Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: experiment on Terrains  (Read 14550 times)

0 Members and 1 Guest are viewing this topic.

Mortal

  • Sr. Member
  • ****
  • Posts: 284
    • View Profile
experiment on Terrains
« on: October 30, 2016, 11:50:33 pm »
hello

i was working on terrain lately, i'm trying to cover as much as i can on this topic which it seems, it is massive topic wasn't a best choice to lean basic opengl on this path. but i have made some progresses so far.

here i have made a demo to test opengl 4.4 features by drawing terrain with Tessellation based on nvida demonstration on Tessellation and Program Pipelines. but unfortunately, this technique has huge drawback regarding performance especially for terrain atleast on my Labtop.

the demo shows the terrain colored based on its height and dynamic cloud & lighting effects.i made it with c++/SFML.  i would like to carry on this topic to get a decent knowledge for both opengl in general and terrain in specific

demo:


source code: github
 

Sub

  • Full Member
  • ***
  • Posts: 159
    • View Profile
Re: experiment on Terrains
« Reply #1 on: November 01, 2016, 01:02:06 pm »
That's beautiful man.  Keep it up

Mortal

  • Sr. Member
  • ****
  • Posts: 284
    • View Profile
Re: experiment on Terrains
« Reply #2 on: November 01, 2016, 11:07:42 pm »
thanks Sub, i appreciate it

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 11030
    • View Profile
    • development blog
    • Email
AW: experiment on Terrains
« Reply #3 on: November 02, 2016, 09:42:54 am »
Looks pretty neat! :)
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/

Tukimitzu

  • Full Member
  • ***
  • Posts: 117
  • Anti-Hero Member
    • View Profile
Re: experiment on Terrains
« Reply #4 on: November 03, 2016, 03:34:16 am »
Pretty cool!

Mortal

  • Sr. Member
  • ****
  • Posts: 284
    • View Profile
Re: experiment on Terrains
« Reply #5 on: November 03, 2016, 05:12:41 am »
thank you guys, i'm glad that you like it.

actually, the shader (GLSL) is taken from nvidia SDK demos. they updated their SDK as well as demos with gigantic frame-work. they released it lately along with cool stuffs. but unfortunately the documents not descriptive if you aimed to lean basic modern opengl like me. :-\

DarkRoku12

  • Full Member
  • ***
  • Posts: 203
  • Lua coder.
    • View Profile
    • Email
Re: experiment on Terrains
« Reply #6 on: November 03, 2016, 07:25:33 pm »
Good lights effects.  :D ;D
I would like a spanish/latin community...
Problems building for Android? Look here

Hapax

  • Hero Member
  • *****
  • Posts: 3379
  • My number of posts is shown in hexadecimal.
    • View Profile
    • Links
Re: experiment on Terrains
« Reply #7 on: November 03, 2016, 10:14:35 pm »
This looks really nice. Good work :)
Selba Ward -SFML drawables
Cheese Map -Drawable Layered Tile Map
Kairos -Timing Library
Grambol
 *Hapaxia Links*

Mortal

  • Sr. Member
  • ****
  • Posts: 284
    • View Profile
Re: experiment on Terrains
« Reply #8 on: November 04, 2016, 02:01:46 am »
Good lights effects.  :D ;D
yes it is, i have seen worst from free tutorials on youtube and else where.

This looks really nice. Good work :)
thank you Hapax,

roccio

  • Jr. Member
  • **
  • Posts: 64
    • View Profile
    • Email
Re: experiment on Terrains
« Reply #9 on: November 04, 2016, 10:55:44 am »
Very nice! Thank you for sharing and will keep an eye on this!

Mortal

  • Sr. Member
  • ****
  • Posts: 284
    • View Profile
Re: experiment on Terrains
« Reply #10 on: November 04, 2016, 02:31:22 pm »
Very nice! Thank you for sharing and will keep an eye on this!
you most welcome


update

i added ImGui to the project, inspired by Elias work.
Also, i added new features for testing tessellating output and terrain deformation such as changing height, noise frequency ..etc.





« Last Edit: November 04, 2016, 07:49:24 pm by Mortal »

roccio

  • Jr. Member
  • **
  • Posts: 64
    • View Profile
    • Email
Re: experiment on Terrains
« Reply #11 on: November 04, 2016, 08:35:49 pm »
It would be great to add tessellation based on distance from camera. Very good work

Mortal

  • Sr. Member
  • ****
  • Posts: 284
    • View Profile
Re: experiment on Terrains
« Reply #12 on: November 05, 2016, 01:19:34 am »
It would be great to add tessellation based on distance from camera. Very good work
it does support tessellation based on distance.
from the image where the wireframe is on, i disable "auto LOD" which manged tessellation based on distance, and switch to the manual mode to test both inner/outer tessellation in GUI window.
« Last Edit: November 05, 2016, 01:40:19 am by Mortal »

Mortal

  • Sr. Member
  • ****
  • Posts: 284
    • View Profile
Re: experiment on Terrains
« Reply #13 on: December 14, 2016, 07:58:25 pm »
work progress:

i have implemented multi-textured to the terrain.for simplicity, i used brute force to generate mesh. and i applied Diamond Square Fractal based on CPU. i've found that working with GPU is bit harder for debugging. i couldn't find any tool for my graphics card, most of debugger tools out there is specific for nvidia graphics cards. all i can do now for debugging is using transform feed back and that really annoying.

does any one know  debugger tool for Intel(R) HD Graphics 5500?

any way, here the demo for Fractal  multi-textured terrain.



source code




roccio

  • Jr. Member
  • **
  • Posts: 64
    • View Profile
    • Email
Re: experiment on Terrains
« Reply #14 on: December 15, 2016, 08:12:08 pm »
Very nice work. Thank you

 

anything