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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

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Found 17344 results

  1. Hello, I have been working on SH Irradiance map rendering, and I have been using a GLSL pixel shader to render SH irradiance to 2D irradiance maps for my static objects. I already have it working with 9 3D textures so far for the first 9 SH functions. In my GLSL shader, I have to send in 9 SH Coefficient 3D Texures that use RGBA8 as a pixel format. RGB being used for the coefficients for red, green, and blue, and the A for checking if the voxel is in use (for the 3D texture solidification shader to prevent bleeding). My problem is, I want to knock this number of textures down to something like 4 or 5. Getting even lower would be a godsend. This is because I eventually plan on adding more SH Coefficient 3D Textures for other parts of the game map (such as inside rooms, as opposed to the outside), to circumvent irradiance probe bleeding between rooms separated by walls. I don't want to reach the 32 texture limit too soon. Also, I figure that it would be a LOT faster. Is there a way I could, say, store 2 sets of SH Coefficients for 2 SH functions inside a texture with RGBA16 pixels? If so, how would I extract them from inside GLSL? Let me know if you have any suggestions ^^.
  2. I'm trying to get OpenGL set up with Dev C++ and it's not going so well... I get this error when I try to compile. 50 C:\Dev-Cpp\include\GL\glut.h redeclaration of C++ built-in type `wchar_t' From when I can gather I'm not the only 1 w\ this problem. This problem is the standard is there can not be two identical type defs. The reason this isn't a show stopper is VC++ isn't standards compliant, it just lets anything fly. So all VC++ users are fine, don't ever know this conflict exists. But the rest of us using standards compliant compilers such as Dev C++'s MinGW or what ever they call it... any way no 1 i have found so far has figured a solution, PLZ HELP!
  3. EDIT: I thought this was restricted to Attribute-Created GL contexts, but it isn't, so I rewrote the post. Hey guys, whenever I call SwapBuffers(hDC), I get a crash, and I get a "Too many posts were made to a semaphore." from Windows as I call SwapBuffers. What could be the cause of this? Update: No crash occurs if I don't draw, just clear and swap. static PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format 32, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 24, // 24Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC = GetDC(windowHandle))) return false; unsigned int PixelFormat; if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) return false; if (!SetPixelFormat(hDC, PixelFormat, &pfd)) return false; hRC = wglCreateContext(hDC); if (!hRC) { std::cout << "wglCreateContext Failed!\n"; return false; } if (wglMakeCurrent(hDC, hRC) == NULL) { std::cout << "Make Context Current Second Failed!\n"; return false; } ... // OGL Buffer Initialization glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glUseProgram(myprogram); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, (void *)indexStart); SwapBuffers(GetDC(window_handle));
  4. #include "MyEngine.h" int main() { MyEngine myEngine; myEngine.run(); return 0; } MyEngine.h #pragma once #include "MyWindow.h" #include "MyShaders.h" #include "MyShapes.h" class MyEngine { private: GLFWwindow * myWindowHandle; MyWindow * myWindow; public: MyEngine(); ~MyEngine(); void run(); }; MyEngine.cpp #include "MyEngine.h" MyEngine::MyEngine() { MyWindow myWindow(800, 600, "My Game Engine"); this->myWindow = &myWindow; myWindow.createWindow(); this->myWindowHandle = myWindow.getWindowHandle(); // Load all OpenGL function pointers for use gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); } MyEngine::~MyEngine() { this->myWindow->destroyWindow(); } void MyEngine::run() { MyShaders myShaders("VertexShader.glsl", "FragmentShader.glsl"); MyShapes myShapes; GLuint vertexArrayObjectHandle; float coordinates[] = { 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; vertexArrayObjectHandle = myShapes.drawTriangle(coordinates); while (!glfwWindowShouldClose(this->myWindowHandle)) { glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw something glUseProgram(myShaders.getShaderProgram()); glBindVertexArray(vertexArrayObjectHandle); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(this->myWindowHandle); glfwPollEvents(); } } MyShaders.h #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> #include "MyFileHandler.h" class MyShaders { private: const char * vertexShaderFileName; const char * fragmentShaderFileName; const char * vertexShaderCode; const char * fragmentShaderCode; GLuint vertexShaderHandle; GLuint fragmentShaderHandle; GLuint shaderProgram; void compileShaders(); public: MyShaders(const char * vertexShaderFileName, const char * fragmentShaderFileName); ~MyShaders(); GLuint getShaderProgram(); const char * getVertexShaderCode(); const char * getFragmentShaderCode(); }; MyShaders.cpp #include "MyShaders.h" MyShaders::MyShaders(const char * vertexShaderFileName, const char * fragmentShaderFileName) { this->vertexShaderFileName = vertexShaderFileName; this->fragmentShaderFileName = fragmentShaderFileName; // Load shaders from files MyFileHandler myVertexShaderFileHandler(this->vertexShaderFileName); this->vertexShaderCode = myVertexShaderFileHandler.readFile(); MyFileHandler myFragmentShaderFileHandler(this->fragmentShaderFileName); this->fragmentShaderCode = myFragmentShaderFileHandler.readFile(); // Compile shaders this->compileShaders(); } MyShaders::~MyShaders() { } void