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    • By DevAndroid
      Hello everyone,
      I'm trying to display a 2D texture to screen but the rendering isn't working correctly.
      First of all I did follow this tutorial to be able to render a Text to screen (I adapted it to render with OpenGL ES 2.0) : https://learnopengl.com/code_viewer.php?code=in-practice/text_rendering
      So here is the shader I'm using :
      const char gVertexShader[] = "#version 320 es\n" "layout (location = 0) in vec4 vertex;\n" "out vec2 TexCoords;\n" "uniform mat4 projection;\n" "void main() {\n" " gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);\n" " TexCoords = vertex.zw;\n" "}\n"; const char gFragmentShader[] = "#version 320 es\n" "precision mediump float;\n" "in vec2 TexCoords;\n" "out vec4 color;\n" "uniform sampler2D text;\n" "uniform vec3 textColor;\n" "void main() {\n" " vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);\n" " color = vec4(textColor, 1.0) * sampled;\n" "}\n"; The render text works very well so I would like to keep those Shaders program to render a texture loaded from PNG.
      For that I'm using libPNG to load the PNG to a texture, here is my code :
      GLuint Cluster::loadPngFromPath(const char *file_name, int *width, int *height) { png_byte header[8]; FILE *fp = fopen(file_name, "rb"); if (fp == 0) { return 0; } fread(header, 1, 8, fp); if (png_sig_cmp(header, 0, 8)) { fclose(fp); return 0; } png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); if (!png_ptr) { fclose(fp); return 0; } png_infop info_ptr = png_create_info_struct(png_ptr); if (!info_ptr) { png_destroy_read_struct(&png_ptr, (png_infopp)NULL, (png_infopp)NULL); fclose(fp); return 0; } png_infop end_info = png_create_info_struct(png_ptr); if (!end_info) { png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp) NULL); fclose(fp); return 0; } if (setjmp(png_jmpbuf(png_ptr))) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); fclose(fp); return 0; } png_init_io(png_ptr, fp); png_set_sig_bytes(png_ptr, 8); png_read_info(png_ptr, info_ptr); int bit_depth, color_type; png_uint_32 temp_width, temp_height; png_get_IHDR(png_ptr, info_ptr, &temp_width, &temp_height, &bit_depth, &color_type, NULL, NULL, NULL); if (width) { *width = temp_width; } if (height) { *height = temp_height; } png_read_update_info(png_ptr, info_ptr); int rowbytes = png_get_rowbytes(png_ptr, info_ptr); rowbytes += 3 - ((rowbytes-1) % 4); png_byte * image_data; image_data = (png_byte *) malloc(rowbytes * temp_height * sizeof(png_byte)+15); if (image_data == NULL) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); fclose(fp); return 0; } png_bytep * row_pointers = (png_bytep *) malloc(temp_height * sizeof(png_bytep)); if (row_pointers == NULL) { png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); free(image_data); fclose(fp); return 0; } int i; for (i = 0; i < temp_height; i++) { row_pointers[temp_height - 1 - i] = image_data + i * rowbytes; } png_read_image(png_ptr, row_pointers); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, GL_ZERO, GL_RGB, temp_width, temp_height, GL_ZERO, GL_RGB, GL_UNSIGNED_BYTE, image_data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); png_destroy_read_struct(&png_ptr, &info_ptr, &end_info); free(image_data); free(row_pointers); fclose(fp); return texture; } This code just generates the texture and I store the id on memory
      And then I want to display my texture on any position (X, Y) of my screen so I did the following (That's works, at least the positioning).
      //MY TEXTURE IS 32x32 pixels ! void Cluster::printTexture(GLuint idTexture, GLfloat x, GLfloat y) { glActiveTexture(GL_TEXTURE0); glBindVertexArray(VAO); GLfloat vertices[6][4] = { { x, y + 32, 0.0, 0.0 }, { x, y, 0.0, 1.0 }, { x + 32, y, 1.0, 1.0 }, { x, y + 32, 0.0, 0.0 }, { x + 32, y, 1.0, 1.0 }, { x + 32, y + 32, 1.0, 0.0 } }; glBindTexture(GL_TEXTURE_2D, idTexture); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferSubData(GL_ARRAY_BUFFER, GL_ZERO, sizeof(vertices), vertices); glBindBuffer(GL_ARRAY_BUFFER, GL_ZERO); glUniform1i(this->mTextShaderHandle, GL_ZERO); glDrawArrays(GL_TRIANGLE_STRIP, GL_ZERO, 6); } My .png is a blue square.
      The result is that my texture is not loaded correctly. It is not complete and there are many small black spots. I don't know what's going on ? It could be the vertices or the load ? Or maybe I need to add something on the shader. I don't know, I really need help.
      Thanks !
    • By Edmund Berkmann
      Good afternoon,
      My team and I, Redd Project, have been working on an Isometric Turn Based RPG based on a crypto currency. The story is set in a post utopian world where human powers have become a norm for a small minority, destroying the newly found balance.
      We're recruiting 2 artists part-time or 1 full-time on a contractual Rev-Share basis, which takes into account contribution and other similar rating systems.
      It's a risky project, but you might be about to embark on the most refreshing game project of your life. We're trying to create a small footprint in the fresh crypto gaming market, absorbing an entire gaming community in a world where playing is actually synonym with real world value creation.
      As such, you'll find hereunder some art styles that we're aiming for. If you're interested, contact me at MyReddProject@gmail.com or through Discord (at Redd#3121). 
       

