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[05:14:14] <spear2> is there a way to enforce at compile time that only OpenGL 3.3 core functionality is used?
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[05:15:07] <xaxxon> spear2: well, if you use glad, you can customize your gl headers so nothing else is available
[05:15:23] <Fig1024> that's not good idea
[05:15:39] <Fig1024> you can enforce it at run time, why you need it to be compile time
[05:16:54] <spear2> and might this be why glewInit results in a GL_INVALID_ENUM error when requesting a 3.3 core profile? http://www.geeks3d.com/20100721/glew-does-not-work-with-an-opengl-3-or-4-core-profile/
[05:17:11] <Fig1024> which version of Qt
[05:17:59] <xaxxon> why use glew?
[05:18:02] <Fig1024> you can set QSurfaceFormat::setDefaultFormat with format that has version 3.3 Core
[05:18:37] <spear2> xaxxon: never heard of glad
[05:18:45] <spear2> Fig1024: sorry i'm not using Qt
[05:18:54] <xaxxon> don't let dav1d hear you say that
[05:19:02] <Fig1024> oh sorry I confused my chat windows
[05:19:11] <Fig1024> thought this was qt channel
[05:20:05] <xaxxon> spear2: glad has a website where you can customize exactly what functionalty you want from GL and it will generate you a custom header file with exactly that
[05:20:23] <xaxxon> it is also a loader
[05:20:55] <Fig1024> I'm using glew with version 4.4 Core, works for me
[05:25:18] <spear2> ok this is nice http://glad.dav1d.de/
[05:25:43] <spear2> available extensions need to be known ahead of time? hardware/driver specific?
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[09:39:41] <samuncle> Hello
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[10:01:40] <samuncle> I'm trying to implement pbr in an existing game engine. However I'm facing some difficulties especially with glsl code
[10:04:09] <samuncle> Is anyone with some glsl experience willing to help me?
[10:05:22] <samuncle> I must admit while I have programming knowledge I'm usually more on the artistic side. And this reach the limit of my knowledge
[10:08:15] <samuncle> One of my challenge is to be sure I sent all the right values to the diffuse coefficient and the specular one
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[10:08:51] <xaxxon> samuncle: sorry I'm not very good with it either
[10:09:09] <samuncle> :)
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[10:09:28] <xaxxon> it's always best to just ask your specific question, though
[10:09:38] <xaxxon> instead of asking if anyone knows about a very wide topic
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[10:09:51] <xaxxon> what you consider complex someone else may consider trivial or vice versa
[10:09:53] <samuncle> Yes but I'm not sure what to ask ^^
[10:10:07] <xaxxon> well then show what you have and say what you want different about it
[10:10:15] <xaxxon> give someone enough that they can tell if they can help you or not
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[10:10:24] <samuncle> Ok
[10:11:25] <samuncle> So I'm working on the game supertuxkart. We have differed rendering. We have almost pbr with IBL and I think energy conservation
[10:11:26] <xaxxon> no one wants to commit to helping when they don't really have any idea what they're committing to
[10:12:15] <samuncle> However we still use specular Map and gloss map. I'm trying to switch to roughness and metalness
[10:13:27] <samuncle> https://github.com/Benau/stk-code/blob/combine/data/shaders/utils/SpecularBRDF.frag
[10:13:52] <samuncle> This is how we compute the specular
[10:14:05] <xaxxon> also remember it's sunday night/monday morning on new year's...
[10:14:12] <xaxxon> so things might be a bit slower than usual
[10:14:20] <samuncle> Yep it's fine :)
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[10:15:00] <samuncle> And this is how we compute diffuse (quite straightforward)
[10:15:02] <samuncle> https://github.com/Benau/stk-code/blob/combine/data/shaders/utils/DiffuseBRDF.frag
[10:15:45] <samuncle> One thing that could be misleading is the roughness
[10:16:02] <samuncle> It's actually the gloss Map value
[10:17:09] <samuncle> Diff = vec4(factor * NdotL * Diffuse * sun_color, 1.);
[10:17:09] <samuncle> Spec = vec4(factor * NdotL * Specular * sun_color, 1.);
[10:17:23] <samuncle> Those are the value sent to the next stage
[10:17:42] <samuncle> To be combined
[10:18:20] <samuncle> https://github.com/Benau/stk-code/blob/combine/data/shaders/combine_diffuse_color.frag
[10:18:25] <samuncle> Here they are combined
[10:18:54] <samuncle> So yesterday I reverse engineered this to figure out how the pipeline was setup
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[10:20:13] <samuncle> I tried to implement a new specular / diffuse computation but I ended up in strange artifacts
[10:23:36] <samuncle> xaxxon maybe I can show how I compute the input of the diffuse and specular function
[10:24:19] <samuncle> BTW happy new year to everyone
[10:25:46] <xaxxon> :) welcome to the big one eight.
[10:32:30] <samuncle> Thanks
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[10:45:24] <samuncle> Brb
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[14:00:36] <crokura> Hello. Happy new year, guys!
[14:01:12] <crokura> I am learning opengl and I want to create a triangle. However, the fragment shader draws the points white, even if I want to change that color
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[14:01:49] <crokura> The shaders are here: https://paste.ofcode.org/Xr8SJYcVwkLTyCiTB4gsMc
[14:02:34] <crokura> The source code is here: https://paste.ofcode.org/hp7395zvAeBAF2gJ8JzeRX
[14:02:41] <crokura> I would appreciate any help, thanks
[14:05:50] <kung> u dont do any error checking
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[14:07:46] <kung> but probably its just "gl_fragColor = ..." instead of your "fragColor = ..."
