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About PAndersson

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  1. I went with this solution as it minimizes locking and ironically, the risk of deadlocks. The source of my issue is that openGL requires every task for a given openGL context to be performed in the same thread, this leads to tasks depending on other tasks for completion. Sometimes these tasks may end up in the same task queue and in the wrong order. The solution I have now simply finds out if a task waits for another in the same queue, and lets the one that is being waited for skip ahead.   Had the requirement to do certain tasks in a given thread not been there, task inter-dependencies would have disappeared and this problem would not be there.
  2. I have finalized the intiial threading model for a program I'm working on, and due to the nature of its enviroment I have to allow deadlocks to occur or loose much of the benift from multithreading. Fortunatly, it also enables easy detection and resolution of deadlocks without rolling anything back; except for one special case though the programmer has to go out of his way to make that one possible and those can still easily be detected though not resolved.   Anyway, I do not think there are any more cases where deadlocking can occur but I'm not 100% certain either. So I'm wondering if there are any good tools or methods for proving that deadlocking is impossible (other than that onbe case I mentioned) in a system of unknown size? The only method I'm aware of is petri nets, though I do not know if that method can be adapted to work with a model of unknown size or not.
  3. PAndersson

    Designing an asset loading system

      Wont really work well at all for the game I'm designing. As it is a space-strategy game with a fair bit of ground action, and as the gameplay is planned showing loading screens at any time except game startup would very much interupt the flow of the game. The planets themselves need a fair bit of detail due to the zoom allowed, enough that I cannot fit all of them inte video memory except on high-end vide cards. Fitting them all into system RAM is both trivial and required, as they affect gameplay as well as their apperance.   Having low-resolution versions of them, for display purposes, makes it possible to view them all at a high level of zoom. Selectily loading them into VRAM as the player zooms in on a region is fairly straighforward and any latency from that can be hidden. It is rather the sudden unanticipated need for new data (ie, some event suddenly creates a new planet somewhere and it's height and terrainmap needs to be generated with an algorithm) that would prompt the "Loading" text, and given that there will be very few instances where the game cannot predict what data it will need ahead of time the player will only very rarely see the "Loading" text at all.   The regular textures that represent plain images will be few in number and most fairly low in resolution.
  4. PAndersson

    Designing an asset loading system

    I should add that a lot of the data is algorithimcally generated at runtime, in some cases the parameters used by the fairly time-consuming algorithm is not known until the last moment.
  5. So I'm working on my first hobby game where I have to implement a proper asset loading system, in my previous projects I have had no problem fitting everything in memory at once. In this, I have estimated that VRAM will most likely be a limiting factor that makes that approach impossible. Though fitting it all in system RAM should not be an issue.   Now, I do not need every art asset loaded at once of course, and determining and limiting what needs to be loaded and what does not is not really what I wonder here. Instead I'm unsure on how to go about designing a proper asset loading system.   While I try to eliminate loading screens, beyond an initial, altogether by being smart about what is loaded and what is not the game still nicely needs to handle the sudden need for an unloaded art asset. Perhaps an object that requires it is suddenly spawned by an in-game event. The way I would like to handle this from the users perspective is to simply pause the game until it is loaded and pop up a "Loading" text on the screen.   I have two possible implementations in mind for this:   1. Finish executing the current frame, render the game state with the "Loading" text and do not do another update until the asset(s) are done loading asynchoniously. This does pose the limitation that any assets cannot be used in the frame they are requested as they may not have loaded yet, which can be an issue as the heaviest of them are both used for graphical and gameplay data.   2. Have the game-loop execute in a seperate thread, and pause that thread whenever an unloaded asset is used. The seperate rendering thread needs to handle this correctly (note that I already have a seperate rendering thread). This should pose few issues, but feels overly complicated for such a task.   So how do games usually do this?   Finally, I'm wondering if it is a good idea to have each State (ie startup menu, game running and the like) provide a seperate "loading state" that they enter when they want to show the user that they are loading something? It feels like it should not be their concern, but each state may need to show different loading screens and at least one of the different "loading screens" will need graphical information for the current game state.  
  6. PAndersson

    program performance

    Always go for clear and readable code first, and only do micro-optimizations when you know for certain you need it, preferibly when your profiler tells you that it is indeed a performance bottleneck.
  7. Work on something that intrests you would be my suggestion, it has worked well for me at least.
  8. PAndersson

