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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 Draw image using openGL in .NET application

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I am learning OpenGL. I have very little experience.

What I trying to achieve: I am trying to do draw image from bmp-file on top of my .NET windows form using openGL.

Here is code sample:
 

    using System;
    using System.Collections.Generic;
    using System.ComponentModel;
    using System.Data;
    using System.Drawing;
    using System.Linq;
    using System.Text;
    using System.Windows.Forms;
    using System.Runtime.InteropServices;
    using System.Configuration;
    using System.Drawing.Imaging;
    
    namespace WindowsTestCs
    {
        public partial class MainForm : Form
        {
            private Graphics m_graphics;
            private IntPtr m_hDC;
            private IntPtr m_hRC;
    
            private UInt32 m_texture;
    
            #region Properties
    
            protected override CreateParams CreateParams
            {
                get
                {
                    CreateParams cp = base.CreateParams;
    
                    unchecked
                    {
                        cp.Style = (int)(User32.WS_VISIBLE | User32.WS_POPUP);
                    }
    
                    return cp;
                }
            }
    
            #endregion
    
            public MainForm()
            {
                InitializeComponent();
    
                long _long = User32.GetWindowLong(Handle, User32.GWL_EXSTYLE);
                _long = _long ^ User32.WS_EX_LAYERED;
    
                User32.SetWindowLong(Handle, User32.GWL_EXSTYLE, Convert.ToInt32(_long));
                User32.SetLayeredWindowAttributes(Handle, 0, 0, User32.LWA_COLORKEY);
    
                this.m_graphics = Graphics.FromHwnd(Handle);
                this.m_hDC = this.m_graphics.GetHdc();
                this.m_hRC = CreateHGLRC(this.m_hDC);
    
                OpenGL32.wglMakeCurrent(this.m_hDC, this.m_hRC);
    
                OpenGL32.glEnable(OpenGL32.GL_ALPHA_TEST);
                OpenGL32.glEnable(OpenGL32.GL_DEPTH_TEST);
                OpenGL32.glEnable(OpenGL32.GL_COLOR_MATERIAL);
    
                OpenGL32.glEnable(OpenGL32.GL_LIGHTING);
                OpenGL32.glEnable(OpenGL32.GL_LIGHT0);
    
                OpenGL32.glEnable(OpenGL32.GL_BLEND);
                OpenGL32.glBlendFunc(OpenGL32.GL_SRC_ALPHA, OpenGL32.GL_ONE_MINUS_SRC_ALPHA);
                OpenGL32.glClearColor(0, 0, 0, 0);
    
                OpenGL32.glViewport(0, 0, Width, Height);
                OpenGL32.glMatrixMode(OpenGL32.GL_PROJECTION);
                OpenGL32.glLoadIdentity();
    
                OpenGL32.glMatrixMode(OpenGL32.GL_MODELVIEW);
                OpenGL32.glLoadIdentity();
    
                // Attempt tp load texture
                Bitmap contour = global::WindowsTestCs.Properties.Resources.RMP;
                BitmapData data = contour.LockBits(new Rectangle(0, 0, contour.Width, contour.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
    
                OpenGL32.glGenTextures(1, out m_texture);
    
                OpenGL32.glEnable(OpenGL32.GL_TEXTURE_2D);
                OpenGL32.glBindTexture(OpenGL32.GL_TEXTURE_2D, m_texture);
                OpenGL32.glTexImage2D(OpenGL32.GL_TEXTURE_2D, 0, OpenGL32.GL_RGBA, Width, Height, 0, OpenGL32.GL_LUMINANCE, OpenGL32.GL_UNSIGNED_BYTE, data.Scan0);
                OpenGL32.glPixelStorei(OpenGL32.GL_UNPACK_SWAP_BYTES, OpenGL32.GL_FALSE);
                OpenGL32.glPixelStorei(OpenGL32.GL_UNPACK_LSB_FIRST, OpenGL32.GL_TRUE);
                OpenGL32.glPixelStorei(OpenGL32.GL_UNPACK_ROW_LENGTH, 0);
                OpenGL32.glPixelStorei(OpenGL32.GL_UNPACK_SKIP_PIXELS, 0);
                OpenGL32.glPixelStorei(OpenGL32.GL_UNPACK_SKIP_ROWS, 0);
                OpenGL32.glPixelStorei(OpenGL32.GL_UNPACK_ALIGNMENT, 1);
    
