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kailashengine's Introduction

KailashEngine

Youtube Demo

Alt text

Features

  • Collada importing from Blender via custom python export script (triggers Blender's collada loader + some addons for lights and physics) supporting:
    • Mesh, lights, rigid body physics
    • Mesh movement and skeletal animation
    • Light movement animation
    • Diffuse, normal, specular, parallax, displacement mapping. Textures are imported as bindless GL textures
  • Bullet Physics integration for rigid bodies (BulletSharp)
  • Deferred Rendering pipeline
  • Spot, point and directional soft shadows with variable penumbra (VSM + mipmaps + pcss style stuff)
  • HDR with adaptive exposure
  • Lens effects like bloom and lens flare
  • Depth of Field with Bokeh
  • Camera and object motion blur
  • Precomputed Atmospheric Scattering
  • Voxel based global illumination
  • ..and maybe some other things, I don't know :)

Controls:

Keyboard:

  • WASD / CTRL / Space = Movement
  • F = Flashlight
  • Z = Reel in picked object
  • X = Throw picked object
  • R = Reset Scene

Toggles

  • Tab = No Clip
  • CAPS = Mouse Lock

Mouse

  • Left Click = Pick / move physical object / Move camera when mouse unlocked
  • Right Click = Zoom camera / Poke the Goat!
  • MIddle Click = Take Screenshot

Exporting for Kaillash in Blender

Notes

Blender meshes must have the following to work with Kailash:

  • UV Mapping / Texture Coordinates
  • At least 1 material

If you are starting from a fresh blend, make sure to set all paths to relative: File > External Data > Make all paths relative

Exporting

  1. Create your scene
  2. Save the blend in KailashEngine2/KailashEngine/Resources/Blender/ (important for relative paths)
  3. Open up a Text Editor panel
  4. Open the file KailashEngine2/KailashEngine/Resources/Blender/Scripts/export_collada.py
  5. Hover the mouse over the Text Editor panel and hit Alt + P (this will run the script)

The script will create 3 files in KailashEngine2/KailashEngine/Resources/Scene/<blend_file_name>/

Workarounds

Blender's Collada exporter misses a lot of things. Below are some workarounds I've used to get things to export

Textures

Set the following texture influences for effect in Kailash

  • Parallax Mapping: Diffuse > Intensity
  • Displacement Mapping: Shading > Ambient

Running Scene in Kailash

  1. Put the blend's filename (without extension) in KailashEngine.Client.Scene Method: load
  2. Recompile and Run

kailashengine's People

Contributors

dereksorensen avatar goulash32 avatar jarvisjimson avatar

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kailashengine's Issues

Some error fixes

As someone said bellow i found two more thinks that you shuld try to do, if your game isnt working.
As a first step download OpenAL an as second in file "Grendgine_Collada_Parse_Utils.cs" use "using System.Globalization;" and change array[i] = Convert.ToSingle(str[i]) to array[i] = Convert.ToSingle(str[i], CultureInfo.InvariantCulture);
Now you shuld be done.

Not properly loading DLL

Probably because I am using a too newer Visual studio (2019) and something changed but I am getting this error when trying to execute in Debug mode.

Unhandled Exception: System.DllNotFoundException: Unable to load DLL 'libbulletc': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at BulletSharp.DefaultCollisionConfiguration.btDefaultCollisionConfiguration_new()
at BulletSharp.DefaultCollisionConfiguration..ctor()
at KailashEngine.Physics.PhysicsDriver..ctor() in C:\projects\Examples\KailashEngine\KailashEngine\Physics\PhysicsDriver.cs:line 80
at KailashEngine.EngineDriver.OnLoad(EventArgs e) in C:\projects\Examples\KailashEngine\KailashEngine\EngineDriver.cs:line 388
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at KailashEngine.Launcher.Main(String[] args) in C:\projects\Examples\KailashEngine\KailashEngine\Launcher.cs:line 159

Not show element,just show view .

Hi!

I try to run your engine, but I just load view success and there are no elements happen.
I am learning OpenTK in basic with : VBO, normal, texture. After that can you give me an direction ?
That will help me to learn more about OpenTK.

P/S : I want to know what is the best way to load model using : more VBO or just put all in one VBO.
And how can I message to you?

Thanks!

Not showing any models

Here is the log file

==================================================================================
2017-05-02 10.27.05
==================================================================================

Loading Collada File                     light_objects.dae
	Creating Image Dictionary               0 images found :<
	Creating Material Dictionary            0 effects found :<
	Creating Animation Dictionary           0 animations found :<
	Creating Visuals Dictionary             2 visuals found
	Loading Skinning Data                   0 skins found :<
	Creating Mesh Dictionary                2 meshes found
	Loading Mesh Visuals                    
		Loading Visual Scene                   pLight
		Loading Visual Scene                   sLight
	Loading Controlled Visuals              
Loading World                            sponza
Loading Collada File                     sponza.dae
	Creating Image Dictionary               33 images found
	Creating Material Dictionary            28 effects found
	Creating Animation Dictionary           18 animations found
	Creating Visuals Dictionary             390 visuals found
	Loading Skinning Data                   0 skins found :<
	Creating Mesh Dictionary                386 meshes found
	Loading Mesh Visuals                    
		Loading Visual Scene                   Icosphere
		Loading Visual Scene                   Icosphere_001
		Loading Visual Scene                   Icosphere_002
		Loading Visual Scene                   Icosphere_118
		Loading Visual Scene                   sponza_00_001
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	Loading Controlled Visuals              
Loading Lights File                      sponza.lights
	Number of Lights                        4
[ ERROR ] Loading World File: sponza     Argomento specificato non compreso nell'intervallo.

