OpenGL: Create a sky box? - java

I'm new to OpenGL. I'm using JOGL.
I would like to create a sky for my world that I can texture with clouds or stars. I'm not sure what the best way to do this is. My first instinct is to make a really big sphere with quadric orientation GLU_INSIDE, and texture that. Is there a better way?

A skybox is a pretty good way to go. You'll want to use a cube map for this. Basically, you render a cube around the camera and map a texture onto the inside of each face of the cube. I believe OpenGL may include this in its fixed function pipeline, but in case you're taking the shader approach (fixed function is deprecated anyway), you'll want to use cube map samplers (samplerCUBE in Cg, not sure about GLSL). When drawing the cube map, you also want to remove translation from the modelview matrix but keep the rotation (this causes the skybox to "follow" the camera but allows you to look around at different parts of the sky).
The best thing to do is actually draw the cube map after drawing all opaque objects. This may seem strange because by default the sky will block other objects, but you use the following trick (if using shaders) to avoid this: when writing the final output position in the vertex shader, instead of writing out .xyzw, write .xyww. This will force the sky to the far plane which causes it to be behind everything. The advantage to this is that there is absolutely 0 overdraw!

Yes.
Making a really big sphere has two major problems. First, you may encounter problems with clipping. The sky may disappear if it is outside of your far clipping distance. Additionally, objects that enter your sky box from a distance will visually pass through a very solid wall. Second, you are wasting a lot of polygons(and a lot of pain) for a very simple effect.
Most people actually use a small cube(Hence the name "Sky box"). You need to render the cube in the pre-pass with depth testing turned off. Thus, all objects will render on top of the cube regardless of their actual distance to you. Just make sure that the length of a side is greater than twice your near clipping distance, and you should be fine.

Spheres are nice to handle as they easily avoid distortions, corners etc. , which may be visible in some situations. Another possibility is a cylinder.
For a really high quality sky you can make a sky lighting simulation, setting the sphere colors depending on the time (=> sun position!) and direction, and add some clouds as 3D objects between the sky sphere and the view position.

Related

Drawing liquid with LibGDX

I'm quite new to LibGDX and OpenGL, but I managed to make a simple liquid simulation using Box2D API. See this link (this is someone's else animation):
Physics Liquid
Currently I render the liquid particles as circles just like in the first image, but I want to make it look more natural like on the third one.
The answer might be to use distance field and I tried this approach, but with no effect. I'm drawing each particle as a texture using SpriteBatch class, but that can be changed. I made a texture (from a procedural Pixmap) that represents each particle as a filled circle, with alpha channel decreasing further from the center, so the effect is similar to the second picture.
Now, I must enable a threshold filter to alpha channel, something like: "draw only pixels with alpha > 0.5". This is post-processing step, because it matters what is the alpha channel of a pixel after all particles have been draw. Might or might not be done with shaders (ProgramShader), but after some research I still have no clue how to do this. Thanks for ANY help.
EDIT: this example explains the method, but it's implemented in ActionScript.
This can easily be done using shaders, but funny thing is that you don't need to write them.
"draw only pixels with alpha > 0.5" is also used while rendering distance field fonts (fonts which look good even when scaled up).
Follow this link : https://github.com/libgdx/libgdx/wiki/Distance-field-fonts
Directly jump to the last step.
You should find exactly what you want.
Hope this helps.

Trying to achieve dynamic lighting in a tiled 2D isometric environment using Java2D

