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  • Axis Aligned Billboard: how to make the object look at camera

    - by user19787
    I am trying to make an Axis Aligned Billboard with Pyglet. I have looked at several tutorials, but they only show me how to get the Up,Right,and Look vectors. So far this is what I have: target = cam.pos look = norm( target - billboard.pos ) right = norm( Vector3(0,1,0)*look ) up = look*right gluLookAt( look.x, look.y, look.z, self.pos.x, self.pos.y, self.pos.z, up.x, up.y, up.z ) This does nothing for me visibly. Any idea what I'm doing wrong?

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  • How do I implement camera axis aligned billboards?

    - by user19787
    I am trying to make an axis-aligned billboard with Pyglet. I have looked at several tutorials, but they only show me how to get the up, right, and look vectors. So far this is what I have: target = cam.pos look = norm(target - billboard.pos) right = norm(Vector3(0,1,0) * look) up = look * right gluLookAt( look.x, look.y, look.z, self.pos.x, self.pos.y, self.pos.z, up.x, up.y, up.z ) This does nothing for me visibly. Any idea what I'm doing wrong?

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • Using Bullet physics engine to find the moment of object contact before penetration

    - by MooMoo
    I would like to use Bullet Physics engine to simulate the objects in 3D world. One of the objects in the world will move using the position from 3D mouse control. I will call it "Mouse Object" and any object in the world as "Object A" I define the time before "mouse object" and "Object A" collide as t-1 The time "mouse object" penetrate "Object A" as t Now there is a problem about rendering the scene because when I move the mouse very fast, "Mouse object" will reside in "Object A" before "Object A" start to move. I would like the "Mouse Object" to stop right away attach to the "Object A". Also If the "Object A" move, the "Mouse object" should move following (attach) the "Object A" without stop at the first collision take place. This is what i did I find the position of the "Mouse Object" at time t-1 and time t. I will name it as pos(t-1) and pos(t) The contact time will be sometime between t-1 to t, which the time of contact I name it as t_contact, therefore the contact position (without penetration) between "Mouse object" and "Object A" will be pos(t_contact) then I create multiple "Mouse object"s using this equation pos[n] = pos(t-1) * C * ( pos(t) - pos(t-1) ) where 0 <= C <= 1 if I choose C = 0.1, 0.2, 0.3,0.4..... 1.0, I will get pos[n] for 10 values Then I test collision for all of these 10 "Mouse Objects" and choose the one that seperate between "no collision" and "collision". I feel this method is super non-efficient. I am not sure the way other people find the time-of-contact or the position-of-contact when "Object A" can move.

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  • Select comma separated result from via comma separated parameter

    - by Rodney Vinyard
    Select comma separated result from via comma separated parameter PROCEDURE [dbo].[GetCommaSepStringsByCommaSepNumericIds] (@CommaSepNumericIds varchar(max))   AS   BEGIN   /* exec GetCommaSepStringsByCommaSepNumericIds '1xx1, 1xx2, 1xx3' */ DECLARE @returnCommaSepIds varchar(max); with cte as ( select distinct Left(qc.myString, 1) + '-' + substring(qc.myString, 2, 9) + '-' + substring(qc.myString, 11, 7) as myString from q_CoaRequestCompound qc               JOIN               dbo.SplitStringToNumberTable(@CommaSepNumericIds) AS s               ON               qc.q_CoaRequestId = s.ID where SUBSTRING(upper(myString), 1, 1) in('L', '?') ) SELECT @returnCommaSepIds = COALESCE(@returnCommaSepIds + ''',''', '''') + CAST(myString AS varchar(2x)) FROM cte;   set @returnCommaSepIds = @returnCommaSepIds + '''' SELECT @returnCommaSepIds   End   FUNCTION [dbo].[SplitStringToNumberTable] (        @commaSeparatedList varchar(max) ) RETURNS @outTable table (        ID int ) AS BEGIN        DECLARE @parsedItem varchar(10), @Pos int          SET @commaSeparatedList = LTRIM(RTRIM(@commaSeparatedList))+ ','        SET @commaSeparatedList = REPLACE(@commaSeparatedList, ' ', '')        SET @Pos = CHARINDEX(',', @commaSeparatedList, 1)          IF REPLACE(@commaSeparatedList, ',', '') <> ''        BEGIN               WHILE @Pos > 0               BEGIN                      SET @parsedItem = LTRIM(RTRIM(LEFT(@commaSeparatedList, @Pos - 1)))                      IF @parsedItem <> ''                            BEGIN                                   INSERT INTO @outTable(ID)                                   VALUES (CAST(@parsedItem AS int)) --Use Appropriate conversion                            END                            SET @commaSeparatedList = RIGHT(@commaSeparatedList, LEN(@commaSeparatedList) - @Pos)                            SET @Pos = CHARINDEX(',', @commaSeparatedList, 1)               END        END           RETURN END

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  • Better than dynamic SQL - How to pass a list of comma separated IDs into a stored proc

    - by Rodney Vinyard
    Better than dynamic SQL - How to pass a list of comma separated IDs into a stored proc:     Derived form "Method 6" from a great article: ·         How to pass a list of values or array to SQL Server stored procedure ·          http://vyaskn.tripod.com/passing_arrays_to_stored_procedures.htm     Create PROCEDURE [dbo].[GetMyTable_ListByCommaSepReqIds] (@CommaSepReqIds varchar(500))   AS   BEGIN   select * from MyTable q               JOIN               dbo.SplitStringToNumberTable(@CommaSepReqIds) AS s               ON               q.MyTableId = s.ID End     ALTER FUNCTION [dbo].[SplitStringToNumberTable] (        @commaSeparatedList varchar(500) ) RETURNS @outTable table (        ID int ) AS BEGIN        DECLARE @parsedItem varchar(10), @Pos int          SET @commaSeparatedList = LTRIM(RTRIM(@commaSeparatedList))+ ','        SET @commaSeparatedList = REPLACE(@commaSeparatedList, ' ', '')        SET @Pos = CHARINDEX(',', @commaSeparatedList, 1)          IF REPLACE(@commaSeparatedList, ',', '') <> ''        BEGIN               WHILE @Pos > 0               BEGIN                      SET @parsedItem = LTRIM(RTRIM(LEFT(@commaSeparatedList, @Pos - 1)))                      IF @parsedItem <> ''                            BEGIN                                   INSERT INTO @outTable (ID)                                   VALUES (CAST(@parsedItem AS int)) --Use Appropriate conversion                            END                            SET @commaSeparatedList = RIGHT(@commaSeparatedList, LEN(@commaSeparatedList) - @Pos)                            SET @Pos = CHARINDEX(',', @commaSeparatedList, 1)               END        END           RETURN END

