Sign in to follow this  

OpenGL Textures withing texture?

Recommended Posts

Hello people! :) Im making a tile-based game. Each tile is an image loaded by sdl and converted to opengl texture. The redrawing part of the loop looks like this: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glBindTexture(GL_TEXTURE_2D, textureid); for(int x=0;x<22;x++){ for(int y=0;y<17;y++) { glBegin(GL_QUADS); // bottom left glTexCoord2f(0, 0); glVertex2f(32*x+xpos, 32*y+ypos); // bottom right glTexCoord2f(1, 0); glVertex2f(32*x+32+xpos, 32*y+ypos); // top right glTexCoord2f(1, 1); glVertex2f(32*x+32+xpos, 32*y+32+ypos); // top left glTexCoord2f(0, 1); glVertex2f(32*x+xpos, 32*y+32+ypos); glEnd(); } } The code is pretty straight forward so I didnt comment a lot. As you can see, the texture is redrawn 22*17 times. Is there a way to combine those 22*17 textures into one for performance benefits? Thank you.

Share this post

Link to post
Share on other sites
I'm assuming you meant that you have many textures and you put
glBindTexture(GL_TEXTURE_2D, textureid[i]);
in your for loop.

Yes, you can make 1 larger texture by putting all the smaller ones together and adjust the texture coordinates accordingly.
Of course, if you are using mipmapping, care must be taken so that the mipmaps are properly generated.

Share this post

Link to post
Share on other sites
Currently, you render ONE texture 17 x 22 times. Is this what you actually wanted?

Your problem is essentially a geometry and texture issue. The geometry can be better optimized by creating the grid once by(a) a display list, or (b) using a 3D modeling tool and importing the resulting grid back into your application. (c) Transforming the data into a vertex array format.

Since by the description of you problem the code/application is small scale - I would recommend the display list approach.

The code below is an example of creating a new display list. For this approach to work you still require your tile-grid drawing routine. Perhaps calling it drawTileGrid()

uint aDisplayListID = glGenLists (1);
glNewList (glDisplayListID, Gl.GL_COMPILE);
... place a call to your standard grid drawing code here
glEndList ();

Then in your render loop you simply perform this call instead:

glCallList (aDisplayListID);

What has this done? The original drawTileGrid() code was now been captured and stored within the Video cards memory. Thus making subsequent calls to draw it much much faster.

If you need to switch between different textures this is okay too. Simply perform the glBindTexture() command in the inner body of your loop.
Of course you need some way of controlling WHICH texture is appropriate but that's your application specific code bit.

Share this post

Link to post
Share on other sites
Yes you can have "textures within textures" :) You simply change the texture coordinates to the section of the texture you want to use.

Ignoring my crappy coder art, this image shows a 512x512 texture with four "sub textures in it": Here

As you can see to access each "sub texture" you just change the tex coords. This means you can have the same texture bound for many different tiles if you wanted to. I use one texture for my world tiles and another for my unit tiles, so I can draw the whole world and all its units with just two texture binds.

Share this post

Link to post
Share on other sites
Thank you very much ZeroSum, BionicBytes and V-man. All of your answers were very helpfull. I optimized the drawing routine by calling the list code and saved all my tile graphics in one bmp file.

Share this post

Link to post
Share on other sites
Im having a problem with the display list. When a new tile is reached while walking, I want the display list to clear and redraw different tiles in it(x-1 when moved left etc). Here is what I have so far:

void reLoadTiles(){
glBindTexture(GL_TEXTURE_2D, textureYou); // textureYou is the bmp file that stores all kinds of 32x32 pix tiles

glNewList (DisplayListID, GL_COMPILE);

for(int x=0;x<22;x++){
for(int y=0;y<17;y++) {
posX = tileMap[currentTileX+x][currentTileY+y].tilePosX;
//the tilePosX stores the fraction that represents the tile that should be drawn (for example when there are 5x5 tiles in a bmp file, tilePosX would be position of the tile + 1/5...)

posY = tileMap[currentTileX+x][currentTileY+y].tilePosY;

