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    • By fleissi
      Hey guys!

      I'm new here and I recently started developing my own rendering engine. It's open source, based on OpenGL/DirectX and C++.
      The full source code is hosted on github:
      https://github.com/fleissna/flyEngine

      I would appreciate if people with experience in game development / engine desgin could take a look at my source code. I'm looking for honest, constructive criticism on how to improve the engine.
      I'm currently writing my master's thesis in computer science and in the recent year I've gone through all the basics about graphics programming, learned DirectX and OpenGL, read some articles on Nvidia GPU Gems, read books and integrated some of this stuff step by step into the engine.

      I know about the basics, but I feel like there is some missing link that I didn't get yet to merge all those little pieces together.

      Features I have so far:
      - Dynamic shader generation based on material properties
      - Dynamic sorting of meshes to be renderd based on shader and material
      - Rendering large amounts of static meshes
      - Hierarchical culling (detail + view frustum)
      - Limited support for dynamic (i.e. moving) meshes
      - Normal, Parallax and Relief Mapping implementations
      - Wind animations based on vertex displacement
      - A very basic integration of the Bullet physics engine
      - Procedural Grass generation
      - Some post processing effects (Depth of Field, Light Volumes, Screen Space Reflections, God Rays)
      - Caching mechanisms for textures, shaders, materials and meshes

      Features I would like to have:
      - Global illumination methods
      - Scalable physics
      - Occlusion culling
      - A nice procedural terrain generator
      - Scripting
      - Level Editing
      - Sound system
      - Optimization techniques

      Books I have so far:
      - Real-Time Rendering Third Edition
      - 3D Game Programming with DirectX 11
      - Vulkan Cookbook (not started yet)

      I hope you guys can take a look at my source code and if you're really motivated, feel free to contribute :-)
      There are some videos on youtube that demonstrate some of the features:
      Procedural grass on the GPU
      Procedural Terrain Engine
      Quadtree detail and view frustum culling

      The long term goal is to turn this into a commercial game engine. I'm aware that this is a very ambitious goal, but I'm sure it's possible if you work hard for it.

      Bye,

      Phil
    • By tj8146
      I have attached my project in a .zip file if you wish to run it for yourself.
      I am making a simple 2d top-down game and I am trying to run my code to see if my window creation is working and to see if my timer is also working with it. Every time I run it though I get errors. And when I fix those errors, more come, then the same errors keep appearing. I end up just going round in circles.  Is there anyone who could help with this? 
       
      Errors when I build my code:
      1>Renderer.cpp 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2039: 'string': is not a member of 'std' 1>c:\program files (x86)\windows kits\10\include\10.0.16299.0\ucrt\stddef.h(18): note: see declaration of 'std' 1>c:\users\documents\opengl\game\game\renderer.h(15): error C2061: syntax error: identifier 'string' 1>c:\users\documents\opengl\game\game\renderer.cpp(28): error C2511: 'bool Game::Rendering::initialize(int,int,bool,std::string)': overloaded member function not found in 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.h(9): note: see declaration of 'Game::Rendering' 1>c:\users\documents\opengl\game\game\renderer.cpp(35): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(36): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>c:\users\documents\opengl\game\game\renderer.cpp(43): error C2597: illegal reference to non-static member 'Game::Rendering::window' 1>Done building project "Game.vcxproj" -- FAILED. ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========  
       