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  • Opengl problem with texture in model from obj

    - by subSeven
    Hello! I writing small program in OpenGL, and I have problem ( textures are skew, and I dont know why, this model work in another obj viewer) What I have: http://img696.imageshack.us/i/obrazo.png/ What I want http://img88.imageshack.us/i/obraz2d.jpg/ This code where I load texture: bool success; ILuint texId; GLuint image; ilGenImages(1, &texId); ilBindImage(texId); success = ilLoadImage((WCHAR*)fileName.c_str()); if(success) { success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE); if(!success) { return false; } } else { return false; } glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); ilDeleteImages(1, &texId); Code to load obj: triangles.clear(); std::ifstream in; std::string cmd; in.open (fileName.c_str()); if (in.is_open()) { while(!in.eof()) { in>>cmd; if(cmd=="v") { Vector3d vector; in>>vector.x; in>>vector.y; in>>vector.z; points.push_back(vector); } if(cmd=="vt") { Vector2d texcord; in>>texcord.x; in>>texcord.y; texcords.push_back(texcord); } if(cmd=="vn") { Vector3d normal; in>>normal.x; in>>normal.y; in>>normal.z; normals.push_back(normal); } if(cmd=="f") { Triangle triangle; std::string str; std::string str1,str2,str3; std::string delimeter("/"); int pos; int n; std::stringstream ss (std::stringstream::in | std::stringstream::out); in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.a= n-1; ss.clear(); ss<<str3; ss>>n; triangle.an =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.atc = n-1; in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.b= n-1; ss.clear(); ss<<str3; ss>>n; triangle.bn =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.btc = n-1; in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.c= n-1; ss.clear(); ss<<str3; ss>>n; triangle.cn =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.ctc = n-1; triangles.push_back(triangle); } cmd = ""; } in.close(); return true; } return false; Code to draw model: glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D,image); glBegin(GL_TRIANGLES); for(int i=0;i<triangles.size();i++) { glTexCoord2f(texcords[triangles[i].ctc].x, texcords[triangles[i].ctc].y); glNormal3f(normals[triangles[i].cn].x, normals[triangles[i].cn].y, normals[triangles[i].cn].z); glVertex3f( points[triangles[i].c].x, points[triangles[i].c].y, points[triangles[i].c].z); glTexCoord2f(texcords[triangles[i].btc].x, texcords[triangles[i].btc].y); glNormal3f(normals[triangles[i].bn].x, normals[triangles[i].bn].y, normals[triangles[i].bn].z); glVertex3f( points[triangles[i].b].x, points[triangles[i].b].y, points[triangles[i].b].z); glTexCoord2f(texcords[triangles[i].atc].x, texcords[triangles[i].atc].y); glNormal3f(normals[triangles[i].an].x, normals[triangles[i].an].y, normals[triangles[i].an].z); glVertex3f( points[triangles[i].a].x, points[triangles[i].a].y, points[triangles[i].a].z); } glEnd(); glDisable(GL_TEXTURE_2D); Mayby someone find mistake in this

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  • Navigating sharepoint with a treeview

    - by linqmonkey
    I'm trying to replace the navigation on our sharepoint site with a treeview. It's a large site with up to 4 subsite leves in places. All I need it to do is show a consistent structure from page to page show only sites and pages The default sharepoint treeview seems to do neither of these things (doesn't display items from the parent site, includes document libraries but not pages). Does anyone have any idea how to achieve this? We're using the publishing site template throughout if that makes a difference. I've tried binding the tree to the datasource the quick launch uses but I guess from the error message they expect differently named properties.

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  • Error Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException [migrated]

