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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 Texture projection method for lots of projectors

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I am trying to implement unit selection circles, like the ones you see in starcraft 2 when you select a bunch of units.

I am doing this for a mobile phone game so I have access to OpenGL ES 3.0.

 

I know there is some technique called deferred decals but since I am not using deferred rendering it seems like it's not for me.

I mean if it was faster to do it with deferred I could go ahead and implement it using pixel local storage or something? but that's another idea.

 

So I narrowed it down to 2 ideas but I am not sure which one makes more sense:

 

1) Take a 2048x2048 texture and draw quads into it at the unit positions from a camera thats looking down at it. Basically same as a shadowmap but writing circles into a color buffer instead of only using the depth buffer. When drawing the scene just sample this texture as I would a shadowmap.

 

2) Draw the scene and pass into it an array of matrices which are like the cameras looking down onto the unit position. In the fragment shader do a loop over these matrices and perform some kind of projection technique to see if that pixel is sampling a circle. This would limit the amount of circles by 32 maximum in a scene.

 

Any other ideas? I really have no clue how starcraft 2 implements this but they could very likely be using the deferred decal technique.

I don't want to just draw circles as quads as it looks bad when they intersect the floor and stuff, and with depth test disabled it also looks bad.

If its a huge resource hog for current mobile devices maybe I should abandon this idea altogether? really stuck at the moment.

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just draw quads below the units with slightly adjusted depht (do not use fragment shader depth output for this, fake it in pixel shader (calculate 'real' z (z/w), adjust a little (like *= 0.95) and mult by .w))

this trick is very quick, and gives you the ability to draw quad at the position of terrain, but not zfighting with terrain.

 

your second idea is realy bad for performance, while the first idea might actually work

(I would project the big texture only on terrain, projecting it on all meshes does not make much sesne, and will increase per pixel cost)


just draw quads below the units with slightly adjusted depht (do not use fragment shader depth output for this, fake it in pixel shader (calculate 'real' z (z/w), adjust a little (like *= 0.95) and mult by .w))

this trick is very quick, and gives you the ability to draw quad at the position of terrain, but not zfighting with terrain.

 

your second idea is realy bad for performance, while the first idea might actually work

(I would project the big texture only on terrain, projecting it on all meshes does not make much sesne, and will increase per pixel cost)

** I menant fake it in VERTEX shader ... 

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Hi, thanks for the reply. The reason I want projective textures is because it looks a lot more proffesional and not a quad that intersects the terrain that is used in older games. Presentation goes a long way for me and having the circles bend shape with the terrain is the effect I want. WoW was doing this back in 2004? At this point I am considering implementing deferred rendering.

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I am trying to implement unit selection circles, like the ones you see in starcraft 2 when you select a bunch of units.
I am doing this for a mobile phone game so I have access to OpenGL ES 3.0.

I know there is some technique called deferred decals but since I am not using deferred rendering it seems like it's not for me.
I mean if it was faster to do it with deferred I could go ahead and implement it using pixel local storage or something? but that's another idea.

So I narrowed it down to 2 ideas but I am not sure which one makes more sense:

1) Take a 2048x2048 texture and draw quads into it at the unit positions from a camera thats looking down at it. Basically same as a shadowmap but writing circles into a color buffer instead of only using the depth buffer. When drawing the scene just sample this texture as I would a shadowmap.

2) Draw the scene and pass into it an array of matrices which are like the cameras looking down onto the unit position. In the fragment shader do a loop over these matrices and perform some kind of projection technique to see if that pixel is sampling a circle. This would limit the amount of circles by 32 maximum in a scene.

Any other ideas? I really have no clue how starcraft 2 implements this but they could very likely be using the deferred decal technique.
I don't want to just draw circles as quads as it looks bad when they intersect the floor and stuff, and with depth test disabled it also looks bad.
If its a huge resource hog for current mobile devices maybe I should abandon this idea altogether? really stuck at the moment.