                OpenGL32.glTexParameteri(OpenGL32.GL_TEXTURE_2D, OpenGL32.GL_TEXTURE_MIN_FILTER, OpenGL32.GL_LINEAR);
                OpenGL32.glTexParameteri(OpenGL32.GL_TEXTURE_2D, OpenGL32.GL_TEXTURE_MAG_FILTER, OpenGL32.GL_LINEAR);
    
                contour.UnlockBits(data);
            }
    
            protected override void OnFormClosing(FormClosingEventArgs e)
            {
                base.OnFormClosing(e);
    
                OpenGL32.wglMakeCurrent(IntPtr.Zero, IntPtr.Zero);
                OpenGL32.wglDeleteContext(m_hRC);
    
                m_graphics.ReleaseHdc();
                m_graphics.Dispose();
            }
    
            private IntPtr CreateHGLRC(IntPtr hDC)
            {
                IntPtr hRC = IntPtr.Zero;
    
                UInt32 dwFlags = OpenGL32.PFD_SUPPORT_OPENGL | OpenGL32.PFD_DRAW_TO_WINDOW;
    
                PIXELFORMATDESCRIPTOR pfd = new PIXELFORMATDESCRIPTOR();
                pfd.nSize = (ushort)Marshal.SizeOf(pfd);
                pfd.nVersion = 1;
                pfd.dwFlags = dwFlags;
                pfd.iPixelType = OpenGL32.PFD_TYPE_RGBA;
                pfd.cColorBits = 24;
                pfd.cDepthBits = 32;
                pfd.iLayerType = OpenGL32.PFD_MAIN_PLANE;
    
                int PixelFormat = GDI32.ChoosePixelFormat(hDC, ref pfd);
                if (PixelFormat != 0)
                {
                    bool bResult = GDI32.SetPixelFormat(hDC, PixelFormat, ref pfd);
                    if (bResult)
                        hRC = OpenGL32.wglCreateContext(hDC);
                }
    
                return hRC;
            }
    
            private bool renderSC()
            {
                OpenGL32.glClear(OpenGL32.GL_COLOR_BUFFER_BIT | OpenGL32.GL_DEPTH_BUFFER_BIT);
    
                // drawing anything (just to be sure that openGL is initialized properly)
                OpenGL32.glPushMatrix();
    
                OpenGL32.glColor3f(0, 1, 1);
                OpenGL32.glBegin(OpenGL32.GL_TRIANGLES);                // Drawing Using Triangles
                OpenGL32.glColor3f(1.0f, 0.0f, 0.0f);                   // Set The Color To Red
                OpenGL32.glVertex3f(0.0f, 1.0f, 0.0f);                  // Top
                OpenGL32.glColor3f(0.0f, 1.0f, 0.0f);                   // Set The Color To Green
                OpenGL32.glVertex3f(-1.0f, -1.0f, 0.0f);                // Bottom Left
                OpenGL32.glColor3f(0.0f, 0.0f, 1.0f);                   // Set The Color To Blue
                OpenGL32.glVertex3f(1.0f, -1.0f, 0.0f);                 // Bottom Right
                OpenGL32.glEnd();
    
                OpenGL32.glPopMatrix();
    
                // trying to draw image
                Bitmap contour = global::WindowsTestCs.Properties.Resources.RMP;
    
                OpenGL32.glViewport(0, 0, contour.Width, contour.Height);
    
