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Re: New EGL_Wrap library is OUT!!! with support GLEW and shaders...
Not too shy to talk
Not too shy to talk


@ALL

A new release of EGL_Wrap

Version 0.7.21:
* Fixed!! ENV: gl4es prefs after quit EGL_Wrap (thanks Kas1e)
* Fixed!! delete GL renderer on quit native opengl
* Recompiled all samples
* Added version on SDL2egl_library
* Added new functions on intenal lib GLEW renderer

Download and please update your projects

Thank you for your support and your help

HunoPPC

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Re: New EGL_Wrap library is OUT!!! with support GLEW and shaders...
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@kas1e

it's almost impossible in concept, at home I didn't have all this effect and even less creation because I don't ask it to create but simply to read (except when the environment is not installed correctly and that it cannot find its prefs in envarc:egl_wrap/, have you tried to compile the executable which does this to you (it is perhaps not up to date. for information doom3 does not do this to you? it uses the same library at least the same mechanism. Did you use the installation provided with the packaging?

HunoPPC

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Re: New EGL_Wrap library is OUT!!! with support GLEW and shaders...
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@kas1e

you automatically need a new version of doom3 because as I marked in the README, egl_wrap and now in a static and more dynamic version like before. So yes you will have to wait for a new version to use the new functions of the update

HunoPPC

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Re: New EGL_Wrap library is OUT!!! with support GLEW and shaders...
Not too shy to talk
Not too shy to talk


This does not affect GLES4 all my prefs are in ENVARC:egl_wrap, so nothing is modified in other games, my library only uses its prefs

Since you brought this problem to my attention, it's been working like this, it's been well over 2 years now.

HunoPPC

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New EGL_Wrap library is OUT!!! with support GLEW and shaders...
Not too shy to talk
Not too shy to talk


Hello Amigans,

The new EGL_Wrap library is out with all news functions for your all projects.

Thank you by advance foir your support and good dev and tests.


Is here on my Site:
http://hunoppc.amiga-projects.net/con ... ry-eglwrapper-opengles-20

_____________________________________________________________
Beta Beta Beta Work In Progress please update immediately your all games/API after this new release

LibEGL_wrap Version 0.7.20 2023

Minimal required:
Warp3DNova.library Version 54 revision 16
ogles2.library Version 3 revision 3

INTRO: This library was designed as an all-in-one system to be able to make games and to be able to allow easy ports for our AmigaOS4 system
Don't hesitate to get started and let me know of any problems or missing functions so that it can become a powerful development kit


EGL can be implemented on multiple operating systems and now on native AmigaOS4.
Implementations may also choose to allow rendering into specific types of EGL surfaces via other supported native rendering APIs (here OpenglES 2.0 for AmigaOS4.x).
Mechanisms for creating rendering surfaces (windows, pbuffers, pixmaps) onto which client APIs can draw and share.
Methods to create and manage graphics contexts for client APIs.
Ways to synchronize drawing by client APIs as well as native platform rendering APIs.
The EGLStreams extension provides a powerful but easily programmed API to control how a stream of images flow between AmigaOS4 OpenglES 2.0 APIs to enable advanced applications such as Augmented Reality with full hardware acceleration.
Include now GL4es created by PtitSeb (https://github.com/ptitSeb/gl4es), The OpenGL Extension Wrangler Library 'Glew' (https://glew.sourceforge.net/) ported by HunoPPC, image decoder PNG/JPEG/BMP/TGA by HunoPPC, sound engine by HunoPPC, AmigaInput lowlevel by HunoPPC,GUI by HunoPPC,SDL1, SDL2 and SDL_image by HunoPPC, GLUes and other small stuffs by HunoPPC.

Documentation is unfinished Work In Progress for porting your work or any games to the web

Please use a new Prefs GUI on your SYS:Prefs/ for configure your EGL_wrap and GL4es libraries
Please use ans test all samples on this folder for mecanism of my EGL_library.
Other games using the GL4es library can take advantage of my Prefs GUI, use a GL4es part on GUI and enjoy!!

Install library and Prefs:
Just launch script Install "LIB_EGL to SYS and Prefs" on libegl_wrap and enjoy!!
For SDK launch script "copy LIB_EGL to SDK"

/*---------------------------------------------SDL1-----------------------------------------------------------*/

For Projects GLUES SDL GL (no native, use gl4es) please link with this .h:

#include <EGLSDL/SDL.h>
#include <EGLSDL/SDL_opengl.h>

Or

#include "EGLSDL/SDL.h"
#include "EGLSDL/SDL_opengl.h"


If you use GLUES on SDL add this:

#include "EGLSDL/SDL.h"
#include "EGLSDL/SDL_opengl.h"
#include "EGL/glues.h"

