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  • Frame Buffer Objects vs calling TexCoord2f?

    - by sensae
    I'm learning the basics of OpenGL with lwjgl currently, and following a guide I've got textured quads that can move around a scene. I've been reading about Frame Buffer Objects, and I'm not really clear on their purpose and their benefit. My understanding is that I'll create a FBO with the texture I'd like, load the FBO, draw a quad, then unload the FBO. What would the technique I'm currently doing for texture management be called, and how does it differ from using FBOs? What are the benefits to using FBOs? How does it fit into the grand rendering scheme of things?

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  • Drag camera/view in a 3D world

    - by Dono
    I'm trying to make a Draggable view in a 3D world. Currently, I've made it using mouse position on the screen, but, when I move the distance traveled by my mouse is not equal to the distance traveled in the 3D world. So, I've tried to do that : Compute a ray from mouse position to 3D world. Calculate intersection with the ground. Check intersection difference old position <- new position. Translate camera with the difference. I've got a problem with this method: The ray is computed with the current camera's position I move the camera I compute the new ray with new camera position. The difference between old ray and new ray is now invalid. So, graphically my camera don't stop to move to previous/new position everytime. How can I do a draggable camera with another solution ? Thanks!

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  • Putting Together a Game Design Team?

    - by Kaia
    I'm attempting to put together a game design team that is willing to help me design/program, test, and somewhat produce the game we make to the public. I need anyone who knows anything about programming/coding, designing, etc. Once we get it up and running and out into the world (over dramatic maybe? haha) I have ideas of generating a profit from it so there is a possibility of payment. My thinking on it (so far) is this: 2D (possibly. I haven't decided if I want it 2D or 3D. It really depends on what is easier) 3rd person. Adventure (I want there to be a point to it, but like a point with no real end) I want there to be a story to it. If you've ever played Dofus, think like that. There is a story to the game, but no real end. I want (if possible) to include mini-games. These could end up becoming a possible way for a player to aquire in-game money, quest items, etc. If anyone is interested in helping me create the story line/script (which we will finsih first, before creating the game) please contact me. I want to get this completed as soon as possible.

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • Circle vs Edge collision detection / resolution

    - by topheman
    I made a javascript class Ball.js that handles physics interactions betweens balls as well as painting. In the v1.0, the ball vs ball collision detection and resolution is well handled. In the next version (v2), I'm trying to add edgeCollision handling. I'm having some problems, maybe you will be able to help me. All the v2 branch source code is on github repository : https://github.com/topheman/Ball.js/tree/v2 The v2 demos (where you can see the bug I will be talking about) : http://labs.topheman.com/Ball-v2/#help As you will see on the demo, I have two major problems that I'm having a really hard time to solve on Ball.js : method resolveEdgeCollision : bounce angle is inconsistent method checkEdgeCollision : if the ball's velocity (the length that it runs each frame) is higher than its diameter, eventually, it will pass through an edge, without triggering any collision Any Ideas ?...

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  • Partial Shader Signatures HLSL D3D11 C++

