How to access a different row from a sprite sheet? - java

I am using a tutorial to understand how sprites work using a draw() method as well as using a gameloop. I adjusted the code as far as I understand it for my own project.
The question I have is how can I access a different row of my sprite sheet besides the second row. My sprite sheet has 9 columns and 20 rows.
public class Sprite implements Drawable {
private static final int BMP_COLUMNS = 9;
private static final int BMP_ROWS = 20;
private int x = 0;
private int y = 0;
private int xSpeed = 5;
private Bitmap bmp;
float fracsect = 30;
private GameContent gameContent;
private int currentFrame = 0;
private int width;
private int height;
public Sprite(GameContent gameContent, Bitmap bmp) {
this.gameContent = gameContent;
this.bmp = bmp;
this.width = bmp.getWidth() / BMP_COLUMNS;
this.height = bmp.getHeight() / BMP_ROWS;
}
#Override
public void update(float fracsec) {
if (x > gameContent.getGameWidth() - width - xSpeed) {
xSpeed = -5;
}
if (x + xSpeed < 0) {
xSpeed = 5;
}
x = x + xSpeed;
currentFrame = ++currentFrame % BMP_COLUMNS;
}
#Override
public void draw(Canvas canvas) {
update(fracsect);
int srcX = currentFrame * width;
int srcY = 1*height - 41;
Rect src = new Rect(srcX +20 , srcY,srcX + width,srcY + height-38); // Generates
Rect dst = new Rect(x,y,x+width -30, y+height-30); // Scales
canvas.drawBitmap(bmp, src, dst, null);
}
}
How do I gain access to the second row and how can I change it for instance to the third or 4th row ?
What I understand so far is that using a sprite as an object as a bitmap instead via imageview the code implementation of the code works differently. Is there any advice on how to access a different row for the sprite sheet ? I used the android documentation as well as the tutorial to understand this process as far as I can.
Here is the tutorial also:
http://www.edu4java.com/en/androidgame/androidgame4.html

From what I can see you are iterating through the first row, drawing each sprite in turn, perhaps to create an animation.
If you want to draw the animation for the second row, you can simply add 'height' to 'srcY'. It looks like you had this idea but you substracted instead of adding. Remember that Y-coordinates on computers go from top to bottom (i.e. (0,0) is top-left, (0, 10) is 10 pixels lower).
Likewise for the third and fourth rows, just add 'height' to 'srcY' again.

Related

Loading tile-based maps using text files (2D Java Engine) Standard Libraries

So I can load a 2D map using tiles using a text file, which is great and all. However, one issue I have met with this method is that I can't add objects/actors to my map since the file is a 2D grid. (The game is similar to games like zelda and pokemon.) I've tried creating an object layer so I can overlap images, but it doesn't seem to work for me. To give an example of what I want, have objects such as trees to be solid and on top of the background grass.
I am also looking for better methods to creating these tile based maps if you want to pitch some ideas to me.
**Note: I am about beginner/intermediate at Java.
Here is my constructor for the GameState class that calls the Map.
public GameState(Game game) {
super(game);
player = new Player(game, 0, 0, 64, 64);
map = new Map(game, "res/saves/save1.txt");
}
Here is the Map class (which works) that also calls the object (2nd) layer.
private int width, height;
public static int spawnX, spawnY;
private int[][] mapTiles;
MapObjects mapObjects;
Game game;
public Map(Game game, String path) {
this.game = game;
mapObjects = new MapObjects(game, "res/saves/save1_obj.txt", width, height);
loadMap(path);
}
private void loadMap(String path) {
String file = Utils.loadFileAsString(path);
//Token is which number it is out of the total
String[] tokens = file.split("\\s+");
//Sets what is what
width = Utils.parseInt(tokens[0]);
height = Utils.parseInt(tokens[1]);
spawnX = Utils.parseInt(tokens[2]);
spawnY = Utils.parseInt(tokens[3]);
mapTiles = new int[width][height];
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
// (x+y*width) : calculates the nth token (+4) : The 4 prior tokens before the graph
mapTiles[x][y] = Utils.parseInt(tokens[(x + y *width) + 4]);
}
}
}
public void render(Graphics g) {
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
//Only renders what is seen.
getMapTile(x, y).render(g, (int)(x*Tile.TILE_WIDTH-game.getCamera().getxOffset()), (int)(y*Tile.TILE_HEIGHT-game.getCamera().getyOffset()));
}
}
}
public void tick() {
}
//Gets the specific tile at specific coordinates.
