Tag Archives: OpenGL

New Light Manager and Deferred Rendering

I haven’t had as much time to work on Ion over the last few days, however I put in a few solid hours of coding today and finished the first version of my light manager. It’s only hooked into the deferred renderer at the moment, since I still need to finish the code that’ll allow the forward render to pull a limited number of lights based on some input factors. At the moment lights can have custom position, color, intensity and a variety of different fall-off equations. I’d like to add support for lens flares and cubemap masks later on, to add some extra visuals.

For the deferred renderer, the light values are stored in a pixel buffer which is passed into the final deferred shader. Unfortunately I’m doing something wrong with glTexSubImage2D and isn’t working properly, so I haven’t been able to add light animation to the system quite yet.

The scene setup I’m using to test things out has 7 lights in it; a white light at the center, four colored lights at the four sides of the cube stack, and then two small, bright lights (pink and cyan) directly next to the stack. I setup the scene to be in a 0-gravity space environment as well, so the effects of the lighting were more obvious. Here are a handful of screenshots of the test scene:

I also recorded a video, however QuickTime dropped the FPS down a bit. In the video each click adds another 6x6x6 group of physics cubes; at the end of the recording there are several thousand floating around. At one point there’s a bit of visual lag since I added several groups in quick succession, and the physics and render loop are tied together. Anyways, here’s the video: http://vimeo.com/28528048.

That’s it!

T


Render Manager

I started working on implementing a proper render manager today. The scene graph will handle culling and checks to make sure an object should be rendered, at which point it will submit the object to the render manager’s queue. The queue is broken into several groups, such as Sky, Terrain, Mesh, Translucent and a Post based on what the object is. The Sky group, which will contain the skybox itself and any star fields or sun objects, will always be rendered first. Terrain is rendered second, then meshes, then translucent objects and then finally any post effects are applied.

The basic setup is complete, and I’ve all my existing renderable objects over to the new system. The system is designed to be extensible and new groups can be slotted in to suit the needs of the application. To test this out, I added in support for some basic deferred-style rendering that stores depth, color and normals from the scene to a gbuffer and then displays them in the post render group:

Deferred rendering is a feature I’d like to support on capable platforms, so I’m definitely going to be working this more in the future.

T


Mac Client Good to Go!

I finished porting my engine to Mac earlier this morning. Only a small amount of work was required as most of the engine code is already platform agnostic. There were a few iOS-specific calls in the resource manager, such as use of UIImage, but changing them to OS X equivalents wasn’t a big deal. Those areas are in the bug tracker for refactoring though, especially for when the time comes to start putting out Windows versions. The other change was to use GLUT instead of the iPhone’s EAGL to actually display the OpenGL context.

To test things out, I ran an updated Server Build and connected to it with my iPhone, Mac and iPad simulator:

Running the whole simulation locally is also possible, and fully functional. Just one more screenshot for good measure, this time with the physics running on the client:

From here I plan to start working on a Windows client and server build as well. Stay tuned!

T


Optimizations and Physics

I’ve been doing a lot of optimizations recently, including tracking down a few memory leaks and increasing VertexBuffer performance. To put it numerically, I was only able to simulate ~64 physics cubes on the iPhone pre-optimization, but now I can have close to 300 active cubes and still maintain a solid frame rate. At one point the bottleneck was actually my rendering code, but I fixed the issue and now Bullet’s speed is the limiting factor. The Simulator still out performs the device a bit in this case, but that’s to be expected.

With the scene chugging along quite well, I decided to add accelerometer input to the mix. I’m using the accelerometer to set the gravity vector for the scene, so flipping the phone will flip the gravity. The only issue so far is that Bullet will not “wake up” sleeping physics objects when the gravity vector changes, so only active objects are affected by the accelerometer. It’s still pretty cool, so I decided to put up a video:

http://vimeo.com/27951382

I’ve also uploaded a few videos from the Simulator showing the progress of the physics performance:

http://vimeo.com/27829407 - Poor performance

http://vimeo.com/27872952 - First pass at optimization

http://vimeo.com/27921243 - Fixed the rendering bug. ;)

Also, on another note I’ve decided to drop the “OpenGL ES Adventure” from my engine posts. It’s no longer just a rendering engine project, so I don’t think it’s suitable anymore. I still haven’t decided on a name for it yet, but when I do that’ll probably start popping up in the post titles instead.

T


What the frustum!

I started working on writing a frustum culler (a thing that makes sure only objects in view are rendered) yesterday. I figured the hardest part would be the math for setting up the frustum shape, as it does require some linear algebra foo. It turned out to be much easier than I thought, as the ViewProjection matrix happens to have everything needed already in it. The frustum culling checks themselves were also pretty straight forward.

