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  • Software Renderer in 28 days
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  • Graphics Engine Development
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  • Robot University -- a 2D DirectX Puzzle
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  • True, False, Maybe
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Found 17 results

  1. Hello GameDev vets, I use to program when I was younger (few college courses as well) and as I got older I got away from it. I've now been really taking learning programming very serious. I bought Sam's Teach Yourself C++ to learn the newer stuff added to C++ and refresh myself of all the basics. I am looking for the next book to help me actually start on a simple rogue RPG. I wish I could find a book (recent date) that covers heavily DirectX12 or 11 and RPGs. Especially procedural generation and tiles. I assume my book on Isometric programming still has relevant ways of doing tiles. Can anyone help me pick out 2-3 books that will help make me a comfortable windows programmer. 3D is probably my LAST stop. I just would really enjoy non outdated books regarding 2D RPG games (and eventually 3D). But I am trying to go through the stages in a more practical way. Price is not really an issue. Any other sources are great as well. Thanks everyone! I have the following books: Sam's teach yourself C++(8th Edition) |Beginning C++ Game Programming by John Horton Beginning C++ Through Game Programming (4th Edition) by Michael Dawson Game Programming Patterns The Art of Game Design Level Up (Also own a kindle version of 2D programming by I forget who, it was great during its time) OLD OUTDATED BOOKS: Programming Role Playing Games with DX9 Programing Isometric Games with DX7 (maybe 9) Programming Multiplayer Games
  2. So the application itself is 2D and layered but I want to build the background bitmap from a Blender 3D model. When I make an appeal to Saint Google there seem to be an awful lot of ways of getting to the desired result. The process I have in mind is to do the following. Please comment on the practicality or otherwise of this approach. Use a background thread to: Load the model Create a 3D buffer for rendering into Render into the buffer Copy the 3D buffer to a 2D buffer somewhere The main loop will Blit? copy the 2D background to the backbuffer of the swap chain Overlay the background with various sprites Swap buffers Which leads to the following questions. What is the best option for exporting a Blender model for use by DirectX. Which API should I use to create a 3D buffer for rendering the model into? As it only gets rendered on scene changes, every 10-20 seconds, am I correct in assuming it shouldn't be part of the swap chain? In managing the background buffer is it best to, or must I, use a "dummy" device of some kind? How do I turn a 3D buffer into a 2D bitmap for load into the 2D swap chain? What is the best way to set up the 2D buffer so asto minimise the cost of the copy for every frame by the main loop?
  3. Hi there, I posted this to be resolved in SDL forums so Im gonna left here the link to original discussion https://discourse.libsdl.org/t/sdl-gl-swapwindow-is-not-working-for-me/22863 I don't want duplicate posts but I want reach the most people I be able to. Tell me If you think this is bad habits so I won't do again in advance. Thanks!
  4. I have a grow / shrink animation sequence. But for some reason the sprite does not scale smoothly. I did change the animation interval and disabled depth test but it did not fix this. What can be the reason behind this ? Does does have something to do with art asset that is used ? ScaleTo* zoom_in = ScaleTo::create(1, 1.5); ScaleTo* zoom_out = ScaleTo::create(1, 1); Sequence* anim = Sequence::create(zoom_in,zoom_out, NULL); RepeatForever *rep = RepeatForever::create(anim); rep->setTag(STATION_HIGHLIGHT_ANIMATION); station_image->runAction(rep); To others who might come here looking for a solution to this issue or something similar, I was able to fix this issue by enabling ‘CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL’ in ccConfig.h
  5. I googled around but are unable to find source code or details of implementation. What keywords should I search for this topic? Things I would like to know: A. How to ensure that partially covered pixels are rasterized? Apparently by expanding each triangle by 1 pixel or so, rasterization problem is almost solved. But it will result in an unindexable triangle list without tons of overlaps. Will it incur a large performance penalty? B. A-buffer like bitmask needs a read-modiry-write operation. How to ensure proper synchronizations in GLSL? GLSL seems to only allow int32 atomics on image. C. Is there some simple ways to estimate coverage on-the-fly? In case I am to draw 2D shapes onto an exisitng target: 1. A multi-pass whatever-buffer seems overkill. 2. Multisampling could cost a lot memory though all I need is better coverage. Besides, I have to blit twice, if draw target is not multisampled.