    - by user134212
    I'm new here. I'm learning how to program on java and I have a problem with my code. I really have no clue why my code is not working. I think my mistake may be here, but I'm not quite sure. m3 = new Matriz(ren2,col2); btSumar.addActionListener(new ActionListener() { Matriz m3;//(ren2,col2); public void actionPerformed(ActionEvent e) { m3 = new Matriz(ren2,col2); if(ventanaAbierta==true) { try { crearMat.SUMA(m1,m2); } catch(Exception nul) { System.out.println(nul); } } else { JOptionPane.showMessageDialog(null,"Ya se realizo la suma"); } } }); My Complete code import java.awt.*; import javax.swing.*; import javax.swing.BorderFactory; import javax.swing.border.Border; import java.awt.event.*; import java.awt.*; import java.io.*; import java.util.*; public class Practica2 { private int opcion,ren2,col2; private JFrame ventana,ventanaPrintMatriz; private JPanel panel,panel2; private Border borderRed2,borderBlue2,borderGreen2,borderGreen4; private Color red,green,blue,white,black; private Font Verdana14,ArialBlack18; private JLabel labelTitulo; public JButton btSalir,btSumar,btRestar,btMultiplica,btTranspuesta,btCrear; private ImageIcon suma,resta,multi,crear,salir,trans; private boolean ventanaAbierta = false; private static ValidacionesMatrices valida; private static Operaciones operacion; private static Matriz m1,m2,m3; private static ImprimirMatriz printMat; public Practica2() { panel = new JPanel(); panel.setLayout(null); ventana = new JFrame("Operaciones con Matrices"); ventana.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); ventana.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //Sale del programa System.exit(0); } }); ventana.setContentPane(panel); ventana.setVisible(true); ventana.setResizable(false); ventana.setBounds(150,150,300,380); //ventana.setBounds(0,0,650,650); } public void inicializarComponentes() { panel2 = new JPanel(); panel2.setLayout(null); labelTitulo = new JLabel("Practica #2"); suma = new ImageIcon("suma1.png"); resta = new ImageIcon("resta1.png"); multi = new ImageIcon("multi1.png"); trans = new ImageIcon("trans2.png"); crear = new ImageIcon("crear1.png"); salir = new ImageIcon("salir1.png"); btTranspuesta = new JButton("Transpuesta",trans); btMultiplica = new JButton("Multiplica",multi); btRestar = new JButton("Restar",resta); btSumar = new JButton("Sumar",suma); btCrear = new JButton("Crear",crear); btSalir = new JButton("Salir",salir); //Tipo de letra ArialBlack18 = new Font("Arial Black",Font.BOLD,18); //Color green = new Color(0,255,0); //Formato labelTitulo labelTitulo.setBounds(80,-60,200,150); labelTitulo.setFont(ArialBlack18); labelTitulo.setForeground(blue); labelTitulo.setVisible(true); //Formato de CrearMatriz btCrear.setBounds(80,50,130,30); btCrear.setToolTipText("Crea una matriz"); //Formato de Muliplica btMultiplica.setBounds(80,100,130,30); btMultiplica.setToolTipText("Mat[A] * Mat[B]"); //Formato de botonRestar btRestar.setBounds(80,150,130,30); btRestar.setToolTipText("Mat[A] - Mat[B]"); //Formato del botonSumar btSumar.setBounds(80,200,130,30); btSumar.setToolTipText("Mat[A] + Mat[B]"); //Formato de Transpuesta btTranspuesta.setBounds(80,250,130,30); btTranspuesta.setToolTipText("Mat[A]^-1"); //Formato del botonSalir btSalir.setBounds(80,300,130,30); //Agregando componentes al panel1 panel2.add(labelTitulo); panel2.add(btMultiplica); panel2.add(btCrear); panel2.add(btRestar); panel2.add(btSumar); panel2.add(btSalir); panel2.add(btTranspuesta); //Formato panel2 panel2.setBackground(green); panel2.setVisible(true); panel2.setBounds(0,0,300,380); //Argregamos componentes al panelPrincipal= panel.add(panel2); //BotonCrear btCrear.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) //throws IOException { if(ventanaAbierta==false) { ventanaAbierta=true; new CrearMatriz(); } else { JOptionPane.showMessageDialog(null,"Ya se crearon las Matrices"); } } }); m3 = new Matriz(ren2,col2); btSumar.addActionListener(new ActionListener() { Matriz m3;//(ren2,col2); public void actionPerformed(ActionEvent e) { m3 = new Matriz(ren2,col2); if(ventanaAbierta==true) { try { crearMat.SUMA(m1,m2); } catch(Exception nul) { System.out.println(nul); } } else { JOptionPane.showMessageDialog(null,"Ya se realizo la suma"); } } }); //BotonSalir btSalir.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { System.exit(0); } }); panel.setVisible(true); panel.setBounds(0,0,350,380); } class VentanaMatriz { private JFrame ventana; private JPanel panel; private JTextArea textArea1,textArea2; private JLabel mat1,mat2; private JTextField textField1; public VentanaMatriz() { panel = new JPanel(); panel.setLayout(null); ventana = new JFrame("Creacion de Matrices"); ventana.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { ventana.dispose(); } }); ventana.setContentPane(panel); ventana.setVisible(true); ventana.setResizable(false); ventana.setBounds(200,100,850,420); } public void inicializarComponentes() { //Colores black = new Color(0,0,0); white = new Color(255,255,255); blue = new Color(0,0,255); green = new Color(0,255,0); red = new Color(255,0,0); //Tipo de letra Verdana14 = new Font("Verdana",Font.BOLD,14); //Tipos de borde borderRed2 = BorderFactory.createLineBorder(red,2); borderBlue2 = BorderFactory.createLineBorder(blue,2); borderGreen2 = BorderFactory.createLineBorder(green,2); borderGreen4 = BorderFactory.createLineBorder(green,4); //Agregando componentes al panel1 panel.add(mat1); panel.add(textArea1); panel.add(mat2); panel.add(textArea2); //Formato panel2 panel.setBackground(blue); panel.setVisible(true); panel.setBounds(0,0,850,420); } } class CrearMatriz { public int col1,re1,ren2,col2; public Matriz m1,m2,m3; public CrearMatriz() { int col1,ren1,ren2,col2; ren2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Renglones Matriz A: ")); col2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Columnas Matriz A: ")); final Matriz m1= new Matriz(ren2,col2); ren2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Renglones Matriz B: ")); col2 = Integer.parseInt(JOptionPane.showInputDialog("Numero de Columnas Matriz B: ")); final Matriz m2= new Matriz(ren2,col2); m3 = new Matriz(ren2,col2); m1.llenarMatriz(); m2.llenarMatriz(); m1.printMat(); m2.printMat(); } public void SUMA(Matriz m1,Matriz m2) { Matriz m3; if(ventanaAbierta==false) { m3 = new Matriz(ren2,col2); if(valida.validaSumayResta(m1,m2)) { m3 = operacion.sumaMat(m1,m2); JOptionPane.showMessageDialog(null,"La suma es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la suma"); } } } public void RESTA() { } //btSumar = new JButton("Sumar",suma); //BotonSumar //Mostrar matriz 1 y 2 // System.out.println("\n\n\nMatriz 1="); // m1.imprimeMatriz(); // System.out.println("\nMatriz 2="); //Poner en botones /* if(valida.validaSumayResta(m1,m2)) { m3 = operacion.sumaMat(m1,m2); JOptionPane.showMessageDialog(null,"La suma es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la suma"); } if(valida.validaSumayResta(m1,m2)) { m3=operacion.restaMat(m1,m2); JOptionPane.showMessageDialog(null,"La resta es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la resta"); } if(valida.validaMultiplicacion(m1,m2)){ m3=operacion.multiplicaMat(m1,m2); JOptionPane.showMessageDialog(null,"La multiplicacion es = "); m3.imprimeMatriz(); } else { JOptionPane.showMessageDialog(null,"No es posible hacer la multiplicacion"); } JOptionPane.showMessageDialog(null,"La multiplicacion es = "); m1=operacion.transpuesta(m1); m2=operacion.transpuesta(m2); */ } class Matriz { public JTextField matriz; //public JTextArea texto; private JFrame ventanaPrintMatriz; private JPanel panel2; int ren; int col; int pos[][]; public Matriz(int ren1, int col1) { ren = ren1; col = col1; pos = new int [ren][col];/*una matriz de enteros de renglon por columan*/ } public void llenarMatriz() { for(int i=0;i<ren;i++) for(int j=0;j<col;j++) pos[i][j]=(int) (Math.random()*10);/*la posicion i y j crea un entero random*/ } /*vuelve a recorrer los espacio de i y j*/ } //Esta clase era un metodo de CrearMatriz class ImprimirMatriz { public void ImprimirMatriz() { panel2 = new JPanel(); panel2.setLayout(null); ventanaPrintMatriz = new JFrame("Matriz"); ventana.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //Practica2.ventanaAbierta=false; ventana.dispose(); } }); int i,j; int x=0,y=0; borderRed2 = BorderFactory.createLineBorder(red,2); white = new Color(255,255,255); red = new Color(255,0,0); black = new Color(0,0,0); blue = new Color(0,0,255); for(i=0;i<ren;i++) { for(j=0;j<col;j++) { matriz = new JTextField(" "+pos[i][j]); matriz.setBorder(borderRed2); matriz.setForeground(white); matriz.setBounds(x+25,y+25,25,25); matriz.setBackground(black); matriz.setEditable(false); matriz.setVisible(true); //Se incrementa la coordenada en X //para el siguiente Textfield no se encime x=x+35; //Agregamos el textField al panel panel2.add(matriz); } //Regreso las cordenadas de X a 0 para que el //siguiente renglon empieze en donde mismo x=0; //Incremento las coordenada Y para que se brinque //de linea y=y+35; } //Formato panel2 panel2.setBounds(150,150,350,380); panel2.setBackground(blue); //panel2.setEditable(false); panel2.setVisible(true); //Formato de Ventana ventanaPrintMatriz.setContentPane(panel2); ventanaPrintMatriz.setBounds(150,150,350,380); ventanaPrintMatriz.setResizable(false); ventanaPrintMatriz.setVisible(true); } } class Operaciones { public Matriz sumaMat(Matriz m1, Matriz m2) { Matriz m3; m3 = new Matriz(m1.ren, m1.col); for(int i=0;i<m1.col;i++) for(int j=0;j<m1.ren;j++) m3.pos[i][j]=m1.pos[i][j]+m2.pos[i][j]; return m3; } public Matriz restaMat(Matriz m1, Matriz m2) { Matriz m3; m3 = new Matriz(m1.ren, m1.col); for(int i=0;i<m1.col;i++) for(int j=0;j<m1.ren;j++) m3.pos[i][j]=m1.pos[i][j]-m2.pos[i][j]; return m3; } public Matriz multiplicaMat(Matriz m1, Matriz m2) { Matriz m3; m3 = new Matriz(m1.ren, m2.col); for(int i=0;i<m1.ren;i++) for(int j=0;j<m2.col;j++) { m3.pos[i][j]=0; for(int k=0;k<m1.col;k++) m3.pos[i][j]+=(m1.pos[i][k]*m2.pos[k][j]); } return m3; } public Matriz transpuesta(Matriz m1) { Matriz m3=new Matriz(m1.col,m1.ren); for(int i=0;i<m1.col;i++) for(int j=0;j<m1.ren;j++) m3.pos[i][j]=m1.pos[j][i]; return m3; } } class ValidacionesMatrices { public boolean validaSumayResta(Matriz m1, Matriz m2) { if((m1.ren==m2.ren) && (m1.col==m2.col)) return true; else return false; } public boolean validaMultiplicacion(Matriz m1, Matriz m2) { if(((m1.ren==m2.ren) && (m1.col==m2.col)) || (m1.col==m2.ren)) return true; else return false; } } public static void main(String[] args) { Practica2 practica2 = new Practica2(); practica2.inicializarComponentes(); } } Exc