MyShaders::compileShaders() { this->vertexShaderHandle = glCreateShader(GL_VERTEX_SHADER); this->fragmentShaderHandle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(this->vertexShaderHandle, 1, &(this->vertexShaderCode), NULL); glShaderSource(this->fragmentShaderHandle, 1, &(this->fragmentShaderCode), NULL); glCompileShader(this->vertexShaderHandle); glCompileShader(this->fragmentShaderHandle); this->shaderProgram = glCreateProgram(); glAttachShader(this->shaderProgram, this->vertexShaderHandle); glAttachShader(this->shaderProgram, this->fragmentShaderHandle); glLinkProgram(this->shaderProgram); return; } GLuint MyShaders::getShaderProgram() { return this->shaderProgram; } const char * MyShaders::getVertexShaderCode() { return this->vertexShaderCode; } const char * MyShaders::getFragmentShaderCode() { return this->fragmentShaderCode; } MyWindow.h #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> class MyWindow { private: GLFWwindow * windowHandle; int windowWidth; int windowHeight; const char * windowTitle; public: MyWindow(int windowWidth, int windowHeight, const char * windowTitle); ~MyWindow(); GLFWwindow * getWindowHandle(); void createWindow(); void MyWindow::destroyWindow(); }; MyWindow.cpp #include "MyWindow.h" MyWindow::MyWindow(int windowWidth, int windowHeight, const char * windowTitle) { this->windowHandle = NULL; this->windowWidth = windowWidth; this->windowWidth = windowWidth; this->windowHeight = windowHeight; this->windowTitle = windowTitle; glfwInit(); } MyWindow::~MyWindow() { } GLFWwindow * MyWindow::getWindowHandle() { return this->windowHandle; } void MyWindow::createWindow() { // Use OpenGL 3.3 and GLSL 3.3 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Limit backwards compatibility glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Prevent resizing window glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Create window this->windowHandle = glfwCreateWindow(this->windowWidth, this->windowHeight, this->windowTitle, NULL, NULL); glfwMakeContextCurrent(this->windowHandle); } void MyWindow::destroyWindow() { glfwTerminate(); } MyShapes.h #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> class MyShapes { public: MyShapes(); ~MyShapes(); GLuint & drawTriangle(float coordinates[]); }; MyShapes.cpp #include "MyShapes.h" MyShapes::MyShapes() { } MyShapes::~MyShapes() { } GLuint & MyShapes::drawTriangle(float coordinates[]) { GLuint vertexBufferObject{}; GLuint vertexArrayObject{}; // Create a VAO glGenVertexArrays(1, &vertexArrayObject); glBindVertexArray(vertexArrayObject); // Send vertices to the GPU glGenBuffers(1, &vertexBufferObject); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(coordinates), coordinates, GL_STATIC_DRAW); // Dertermine the interpretation of the array buffer glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *)0); glEnableVertexAttribArray(0); // Unbind the buffers glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); return vertexArrayObject; } MyFileHandler.h #pragma once #include <cstdio> #include <cstdlib> class MyFileHandler { private: const char * fileName; unsigned long fileSize; void setFileSize(); public: MyFileHandler(const char * fileName); ~MyFileHandler(); unsigned long getFileSize(); const char * readFile(); }; MyFileHandler.cpp #include "MyFileHandler.h" MyFileHandler::MyFileHandler(const char * fileName) { this->fileName = fileName; this->setFileSize(); } MyFileHandler::~MyFileHandler() { } void MyFileHandler::setFileSize() { FILE * fileHandle = NULL; fopen_s(&fileHandle, this->fileName, "rb"); fseek(fileHandle, 0L, SEEK_END); this->fileSize = ftell(fileHandle); rewind(fileHandle); fclose(fileHandle); return; } unsigned long MyFileHandler::getFileSize() { return (this->fileSize); } const char * MyFileHandler::readFile() { char * buffer = (char *)malloc((this->fileSize)+1); FILE * fileHandle = NULL; fopen_s(&fileHandle, this->fileName, "rb"); fread(buffer, this->fileSize, sizeof(char), fileHandle); fclose(fileHandle); buffer[this->fileSize] = '\0'; return buffer; } VertexShader.glsl #version 330 core layout (location = 0) vec3 VertexPositions; void main() { gl_Position = vec4(VertexPositions, 1.0f); } FragmentShader.glsl #version 330 core out vec4 FragmentColor; void main() { FragmentColor = vec4(1.0f, 0.0f, 0.0f, 1.0f); } I am attempting to create a simple engine/graphics utility using some object-oriented paradigms. My first goal is to get some output from my engine, namely, a simple red triangle. For this goal, the MyShapes class will be responsible for defining shapes such as triangles, polygons etc. Currently, there is only a drawTriangle() method implemented, because I first wanted to see whether it works or not before attempting to code other shape drawing methods. The constructor of the MyEngine class creates a GLFW window (GLAD is also initialized here to load all OpenGL functionality), and the myEngine.run() method in Main.cpp is responsible for firing up the engine. In this run() method, the shaders get loaded from files via the help of my FileHandler class. The vertices for the triangle are processed by the myShapes.drawTriangle() method where a vertex array object, a vertex buffer object and vertrex attributes are set for this purpose. The while loop in the run() method should be outputting me the desired red triangle, but all I get is a grey window area. Why? Note: The shaders are compiling and linking without any errors. (Note: I am aware that this code is not using any good software engineering practices (e.g. exceptions, error handling). I am planning to implement them later, once I get the hang of OpenGL.)