    - by ThePhD
    I had been debugging a problem I was having in a single shader file with 2 functions in it. I'm using DirectX 11, vs_5_0 and ps_5_0. I have stripped it down to its basic components to understand what was going wrong with the shaders, because the different named components of the Pixel and Vertex shaders were swapping the data being input: void QuadVertex ( inout float4 position : SV_Position, inout float4 color : COLOR0, inout float2 tex : TEXCOORD0 ) { // ViewProject is a 4x4 matrix, // just included here to show the simple passthrough of the data position = mul(position, ViewProjection); } And a Pixel Shader: float4 QuadPixel ( float4 color : COLOR0, float2 tex : TEXCOORD0 ) : SV_Target0 { // Color is filled with position data and tex is // filled with color values from the Vertex Shader return color; } The ID3D11InputLayout and associated C++ code correctly compiles the shaders and sets them up with some simple primitive data: data[0].Position.x = 0.0f * 210; data[0].Position.y = 1.0f * 160; data[0].Position.z = 0.0f; data[1].Position.x = 0.0f * 210; data[1].Position.y = 0.0f * 160; data[1].Position.z = 0.0f; data[2].Position.x = 1.0f * 210; data[2].Position.y = 1.0f * 160; data[2].Position.z = 0.0f; data[0].Colour = Colors::Red; data[1].Colour = Colors::Red; data[2].Colour = Colors::Red; data[0].Texture = Vector2::Zero; data[1].Texture = Vector2::Zero; data[2].Texture = Vector2::Zero; When used with the shader, the float4 color always ended up with the position data, and the float2 tex always ended up with the color data. After a moment, I figured out that the shader's input and output signatures needed to be in the correct order and the correct format and be laid out in the exact order of the output from the Vertex Shader, regardless of the semantics: float4 QuadPixel ( float4 pos : SV_Position, float4 color : COLOR0, float2 tex : TEXCOORD0 ) : SV_Target0 { return color; } After finding this out, My question is: Why don't the semantics map the appropriate components when going from Vertex Shader to Pixel Shader? Is there any way that I can make it so certain semantics are always mapped to other semantics, or do I always have to follow the rigid Shader Signature (in this case, Position, Color, and Texture) ? As a side note for why I'm asking: I know that when using XNA, my shader signatures for functions could differ in position and even drop items from Vertex Shader to Pixel Shader function parameters, having only the COLOR0 and TEXCOORD0 components being used (and it would still match up correctly). However, I also know that XNA relied on DX9 (and maybe a little DX10) implementation, and that maybe this kind of flexibility no longer exists in DX11?

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  • CCSpriteHole in cocos2d 2.0?