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • Oracle Retail Mobile Point-of-Service

    - by David Dorf
    When most people discuss mobile in retail, they immediately go to shopping applications.  While I agree the consumer side of mobile is huge, I believe its also important to arm store associates with mobile tools.  There are around a dozen major roll-outs of mobile POS to chain retailers, and all have been successful.  This does not, however, signal the demise of traditional registers.  Retailers will adopt mobile POS slowly and reduce the number of fixed registers over time, but there's likely to be a combination of both for the foreseeable future.  Even Apple retains at least one fixed register in every store, you just have to know where to look. The business benefits for mobile POS are pretty straightforward: 1. Faster checkout.  Walmart's CFO recently reported that for every second they shave off the average transaction time, they can potentially save $12M a year in labor.  I think its more likely that labor will be redeployed to enhance the customer experience. 2. Smarter associates.  The sales associates on the floor need the same access to information that consumers have, if not more.  They need ready access to product details, reviews, inventory, etc. to meet consumer expectations.  In a recent study, 40% of consumers said a savvy store associate can impact their final product selection more than a website. 3. Lower costs.  Mobile POS hardware (iPod touch + sled) costs about a fifth of fixed registers, not to mention the reclaimed space that can be used for product displays. But almost all Mobile POS solutions can claim those benefits equally.  Where there's differentiation is on the technical side.  Oracle recently announced availability of the Oracle Retail Mobile Point-of-Service, and it has three big technology advantages in the market: 1. Portable. We used a popular open-source component called PhoneGap that abstracts the app from the underlying OS and hardware so that iOS, Android, and other platforms could be supported.  Further, we used Web technologies such as HTML5 and JavaScript, which are commonly known by many programmers, as opposed to ObjectiveC which is more difficult to find.  The screen can adjust to different form-factors and sizes, just like you see with browsers.  In the future when a new, zippy device gets released, retailers will have the option to move to that device more easily than if they used a native app. 2. Flexible.  Our Mobile POS is free with the Oracle Retail Point-of-Service product.  Retailers can use any combination of fixed and mobile registers, and those ratios can change as required.  Perhaps start with 1 mobile and 4 fixed per store, then transition over time to 4 mobile and 1 fixed without any additional software licenses.  Our scalable solution supports lots of combinations. 3. Consistent.  Because our Mobile POS is fully integrated to our traditional POS, the same business logic is reused.  Third-party Mobile POS solutions often handle pricing, promotions, and tax calculations separately leading to possible inconsistencies within the store.  That won't happen with Oracle's solution. For many retailers, Mobile POS can lower costs, increase customer service, and generally enhance a consumer's in-store experience.  Apple led the way, but lots of other retailers are discovering the many benefits of adding mobile capabilities in their stores.  Just be sure to examine both the business and technology benefits so you get the most value from your solution for the longest period of time.

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  • Writing the correct value in the depth buffer when using ray-casting

    - by hidayat
    I am doing a ray-casting in a 3d texture until I hit a correct value. I am doing the ray-casting in a cube and the cube corners are already in world coordinates so I don't have to multiply the vertices with the modelviewmatrix to get the correct position. Vertex shader world_coordinate_ = gl_Vertex; Fragment shader vec3 direction = (world_coordinate_.xyz - cameraPosition_); direction = normalize(direction); for (float k = 0.0; k < steps; k += 1.0) { .... pos += direction*delta_step; float thisLum = texture3D(texture3_, pos).r; if(thisLum > surface_) ... } Everything works as expected, what I now want is to sample the correct value to the depth buffer. The value that is now written to the depth buffer is the cube coordinate. But I want the value of pos in the 3d texture to be written. So lets say the cube is placed 10 away from origin in -z and the size is 10*10*10. My solution that does not work correctly is this: pos *= 10; pos.z += 10; pos.z *= -1; vec4 depth_vec = gl_ProjectionMatrix * vec4(pos.xyz, 1.0); float depth = ((depth_vec.z / depth_vec.w) + 1.0) * 0.5; gl_FragDepth = depth;

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  • Find element with attribute with minidom

    - by Xster
    Given <field name="frame.time_delta_displayed" showname="Time delta from previous displayed frame: 0.000008000 seconds" size="0" pos="0" show="0.000008000"/> <field name="frame.time_relative" showname="Time since reference or first frame: 0.000008000 seconds" size="0" pos="0" show="0.000008000"/> <field name="frame.number" showname="Frame Number: 2" size="0" pos="0" show="2"/> <field name="frame.pkt_len" showname="Packet Length: 1506 bytes" hide="yes" size="0" pos="0" show="1506"/> <field name="frame.len" showname="Frame Length: 1506 bytes" size="0" pos="0" show="1506"/> <field name="frame.cap_len" showname="Capture Length: 1506 bytes" size="0" pos="0" show="1506"/> <field name="frame.marked" showname="Frame is marked: False" size="0" pos="0" show="0"/> <field name="frame.protocols" showname="Protocols in frame: eth:ip:tcp:http:data" size="0" pos="0" show="eth:ip:tcp:http:data"/> How do I get the field with name="frame.len" right away without iterating through every tag and checking the attributes?