  6. Hi, I am writing a Windows multithreaded SDL 1.2 application, and am trying to fix a performance bug by process of elimination (graphics thread only wakes up once every 5 seconds for now). The bug is that when I move the mouse in circles, everything is fine for the first 50 seconds (smooth mouse movement and low CPU usage), and then the CPU usage spikes and the mouse starts to lag and skip rather than move smoothly. I am taking mouse input in the input thread as follows: while (SDL_WaitEvent(g_pEventData)) { ... SDL_Delay(10);//this was the recommendation i saw when researching perf issues } Windows Performance Analyzer tells me theres a large amount of CPU usage taken by KernelBase.dll!SleepEx which I THINK is called internally from SDL_WaitEvent in the loop above. Does anyone have an idea why the CPU usage suddenly spikes and performance lags after 50 seconds although I'm making the same circular mouse movements the whole time? Thanks.
  7. Hi, Not sure to post at the right place, if not, please forgive me... For a game project I am working on, I would like to implement a 2D starfield as a background. I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map. I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...). Is there someone who could have an idea of a distribution which could result in such a starfield? Any insight would be appreciated
  8. Hello I get many errors from wxWidget classes and I don't know why. They don't make the program crash. Does somebody know, why wxWidget creates so many errors? Im using the newest stable version of wxWidget and I build the solution at my own. ..\..\src\msw\control.cpp(149): 'CreateWindowEx("ToolbarWindow32", flags=52008900, ex=00000000)' failed with error 0x0000057e (Subordinate window can not be created at the top level.). H:\WxWidgets\include\wx/msw/private.h(406): 'GetClientRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). ..\..\src\msw\window.cpp(1962): 'MoveWindow' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(406): 'GetClientRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). ..\..\src\msw\window.cpp(1962): 'MoveWindow' failed with error 0x00000578 (Invalid window handle). ..\..\src\msw\toolbar.cpp(1112): 'TB_ADDBUTTONS' failed with error 0x00000578 (Invalid window handle). ..\..\src\msw\toolbar.cpp(290): 'TB_GETITEMRECT' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). ..\..\src\msw\window.cpp(1962): 'MoveWindow' failed with error 0x00000578 (Invalid window handle)
  9. Hello everybody, I've been a bloody problem for a few days now. I created a button in LibGDX. This button I have packed on a table and the table I have packed on a stack and the stack again to a stage. The problem is that I have to push a few pixels next to the button in order to erase. That means when I press exactly on the button nothing happens. I will copy here the times the appropriate code slightly shortened. I could also shorten the code a bit. public class HUD implements Disposable { PlayScreen screen; public static Stage stage; private Viewport viewport; private Stack stack; public HUD(PlayScreen screen, SpriteBatch sb) { this.screen = screen; viewport = new FitViewport(PlayScreen.V_WIDTH, PlayScreen.V_HEIGHT, new OrthographicCamera()); stage = new Stage(viewport, sb); stack = new Stack(); // This is the Stack stack.setFillParent(true); stack.addActor(buildHudLayer()); // Here I add another Table to the Stack stack.addActor(buildButtonLayer()); // Here I add the Table with the Button to the Stack stage.addActor(stack); // Here I add the Stack to the Stage PlayScreen.multiplexer.addProcessor(stage); // Here I add the input of the Stage to an InputMultiplexer screen.setInput(); } private Label fpsLabel; private Label levelLabel; private Table buildHudLayer() { // This is another table Table table = new Table(); table.top(); fpsLabel = new Label(Gdx.graphics.getFramesPerSecond() + "fps", new Label.LabelStyle(new BitmapFont(), Color.BLACK)); levelLabel = new Label(Masterrunner.currentLevel + " - " + Masterrunner.currentLevel, new Label.LabelStyle(new BitmapFont(), Color.BLACK)); table.add(fpsLabel).expandX(); table.add(levelLabel).expandX(); return table; } private Table buildButtonLayer() { Table table = new Table(); // Here I create the table table.setFillParent(true); table.setDebug(true); table.top(); Button.ButtonStyle style = new Button.ButtonStyle(); // This is the Button style.up = new TextureRegionDrawable(PlayScreen.atlas.findRegion("Pause")); style.down = new TextureRegionDrawable(PlayScreen.atlas.findRegion("Pause1")); Button pauseButton = new Button(style); table.add(pauseButton).size(20, 20); // Here I add the Button to the Table return table; // Here I return the Table } public void update() { fpsLabel.setText(Gdx.graphics.getFramesPerSecond() + "fps"); levelLabel.setText(Masterrunner.currentWorld.getName() + " - " + Masterrunner.currentLevel); stage.act(); } public void render() { stage.draw(); } } I hope the information is sufficient, if not corrected me please. Dear greetings UbuLin ;D
  10. Hi all In my post-processing pixel shader (HLSL, SM5) I am facing heavy banding issues as to be seen in the attached image. It doesn't matter what type of effect I am implementing (fake volumetric light in this case), it always happens when I am applying some color blending, e.g. fading out. Could this be a precision issue (I'm working with float numbers), or where do I have to start looking? Any hints will be appreciated!
