Trying to understand code in the PolygonSprite.java library file - libgdx

I am trying to execute this piece of code in my game.
public void draw(Batch batch, float parentAlpha){
PolygonRegion polyReg = new PolygonRegion(connectorTextureRegion, getVertices(), getTriangles());
polygonSprite.setRegion(polyReg);
polygonSprite.draw((PolygonSpriteBatch)batch);
}
In general, it works well but sometimes I'm getting an ArrayIndexOutOfBounds exception caused by the setRegion line. If I dive into the methods code, it fails at the first line in the for loop.
public void setRegion (PolygonRegion region) {
this.region = region;
float[] regionVertices = region.vertices;
float[] textureCoords = region.textureCoords;
if (vertices == null || regionVertices.length != vertices.length) vertices = new float[(regionVertices.length / 2) * 5];
// Set the color and UVs in this sprite's vertices.
float floatColor = color.toFloatBits();
float[] vertices = this.vertices;
for (int i = 0, v = 2, n = regionVertices.length; i < n; i += 2, v += 5) {
vertices[v] = floatColor;
vertices[v + 1] = textureCoords[i];
vertices[v + 2] = textureCoords[i + 1];
}
dirty = true;
}
Now let me know if I'm wrong, but I feel like there might be an issue with the if condition. Why are we checking for this?
regionVertices.length != vertices.length
Whenever I get the exception, it's because the length of the region vertices array and the length of the sprite vertices array are equal.

Related

Explanation of test case in the prisoner wall jump program

This would be the general problem statement:
A prisoner escapes from the jail by jumping over N walls each with height of each wall given in an array. He can jump x meters of height, but after every jump he slips y meters due to some uncontrollable factors(wind, slippery wall, etc).
Similar problem statement mentioned here
The programming task given was to debug a function which included four parameters -
NoOfJumps(int x, int y, int N, int Height[])
Number of meters he jumps
Number of meters he slips down the wall
Number of walls
Height of the walls as an array
The first test case was for parameters - (10, 1, 1, {10})
10 being the meters he jumps, 1 meter he slips down, Number of walls being 1, and height of the wall being 10. Now:
effectiveJump = x - y = 9.
So he would have to jump twice to jump over the walls. So, this function should return 2 (total number of jumps required to escape).
There was also another test case for the parameters - (3, 1, 5, {20,5,12,11,3})
3 being the meters he jumps, 1 meter he slips down, Number of walls being 5, and height of the walls given as 20m, 5m, 12m, 11m, 3m. Now:
effectiveJump = x - y = 2.
We were given the output for the above parameter values as 24.
NoOfJumps(3, 1, 5, {20,5,12,11,3})
I can't understand how this output value is obtained. How exactly are the walls arranged?
I can only think of one solution for the corner case, i.e, when the person jumps over the wall
(when (x) > remaining height of the wall),
he should not slip down else I can't obtain the required solution.
For example, in the second test case at first wall, when the person is at 18m height, and he jumps 3m to 21m and doesn't slip down as he has crossed that wall. Next he starts jumping from 21 and not 20. The sequence of jumping would be :
0->2->4->6->8->10->12->14->16->18->21->23->26->28->30->32->34->36->39->41->43->45->47->50->53
Assuming walls at height, 20, 25, 37, 48, 51.
Is this a correct assumption for solving the problem?
C code on given case 2, will work for case 1 on changing the
parameters to (10,1,1,10).