Nome parametro: fovy
VS: common/render_Texture2D.vert         SUCCESS
FS: common/render_Texture1D.frag         SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: common/render_Texture2D.frag         SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: common/render_Texture2DArray.frag    SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: common/render_Texture3D.frag         SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_TextureCube.vert       SUCCESS
FS: common/render_TextureCube.frag       SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_TextureCube.vert       SUCCESS
FS: common/render_TextureCubeArray.frag  SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: crosshair/crosshair_Render.vert      SUCCESS
FS: crosshair/crosshair_Render.frag      SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: special/special_BlurGauss.frag       SUCCESS
[ INFO ] Program Linking                 SUCCESS
CS: special/special_BlurGauss.comp       SUCCESS
[ INFO ] Program Linking                 SUCCESS
CS: special/special_BlurMovingAverage.comp SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: special/special_BlurStreak.frag      SUCCESS
[ INFO ] Program Linking                 SUCCESS
[ INFO ] FrameBuffer (Special)           SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: final/final_Scene.frag               SUCCESS
[ INFO ] Program Linking                 SUCCESS
[ INFO ] FrameBuffer (Final Scene)       SUCCESS
VS: common/geometry.vert                 SUCCESS
TC: gBuffer/gBuffer_Geometry.tesc        SUCCESS
TE: gBuffer/gBuffer_Geometry.tese        SUCCESS
GS: gBuffer/gBuffer_Geometry.geom        SUCCESS
FS: gBuffer/gBuffer_Geometry.frag        SUCCESS
[ ERROR ] Program Linking                FAILED
WARNING: Too many temp register is used in Tessellation control shader, it may cause slow execution.

VS: gBuffer/gBuffer_Stencil.vert         SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: gBuffer/gBuffer_Stencil.vert         SUCCESS
FS: gBuffer/gBuffer_Lighting_SPOT.frag   SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: gBuffer/gBuffer_Stencil.vert         SUCCESS
FS: gBuffer/gBuffer_Lighting_POINT.frag  SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: gBuffer/gBuffer_Accumulation.frag    SUCCESS
[ INFO ] Program Linking                 SUCCESS
[ INFO ] FrameBuffer (gBuffer)           SUCCESS
VS: vxgi/vxgi_Voxelize.vert              SUCCESS
GS: vxgi/vxgi_Voxelize.geom              SUCCESS
FS: vxgi/vxgi_Voxelize.frag              FAILED
WARNING: 0:13: warning(#433) Unexpected qualifier


[ ERROR ] Program Linking                FAILED
Shader in pipeline failed to compile :<
VS: vxgi/vxgi_Trace.vert                 SUCCESS
FS: vxgi/vxgi_ConeTrace.frag             FAILED
WARNING: 0:12: warning(#433) Unexpected qualifier


[ ERROR ] Program Linking                FAILED
Shader in pipeline failed to compile :<
VS: vxgi/vxgi_Trace.vert                 SUCCESS
FS: vxgi/vxgi_RayTrace.frag              FAILED
WARNING: 0:12: warning(#433) Unexpected qualifier


[ ERROR ] Program Linking                FAILED
Shader in pipeline failed to compile :<
CS: vxgi/vxgi_Injection.comp             FAILED
WARNING: 0:64: warning(#433) Unexpected qualifier