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  • trie reg exp parse step over char and continue

    - by forest.peterson
    Setup: 1) a string trie database formed from linked nodes and a vector array linking to the next node terminating in a leaf, 2) a recursive regular expression function that if A) char '*' continues down all paths until string length limit is reached, then continues down remaining string paths if valid, and B) char '?' continues down all paths for 1 char and then continues down remaining string paths if valid. 3) after reg expression the candidate strings are measured for edit distance against the 'try' string. Problem: the reg expression works fine for adding chars or swapping ? for a char but if the remaining string has an error then there is not a valid path to a terminating leaf; making the matching function redundant. I tried adding a 'step-over' ? char if the end of the node vector was reached and then followed every path of that node - allowing this step-over only once; resulted in a memory exception; I cannot find logically why it is accessing the vector out of range - bactracking? Questions: 1) how can the regular expression step over an invalid char and continue with the path? 2) why is swapping the 'sticking' char for '?' resulting in an overflow? Function: void Ontology::matchRegExpHelper(nodeT *w, string inWild, Set<string> &matchSet, string out, int level, int pos, int stepover) { if (inWild=="") { matchSet.add(out); } else { if (w->alpha.size() == pos) { int testLength = out.length() + inWild.length(); if (stepover == 0 && matchSet.size() == 0 && out.length() > 8 && testLength == tokenLength) {//candidate generator inWild[0] = '?'; matchRegExpHelper(w, inWild, matchSet, out, level, 0, stepover+1); } else return; //giveup on this path } if (inWild[0] == '?' || (inWild[0] == '*' && (out.length() + inWild.length() ) == level ) ) { //wild matchRegExpHelper(w->alpha[pos].next, inWild.substr(1), matchSet, out+w->alpha[pos].letter, level, 0, stepover);//follow path -> if ontology is full, treat '*' like a '?' } else if (inWild[0] == '*') matchRegExpHelper(w->alpha[pos].next, '*'+inWild.substr(1), matchSet, out+w->alpha[pos].letter, level, 0, stepover); //keep adding chars if (inWild[0] == w->alpha[pos].letter) //follow self matchRegExpHelper(w->alpha[pos].next, inWild.substr(1), matchSet, out+w->alpha[pos].letter, level, 0, stepover); //follow char matchRegExpHelper(w, inWild, matchSet, out, level, pos+1, stepover);//check next path } } Error Message: +str "Attempt to access index 1 in a vector of size 1." std::basic_string<char,std::char_traits<char>,std::allocator<char> > +err {msg="Attempt to access index 1 in a vector of size 1." } ErrorException Note: this function works fine for hundreds of test strings with '*' wilds if the extra stepover gate is not used Semi-Solved: I place a pos < w->alpha.size() condition on each path that calls w->alpha[pos]... - this prevented the backtrack calls from attempting to access the vector with an out of bounds index value. Still have other issues to work out - it loops infinitely adding the ? and backtracking to remove it, then repeat. But, moving forward now. Revised question: why during backtracking is the position index accumulating and/or not deincrementing - so at somepoint it calls w->alpha[pos]... with an invalid position that is either remaining from the next node or somehow incremented pos+1 when passing upward?

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  • EXC_BAD_ACCESS error when box2d joint is destroyed

    - by colilo
    When I destroy the weldJoint in the update method (see below) I get an EXC_BAD_ACCESS error pointing to the line world->DestroyJoint(weldJoint); in the update method below: -(void) update: (ccTime) dt { int32 velocityIterations = 8; int32 positionIterations = 1; // Instruct the world to perform a single step of simulation. It is // generally best to keep the time step and iterations fixed. world->Step(dt, velocityIterations, positionIterations); // using the iterator pos over the set std::set<BodyPair *>::iterator pos; for(pos = bodiesForJoints.begin(); pos != bodiesForJoints.end(); ++pos) { b2WeldJointDef weldJointDef; BodyPair *bodyPair = *pos; b2Body *bodyA = bodyPair->bodyA; b2Body *bodyB = bodyPair->bodyB; weldJointDef.Initialize(bodyA, bodyB, bodyA->GetWorldCenter()); weldJointDef.collideConnected = false; weldJoint = (b2WeldJoint*) world->CreateJoint(&weldJointDef); // Free the structure we allocated earlier. free(bodyPair); // Remove the entry from the set. bodiesForJoints.erase(pos); } for(b2Body *b = world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *mainSprite = (CCSprite*)b->GetUserData(); if (mainSprite.tag == 1) { mainSprite.position = CGPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); CGPoint mainSpritePosition = mainSprite.position; if (mainSprite.isMoved) { world->DestroyJoint(weldJoint); } } } } } In the HelloWorldLayer.h I set the weldJoint with the assign property. Am I destroying the joint in the wrong way? I would really appreciate any help. Thanks

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  • determine collision angle on a rotating body

    - by jorb
    update: new diagram and updated description I have a contact listener set up to try and determine the side that a collision happened at relative to the a bodies rotation. One way to solve this is to find the value of the yellow angle between the red and blue vectors drawn above. The angle can be found by taking the arc cosine of the dot product of the two vectors (Evan pointed this out). One of my points of confusion is the difference in domain of the atan2 function html canvas coordinates and the Box2d rotation information. I know I have to account for this somehow... SS below questions: Does Box2D provide these angles more directly in the collision information? Am I even on the right track? If so, any hints? I have the following javascript so far: Ship.prototype.onCollide = function (other_ent,cx,cy) { var pos = this.body.GetPosition(); //collision position relative to body var d_cx = pos.x - cx; var d_cy = pos.y - cy; //length of initial vector var len = Math.sqrt(Math.pow(pos.x -cx,2) + Math.pow(pos.y-cy,2)); //body angle - can over rotate hence mod 2*Pi var ang = this.body.GetAngle() % (Math.PI * 2); //vector representing body's angle - same magnitude as the first var b_vx = len * Math.cos(ang); var b_vy = len * Math.sin(ang); //dot product of the two vectors var dot_prod = d_cx * b_vx + d_cy * b_vy; //new calculation of difference in angle - NOT WORKING! var d_ang = Math.acos(dot_prod); var side; if (Math.abs(d_ang) < Math.PI/2 ) side = "front"; else side = "back"; console.log("length",len); console.log("pos:",pos.x,pos.y); console.log("offs:",d_cx,d_cy); console.log("body vec",b_vx,b_vy); console.log("body angle:",ang); console.log("dot product",dot_prod); console.log("result:",d_ang); console.log("side",side); console.log("------------------------"); }

