Tag Archives: opengl

Delphi/Pascal OpenGL Header updated to 4.6

The Delphi/Pascal OpenGL headers have been updated to support OpenGL 4.6. The current version of this header can always be found at the github repository, the 4.6 release has also been tagged.

This version adds support for all ARB extensions added to OpenGL 4.6 and brings a few cross-platform fixes (mostly for Free Pascal) along with a few fixes and added constants for a few extensions that have been missing.

The header supports pretty much all Delphi and recent Free Pascal versions and should work on Windows, Linux (FPC only) and Mac OSX.

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glCapsViewer 1.0 beta release

I just released version 1.0 (beta) of the OpenGL hardware capability viewer (C++ port using Qt). Note that it’s a beta release and my first C++ (and Qt) application released to the public.

Release on gitHub: https://github.com/SaschaWillems/glCapsViewer/releases/tag/v1.0-beta

Binary downloads (win32) :

https://github.com/SaschaWillems/glCapsViewer/releases/download/v1.0-beta/glcapsviewer_v1_0-beta_win32.7z

or

http://opengl.delphigl.de/releases/glcapsviewer_v1_0-beta_win32.7z

If you find any bugs, please post them in the comment section or (better) open an issue at the github repository.

Right now windows only, other platforms (linux first) will follow as soon as I’ve moved the project to CMake.

New features and url for the OpenGL hardware database

opengl-logoIn preparation for the release of the next glCapsViewer version (C++), the OpenGL hardware database has been completely overhauled and also got a new url for easier access.

After releasing the sources to the php front end of the database, I decided to clean up the sources for all pages, throw out old (bad) code and add in new features using external libraries like DataTables.

The OpenGL hardware database was my first php based web project, so much of the code wasn’t very pretty, and almost all search and filter functions were hard coded and not available everywhere and for all table columns. Not only did that make it hard to add new stuff, but it also gave a very inconsistent end-user experience.

The new version of the database now uses DataTables on all pages, including a live search, so that you can now easily search for data on every page among every column. Same goes for sorting, as all columns are now sortable, instead of just a few that were hard coded in the old version.

In addition to the new search functionality, the visuals are now based on jQueryUI and BootStrap, giving an easier look on the eye and also adding some convenient features, like having report information in separate tabs for easier navigation. Combined with live search, this should make the database a lot more fun to use.

The database now also has a real url (http://opengl.delphigl.de), instead of the old redirection, making up for much shorter urls than before, e.g. : http://opengl.delphigl.de/gl_generatereport.php?reportID=679

Feedback so far has been positive, and I also received some feature requests that I’ll ad in the future. So if you want to see a new feature, or see something that could be improved, just drop me a line or message me on twitter.

 

 

Going GitHub with gl(ES)CapsViewer

In my last posting for 2014, I wgithub-logorote a little bit about going open source with my projects. So I took the C++ rewrite of the OpenGL hardware capability viewer as a first step in releaasing more of my sources to the public.

And while I found bitbucket to be fine, I decided to move over to GitHub. Most of the developers I use to interact with are there (and not on bitbucket), and I prefer their UI and functionality over bitbucket (plus they seem to be super active with adding new stuff).

My GitHub repositories are located here.

It currently hosts the C++ port of the OpenGL hardware capability viewer, as well as it’s OpenGL ES counterpart (written in Java), the web front end of the OpenGL hardware database (PHP) and the pascal OpenGL header translation (Pascal).

So if you want to check out progress on these projects or like to fork them, just head to the repository. I’ll add other projects over time, and plan on releasing sources for some of my old (inactive) delphi projects too.

Enhanced C++ compute shader particle system

I’ve just added an OpenGL C++ repository over at bitbucket, and the first C++ demo is an enhanced port of the attraction based compute shader system from my last post.

computeShaderC07

Sources : https://bitbucket.org/saschawillems/opengl-c
Compiled win32 binaries : https://bitbucket.org/saschawillems/opengl-c/downloads/computeShaderParticleSystem_win32_bin.zip

Compared to the Delphi version, the C++ version uses point sprites (instead of smoothed GL_POINTS), has a random color fade and allows for several user inputs :

Note : This demo requires at least OpenGL 4.3!

  • r: reset particles at current cursor pos
  • p: Toggle pause
  • b: toggle viewport border for particle movement
  • c: toggle random color fade
  • +: increase speed
  • -: decrease speed
  • page up: increase particle count by 1024
  • page down: decrease particle count by 1024

Compute shaders for particle systems

Next on my list of new OpenGL functionality are compute shaders. They’ve been introduced into the GL core with 4.3, and pretty much allow you to do GPGPU directly in OpenGL without having to resolve to other APIs like OpenCL.

So my first compute shader demo implements a (simple) attraction based particle system. It generates two shader storage buffer objects (SSBOs). One for particle positions and one for particle velocities, and the compute shader then accesses these SSBOs to calculate particle velocities depending on an attraction point (in this demo it’s the mouse cursor) and accordingly updates the particle positions. So the whole particle system gets caclulated on the GPU, which should be a lot faster than doing it on a GPU.

Some screenshots, though they don’t do it any justice as the particle system is so dynamic and looks much better in motion :

You can grab the complete (Delphi) source from my bitbucket repository.

GL_ARB_debug_output

I’ve just been playing around with GL_ARB_debug_output, a new extension introduced with OpenGL 4.3. This extension adds debugging capabilities to OpenGL, e.g. allowing you to have a callback fired by the OpenGL implementation that’ll inform you upon errors or even (heavily depending on the IHV) gives performance hints.

I wrote a small sample (in Delphi) that demonstrates this new functionality. It creates an OpenGL 4.3 forward compatible context (no more legacy stuff) with debugging capabilites and displays debug messages from your OpenGL driver.

It’s a pretty neat feature, and something that OpenGL has been missing for a long time. So from now on, instead of having to poll via glError, you can have the driver inform you when something is not correct and (even better) tell you about your performance caveats.

You can grab the source from the gldebug folder in my GIT repository over at bitbucket. I plan on adding OpenGL demos (with source) for some of the newer OpenGL features to that repository from time to time.

Delphi/Pascal OpenGL Header updated and on bitbucket

I just updated our Delphi / Pascal OpenGL Header to include the two missing extensions GL_ARB_sparse_texture and GL_ARB_bindless_texture introduced alongside OpenGL 4.4.

And from now on you can always get the latest release from the repository over at github.

Since the latest drivers for my GPU sadly won’t support OpenGL 4.4 (AMD dropped driver support for Vista, so maybe it’s finally time to upgrade) I haven’t been able to test the two new extensions. So if you find any errors, please contact me and I’ll get them fixed.

Delphi / Pascal header for OpenGL 4.4

I just updated our OpenGL header translations to the latest 4.4 specs just released by Khronos. So if you’re developing cutting-edge 3D stuff with Delphi or Free Pascal you can now use the latest features available, as long as you’ve got the hardware and your vendor released new drivers (currently only NVIDIA seems to have GL 4.4 drivers out there). This header also fixes some minor bugs that have been reported by some of our community headers.

Once again it was end who has uploaded the first OpenGL 4.4 report to the glCapsViewer database.

Since I’m on an ATI (AMD) GPU and only NVidia has released OpenGL 4.4 drivers I wasn’t able to test out the new features. As usual the header should work with windows (32- and 64-bit), Mac OSX (at least in FPC, haven’t tested with XE2) and Linux (naturally FPC only). So if you got the hardware, the driver and want to test one of the new 4.3 features with Delphi / FPC, go ahead and get our new header on the official wiki page.

And if you find any bugs with the new features (or old ones too), please let me know.