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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 sprite animation Performance Issues

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Hello,
I am getting ready to start working on sprite animations and had a few concerns about what would be the best route to go. I am currently working with a few VBO's tied to a single VAO and am torn between rebinding the texture coords every x number of frames to switch to a new frame in the animation. The other option that I was thinking about was updating the shader to use a variable to calculate the texture coordinates. The only issue is I believe setting the variable every frame would cause more of a performance hit then updating the texture coords every x number of frames. I am relatively new to OpenGL and everything I have read is that moving the data to the GPU is very expensive and that updating shader information often is expensive as well. So, as you can see I am torn between the two options and am not sure what direction to go.

 

On a side note. If I set a shaders matrix information for positions. Does that need to be done every frame or only after the object moves?

 

Any help would be greatly appreciated.

Thank you,
Chaz H

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updating the shader to use a variable to calculate the texture coordinates
 

 

Performance wise, I'd say absolutely not. You need to set the value of the uniform (I assume this is what you're referring to) for every sprite that is at a different point. That means either instanced draw calls or a drawcall each. Even 10k objects with the same animation might have to be in a separate drawcall each this way, simply because they're at a different aniimation frame (illustration, 10k frames is obviously not realistic). 

 

Uploading data for sprites is rarely an issue honestly. How many animated sprites are we even talking about? Plenty systems can easily handle 10k sprites a frame without much optimization. 

 

But as with any such performance question:

 

1. Implement it

2. Profile

3. ???

4. Profit

 

You can worry all you want in your head, never find your optimal solution and stay stuck, while just editing the vertex data, is likely your best option. It's really not that slow, my system allows over 100k at 60 fps, all per frame data, and the data transfer is far from the main bottleneck. Unless you need these kind of amounts, probably not something to worry about  :wink:

 

On a side note. If I set a shaders matrix information for positions. Does that need to be done every frame or only after the object moves?
 

 

You don't need to update it every frame, but you're likely multiplying the view and projection transformation matrices on the CPU side, so you would have to keep track of all of them, probably not worth it. Probably not really for position matrices either, it's not really something to worry about.

 

By the way, are you using a model (i.e. location tranformation, position + scale + rotation) matrix for sprites? You might be better off multiplying the model matrix on the CPU side. Being able to batch sprites can help quite severely with performance, while multiplying matrices on the CPU side is not too big of a deal for sprites. 

 

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