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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 what do think of this ? (opengl states)

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hello, right, from what I understand using glEnable()/glDisable() is expensive (right ?) so I started writing a few "state manager" functions, well 2 actually...:
// all states a false by default 
bool bState_Texture2D=false;
bool bState_DepthTest=false;
bool bState_Blend=false;

// enables a state unless its already enabled 
void mglEnable(int state)
{
	switch(state)
	{
		case GL_TEXTURE_2D: if(!bState_Texture2D) 
							{
								glEnable(GL_TEXTURE_2D);
								bState_Texture2D = true;
							}
							break;

		case GL_DEPTH_TEST:	if(!bState_DepthTest)
							{
								glEnable(GL_DEPTH_TEST);
								bState_DepthTest = true;
							}
							break;

		case GL_BLEND:		if(!bState_Blend)
							{
								glEnable(GL_BLEND);
								bState_Blend = true;
							}
							break;
	};
}

// disables a state unless already disabled
void mglDisable(int state)
{
	switch(state)
	{
		case GL_TEXTURE_2D: if(bState_Texture2D)
							{
								glDisable(GL_TEXTURE_2D);
								bState_Texture2D = false;
							}
							break;

		case GL_DEPTH_TEST:	if(bState_DepthTest)
							{
								glDisable(GL_DEPTH_TEST);
								bState_DepthTest = false;
							}
							break;

		case GL_BLEND:		if(bState_Blend)
							{
								glDisable(GL_BLEND);
								bState_Blend = false;
							}
							break;
	};
}
  
Would this result in a speed increase at all or is this a complete waste of time ? or is there a different/better way of doing this ? cheers, rich Edit: code formattings a bit wonky, ah well Edited by - burnseh on December 30, 2001 6:44:09 PM Edited by - burnseh on December 30, 2001 6:44:55 PM

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>>Would this result in a speed increase at all<<

yes, i do it (though a lot more complicated)

http://uk.geocities.com/sloppyturds/gotterdammerung.html

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its the same thing i did and the speed increase is a real thing since i''m using a sort of ''shader'' for each object before rendering.

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zedzeek,

Would you mind elaborating on what you do, I am interested in building my own state manager.

Also, would a rendering manager by similar to a state manager? For example, to reduce state changes, I WOULD build a tree. Each node would be a state change and a linked list of data to render under that state. Then, rendering would traverse this tree of state nodes with data associated with each. Would this idea be the same as what is being discussed here??

Edited by - GalaxyQuest on January 2, 2002 8:31:52 PM

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It''s faster than just calling glEnable everytime, but that switch is a bottleneck, especially if you have a lot of cases. An easy way to avoid this is just writing some functions like mglEnableTexture2D and so on. Or define them as macros what''ll save you the function''s overhead. I use some trick of mine to optimize my code where I would need a switch, making the code as fast as seperate functions, but it needs special values for all cases and a lot of assembler, making it only usable if you may define all constants by yourself.

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my opengl statemanager
*handles sorting of states (for optimal performance).
*it will also LOG out all current states (so i can see if something is enabled which shouldnt be)
*a lot of error checking etc

btw its 3000+ LOC so its not a short piece of code

http://uk.geocities.com/sloppyturds/gotterdammerung.html

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Guest Anonymous Poster
There was an interesting discussion about redundant state changed on opengl.org''s forums and the thing that came out was that the redundant state changes should be avoided at any cost(well, almost at any cost). NVIDIA driver does not ignore them, while the driver _could_ check for redundant state changes they do not do it to favor well-written applications over badly-written(this was one of the points, search the advanced forum for more details).

While with many cases the state-manager could be a little slow, its still faster than a redundant state change in 99%. To speed up one could use macros, or, which I prefer, inline functions.

-Lev

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as lev saiz its a bad think if the driver checked. if it checked its gonna be slower so no drivers will do this for statechanges

shag - i havent been working much on gotterdammerung lately (been staying in a tent 5 days out of seven 4 the last couple of months whilst im away picking fruit thus no access to a computer) though the bright side is ive saved up enuf cash to buy me a geforce2mx if i can just make it to a decent sized town ill grab one (the nearest is 300km distance



http://uk.geocities.com/sloppyturds/gotterdammerung.html

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I posted my idea of using a tree with state "nodes" where at each node has a linked list of data to render. At render time the tree is traversed, therby it should minimize state changes to what is needed....but no one really had any comments on whether this "sounds" good. Ive heard of this idea elsewhere. Sound good??

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Hi,

I think that the switch method is "too slow" because it costs a lot of "if" instructions.
I had implement the state management through flag.

- to enable a state you wrote :
Enable (CF_CULL_FACE);
- CF_CULL_FACE is a flag define like below
#define CF_CULL_FACE 0 //cull is the 0-th bit
- a flag with the value of the state is declared:
long states;
- All render state are in an array :
GLenum allGLstates[] = { GL_CULL_FACE, ... };
- and enable code is like this :
void Enable (const ulong flag)
{
if ( GetFlagValue (states, (1< {
glEnable ( *(allGLstates+flag) );
SetFlag (states, (1< }
}
I think that this method could be faster that the switch. But there are a lot of methods to do it.

Vko

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