#include<conio.h>
#include<stdio.h>
int jump(int x,int y,int n,int z[]);
int jump(int x,int y,int n,int z[])
{
int i, j, countjump, total = 0, extra = 0;
clrscr();
printf("\n%d\n", n);
for (i = 0; i < n; i++) {
printf("\n%d", z[i]);
}
printf("\n");
for (j = 0; j < n; j++) {
countjump = 1;
z[j] = z[j] + (extra) - x;
while (z[j] >= 0) {
z[j] = z[j] + y;
z[j] = z[j] - x;
countjump = countjump + 1;
if (z[j] < 0) {
extra = z[j];
}
}
total = (countjump + total);
}
return total;
}
void main()
{
int res, manjump = 3, slip = 1, nwalls = 5;
int wallheights[] = {20, 5, 12, 11, 3};
clrscr();
res = jump(manjump, slip, nwalls, wallheights);
printf("\n\ntotal jumps:%d", res);
getch();
}
Try this code. May not be optimized
$input1 = Jump Height
$input2 = Slipage
$input = Array of walls height
function GetJumpCount($input1,$input2,$input3)
{
$jumps = 0;
$wallsCrossed = 0;
while($wallsCrossed != count($input3)){
$jumps++;
$input3[$wallsCrossed] = $input3[$wallsCrossed] - $input1;
if($input3[$wallsCrossed] > 0){
$input3[$wallsCrossed] = $input3[$wallsCrossed] + $input2;
}else{
$wallsCrossed++;
}
}
return $jumps;
}
The walls come one after another. After jumping wall one the position should start from zero and not from the last jump height. For the first case the output should really be 1 as the height and jump are same. In the second test case, 24 is the right output.
I've seen the exact same question on techgig contest. For the first test case the output should be 1. The test case had been explained by themselves where there is no slipping if the jump and height are same.
Try this
You don't require the number of walls as it equals to size of array
public class Jump {
public static void main(String[] a) {
int jump = 3;
int slip = 1;
int[] hights = {20,5,12,11,3};
int count = 0;
for (int hight : hights) {
int temp = hight - jump;
if (temp >= 0) {
count = count + temp / (jump - slip)+1;
}
if (temp % (jump - slip) > 0) {
count++;
}
}
System.out.println(count);
}
}
Logic is here Plz check if this solves your problem.
package puzeels;
public class Jump
{
int jump=6;
int slip=1;
int numberOfWals=4;
int height[] ={21,16,10,5};
static int count=0;
int wallheight=0;
private int findJump()
{
for(int i=0;i<height.length;i++)
{
wallheight=height[i];
while((wallheight>0))
{
count=count+1;
wallheight=wallheight-(jump-slip);
System.out.println(wallheight+" "+count);
}
System.out.println("Out of while loop");
}
return count;
}
public static void main(String arr[])
{
Jump obj = new Jump();
int countOfJumps=obj.findJump();
System.out.println("number of jumps is==> "+countOfJumps);
}
}
You can use this one.
Sample Code
public static int calculateJumps(int X, int Y, int height[]) {
int tn=0,n;
for(int i=0; i<height.length; i++) {
if(height[i]<=X) {
tn+=1;
continue;
}
n=((height[i]-X)/(X-Y));
n+=height[i]-((X-Y)*n)==X?1:2;
tn+=n;
}
return tn;
}
You need to pass only X , Y and Array than you can get you output.
I think 12 is a wrong answer, as I tried this code I got 11, last jump doesn`t have a slip:
public static void main(String [] args) {
int T;
int jcapacity, jslip, nwalls;
//BufferedReader bf = new BufferedReader(new InputStreamReader(System.in));
Scanner sc = new Scanner(System.in);
T = sc.nextInt();
jcapacity = sc.nextInt();
jslip = sc.nextInt();
nwalls = sc.nextInt();
int [] wallHeightArr = new int [nwalls];
for (int i = 0; i< nwalls; i++) {
wallHeightArr[i] = sc.nextInt();
}
sc.close();
while(T-->0) {
int distance = log(jcapacity,jslip,wallHeightArr);
System.out.println(distance);
}
}
private static int log(int jcapacity, int jslip, int[] wallHeightArr) {
// TODO Auto-generated method stub
int distance = 0;
for(int i = 0; i< wallHeightArr.length; i++) {
int cHeight = 0;
int count = 0;
while (wallHeightArr[i] - cHeight > jcapacity) {
cHeight += (jcapacity - jslip);
count++;
}
count++;
distance += count;
}
return distance;
}
def jumpTheifCount(arr, X, Y):
jump = 0
remheight = 0
for i in range(len(arr)):
if X == arr[i]:
jump = jump + 1
continue
if X < arr[i]:
jump = jump + 1
remheight = arr[i] - X + Y
if remheight > X:
jump = jump + 1
remheight = arr[i] - X + Y
if remheight < X:
jump = jump + 1
continue
return jump
arr = [11, 10, 10, 9]
X = 10
Y = 1
print(jumpTheifCount(arr, X, Y))
check if this solves your problem
def GetJumpCount(jump, slips, walls):
"""
#jump:int, Height of 1 jump
#slips:int, height of slip
#walls:array, height of walls
"""
jumps = []
for wall_height in walls:
wall_jump = 1
wall_height -= jump
while wall_height > 0:
wall_height += slips
wall_height -= jump
wall_jump += 1
jumps.append(wall_jump)
return sum(jumps)

Processing: How do i create an object every "x" time

What I want to do is to create a new planet in my system for example every 10 seconds and that it starts to move and also prints a "hello" . At the end I want that the 8 planets (ellipses) will be moving together.