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  • Bullet Physics implementing custom MotionState class

    - by Arosboro
    I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion state's tranform. I use the overridden class when creating my kinematic body, but the collision detection fails. I'm doing this for fun trying to add collision detection and physics to Sean O' Neil's Procedural Universe I referred to the bullet wiki on MotionStates for my CPhysicsMotionState class. If it helps I can add the code for the Planetary rigid bodies, but I didn't want to clutter the post. Here is my motion state class: class CPhysicsMotionState: public btMotionState { protected: // This is the transform with position and rotation of the camera CSRTTransform* m_srtTransform; btTransform m_btPos1; public: CPhysicsMotionState(const btTransform &initialpos, CSRTTransform* srtTransform) { m_srtTransform = srtTransform; m_btPos1 = initialpos; } virtual ~CPhysicsMotionState() { // TODO Auto-generated destructor stub } virtual void getWorldTransform(btTransform &worldTrans) const { worldTrans = m_btPos1; } void setKinematicPos(btQuaternion &rot, btVector3 &pos) { m_btPos1.setRotation(rot); m_btPos1.setOrigin(pos); } virtual void setWorldTransform(const btTransform &worldTrans) { btQuaternion rot = worldTrans.getRotation(); btVector3 pos = worldTrans.getOrigin(); m_srtTransform->m_qRotate = CQuaternion(rot.x(), rot.y(), rot.z(), rot.w()); m_srtTransform->SetPosition(CVector(pos.x(), pos.y(), pos.z())); m_btPos1 = worldTrans; } }; I add a rigid body for the camera: // Create rigid body for camera btCollisionShape* cameraShape = new btSphereShape(btScalar(5.0f)); btTransform startTransform; startTransform.setIdentity(); // forgot to add this line CVector vCamera = m_srtCamera.GetPosition(); startTransform.setOrigin(btVector3(vCamera.x, vCamera.y, vCamera.z)); m_msCamera = new CPhysicsMotionState(startTransform, &m_srtCamera); btScalar tMass(80.7f); bool isDynamic = (tMass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) cameraShape->calculateLocalInertia(tMass,localInertia); btRigidBody::btRigidBodyConstructionInfo rbInfo(tMass, m_msCamera, cameraShape, localInertia); m_rigidBody = new btRigidBody(rbInfo); m_rigidBody->setCollisionFlags(m_rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); m_rigidBody->setActivationState(DISABLE_DEACTIVATION); This is the code in Update() that runs each frame: CSRTTransform srtCamera = CCameraTask::GetPtr()->GetCamera(); Quaternion qRotate = srtCamera.m_qRotate; btQuaternion rot = btQuaternion(qRotate.x, qRotate.y, qRotate.z, qRotate.w); CVector vCamera = CCameraTask::GetPtr()->GetPosition(); btVector3 pos = btVector3(vCamera.x, vCamera.y, vCamera.z); CPhysicsMotionState* cameraMotionState = CCameraTask::GetPtr()->GetMotionState(); cameraMotionState->setKinematicPos(rot, pos);

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  • Uniform not being applied to proper mesh

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • Really weird GL Behaviour, uniform not "hitting" proper mesh? LibGdx

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • OpenCL: Strange buffer or image bahaviour with NVidia but not Amd