  11. Does anyone know of a tool that converts PNG's into an SDF (Signed Distance Field) usable texture? I've seen a few tools for fonts but nothing specifically for single sprite textures.
  12. So this is a question that I asked over on GameDev Stack Exchange, and got no love here: In XNA I have 2 RenderTarget2D's, each with alpha layers, each with identical resolutions, and a surface type of Color. One is the base texture, and the other is the texture I want to use to further mask the base texture. I'm trying this out with a common stencil shader that's been tossed around on gamedev.stackexchange that looks like this: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1) { addressU = Clamp; addressV = Clamp; }; float MaskLocationX; float MaskLocationY; float MaskWidth; float MaskHeight; float BaseTextureLocationX; float BaseTextureLocationY; float BaseTextureWidth; float BaseTextureHeight; float4 StencilFunction(float2 texCoord : TEXCOORD0) : COLOR0 { float maskPixelX = texCoord.x * BaseTextureWidth + BaseTextureLocationX; float maskPixelY = texCoord.y * BaseTextureHeight + BaseTextureLocationY; float2 maskCoord = float2((maskPixelX - MaskLocationX) / MaskWidth, (maskPixelY - MaskLocationY) / MaskHeight); float4 bitMask = tex2D(MaskTexture, maskCoord); float4 tex = tex2D(BaseTexture, texCoord); return tex * (bitMask.a); } technique RenderStencil { pass P0 { PixelShader = compile ps_2_0 StencilFunction(); } } Technically, I'm using FNA, and the shader has been compiled (presumably successfully) using fxc. It may also be relevant that I'm using JetBrains Rider under Linux instead of VS, though from what I can tell, this shouldn't be a problem. I just want to apply this shader to these textures onto a 3rd render target. I've tried a number of things, but this seems to be the only thing that causes some kind of response: Manager.Device.Textures[0] = group[0].TempTarget; Manager.Device.Textures[1] = group[1].TempTarget; sceneBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, Map.StencilEffect); sceneBatch.Draw(group[0].TempTarget, sceneRectangle, Color.White); sceneBatch.Draw(group[1].TempTarget, sceneRectangle, Color.White); sceneBatch.End(); group[0] and group[1] are my layer objects, and TempTarget is a RenderTarget2D containing the result of each layer being rendered flat. I've tried a whole mess of different combinations of things, and either the 2 layers render unmodified, or not at all. It seems no shading is taking place. It's also likely that my shader could be majorly simplified. Both incoming rendertargets will always be the same size. I'm only just digging into shaders, but I want to get something working before I optimize. I don't know if the draws are necessary. I don't know if I pass the base texture or the mask texture into Device.Texture[0] or Device.Texture[1]. And I don't know which if any texture needs to Draw() to the batch. What's wrong? What am I missing? And why is it so difficult to find an answer to this in the vast wide Google? Pixel shaders in XNA seem to be a very closely guarded secret.
