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Kurdur

Modify normalmapping SpriteEffects sample from to use SamplerState.LinearClamp

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I'm using the NormalMapProcessor from the SpriteEffects sample in my current project. Recently I've been forced to use the "Reach" graphics profile because of end-user limitations. This graphics profile requires that all textures are resized to 'Power of two' or the SamplerState.LinearClamp is used. However, when setting the SamplerState I still get the error that XNA Graphics Profile Reach requires 'power of two'-textures. This error ONLY happens at the exact point where I use the normalmapping from the SpriteEffects sample.

How do I fix this???


Code for drawing the textures with normalmapping (the error occurs at spriteBatch_.End()):
[CODE]
// Draw Gold Chains
normalmapEffect.Parameters["LightDirection"].SetValue(lightDirection);

// Set the normalmap texture.
graphics_.GraphicsDevice.Textures[1] = goldChainTextureNormalMap_;

// Begin the sprite batch.
spriteBatch_.Begin(0, null, SamplerState.LinearClamp, null, null, normalmapEffect);

for (int n = 0; n < goldChains.Length; n++)
{
if (goldChains[n] != null)
{
if (goldChains[n].Enabled)
goldChains[n].Draw(spriteBatch_, boardPosition, goldChainTexture_);
}
}

spriteBatch_.End();
[/CODE]


Code for the NormalMapProcessor:
[CODE]
#region Using Statements
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Graphics.PackedVector;
#endregion

namespace SpriteShaderPipeline
{
/// <summary>
/// Custom content processor converts greyscale displacement bitmaps into
/// normalmap format. In the source image, use black for pixels that are
/// further away and white for ones that are bumped upward. The output
/// texture contains three-component normal vectors. This processor works
/// best if the source bitmap is slightly blurred.
/// </summary>
[ContentProcessor]
public class NormalMapProcessor : ContentProcessor<TextureContent, TextureContent>
{
// Controls how extreme the output normalmap should be.
const float bumpSize = 8f;


/// <summary>
/// Converts a greyscale displacement bitmap into normalmap format.
/// </summary>
public override TextureContent Process(TextureContent input,
ContentProcessorContext context)
{
// Convert the input bitmap to Vector4 format, for ease of processing.
input.ConvertBitmapType(typeof(PixelBitmapContent<Vector4>));

PixelBitmapContent<Vector4> bitmap;
bitmap = (PixelBitmapContent<Vector4>)input.Faces[0][0];

// Calculate normalmap vectors.
ConvertGreyToAlpha(bitmap);
ConvertAlphaToNormals(bitmap);

// Convert the result into NormalizedByte4 format.
input.ConvertBitmapType(typeof(PixelBitmapContent<NormalizedByte4>));

return input;
}


/// <summary>
/// Copies greyscale color information into the alpha channel.
/// </summary>
static void ConvertGreyToAlpha(PixelBitmapContent<Vector4> bitmap)
{
for (int y = 0; y < bitmap.Height; y++)
{
for (int x = 0; x < bitmap.Width; x++)
{
Vector4 value = bitmap.GetPixel(x, y);

// Copy a greyscale version of the RGB data into the alpha channel.
float greyscale = (value.X + value.Y + value.Z) / 3;

value.W = greyscale;

bitmap.SetPixel(x, y, value);
}
}
}


/// <summary>
/// Using height data stored in the alpha channel, computes normalmap
/// vectors and stores them in the RGB portion of the bitmap.
/// </summary>
static void ConvertAlphaToNormals(PixelBitmapContent<Vector4> bitmap)
{
for (int y = 0; y < bitmap.Height; y++)
{
for (int x = 0; x < bitmap.Width; x++)
{
// Look up the heights to either side of this pixel.
float left = GetHeight(bitmap, x - 1, y);
float right = GetHeight(bitmap, x + 1, y);

float top = GetHeight(bitmap, x, y - 1);
float bottom = GetHeight(bitmap, x, y + 1);

// Compute gradient vectors, then cross them to get the normal.
Vector3 dx = new Vector3(1, 0, (right - left) * bumpSize);
Vector3 dy = new Vector3(0, 1, (bottom - top) * bumpSize);

Vector3 normal = Vector3.Cross(dx, dy);

normal.Normalize();

// Store the result.
float alpha = GetHeight(bitmap, x, y);

bitmap.SetPixel(x, y, new Vector4(normal, alpha));
}
}
}


/// <summary>
/// Helper for looking up height values from the bitmap alpha channel,
/// clamping if the specified position is off the edge of the bitmap.
/// </summary>
static float GetHeight(PixelBitmapContent<Vector4> bitmap, int x, int y)
{
if (x < 0)
{
x = 0;
}
else if (x >= bitmap.Width)
{
x = bitmap.Width - 1;
}

if (y < 0)
{
y = 0;
}
else if (y >= bitmap.Height)
{
y = bitmap.Height - 1;
}

return bitmap.GetPixel(x, y).W;
}
}
}
[/CODE]
0

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