    Cube map troubles

    Finally got some more time to look into the issue and managed to find and solve the problem. The setTexture method should look like this: [source lang="cpp"] void ShaderProgram::setTexture(String variableName, int samplerNo, ICubeMap* texture) { assert(this->programId == this->activeProgram); assert(samplerNo >= 0); //Prepere texture glCheckedCall( glActiveTexture(GL_TEXTURE0 + samplerNo) ); glCheckedCall( glEnable(GL_TEXTURE_CUBE_MAP) ); glCheckedCall( glBindTexture(GL_TEXTURE_CUBE_MAP, texture->getOpenGLId()) ); GLint loc = glCheckedCall( glGetUniformLocation(this->programId, variableName.getStringUtf8()) ); if (loc < 0) syslog.Error(String("Failed to find uniform cubemap name \"") + variableName + "\" in program " + this->getProgramID()); glCheckedCall( glUniform1i(loc, samplerNo) ); }[/source] As in my previous post, I bound the texture before activating it thus effectivly messing with other texture units. Simply swapping the order in which the function calls are made solved everything. Thank you for your help, and this just cements my sentiment that state-based interfaces are evil
  9. PAndersson

    Cube map troubles

    All right, have not had any more success with this (to be fair, not a lot of time to work on it either) so I will see what I can do. The application currently uses A LOT of infrastructure and getting rid of that will be a major effort...
  10. PAndersson

    Cube map troubles

    If I write this shader: [source lang="cpp"]uniform samplerCube cubeTest; uniform samplerCube terrainNoiseTexture; void main(void) { fragmentColour.rbg = texture(terrainNoiseTexture, vec3(rawNormal.xyz)).rrr; fragmentColour.rbg += texture(cubeTest, vec3(rawNormal.xyz)).rrr; fragmentColour.a = 1; }[/source] I can suddenly read from the black cubemap as expected.... Maybe I just should update my drivers... Still nothing. So what could cause a cubemap to be all blick until I sample another cubemap first?
  11. PAndersson

    Cube map troubles

    I should have done it from the beginning, especially as I usually program fairly defensivly. But I went and added error checking to all OpenGL calls and it seems that the shader program is unable to find the cubemap sampler. Strange, it is used so it should not be optimized away and I double checked the name after discovering this. No trouble there, are there any known causes for this issue? Edit: Nevermind, was reporting for a different shader program. It finds it just fine for this, but still black an no clear errors...
  12. PAndersson