      Renderer.cpp
      #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Renderer.h" #include "Timer.h" #include <iostream> namespace Game { GLFWwindow* window; /* Initialize the library */ Rendering::Rendering() { mClock = new Clock; } Rendering::~Rendering() { shutdown(); } bool Rendering::initialize(uint width, uint height, bool fullscreen, std::string window_title) { if (!glfwInit()) { return -1; } /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } /* Make the window's context current */ glfwMakeContextCurrent(window); glViewport(0, 0, (GLsizei)width, (GLsizei)height); glOrtho(0, (GLsizei)width, (GLsizei)height, 0, 1, -1); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glfwSwapInterval(1); glEnable(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_TEXTURE_2D); glLoadIdentity(); return true; } bool Rendering::render() { /* Loop until the user closes the window */ if (!glfwWindowShouldClose(window)) return false; /* Render here */ mClock->reset(); glfwPollEvents(); if (mClock->step()) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glfwSwapBuffers(window); mClock->update(); } return true; } void Rendering::shutdown() { glfwDestroyWindow(window); glfwTerminate(); } GLFWwindow* Rendering::getCurrentWindow() { return window; } } Renderer.h
      #pragma once namespace Game { class Clock; class Rendering { public: Rendering(); ~Rendering(); bool initialize(uint width, uint height, bool fullscreen, std::string window_title = "Rendering window"); void shutdown(); bool render(); GLFWwindow* getCurrentWindow(); private: GLFWwindow * window; Clock* mClock; }; } Timer.cpp
      #include <GL/glew.h> #include <GLFW/glfw3.h> #include <time.h> #include "Timer.h" namespace Game { Clock::Clock() : mTicksPerSecond(50), mSkipTics(1000 / mTicksPerSecond), mMaxFrameSkip(10), mLoops(0) { mLastTick = tick(); } Clock::~Clock() { } bool Clock::step() { if (tick() > mLastTick && mLoops < mMaxFrameSkip) return true; return false; } void Clock::reset() { mLoops = 0; } void Clock::update() { mLastTick += mSkipTics; mLoops++; } clock_t Clock::tick() { return clock(); } } TImer.h
      #pragma once #include "Common.h" namespace Game { class Clock { public: Clock(); ~Clock(); void update(); bool step(); void reset(); clock_t tick(); private: uint mTicksPerSecond; ufloat mSkipTics; uint mMaxFrameSkip; uint mLoops; uint mLastTick; }; } Common.h
      #pragma once #include <cstdio> #include <cstdlib> #include <ctime> #include <cstring> #include <cmath> #include <iostream> namespace Game { typedef unsigned char uchar; typedef unsigned short ushort; typedef unsigned int uint; typedef unsigned long ulong; typedef float ufloat; }  
      Game.zip
    • By lxjk
      Hi guys,
      There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
      Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
      On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
      This method can be naturally extended to clustered light culling as well.
      The following image shows the general ideas

       
      Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test
       

       
      I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!
       
      Eric
    • By Fadey Duh
      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
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OpenGL OpenGL- Render to texture- a specific area of screen

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I implemented FBO on my OpenGL Game. and Im rendering what is rendered to screen to a texture, the problem is that rendering to texture starts from lower left corner. look:

what is rendered to Default Frame Buffer:

YvN25.jpg

what is rendered to texture attached to FBO:

r7LnJ.jpg

But Where i want to be Rendered to Texture is:

d8TRv.jpg

how can i do this? here is the renderer Calass (the FBO operation is done in onDrawFrame function):

public class CurlRenderer implements GLSurfaceView.Renderer {

// Constant for requesting right page rect.
public static final int PAGE = 1;
// Set to true for checking quickly how perspective projection looks.
private static final boolean USE_PERSPECTIVE_PROJECTION = false;
// Background fill color.
private int mBackgroundColor;
// Curl meshes used for static and dynamic rendering.
private CurlMesh mCurlMesh;
private RectF mMargins = new RectF();
private CurlRenderer.Observer mObserver;
// Page rectangles.
private RectF mPageRect;
// View mode.
// Screen size.
private int mViewportWidth, mViewportHeight;
// Rect for render area.
private RectF mViewRect = new RectF();
private boolean first = true;
int[] fb, renderTex; 
int texW = 300; 
int texH = 256; 
IntBuffer texBuffer;
int[] buf = new int[texW * texH];
GL11ExtensionPack gl11ep ;
/**
* Basic constructor.
*/
public CurlRenderer(CurlRenderer.Observer observer) {
mObserver = observer;
mCurlMesh = new CurlMesh(0);
mPageRect = new RectF();
}

/**
* Adds CurlMesh to this renderer.
*/
public synchronized void addCurlMesh(CurlMesh mesh) {
mCurlMesh = mesh;
}

/**
* Returns rect reserved for left or right page. Value page should be
* PAGE_LEFT or PAGE_RIGHT.
*/
public RectF getPageRect(int page) {
if (page == PAGE) {
return mPageRect;
}
return null;
}
public void setup(GL10 gl){
fb = new int[1];
renderTex = new int[1];
// generate
((GL11ExtensionPack)gl).glGenFramebuffersOES(1, fb, 0);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glGenTextures(1, renderTex, 0);// generate texture
gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
// texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer();
// gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,GL10.GL_MODULATE);
gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, texW, texH, 0, GL10.GL_RGBA, GL10.GL_UNSIGNED_SHORT_4_4_4_4, null);
gl.glDisable(GL10.GL_TEXTURE_2D);
}
boolean RenderStart(GL10 gl){
// Bind the framebuffer
((GL11ExtensionPack)gl).glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]);