[ ERROR ] Program Linking                FAILED
Shader in pipeline failed to compile :<
CS: vxgi/vxgi_MipMap.comp                SUCCESS
[ INFO ] Program Linking                 SUCCESS
[ INFO ] FrameBuffer (VXGI - Cone Trace) SUCCESS
VS: common/geometry.vert                 SUCCESS
GS: shadow/shadow_Spot.geom              SUCCESS
FS: shadow/shadow_Spot.frag              SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/geometry.vert                 SUCCESS
GS: shadow/shadow_Point.geom             SUCCESS
FS: shadow/shadow_Point.frag             SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/geometry.vert                 SUCCESS
GS: shadow/shadow_Directional.geom       SUCCESS
FS: shadow/shadow_Directional.frag       SUCCESS
[ INFO ] Program Linking                 SUCCESS
[ INFO ] FrameBuffer (Shadow - Spot)     SUCCESS
[ INFO ] FrameBuffer (Shadow - Point)    SUCCESS
[ INFO ] FrameBuffer (Shadow - Directional) SUCCESS
VS: skybox/skybox_Render.vert            SUCCESS
FS: skybox/skybox_Render.frag            SUCCESS
[ INFO ] Program Linking                 SUCCESS
CS: hdr/hdr_Luminosity.comp              SUCCESS
[ INFO ] Program Linking                 SUCCESS
CS: hdr/hdr_AutoExposure.comp            SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: hdr/hdr_ScaleScene.frag              SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: lens/lens_Blend.frag                 SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: lens/lens_BrightSpots.frag           SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: lens/lens_Flare.frag                 SUCCESS
[ INFO ] Program Linking                 SUCCESS
[ INFO ] FrameBuffer (Lens)              SUCCESS
CS: dof/dof_AutoFocus.comp               SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: dof/dof_COC.frag                     SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: dof/dof_COC_Fix.frag                 SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: dof/dof_COC_Combine.frag             SUCCESS
[ INFO ] Program Linking                 SUCCESS
CS: dof/dof_Bokeh_Reset.comp             SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: dof/dof_Bokeh_Extract.frag           SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: dof/dof_Bokeh_Render.vert            SUCCESS
GS: dof/dof_Bokeh_Render.geom            SUCCESS
FS: dof/dof_Bokeh_Render.frag            SUCCESS
[ INFO ] Program Linking                 SUCCESS
CS: dof/dof_DOF_Blur.comp                SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: dof/dof_DOF_Blend.frag               SUCCESS
[ INFO ] Program Linking                 SUCCESS
[ INFO ] FrameBuffer (DOF - Half Resolution) SUCCESS
[ INFO ] FrameBuffer (DOF - Full Resolution) SUCCESS
CS: motion_blur/mb_Dilate.comp           SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: motion_blur/mb_Blur.frag             SUCCESS
[ INFO ] Program Linking                 SUCCESS
[ INFO ] FrameBuffer (Motion Blur)       SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: ats/precomputation/ats_Transmittance.frag SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: ats/precomputation/ats_Irradiance1.frag SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
GS: ats/precomputation/ats_Precompute.geom SUCCESS
FS: ats/precomputation/ats_Inscatter1.frag SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: ats/precomputation/ats_CopyIrradiance.frag SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
GS: ats/precomputation/ats_Precompute.geom SUCCESS
FS: ats/precomputation/ats_CopyInscatter1.frag SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
GS: ats/precomputation/ats_Precompute.geom SUCCESS
FS: ats/precomputation/ats_InscatterS.frag SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
FS: ats/precomputation/ats_IrradianceN.frag SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
GS: ats/precomputation/ats_Precompute.geom SUCCESS
FS: ats/precomputation/ats_InscatterN.frag SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: common/render_Texture2D.vert         SUCCESS
GS: ats/precomputation/ats_Precompute.geom SUCCESS
FS: ats/precomputation/ats_CopyInscatterN.frag SUCCESS
[ INFO ] Program Linking                 SUCCESS
VS: ats/ats_Atmoshpere.vert              SUCCESS
FS: ats/ats_Atmoshpere.frag              SUCCESS
[ INFO ] Program Linking                 SUCCESS
[ INFO ] FrameBuffer (ATS Atmoshpere)    SUCCESS
OpenGL Error:                            InvalidEnum
OpenGL Error:                            InvalidOperation
OpenGL Error:                            InvalidOperation

Exiting...                             BAYEEE

no Scene is displayed

hi,

The .light files exported from blender do have point as delimiter of float values.

the following lines in LightLoader.cs procuces wrong values when the windows installment is e.g. in german because it interprets 1.50000000 as 15000000 becaus the point is not recognized as the it should be because in german comma is recognized as correct delimiter.

LightLoader.cs
e.g. col.X = float.Parse(multi_value[0]);

to correct this issue it has to be changed to:

using System.Globalization
e.g. col.X = float.Parse(multi_value[0], CultureInfo.InvariantCulture);

After changing this the code compiles and starts. I can see the starfield and sunlight and mouse and keyboard behaves as expected.
But all three included demo scene files are not shown, just as they where absent.

There is no need to print the log file, because initialization and import of the scenes run all with succes.

I suppose the error could be in the xml importer of the dae file which maybe enterprets the given float values also in the wrong way as above and therefore the geometrie is present but somewhere in invisble space. But i could not fix the problem.

Any help would be greatly welcome.

P.S. It is a wonderful work of you.
I searched very long time for a C# binded render engine, that has Voxel GI as a feature.

According to my knowledge you render engine is the only one i could find.
If you know another i would also be very grateful to get a hint to it.

On all scenes, i get AccessViolationException on GL.GenerateTextureMipmap();

public void generateMipMap()
{
GL.GenerateTextureMipmap(_id);
}

System.AccessViolationException: 'Det gjordes ett försök att läsa eller skriva till skyddat minne. Detta indikerar ofta att annat minne är skadat.'
Sorry for the Swedish exception message...

How to fix this? Is it a problem between x86 and x64?

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