  5. I have just noticed that, in quake 3 and half - life, dynamic models are effected from light map. For example in dark areas, gun that player holds seems darker. How did they achieve this effect ? I can use image based lighting techniques however (Like placing an environment probe and using it for reflections and ambient lighting), this tech wasn't used in games back then, so there must be a simpler method to do this. Here is a link that shows how modern engines does it. Indirect Lighting Cache It would be nice if you know a paper that explains this technique. Can I apply this to quake 3' s light map generator and bsp format ?
  6. Hi, Not sure to post at the right place, if not, please forgive me... For a game project I am working on, I would like to implement a 2D starfield as a background. I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map. I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...). Is there someone who could have an idea of a distribution which could result in such a starfield? Any insight would be appreciated
  7. Hi to everyone, I am a experienced C++/Qt/QML programmer and I wanted to learn something more about game development. I started to read some tutorials about game development and OpenGL, but I'm a little bit puzzled, As first project I would like to realize a very simple agricultural simulator where the player can drive a tractor and highlight the field area covered. Since I'm a beginner in game development can you give some directions about : Graphic engine for tractor rendering: I'm looking at some racing game examples to learn how to move an item on a "space". Do you know if there is some resources that can I study? Field coverage: I would like to color the area covered by tractor and detect if the player is crossing an previously covered area. In particular I'm focusing on this last issue because it's mostly related to game logic than to the graphic (at least I guess so). I think that this involves a collision detection system. I am wondering how can I save the area covered by the tractor and redraw the on the field when the player load a saving. I would really appreciate any help or suggestions that could help me to learn and realize my target project. Thank you Carlo
  8. Hello, I want to export some models from ue4. mesh are ok(export to obj file) but textures in some cases are like : so in my app it looks like : I understand that for some purpose this texture is done in this way but I can understand why and how should I render it(or I need to delete all "not correct" parts in photoshop ?). Can someone explain how I can manage this issue ?
  9. I have created a terrainFragmentShader with an int array attached to a float array as you will soon see. By looking at the console output I know that the correct values are being uploaded but when I try to get them... Well, I'm not sure. No errors appear in the console but no texture appears on the terrain - not even the default one that I load before I get before calling the float from the map. Here is my terrainVertexShader and the map I've previously mentioned is the biomeMap[]. I am certain that the size is correct #version 430 core in vec2 pass_textureCoordinates; in vec3 surfaceNormal; in vec3 toLightVector; in vec3 toCameraVector; in int biomeSize; out vec4 out_Color; uniform sampler2D backgroundTexture; uniform sampler2D sandTexture; uniform sampler2D stoneTexture; uniform vec3 lightColour; uniform float shineDamper; uniform float reflectivity; uniform float biomeMap[16384]; void main(void) { vec4 textureColour = texture(backgroundTexture, pass_textureCoordinates); float c = biomeMap[int(pass_textureCoordinates.x) * 128 + int(pass_textureCoordinates.y)]; if(c < 110) textureColour = texture(sandTexture, pass_textureCoordinates); else if(c < 150) textureColour = texture(stoneTexture, pass_textureCoordinates); vec3 unitNormal = normalize(surfaceNormal); vec3 unitLightVector = normalize(toLightVector); float nDot = dot(unitNormal, unitLightVector); float brightness = max(nDot, 0.25); vec3 diffuse = brightness * lightColour; out_Color = vec4(diffuse,1.0) * textureColour; } Here is my TerrainShader class: public class TerrainShader extends ShaderProgram { private static final String VERTEX_FILE = "src/shaders/terrainVertexShader.txt"; private static final String FRAGMENT_FILE = "src/shaders/terrainFragmentShader.txt"; private int location_backgroundTexture; private int location_sandTexture; private int location_stoneTexture; private int location_biomeMap[]; public TerrainShader() { super(VERTEX_FILE, FRAGMENT_FILE); } @Override protected void bindAttributes() { super.bindAttribute(0, "position"); super.bindAttribute(1, "textureCoordinates"); super.bindAttribute(2, "normal"); } @Override protected void getAllUniformLocations() { location_backgroundTexture = super.getUniformLocation("backgroundTexture"); location_sandTexture = super.getUniformLocation("sandTexture"); location_stoneTexture = super.getUniformLocation("stoneTexture"); location_biomeMap = new int[16384]; for(int i = 0; i < location_biomeMap.length; i++) { location_biomeMap[i] = super.getUniformLocation("biomeMap[" + i + "]"); } } public void connectTextures() { super.loadInt(location_backgroundTexture, 0); super.loadInt(location_sandTexture, 1); super.loadInt(location_stoneTexture, 2); } public void loadBiomes(float[][] biomeMap) { for(int x = 0; x < Terrain.VERTEX_COUNT; x++) { for(int y = 0; y < Terrain.VERTEX_COUNT; y++) { super.loadFloat(location_biomeMap[x * Terrain.VERTEX_COUNT + y], biomeMap[x][y] * 128 + 127); } } } } I tried using a double array but it never worked so I am using a flat-multidimensional array instead. The array is working perfectly inside java but whenever I try to get the float, nothing happens - as if the file just returns nothing as the color without giving an error. vec4 textureColour = texture(backgroundTexture, pass_textureCoordinates); Loads the background, grass in this case, then it goes onto the next line: float c = biomeMap[int(pass_textureCoordinates.x) * 128 + int(pass_textureCoordinates.y)]; if(c < 110) textureColour = texture(sandTexture, pass_textureCoordinates); else if(c < 150) textureColour = texture(stoneTexture, pass_textureCoordinates); The float c is a value between 0 and 255 and I try to assign a different texture depending on the value. I am going to add a blend at a later date but I'd like to get this basic version first. Why is it not loading any texture? The issue seems to be getting the float from the biomeMap as when I manually set it, it works just fine. Terrain.VERTEX_COUNT is equal to 128.