Linked by: -lSDLegl_wrap -legl_wrap -lauto

IMPORTANT: do not use #include "SDL/SDL_opengl.h" (is for minigl) use #include "EGLSDL/SDL_opengl.h" and for the others originals headers no problems, use this.
Do not use `sdl-config --cflags`option please on your makefile
Use `eglsdl-config --cflags`option on your makefile
Do not use -use-dynld

/*---------------------------------------------SDL2-----------------------------------------------------------*/
For Projects GLUES SDL2 GL (no native, use gl4es) please link with this .h:

#include <EGLSDL2/SDL.h>
#include <EGLSDL2/SDL_opengl.h>

Or

#include "EGLSDL2/SDL.h"
#include "EGLSDL2/SDL_opengl.h"


If you use GLUES on SDL2 add this:

#include "EGLSDL2/SDL.h"
#include "EGLSDL2/SDL_opengl.h"
#include "EGL/glues.h"

Linked by: -lSDL2egl_wrap -legl_wrap -lauto

IMPORTANT: do not use #include "SDL2/SDL_opengl.h" (is for minigl) use #include "EGLSDL2/SDL_opengl.h" and for the others originals headers no problems, use this.
Do not use `sdl2-config --cflags`option please on your makefile
Use `egl2sdl-config --cflags`option on your makefile
Do not use -use-dynld

/*--------------------------------------------Native------------------------------------------------------------*/

For Projects EGL GLUES OPENGLES (native, use opengles 2.0) please link with this .h:

#include "EGL/egl.h"
#include "EGL/glues.h"

Linked by: -legl_wrap -lauto

IMPORTANT: Do not use -use-dynld

/*---------------------------------------------GLEW-----------------------------------------------------------*/
For Projects GLEW please link with this .h:

#include "EGL/glew.h"

Linked by: -legl_wrap -lauto

IMPORTANT: Do not use -use-dynld

/*-------------------------------------------Releases-----------------------------------------------------------*/
Version 0.7.20:
* Now!! Support additional shaders glsl on your code (exemple: effects Scanline, CRT and others)
* Now!! all libraries are STATIC, IMPORTANT: don't forget to delete your old dynamic libraries
* New!! Added The OpenGL Extension Wrangler Library 'Glew' includes and package for SDK
* Updated SDL1 and SDL2
* Now!! SDL2 as your prefs on ENVARC:egl_wrap/
* Updated Gl4ES
* Updated GUI
* 20% speedup on renderer EGL_Wrap
* Added new icons into the GUI


Version 0.7.19:
* Updated Gl4ES
* Updated GUI
* Added new icons into the GUI
* Added new Prefs on the GUI for Gl4ES
* Added SDL1 SDLegl_image.a fixed for fast loading all images supported by this library
* Fixed problem on AHI with new SDK


Version 0.7.18:
* Updated Gl4ES
* Added SDL1 EGL includes and package for SDK
* Added SDL2 EGL includes and package for SDK
* Added option BLITFULLSCREEN on GL4ES parts

Version 0.7.17:
* Updated Gl4ES
* Fixed SDL1 Fullscreen render
* Added SDL2 EGL (beta)


Version 0.7.16:
* Updated Gl4ES
* Added new Prefs on the GUI for Gl4ES
* Fixed free surface on Glues render
* Added new functions on Glues
- glutGameModeString
- glutEnterGameMode
- glutLeaveGameMode
- glutGameModeGet
- glutIgnoreKeyRepeat
- glutSetKeyRepeat
- glutSimulateButton
- glutPostWindowRedisplay
- glutCloseFunc
- glutWindowStatusFunc
- glutForceJoystickFunc
* Fixed glutKeyboardFunc, keyboard working fine now!!


Version 0.7.15:
* Updated Gl4ES
* Fix Prefs file on the GUI


Version 0.7.14:
* Fixed problem on texture filter
* Updated Gl4ES
* Fixed loading texture on Glues no native Projects
* Modification of all header's .h (please install a new SDK of EGL_wrapper)
* Added all samples SDL_egl_wrap with code
* Added library SDLegl_wrap.a 1.2.15 on EGL SDK
* Added headers of SDLegl_wrap.a 1.2.15 on EGL SDK "EGLSDL/"
PROBLEM: No free surface correctly on Glues render, W.I.P (please reboot your Amiga after use Glues projects)


Version 0.7.13:
* Fixed crash music module on Update Effect.
* Updated Gl4ES
* Add new options environment ENVARC
* Fix mkdir (unix), now native AOS4 functions
* Add new function GLU and GLUT for all mix demos code
* Glues and Glut lights effects working fine now
* Fog effects working fine now
* Colors effects working fine now


Version 0.7.12:
* Internal Shaders working (limited actually W.I.P)
* Small speedup on renderer HD
* New update of GL4ES include


Problems:
* ALPHA problem on games engine (example: IOQUAKE and RTCW etc..)
* Internal GAMMA
* Endianness problems

In the future:
* Loading external Shader on GL 1.X
* Fix colors and lights effects
* Add new functions
* Speed increase
* Add new options on Prefs GUI
* And other stuffs for your pleasure...