  13. I have just "finished" learning OpenGL + glut. I would like to try my hand at not using glut to try and get a better understanding of what goes on under the hood etc. I have been having great difficulty with the following code. I am trying to learn from a post on GitHub https://github.com/gamedevtech/X11OpenGLWindow and the example towards the end works but the triangle that it is suppose to render, does not. I thought it was because glBegin()--glEnd() are no more in current version of OpenGL. I tried to rewrite it using glDrawArrays. It did not work in the first place, what stupid thing am I doing here? #include <iostream> #include <cstring> #include <X11/Xlib.h> #include <X11/Xutil.h> #include <X11/keysymdef.h> #include <GL/gl.h> #include <GL/glx.h> #include <sys/time.h> #include <unistd.h> #define WINDOW_WIDTH 800 #define WINDOW_HEIGHT 600 #define FPS 60 #define TEST_LOCAL extern bool Initialize(int w, int h); extern bool Update(float deltaTime); extern void Render(); extern void Resize(int w, int h); extern void Shutdown(); static void drawTriangle(void); typedef GLXContext (*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool, const int*); #define SKIP_TICKS (1000 / FPS) static double GetMilliseconds() { static timeval s_tTimeVal; gettimeofday(&s_tTimeVal, NULL); double time = s_tTimeVal.tv_sec * 1000.0; // sec to ms time += s_tTimeVal.tv_usec / 1000.0; // us to ms return time; } static bool isExtensionSupported(const char *extList, const char *extension) { return strstr(extList, extension) != 0; } int main(int argc, char** argv) { Display* display; Window window; Screen* screen; int screenId; XEvent ev; // Open the display display = XOpenDisplay(NULL); if (display == NULL) { std::cout << "Could not open display\n"; return 1; } screen = DefaultScreenOfDisplay(display); screenId = DefaultScreen(display); // Check GLX version GLint majorGLX, minorGLX = 0; glXQueryVersion(display, &majorGLX, &minorGLX); if (majorGLX <= 1 && minorGLX < 2) { std::cout << "GLX 1.2 or greater is required.\n"; XCloseDisplay(display); return 1; } GLint glxAttribs[] = { GLX_X_RENDERABLE , True, GLX_DRAWABLE_TYPE , GLX_WINDOW_BIT, GLX_RENDER_TYPE , GLX_RGBA_BIT, GLX_X_VISUAL_TYPE , GLX_TRUE_COLOR, GLX_RED_SIZE , 8, GLX_GREEN_SIZE , 8, GLX_BLUE_SIZE , 8, GLX_ALPHA_SIZE , 8, GLX_DEPTH_SIZE , 24, GLX_STENCIL_SIZE , 8, GLX_DOUBLEBUFFER , True, None }; int fbcount; GLXFBConfig* fbc = glXChooseFBConfig(display, screenId, glxAttribs, &fbcount); if (fbc == 0) { std::cout << "Failed to retrieve framebuffer.\n"; XCloseDisplay(display); return 1; } // Pick the FB config/visual with the most samples per pixel int best_fbc = -1, worst_fbc = -1, best_num_samp = -1, worst_num_samp = 999; for (int i = 0; i < fbcount; ++i) { XVisualInfo *vi = glXGetVisualFromFBConfig( display, fbc ); if ( vi != 0) { int samp_buf, samples; glXGetFBConfigAttrib( display, fbc, GLX_SAMPLE_BUFFERS, &samp_buf ); glXGetFBConfigAttrib( display, fbc, GLX_SAMPLES , &samples ); if ( best_fbc < 0 || (samp_buf && samples > best_num_samp) ) { best_fbc = i; best_num_samp = samples; } if ( worst_fbc < 0 || !samp_buf || samples < worst_num_samp ) worst_fbc = i; worst_num_samp = samples; } XFree( vi ); } GLXFBConfig bestFbc = fbc[ best_fbc ]; XFree( fbc ); // Make sure to free this! XVisualInfo* visual = glXGetVisualFromFBConfig( display, bestFbc ); if (visual == 0) { std::cout << "Could not create correct visual window.\n"; XCloseDisplay(display); return 1; } if (screenId != visual->screen) { std::cout << "screenId(" << screenId << ") does not match visual->screen(" << visual->screen << ").\n"; XCloseDisplay(display); return 1; } // Open the window XSetWindowAttributes windowAttribs; windowAttribs.border_pixel = BlackPixel(display, screenId); windowAttribs.background_pixel = WhitePixel(display, screenId); windowAttribs.override_redirect = True; windowAttribs.colormap = XCreateColormap(display, RootWindow(display, screenId), visual->visual, AllocNone); windowAttribs.event_mask = ExposureMask; window = XCreateWindow(display, RootWindow(display, screenId), 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, visual->depth, InputOutput, visual->visual, CWBackPixel | CWColormap | CWBorderPixel | CWEventMask, &windowAttribs); // Redirect Close Atom atomWmDeleteWindow = XInternAtom(display, "WM_DELETE_WINDOW", False); XSetWMProtocols(display, window, &atomWmDeleteWindow, 1); // Create GLX OpenGL context glXCreateContextAttribsARBProc glXCreateContextAttribsARB = 0; glXCreateContextAttribsARB = (glXCreateContextAttribsARBProc) glXGetProcAddressARB( (const GLubyte *) "glXCreateContextAttribsARB" ); int context_attribs[] = { GLX_CONTEXT_MAJOR_VERSION_ARB, 3, GLX_CONTEXT_MINOR_VERSION_ARB, 2, GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB, None }; GLXContext context = 0; const char *glxExts = glXQueryExtensionsString( display, screenId ); if (!isExtensionSupported( glxExts, "GLX_ARB_create_context")) { std::cout << "GLX_ARB_create_context not supported\n"; context = glXCreateNewContext( display, bestFbc, GLX_RGBA_TYPE, 0, True ); } else { context = glXCreateContextAttribsARB( display, bestFbc, 0, true, context_attribs ); } XSync( display, False ); // Verifying that context is a direct context if (!glXIsDirect (display, context)) { std::cout << "Indirect GLX rendering context obtained\n"; } else { std::cout << "Direct GLX rendering context obtained\n"; } glXMakeCurrent(display, window, context); std::cout << "GL Renderer: " << glGetString(GL_RENDERER) << "\n"; std::cout << "GL Version: " << glGetString(GL_VERSION) << "\n"; std::cout << "GLSL Version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << "\n"; if (!Initialize(WINDOW_WIDTH, WINDOW_HEIGHT)) { glXDestroyContext(display, context); XFree(visual); XFreeColormap(display, windowAttribs.colormap); XDestroyWindow(display, window); XCloseDisplay(display); return 1; } // Show the window XClearWindow(display, window); XMapRaised(display, window); double prevTime = GetMilliseconds(); double currentTime = GetMilliseconds(); double deltaTime = 0.0; timeval time; long sleepTime = 0; gettimeofday(&time, NULL); long nextGameTick = (time.tv_sec * 1000) + (time.tv_usec / 1000); // Enter message loop while (true) { if (XPending(display) > 0) { XNextEvent(display, &ev); if (ev.type == Expose) { XWindowAttributes attribs; XGetWindowAttributes(display, window, &attribs); Resize(attribs.width, attribs.height); } if (ev.type == ClientMessage) { if (ev.xclient.data.l[0] == atomWmDeleteWindow) { break; } } else if (ev.type == DestroyNotify) { break; } } currentTime = GetMilliseconds(); deltaTime = double(currentTime - prevTime) * 0.001; prevTime = currentTime; if (!Update((float)deltaTime)) { break; } Render(); // Present frame glXSwapBuffers(display, window); // Limit Framerate gettimeofday(&time, NULL); nextGameTick += SKIP_TICKS; sleepTime = nextGameTick - ((time.tv_sec * 1000) + (time.tv_usec / 1000)); usleep((unsigned int)(sleepTime / 1000)); } std::cout << "Shutting Down\n"; Shutdown(); // Cleanup GLX glXDestroyContext(display, context); // Cleanup X11 XFree(visual); XFreeColormap(display, windowAttribs.colormap); XDestroyWindow(display, window); XCloseDisplay(display); return 0; } static float vertices2AndColors2Intertwined[] = { 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 10.0,0.0, 0.0, 1.0, 0.0, 0.0, 10.0, 10.0, 0.0, 0.0, 1.0, 0.0 }; static void drawTriangle(void) { glVertexPointer(3, GL_FLOAT, 6*sizeof(float), &vertices2AndColors2Intertwined[0]); glColorPointer(3, GL_FLOAT, 6*sizeof(float), &vertices2AndColors2Intertwined[3]); glDrawArrays(GL_TRIANGLES, 0, 3); } #ifdef TEST_LOCAL bool Initialize(int w, int h) { glClearColor(0.5f, 0.6f, 0.7f, 1.0f); glViewport(0, 0, w, h); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); return true; } bool Update(float deltaTime) { return true; } void Render() { glClear(GL_COLOR_BUFFER_BIT); drawTriangle(); } void Resize(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 100.0, 0.0, 100.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void Shutdown() { } #endif