    - by rakkarage
    i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine... http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d and changing contentSizeInPixels_ to contentSize_... -(id) init { if( (self=[super init]) ) { opacityModifyRGB_ = YES; opacity_ = 255; color_ = colorUnmodified_ = ccWHITE; capSize=capSizeInPixels=CGSizeZero; //Not used blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; // update texture (calls updateBlendFunc) [self setTexture:nil]; // default transform anchor anchorPoint_ = ccp(0.5f, 0.5f); vertexDataCount=24; vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F)); [self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect { NSAssert(texture!=nil, @"Invalid texture for sprite"); // IMPORTANT: [self init] and not [super init]; if( (self = [self init]) ) { [self setTexture:texture]; [self setTextureRect:rect]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture { NSAssert(texture!=nil, @"Invalid texture for sprite"); CGRect rect = CGRectZero; rect.size = texture.contentSize; return [self initWithTexture:texture rect:rect]; } -(id) initWithFile:(NSString*)filename { NSAssert(filename!=nil, @"Invalid filename for sprite"); CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename]; if( texture ) return [self initWithTexture:texture]; return nil; } +(id)spriteWithFile:(NSString*)f { return [[self alloc] initWithFile:f]; } - (void) dealloc { if (vertexData) free(vertexData); } -(void) updateColor { ccColor4F color4; color4.r=(float)color_.r/255.0f; color4.g=(float)color_.g/255.0f; color4.b=(float)color_.b/255.0f; color4.a=(float)opacity_/255.0f; for (int i=0; i<vertexDataCount; i++) { vertexData[i].colors=color4; } } -(void)updateTextureCoords:(CGRect)rect { CCTexture2D *tex = texture_; if(!tex) return; float atlasWidth = (float)tex.pixelsWide; float atlasHeight = (float)tex.pixelsHigh; float left,right,top,bottom; left = rect.origin.x/atlasWidth; right = left + rect.size.width/atlasWidth; top = rect.origin.y/atlasHeight; bottom = top + rect.size.height/atlasHeight; // // |/|/|/| // CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight); // From left to right //Top band // Left vertexData[0].texCoords=(ccTex2F){left,top}; vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top}; vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top}; vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[6].texCoords=(ccTex2F){right,top}; vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Center band // Left vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Bottom band //Left vertexData[16].texCoords=(ccTex2F){left,bottom}; vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom}; vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Center vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom}; vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Right vertexData[22].texCoords=(ccTex2F){right,bottom}; vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; } -(void) updateVertices { float left=0; //-spriteSizeInPixels.width*0.5f; float right=left+contentSize_.width; float bottom=0; //-spriteSizeInPixels.height*0.5f; float top=bottom+contentSize_.height; float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR(); float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR(); float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR(); float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR(); // // |/|/|/| // // From left to right //Top band // Left vertexData[0].vertices=(ccVertex2F){left,top}; vertexData[1].vertices=(ccVertex2F){left,holeTop}; vertexData[2].vertices=(ccVertex2F){holeLeft,top}; vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[4].vertices=(ccVertex2F){holeRight,top}; vertexData[5].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[6].vertices=(ccVertex2F){right,top}; vertexData[7].vertices=(ccVertex2F){right,holeTop}; //Center band // Left vertexData[8].vertices=(ccVertex2F){left,holeBottom}; vertexData[9].vertices=(ccVertex2F){left,holeTop}; vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom}; vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom}; vertexData[13].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[14].vertices=(ccVertex2F){right,holeBottom}; vertexData[15].vertices=(ccVertex2F){right,holeTop}; //Bottom band //Left vertexData[16].vertices=(ccVertex2F){left,bottom}; vertexData[17].vertices=(ccVertex2F){left,holeBottom}; vertexData[18].vertices=(ccVertex2F){holeLeft,bottom}; vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom}; // Center vertexData[20].vertices=(ccVertex2F){holeRight,bottom}; vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom}; // Right vertexData[22].vertices=(ccVertex2F){right,bottom}; vertexData[23].vertices=(ccVertex2F){right,holeBottom}; } -(void) setHole:(CGRect)r inRect:(CGRect)totalSurface { holeRect=r; self.contentSize=totalSurface.size; holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin); CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f); self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height); //[self updateTextureCoords:rectInPixels_]; [self updateVertices]; [self updateColor]; } -(void) draw { BOOL newBlend = NO; if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) { newBlend = YES; glBlendFunc( blendFunc_.src, blendFunc_.dst ); } glBindTexture(GL_TEXTURE_2D, [texture_ name]); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); if( newBlend ) glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } -(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize { rectInPixels_ = rect; rect_ = CC_RECT_PIXELS_TO_POINTS( rect ); //[self setContentSizeInPixels:untrimmedSize]; [self updateTextureCoords:rectInPixels_]; } -(void)setTextureRect:(CGRect)rect { CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect ); [self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size]; } // // RGBA protocol // #pragma mark CCSpriteHole - RGBA protocol -(GLubyte) opacity { return opacity_; } -(void) setOpacity:(GLubyte) anOpacity { opacity_ = anOpacity; // special opacity for premultiplied textures if( opacityModifyRGB_ ) [self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )]; [self updateColor]; } - (ccColor3B) color { if(opacityModifyRGB_){ return colorUnmodified_; } return color_; } -(void) setColor:(ccColor3B)color3 { color_ = colorUnmodified_ = color3; if( opacityModifyRGB_ ){ color_.r = color3.r * opacity_/255; color_.g = color3.g * opacity_/255; color_.b = color3.b * opacity_/255; } [self updateColor]; } -(void) setOpacityModifyRGB:(BOOL)modify { ccColor3B oldColor = self.color; opacityModifyRGB_ = modify; self.color = oldColor; } -(BOOL) doesOpacityModifyRGB { return opacityModifyRGB_; } #pragma mark CCSpriteHole - CocosNodeTexture protocol -(void) updateBlendFunc { if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) { blendFunc_.src = GL_SRC_ALPHA; blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA; [self setOpacityModifyRGB:NO]; } else { blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; [self setOpacityModifyRGB:YES]; } } -(void) setTexture:(CCTexture2D*)texture { // accept texture==nil as argument NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument"); texture_ = texture; [self updateBlendFunc]; } -(CCTexture2D*) texture { return texture_; } @end but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works. so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders? thanks

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  • What are some good resources for creating a game engine in XNA?