// bottom left
glVertex2f(32*x, 32*y);
// bottom right
glVertex2f(32*x+32, 32*y);
// top right
glTexCoord2f(posX+(float)1/mapWidth, posY+(float)1/mapHeight);
glVertex2f(32*x+32, 32*y+32);
// top left
glTexCoord2f(posX, posY+(float)1/mapHeight);
glVertex2f(32*x, 32*y+32);
glEndList ();


Share this post

Link to post
Share on other sites
So what you have is an atlas based texture. I.e a texture that has NxM textures on it. Presumably matching this is a piece of geometry arranged as a grid. The texture coordinates are arranged in such as way as to mimic the NxM tile based textures. Is this correct?

What's not so clear is the 'when a new tile is reached'. Sounds like your wanting to dynamically generate a new set of extra tiles.
Perhaps there is an alternative method - why not simply reuse the exiting grid. You could simply displace the grid 'n' units along the XZ axis using a translate () command before you issue the glCallList () command. To update the tile - if you have access to the original data then use this to update a chunk of the texture atlas using glTexCopy2D().

This approach might be better than regenerating the entire geometry grid every time you want to give the illusion of moving/shifting a tile to the left/right etc...

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Announcements

  • Forum Statistics

    • Total Topics
    • Total Posts
  • Similar Content

    • By mellinoe
      Hi all,
      First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource!
      Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots:
      The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios.
      Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.
    • By aejt
      I recently started getting into graphics programming (2nd try, first try was many years ago) and I'm working on a 3d rendering engine which I hope to be able to make a 3D game with sooner or later. I have plenty of C++ experience, but not a lot when it comes to graphics, and while it's definitely going much better this time, I'm having trouble figuring out how assets are usually handled by engines.
      I'm not having trouble with handling the GPU resources, but more so with how the resources should be defined and used in the system (materials, models, etc).
      This is my plan now, I've implemented most of it except for the XML parts and factories and those are the ones I'm not sure of at all:
      I have these classes:
      For GPU resources:
      Geometry: holds and manages everything needed to render a geometry: VAO, VBO, EBO. Texture: holds and manages a texture which is loaded into the GPU. Shader: holds and manages a shader which is loaded into the GPU. For assets relying on GPU resources:
      Material: holds a shader resource, multiple texture resources, as well as uniform settings. Mesh: holds a geometry and a material. Model: holds multiple meshes, possibly in a tree structure to more easily support skinning later on? For handling GPU resources:
      ResourceCache<T>: T can be any resource loaded into the GPU. It owns these resources and only hands out handles to them on request (currently string identifiers are used when requesting handles, but all resources are stored in a vector and each handle only contains resource's index in that vector) Resource<T>: The handles given out from ResourceCache. The handles are reference counted and to get the underlying resource you simply deference like with pointers (*handle).  
      And my plan is to define everything into these XML documents to abstract away files:
      Resources.xml for ref-counted GPU resources (geometry, shaders, textures) Resources are assigned names/ids and resource files, and possibly some attributes (what vertex attributes does this geometry have? what vertex attributes does this shader expect? what uniforms does this shader use? and so on) Are reference counted using ResourceCache<T> Assets.xml for assets using the GPU resources (materials, meshes, models) Assets are not reference counted, but they hold handles to ref-counted resources. References the resources defined in Resources.xml by names/ids. The XMLs are loaded into some structure in memory which is then used for loading the resources/assets using factory classes:
      Factory classes for resources:
      For example, a texture factory could contain the texture definitions from the XML containing data about textures in the game, as well as a cache containing all loaded textures. This means it has mappings from each name/id to a file and when asked to load a texture with a name/id, it can look up its path and use a "BinaryLoader" to either load the file and create the resource directly, or asynchronously load the file's data into a queue which then can be read from later to create the resources synchronously in the GL context. These factories only return handles.
      Factory classes for assets:
      Much like for resources, these classes contain the definitions for the assets they can load. For example, with the definition the MaterialFactory will know which shader, textures and possibly uniform a certain material has, and with the help of TextureFactory and ShaderFactory, it can retrieve handles to the resources it needs (Shader + Textures), setup itself from XML data (uniform values), and return a created instance of requested material. These factories return actual instances, not handles (but the instances contain handles).
      Is this a good or commonly used approach? Is this going to bite me in the ass later on? Are there other more preferable approaches? Is this outside of the scope of a 3d renderer and should be on the engine side? I'd love to receive and kind of advice or suggestions!