  10. Iñigo Quilez presented techniques for raytracing and distance fields in 4096 bytes on the GPU at NVSCENE 2008. Click the link below to view the presentation PDF. PDF: click here.
  11. Hi everyone, I've been making for two years a 3D game engine based in a FPS perspective (because I'm very interested in these sort of games). It's written in C++ and use the OpenGL API for the rendering graphics, the OpenAL and ALUT for audio and the FreeImage API for load textures. Until now I've succeed implementing a basic menu with two options (Start to play and Exit), a basic AI based in FSM which the enemy chases the character and causes 1LP damage if the enemy reaches the character for each second and a collision detection system based in bounding box, sphere and triangles. The game engine uses GLSL too, so I can use lighting focus and antexture maping and normal mapping, due to this, It looks like has "better graphics". Also I want to add a animation system based in frames to create animated objects such as platforms lifts and improve other elements. I`d like to know what you think about and sorry if my english isn't good enought and greetings from Spain.
  12. void TimerFunction(int value) { glutPostRedisplay(); glutTimerFunc(1000, TimerFunction, 1); } void drawScene() { glClear(GL_COLOR_BUFFER_BIT); drawScene_bug(); TimerFunction(1); eraseScene_bug(); // drawScene_bug_two(); // eraseScene_bug_two(); drawScene_ship(); drawScene_bullet(); glutSwapBuffers(); }
  13. Hey folks, Seeing some odd behaviour with a very simple OpenGL shader I'm trying to get working. Here's the vertex shader: #version 400 //////////////////// // Input Variables //////////////////// in vec3 inputPosition; in vec3 inputColor; //////////////////// // Output Variables //////////////////// out vec3 outputColor; //////////////////// // Uniform Variables //////////////////// uniform mat4 worldMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; //////////////////// // Vertex Shader //////////////////// void main( void ) { // calculate the position of the vertex using world/view/projection matrices gl_Position = worldMatrix * vec4( inputPosition, 1.0f ); gl_Position = viewMatrix * gl_Position; gl_Position = projectionMatrix * gl_Position; // store the input colour for the fragment shader outputColor = vec3( 1.0f, 1.0f, 1.0f );//inputColor; } And this is the fragment shader: #version 400 //////////////////// // Input Variables //////////////////// in vec3 inputColor; //////////////////// // Output Variables //////////////////// out vec4 outputColor; //////////////////// // Fragment Shader //////////////////// void main( void ) { outputColor = vec4( inputColor, 1.0f );//vec4( 1.0f, 1.0f, 1.0f, 1.0f); } If I try and use the 'inputColor' in the fragment shader everything is just rendered black... however if I explicitly set the colour (in the commented out code) everything renders correctly... so there's a breakdown in communication between my vertex and fragment shaders. Is there anything obvious I'm missing in the shader code? I'm not seeing any compilation warnings from the C++ code side of things, and all of the world/view/projection matrices are being passed in correctly. Thanks!
  14. I have just "finished" learning OpenGL + glut. I would like to try my hand at not using glut to try and get a better understanding of what goes on under the hood etc. I have been having great difficulty with the following code. I am trying to learn from a post on GitHub https://github.com/gamedevtech/X11OpenGLWindow and the example towards the end works but the triangle that it is suppose to render, does not. I thought it was because glBegin()--glEnd() are no more in current version of OpenGL. I tried to rewrite it using glDrawArrays. It did not work in the first place, what stupid thing am I doing here? #include <iostream> #include <cstring> #include <X11/Xlib.h> #include <X11/Xutil.h> #include <X11/keysymdef.h> #include <GL/gl.h> #include <GL/glx.h> #include <sys/time.h> #include <unistd.h> #define WINDOW_WIDTH 800 #define WINDOW_HEIGHT 600 #define FPS 60 #define TEST_LOCAL extern bool Initialize(int w, int h); extern bool Update(float deltaTime); extern void Render(); extern void Resize(int w, int h); extern void Shutdown(); static void drawTriangle(void); typedef GLXContext (*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool, const int*); #define SKIP_TICKS (1000 / FPS) static double GetMilliseconds() { static timeval s_tTimeVal; gettimeofday(&s_tTimeVal, NULL); double time = s_tTimeVal.tv_sec * 1000.0; // sec to ms time += s_tTimeVal.tv_usec / 1000.0; // us to ms return time; } static bool isExtensionSupported(const char *extList, const char *extension) { return strstr(extList, extension) != 0; } int main(int argc, char** argv) { Display* display; Window window; Screen* screen; int screenId; XEvent ev; // Open the display display = XOpenDisplay(NULL); if (display == NULL) { std::cout << "Could not open display\n"; return 1; } screen = DefaultScreenOfDisplay(display); screenId = DefaultScreen(display); // Check GLX version GLint majorGLX, minorGLX = 0; glXQueryVersion(display, &majorGLX, &minorGLX); if (majorGLX <= 1 && minorGLX < 2) { std::cout << "GLX 1.2 or greater is required.