    - by Alex R.
    I have a big problem (on Linux): I create a buffer with defined data, then an OpenCL kernel takes this data and puts it into an image2d_t. When working on an AMD C50 (Fusion CPU/GPU) the program works as desired, but on my GeForce 9500 GT the given kernel computes the correct result very rarely. Sometimes the result is correct, but very often it is incorrect. Sometimes it depends on very strange changes like removing unused variable declarations or adding a newline. I realized that disabling the optimization will increase the probability to fail. I have the most actual display driver in both systems. Here is my reduced code: #include <CL/cl.h> #include <string> #include <iostream> #include <sstream> #include <cmath> void checkOpenCLErr(cl_int err, std::string name){ const char* errorString[] = { "CL_SUCCESS", "CL_DEVICE_NOT_FOUND", "CL_DEVICE_NOT_AVAILABLE", "CL_COMPILER_NOT_AVAILABLE", "CL_MEM_OBJECT_ALLOCATION_FAILURE", "CL_OUT_OF_RESOURCES", "CL_OUT_OF_HOST_MEMORY", "CL_PROFILING_INFO_NOT_AVAILABLE", "CL_MEM_COPY_OVERLAP", "CL_IMAGE_FORMAT_MISMATCH", "CL_IMAGE_FORMAT_NOT_SUPPORTED", "CL_BUILD_PROGRAM_FAILURE", "CL_MAP_FAILURE", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "CL_INVALID_VALUE", "CL_INVALID_DEVICE_TYPE", "CL_INVALID_PLATFORM", "CL_INVALID_DEVICE", "CL_INVALID_CONTEXT", "CL_INVALID_QUEUE_PROPERTIES", "CL_INVALID_COMMAND_QUEUE", "CL_INVALID_HOST_PTR", "CL_INVALID_MEM_OBJECT", "CL_INVALID_IMAGE_FORMAT_DESCRIPTOR", "CL_INVALID_IMAGE_SIZE", "CL_INVALID_SAMPLER", "CL_INVALID_BINARY", "CL_INVALID_BUILD_OPTIONS", "CL_INVALID_PROGRAM", "CL_INVALID_PROGRAM_EXECUTABLE", "CL_INVALID_KERNEL_NAME", "CL_INVALID_KERNEL_DEFINITION", "CL_INVALID_KERNEL", "CL_INVALID_ARG_INDEX", "CL_INVALID_ARG_VALUE", "CL_INVALID_ARG_SIZE", "CL_INVALID_KERNEL_ARGS", "CL_INVALID_WORK_DIMENSION", "CL_INVALID_WORK_GROUP_SIZE", "CL_INVALID_WORK_ITEM_SIZE", "CL_INVALID_GLOBAL_OFFSET", "CL_INVALID_EVENT_WAIT_LIST", "CL_INVALID_EVENT", "CL_INVALID_OPERATION", "CL_INVALID_GL_OBJECT", "CL_INVALID_BUFFER_SIZE", "CL_INVALID_MIP_LEVEL", "CL_INVALID_GLOBAL_WORK_SIZE", }; if (err != CL_SUCCESS) { std::stringstream str; str << errorString[-err] << " (" << err << ")"; throw std::string(name)+(str.str()); } } int main(){ try{ cl_context m_context; cl_platform_id* m_platforms; unsigned int m_numPlatforms; cl_command_queue m_queue; cl_device_id m_device; cl_int error = 0; // Used to handle error codes clGetPlatformIDs(0,NULL,&m_numPlatforms); m_platforms = new cl_platform_id[m_numPlatforms]; error = clGetPlatformIDs(m_numPlatforms,m_platforms,&m_numPlatforms); checkOpenCLErr(error, "getPlatformIDs"); // Device error = clGetDeviceIDs(m_platforms[0], CL_DEVICE_TYPE_GPU, 1, &m_device, NULL); checkOpenCLErr(error, "getDeviceIDs"); // Context cl_context_properties properties[] = { CL_CONTEXT_PLATFORM, (cl_context_properties)(m_platforms[0]), 0}; m_context = clCreateContextFromType(properties, CL_DEVICE_TYPE_GPU, NULL, NULL, NULL); // m_private->m_context = clCreateContext(properties, 1, &m_private->m_device, NULL, NULL, &error); checkOpenCLErr(error, "Create context"); // Command-queue m_queue = clCreateCommandQueue(m_context, m_device, 0, &error); checkOpenCLErr(error, "Create command queue"); //Build program and kernel const char* source = "#pragma OPENCL EXTENSION cl_khr_byte_addressable_store : enable\n" "\n" "__kernel void bufToImage(__global unsigned char* in, __write_only image2d_t out, const unsigned int offset_x, const unsigned int image_width , const unsigned int maxval ){\n" "\tint i = get_global_id(0);\n" "\tint j = get_global_id(1);\n" "\tint width = get_global_size(0);\n" "\tint height = get_global_size(1);\n" "\n" "\tint pos = j*image_width*3+(offset_x+i)*3;\n" "\tif( maxval < 256 ){\n" "\t\tfloat4 c = (float4)(in[pos],in[pos+1],in[pos+2],1.0f);\n" "\t\tc.x /= maxval;\n" "\t\tc.y /= maxval;\n" "\t\tc.z /= maxval;\n" "\t\twrite_imagef(out, (int2)(i,j), c);\n" "\t}else{\n" "\t\tfloat4 c = (float4)(255.0f*in[2*pos]+in[2*pos+1],255.0f*in[2*pos+2]+in[2*pos+3],255.0f*in[2*pos+4]+in[2*pos+5],1.0f);\n" "\t\tc.x /= maxval;\n" "\t\tc.y /= maxval;\n" "\t\tc.z /= maxval;\n" "\t\twrite_imagef(out, (int2)(i,j), c);\n" "\t}\n" "}\n" "\n" "__constant sampler_t imageSampler = CLK_NORMALIZED_COORDS_FALSE | CLK_ADDRESS_CLAMP_TO_EDGE | CLK_FILTER_NEAREST;\n" "\n" "__kernel void imageToBuf(__read_only image2d_t in, __global unsigned char* out, const unsigned int offset_x, const unsigned int image_width ){\n" "\tint i = get_global_id(0);\n" "\tint j = get_global_id(1);\n" "\tint pos = j*image_width*3+(offset_x+i)*3;\n" "\tfloat4 c = read_imagef(in, imageSampler, (int2)(i,j));\n" "\tif( c.x <= 1.0f && c.y <= 1.0f && c.z <= 1.0f ){\n" "\t\tout[pos] = c.x*255.0f;\n" "\t\tout[pos+1] = c.y*255.0f;\n" "\t\tout[pos+2] = c.z*255.0f;\n" "\t}else{\n" "\t\tout[pos] = 200.0f;\n" "\t\tout[pos+1] = 0.0f;\n" "\t\tout[pos+2] = 255.0f;\n" "\t}\n" "}\n"; cl_int err; cl_program prog = clCreateProgramWithSource(m_context,1,&source,NULL,&err); if( -err != CL_SUCCESS ) throw std::string("clCreateProgramWithSources"); err = clBuildProgram(prog,0,NULL,"-cl-opt-disable",NULL,NULL); if( -err != CL_SUCCESS ) throw std::string("clBuildProgram(fromSources)"); cl_kernel kernel = clCreateKernel(prog,"bufToImage",&err); checkOpenCLErr(err,"CreateKernel"); cl_uint imageWidth = 8; cl_uint imageHeight = 9; //Initialize datas cl_uint maxVal = 255; cl_uint offsetX = 0; int size = imageWidth*imageHeight*3; int resSize = imageWidth*imageHeight*4; cl_uchar* data = new cl_uchar[size]; cl_float* expectedData = new cl_float[resSize]; for( int i = 0,j=0; i < size; i++,j++ ){ data[i] = (cl_uchar)i; expectedData[j] = (cl_float)i/255.0f; if ( i%3 == 2 ){ j++; expectedData[j] = 1.0f; } } cl_mem inBuffer = clCreateBuffer(m_context,CL_MEM_READ_ONLY|CL_MEM_COPY_HOST_PTR,size*sizeof(cl_uchar),data,&err); checkOpenCLErr(err, "clCreateBuffer()"); clFinish(m_queue); cl_image_format imgFormat; imgFormat.image_channel_order = CL_RGBA; imgFormat.image_channel_data_type = CL_FLOAT; cl_mem outImg = clCreateImage2D( m_context, CL_MEM_READ_WRITE, &imgFormat, imageWidth, imageHeight, 0, NULL, &err ); checkOpenCLErr(err,"get2DImage()"); clFinish(m_queue); size_t kernelRegion[]={imageWidth,imageHeight}; size_t kernelWorkgroup[]={1,1}; //Fill kernel with data clSetKernelArg(kernel,0,sizeof(cl_mem),&inBuffer); clSetKernelArg(kernel,1,sizeof(cl_mem),&outImg); clSetKernelArg(kernel,2,sizeof(cl_uint),&offsetX); clSetKernelArg(kernel,3,sizeof(cl_uint),&imageWidth); clSetKernelArg(kernel,4,sizeof(cl_uint),&maxVal); //Run kernel err = clEnqueueNDRangeKernel(m_queue,kernel,2,NULL,kernelRegion,kernelWorkgroup,0,NULL,NULL); checkOpenCLErr(err,"RunKernel"); clFinish(m_queue); //Check resulting data for validty cl_float* computedData = new cl_float[resSize];; size_t region[]={imageWidth,imageHeight,1}; const size_t offset[] = {0,0,0}; err = clEnqueueReadImage(m_queue,outImg,CL_TRUE,offset,region,0,0,computedData,0,NULL,NULL); checkOpenCLErr(err, "readDataFromImage()"); clFinish(m_queue); for( int i = 0; i < resSize; i++ ){ if( fabs(expectedData[i]-computedData[i])>0.1 ){ std::cout << "Expected: \n"; for( int j = 0; j < resSize; j++ ){ std::cout << expectedData[j] << " "; } std::cout << "\nComputed: \n"; std::cout << "\n"; for( int j = 0; j < resSize; j++ ){ std::cout << computedData[j] << " "; } std::cout << "\n"; throw std::string("Error, computed and expected data are not the same!\n"); } } }catch(std::string& e){ std::cout << "\nCaught an exception: " << e << "\n"; return 1; } std::cout << "Works fine\n"; return 0; } I also uploaded the source code for you to make it easier to test it: http://www.file-upload.net/download-3513797/strangeOpenCLError.cpp.html Please can you tell me if I've done wrong anything? Is there any mistake in the code or is this a bug in my driver? Best reagards, Alex