private Tile getMapTile(int x, int y) {
Tile t = Tile.tiles[mapTiles[x][y]];
if(t == null) {
return Tile.grassTile;
}
return t;
}
And lastly, the object layer that doesn't work. It does not give an error, just the overlapping objects aren't visible. I've made sure to load the object layer before the Map layer, but that doesn't seem to be the issue.
private int width, height;
private int[][] objTiles;
Game game;
public MapObjects(Game game, String path, int width, int height) {
this.game = game;
loadObjects(path, width, height);
}
public void loadObjects(String path, int width, int height) {
this.width = width;
this.height = height;
String file = Utils.loadFileAsString(path);
String[] tokens = file.split("\\s+");
objTiles = new int[width][height];
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
objTiles[x][y] = Utils.parseInt(tokens[(x + y *width)]);
}
}
}
public void render(Graphics g) {
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
//Only renders what is seen.
getObjTile(x, y).render(g, (int)(x*Tile.TILE_WIDTH-game.getCamera().getxOffset()), (int)(y*Tile.TILE_HEIGHT-game.getCamera().getyOffset()));
}
}
}
public void tick() {
}
//Gets the specific object tile at specific coordinates.
private Tile getObjTile(int x, int y) {
Tile t = Tile.tiles[objTiles[x][y]];
if(t == null) {
return Tile.nothingTile;
}
return t;
}
We may need a bit more info from you.
Do you use a different "container/component" to draw map tiles than you do for your objects? Because if you render objects first then they will disappear as soon as you render the map. You should draw the map first, and then do objects like so:
public Map(Game game, String path) {
this.game = game;
//swapped the order of the lines below so the map loads first:
loadMap(path);
mapObjects = new MapObjects(game, "res/saves/save1_obj.txt", width, height);
}
From what you have said then this does not work either, however if you use the same component to draw your map and objects then one will always override the other, and something will always be missing. To fix this you need to crease two separate panes, one for the map, and a transparent one that sits on top of the map that you can use to render your objects.
See this illustration as an example:
You basically need to add a new transparent "content plane" similar to the way that glass pane shown above.

Combining two codes with a mousePressed-event processing

My problem is following:
I wrote a code and managed to display an image when i click on a rectangle (with the loadImage-fuction). The rectangle serves as a button that I want to replace with an image later.
But i actually don't just want an image to be displayed when the button is clicked. I want to call a code, to copy an image onto another:
public static int SQUARE_WIDTH = 30;
public static int SQUARE_HEIGHT = 30;
PImage img1,img2, img3;
void setup() {
size(670, 943);
img1 = loadImage("white.png");
img2 = loadImage("hase.jpg");
img3= loadImage("ohrring.jpg");
image(img1,0,0);
}
void draw() {
if(mousePressed)
copy(img2,
constrain(mouseX-SQUARE_WIDTH/2,0,width),
constrain(mouseY-SQUARE_HEIGHT/2,0,height),
SQUARE_WIDTH,SQUARE_HEIGHT,
constrain(mouseX-SQUARE_WIDTH/2,0,width),
constrain(mouseY-SQUARE_HEIGHT/2,0,height),
SQUARE_WIDTH,SQUARE_HEIGHT);
}
The copy-code doesn't simply copy an image, it uses the mouse as a brush! When you "draw" on an area, the image shows with the "strokes" of the brush pixel after pixel!
processing.org/reference/copy_.html
I happen to have huge problems when I want to combine this one with my main code:
int rectX, rectY;
int rectSize = 90;
boolean rectOver = false;
color rectHighlight;
color currentColor, baseColor;
color rectColor;
public static int SQUARE_WIDTH = 30;
public static int SQUARE_HEIGHT = 30;
PImage img1,img2, img3;
void setup() {
size(670, 943);
rectColor = color(0);
rectX = width/2-rectSize-10;
rectY = height/2-rectSize/2;
baseColor = color(102);
currentColor = baseColor;
img1 = loadImage("frida.jpg");
img2 = loadImage("hase.jpg");
img3 = loadImage("white.png");
background(img3);
}
void draw() {
update(mouseX, mouseY);
if (rectOver) {
fill(rectHighlight);
} else {
fill(rectColor);
}
stroke(255);
rect(rectX, rectY, rectSize, rectSize);
}
void update(int x, int y) {
if ( overRect(rectX, rectY, rectSize, rectSize) ) {
rectOver = true;
}else {
rectOver = false;
}
}
void mousePressed() {
if (rectOver) {
background(img2);
}
}
boolean overRect(int x, int y, int width, int height) {
if (mouseX >= x && mouseX <= x+width &&
mouseY >= y && mouseY <= y+height) {
return true;
} else {
return false;
}
}
Theoretically I got the tip to set a boolean in mousePressed() to do the copy-operation in draw(), and then to check this boolean in draw(): if set (true) it shall do the copy. But I'm unfortunately not the brightest star in the programming-sky , so could anybody show me what this part is supposed to look like? Of course, I'm open to other suggestions how to solve this problem!