\n"; XCloseDisplay(display); return 1; } GLint glxAttribs[] = { GLX_X_RENDERABLE , True, GLX_DRAWABLE_TYPE , GLX_WINDOW_BIT, GLX_RENDER_TYPE , GLX_RGBA_BIT, GLX_X_VISUAL_TYPE , GLX_TRUE_COLOR, GLX_RED_SIZE , 8, GLX_GREEN_SIZE , 8, GLX_BLUE_SIZE , 8, GLX_ALPHA_SIZE , 8, GLX_DEPTH_SIZE , 24, GLX_STENCIL_SIZE , 8, GLX_DOUBLEBUFFER , True, None }; int fbcount; GLXFBConfig* fbc = glXChooseFBConfig(display, screenId, glxAttribs, &fbcount); if (fbc == 0) { std::cout << "Failed to retrieve framebuffer.\n"; XCloseDisplay(display); return 1; } // Pick the FB config/visual with the most samples per pixel int best_fbc = -1, worst_fbc = -1, best_num_samp = -1, worst_num_samp = 999; for (int i = 0; i < fbcount; ++i) { XVisualInfo *vi = glXGetVisualFromFBConfig( display, fbc ); if ( vi != 0) { int samp_buf, samples; glXGetFBConfigAttrib( display, fbc, GLX_SAMPLE_BUFFERS, &samp_buf ); glXGetFBConfigAttrib( display, fbc, GLX_SAMPLES , &samples ); if ( best_fbc < 0 || (samp_buf && samples > best_num_samp) ) { best_fbc = i; best_num_samp = samples; } if ( worst_fbc < 0 || !samp_buf || samples < worst_num_samp ) worst_fbc = i; worst_num_samp = samples; } XFree( vi ); } GLXFBConfig bestFbc = fbc[ best_fbc ]; XFree( fbc ); // Make sure to free this! XVisualInfo* visual = glXGetVisualFromFBConfig( display, bestFbc ); if (visual == 0) { std::cout << "Could not create correct visual window.\n"; XCloseDisplay(display); return 1; } if (screenId != visual->screen) { std::cout << "screenId(" << screenId << ") does not match visual->screen(" << visual->screen << ").\n"; XCloseDisplay(display); return 1; } // Open the window XSetWindowAttributes windowAttribs; windowAttribs.border_pixel = BlackPixel(display, screenId); windowAttribs.background_pixel = WhitePixel(display, screenId); windowAttribs.override_redirect = True; windowAttribs.colormap = XCreateColormap(display, RootWindow(display, screenId), visual->visual, AllocNone); windowAttribs.event_mask = ExposureMask; window = XCreateWindow(display, RootWindow(display, screenId), 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, visual->depth, InputOutput, visual->visual, CWBackPixel | CWColormap | CWBorderPixel | CWEventMask, &windowAttribs); // Redirect Close Atom atomWmDeleteWindow = XInternAtom(display, "WM_DELETE_WINDOW", False); XSetWMProtocols(display, window, &atomWmDeleteWindow, 1); // Create GLX OpenGL context glXCreateContextAttribsARBProc glXCreateContextAttribsARB = 0; glXCreateContextAttribsARB = (glXCreateContextAttribsARBProc) glXGetProcAddressARB( (const GLubyte *) "glXCreateContextAttribsARB" ); int context_attribs[] = { GLX_CONTEXT_MAJOR_VERSION_ARB, 3, GLX_CONTEXT_MINOR_VERSION_ARB, 2, GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB, None }; GLXContext context = 0; const char *glxExts = glXQueryExtensionsString( display, screenId ); if (!isExtensionSupported( glxExts, "GLX_ARB_create_context")) { std::cout << "GLX_ARB_create_context not supported\n"; context = glXCreateNewContext( display, bestFbc, GLX_RGBA_TYPE, 0, True ); } else { context = glXCreateContextAttribsARB( display, bestFbc, 0, true, context_attribs ); } XSync( display, False ); // Verifying that context is a direct context if (!glXIsDirect (display, context)) { std::cout << "Indirect GLX rendering context obtained\n"; } else { std::cout << "Direct GLX rendering context obtained\n"; } glXMakeCurrent(display, window, context); std::cout << "GL Renderer: " << glGetString(GL_RENDERER) << "\n"; std::cout << "GL Version: " << glGetString(GL_VERSION) << "\n"; std::cout << "GLSL Version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << "\n"; if (!Initialize(WINDOW_WIDTH, WINDOW_HEIGHT)) { glXDestroyContext(display, context); XFree(visual); XFreeColormap(display, windowAttribs.colormap); XDestroyWindow(display, window); XCloseDisplay(display); return 1; } // Show the window XClearWindow(display, window); XMapRaised(display, window); double prevTime = GetMilliseconds(); double currentTime = GetMilliseconds(); double deltaTime = 0.0; timeval time; long sleepTime = 0; gettimeofday(&time, NULL); long nextGameTick = (time.tv_sec * 1000) + (time.tv_usec / 1000); // Enter message loop while (true) { if (XPending(display) > 0) { XNextEvent(display, &ev); if (ev.type == Expose) { XWindowAttributes attribs; XGetWindowAttributes(display, window, &attribs); Resize(attribs.width, attribs.height); } if (ev.type == ClientMessage) { if (ev.xclient.data.l[0] == atomWmDeleteWindow) { break; } } else if (ev.type == DestroyNotify) { break; } } currentTime = GetMilliseconds(); deltaTime = double(currentTime - prevTime) * 0.001; prevTime = currentTime; if (!Update((float)deltaTime)) { break; } Render(); // Present frame glXSwapBuffers(display, window); // Limit Framerate gettimeofday(&time, NULL); nextGameTick += SKIP_TICKS; sleepTime = nextGameTick - ((time.tv_sec * 1000) + (time.tv_usec / 1000)); usleep((unsigned int)(sleepTime / 1000)); } std::cout << "Shutting Down\n"; Shutdown(); // Cleanup GLX glXDestroyContext(display, context); // Cleanup X11 