================================

static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height)
{
   l_Cfg.OGL.Header.RTSize.w = p_Width;
   l_Cfg.OGL.Header.RTSize.h = p_Height;

   int l_RenderCaps = 0;
   int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
   ovrEyeRenderDesc l_EyeRenderDesc[2];
   ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);
}

// =============================================================================

static void RenderCubeFixedFunction(void)
{
   glBegin(GL_QUADS);
      glNormal3f( 0.0f, 0.0f, 1.0f);
      glVertex3f( 0.5f, 0.5f, 0.5f);
      glVertex3f(-0.5f, 0.5f, 0.5f);
      glVertex3f(-0.5f,-0.5f, 0.5f);
      glVertex3f( 0.5f,-0.5f, 0.5f);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 0.0f, 0.0f,-1.0f);
      glVertex3f(-0.5f,-0.5f,-0.5f);
      glVertex3f(-0.5f, 0.5f,-0.5f);
      glVertex3f( 0.5f, 0.5f,-0.5f);
      glVertex3f( 0.5f,-0.5f,-0.5f);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 0.0f, 1.0f, 0.0f);
      glVertex3f( 0.5f, 0.5f, 0.5f);
      glVertex3f( 0.5f, 0.5f,-0.5f);
      glVertex3f(-0.5f, 0.5f,-0.5f);
      glVertex3f(-0.5f, 0.5f, 0.5f);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 0.0f,-1.0f, 0.0f);
      glVertex3f(-0.5f,-0.5f,-0.5f);
      glVertex3f( 0.5f,-0.5f,-0.5f);
      glVertex3f( 0.5f,-0.5f, 0.5f);
      glVertex3f(-0.5f,-0.5f, 0.5f);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f( 1.0f, 0.0f, 0.0f);
      glVertex3f( 0.5f, 0.5f, 0.5f);
      glVertex3f( 0.5f,-0.5f, 0.5f);
      glVertex3f( 0.5f,-0.5f,-0.5f);
      glVertex3f( 0.5f, 0.5f,-0.5f);
   glEnd();

   glBegin(GL_QUADS);
      glNormal3f(-1.0f, 0.0f, 0.0f);
      glVertex3f(-0.5f,-0.5f,-0.5f);
      glVertex3f(-0.5f,-0.5f, 0.5f);
      glVertex3f(-0.5f, 0.5f, 0.5f);
      glVertex3f(-0.5f, 0.5f,-0.5f);
   glEnd();
}

// ============================================================================

void RenderCubeVertexArrays(void)
{
   glEnableClientState(GL_VERTEX_ARRAY);
   glVertexPointer(3, GL_FLOAT, 0, l_VAPoints);
   glEnableClientState(GL_NORMAL_ARRAY);
   glNormalPointer(GL_FLOAT, 0, l_VANormals);
   glDrawElements(GL_QUADS, 6*4, GL_UNSIGNED_INT, l_VAIndici);
   glDisableClientState(GL_NORMAL_ARRAY);
   glDisableClientState(GL_VERTEX_ARRAY);
}

// ============================================================================

static void SetOpenGLState(void)
{
   // Some state...
   glEnable(GL_CULL_FACE);
   glEnable(GL_LIGHTING);
   glDisable(GL_TEXTURE_2D);
   glEnable(GL_DEPTH_TEST);
   glShadeModel(GL_SMOOTH);
   glEnable(GL_BLEND);
   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
       
   // Some (stationary) lights...
   GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
   GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
   glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
   glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
   glEnable(GL_LIGHT0);
   
   GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
   GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
   glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
   glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
   glEnable(GL_LIGHT1);
   
   // Material...
   GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
   GLfloat l_MaterialShininess[] = { 10.0f };
   glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
   glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
}

// =============================================================================

int main(void)
{
   // Initialize LibOVR...
   ovr_Initialize();

   l_Hmd = ovrHmd_Create(0);
   if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);

   ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);

   ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);