    - by Glasser
    I'm currently a student game programmer working on an indie project. We have a team of eleven people (five programmers, four artists, and two audio designers) aboard, all working hard to help design this game. We've been meeting for months now and so far we have a pretty buffed out Game Design Document as well as much audio/visual concept art. Our programmers are itching to progress on our own end. Each person in our programming team is well versed in C++, but is very familiar with C#. We have enough experience and skill that we're confident that we will be successful with our game, and we're looking to build our own game engine in XNA as it seems like it would be worth our time and effort in the end. The game itself will be a 2D beat 'em up style game to be released over xbox live and the PC. It's play style will be similar to that of Castle Crashers or Scott Pilgrim vs The World. We want to design the game engine to allow us to better implement our assets into the game as well as to simplify the creation of design elements/mechanics. Currently between our programmers, we have books such as "XNA 4.0" and "Game Coding Complete, Third Edition," but we'd still like more information on both XNA and (especially) building a game engine from scratch. What are any other good books, websites, or resources we could use to further map out and program our game engine?

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  • Simple 2 player server

    - by Sourabh Lal
    I have recently started learning javascript and html and have developed simple 2 player games such as tick-tack-toe, battleship, and dots&boxes. However these 2 player games can only be played on one computer (i.e. the 2 players must sit together) However, I want to modify this so that one can play with a friend on a different computer. Any suggestions on how this is possible? Also since I am a beginner please do not assume that I know all the jargon.

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  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone

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  • SDL 2.0: is there a library to create 2D particle effects rapidly?

    - by mm24
    I would like to create an light/explosion particle effect using some in built library. I am used to Cocos2D where there are specific classes that you can simply initialize in a certain position and producing a certain particle effect. Is there a way to do so in SDL 2.0 C++? I have found this tutorial but it seems to go for a "build it yoursefl" solution, which is ok but I do not want to re-invent the wheel if someone else has already built it.

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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; i < 4; i ++) { float shading = (0.5 / 4.0); int index = i; visibility -= shading * (1.0 - texture(vf_t_shadow, vec3(f_shadowCoordinates.xy + poissonDisk[index] / 3000.0, (f_shadowCoordinates.z - bias) / f_shadowCoordinates.w))); }\n" fragColor.xyz = materialAmbientColor + visibility * materialDiffuseColor * lightColor * lightPower * cosTheta + visibility * materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5); fragColor.w = texture(vf_t_diffuse, f_textureCoordinates).w; } The following images should be enough to give you an idea of the problem. Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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  • Fast determination of whether objects are onscreen in 2D

    - by Ben Ezard
    So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = Camera.main.transform.position.x * Main.scale; float d = Camera.main.transform.position.y * Main.scale; onscreen = a + width - c > 0 && a - c < GameView.width && b + height - d > 0 && b - d < GameView.height; transform.position is a 2D vector containing the game engine's definition of where the object is - this is then multiplied by Main.scale to translate that coordinate into actual screen space Similarly, Camera.main.transform.position is the in-engine representation of where the main camera is, and this is also multiplied by Main.scale The problem is, as my game is tile-based, thousands of these updates get called every frame, just to determine whether or not each object should be drawn - how can I improve this please?

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  • How should I determine direction from a phone's orientation & accelerometer?

    - by Manoj Kumar
    I have an Android application which moves a ball based on the orientation of the phone. I've been using the following code to extract the data - but how do I use it to determine what direction the ball should actually travel in? public void onSensorChanged(int sensor, float[] values) { // TODO Auto-generated method stub synchronized (this) { Log.d("HIIIII :- ", "onSensorChanged: " + sensor + ", x: " + values[0] + ", y: " + values[1] + ", z: " + values[2]); if (sensor == SensorManager.SENSOR_ORIENTATION) { System.out.println("Orientation X: " + values[0]); System.out.println("Orientation Y: " + values[1]); System.out.println("Orientation Z: " + values[2]); } if (sensor == SensorManager.SENSOR_ACCELEROMETER) { System.out.println("Accel X: " + values[0]); System.out.println("Accel Y: " + values[1]); System.out.println("Accel Z: " + values[2]); } } }

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  • How do I pass vertex and color positions to OpenGL shaders?