XFree(visual); XFreeColormap(display, windowAttribs.colormap); XDestroyWindow(display, window); XCloseDisplay(display); return 0; } static float vertices2AndColors2Intertwined[] = { 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 10.0,0.0, 0.0, 1.0, 0.0, 0.0, 10.0, 10.0, 0.0, 0.0, 1.0, 0.0 }; static void drawTriangle(void) { glVertexPointer(3, GL_FLOAT, 6*sizeof(float), &vertices2AndColors2Intertwined[0]); glColorPointer(3, GL_FLOAT, 6*sizeof(float), &vertices2AndColors2Intertwined[3]); glDrawArrays(GL_TRIANGLES, 0, 3); } #ifdef TEST_LOCAL bool Initialize(int w, int h) { glClearColor(0.5f, 0.6f, 0.7f, 1.0f); glViewport(0, 0, w, h); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); return true; } bool Update(float deltaTime) { return true; } void Render() { glClear(GL_COLOR_BUFFER_BIT); drawTriangle(); } void Resize(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 100.0, 0.0, 100.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void Shutdown() { } #endif
  15. (since shadertoy doesn't allow more than a couple of lines in the description and I don't want to put all the stuff into the comment section there, I abuse the blog here) For everybody new - or not so new - to shaders, hear this: Browse and use ShaderToy ! Not only is it just bloody amazing what you find there, it's veeeeeery educational. And easy to use. No hassle with setting up the GPU pipeline yourself - you only need a WebGL capable browser (most are). The interactive compiler displays errors right after the faulty code lines. Minor nuisance for me was the sometimes "restrictive" behaviour of GLSL (coming from HLSL), but that's not deal breaking. After experimenting with signed distance functions in 3D with my SlimDX/HLSL stuff I was curious about 2D. So I found this (thank you Marteen): https://www.shadertoy.com/view/4dfXDn Very nice. Basic shapes with contours and the usual combiners. Improved with lighting and shadows. Expanding on this, experimenting with polygons and stars, I wanted to put it to the test with something less abstract. Anybody remember Spirograph ? The math around this (pun intended) is already endless. I didn't even know about roulettes before. But let's start simple. There's a very old discovery from a Persian astronomer: Tusi-Couple. Here a short protocol of the progress: Needed individual colouring for the shapes (Marteen's sample combines all shapes to one SDF). Experimenting with arbitrary blending, too (blend function). Animate the inner circle/wheel within the the outer. Just basic trigonometry. To make it more clear I colored both circles "Wheel of Fortune"-style (see radial function). Choose some point on the inner wheel, mark it with a point. I chose a star shape for this. Track the ellipse path. Since I got no clue how to derive that yet, I simply trial-and-errored. Only got a filled ellipse (or rather: used a transformed circle). Found a real ellipse and used that to generate an outline (ellipse and ellipseLine functions) The ellipse line produced some artifacts at the main axis. Needed some tweaking. Still not perfect, goes havoc in the degenerate case. Now use lineDist in that case. Hmmmm, cogs would be nice. Splitting the polygon function into circleMod (to get normalized angle part) and using polyShape for laying cyclic functions around a circle. The current implementation using a simple sinus is actually NOT a clean SDF. It works well enough though - and I expect a correct implementation to be quite challenging. Added spokes and bars to give even more of a mechanical/gear feeling. Steampunk rules. Challenge: Derive ellipse path automatically. I feared the worst. Ellipses are usually a bitch - algebraically. But in this case I found that one can exploit the simplicity of the Tusi-couple and derive the major/minor axis directly (see final if-clause within sceneDist function. Not yet commented) Add some light and make the thing scale with the viewport correctly (shadertoy has fullscreen capability). TODO: Choose 2nd point with mouse. This should be possible with additional input/buffer logic of the shadertoy setup. Haven't dug into it just yet. For now one can change the point at the start of the shader code, though (relativePos constant). ENJOY! If you're interested in SDFs I recommend this as a starting point: Distance functions. Quílez has more to offer, of course. He is also quite active on shadertoy. Rewriting classic games for instance. Wow. PS: Oh my, there are even sound shaders : https://www.shadertoy.com/view/MtGSWc
  16. So I was making a Gaussian blur shader then when it got to the point where I do the X and Y blur in there own passes, I realized I had no idea why a pass was needed for each, or what a pass is. So why do we split the X an Y axis into there own passes? The internet says it's faster, in my own test there was little to no difference, and no one explains why it's faster. How do passes work? Is it one pass per frame and it gets blended in some way? I honestly have no idea how shaders work. The only reason I can even make shaders is because the math is the same for texturing. Half of my shader code is things I don't understand and only know is needed or the shader doesn't work.