Thank you!
I hope this is what you are looking for. If you want to copy an image you don't need to call a function to copy an image, you can simply invoke the = sign and the image will be copied.
In my example code buttonImage is the image on the button. Whenever you don't want an image on the button assign it the following way:
buttonImage = null;
If you want to have an image instead of the rectangle do the following:
buttonImage = yourImage;
buttonImage.resize(w, h); //fit it on the button.
I think this is what you want to achieve?
PImage buttonImage;
void setup()
{
}
void draw()
{
if(buttonImage == null || buttonImage.width < 2) rect(x, y, w, h);
else image(buttonImage, x, y);
}
void mouseReleased()
{
if(mouseX > x && mouseX < x + w && mouseY > y && mouseY < y + h)
{
//copy any image onto the buttonImage
buttonImage = loadImage("newPath.png"); //update / overwrite image
buttonImage.resize(w, h); //fit it on the button
}
}
x and y are the position of the button, w and h are the width and the height of the button in my example.
EDIT:
Ok, so basically you want to have a white background and you want to scrap it using your tool so an image appears? I'm still not 100% sure of what you're asking, but if that is the case try this:
I used img.get() instead of img.copy(), because it has less parameters to deal with. I really hoped i understood this correctly, if not maybe link a video to something similar? I have a hard time understanding what you want.
The toolSelected integer is a counter to which tool you are using. Depending on its value, it is executing a different code.
My code:
PImage img1;
int toolSelected = 0; //Normal tool;
int widthOfBrush = 20; //Now you are drawing 20x20
int buttonX = 200;
int buttonY = 200;
int buttonW = 40;
int buttonH = 20;
void setup()
{
size(640, 480);
background(255);
img1 = loadImage("yourImg.png");
img1.resize(width, height); //Fit it on processing screen
}
void draw()
{
if(toolSelected == 0) {}//other tool
//Instead of using copy we will be using buttonImage.get(x, y, w, h) --> makes more sense
if(toolSelected == 1 && mousePressed)
{
float yourX = mouseX;
float yourY = mouseY;
yourX -= floor(widthOfBrush / 2);
yourY -= floor(widthOfBrush / 2);
//scale & copy:
PImage brushImage = img1.get((int)yourX, (int)yourY, widthOfBrush * (width / img1.width), widthOfBrush * (width / img1.width)); //Draw the image at your destination
image(brushImage, mouseX, mouseY);
}
stroke(0);
fill(255);
rect(buttonX, buttonY, buttonW, buttonH);
}
void mouseReleased()
{
if (mouseX > buttonX && mouseX < buttonX + buttonW && mouseY > buttonY && mouseY < buttonY + buttonH)
{
//copy any image onto the buttonImage
//buttonImage = loadImage("newPath.png"); //update / overwrite image
toolSelected = 1; //Our tool is the image brush now.
}
}

Importing A Sprite from a sprite sheet

Well i have been watching a couple of videos of youtube on how take sprites from a spritesheet (8x8) and i really liked the tutorial by DesignsByZepher. However the method he uses results in him importing a sorite sheet and then changing the colors to in-code selected colours.