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[14:15:45] <crokura> kung in the fragment shader there is this line: out vec4 fragColor. Why would I write gl_fragColor?
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[14:17:07] <kung> idk, more defaultish, just try it
[14:17:14] <kung> and remove "out... "
[14:17:51] <crokura> nah, it didnt work
[14:17:56] <crokura> the triangle is still white
[14:18:17] <kung> then back to error checking
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[14:42:46] <crokura> nah, i couldnt find what is wrong
[14:43:12] <crokura> i tried to see if there are errors related to the compilation of shaders
[14:43:20] <crokura> there are no errors
[14:45:00] <DarkUranium> I wonder, is there a shortcut for computing an irradiance map of atmospheric scattering?
[14:46:34] <derhass> crokura: if that is your real code, your shaders can't compile correctly
[14:48:01] <crokura> derhass why?
[14:48:18] <derhass> because a filename is not valid GLSL
[14:49:38] <crokura> derhass const GLchar *vertexShaderSource = "vertexShader.vert"; const GLchar *fragmentShaderSource = "fragmentShader.frag";
[14:49:41] <crokura> these?
[14:49:58] <derhass> yes, these
[14:50:10] <kung> and he claimed "there are no errors"
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[14:50:41] <crokura> yeah, there were no errors
[14:50:43] <crokura> that's strange
[14:50:51] <derhass> how did you check?
[14:50:52] <crokura> I have seen a white traingle
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[14:51:11] <derhass> crokura: nvidia
[14:51:39] <crokura> https://paste.ofcode.org/QGnhWRU32y4dwtrEVZpUXs
[14:51:51] <crokura> I used this code to see if there is a compilation error, derhass
[14:53:14] <derhass> hard to tell how you screwed that one up
[14:53:29] <derhass> maybe you called it at the wrong place
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[15:10:41] <crokura> derhass I tried to fix it: https://paste.ofcode.org/vwiswERM9Supw6kuXfVA3Y
[15:10:57] <crokura> Now I read the file using the function readShaderFile
[15:11:16] <crokura> std::string v = readShaderFile("vertexShader.vert"); const GLchar* vertexShaderSource = v.c_str();
[15:11:25] <crokura> However, the triangle is still white
[15:12:04] <derhass> show the actual code
[15:13:24] <derhass> and implement proper error checks
[15:13:28] <crokura> https://paste.ofcode.org/vwiswERM9Supw6kuXfVA3Y
[15:13:38] <crokura> this is the code, derhass
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[15:18:40] <crokura> derhass it is working
[15:18:46] <crokura> I just changed the path
[15:19:10] <crokura> instead of vertexShadert.vert to the complete path
[15:19:18] <crokura> C://....
[15:19:27] <crokura> thank you very much :D
[15:20:14] <derhass> and implement proper error checks
[15:22:57] <crokura> i dont know how to make error checks
[15:23:06] <derhass> learn int
[15:23:08] <derhass> *it
[15:23:15] <derhass> modern GL has debug callbacks
[15:23:18] <derhass> use them
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[16:00:58] <snyp> If I write to an image in a buildup phase consisting of some draw calls and read from them in the final draw call, I don't need any barrier before the final call, right?
[16:01:47] <snyp> *image2D
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[16:06:00] <derhass> snyp: you do need one (if you care about correctness)
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[16:11:58] <snyp> derhass: I see. Probably why I'm seeing different results in nvidia and intel drivers.
[16:13:12] <derhass> snyp: what you described above is basically _the_ textbook example of when you need a memory barrier
[16:13:52] <snyp> derhass: oh.. yeah getting a bit confused with 'coherence', and barriers, etc.
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[16:22:39] <snyp> derhass: MemoryBarrier only concerns itself with draw-call to draw-call communication between shaders only right? If I read the image using GetTexImage from C instead of reading from a shader, it will synchronize ok, right?
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[16:50:56] <derhass> snyp: I don't think so
[16:51:13] <derhass> snyp: it is defined as a barrier between the commands before and after
[16:51:46] <derhass> in case of image load/store and SSBOs and other shader writes not to the framebuffer, the driver will just do no implicit synchronization for you
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[16:56:56] <snyp> derhass: ah. got it. indeed, TexImage is mentioned here too https://www.khronos.org/opengl/wiki/Memory_Model#Incoherent_memory_access .
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[18:53:05] <snyp> How does GL or the GPU driver 'decide' it should turn on early fragment tests or not? One indication would be when it detects gl_FragDepth or gl_FragCoord is changed, anything else?
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[18:55:23] <snyp> changed in shader*
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[19:19:53] <ColaEuphoria> snyp, https://www.khronos.org/opengl/wiki/Layout_Qualifier_(GLSL)#Early_fragment_tests
[19:20:03] <ColaEuphoria> layout(early_fragment_tests) in;
[19:20:56] <ColaEuphoria> i would assume that other than explicitly stating it, the driver just does what it wants unpredictably
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[19:32:52] <snyp> ColaEuphoria: I see. Was just curious.
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[23:15:58] <DarkShin> Hey guys, anyone here have experience with freetype-gl lib?
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[23:47:27] <samuncle> https://i.imgur.com/dGsGC25.jpg <- I implemented pbr in a game engine \o/
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top

   January 1, 2018  
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