  17. Hi, I'm working on new asset importer (https://github.com/recp/assetkit) based on COLLADA specs, the question is not about COLLADA directly also I'm working on a new renderer to render (https://github.com/recp/libgk) imported document. In the future I'll spend more time on this renderer of course, currently rendering imported (implemented parts) is enough for me assetkit imports COLLADA document (it will support glTF too), importing scene, geometries, effects/materials, 2d textures and rendering them seems working My actual confusion is about shaders. COLLADA has COMMON profile and GLSL... profiles, GLSL profile provides shaders for effects so I don't need to wory about them just compile, link, group them before render The problem occours in COMMON profile because I need to write shaders, Actually I wrote them for basic matrials and another version for 2d texture I would like to create multiple program but I am not sure how to split this this shader into smaller ones, Basic material version (only colors): https://github.com/recp/libgk/blob/master/src/default/shader/gk_default.frag Texture version: https://gist.github.com/recp/b0368c74c35d9d6912f524624bfbf5a3 I used subroutines to bind materials, actually I liked it, In scene graph every node can have different program, and it switches between them if parentNode->program != node->program (I'll do scene graph optimizations e.g. view frustum culling, grouping shaders... later) I'm going to implement transparency but I'm considering to create separate shaders, because default shader is going to be branching hell I can't generate shader for every node because I don't know how many node can be exist, there is no limit. I don't know how to write a good uber-shader for different cases: Here material struct: struct Material { ColorOrTexture emission; ColorOrTexture ambient; ColorOrTexture specular; ColorOrTexture reflective; ColorOrTexture transparent; ColorOrTexture diffuse; float shininess; float reflectivEyety; float transparency; float indexOfRefraction; }; ColorOrTexture could be color or 2d texture, if there would be single colorOrTex then I could split into two programs, Also I'm going to implement transparency, I am not sure how many program that I needed I'm considering to maintain a few default shaders for COMMON profile, 1-no-texture, 2-one of colorOrTexture contains texture, 3-........ Any advices in general or about how to optimize/split (if I need) these shaders which I provied as link? What do you think the shaders I wrote, I would like to write them without branching if posible, I hope I don't need to write 50+ or 100+ shaders, and 100+ default programs PS: These default shaders should render any document, they are not specific, they are general purpose... I'm compiling and linking default shaders when app launched Thanks
  18. Hi, I'm 16 years old (nearly 17) french guy who loves coding, and pizzas, and music, and a lot of other things... I started learning some programming languages 6 years ago, and always failed to achieve something with them. Then I decided to re-try Java 2 years ago, and it went pretty well. So well that from this time I did not stopped programming. I really started to dig into C++ a year ago because I wanted lower level programming skills, with one specific goal: create games. Unfortunately I always overestimate myself and my ideas, and I've not been able to create a single real game because of my lack of experience in that specific domain. So I'm looking for a 3D FPS game project (multiplayer would be great too) to see how that kind of project is managed, and to finally be able to create something. I would like for once to work with other people on the same thing, I think it could really help me to help back the others. I have a lot of free time right now and I'm ready to spend some (if not a lot) into a project. I learned a lot of C++ features when I started, but I feel like I'm missing a lot of other features and I want to learn them on something useful. I really prefer not working on a project with a pre-used game engine (GM, UE, Unity, ...) because for me the most interesting part is what happens at the lowest programming level of a game. I learned basics of modern OpenGL so if there is a graphical engine to improve, I can work on it. I'm also very interested into working on the game engine structure, and on implementing a scripting language if it's needed. If the game is multiplayer, I will not guarantee that I could really work on that (because I really don't know a lot about networking) but I'll try my best to continue learning things and maybe work on that too. If you're interested, feel free to contact me on Discord: Freezee#2283. If you don't have Discord, reply back a way to contact you
  19. Some time ago I implemented a particle system using billboarding techniques to ensure that the particles are always facing the viewer. These billboards are always centered on one 3d coordinate. I would like to build on this and use billboarding as the basis for things like laser bolts and gunshots. Here the difference is that instead of a single point particle I now have to draw a billboard between two points - the start and end of the laser bolt for example. I appreciate that having two end points places limits on how much the billboard can be rotated to face the viewer, but I'm looking to code a best effort solution. For the moment I am struggling to work out how to do this or find any tutorials / code examples that explain how to draw a billboard between two points ... can anyone help? Thanks.