I try to use delay(); but I failed .
Can someone help me please?
Planet [] planetCollection = new Planet [8];
float [] wid2 = {100,200,300,400,500,600,700,800};
float [] hig2 = {50,75,100,125,150,175,200,225};
int [] colorR = {100,800,300,400,500,600,700,800};
int [] colorG = {50,225,100,125,150,175,200,225};
int [] colorB = {50,225,100,125,150,175,200,225};
int [] size = {10,12,14,16,18,20,22,24};
int lastTime =0;
int contador =0;
void setup (){
size (1600,1600);
smooth();
//INITIALIZE
for (int i=0 ; i<planetCollection.length; i++){
planetCollection [i] = new Planet(wid2[i], hig2[i], colorR[i],
colorG[i], colorB[i], size[i]);
}
}
void draw (){
background (0);
//CALL FUNCIONALITY
for (int i=0 ; i<planetCollection.length; i++){
planetCollection [i].run();
}
}
class Planet {
//GLOBAL VARIABLES
float val;
float x = 0;
float y = 0;
float wid2;
float hig2;
float speed;
int colorR;
int colorG;
int colorB;
int size;
int centerx = width/2;
int centery = height/4;
//CONTRUCTOR
Planet(float _w, float _h,int _colorR,int _colorG,int _colorB, int _size){
wid2=_w;
hig2=_h;
colorR= _colorR;
colorG= _colorG;
colorB= _colorB;
size = _size;
speed=10/(2*PI * sqrt ((pow(wid2,2)+pow (hig2,2)/2))); ;
}
//FUNCTIONS
void run (){
move();
display();
}
void move (){
x= sin (val);
y= cos(val);
x *=wid2;
y *=hig2;
//SUN/CENTER
noStroke();
fill (255,238,41);
ellipse (centerx,centery,40,40);
if (dist (mouseX,mouseY,centerx,centery)<20){
if(mousePressed){
speed =0;
}
}
//
x+= centerx;
y+= centery;
val += speed;
}
void display (){
//PLanets
fill(colorR, colorG, colorB);
ellipse(x, y, size, size);
///Orbits
noFill();
stroke(255);
ellipse(centerx, centery, wid2*2, hig2*2);
println ("posicionx "+x);
println ("posiciony "+y);
println ("width "+wid2);
println ("high "+hig2);
println ("val "+val);
println ("speed "+speed);
}
}
You can use the modulo % operator along with the frameCount variable inside the draw() function to do something every X frames.
Here is an example program that draws little circles most frames, but draws a big circle every 60 frames:
void setup() {
size(500, 500);
background(0);
}
void draw() {
ellipse(mouseX, mouseY, 10, 10);
if (frameCount % 60 == 0) {
ellipse(mouseX, mouseY, 50, 50);
}
}
You can build a timer for counting seconds using a helper variable and the in-built variable frameRate. (Note that this solution ensures that you truly count seconds independent on your machine's current workload.)
frameRate tells you how many cycles Processing is currently performing per second (one cycle = one execution of draw, also called one frame). This is usually 60 (frames per second) but can also be lower depending on other processes on your machine (e.g. when running video processing, 3D games etc. the frame rate goes down).
Here's a snippet to see what your current frameRate is:
void draw() {
println(frameRate);
}
And here's the timer using a helper variable counter which is reset every second. You should see a new dot appear on the console output every second.
int counter = 0;
void draw() {
if (counter > frameRate) {
print(".");
counter = 0;
} else {
counter++;
}
}
To make it count every 10 seconds you can just change the if condition to "counter > 10 * frameRate".

Libgdx Screenshot method not working

A couple of weeks ago I implemented this method https://github.com/libgdx/libgdx/wiki/Take-a-Screenshot
And it worked great with libgdx 1.3.1 . Now though I upgraded to 1.6.0 and it have stopped working.
