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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:

      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.


    • 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 ==========  
      #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; }  
    • 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!
    • 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 Problem with rendering single Cube OpenGL SDL2

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Good morning everyone, 


I am trying to migrate a simple library from GLFW to SDL 2.0 but i am having an "unusual" , at least for me, issue. 


This is the code for displayCube :

void displayCube()


	if (wireFrame)
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	translate = glm::translate(glm::mat4(1.0), glm::vec3(-0.5, 0.0, 0.0));
	glUniformMatrix4fv(TranslateMat, 1, GL_FALSE, glm::value_ptr(translate));

	glDrawArrays(GL_TRIANGLES, 0, NumVertices);


This is the main loop : 

//While application is running
		while (!running){
			//Handle Events on queue
			while (SDL_PollEvent(&e) != 0)
				//User requests quit
				if (e.type == SDL_QUIT)
					running = true;
				if (e.type == SDL_KEYDOWN)
					SDL_Scancode keyPressed = e.key.keysym.scancode;

					if (keyPressed == SDL_SCANCODE_W){
						if (wireFrame)
							wireFrame = false;

							//Update screen

							wireFrame = true;

							//Update screen
						//std::cout << "wireframe value " << wireFrame << std::endl;

You can see the result here : 



(This happens way faster than is captured on  video)


and when you close the window i have put a small delay before destroying it and you can see from the screen shot that the cube stablelizes . 



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Hi ,
Sorry for that . I think it's fine now .

Pasting the link again just to make sure .





UPDATE/EDIT: I have solved the problem on my own . On the main Loop these 2 lines needed to be added in order to perform correctly . 

glClearColor(0.0, 0.0, 0.3, 1.0); //black color

I had forgot to clear the buffers before displayCube() was called again . 

But i couldn't find it because instead for looking for something like this i though it had to do something with the vSync . 

Edited by Mekan

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Hey , 


i am back with new troubles . 


So i am past the point of integrating SDL2 alongside with OpenGL (and a variaty of other opensource libs such as assimp/glm/glew e.t.c) and i moved forward to put ImGUI on the game too .

For starters,  what i did was create a .lib file out of ImGUI  alongside with 

imgui_impl_sdl_gl3.cpp and imgui_impl_sdl_gl3.h which are the example files for ImGUI + SDL2 + OpenGL  in github -> https://github.com/ocornut/imgui/tree/master/examples/sdl_opengl3_example


I got the examples working fine (http://prntscr.com/bi9lzz) as you can see in the screenshot and ImGUI looks really cool indeed , but now i want to render also my cube inside the window . 


According to the little documentation of ImGUi (most of it inside of imgui.cpp) this is a typical application skeleton : 

        // Application init
        ImGuiIO& io = ImGui::GetIO();
        io.DisplaySize.x = 1920.0f;
        io.DisplaySize.y = 1280.0f;
        io.IniFilename = "imgui.ini";
        io.RenderDrawListsFn = my_render_function;  // Setup a render function, or set to NULL and call GetDrawData() after Render() to access the render data.
        // TODO: Fill others settings of the io structure
        // Load texture atlas
        // There is a default font so you don't need to care about choosing a font yet
        unsigned char* pixels;
        int width, height;
        io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
        // TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
        // TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'
        // Application main loop
        while (true)
            // 1) get low-level inputs (e.g. on Win32, GetKeyboardState(), or poll your events, etc.)
            // TODO: fill all fields of IO structure and call NewFrame
            ImGuiIO& io = ImGui::GetIO();
            io.DeltaTime = 1.0f/60.0f;
            io.MousePos = mouse_pos;
            io.MouseDown[0] = mouse_button_0;
            io.MouseDown[1] = mouse_button_1;
            io.KeysDown[i] = ...
            // 2) call NewFrame(), after this point you can use ImGui::* functions anytime
            // 3) most of your application code here
            ImGui::Begin("My window");
            ImGui::Text("Hello, world.");
            MyGameUpdate(); // may use ImGui functions
            MyGameRender(); // may use ImGui functions
            // 4) render & swap video buffers

Considering it,  i have created my main function  : 

int main(int, char**)
	int running = true;

	if (init() == false)
		std::cout << "Init failed !!!" << std::endl;

	// Setup ImGui binding

	ImVec4 clear_color = ImColor(114, 144, 154);

	// Main loop
	bool done = false;
	while (!done)
		SDL_Event event;
		while (SDL_PollEvent(&event))
			if (event.type == SDL_QUIT)
				done = true;

		// 1. Show a simple window
		// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
		ImGui::SetNextWindowSize(ImVec2(100,100), ImGuiSetCond_FirstUseEver);
		ImGui::Begin("basicCube GUI");
		static float f = 0.0f;
		ImGui::Text("Hello, world!");
		ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
		ImGui::ColorEdit3("clear color", (float*)&clear_color);
		ImGui::Button("Test button");
		ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);

		// Rendering
		glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
		glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);

	close(); //Shuts down every little thing...
	return 0;

My problem is that there is no cube in my screen , just what you saw in the screen shot above . 

If i try to render the cube alone it works fine , the problem seems to be when i mix ImGUI functions with mine .


Anybody got any ideas or has faced anything similar?


Thanks in advance . 

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