    • By DelicateTreeFrog
      I have a 9-slice shader working mostly nicely:

          
      Here, both the sprites are separate images, so the shader code works well:
      varying vec4 color; varying vec2 texCoord; uniform sampler2D tex; uniform vec2 u_dimensions; uniform vec2 u_border; float map(float value, float originalMin, float originalMax, float newMin, float newMax) { return (value - originalMin) / (originalMax - originalMin) * (newMax - newMin) + newMin; } // Helper function, because WET code is bad code // Takes in the coordinate on the current axis and the borders float processAxis(float coord, float textureBorder, float windowBorder) { if (coord < windowBorder) return map(coord, 0, windowBorder, 0, textureBorder) ; if (coord < 1 - windowBorder) return map(coord, windowBorder, 1 - windowBorder, textureBorder, 1 - textureBorder); return map(coord, 1 - windowBorder, 1, 1 - textureBorder, 1); } void main(void) { vec2 newUV = vec2( processAxis(texCoord.x, u_border.x, u_dimensions.x), processAxis(texCoord.y, u_border.y, u_dimensions.y) ); // Output the color gl_FragColor = texture2D(tex, newUV); } External from the shader, I upload vec2(slice/box.w, slice/box.h) into the u_dimensions variable, and vec2(slice/clip.w, slice/clip.h) into u_border. In this scenario, box represents the box dimensions, and clip represents dimensions of the 24x24 image to be 9-sliced, and slice is 8 (the size of each slice in pixels).
      This is great and all, but it's very disagreeable if I decide I'm going to organize the various 9-slice images into a single image sprite sheet.

      Because OpenGL works between 0.0 and 1.0 instead of true pixel coordinates, and processes the full images rather than just the contents of the clipping rectangles, I'm kind of stumped about how to tell the shader to do what I need it to do. Anyone have pro advice on how to get it to be more sprite-sheet-friendly? Thank you!
    • By BigDC
      Hey all I am available to do art projects for games. I will do them for FREE just for the experience. I have very simple requests/stipulations.,.

      1. I am not looking or wanting to be a full team member.
      2. You allow me to display my finished pieces in my ArtStation.com protfolio
      2. No pixel art, and no demons, dragons, or religion pieces.
      3. You are flexible in your time limits and art requirements.

      You can view samples of my painted art here >>> https://www.artstation.com/pdavidcunningham
      You can view my earliest scenery paintings here >>> https://circlestudios.deviantart.com/
      You can view samples of my coloring of others art here >>> https://davidcunningham.deviantart.com/

      If interested, email me at: davidcunningham@email.com
    • By jbadams
      Mark Simpson explains some fundamental principles anyone can use to improve their art, with examples and links for further reading.
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