When the method is executed it freezes. I have it implemented on a button, and it gets stuck in "downclick" and nothing more happens.
private void saveScreenshot() {
try{
FileHandle fh;
do{
fh = new FileHandle(files.getLocalStoragePath() + "screenshot" + ".png");
}while(fh.exists());
Pixmap pixmap = getScreenshot(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight() - 130, true);
PixmapIO.writePNG(fh, pixmap);
pixmap.dispose();
System.out.println("Path:" + fh.toString());
}catch(Exception e) {
}
}
private Pixmap getScreenshot(int x, int y, int w, int h, boolean yDown){
final Pixmap pixmap = ScreenUtils.getFrameBufferPixmap(x, y, w, h);
w = pixmap.getWidth();
h = pixmap.getHeight();
if(yDown) {
ByteBuffer pixels = pixmap.getPixels();
int numBytes = w * h * 4;
byte[] lines = new byte[numBytes];
int numBytesPerLine = w * 4;
for (int i = 0; i < h; i++) {
pixels.position((h - i - 1) * numBytesPerLine);
pixels.get(lines, i * numBytesPerLine, numBytesPerLine);
}
pixels.clear();
pixels.put(lines);
}
return pixmap;
}
btnArrow.addListener(new ChangeListener() {
//photoshop "save" and "back" on arrow/back image to clarify.
#Override
public void changed(ChangeEvent event, Actor actor) {
saveScreenshot();
sharePhoto();
}
});
I share the image to facebook aswell. And this method is in AndroidLauncher of course and is passed through an interface. And here I fetch the screenshot:
public void sharePhoto() {
Matrix matrix = new Matrix();
String filePath = (files.getLocalStoragePath() + "screenshot" + ".png");
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPreferredConfig = Bitmap.Config.ARGB_8888;
Bitmap bitmap = BitmapFactory.decodeFile(filePath, options);
Bitmap rotateBit = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), matrix, true);
//Starts sharing process
SharePhoto photo = new SharePhoto.Builder()
.setBitmap(rotateBit)
.build();
SharePhotoContent content = new SharePhotoContent.Builder()
.addPhoto(photo)
.build();
share.show(content);
}
So what I believe may be the issue is libgdx have done changes on Pixmap class or Bitmap class of some sort. Since sharing a link through facebook on that button works fine.
I also printed the path as you can see in saveScreenshot() and it returns this
selinux_android_setcategory: no category for userid: 0, path: /data/data/com.sparc.tormt.android/lib
Is it stuck because this is an infinite loop if the file already exists:
do {
fh = new FileHandle(files.getLocalStoragePath() + "screenshot" + ".png");
} while(fh.exists());

Efficiently XOR two images in Flash compile target

I need to XOR two BitmapData objects together.
I'm writing in Haxe, using the flash.* libraries and the AS3 compile target.
I've investigated HxSL and PixelBender, and neither one seems to have a bitwise XOR operator, nor do they have any other bitwise operators that could be used to create XOR (but am I missing something obvious? I'd accept any answer which gives a way to do a bitwise XOR using only the integer/float operators and functions available in HxSL or PixelBlender).
None of the predefined filters or shaders in Flash that I can find seem to be able to do a XOR of two images (but again, am I missing something obvious? Can XOR be done with a combination of other filters).
I can find nothing like a XOR drawmode for drawing things onto other things (but that doesn't mean it doesn't exist! That would work too, if it exists!)
The only way I can find at the moment is a pixel-by-pixel loop over the image, but this takes a couple of seconds per image even on a fast machine, as opposed to filters, which I use for my other image processing operations, which are about a hundred times faster.
Is there any faster method?
Edit:
Playing around with this a bit more I found that removing the conditional and extra Vector access in the loop speeds it up by about 100ms on my machine.