                OpenGL32.glMatrixMode(OpenGL32.GL_PROJECTION);
                OpenGL32.glPushMatrix();
                OpenGL32.glLoadIdentity();
                OpenGL32.glOrtho(0.0, contour.Width, 0, contour.Height, -1.0, 1.0);
    
                OpenGL32.glMatrixMode(OpenGL32.GL_MODELVIEW);
                OpenGL32.glPushMatrix();
                OpenGL32.glLoadIdentity();
    
                OpenGL32.glEnable(OpenGL32.GL_BLEND);
                OpenGL32.glEnable(OpenGL32.GL_TEXTURE_2D);
                OpenGL32.glBlendFunc(OpenGL32.GL_ZERO, OpenGL32.GL_SRC_COLOR);
    
                OpenGL32.glBindTexture(OpenGL32.GL_TEXTURE_2D, m_texture);
                OpenGL32.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    
                OpenGL32.glBegin(OpenGL32.GL_QUADS);
    
                OpenGL32.glTexCoord2f(0, 1);
                OpenGL32.glVertex3f(0.0f, 0.0f, 0.0f);
                OpenGL32.glTexCoord2f(0, 0);
                OpenGL32.glVertex3f(0.0f, contour.Height, 0.0f);
                OpenGL32.glTexCoord2f(1, 0);
                OpenGL32.glVertex3f(Width, contour.Height, 0.0f);
                OpenGL32.glTexCoord2f(1, 1);
                OpenGL32.glVertex3f(contour.Width, 0.0f, 0.0f);
    
                OpenGL32.glEnd();
    
                OpenGL32.glDisable(OpenGL32.GL_TEXTURE_2D);
                OpenGL32.glDisable(OpenGL32.GL_BLEND);
    
                OpenGL32.glMatrixMode(OpenGL32.GL_PROJECTION);
                OpenGL32.glPopMatrix();
                OpenGL32.glMatrixMode(OpenGL32.GL_MODELVIEW);
                OpenGL32.glPopMatrix();
    
                OpenGL32.glFlush();
    
                return false;
            }
    
            protected override void OnPaint(PaintEventArgs e)
            {
                base.OnPaint(e);
    
                renderSC();
    
                GDI32.SwapBuffers(m_hDC);
            }
    
            protected override void WndProc(ref Message m)
            {
                if (User32.WM_ERASEBKGND == m.Msg)
                    m.Result = IntPtr.Zero;
                else
                    base.WndProc(ref m);
            }
        }
    }

Unfortunately, I don't see image on the result form. Nevertheless I do see my openGL drawing.

Could you please help me understand what am I doing wrong?

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first of all diable alpha test then disable blending then set glClearColor alpha value to 1.0, also change colorBits to 32. and use double buffered window, then you must fix your projection and view matrix, and polygon data itself, somehow i am 99% sure you wont be able to see the thing you want to draw coz viewmatrix is not even looking at that poly.

 

disable gl_lighting

 

and texture loading looks unusual if you really need to use FFP gentextures after enabling texture_2d, also i dont know why you set these pixelstorei things.

 

AND when trying to draw something using ortho (i reckon you want to draw a single quad on screen) gie it pixel coords 1 means 1 pixel not anything else. also z must be between -1 1

 

 

glFlush isnt needed here. 

 

 

after fixing all of these check if drawing code is even executed if yes dont draw the background of the control

 

after seeing something, quit using FFP

 

Edit:

void __fastcall glPush2DDrawing()
{

glPushAttrib(GL_DEPTH_TEST);
glDisable(GL_DEPTH_TEST);


glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();

glOrtho(0, WINDOW_WIDTH, 0, WINDOW_HEIGHT, -1000.0f, 1000.0f); // Change the projection matrix using an orthgraphic projection
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();





}


void __fastcall glPop2DDrawing()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
}

its an old code and in c++ but

to setup ortho mode:

glPush2DDrawing();

draw your 2d stuff here

glPop2DDrawing();

Edited by WiredCat

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