Thanks go to:
My children "Matthis" and "Sorhënn" for allowing me some time to develop
Hyperion Entertainment - For the development of Amiga OS 4.0 and 4.1
Relec for my X1000 NEMO and my X5000
George Sakianos for my new cool web site
Lio, Samo79, K-L, zzd10h, Javier de las Rivas, Pseudaxos, Salternaos, Elwood, Alain Thellier, Sinisrus, Ölrick, Alex, Corto, Daytona, PtitSeb, Kas1e, Xray, A-eon and all my betatesters on my site
My All My Donators ;o)
And of course the whole AMIGA community


For lib GL4es donate to PtitSeb at https://github.com/ptitSeb/gl4es
For lib OpenGL Extension Wrangler Library at https://glew.sourceforge.net/


Bug reports for AmigaOS 4x at
NOUVEL (HunoPPC) Hugues
Mail and donate to: hunoppc(AT)gmail.com
http://hunoppc.amiga-projects.net/
______________________________________________________________

HunoPPC

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Re: have you seen this?
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Not too shy to talk


@SinanSam460
Yes i work on doom3 quake4 and prey games.
I présent this at Amiga38

HunoPPC

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Re: have you seen this?
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Not too shy to talk


@kas1e

I'm working on multithreading for doom3 and yes of course we will gain some Fps (I haven't been able to test this part yet). I mainly focused on glew which will allow us to make good games and I hope that more users will use my egl_wrap for their work

HunoPPC

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Re: have you seen this?
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Not too shy to talk


@kas1e

I don't think it's beneficial for other systems because it remains native to AOS4 and what's more it's very proprietary, especially for the egl_wrap part. My library will be available this weekend and you can have fun with it and do benchmarks if you wish, more than 4 years of development and additions of all kinds to have an all-in-one library (which continues to be improved)

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Re: have you seen this?
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Not too shy to talk


@kas1e
I simply use gl4es for native gl calls and functions, when I am in egl_wrapper I go directly via ogles2 with proprietary internal shaders and of course glew use egl_wrap that's why. then the version which was used for games at 30 fps uses an old version of egl_wrap not really optimized

HunoPPC

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Re: have you seen this?
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Not too shy to talk


@kas1e

My legacy build use Glew by choice

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Re: have you seen this?
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Not too shy to talk


@kas1e

it's not an overlay as you say, I correctly integrated gl4es into egl_wrap and you must have missed an episode because the version compiled at the very beginning of the thread runs at 30fps with gl4es I run at 90fps with egl_wrap in wrapper GL without native shaders so much better. sorry for the archive. Can someone share it at kas1e?, thanks


HunoPPC

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Re: have you seen this?
Not too shy to talk
Not too shy to talk


@kas1e


New version with glew and egl_wrap (no shader native) just gl4es

https://wetransfer.com/downloads/0b14c ... email&utm_source=sendgrid

Version Shaders not released actually

HunoPPC

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Re: have you seen this?
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Not too shy to talk


@SinanSam460

no worries with pleasure

HunoPPC

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Re: have you seen this?
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Not too shy to talk


@SinanSam460

To use shaders it is actually integrated into my new version egl_wrap
For information it is the gl_render.c rendering but there are a lot of corrections to be made because the shaders are not completely compatible with our system, currently I am correcting a color problem and it took me a little time to be able to have a rendering.

HunoPPC

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Re: have you seen this?
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Not too shy to talk


@kas1e

When we use gl4es we are lower than with glew + egl_wrap, as you say a simple game but what you forgot… is that it is a game coded for Windows or Linux initially, our system requires some additional optimizations and we would surely have to rewrite some parts of the game to be able to gain a few frames per second. Then we use wrappers, which is a little more greedy too so there are still some lost images. Natively (shaders) we are at the top and the game is running at full speed.

As for the disappearance of the alignment, I also don't understand why it is this function which causes the engine to crash.

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Re: have you seen this?
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@geennaam

Thank you for your test.
On version pure shaders i have 140fps on my X5000

HunoPPC

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Re: have you seen this?
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Not too shy to talk


@all

New version with glew and egl_wrap

https://wetransfer.com/downloads/0b14c ... email&utm_source=sendgrid

HunoPPC

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Re: have you seen this?
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Not too shy to talk


@jabirulo

Thank you for your response, it’s a really very special problem, I’ve never seen that. for information I am on the port for vita and I have just set the render_gl.c in native shader and I obtain between 70 and 90 (or even more in places) of FPS. For information, there is no original problem linked to the loading of data (alignment) I will provide you with an executable later

PS: Kas1e you were right, we must shoot at least 60 fps

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Re: have you seen this?
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Not too shy to talk


@SinanSam460

Hi, how do you get around the alignment problem?

Thank you very much

HunoPPC

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Re: have you seen this?
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@SinanSam460

Good that !!

Thank you for using my library

HunoPPC

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