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  • Min-Ordered Bionomial Heap Insertion java

    - by Charodd Richardson
    Im writing a java code to make a min-ordered Binomial Heap and I have to Insert and Remove-min. I'm having a very big problem inserting into the Heap. I have been stuck on this for a couple of days now and it is due tomorrow. Whenever I go to insert, It only prints out the item I insert instead of the whole tree (which is in preorder). Such as if I insert 1 it prints (1) and then I go to insert 2 it prints out (2) instead of (1(2)) It keeps printing out only the number I insert last instead of the whole preordered tree. I would be very grateful if someone could help me with this problem. Thank you so much in advance, Here is my code. public class BHeap { int key; int degree;//The degree(Number of children) BHeap parent, leftmostChild, rightmostChild, rightSibling,root,previous,next; public BHeap(){ key =0; degree=0; parent =null; leftmostChild=null; rightmostChild=null; rightSibling=null; root=null; previous=null; next=null; } public BHeap merge(BHeap x, BHeap y){ BHeap newHeap = new BHeap(); y.rightSibling=x.root; BHeap currentHeap = y; BHeap nextHeap = y.rightSibling; while(currentHeap.rightSibling !=null){ if(currentHeap.degree==nextHeap.degree){ if(currentHeap.key<nextHeap.key){ if(currentHeap.degree ==0){ currentHeap.leftmostChild=nextHeap; currentHeap.rightmostChild=nextHeap; currentHeap.rightSibling=nextHeap.rightSibling; nextHeap.rightSibling=null; nextHeap.parent=currentHeap; currentHeap.degree++; } else{ newHeap = currentHeap; newHeap.rightmostChild.rightSibling=nextHeap; newHeap.rightmostChild=nextHeap; nextHeap.parent=newHeap; newHeap.degree++; nextHeap.rightSibling=null; nextHeap=newHeap.rightSibling; } } else{ if(currentHeap.degree==0){ nextHeap.rightmostChild=currentHeap; nextHeap.rightmostChild.root = nextHeap.rightmostChild;//add nextHeap.leftmostChild=currentHeap; nextHeap.leftmostChild.root = nextHeap.leftmostChild;//add currentHeap.parent=nextHeap; currentHeap.rightSibling=null; currentHeap.root=currentHeap;//add nextHeap.degree++; } else{ newHeap=nextHeap; newHeap.rightmostChild.rightSibling=currentHeap; newHeap.rightmostChild=currentHeap; currentHeap.parent= newHeap; newHeap.degree++; currentHeap=newHeap.rightSibling; currentHeap.rightSibling=null; } } } else{ currentHeap=currentHeap.rightSibling; nextHeap=nextHeap.rightSibling; } } return y; } public void Insert(int x){ /*BHeap newHeap = new BHeap(); newHeap.key=x; if(this.root==null){ this.root=newHeap; return; } else{ this.root=merge(newHeap,this.root); }*/ BHeap newHeap= new BHeap(); newHeap.key=x; if(this.root==null){ this.root=newHeap; } else{ this.root = merge(this,newHeap); }} public void RemoveMin(){ BHeap newHeap = new BHeap(); BHeap child = new BHeap(); newHeap=this; BHeap pos = newHeap.next; while(pos !=null){ if(pos.key<newHeap.key){ newHeap=pos; } pos=pos.rightSibling; } pos=this; BHeap B1 = new BHeap(); if(newHeap.previous!=null){ newHeap.previous.rightSibling=newHeap.rightSibling; B1 =pos.leftmostChild; B1.rightSibling=pos; pos.leftmostChild=pos.rightmostChild.leftmostChild; } else{ newHeap=newHeap.rightSibling; newHeap.previous.rightSibling=newHeap.rightSibling; B1 =pos.leftmostChild; B1.rightSibling=pos; pos.leftmostChild=pos.rightmostChild.leftmostChild; } merge(newHeap,B1); } public void Display(){ System.out.print("("); System.out.print(this.root.key); if(this.leftmostChild != null){ this.leftmostChild.Display(); } System.out.print(")"); if(this.rightSibling!=null){ this.rightSibling.Display(); } } }

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  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); pTimeVariable = NULL; if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); pTimeVariable->SetFloat((float)currentTime); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • IPhone SDK help with minigame

    - by Harry
    right basically what ive got is an app which is a ball and bat and its how many bounces you can achieve, it works alright but there is one problem, when the ball hits the side of the bat it throws it off course and its like the frame of the ball is bouncing in the frame of the bat, Here is my code in my mainview.m #import "MainView.h" #define kGameStateRunning 1 @implementation MainView @synthesize paddle, ball; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; CGPoint xLocation = CGPointMake(location.x,paddle.center.y); paddle.center = xLocation; } -(IBAction) play { pos = CGPointMake(14.0,7.0); [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(onTimer) userInfo:nil repeats:YES]; } -(void) onTimer { ball.center = CGPointMake(ball.center.x+pos.x,ball.center.y+pos.y); if(ball.center.x > 320 || ball.center.x < 0) pos.x = -pos.x; if(ball.center.y > 460 || ball.center.y < 0) pos.y = -pos.y; [self checkCollision]; } -(void) checkCollision { if(CGRectIntersectsRect(ball.frame,paddle.frame)) { pos.y = -pos.y; } } @end can anyone work out the problem here? Thanks Harry

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