   GLFWwindow* l_Window;

   glfwSetErrorCallback(ErrorCallback);

   if (!glfwInit()) exit(EXIT_FAILURE);

   ovrSizei l_ClientSize;
   if (l_FullScreen)
   {
      l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
      l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
      // Create a fullscreen window with the Oculus Rift resolution...
      l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
   }
   else
   {
      l_ClientSize.w = 640;
      l_ClientSize.h = 480;
      // Create a window with the size of your likings...
      l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
   }

   if (!l_Window)
   {
      glfwTerminate();
      exit(EXIT_FAILURE);
   }

   // Print the OpenGL version we are using...
   int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
   int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
   int l_Profile = glfwGetWindowAttrib(l_Window, GLFW_OPENGL_PROFILE);
   printf("OpenGL: %d.%d ", l_Major, l_Minor);
   if (l_Profile==GLFW_OPENGL_COMPAT_PROFILE) printf("GLFW_OPENGL_COMPAT_PROFILE\n"); else printf("GLFW_OPENGL_CORE_PROFILE\n");

   // Make the context current for this window...
   glfwMakeContextCurrent(l_Window);

   // Create some lights, materials, etc...
   SetOpenGLState();

   // Don't forget to initialize Glew...
   GLenum l_Result = glewInit();
   if (l_Result!=GLEW_OK)   
   {
      printf("glewInit() error.\n");
      exit(EXIT_FAILURE);
   }

   // We will do some offscreen rendering, setup FBO...
   ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
   ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
   ovrSizei l_TextureSize;
   l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
   l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);

   // Create FBO...
   GLuint l_FBOId;
   glGenFramebuffers(1, &l_FBOId);
   glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);

   // The texture we're going to render to...
   GLuint l_TextureId;
   glGenTextures(1, &l_TextureId);
   // "Bind" the newly created texture : all future texture functions will modify this texture...
   glBindTexture(GL_TEXTURE_2D, l_TextureId);
   // Give an empty image to OpenGL (the last "0")
   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
   // Linear filtering...
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

   // Create Depth Buffer...
   GLuint l_DepthBufferId;
   glGenRenderbuffers(1, &l_DepthBufferId);
   glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
   glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
   glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);

   // Set the texture as our colour attachment #0...
   glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);

   // Set the list of draw buffers...
   GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
   glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers

   // Check if everything is OK...
   GLenum l_Check = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
   if (l_Check!=GL_FRAMEBUFFER_COMPLETE)
   {
      printf("There is a problem with the FBO.\n");
      exit(EXIT_FAILURE);
   }

   // Unbind...
   glBindRenderbuffer(GL_RENDERBUFFER, 0);
   glBindTexture(GL_TEXTURE_2D, 0);
   glBindFramebuffer(GL_FRAMEBUFFER, 0);

   // Oculus Rift eye configurations...
   l_Eyes[0].Eye = ovrEye_Left;
   l_Eyes[1].Eye = ovrEye_Right;
   l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
   l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
   l_Eyes[0].TextureSize.w = l_TextureSize.w;
   l_Eyes[0].TextureSize.h = l_TextureSize.h;
   l_Eyes[1].TextureSize.w = l_TextureSize.w;
   l_Eyes[1].TextureSize.h = l_TextureSize.h;
   l_Eyes[0].RenderViewport.Pos.x = 0;
   l_Eyes[0].RenderViewport.Pos.y = 0;
   l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w+1)/2;
   l_Eyes[1].RenderViewport.Pos.y = 0;
   l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w/2;
   l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
   l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
   l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;

   l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
   l_Cfg.OGL.Header.Multisample = 0;
   l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
   l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
   l_Cfg.OGL.WglContext = glfwGetWGLContext(l_Window);
   l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
   l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);

   int l_RenderCaps = 0;
   int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
   ovrEyeRenderDesc l_EyeRenderDesc[2];
   ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);

   ovrGLTexture l_EyeTexture[2];
   l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
   l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
   l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
   l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
   l_EyeTexture[0].OGL.TexId = l_TextureId;

   // Right eye uses the same texture, but a different rendering viewport...
   l_EyeTexture[1] = l_EyeTexture[0];
   l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;   

   glfwSetKeyCallback(l_Window, KeyCallback);
   glfwSetWindowSizeCallback(l_Window, WindowSizeCallback);

   GLfloat l_SpinX;
   GLfloat l_SpinY;

   while (!glfwWindowShouldClose(l_Window))
   {
      l_SpinX = (GLfloat) fmod(glfwGetTime()*17.0, 360.0);
      l_SpinY = (GLfloat) fmod(glfwGetTime()*23.0, 360.0);

      ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);

      // Bind the FBO...
      glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
      // Clear...
      glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

      for (int l_EyeIndex=0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
      {
         ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];
         ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);

         glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x,   // StartX
                  l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y,   // StartY
                  l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w,   // Width
                  l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h   // Height
                 );