http://www.youtube.com/watch?v=6FMgQNDNMJc displaying the sheet
http://www.youtube.com/watch?v=7eotyB7oNHE for the color rendering
The code that i have made from watching his video is:
package exikle.learn.game.gfx;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
public class SpriteSheet {
public String path;
public int width;
public int height;
public int[] pixels;
public SpriteSheet(String path) {
BufferedImage image = null;
try {
image = ImageIO.read(SpriteSheet.class.getResourceAsStream(path));
} catch (IOException e) {
e.printStackTrace();
}
if (image == null) { return; }
this.path = path;
this.width = image.getWidth();
this.height = image.getHeight();
pixels = image.getRGB(0, 0, width, height, null, 0, width);
for (int i = 0; i < pixels.length; i++) {
pixels[i] = (pixels[i] & 0xff) / 64;
}
}
}
^This is the code where an image gets imported
package exikle.learn.game.gfx;
public class Colours {
public static int get(int colour1, int colour2, int colour3, int colour4) {
return (get(colour4) << 24) + (get(colour3) << 16)
+ (get(colour2) << 8) + get(colour1);
}
private static int get(int colour) {
if (colour < 0)
return 255;
int r = colour / 100 % 10;
int g = colour / 10 % 10;
int b = colour % 10;
return r * 36 + g * 6 + b;
}
}
^ and the code which i think deals with all the colors but im kinda confused about this.
My question is how do i remove the color modifier and just import and display the sprite sheet as is, so with the color it already has?
So you're fiddling with the Minicraft source, I see. The thing about Notch's code is that he substantially limited himself technically in this game. What the engine is doing is basically saying every sprite/tile can have 4 colors (from the grey-scaled spritesheet), he generates his own color palette that he retrieves colors from and sets accordingly during rendering. I can't remember exactly how many bits per channel he set and such.
However, you obviously are very new to programming and imo there's nothing better than fiddling with and analyzing other people's code.. that is, if you actually can do so. The Screen class is where the rendering takes place and hence it's what uses the spritesheet and therefore gives color accordingly to whatever tile you tell it to get. Markus is quite clever, despite poorly written code (which is completely forgiven as he did have 48 hours to make the damned thing ;))
if you want to just display the spritesheet as is, you can either rewrite the render function or overload it to something like this... (in class Screen)
public void render() {
for(int y = 0; y < h; y++) {
if(y >= sheet.h) continue; //prevent going out of bounds on y-axis
for(int x = 0; x < w; x++) {
if(x >= sheet.w) continue; //prevent going out of bounds on x-axis
pixels[x + y * w] = sheet.pixels[x + y * sheet.w];
}
}
}
This will just put whatever of the sheet it can fit into the screen for rendering (it's a really simple piece of code, but should work), the next step will be copying the pixels over to the actual raster for display, which I'm sure you can handle. (If you have copy-pasted all of the minicraft source code or some other slightly modified source code, you might want to change some things about that as well.)
All the cheers!
This basics would be to replace the get(int) method...
private static int get(int colour) {
//if (colour < 0)
// return 255;
//int r = colour / 100 % 10;
//int g = colour / 10 % 10;
//int b = colour % 10;
//return r * 36 + g * 6 + b;
return colour;
}
I'd also get rid of
for (int i = 0; i < pixels.length; i++) {
pixels[i] = (pixels[i] & 0xff) / 64;
}
From the main method
But to be honest, wouldn't it be easier to simply use BufferedImage#getSubImage?

Texture Buffers and glMultiDrawElements

Backstory:
I'm trying to draw as many squares the the screen as possible using a single draw call. I'm using a custom glsl vertex shader that is specialized for 2D drawing, and that is supposed to be pulling position data for the vertices of the squares from a samplerBuffer. Since I don't need to worry about rotating or scaling the squares all I should need to do is load the position data into a buffer, bind a texture to that buffer, and then use the sampler to get each vertex's position in the shader. In order to get an index into the texture I store each elements index as the z-component of the vertices.
Everything seems to work really well for a thousand or so squares, but after that I start to get weird blinking. It sort of seems like it's not drawing all of the squares every draw step, or possibly not using all of the positions so that many of the squares are overlapping.
The weird thing is, that if I use drawElements instead of drawElementsMulti, the blinking goes away (but of course then all the squares are drawn as one single object, which I don't want)
One question I have is if my position data is limited to the max texture size, or the max texture buffer size. And if I am limited to the much smaller max texture size, how do I get around it? There's got to be a reason all of that texture buffer space is there, but I obviously don't get how to properly use it.
I'm also thinking maybe glMultiDrawElements is doing something I'm not accounting for with the sampler somehow. Idk, I'm really lost at this point, and yet..it works perfectly for smaller numbers of squares, so I must be doing something right.
[EDIT] Code had changed to reflect suggestions below (and for readability), but the problem persists.