  14. Hello guys! Totally new here, as well as to graphics programming in general. I'm making a 2D fighting game engine using XNA/MonoGame, and oddly enough what's tripping me up is how I can have the user define their lifebars. Obviously the simplest (old-school) method would be to just use a bounding rect to cut off the display region of the current sprite/animation to only the "remaining life" region. Done. But what if they want to define some other non-rectangular shape for the end of the lifebar, such as a rhombus, or pill shape? So I figure, why not have them make a mask sprite to define what the end of the lifebar should look like? That way they can have whatever end shape they want at any point in the lifebar, whether it's a static sprite or animation. It will also provide another useful tool familiar to designers that they can also use anywhere else in the engine. Basically, I want the user to be able to insert a sprite like this: And a sprite like this: And end up with this at the end of the lifebar (after aligning the mask with the end of the lifebar): The algorithm itself is simple. I just need it to take the sprite and multiply it by the color (or color component, to simplify things) in the overlapping mask sprite. But the problem is this: the mask texture and the lifebar texture may be different dimensions. In what I've worked with in HLSL so far, the texture indices are represented from 0.0F to 1.0F in the X or Y direction. So in my head, that mask sprite is going to be treated the same size as the lifebar texture, which means it would create a totally different image as the life decreases! I'm using HLSL, but I'm unsure how to approach this problem. Is there any way to check image dimensions so I can tell it to use the mask texture as-is, and not clip anything outside of the mask texture?
  15. I decided to implement an isometric 2D game for iPhone, using SpriteKit and GameplayKit, and Inkscape/GIMP as graphic tools. I prefer vectorial graphics because as a iOS programmer I am required to create multiple versions of my assets, each one of different size in order to adapt to different screen resolutions. I use GIMP just rarely, in the case that I need to adjust the images created with Inkscape. I draw my hero using Inkscape, and this is the result: Now since it's an isometric game, the hero needs to move in all the four directions, and he also needs to aim the shotgun to different directions. I will also need to draw the hero with more weapons, but for now I have this one. Now the question is: should I draw a new version of the hero for all the possible directions in which the shotgun could be pointed, or there is a smarter way? The only options that come to my mind are: Drawing the hero aiming the shotgun only in the main directions (maybe 0°, 15°, 30°, etc...) Drawing the hero aiming in 3 directions (0°, 45°, -45°) and then finding a way to interpolate the images in order to draw the hero aiming in the intermediate directions Using two separate layers, the top layer to draw the arms and the shotgun of the hero, and rotating it in the desired direction Clearly the best way would be to redraw the hero for each aiming direction, but it requires too much work. If instead I choose the 3rd option I think I'd get not so much realistic results. What do you suggest? or maybe there is a smarter way?
  16. So I am using Unity, I have a large sprite and a small sprite that I am merging with SetPixel, in code c#. This was working fine while both sprites was the same size as I would just multiply the two pixels. Now when I try it I get an error because it doesn't fill the array, so I filled in with a blank vector, it works, except now the sprite is in the upper left corner. What is the math for merging any larger sprite with a smaller one at it's center?
  17. I'm an experienced programmer specialized in Computer Graphics, mainly using Direct3D 9.0c, OpenGL and general algorithms. Currently, I am evaluating Direct2D as rendering technology for a professional application dealing with medical image data. As for rendering, it is a x64 desktop application in windowed mode (not fullscreen). Already with my very initial steps I struggle with a task I thought would be a no-brainer: Rendering a single-channel bitmap on screen. Running on a Windows 8.1 machine, I create an ID2D1DeviceContext with a Direct3D swap chain buffer surface as render target. The swap chain is created from a HWND and buffer format DXGI_FORMAT_B8G8R8A8_UNORM. Note: See also the code snippets at the end. Afterwards, I create a bitmap with pixel format DXGI_FORMAT_R8_UNORM and alpha mode D2d1_ALPHA_MODE_IGNORE. When calling DrawBitmap(...) on the device context, a debug break point is triggered with the debug message "D2d DEBUG ERROR - This operation is not compatible with the pixel format of the bitmap". I know that this output is quite clear. Also, when