         // Get Projection and ModelView matrici from the device...
         OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
            l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
         OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
         OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());

         // Pass matrici on to OpenGL...
         glMatrixMode(GL_PROJECTION);
         glLoadIdentity();
         glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
         glMatrixMode(GL_MODELVIEW);
         glLoadIdentity();
         // Translate for specific eye based on IPD...
         glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
                   l_EyeRenderDesc[l_Eye].ViewAdjust.y,
                   l_EyeRenderDesc[l_Eye].ViewAdjust.z);
         // Multiply with orientation retrieved from sensor...
         glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
         // Move back a bit to show scene in front of us...
         glTranslatef(0.0f, 0.0f, -2.0f);
         // Make the cube spin...
         glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
         glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);

         // Render...
         // RenderCubeFixedFunction();
         RenderCubeVertexArrays();

         ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
      }

      // Unbind the FBO, back to normal drawing...
      glBindFramebuffer(GL_FRAMEBUFFER, 0);

      glDisable(GL_CULL_FACE); // Oculus wants CW orientations, avoid the problem by turning of culling...
      glDisable(GL_DEPTH_TEST); // Nothing is drawn with depth test on...
      ovrHmd_EndFrame(l_Hmd);
      glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind GL_ARRAY_BUFFER for my vertex arrays own to work...
      glEnable(GL_CULL_FACE); // Turn back on...
      glEnable(GL_DEPTH_TEST); // Turn back on...
      glClearDepth(1); // Oculus set this to 0 (the near plane), return to normal...
      glUseProgramObjectARB(0); // Oculus shader is still active, turn it off...

      glfwPollEvents();
   }

   glfwDestroyWindow(l_Window);

   glfwTerminate();

   ovrHmd_Destroy(l_Hmd);
   ovr_Shutdown();

   exit(EXIT_SUCCESS);
}

Any ideas as to why one eye is OK but the other is jacked?

 

Thank you.

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I just took a glimpse into the code, first thing that attracted me was

int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
int l_Profile = glfwGetWindowAttrib(l_Window, GLFW_OPENGL_PROFILE);
printf("OpenGL: %d.%d ", l_Major, l_Minor);

followed by:

glBegin(GL_QUADS);
     ......
glEnd();

According to the screenshot you are initializing glfw with opengl 4.4 (or glfw does that for you, look into "glfwWindoHint (GLFW_CONTEXT_VERSION_MAJOR /GLFW_CONTEX_VERSION_MINOR, x)" to set it manually), but "glBegin(GL_QUADS)" is removed since 3.3. I am not completly sure why it display something at all. But I would try to either a OpenGL Version where glBegin is not deprecated or removed or alter the program so that it is written in an OpenGL 3.3 (or newer) way.

Another thing is

if (l_Profile==GLFW_OPENGL_COMPAT_PROFILE) printf("GLFW_OPENGL_COMPAT_PROFILE\n"); else printf("GLFW_OPENGL_CORE_PROFILE\n");

I think there might be one ";" too many
the else case is not evaluated at all, otherwise you should have either one of those prints in your console. And it shows that the profile is not "GLFW_OPENGL_COMPAT_PROFILE".

I am not sure that this is the main problem but it is worth to give it a try.
Hope that this helps a little bit, otherwise please ask.
 

Edited by MightTower2
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Thanks for the help, MightyTower2!

 

I believe this may be a problem with the Oculus Rift SDK; I will go ahead and pursue that avenue first and then update this post when I get an answer from the Oculus folks.