Ok, so here's some code. First the vertex shader:
uniform mat3 projection;
attribute vec3 vertex;
uniform samplerBuffer positionSampler;
attribute vec4 vertex_color;
varying vec4 color;
float positionFetch(int index)
{
// I've tried texelFetch here as well, same effect
float value = texelFetchBuffer(positionSampler, index).r;
return value;
}
void main(void)
{
color = vec4(1, 1, 1, 1);
// use the z-component of the vertex to look up the position of this instance in the texture
vec3 real_position = vec3(vertex.x + positionFetch(int(vertex.z)*2), vertex.y + positionFetch(int(vertex.z)*2+1), 1);
gl_Position = vec4(projection * real_position, 1);
}
And now my GLRenderer, sorry there is so much code, I just really want to make sure there's enough info here to get an answer. This has really been driving me nuts, and examples for java seem to be hard to come by (maybe this code will help someone else on their quest):
public class GLRenderer extends GLCanvas implements GLEventListener, WindowListener
{
private static final long serialVersionUID = -8513201172428486833L;
private static final int bytesPerFloat = Float.SIZE / Byte.SIZE;
private static final int bytesPerShort = Short.SIZE / Byte.SIZE;
public float viewWidth, viewHeight;
public float screenWidth, screenHeight;
private FPSAnimator animator;
private boolean didInit = false;
JFrame the_frame;
SquareGeometry geometry;
// Thought power of 2 might be required, doesn't seem to make a difference
private static final int NUM_THINGS = 2*2*2*2*2*2*2*2*2*2*2*2*2*2;
float[] position = new float[NUM_THINGS*2];
// Shader attributes
private int shaderProgram, projectionAttribute, vertexAttribute, positionAttribute;
public static void main(String[] args)
{
new GLRenderer();
}
public GLRenderer()
{
// setup OpenGL Version 2
super(new GLCapabilities(GLProfile.get(GLProfile.GL2)));
addGLEventListener(this);
setSize(1800, 1000);
the_frame = new JFrame("Hello World");
the_frame.getContentPane().add(this);
the_frame.setSize(the_frame.getContentPane().getPreferredSize());
the_frame.setVisible(true);
the_frame.addWindowListener(this);
animator = new FPSAnimator(this, 60);
animator.start();
}
// Called by the drivers when the gl context is first made available
public void init(GLAutoDrawable d)
{
final GL2 gl = d.getGL().getGL2();
IntBuffer asd = IntBuffer.allocate(1);
gl.glGetIntegerv(GL2.GL_MAX_TEXTURE_BUFFER_SIZE, asd);
System.out.println(asd.get(0));
asd = IntBuffer.allocate(1);
gl.glGetIntegerv(GL2.GL_MAX_TEXTURE_SIZE, asd);
System.out.println(asd.get(0));
shaderProgram = ShaderLoader.compileProgram(gl, "default");
gl.glLinkProgram(shaderProgram);
_getShaderAttributes(gl);
gl.glUseProgram(shaderProgram);
_checkGLCapabilities(gl);
_initGLSettings(gl);
// Calculate batch of vertex data from dirt geometry
geometry = new SquareGeometry(.1f);
geometry.buildGeometry(viewWidth, viewHeight);
geometry.finalizeGeometry(NUM_THINGS);
geometry.vertexBufferID = _generateBufferID(gl);
_loadVertexBuffer(gl, geometry);
geometry.indexBufferID = _generateBufferID(gl);
_loadIndexBuffer(gl, geometry);
geometry.positionBufferID = _generateBufferID(gl);
// initialize buffer object
int size = NUM_THINGS * 2 * bytesPerFloat;
System.out.println(size);
IntBuffer bla = IntBuffer.allocate(1);
gl.glGenTextures(1, bla);
geometry.positionTextureID = bla.get(0);
gl.glUniform1i(positionAttribute, 0);
gl.glActiveTexture(GL2.GL_TEXTURE0);
gl.glBindTexture(GL2.GL_TEXTURE_BUFFER, geometry.positionTextureID);
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, geometry.positionBufferID);
gl.glBufferData(GL2.GL_TEXTURE_BUFFER, size, null, GL2.GL_DYNAMIC_DRAW);
gl.glTexBuffer(GL2.GL_TEXTURE_BUFFER, GL2.GL_R32F, geometry.positionBufferID);
}
private void _initGLSettings(GL2 gl)
{
gl.glClearColor(0f, 0f, 0f, 1f);
}
private void _loadIndexBuffer(GL2 gl, SquareGeometry geometry)
{
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, geometry.indexBufferID);
gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, bytesPerShort*NUM_THINGS*geometry.getNumPoints(), geometry.indexBuffer, GL2.GL_STATIC_DRAW);
}
private void _loadVertexBuffer(GL2 gl, SquareGeometry geometry)
{
int numBytes = geometry.getNumPoints() * 3 * bytesPerFloat * NUM_THINGS;
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, geometry.vertexBufferID);
gl.glBufferData(GL2.GL_ARRAY_BUFFER, numBytes, geometry.vertexBuffer, GL2.GL_STATIC_DRAW);
gl.glEnableVertexAttribArray(vertexAttribute);
gl.glVertexAttribPointer(vertexAttribute, 3, GL2.GL_FLOAT, false, 0, 0);
}
private int _generateBufferID(GL2 gl)
{
IntBuffer bufferIDBuffer = IntBuffer.allocate(1);
gl.glGenBuffers(1, bufferIDBuffer);
return bufferIDBuffer.get(0);
}
private void _checkGLCapabilities(GL2 gl)
{
// TODO: Respond to this information in a meaningful way.