Everything was good until I ran the iPhone app. My scene of 64 physics cubes would initially load correctly, but as soon as I started to pan the camera groups of cubes would be randomly culled off the screen. This was at around 10:00pm. Since my ViewProjection matrix had worked flawlessly for all other rendering tasks, I assumed the issue must have been with the way the frustum was being generated. By around 12:00am I had tried every possible combination of creating my frustum, including treating the matrix as left/right-handed, row/column major and turning on and off normalization of the output planes. Nada. Rendering the planes in Graphing Calculator, minus the far plane, looked right:

So if the frustum construction code is right, then the ViewProjection matrix must somehow be wrong? Or maybe the frustum checks? Enter several more hours of no success, and an acceptance of defeat at 2:30 AM.

This morning I realized that my cubes’ position variables were not being set. The physics update code was copying the new positions directly into their mTransformMatrix variables and leaving the mPosition value at its starting position. The culler uses the position variable to determine where the object is. Dammit.

Needless to say, the frustum culler is now working. In fact, it’s the frustum culler from 10:00pm last night that works correctly. :x

T


An OpenGL ES Adventure – Part 6

I’ve been a bit slack lately with blog updates, mainly because I’ve spent the last few days relaxing/recovering from my wisdom tooth surgery. The resulting discomfort made it surprisingly hard to stay focused long enough to do any programming. I’m almost back to normal now though and was finally able to concentrate on getting some work done today. I haven’t started on my UI system yet as there’s still some planning I’d like to do, so I decided to play around with the Bullet Physics library to see how it would work with the iPhone.

I’m quite fond of game physics, as my first large programming project was writing a complete PhysX implementation for Torque Game Engine Advanced. Unfortunately PhysX is closed-source, and since nVidia doesn’t offer an iPhone version it’s not an option. There are a few other good libraries out there, e.g. Newton and ODE, but I went with Bullet for no real compelling reason. I’m still not completely sold on it being the best solution though, as the API is quite complex and there’s a ton of stuff I won’t need. Something lightweight like Tokamak or True Axis might be better,especially for mobile development. But I digress, back to Bullet!

I wanted to compile Bullet as a Framework to make it easy to include in the Xcode project. Unfortunately Bullet is only setup to compile with MS Visual Studio by default, so I had to do some fiddling/learning CMake to generate myself an Xcode project to compile the Frameworks. Of course, once they were compiled I discovered that the target CPU architecture was wrong and the Frameworks wouldn’t work with the iPhone. I’ve actually yet to figure out how to compile a Framework targeted for the iPhone, so for the time being I’ve just dumped the necessary Bullet source files right into my GL Engine project. It’s not the solution I’d hoped for, but it did allow me to finally get going and actually use the damn thing. :P

I haven’t done anything overly fancy yet, but Bullet did integrate into my engine without a lot of trouble. I wrote a simple singleton Physics class, which is essentially an implementation of the Bullet HelloWorld program. SceneObjects can then plug into that class and add/manage a Bullet rigid body. Right now I’ve only used it to create a ground plane and a few spheres though.

I intend to work with physics quite a bit more in the future, and possibly even use a physics library to handle collision detection in the engine. That’s all for now though.

T


An OpenGL ES Adventure – Part 5

I started working on an input layer today. At the moment it’s more or less tied to the iPhone’s UIKit/UIGestureRecognizers, but eventually I plan to write a pretty robust system that will allow any input type (single tap, pan gesture, pinch, mouse click, keyboard, etc) to be mapped to a specific action in the engine. The available event types will, of course, be configured based on the target platform.

To test the initial progress on the input layer, I made some small changes to my CameraObject class to allow changes in yaw and pitch. Attached below is a short video showing these new additions, a single-tap events paired to a SceneObject:

http://vimeo.com/27639595

For my next post, I hope to have some basic UI work done as well, so I can test out some of the interface ideas I posted about earlier. That’s all for now though.