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    • By Solid_Spy
      Hello, I have been working on SH Irradiance map rendering, and I have been using a GLSL pixel shader to render SH irradiance to 2D irradiance maps for my static objects. I already have it working with 9 3D textures so far for the first 9 SH functions.
      In my GLSL shader, I have to send in 9 SH Coefficient 3D Texures that use RGBA8 as a pixel format. RGB being used for the coefficients for red, green, and blue, and the A for checking if the voxel is in use (for the 3D texture solidification shader to prevent bleeding).
      My problem is, I want to knock this number of textures down to something like 4 or 5. Getting even lower would be a godsend. This is because I eventually plan on adding more SH Coefficient 3D Textures for other parts of the game map (such as inside rooms, as opposed to the outside), to circumvent irradiance probe bleeding between rooms separated by walls. I don't want to reach the 32 texture limit too soon. Also, I figure that it would be a LOT faster.
      Is there a way I could, say, store 2 sets of SH Coefficients for 2 SH functions inside a texture with RGBA16 pixels? If so, how would I extract them from inside GLSL? Let me know if you have any suggestions ^^.
    • By KarimIO
      EDIT: I thought this was restricted to Attribute-Created GL contexts, but it isn't, so I rewrote the post.
      Hey guys, whenever I call SwapBuffers(hDC), I get a crash, and I get a "Too many posts were made to a semaphore." from Windows as I call SwapBuffers. What could be the cause of this?
      Update: No crash occurs if I don't draw, just clear and swap.
      static PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format 32, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 24, // 24Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC = GetDC(windowHandle))) return false; unsigned int PixelFormat; if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) return false; if (!SetPixelFormat(hDC, PixelFormat, &pfd)) return false; hRC = wglCreateContext(hDC); if (!hRC) { std::cout << "wglCreateContext Failed!\n"; return false; } if (wglMakeCurrent(hDC, hRC) == NULL) { std::cout << "Make Context Current Second Failed!\n"; return false; } ... // OGL Buffer Initialization glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glUseProgram(myprogram); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, (void *)indexStart); SwapBuffers(GetDC(window_handle));  
    • By Tchom
      Hey devs!
       
      I've been working on a OpenGL ES 2.0 android engine and I have begun implementing some simple (point) lighting. I had something fairly simple working, so I tried to get fancy and added color-tinting light. And it works great... with only one or two lights. Any more than that, the application drops about 15 frames per light added (my ideal is at least 4 or 5). I know implementing lighting is expensive, I just didn't think it was that expensive. I'm fairly new to the world of OpenGL and GLSL, so there is a good chance I've written some crappy shader code. If anyone had any feedback or tips on how I can optimize this code, please let me know.
       
      Vertex Shader
      uniform mat4 u_MVPMatrix; uniform mat4 u_MVMatrix; attribute vec4 a_Position; attribute vec3 a_Normal; attribute vec2 a_TexCoordinate; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { v_Position = vec3(u_MVMatrix * a_Position); v_TexCoordinate = a_TexCoordinate; v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0)); gl_Position = u_MVPMatrix * a_Position; } Fragment Shader
      precision mediump float; uniform vec4 u_LightPos["+numLights+"]; uniform vec4 u_LightColours["+numLights+"]; uniform float u_LightPower["+numLights+"]; uniform sampler2D u_Texture; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { gl_FragColor = (texture2D(u_Texture, v_TexCoordinate)); float diffuse = 0.0; vec4 colourSum = vec4(1.0); for (int i = 0; i < "+numLights+"; i++) { vec3 toPointLight = vec3(u_LightPos[i]); float distance = length(toPointLight - v_Position); vec3 lightVector = normalize(toPointLight - v_Position); float diffuseDiff = 0.0; // The diffuse difference contributed from current light diffuseDiff = max(dot(v_Normal, lightVector), 0.0); diffuseDiff = diffuseDiff * (1.0 / (1.0 + ((1.0-u_LightPower[i])* distance * distance))); //Determine attenuatio diffuse += diffuseDiff; gl_FragColor.rgb *= vec3(1.0) / ((vec3(1.0) + ((vec3(1.0) - vec3(u_LightColours[i]))*diffuseDiff))); //The expensive part } diffuse += 0.1; //Add ambient light gl_FragColor.rgb *= diffuse; } Am I making any rookie mistakes? Or am I just being unrealistic about what I can do? Thanks in advance
    • By yahiko00
      Hi,
      Not sure to post at the right place, if not, please forgive me...
      For a game project I am working on, I would like to implement a 2D starfield as a background.
      I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map.
      I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...).

      Is there someone who could have an idea of a distribution which could result in such a starfield?
      Any insight would be appreciated
    • By afraidofdark
      I have just noticed that, in quake 3 and half - life, dynamic models are effected from light map. For example in dark areas, gun that player holds seems darker. How did they achieve this effect ? I can use image based lighting techniques however (Like placing an environment probe and using it for reflections and ambient lighting), this tech wasn't used in games back then, so there must be a simpler method to do this.
      Here is a link that shows how modern engines does it. Indirect Lighting Cache It would be nice if you know a paper that explains this technique. Can I apply this to quake 3' s light map generator and bsp format ?
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