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    • By racarate
      Hey everybody!
      I am trying to replicate all these cool on-screen debug visuals I see in all the SIGGRAPH and GDC talks, but I really don't know where to start.  The only resource I know of is almost 16 years old:
      http://number-none.com/product/Interactive Profiling, Part 1/index.html
      Does anybody have a more up-to-date reference?  Do people use minimal UI libraries like Dear ImgGui?  Also, If I am profiling OpenGL ES 3.0 (which doesn't have timer queries) is there really anything I can do to measure performance GPU-wise?  Or should I just chart CPU-side frame time?  I feel like this is something people re-invent for every game there has gotta be a tutorial out there... right?
       
       
    • 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
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OpenGL Two directX12 questions

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Although I'm a professional C++ program my 3d stuff is strictly hobby only so I'm doing mostly what I enjoy rather than what makes sense commercially :)

1) Although I'm working with directx11 at the moment I keep an eye on opengl and I'm ensuring that I could fairly easily port my drawing code to opengl if I wish in future. I would like to port to directx12 when it's practical to do so. So I want to make sure I structure my code is such as way as to make it easy/efficient to do so.

My understanding is that the main difference is that direct3d12 is stateless. That I need to submit all the render states, all the buffer mappings, all the texture mapping etc. in each rendering command at least conceptually. So I ought to organize my code that way now and ensure that my rending commands contain everything needed for the draw call (Buffers to map, Constants to set, Which render state set to use etc).

Is this correct and is it sufficient? Basically is there anything else I need to do in organizing my code to facilitate later porting to D3D12? I don't mean detail of using the API as much as how to organize the higher level code to facilitate it

2) I see some slightly older graphics cards only advertise directx 11 support even now. Are these still usable through the directx 12 API in the same way that you can use directx 9 cards through the directx11 api with a reduced feature set? Or will they not work and I'll have to have a separate directx11 interface if I want to support them? (This all assumes that relevent driver support is still available for them of course).

Thanks!

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1- yep, making each drae item completely stateless is a great head start!

Also - mapping/updating resources is unsynchronized d3d12. That basically means that only D3D11_MAP_WRITE_NO_OVERWRITE exists out of the box. You have to implement other kinds of map/update yourself. You can practice this now by sticking to only using D3D11_MAP_WRITE_NO_OVERWRITE (and synchronising with events where required) in your d3d11 codebase.


2- yep, dx12 has feature levels, but the lowest is 11.

For 9/10 level cards, you'll still need d3d11.

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Thanks!

Ok thanks for the comments on resources too. I can likely change my d3d11 code to work closer to that way too without any great loss.


 

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D3D11_MAP_WRITE_NO_OVERWRITE exists out of the box. You have to implement other kinds of map/update yourself. You can practice this now by sticking to only using D3D11_MAP_WRITE_NO_OVERWRITE (and synchronising with events where required) in your d3d11 codebase.

Wanted to make emphasis in that it's a "forced" no_overwrite on everything for everyone, rather than out of the box.
And that except for D3D11.1 running on Windows 8.1 or above, NO_OVERWRITE cannot be used with const and texture buffers.
Also staging buffers cannot be mapped with NO_OVERWRITE, but can be mapped with D3D11_MAP_FLAG_DO_NOT_WAIT which essentially the same except that it can fail if it's in use (whereas in D3D12 it won't fail, it will just return the address to you and you can walk straight into a race condition if you don't properly fence). Edited by Matias Goldberg

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My understanding then is that I need to create all buffers in my DX11 code fully initialized at create time and never overwrite them then? That if I want to charge the value I create a new buffer with the new contents?

If that's correct how do I handle constant buffers that I need to change every frame? Create a new one every frame? That seems expensive?

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My understanding then is that I need to create all buffers in my DX11 code fully initialized at create time and never overwrite them then? That if I want to charge the value I create a new buffer with the new contents?

If that's correct how do I handle constant buffers that I need to change every frame? Create a new one every frame? That seems expensive?

No, the NO_OVERRIDE flag is a promise that you do make to the API, that you won't modify the data until the GPU is done with it. In other words the protection of the data is in your hands, not the API nor the Driver. You can use a fence or a query, or you can rely on the fact that the GPU can't be more than 3 frames behind (not the best idea but usually works), so you can reuse the buffers when you know that the GPU is done with it.

For Constant Buffers in D3D11 you should stick to Map_Discard, unless you are targeting 11.1 and Windows 8.1 only as Matias said.

Creating a constant buffer per object per frame is not a good idea.

Edited by Sergio J. de los Santos

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Ah yes, that makes a great deal more sense.

So I can just keep a "pool" of buffers for each constant buffer and reuse them as the API finished with them.
I guess D3D11 is doing this behind the scenes for me anyway

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