    - by smoth190
    I've been trying to get this to work for the past two days, telling myself I wouldn't ask for help. I think you can see where that got me... I thought I'd try my hand at a little OpenGL, because DirectX is complex and depressing. I picked OpenGL 3.x, because even with my OpenGL 4 graphics card, all my friends don't have that, and I like to let them use my programs. There aren't really any great tutorials for OpenGL 3, most are just "type this and this will happen--the end". I'm trying to just draw a simple triangle, and so far, all I have is a blank screen with my clear color (when I set the draw type to GL_POINTS I just get a black dot). I have no idea what the problem is, so I'll just slap down the code: Here is the function that creates the triangle: void CEntityRenderable::CreateBuffers() { m_vertices = new Vertex3D[3]; m_vertexCount = 3; m_vertices[0].x = -1.0f; m_vertices[0].y = -1.0f; m_vertices[0].z = -5.0f; m_vertices[0].r = 1.0f; m_vertices[0].g = 0.0f; m_vertices[0].b = 0.0f; m_vertices[0].a = 1.0f; m_vertices[1].x = 1.0f; m_vertices[1].y = -1.0f; m_vertices[1].z = -5.0f; m_vertices[1].r = 1.0f; m_vertices[1].g = 0.0f; m_vertices[1].b = 0.0f; m_vertices[1].a = 1.0f; m_vertices[2].x = 0.0f; m_vertices[2].y = 1.0f; m_vertices[2].z = -5.0f; m_vertices[2].r = 1.0f; m_vertices[2].g = 0.0f; m_vertices[2].b = 0.0f; m_vertices[2].a = 1.0f; //Create the VAO glGenVertexArrays(1, &m_vaoID); //Bind the VAO glBindVertexArray(m_vaoID); //Create a vertex buffer glGenBuffers(1, &m_vboID); //Bind the buffer glBindBuffer(GL_ARRAY_BUFFER, m_vboID); //Set the buffers data glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_STATIC_DRAW); //Set its usage glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_TRUE, sizeof(Vertex3D), (void*)(3*sizeof(float))); //Enable glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); //Check for errors if(glGetError() != GL_NO_ERROR) { Error("Failed to create VBO: %s", gluErrorString(glGetError())); } //Unbind... glBindVertexArray(0); } The Vertex3D struct is as such... struct Vertex3D { Vertex3D() : x(0), y(0), z(0), r(0), g(0), b(0), a(1) {} float x, y, z; float r, g, b, a; }; And finally the render function: void CEntityRenderable::RenderEntity() { //Render... glBindVertexArray(m_vaoID); //Use our attribs glDrawArrays(GL_POINTS, 0, m_vertexCount); glBindVertexArray(0); //unbind OnRender(); } (And yes, I am binding and unbinding the shader. That is just in a different place) I think my problem is that I haven't fully wrapped my mind around this whole VertexAttribArray thing (the only thing I like better in DirectX was input layouts D:). This is my vertex shader: #version 330 //Matrices uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; //In values layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; //Out values out vec3 frag_color; //Main shader void main(void) { //Position in world gl_Position = vec4(position, 1.0); //gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0); //No color changes frag_color = color; } As you can see, I've disable the matrices, because that just makes debugging this thing so much harder. I tried to debug using glslDevil, but my program just crashes right before the shaders are created... so I gave up with that. This is my first shot at OpenGL since the good old days of LWJGL, but that was when I didn't even know what a shader was. Thanks for your help :)

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  • How can I make Maya export a mesh as double-sided?

    - by bobobobo
    I'm exporting from Maya 2009 to OBJ. The mesh I'm exporting has in it's Render Stats "Double Sided" checked, but when the polygon is exported, only a single side is actually exported. What really needs to happen is for each polygon that is double sided, two polygons need to be exported, facing in opposite directions.. I can do this manually, but is there a way to make the OBJ exporter do it for me?