// specify texture as color attachment
((GL11ExtensionPack)gl).glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0);


int error = gl.glGetError();
if (error != GL10.GL_NO_ERROR) {
Log.d("err", "Background Load GLError: " + error+" ");
}
int status = ((GL11ExtensionPack)gl).glCheckFramebufferStatusOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES);
if (status != GL11ExtensionPack.GL_FRAMEBUFFER_COMPLETE_OES)
{
Log.d("err", "Background Load GLError: " + status+" ");;
return true;
}
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
return true;
}
void RenderEnd(GL10 gl){
((GL11ExtensionPack)gl).glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);

gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
gl.glColor4f(1,1,1,1);
gl.glDisable(GL10.GL_TEXTURE_2D);
}

@Override
public synchronized void onDrawFrame(GL10 gl) {
if(first){
int h = GLES20.glGetError();
this.setup(gl);
if(h!=0){
Log.d("ERROR", "ERROR Happend"+h+"");
}
first = false;
}
mObserver.onDrawFrame();
//glClearColor miad rangi ke maa entekhaab kardim ro tooye carde Graphic register mikone
gl.glClearColor(Color.red(mBackgroundColor) / 255f,
Color.green(mBackgroundColor) / 255f,
Color.blue(mBackgroundColor) / 255f,
Color.alpha(mBackgroundColor) / 255f);
//glClear miad oon rangi ke bala register karde boodim ro dige az buffer paak mikone
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

//miad matris ro be MabdaEsh barmigardoone, ke bAd baraye glRotate va glTranslate moshkeli ijaad nashe
//chon maa asle jaabejaa kardan hamoon baraye safhe, baste be makaane avalieye
// kaaghazemoon hast, na oon makani ke dar haale hazer gharaar dare
gl.glLoadIdentity();

if (USE_PERSPECTIVE_PROJECTION) {
gl.glTranslatef(0, 0, -6f);
}


RenderStart(gl);
mCurlMesh.onDrawFrame(gl);
RenderEnd(gl);
mCurlMesh.onDrawFrame(gl);

}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
mViewportWidth = width;
mViewportHeight = height;

float ratio = (float) width / height;
mViewRect.top = 1.0f;
mViewRect.bottom = -1.0f;
mViewRect.left = -ratio;
mViewRect.right = ratio;
updatePageRects();

gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
if (USE_PERSPECTIVE_PROJECTION) {
GLU.gluPerspective(gl, 20f, (float) width / height, .1f, 100f);
} else {
GLU.gluOrtho2D(gl, mViewRect.left, mViewRect.right,
mViewRect.bottom, mViewRect.top);
}

gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// mCurlMesh.setup(gl);
gl.glClearColor(0f, 0f, 0f, 1f);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST);
//gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST);
gl.glEnable(GL10.GL_LINE_SMOOTH);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glDisable(GL10.GL_CULL_FACE);
}


/**
* Change background/clear color.
*/
public void setBackgroundColor(int color) {
mBackgroundColor = color;
}

/**
* Set margins or padding. Note: margins are proportional. Meaning a value
* of .1f will produce a 10% margin.
*/
public synchronized void setMargins(float left, float top, float right,
float bottom) {
mMargins.left = left;
mMargins.top = top;
mMargins.right = right;
mMargins.bottom = bottom;
updatePageRects();
}
/**
* Translates screen coordinates into view coordinates.
* mokhtassate ye noghte (masalan pointer Position) roye safhe ro, be moAdele mokhtasaatesh
* rooye CurlView Tabdil mikene
*/
public void translate(PointF pt) {
pt.x = mViewRect.left + (mViewRect.width() * pt.x / mViewportWidth);
pt.y = mViewRect.top - (-mViewRect.height() * pt.y / mViewportHeight);
}