I've posted about this in this thread http://www.gamedev.net/topic/683796-decal-projection-quick-question-on-direction-of-implementation/

As per your option 1. Tip. As the circles are a distance away from the camera plane. You can use a render target resolution for your circles which is less than your display resolution workout loss of quality.

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I am trying to implement unit selection circles, like the ones you see in starcraft 2 when you select a bunch of units.
I am doing this for a mobile phone game so I have access to OpenGL ES 3.0.

I know there is some technique called deferred decals but since I am not using deferred rendering it seems like it's not for me.
I mean if it was faster to do it with deferred I could go ahead and implement it using pixel local storage or something? but that's another idea.

So I narrowed it down to 2 ideas but I am not sure which one makes more sense:

1) Take a 2048x2048 texture and draw quads into it at the unit positions from a camera thats looking down at it. Basically same as a shadowmap but writing circles into a color buffer instead of only using the depth buffer. When drawing the scene just sample this texture as I would a shadowmap.

2) Draw the scene and pass into it an array of matrices which are like the cameras looking down onto the unit position. In the fragment shader do a loop over these matrices and perform some kind of projection technique to see if that pixel is sampling a circle. This would limit the amount of circles by 32 maximum in a scene.

Any other ideas? I really have no clue how starcraft 2 implements this but they could very likely be using the deferred decal technique.
I don't want to just draw circles as quads as it looks bad when they intersect the floor and stuff, and with depth test disabled it also looks bad.
If its a huge resource hog for current mobile devices maybe I should abandon this idea altogether? really stuck at the moment.

I've posted about this in this thread http://www.gamedev.net/topic/683796-decal-projection-quick-question-on-direction-of-implementation/

As per your option 1. Tip. As the circles are a distance away from the camera plane. You can use a render target resolution for your circles which is less than your display resolution workout loss of quality.

 

Ah nice project you have! So you ended up doing the shadowmap method? Do you think that's the perfect way to do it or do you think deferred decals are an improvement to that technique?

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A trick I used in Unity once was to render a hollow cylinder like a deferred light. That is... the inner most cylinder creates a mask, the outer most cylinder will render the actual light.

Edited by Tangletail

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I am trying to implement unit selection circles, like the ones you see in starcraft 2 when you select a bunch of units.
I am doing this for a mobile phone game so I have access to OpenGL ES 3.0.

I know there is some technique called deferred decals but since I am not using deferred rendering it seems like it's not for me.
I mean if it was faster to do it with deferred I could go ahead and implement it using pixel local storage or something? but that's another idea.

So I narrowed it down to 2 ideas but I am not sure which one makes more sense:

1) Take a 2048x2048 texture and draw quads into it at the unit positions from a camera thats looking down at it. Basically same as a shadowmap but writing circles into a color buffer instead of only using the depth buffer. When drawing the scene just sample this texture as I would a shadowmap.

2) Draw the scene and pass into it an array of matrices which are like the cameras looking down onto the unit position. In the fragment shader do a loop over these matrices and perform some kind of projection technique to see if that pixel is sampling a circle. This would limit the amount of circles by 32 maximum in a scene.

Any other ideas? I really have no clue how starcraft 2 implements this but they could very likely be using the deferred decal technique.
I don't want to just draw circles as quads as it looks bad when they intersect the floor and stuff, and with depth test disabled it also looks bad.
If its a huge resource hog for current mobile devices maybe I should abandon this idea altogether? really stuck at the moment.

I've posted about this in this thread http://www.gamedev.net/topic/683796-decal-projection-quick-question-on-direction-of-implementation/

As per your option 1. Tip. As the circles are a distance away from the camera plane. You can use a render target resolution for your circles which is less than your display resolution workout loss of quality.

 

Ah nice project you have! So you ended up doing the shadowmap method? Do you think that's the perfect way to do it or do you think deferred decals are an improvement to that technique?

 

 

Yes, I think it was great, and if I had added Z Buffer testing then it also works well projecting onto models as well.  I use it for both static and dynamic decals and works well.  Im not sure you get much more out of deferred, it does offer some advantages but for a top down situation its not very much.

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