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  • A simple example of movement prediction

    - by Daniel
    I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that share some of the code, or can share their knowledge to shed some light into my situation. I'm trying to run some tests to get a the movement going (smoothly) between multiple clients. I'm using mouse input to initiate movement. I'm using AS3 and C# on a local Player.IO server. Right now I'm trying to get the Client side working, as I'm only forwarding position info with the client. I have 2 timers, one is an onEnterFrame and the other is a 100ms Timer, and one on mouseClick listener. When I click anywhere with a mouse, I update my player class to give it a destination point On every enterFrame Event for the player, it moves towards the destination point At every 100ms it sends a message to the server with the position of where it should be in a 100ms. The distance traveled is calculated by taking the distance (in Pixels) that the player can travel in one second, and dividing it by the framerate for the onEnterFrame handler, and by the update frequency (1/0.100s) for the server update. For the other Players, the location is interpolated and animated on every frame based on the new location. Is this the right way of doing it?

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  • Sprite/Tile Sheets Vs Single Textures

    - by Reanimation
    I'm making a race circuit which is constructed using various textures. To provide some background, I'm writing it in C++ and creating quads with OpenGL to which I assign a loaded .raw texture too. Currently I use 23 500px x 500px textures of which are all loaded and freed individually. I have now combined them all into a single sprite/tile sheet making it 3000 x 2000 pixels seems the number of textures/tiles I'm using is increasing. Now I'm wondering if it's more efficient to load them individually or write extra code to extract a certain tile from the sheet? Is it better to load the sheet, then extract 23 tiles and store them from one sheet, or load the sheet each time and crop it to the correct tile? There seems to be a number of way to implement it... Thanks in advance.

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  • I love video games and know I want to work in the sector but hate programming

    - by normyp
    I just hate how I'll put in 8-10 hours in and get little to nothing back. The return results for your efforts seem to be pathetically small the majority of the time and I don't find that rewarding enough for me to put in the time and effort to learn programming and make myself better. I've heard game design is fun and I think I'd love that but apparently you can only get into that really if you can program, is that true? I feel a bit lost because I'm doing a degree in Games Technology and am worried that I'm sending myself into a job I'll hate.

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  • most efficient AABB vs Ray collision algorithms

    - by Asher Einhorn
    Is there a known 'most efficient' algorithm for AABB vs Ray collision detection? I recently stumbled accross Arvo's AABB vs Sphere collision algorithm, and I am wondering if there is a similarly noteworthy algorithm for this. One must have condition for this algorithm is that I need to have the option of querying the result for the distance from the ray's origin to the point of collision. having said this, if there is another, faster algorithm which does not return distance, then in addition to posting one that does, also posting that algorithm would be very helpful indeed. Please also state what the function's return argument is, and how you use it to return distance or a 'no-collision' case. For example, does it have an out parameter for the distance as well as a bool return value? or does it simply return a float with the distance, vs a value of -1 for no collision? (For those that don't know: AABB = Axis Aligned Bounding Box)

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  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • Has an open console any chance to give more strength to the indie game world ?

    - by jokoon
    I have heard about the GPX, but i don't really think the embedded market is mature enough in terms of performance, but what about the home console market ? I'm not talking about last-generation graphics, because that would be economically impossible, but what about an hardware as fast as a playstation 2/Xbox 1/Gamecube ? For games, the trick would be to ask some editors to recompile their best sellers for the new machine: those games being from the PSX age or even older console generations, I think this would have a very low cost job and they could still make some good profit, but I need to know if this is doable technically, considering the architecture which can be quite exotic. Do you think it would be a viable project to talk about to investors ?

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  • Looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs <= $5

    - by CyanPrime
    I'm looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs less then, or is $5 usd. I want to have a nice BGM for my engine demo I'm going to release for a game I'm planing on having go commercial. I don't want to spend too much money on it, so my limit is $5 usd. I want it to be at least a 1:00 in length. Where should I look? Or even better, do you have a link to a song that meets the criteria?

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  • Game Editor - When screen is clicked, how do you identify which object that is clicked?

    - by Deukalion
    I'm trying to create a Game Editor, currently just placing different types of Shapes and such. I'm doing this in Windows Forms while drawing the 3D with XNA. So, if I have a couple of Shapes on the screen and I click the screen I want to be able to identify "which" of these objects you clicked. What is the best method for this? Since having two objects one behind the other, it should be able to recognize the one in front and not the one behind it and also if I rotate the camera and click on the one behind it - it should identify it and not the first one. Are there any smart ways to go about this?

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