• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
football94

Multitextured quad terrain

2 posts in this topic

Hi guys

In previous posts I explained how I was using a heightmap as a platform for experimentation with different projects but through  help  from different forums and google research found out that all I needed was a quad to use as a terrain(link below), and the next thing I would  like to try is adding multiple textures along with separate uv coordinates for each texture(ex. grass textcoord1,sand textcoord2,etc..)   and if possible for right now without using a shader,if anyone can help me work towards how this would be done would be much appreciated.

                                  Thankyou


http://allenwp.com/blog/2010/05/06/simple-fast-gpu-driven-multi-textured-terrain/

 

 

 

below is the link to the project Ive been experimenting with

and parts of the code Ive modified so far

 

http://msdn.microsoft.com/en-us/library/bb464051%28v=xnagamestudio.31%29.aspx

 

 

 

 

 changed vertex in quad struct from one vertex format to a custom made(VertexMultitextured)

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.Content;

namespace TexturedQuad
{
    public struct Quad
    {
        public Vector3 Origin;
        public Vector3 UpperLeft;
        public Vector3 LowerLeft;
        public Vector3 UpperRight;
        public Vector3 LowerRight;
        public Vector3 Normal;
        public Vector3 Up;
        public Vector3 Left;

        public VertexMultitextured[] Vertices;
        public int[] Indexes;

        public Quad( Vector3 origin, Vector3 normal, Vector3 up, 
            float width, float height )
        {
            Vertices = new VertexMultitextured[4];
            Indexes = new int[6];
            Origin = origin;
            Normal = normal;
            Up = up;

            // Calculate the quad corners
            Left = Vector3.Cross( normal, Up );
            Vector3 uppercenter = (Up * height / 2) + origin;
            UpperLeft = uppercenter + (Left * width / 2);
            UpperRight = uppercenter - (Left * width / 2);
            LowerLeft = UpperLeft - (Up * height);
            LowerRight = UpperRight - (Up * height);

            FillVertices();
        }
        
        private void FillVertices()
        {
            // Fill in texture coordinates to display full texture
            // on quad
            Vector2 textureUpperLeft = new Vector2( 0.0f, 0.0f );
            Vector2 textureUpperRight = new Vector2( 1.0f, 0.0f );
            Vector2 textureLowerLeft = new Vector2( 0.0f, 1.0f );
            Vector2 textureLowerRight = new Vector2( 1.0f, 1.0f );

            // Provide a normal for each vertex
            for (int i = 0; i < Vertices.Length; i++)
            {
                Vertices[i].Normal = Normal;
            }

            // Set the position and texture coordinate for each
            // vertex
            Vertices[0].Position = LowerLeft;
            Vertices[0].TextureCoordinate1 = textureLowerLeft;
            Vertices[1].Position = UpperLeft;
            Vertices[1].TextureCoordinate1 = textureUpperLeft;
            Vertices[2].Position = LowerRight;
            Vertices[2].TextureCoordinate1 = textureLowerRight;
            Vertices[3].Position = UpperRight;
            Vertices[3].TextureCoordinate1 = textureUpperRight;

            // Set the index buffer for each vertex, using
            // clockwise winding
            Indexes[0] = 0;
            Indexes[1] = 1;
            Indexes[2] = 2;
            Indexes[3] = 2;
            Indexes[4] = 1;
            Indexes[5] = 3;
        }
    }
}

main game code

using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace TexturedQuad
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        Quad quad;
        VertexDeclaration quadVertexDecl;
        Matrix View, Projection;
        protected override void Initialize()
        {
            quad = new Quad(Vector3.Zero, Vector3.Backward, Vector3.Up, 1, 1);
            View = Matrix.CreateLookAt(new Vector3(0, 0, 2), Vector3.Zero, 
                Vector3.Up);
            Projection = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.PiOver4, 4.0f / 3.0f, 1, 500);

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
       
        Texture2D texture1;
        BasicEffect quadEffect;
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
           
            texture1 = Content.Load<Texture2D>("Glass");
            quadEffect = new BasicEffect(graphics.GraphicsDevice, null);
            quadEffect.EnableDefaultLighting();

            quadEffect.World = Matrix.Identity;
            quadEffect.View = View;
            quadEffect.Projection = Projection;
            quadEffect.TextureEnabled = true;
            quadEffect.Texture = texture1;
            quadVertexDecl = new VertexDeclaration(graphics.GraphicsDevice,
               VertexMultitextured.VertexElements);
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == 
                ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            GraphicsDevice.VertexDeclaration = quadVertexDecl;
            quadEffect.Begin();
            foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes)
            {
                pass.Begin();

                GraphicsDevice.DrawUserIndexedPrimitives
                    <VertexMultitextured>(
                    PrimitiveType.TriangleList, 
                    quad.Vertices, 0, 4, 
                    quad.Indexes, 0, 2);

                pass.End();
            }
            quadEffect.End();
            
            base.Draw(gameTime);
        }
    }
}

0

Share this post


Link to post
Share on other sites



http://allenwp.com/blog/2010/05/06/simple-fast-gpu-driven-multi-textured-terrain/
 

 

this appears to use a texture (the red blue and green texture) as a "map" to say what texture to sample from while texturing the quad, using HLSL.

 


and if possible for right now without using a shader

 

fixed function can blend two or more textures in various ways. some combination of "masking" type blend ops might get you similar results.

0

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  
Followers 0