I am trying write some lighting code for a Java2D isometric game I am writing - I have found a few algorithms I want to try implementing - one of which I found here:
here
The problem is that this sort of algorithm would require some optimal pixel-shading effect that I haven't found a way of achieving via Java2D. Preferably some method via the graphics hardware but if that isn't possible - at least a method of achieving the same effect quickly in software.
If that isn't possible, could someone direct me to a more optimal algorithm with Java2D in mind? I have considered per-tile lighting - however I find the drawPolygon method isn't hardware accelerated and thus performs very slowly.
I want to try and avoid native dependencies or the requirement for elevated permissions in an applet.
Thanks
I did a lot of research since I posted this question - there are tons of alternatives and JavaFX does intend (on a later release) to include its own shader language for those interested. There is also a ofcourse LWJGL that will allow you to load your own shaders onto the GPU.
However, if you're stuck in Java2D (as I am) it is still possible to implement lighting in an isometric game it is just 'awkward' because you cannot perform the light shading on a per-pixel level.
How it Looks:
I have achieved a (highly unpolished - after some polishing I can assure you it will look great) effect for casting shadows, depth sorting the light map, and applying the lighting without experiencing a drop in frame-rate. Here is how it looks:
You'll see in this screen-shot a diffuse light (not shaded in but that step I'd say is relatively easy in contrast to the steps to get there) casting shadows - the areas behind the entities that obstructs the light's passage BUT also in the bounds of the light's maximum fall-out is shaded in as the ambient lighting but in reality this area is passed to the lights rendering routine to factor in the amount of obstruction that has occurred so that the light can apply a prettier gradient (or fading effect of some sort.)
The current implementation of the diffuse lighting is to just simply render obstructed regions the ambient colour and render non-obstructed regions the light's colour - obviously though you'd apply a fading effect as you got further from the light (that part of the implementation I haven't done yet - but as I said it is relatively easy.)
How I did it:
I don't guarantee this is the most optimal method, but for those interested:
Essentially, this effect is achieved by using a lot of Java shape operations - the rendering of the light map is accelerated by using a VolatileImage.
When the light map is being generated, the render routine does the following:
Creates an Area object that contains a Rectangle that covers the
entirety of the screen. This area will contain your ambient
lighting.
It then iterates through the lights asking them what their
light-casting Area would be if there were no obstructions in the way.
It takes this area object and searches the world for Actors\Tiles
that are contained within that area that the light would be cast in.
For every tile that it finds that obstructs view in the light's casting area, it will calculate the difference in the light source's position and the obstruction's
position (essentially creating a vector that points AT the
obstruction from the light source - this is the direction you want to cast your shadow) This pointing vector (in world
space) needs to be translated to screen space.
Once that has been done, a perpendicular to that vector is taken and
normalized. This essentially gives you a line you can travel up or
down on by multiplying it by any given length to travel the given direction in. This vector is
perpendicular to the direction you want to cast your shadow over.
Almost done, you consturct a polygon that consists of four points.
The first two points are at the the base of the screen coordinate of
your obstruction's center point. To get the first point, you want to
travel up your perpendicular vector (calculated in 5) a quantity of
half your tile's height [ this is a relatively accurate
approximation though I think this part of the algorithm is slightly
incorrect - but it has no noticable decay on the visual effect] -
then ofcourse add to that the obstructions origin. To get the
second, you do the same but instead travel down.
The remainder of the two points are calculated exactly the same way -
only these points need to be projected outward in the direction of
your shadow's projection vector calculated in 4. - You can choose any large amount to project it outwards by - just as long as it reaches at least outside of you light's casting area (so if you just want to do it stupidly multiply your shadow projection vector by a factor of 10 and you should be safe)
From this polygon you just constructed, construct an area, and then
invoke the "intersect" method with your light's area as the first
argument - this will assure that your shadows area doesn't reach
outside of the bounds of the area that your light casts over.
Subtract from your light's casting the shadow area you constructed
above. At this point you now have two areas - the area where the
light casts unobstructed, and the area the light casts over
obstructed - if your Actors have a visibility obstruction factor
that you used to determine that a particular actor was obstructing
view - you also have the grade at which it obstructs the view that
you can apply later when you are drawing in the light effect (this will allow you to chose between a darker\brighter shade depending on how much light is being obstructed
Subtract from your ambient light area you constructed in (1) both
the light area, and the obstructed light area so you don't apply
the ambient light to areas where the lighting effect will take over
and render into
Now you need to merge your light map with your depth-buffered world's render routine
Now that you've rendered you're light map and it is contained inside of a volatile image, you need to throw it into your world's render routine and depth-sorting algorithm. Since the back-buffer and the light map are both volatileimages, rendering the light map over the world is relatively optimal.
You need to construct a polygon that is essentially a strip that contains what a vertical strip of your world tiles would be rendered into (look at my screen shot, you'll see an array of thin diagonal lines seperating these strips. These strips are what I am referring). You can than render parts of this light map strip by strip (render it over the strip after you've rendered the last tile in that strip since - obviously - the light map has to be applied over the map). You can use the same image-map just use that strip as a clip for Graphics - you will need to translate that strip polygon down per render of a strip.
Anyway, like I said I don't guarantee this is the most optimal way - but so far it is working fine for me.
The light map is applied p