T


An OpenGL ES Adventure – Part 4

I started work on a simple texture manager today, to add a bit of life to meshes. To test it I wrote a basic skybox class that takes 6 images and renders them to a cube. The attached screenshots are from an iPhone, since anti-aliasing (I implemented this too) doesn’t seem to work on the simulator:

I’m also nearly finished moving all of my GL calls into a new Abstract Graphics Layer (AGL). The purpose of this is to make the code more modular, allowing for additional graphics libraries to be added without touching the rest of the engine code. Instead of using the following code:

glGenBuffers(1, &mBufferID);
glBindBuffer(GL_ARRAY_BUFFER, mBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(mVertexArray), mVertexArray, GL_STATIC_DRAW);
....
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexPN), 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexPN), (GLvoid*) (sizeof(F32) * 3));
glDrawArrays(GL_TRIANGLE_STRIP, 0, mVertexCount);

I can do the following:

mVertexBuffer = ResourceManager::getVertexBuffer("Sphere_50", eBufferStatic);
mVertexBuffer->setVertexArray(mVertexArray);
....
mVertexBuffer->useBuffer();
mVertexBuffer->renderBuffer(mVertexCount);

The resource manager will automatically return a pointer to the correct VertexBuffer subclass based on global configuration; in this case it returns a GLVertexBuffer.

Finally, given that my codebase is starting to get fairly large, I’ve decided to start using MantisBT to maintain to-do lists and keep track of bugs. I’m running a local WAMP server on my desktop, so I can quickly access the bug tracker any time I find something that I need to come back to later. Although it’s team-oriented, Mantis has already been very helpful in keeping on top of things even for a single developer.

That’s all for the time being, stay tuned!

T


An OpenGL ES Adventure – Part 3

Resource management is key regardless of what platform you’re developing with, and is especially important on a mobile platform like the iPhone where memory is limited. Consequently, I’ve been working on a resource manager for my engine.

The resource manager is designed to not only handle file-based resources, such as images, shaders, models and other art assets, but GL resources as well such as vertex buffers and compiled shaders.

Resources are split into two different class trees: InternalResource objects and ExternalResource objects. When a resource is loaded for the first time a key-value pair is stored in a dictionary, where the key is a unique identifier for that specific resource. If the same resource is needed again, it is loaded from the dictionary. For example, the first time a mesh file named “FancyCar.obj” is loaded it is parsed by ObjMeshParser that produces a vertex/index buffer pair for rendering. The vertex buffer would be stored under the name “int_vbuff_fancycarobj.” Any subsequent attempts to load that .obj file would return the existing resources rather than re-parsing it from the file.

On another note, as I mentioned in the last post I’m looking for an ideal model format. The Obj format is quick and easy to use, however it lacks support for animations. For the time being it’s sufficient, but I would like to move to something more flexible later on. I did look into the .blend format, but it includes too much extra data such as cameras, lights and rendering settings. Collada does sound like it would work well, but I’ve never used it or done any XML parsing before. The other option would be to design a model format that’s compatible with my engine. This would make it easier to have precise control over the data that’s included in a the model, and would also allow for storing compatible material properties directly in the files. It would require additional coding and research though, so I’ll have to think on this one.

T


An OpenGL ES Adventure – Part 2

As I mentioned in my previous post on this topic, I’ve been working on a scene graph, render manger and material system for my GL engine. Some of the stuff has induced a bit of head-scratching, but on the whole things are coming together pretty well. I thought I’d share a bit about what I have in place now, and a few things I hope to complete soon.

My current scene graph implementation is probably not very optimal, but it works for what I need now. It’s essentially just a hierarchy of SceneNode objects and their subclasses. Each SceneNode can have an arbitrary number of children, which are stored in a custom dynamic array class.  A SceneNode is the highest level class; it’s not a renderable object, but is used for grouping objects. It’ll be able to act as “folder” in the scene graph. The SceneObject, which is a direct subclass of SceneNode, is the base class for all renderable objects. Sky, water, meshes etc will all be in the class tree of SceneObject.

The second SceneNode subclass I have written at the moment is a SceneCell, which is the physical equivalent of a SceneNode. It groups SceneObjects into renderable cells, which allows for quick culling. Cell_0 is always visible, as it contains basic environment objects like the sky, terrain, large bodies of water, etc. From that point on, a maximum of 4 cells will be visible at any time depending on what’s in view. The cell the camera is in will obviously always be rendered, and any adjacent cells that are visible.The contents of the cells will be further culled based on the view. The maximum occurs at the corner case. For example, if the camera is in the yellow cell then the green, red and blue cells will have potential renderable objects in them:

When the scene is traversed, if an object is deemed fit for drawing it is added to the appropriate group in the RenderManager. This set of classes will handle materials, batching and the actual GL calls to render the frame. This code is really in its infancy at the moment.

Anyways, that’s all for now. Hopefully I’ll have some more attractive in-engine screenshots for the next blog post on this topic. I still have to write a mesh loader, since I’m just using const arrays of vertices for all my objects at the moment. I’m considering using Blender’s .blend format for all my models, since it contains all the data I’ll need. I’ll have to look into that in a bit more detail though. I’ve also heard Collada is a good format.

T


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