Here's the previous XOR loop:
// Original Vector XOR code:
for (var i: int = 0; i < len; i++) {
// XOR.
result[i] = vec1[i] ^ vec2[i];
if (ignoreAlpha) {
// Force alpha of FF so we can see the result.
result[i] |= 0xFF000000;
}
}
Here is the updated XOR loop for the Vector solution:
if (ignoreAlpha) {
// Force alpha of FF so we can see the result.
alphaMask = 0xFF000000;
}
// Fewer Vector accessors makes it quicker:
for (var i: int = 0; i < len; i++) {
// XOR.
result[i] = alphaMask | (vec1[i] ^ vec2[i]);
}
Answer:
Here are the solutions that I've tested to XOR two images in Flash.
I found that the PixelBender solution is about 6-10 slower than doing it in straight ActionScript.
I don't know if it's because I have a slow algorithm or it's just the limits of trying to fake bitwise operations in PixelBender.
Results:
PixelBender: ~6500ms
BitmapData.getVector(): ~480-500ms
BitmapData.getPixel32(): ~1200ms
BitmapData.getPixels(): ~1200ms
The clear winner is use BitmapData.getVector() and then XOR the two streams of pixel data.
1. PixelBender solution
This is how I implemented the bitwise XOR in PixelBender, based on the formula given on Wikipedia: http://en.wikipedia.org/wiki/Bitwise_operation#Mathematical_equivalents
Here is a Gist of the final PBK: https://gist.github.com/Coridyn/67a0ff75afaa0163f673
On my machine running an XOR on two 3200x1400 images this takes about 6500-6700ms.
I first converted the formula to JavaScript to check that it was correct:
// Do it for each RGBA channel.
// Each channel is assumed to be 8bits.
function XOR(x, y){
var result = 0;
var bitCount = 8; // log2(x) + 1
for (var n = 0; n < bitCount; n++) {
var pow2 = pow(2, n);
var x1 = mod(floor(x / pow2), 2);
var y1 = mod(floor(y / pow2), 2);
var z1 = mod(x1 + y1, 2);
result += pow2 * z1;
}
console.log('XOR(%s, %s) = %s', x, y, result);
console.log('%s ^ %s = %s', x, y, (x ^ y));
return result;
}
// Split out these functions so it's
// easier to convert to PixelBender.
function mod(x, y){
return x % y;
}
function pow(x, y){
return Math.pow(x, y);
}
function floor(x){
return Math.floor(x);
}
Confirm that it's correct:
// Test the manual XOR is correct.
XOR(255, 85); // 170
XOR(170, 85); // 255
XOR(170, 170); // 0
Then I converted the JavaScript to PixelBender by unrolling the loop using a series of macros:
// Bitwise algorithm was adapted from the "mathematical equivalents" formula on Wikipedia:
// http://en.wikipedia.org/wiki/Bitwise_operation#Mathematical_equivalents
// Macro for 2^n (it needs to be done a lot).
#define POW2(n) pow(2.0, n)
// Slight optimisation for the zeroth case - 2^0 = 1 is redundant so remove it.
#define XOR_i_0(x, y) ( mod( mod(floor(x), 2.0) + mod(floor(y), 2.0), 2.0 ) )
// Calculations for a given "iteration".
#define XOR_i(x, y, i) ( POW2(i) * ( mod( mod(floor(x / POW2(i)), 2.0) + mod(floor(y / POW2(i)), 2.0), 2.0 ) ) )
// Flash doesn't support loops.
// Unroll the loop by defining macros that call the next macro in the sequence.
// Adapted from: http://www.simppa.fi/blog/category/pixelbender/
// http://www.simppa.fi/source/LoopMacros2.pbk
#define XOR_0(x, y) XOR_i_0(x, y)
#define XOR_1(x, y) XOR_i(x, y, 1.0) + XOR_0(x, y)
#define XOR_2(x, y) XOR_i(x, y, 2.0) + XOR_1(x, y)
#define XOR_3(x, y) XOR_i(x, y, 3.0) + XOR_2(x, y)
#define XOR_4(x, y) XOR_i(x, y, 4.0) + XOR_3(x, y)
#define XOR_5(x, y) XOR_i(x, y, 5.0) + XOR_4(x, y)
#define XOR_6(x, y) XOR_i(x, y, 6.0) + XOR_5(x, y)
#define XOR_7(x, y) XOR_i(x, y, 7.0) + XOR_6(x, y)
// Entry point for XOR function.
// This will calculate the XOR the current pixels.
#define XOR(x, y) XOR_7(x, y)
// PixelBender uses floats from 0.0 to 1.0 to represent 0 to 255
// but the bitwise operations above work on ints.