boolean VBOsupported = gl.isFunctionAvailable("glGenBuffersARB") && gl.isFunctionAvailable("glBindBufferARB")
&& gl.isFunctionAvailable("glBufferDataARB") && gl.isFunctionAvailable("glDeleteBuffersARB");
System.out.println("VBO Supported: " + VBOsupported);
}
private void _getShaderAttributes(GL2 gl)
{
vertexAttribute = gl.glGetAttribLocation(shaderProgram, "vertex");
projectionAttribute = gl.glGetUniformLocation(shaderProgram, "projection");
positionAttribute = gl.glGetUniformLocation(shaderProgram, "positionSampler");
}
// Called by me on the first resize call, useful for things that can't be initialized until the screen size is known
public void viewInit(GL2 gl)
{
for(int i = 0; i < NUM_THINGS; i++)
{
position[i*2] = (float) (Math.random()*viewWidth);
position[i*2+1] = (float) (Math.random()*viewHeight);
}
gl.glUniformMatrix3fv(projectionAttribute, 1, false, Matrix.projection3f, 0);
// Load position data into a texture buffer
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, geometry.positionBufferID);
ByteBuffer textureBuffer = gl.glMapBuffer(GL2.GL_TEXTURE_BUFFER, GL2.GL_WRITE_ONLY);
FloatBuffer textureFloatBuffer = textureBuffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
for(int i = 0; i < position.length; i++)
{
textureFloatBuffer.put(position[i]);
}
gl.glUnmapBuffer(GL2.GL_TEXTURE_BUFFER);
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, 0);
}
public void display(GLAutoDrawable d)
{
if (!didInit || geometry.vertexBufferID == 0)
{
return;
}
//long startDrawTime = System.currentTimeMillis();
final GL2 gl = d.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
// If we were drawing any other buffers here we'd need to set this every time
// but instead we just leave them bound after initialization, saves a little render time
// No combination of these seems to fix the problem
//gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, geometry.vertexBufferID);
//gl.glVertexAttribPointer(vertexAttribute, 3, GL2.GL_FLOAT, false, 0, 0);
//gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, geometry.indexBufferID);
gl.glBindBuffer(GL2.GL_TEXTURE_BUFFER, geometry.positionBufferID);
//gl.glActiveTexture(GL2.GL_TEXTURE0);
//gl.glTexBuffer(GL2.GL_TEXTURE_BUFFER, GL2.GL_R32F, geometry.positionBufferID);
_render(gl, geometry);
// Also tried these
//gl.glFlush();
//gl.glFinish();
}
public void _render(GL2 gl, SquareGeometry geometry)
{
gl.glMultiDrawElements(geometry.drawMode, geometry.countBuffer, GL2.GL_UNSIGNED_SHORT, geometry.offsetBuffer, NUM_THINGS);
// This one works, but isn't what I want
//gl.glDrawElements(GL2.GL_LINE_LOOP, count, GL2.GL_UNSIGNED_SHORT, 0);
}
public void reshape(GLAutoDrawable d, int x, int y, int width, int height)
{
final GL2 gl = d.getGL().getGL2();
gl.glViewport(0, 0, width, height);
float ratio = (float) height / width;
screenWidth = width;
screenHeight = height;
viewWidth = 100;
viewHeight = viewWidth * ratio;
Matrix.ortho3f(0, viewWidth, 0, viewHeight);
if (!didInit)
{
viewInit(gl);
didInit = true;
}
else
{
// respond to view size changing
}
}
}
The final bit is the SquareGeometry class which holds all the bufferIDs and vertex data, but also is responsible for filling the vertex buffer correctly so that each vertex's z component can function as an index into the position texture:
public class SquareGeometry
{
public float[] vertices = null;
ShortBuffer indexBuffer;
IntBuffer countBuffer;
PointerBuffer offsetBuffer;
FloatBuffer vertexBuffer;
public int vertexBufferID = 0;