    Cube map troubles

    Looking at the documentation, you seem to be correct. Though removing any reference to mipmaps (the function and the filtering methods set to just GL_LINEAR instead) does not seem to correct the issue though. All samples are still pure black.
  13. Hey all, I'm having a bit of trouble trying to get a cubemap to work with OpenGL and GLSL. It seems to upload it just fine, at least GlIntercept outputs the cubemap texture in the way I would expect it too. However, when I try to sample the texture all I seem to get is just plain black no matter which coordinates I use to sample. The source texture has essentially no black at all. I have been tearing my hair over this for the past few days and I'm wondering if any of you could spot the likely stupid mistake I've made? Texture loading code: [source lang="cpp"]namespace { SDL_Surface* createCubeMapFace(SDL_Surface* in, int faceStartX, int faceStartY, int width, int height) { #if SDL_BYTEORDER == SDL_LIL_ENDIAN SDL_Surface* bufferSurface = SDL_CreateRGBSurface(0, width, height, 32, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); #else SDL_Surface* bufferSurface = SDL_CreateRGBSurface(0, width, height, 32, 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF); #endif SDL_Rect rect; rect.w = width; rect.h = height; rect.x = faceStartX; rect.y = faceStartY; SDL_Rect dest; dest.x = 0; dest.y = 0; SDL_FillRect(bufferSurface, &dest, SDL_MapRGBA(bufferSurface->format, 0, 0xFF, 0, 0xFF)); SDL_BlitSurface(in, &rect, bufferSurface, &dest); return bufferSurface; } void uploadCubeMapFace(GLenum cubeMapFace, SDL_Surface* face, bool generateMipMaps) { glTexImage2D(cubeMapFace, 0, GL_RGBA, face->w, face->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, face->pixels ); tryLogError(); if (generateMipMaps) gluBuild2DMipmaps(cubeMapFace, GL_RGBA, face->w , face->h, GL_RGBA,GL_UNSIGNED_BYTE, face->pixels); tryLogError(); } GLuint uploadFaceSet(SDL_Surface*left, SDL_Surface* front, SDL_Surface* right, SDL_Surface* far, SDL_Surface* top, SDL_Surface* bottom, bool mipmapped) { GLuint id; glGenTextures(1, &id); glEnable(GL_TEXTURE_CUBE_MAP); glBindTexture(GL_TEXTURE_CUBE_MAP, id); tryLogError(); // Upload texture glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //Create cube map uploadCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, left, mipmapped); uploadCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, front, mipmapped); uploadCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X, right, mipmapped); uploadCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, far, mipmapped); uploadCubeMapFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, top, mipmapped); uploadCubeMapFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, bottom, mipmapped); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); return id; } // Loads a Texture into VideoRAM and returns a texture id GLuint loadCubeMapTextureIntoVRAM(Image* image, bool generateMipMaps) { assert(image->getWidth() % 4 == 0); assert(image->getHeight() % 3 == 0); assert(image->getWidth()/4 == image->getHeight()/3); int sideWidth = image->getWidth()/4; int sideHeight = image->getHeight()/3; auto left = createCubeMapFace(image->getInternalSurface(), sideWidth*0, sideHeight*1, sideWidth, sideHeight); auto front = createCubeMapFace(image->getInternalSurface(), sideWidth*1, sideHeight*1, sideWidth, sideHeight); auto right = createCubeMapFace(image->getInternalSurface(), sideWidth*2, sideHeight*1, sideWidth, sideHeight); auto far = createCubeMapFace(image->getInternalSurface(), sideWidth*3, sideHeight*1, sideWidth, sideHeight); auto top = createCubeMapFace(image->getInternalSurface(), sideWidth*1, sideHeight*0, sideWidth, sideHeight); auto bottom = createCubeMapFace(image->getInternalSurface(), sideWidth*1, sideHeight*2, sideWidth, sideHeight); auto retVal = uploadFaceSet(left, front, right, far, top, bottom, generateMipMaps); SDL_FreeSurface(left); SDL_FreeSurface(front); SDL_FreeSurface(right); SDL_FreeSurface(far); SDL_FreeSurface(top); SDL_FreeSurface(bottom); return retVal; } }[/source] Code used to sent the cubemap id to the shader program, I have checked that the id is correct and that the part of the of the code is executed as it should as well as having a unique sampler number. [source lang="cpp"]void ShaderProgram::setTexture(String variableName, int samplerNo, ICubeMap* texture) { assert(this->programId == activeProgram); assert(samplerNo >= 0); glEnable(GL_TEXTURE_CUBE_MAP); glBindTexture(GL_TEXTURE_CUBE_MAP, texture->getOpenGLId()); glActiveTexture(GL_TEXTURE0 + samplerNo); GLuint loc = glGetUniformLocation(this->programId, variableName.getStringUtf8()); glUniform1i(loc, samplerNo); }[/source] Finally, the minimimalistic test fragment shader: [source lang="cpp"]#version 330 uniform samplerCube cubeMapTexture; in vec4 rawNormal; out vec4 fragmentColour; void main(void) { fragmentColour = texture(cubeMapTexture, vec3(rawNormal.xyz)); }[/source] The vertex shader works as it should, if I hard set the colour in the fragment shader the object appears as expected. I would be thankful for any help.
  14. PAndersson

    Vertexshader not working

    What does your glVertexAttribPointer calls look like? Anyway, you should still set your w-component to 1.
  15. PAndersson

    Vertexshader not working

    Do you somehow set your homogenus coordinate beforehand? To me, it seems like you do not.
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