// These macros convert between float and int values.
#define FLOAT_TO_INT(x) float(x) * 255.0
#define INT_TO_FLOAT(x) float(x) / 255.0
XOR for each channel of the current pixel in the evaluatePixel function:
void evaluatePixel()
{
// Acquire the pixel values from both images at the current location.
float4 frontPixel = sampleNearest(inputImage, outCoord());
float4 backPixel = sampleNearest(diffImage, outCoord());
// Set up the output variable - RGBA.
pixel4 result = pixel4(0.0, 0.0, 0.0, 1.0);
// XOR each channel.
result.r = INT_TO_FLOAT ( XOR(FLOAT_TO_INT(frontPixel.r), FLOAT_TO_INT(backPixel.r)) );
result.g = INT_TO_FLOAT ( XOR(FLOAT_TO_INT(frontPixel.g), FLOAT_TO_INT(backPixel.g)) );
result.b = INT_TO_FLOAT ( XOR(FLOAT_TO_INT(frontPixel.b), FLOAT_TO_INT(backPixel.b)) );
// Return the result for this pixel.
dst = result;
}
ActionScript Solutions
2. BitmapData.getVector()
I found the fastest solution is to extract a Vector of pixels from the two images and perform the XOR in ActionScript.
For the same two 3200x1400 this takes about 480-500ms.
package diff
{
import flash.display.Bitmap;
import flash.display.DisplayObject;
import flash.display.IBitmapDrawable;
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.utils.ByteArray;
/**
* #author Coridyn
*/
public class BitDiff
{
/**
* Perform a binary diff between two images.
*
* Return the result as a Vector of uints (as used by BitmapData).
*
* #param image1
* #param image2
* #param ignoreAlpha
* #return
*/
public static function diffImages(image1: DisplayObject,
image2: DisplayObject,
ignoreAlpha: Boolean = true): Vector.<uint> {
// For simplicity get the smallest common width and height of the two images
// to perform the XOR.
var w: Number = Math.min(image1.width, image2.width);
var h: Number = Math.min(image1.height, image2.height);
var rect: Rectangle = new Rectangle(0, 0, w, h);
var vec1: Vector.<uint> = BitDiff.getVector(image1, rect);
var vec2: Vector.<uint> = BitDiff.getVector(image2, rect);
var resultVec: Vector.<uint> = BitDiff.diffVectors(vec1, vec2, ignoreAlpha);
return resultVec;
}
/**
* Extract a portion of an image as a Vector of uints.
*
* #param drawable
* #param rect
* #return
*/
public static function getVector(drawable: DisplayObject, rect: Rectangle): Vector.<uint> {
var data: BitmapData = BitDiff.getBitmapData(drawable);
var vec: Vector.<uint> = data.getVector(rect);
data.dispose();
return vec;
}
/**
* Perform a binary diff between two streams of pixel data.
*
* If `ignoreAlpha` is false then will not normalise the
* alpha to make sure the pixels are opaque.
*
* #param vec1
* #param vec2
* #param ignoreAlpha
* #return
*/
public static function diffVectors(vec1: Vector.<uint>,
vec2: Vector.<uint>,
ignoreAlpha: Boolean): Vector.<uint> {
var larger: Vector.<uint> = vec1;
if (vec1.length < vec2.length) {
larger = vec2;
}
var len: Number = Math.min(vec1.length, vec2.length),
result: Vector.<uint> = new Vector.<uint>(len, true);
var alphaMask = 0;
if (ignoreAlpha) {
// Force alpha of FF so we can see the result.
alphaMask = 0xFF000000;
}
// Assume same length.
for (var i: int = 0; i < len; i++) {
// XOR.
result[i] = alphaMask | (vec1[i] ^ vec2[i]);
}
if (vec1.length != vec2.length) {
// Splice the remaining items.
result = result.concat(larger.slice(len));
}
return result;
}
}
}
3. BitmapData.getPixel32()
Your current approach of looping over the BitmapData with BitmapData.getPixel32() gave a similar speed of about 1200ms:
for (var y: int = 0; y < h; y++) {
for (var x: int = 0; x < w; x++) {
sourcePixel = bd1.getPixel32(x, y);
resultPixel = sourcePixel ^ bd2.getPixel(x, y);
result.setPixel32(x, y, resultPixel);
}
}
4. BitmapData.getPixels()
My final test was to try iterating over two ByteArrays of pixel data (very similar to the Vector solution above). This implementation also took about 1200ms:
/**
* Extract a portion of an image as a Vector of uints.