public int indexBufferID = 0;
public int positionBufferID = 0;
public int positionTextureID = 0;
public int drawMode;
protected float width = 0;
protected float height = 0;
public SquareGeometry(float size)
{
width = size;
height = size;
}
public void buildGeometry(float viewWidth, float viewHeight)
{
vertices = new float[4 * 2];
vertices[0] = -width/2;
vertices[1] = -height/2;
vertices[2] = -width/2;
vertices[3] = height/2;
vertices[4] = width/2;
vertices[5] = height/2;
vertices[6] = width/2;
vertices[7] = -height/2;
drawMode = GL2.GL_POLYGON;
}
public void finalizeGeometry(int numInstances)
{
if(vertices == null) return;
int num_vertices = this.getNumPoints();
int total_num_vertices = numInstances * num_vertices;
// initialize vertex Buffer (# of coordinate values * 4 bytes per float)
ByteBuffer vbb = ByteBuffer.allocateDirect(total_num_vertices * 3 * Float.SIZE);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
for(int i = 0; i < numInstances; i++)
{
for(int v = 0; v < num_vertices; v++)
{
int vertex_index = v * 2;
vertexBuffer.put(vertices[vertex_index]);
vertexBuffer.put(vertices[vertex_index+1]);
vertexBuffer.put(i);
}
}
vertexBuffer.rewind();
// Create the indices
vbb = ByteBuffer.allocateDirect(total_num_vertices * Short.SIZE);
vbb.order(ByteOrder.nativeOrder());
indexBuffer = vbb.asShortBuffer();
for(int i = 0; i < total_num_vertices; i++)
{
indexBuffer.put((short) (i));
}
indexBuffer.rewind();
// Create the counts
vbb = ByteBuffer.allocateDirect(numInstances * Integer.SIZE);
vbb.order(ByteOrder.nativeOrder());
countBuffer = vbb.asIntBuffer();
for(int i = 0; i < numInstances; i++)
{
countBuffer.put(num_vertices);
}
countBuffer.rewind();
// create the offsets
offsetBuffer = PointerBuffer.allocateDirect(numInstances);
for(int i = 0; i < numInstances; i++)
{
offsetBuffer.put(num_vertices*i*2);
}
offsetBuffer.rewind();
}
public int getNumPoints()
{
return vertices.length/2;
}
}
Ok first things first, you are not setting gl_Color in the shader maybe that can be the issue here and you only lucky with small numbers. It is a varying, but do you also have fragment shader that picks up the value?
At no point do you ensure that NUM_THINGS*2 < GL_MAX_TEXTURE_SIZE. I don't know how FloatBuffer.put reacts; being Java probably / hopefully an exception.
Also you bind the positionBufferID buffer, then unbind it but never rebind it.
You create positionTextureID but never put any data there. This also what you put into the sampler positionSampler and try to access.
Yea well lots of issues but my gut tells me the last one may be the real issue here.
Alright, I've got it solved, though I'm still really not clear on what the original problem was. I fixed it by simplifying the drawing to use drawArrays instead of drawElements or multiDrawElements. I'm really not sure why I thought I needed them, as I really don't in this case. I'm pretty sure I was messing up a few things with the indexes and offsets.
Furthermore, as far as the proper way to bind the texture buffer, neither the code I have above, nor example found at the link I posted in a comment are correct at all.
If anyone is interested in the correct way to use the texture buffer like this I just did a pretty extensive write-up on it here http://zebadiah.me/?p=44. Thanks all for the help.

acm.program.GraphicsProgram, not able to get appropriate size of canvas

This is not a homework problem. I am only going over a freely available course from Stanford. I am using Ubuntu Linux with Eclipse.