Drawing textured polygons with libgdx

I'm having a problem with my rendering cycle using libgdx, basically I need to fill an area with a square texture, and the last part of this area may be smaller or with a different shape than the texture, so it means that i need to render a quad of arbitrary form and slap the texture on it, cutting the parts I don't need.
I'm a bit lost on how to do this, so far I've seen that the PolygonRegion and PolygonSpriteBatch might do it for me, but I'm a bit wary of instancing a new heavy object I'll use only on one object.
Is there any alternative? Perhaps the Mesh class but i'd like to be certain.
I suggest using a Mesh to define exactly what region you want. Defining the vertex points and mapping those to the texture coordinates is a bit fiddly, but its good to know what's going on underneath some of the higher level APIs (like the *Batch bits). Additionally, the *Batch APIs are designed to share the weight of uploading a single texture across multiple objects, which sounds like it might not apply in this case. (On the other hand, even if the Batch objects are a bit "heavyweight", they may not actually be a problem in practice.)
Another approach to consider is to render the object as a square mesh, but to define your texture with transparent pixels for all the pixels outside the region. (I'm assuming the non-square shape is something you can know offline, and isn't dynamic.)
It isn't a big problem if you instantiate PolygonSpriteBatch for that purpose. The object mainly contains geometric data for buffered geometry. Of course you will need to care about correct rendering order calling flush or end when needed.
Mesh is another option but it can be a bit more work because you need to provide vertices and texture coordinates there manually.
From performance point of view rendering of one sprite is slightly faster with Mesh. I'm not sure if difference affects fps somehow in your case.
EDIT: forgot to mention, if you use SpriteBatch for rendering one object, don't use default constructor it reserves a lot of memory.

AndEngine - Checking for Overlap with Sprite or Physics Body?

I'm trying to make it so when a sprite which is attached to a physics body overlaps another sprite on the level something happens. The second sprite is NOT attached to a physics body.
More specifically when the two sprites are overlapping I want the game to constantly check to see if the distance between the centers of the sprites is less than a certain amount or not. Then if the distance is small enough something will happen.
I'm trying to use collision checking as a way of optimizing the game so it doesn't have to constantly check distances between every single object of type A and B even if they're not even close. It will only check the distance when they're close enough to be overlapping.
Now what I am wondering is how can I do this? Is there a way to check collisions between sprites as part of AndEngine? Or would it be easier to attach a physics body to the second object also and then just use physics collision detection? But then if I do that can I make it so the collision will be detected but they won't actually physically "collide"?
Yes, see CollisionDetectionExample.java. I suggest you download the whole examples package, it is very useful in the absence of any documentation for AndEngine. Please note that collision detection is not pixel perfect, so it will still detect collisions of transparent parts of the Sprites. There is a library for that, but I am afraid it is outdated.

Java Tile Game Zooming

I am building a 2D top-down tile based game in Java. Naturally you can pan around and zoom in on the game, currently zooming in on 10 different levels, where each tile ranges 10x10 pixels to 100x100 pixels appropriately. Currently, the the tiles for each zoom level are stored in separate sprite sheets, read in at the startup of the program and stored in a buffered image array. I am sure this can't be the best way to go about this.
I am looking for any tips to enhance efficiency for the long-term, would it be better to have the 100x100 tiles only and scale them dynamically in java; somehow use vector graphics in java (I'm sure how, but I'm sure google could help me) or what?
Many thanks!
I'd go dynamic.
Normally in computer graphics you use matrices that, applied to the graphics context, modify everything you draw on it.
This is used to modify position, scale, rotation, etc. Rather than subtract the camera position to every tile, you apply the translation once to the graphics context, and then you draw your tiles in world position. The graphics context will take care of placing the tiles in the correct screen space.
I suggest you the following reads:
http://docs.oracle.com/javase/tutorial/2d/advanced/transforming.html
http://www.javalobby.org/java/forums/t19387.html
If you're doing fixed zooming (i.e. each zoom level is a fixed distance from the camer), as opposed to fluid zooming (the player can zoom in by 3.3x, 7.5x, and not just 1x, 2x, 3x, etc.) then it's massively wasteful to try to solve this by simply applying a zoom transform. It's tempting because that's the least complicated approach, and it's easy to understand from an implementation standpoint, but that means that at maximum zoom-out, you're going to be rendering an area that's 10x larger in the X direction, and 10x larger in the Y direction - so the area of the world that you have to render is 100x larger than at maximum zoom-in. I also doubt that you'll like the way your textures get squished by the hardware as you're zooming out. Computer graphics isn't the same as optics - subpixel rendering, and other things that happen in computer graphics aren't going to make your textures look very good if you hand that task off the the software/hardware.
Even if you do fluid zooming, I would still do level-of-detail textures, and dynamically swap them out depending on the distance between the world being rendered, and the camera.
Also, 10 zoom levels? Are you sure you really need 10 zoom levels? Zoom is usually used in 2D games to allow you to perform different activities at different levels of detail because a particular zoom level is especially well suited for a certain set of activities. I don't remember any 2D game that needed 10 zoom levels to accomplish this. 3-5 is the most I've ever seen, and I've never felt that it wasn't enough. It also seems like a lot of art work to produce the images at every zoom level for 10 zoom levels.
You're also likely going to find that applying an AffineTransform sounds like a good idea, but that it's extremely computationally expensive, and if you need 60fps performance, you're highly unlikely to achieve it this way. Don't take my word for it though, go try it and see how badly it falls over on itself.

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