/**
* Recalculates page rectangles.
*/
private void updatePageRects() {
if (mViewRect.width() == 0 || mViewRect.height() == 0) {
return;
}
/**
* @ TODO inja daghighan hamnoon kaari ke mikham, yAni size dadan be Page ro anjaam mide
* mpageRect... khode meshe va mViewRect view E layout
*/
mPageRect.set(mViewRect);
mPageRect.left += mViewRect.width() * mMargins.left;
mPageRect.right -= mViewRect.width() * mMargins.right;
mPageRect.top += mViewRect.height() * mMargins.top;
mPageRect.bottom -= mViewRect.height() * mMargins.bottom;

int bitmapW = (int) ((mPageRect.width() * mViewportWidth) / mViewRect.width());
int bitmapH = (int) ((mPageRect.height() * mViewportHeight) / mViewRect.height());
mObserver.onPageSizeChanged(bitmapW, bitmapH);

}

/**
* Observer for waiting render engine/state updates.
*/
public interface Observer {
/**
* Called from onDrawFrame called before rendering is started. This is
* intended to be used for animation purposes.
*/
public void onDrawFrame();

/**
* Called once page size is changed. Width and height tell the page size
* in pixels making it possible to update textures accordingly.
*/
public void onPageSizeChanged(int width, int height);

}
}
Edited by alireza.pir

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You have to set the projection and view matrices so that "your camera sees what you want to render" into the texture. You have to use glViewPort and perhaps glScissor to which area of the texture rendering goes. 

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You have to set the projection and view matrices so that "your camera sees what you want to render" into the texture. You have to use glViewPort and perhaps glScissor to which area of the texture rendering goes. 

 

Thank you haegarr you helped a lot, what exactly i want is to render all of the rendered scene in the FBO, meaning:

rfoxR.jpg

 

i have calculated the Hypothetical Rectangle (red Dots) positions. But I dont Know how to exactly render that area.

does i still have to work with projection matrix? can you give me some trick how to do so and which way should i follow exactly?

 

im sorry for my Novice questions.

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does i still have to work with projection matrix?

Yes, you still have to do a projection. In this concern an FBO is not different from the default framebuffer. Moreover, you also need to find the suitable view matrix.

 


can you give me some trick how to do so and which way should i follow exactly?

As already mentioned, you need the full MVP matrix. You can take the situation as an own scene, i.e. the sheet of paper is the only object in the world. That allows to set the camera to a standard position and orientation and to place the object somewhat in front of i onto the z axist. As a result both M and V are easy to build, where V is just the identity matrix or perhaps just some scaling.

 

Regarding P you need to know the left, right, top, bottom, near and far planes of the view volume, all this in view space (which is, if following the above, the same as the world space perhaps with the exception of scaling). Now you can build P by either setting element by element (see e.g. here for details), or use one of the usual glm or OpenGL / GLU routines. 

 

Its not clear to me how far you have progressed, and which kind of projection you use. In which co-ordinate system have you calculated the red borders?

 


im sorry for my Novice questions.

There is nothing that need to be excused here :) 

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Thanks again for your great and clear answers, i'll be working on what you said and i'll ask again if there was a problem :)

 


Its not clear to me how far you have progressed, and which kind of projection you use. In which co-ordinate system have you calculated the red borders?

 

look i made a peace of paper, its non-folded first, the user can fold it freely, what i want is to capture the whole folded paper cause i need it later as texture.

 

here is were i set projection (in on surface changed method) :

 

 

gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, mViewRect.left, mViewRect.right,
mViewRect.bottom, mViewRect.top);
gl.glMatrixMode(GL10.GL_MODELVIEW);gl.glLoadIdentity(); 

i calculated the red dots according to OpenGl view, for example if i have this paper in My scene:
(-1,-1),(-1,1),(1,-1),(1,1)


 

non-folded.png

 

 

after folding like this :

folded.png

 

i have these values for that rectangle bounding new folded mesh:
 

x1: -0.4466667833030039
y1: -0.9999999999999999
x2: 0.6626666349952657
y2: 0.6679999686921029
x3: -0.004000285912699797
y3: -1.332000031307897
x4: 1.1960000801947253
y4: 0.26799969411146873

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looks like now you haven't reset the viewport before rendering to the screen

 

gl.glViewport(0, 0, texturewidth, textureheight);

[render to texture]

gl.glViewport(0, 0, screenwidth, screenheight);

[render texture to screen]

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