Problem and Question:
I am drawing rectangles by calling add() on a acm.program.GraphicsProgram object. I am drawing certain number of rectangles which have a certain fixed width. However I am seeing that my rectangles are flowing off the visible area. I have tried setting a big enough width and height for both the GraphicsProgram object and the GCanvas object but still my rectangles are falling off the visible area. I always get the same height for GraphicsProgram object no matter what height I set. Any pointers as to what am I doing wrong?
import acm.graphics.*;
import acm.program.*;
import java.awt.*;
public class Pyramid extends GraphicsProgram {
/** Width of each brick in pixels */
private static final int BRICK_WIDTH = 30;
/** Width of each brick in pixels */
private static final int BRICK_HEIGHT = 12;
/** Number of bricks in the base of the pyramid */
private static final int BRICKS_IN_BASE = 14;
public void run() {
setWindowSize();
this.createPyramid();
}
private void createPyramid()
{
int centerX = findCenter();
int startingX = centerX - (BRICKS_IN_BASE / 2) * BRICK_WIDTH;
int startingY = BRICK_HEIGHT;
for(int numBricks = BRICKS_IN_BASE; numBricks>= 1; numBricks--)
{
this.layBricks(startingX,startingY , numBricks);
startingX = startingX + BRICK_WIDTH / 2;
startingY = (BRICKS_IN_BASE - numBricks + 2) * BRICK_HEIGHT;
}
}
private void layBricks(int x, int y, int numOfBricks)
{
for(int i = 0; i < numOfBricks; i++)
{
add(new GRect(x,y,this.BRICK_WIDTH, this.BRICK_HEIGHT));
x+=this.BRICK_WIDTH;
}
}
private void setWindowSize()
{
int width = BRICK_WIDTH * BRICKS_IN_BASE * 2;
int height = BRICKS_IN_BASE * BRICK_HEIGHT * 2;
this.setSize(width, height);
//this.setForeground(Color.GREEN);
//this.setBackground(Color.BLUE);
//this.getGCanvas().setBounds(0, 0, width, height);
//this.getGCanvas().add(new GRect(0,0,300,30));
//this.getGCanvas().setBackground(Color.WHITE);
System.out.println(this.getHeight());
System.out.println(this.getWidth());
System.out.println(this.getGCanvas().getHeight());
System.out.println(this.getGCanvas().getWidth());
}
private int findCenter()
{
return this.getWidth() / 2;
}
}
I'm working through the same Stanford course online and ran into the same problem. The setSize method would resize the display but not the values returned by getWidth and getHeight.
You can change the width and height by going to Project > Properties > Run/Debug Settings > Edit > Parameters tab.
I assume there is something more direct or code-based, but this is an easy solution.
Start by not hard coding the brick sizes like this
int brick_width = (getWidth() / BRICKS_IN_BASE) - (getWidth() / 50);
int brick_height = (brick_width / 3);
That way your pyramid will always be drawn within whatever the screen size happens to be.
It should also be centered, once your brick sizes are relative to window size, guaranteeing that the bricks will always be centered becomes easier. The only wrench I have found are weird
window sizes such as 50 x 500, but that doesn't happen too often.
Here is a look at my solution
import acm.graphics.*;
import acm.program.*;
import java.awt.*;
public class Pyramid1 extends GraphicsProgram {
public void run(){
int brick_width = (getWidth() / BRICKS_IN_BASE) - (getWidth() / 50);
int brick_height = (brick_width / 3);
for(int n = 0; n < BRICKS_IN_BASE; n++ ){
//make a row at level n of bricks that is BRICKS_IN_BASE - n bricks wide.
int bricks_in_level = BRICKS_IN_BASE - n;
int x = ((getWidth() / 2) - ((bricks_in_level * brick_width) / 2)); //find the center then offset to farthest left.
int y = (((getHeight() / 2) + ((BRICKS_IN_BASE / 2) * brick_height )) - ((n + 1) * brick_height)); //start at the 1/2 and move down half max stack height and move up a brick each round.
GRect brick = new GRect(x, y, brick_width, brick_height);
brick.setFilled(true);
brick.setFillColor(Color.RED);
add(brick);
if(bricks_in_level > 1){ //If there are 2 or more bricks needed in this level
for(int needed_bricks = bricks_in_level - 1; needed_bricks > 0; needed_bricks -= 1){
x += brick_width;
GRect needed_brick = new GRect(x, y, brick_width, brick_height);
needed_brick.setFilled(true);
needed_brick.setFillColor(Color.RED);
add(needed_brick);
}
}
}
}
private static final int BRICKS_IN_BASE = 12;
}
The main problem was that I was using open-java-jdk and not sun-java-jdk. After changing the jre my Applet is behaving in a more predictable way.

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