  20. I want to use OpenGL to show a STL model . But why the picture look like in 2D ? Public Sub CreateGLPannel(Pannel As PictureBox) Dim PixelFormat As GLuint Dim pfd As PIXELFORMATDESCRIPTOR With pfd .cColorBits = Bits .cDepthBits = 16 .dwFlags = PFD_DRAW_TO_WINDOW Or PFD_SUPPORT_OPENGL Or PFD_DOUBLEBUFFER .iLayerType = PFD_MAIN_PLANE .iPixelType = PFD_TYPE_RGBA .nSize = Len(pfd) .nVersion = 1 End With PixelFormat = ChoosePixelFormat(Pannel.hdc, pfd) SetPixelFormat Pannel.hdc, PixelFormat, pfd hrc = wglCreateContext(Pannel.hdc) wglMakeCurrent Pannel.hdc, hrc InitGL ResizeGLScene Pannel, 4000, 4000, 4000 End Sub Private Sub InitGL() glShadeModel smSmooth glClearColor 0, 0, 0, 0 glClearDepth 1 glEnable glcDepthTest glDepthFunc cfLEqual glHint htPerspectiveCorrectionHint, hmNicest Lighting End Sub Private Sub Lighting() Dim Specular(0 To 3) As GLfloat Specular(0) = 0.5: Specular(1) = 1.5: Specular(2) = 2.5: Specular(3) = 3.5 glMaterialf faceFrontAndBack, Shininess, 0.5 glMaterialf faceFrontAndBack, mprSpecular, Specular(0) glMaterialf faceFrontAndBack, AmbientAndDiffuse, 0 glEnable glcColorMaterial glLightf ltLight0, lpmPosition, -100 glEnable glcLighting glEnable glcLight0 End Sub Public Sub DrawPart() glMatrixMode mmModelView glLoadIdentity Select Case isfrontview Case True gluLookAt 0, 0, 0, 0, -1, 0, 1, 0, 0 Case False gluLookAt 0, 0, 0, 0, 0, -1, 0, 1, 0 End Select Select Case zoomcounter Case 1.5 glScalef 1.5, 1.5, 1.5 Case 2 glScalef 2, 2, 2 Case 2.5 glScalef 2.5, 2.5, 2.5 Case 3 glScalef 3, 3, 3 End Select glTranslatef gpQuadX, 1000, -800 glRotatef grQuadX, 1, 0, 0 glRotatef grQuadY, 0, 1, 0 glRotatef grQuadZ, 0, 0, 1 DrawPartList End Sub Private Sub DrawPartList() Dim i As Integer Dim Temp As Integer Dim TrangleCounter As Integer TrangleCounter = CInt((PartVertexCounter - 1) / 3) glColor3f PartColor.R, PartColor.G, PartColor.B glBegin bmTriangles For i = 1 To TrangleCounter Temp = (i - 1) * 3 + 1 glVertex3f Abs_PartVertex(Temp).x, Abs_PartVertex(Temp).y, Abs_PartVertex(Temp).z glVertex3f Abs_PartVertex(Temp + 1).x, Abs_PartVertex(Temp + 1).y, Abs_PartVertex(Temp + 1).z glVertex3f Abs_PartVertex(Temp + 2).x, Abs_PartVertex(Temp + 2).y, Abs_PartVertex(Temp + 2).z Next i glEnd End Sub
  21. From the album 8Suns

    It's always better to fight with a bro.
  22. Hi guys, I would like to contribute to a game project as a developer (open source possibly). I have some experiences in C/C++ in game development (perso projects). I don't know either unreal or unity but I have some knowledges in opengl, glsl and shading theory as I had some courses at university regarding to that. I have some knowledges in maths and basic in physics. I know a little how to use blender to do modelling, texturing and simple game assets (no characters, no animation no skinning/rigging). I have no game preferences but I like aventure game, dungeon crawler, platformers, randomly generated things. I know these kind of projects involve a lot of time and I'd be really to work on it but if there are no cleary defined specific design goals/stories/gameplay mechanics I would like to not be part of it x) and I would rather prefer a smaller but well defined project to work on that a huge and not 'finishable' one. CircleOfLight97
  23. Hi, I finally released KILL COMMANDO on gamejolt for free. It is a retro-funsplatter-shooter with C64 style. Give it a try.
  24. For the uninformed, back in ~2007 the Khronos Group made a big revision to OpenGL called "Longs Peak" but killed it off in favor of what is now OpenGL 3.0. I read about it a while back and forgot about it, but I recently was reminded of it and I'm curious as to why it was killed off. There are still quite a few interesting articles and documents explaining the changes, such as this slide from GDC 2007 https://www.khronos.org/assets/uploads/developers/library/gdc_2007/OpenGL/A-peek-inside-OpenGL-Longs-Peak.pdf. What I found really interesting was that one of the reasons for changing the API was because OpenGL hasn't caught up with current hardware (2007 "current"). Isn't that why Vulkan was created? I know the two APIs are very different, but how would Longs Peak have compared to the newer APIs? It seems like they had an idea for this wonderful new API but killed it before it ever got released. Why?
  25. i know there are a lot of topics in internet about which one is better or in which field which one is better, but i dont know the exact answer. i think these questions are mostly about exprience. and i want to know your exprience.   1) i read an article about valve engineers. it said opengl is faster than directx even on windows. is that true?   2) its said in directx programmer has more controll rather than opengl.   3) which one give better visuals about sahders or technology they use? is it make difference or that is all the same and depend only on programmer that work on them? what about built in effects, particles, lightening,... 4)as I searched in internet, there is no much difference between them, so why Microsoft introduced directx when there was opengl? or why is still developing it? a developer can use opengl for all platforms and forget pain of using a single platform api. 5) I see in engines like unity or unreal that says dx11 version or... it seems using new directx gives more important features. what are those features that can only be used on windows or xbox? are they just for editor or for last output game? 6) what is given in every update of those api,s? for example what is difference of dx10 and dx11? is this about new tools and functions or math or something else? so when in a graphic card is written it supports dx11 what does it mean? thank you for helping