    • By nedondev
      I 'm learning how to create game by using opengl with c/c++ coding, so here is my fist game. In video description also have game contain in Dropbox. May be I will make it better in future.
    • By Abecederia
      So I've recently started learning some GLSL and now I'm toying with a POM shader. I'm trying to optimize it and notice that it starts having issues at high texture sizes, especially with self-shadowing.
      Now I know POM is expensive either way, but would pulling the heightmap out of the normalmap alpha channel and in it's own 8bit texture make doing all those dozens of texture fetches more cheap? Or is everything in the cache aligned to 32bit anyway? I haven't implemented texture compression yet, I think that would help? But regardless, should there be a performance boost from decoupling the heightmap? I could also keep it in a lower resolution than the normalmap if that would improve performance.
      Any help is much appreciated, please keep in mind I'm somewhat of a newbie. Thanks!
    • By test opty
      I'm trying to learn OpenGL through a website and have proceeded until this page of it. The output is a simple triangle. The problem is the complexity.
      I have read that page several times and tried to analyse the code but I haven't understood the code properly and completely yet. This is the code:
      #include <glad/glad.h> #include <GLFW/glfw3.h> #include <C:\Users\Abbasi\Desktop\std_lib_facilities_4.h> using namespace std; //****************************************************************************** void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow *window); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; const char *vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\0"; const char *fragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\n\0"; //******************************* int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // glfw window creation GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "My First Triangle", nullptr, nullptr); if (window == nullptr) { cout << "Failed to create GLFW window" << endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad: load all OpenGL function pointers if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { cout << "Failed to initialize GLAD" << endl; return -1; } // build and compile our shader program // vertex shader int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr); glCompileShader(vertexShader); // check for shader compile errors int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog); cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl; } // fragment shader int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr); glCompileShader(fragmentShader); // check for shader compile errors glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog); cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl; } // link shaders int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); // check for linking errors glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog); cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // set up vertex data (and buffer(s)) and configure vertex attributes float vertices[] = { -0.5f, -0.5f, 0.0f, // left 0.5f, -0.5f, 0.0f, // right 0.0f, 0.5f, 0.0f // top }; unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); // bind the Vertex Array Object first, then bind and set vertex buffer(s), //and then configure vertex attributes(s). glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // note that this is allowed, the call to glVertexAttribPointer registered VBO // as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind glBindBuffer(GL_ARRAY_BUFFER, 0); // You can unbind the VAO afterwards so other VAO calls won't accidentally // modify this VAO, but this rarely happens. Modifying other // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind // VAOs (nor VBOs) when it's not directly necessary. glBindVertexArray(0); // uncomment this call to draw in wireframe polygons. //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // render loop while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // draw our first triangle glUseProgram(shaderProgram); glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to // bind it every time, but we'll do so to keep things a bit more organized glDrawArrays(GL_TRIANGLES, 0, 3); // glBindVertexArray(0); // no need to unbind it every time // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); // glfw: terminate, clearing all previously allocated GLFW resources. glfwTerminate(); return 0; } //************************************************** // process all input: query GLFW whether relevant keys are pressed/released // this frame and react accordingly void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } //******************************************************************** // glfw: whenever the window size changed (by OS or user resize) this callback function executes void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); } As you see, about 200 lines of complicated code only for a simple triangle. 
      I don't know what parts are necessary for that output. And also, what the correct order of instructions for such an output or programs is, generally. That start point is too complex for a beginner of OpenGL like me and I don't know how to make the issue solved. What are your ideas please? What is the way to figure both the code and the whole program out correctly please?
      I wish I'd read a reference that would teach me OpenGL through a step-by-step method. 
  • Popular Now