changing the pixel format to DXGI_FORMAT_R8G8B8A8_UNORM with DXGI_ALPHA_MODE_IGNORE everything works well and I see the bitmap rendered. However, I simply cannot believe that! Graphics cards support single-channel textures ever since - every 3D graphics application can use them without thinking twice. This goes without speaking. I tried to find anything here and at Google, without success. The only hint I could find was the MSDN Direct2D page with the (supported pixel formats). The documentation suggests - by not mentioning it - that DXGI_FORMAT_R8_UNORM is indeed not supported as bitmap format. I also find posts talking about alpha masks (using DXGI_FORMAT_A8_UNORM), but that's not what I'm after. What am I missing that I can't convince Direct2D to create and draw a grayscale bitmap? Or is it really true that Direct2D doesn't support drawing of R8 or R16 bitmaps?? Any help is really appreciated as I don't know how to solve this. If I can't get this trivial basics to work, I think I'd have to stop digging deeper into Direct2D :-(. And here is the code snippets of relevance. Please note that they might not compile since I ported this on the fly from my C++/CLI code to plain C++. Also, I threw away all error checking and other noise: Device, Device Context and Swap Chain Creation (D3D and Direct2D): // Direct2D factory creation D2D1_FACTORY_OPTIONS options = {}; options.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION; ID2D1Factory1* d2dFactory; D2D1CreateFactory(D2D1_FACTORY_TYPE_MULTI_THREADED, options, &d2dFactory); // Direct3D device creation const auto type = D3D_DRIVER_TYPE_HARDWARE; const auto flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; ID3D11Device* d3dDevice; D3D11CreateDevice(nullptr, type, nullptr, flags, nullptr, 0, D3D11_SDK_VERSION, &d3dDevice, nullptr, nullptr); // Direct2D device creation IDXGIDevice* dxgiDevice; d3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice)); ID2D1Device* d2dDevice; d2dFactory->CreateDevice(dxgiDevice, &d2dDevice); // Swap chain creation DXGI_SWAP_CHAIN_DESC1 desc = {}; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.SampleDesc.Count = 1; desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; desc.BufferCount = 2; IDXGIAdapter* dxgiAdapter; dxgiDevice->GetAdapter(&dxgiAdapter); IDXGIFactory2* dxgiFactory; dxgiAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void **>(&dxgiFactory)); IDXGISwapChain1* swapChain; dxgiFactory->CreateSwapChainForHwnd(d3dDevice, hwnd, &swapChainDesc, nullptr, nullptr, &swapChain); // Direct2D device context creation const auto options = D2D1_DEVICE_CONTEXT_OPTIONS_NONE; ID2D1DeviceContext* deviceContext; d2dDevice->CreateDeviceContext(options, &deviceContext); // create render target bitmap from swap chain IDXGISurface* swapChainSurface; swapChain->GetBuffer(0, __uuidof(swapChainSurface), reinterpret_cast<void **>(&swapChainSurface)); D2D1_BITMAP_PROPERTIES1 bitmapProperties; bitmapProperties.dpiX = 0.0f; bitmapProperties.dpiY = 0.0f; bitmapProperties.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW; bitmapProperties.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM; bitmapProperties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE; bitmapProperties.colorContext = nullptr; ID2D1Bitmap1* swapChainBitmap = nullptr; deviceContext->CreateBitmapFromDxgiSurface(swapChainSurface, &bitmapProperties, &swapChainBitmap); // set swap chain bitmap as render target of D2D device context deviceContext->SetTarget(swapChainBitmap); D2D single-channel Bitmap Creation: const D2D1_SIZE_U size = { 512, 512 }; const UINT32 pitch = 512; D2D1_BITMAP_PROPERTIES1 d2dProperties; ZeroMemory(&d2dProperties, sizeof(D2D1_BITMAP_PROPERTIES1)); d2dProperties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE; d2dProperties.pixelFormat.format = DXGI_FORMAT_R8_UNORM; char* sourceData = new char[512*512]; ID2D1Bitmap1* d2dBitmap; deviceContext->DeviceContextPointer->CreateBitmap(size, sourceData, pitch, d2dProperties, &d2dBitmap); Bitmap drawing (FAILING): deviceContext->BeginDraw(); D2D1_COLOR_F d2dColor = {}; deviceContext->Clear(d2dColor); // THIS LINE FAILS WITH THE DEBUG BREAKPOINT IF SINGLE CHANNELED deviceContext->DrawBitmap(bitmap, nullptr, 1.0f, D2D1_INTERPOLATION_MODE_LINEAR, nullptr); swapChain->Present(1, 0); deviceContext->EndDraw();