*
* #param drawable
* #param rect
* #return
*/
public static function getByteArray(drawable: DisplayObject, rect: Rectangle): ByteArray {
var data: BitmapData = BitDiff.getBitmapData(drawable);
var pixels: ByteArray = data.getPixels(rect);
data.dispose();
return pixels;
}
/**
* Perform a binary diff between two streams of pixel data.
*
* If `ignoreAlpha` is false then will not normalise the
* alpha to make sure the pixels are opaque.
*
* #param ba1
* #param ba2
* #param ignoreAlpha
* #return
*/
public static function diffByteArrays(ba1: ByteArray,
ba2: ByteArray,
ignoreAlpha: Boolean): ByteArray {
// Reset position to start of array.
ba1.position = 0;
ba2.position = 0;
var larger: ByteArray = ba1;
if (ba1.bytesAvailable < ba2.bytesAvailable) {
larger = ba2;
}
var len: Number = Math.min(ba1.length / 4, ba2.length / 4),
result: ByteArray = new ByteArray();
// Assume same length.
var resultPixel:uint;
for (var i: uint = 0; i < len; i++) {
// XOR.
resultPixel = ba1.readUnsignedInt() ^ ba2.readUnsignedInt();
if (ignoreAlpha) {
// Force alpha of FF so we can see the result.
resultPixel |= 0xFF000000;
}
result.writeUnsignedInt(resultPixel);
}
// Seek back to the start.
result.position = 0;
return result;
}
There are a few possible options depending on what you want to achieve (e.g. is the XOR per channel or is it just any pixel that is non-black?).
There is the BitmapData.compare() method which can give you a lot of information about the two bitmaps. You could BitmapData.threshold() the input data before comparing.
Another option would be to use the draw method with the BlendMode.DIFFERENCE blend mode to draw your two images into the same BitmapData instance. That will show you the difference between the two images (equivalent to the Difference blending mode in Photoshop).
If you need to check if any pixel is non-black then you can try running a BitmapData.threshold first and then draw the result with the difference blend mode as above for the two images.
Are you doing this for image processing or something else like per-pixel hit detection?
To start with I'd have a look at BitmapData and see what is available to play with.

Trying to create a circle with VBO's - LWJGL

Im trying to create a circle in LWJGL , using VBO's and VAO , and move it using an offset , but it seems one vertex is stuck in the center of the screen . I can't figure out how to move it to the new location . Any help is appreciated , thanks !
P.S : I have already tried debugging the program , but I can't locate the faulty vertex in my array
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.*;
public class Test {
// Setup variables
private int WIDTH = 800;
private int HEIGHT = 600;
private String title = "Circle";
// Quad variables
private int vbo = 0; // Vertex Buffer Object
private int vao = 0; // Vertex Array Object
int SUBDIVISIONS = 100;
float[] vertex = new float[(SUBDIVISIONS + 1) * 4];
public Test() {
// Initialize
setupOpenGL();
setupQuad();
while (!Display.isCloseRequested()) {
loop();
Display.update();
Display.sync(60);
}
Display.destroy();
}
public void setupOpenGL() {
try {
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.setTitle(title);
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(-1); // If error , exit program
}
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
public void setupQuad() {
float r = 0.2f;
float x;
float y;
float offSetX = 0.3f;
float offSetY = 0.3f;
vertex[0] = (float) Math.sin(Math.PI*2*0/SUBDIVISIONS) * r + offSetX;
vertex[1] = (float) Math.cos(Math.PI*2*1/SUBDIVISIONS) * r + offSetY;
for (int i = 2; i < 360; i = i + 2) {
double angle = Math.PI * 2 * i / SUBDIVISIONS;
x = (float) Math.cos(angle) * r;
vertex[i] = x + offSetX;
}
for (int i = 3; i < 360; i = i + 2) {
double angle = Math.PI * 2 * i / SUBDIVISIONS;
y = (float) Math.sin(angle) * r;
vertex[i] = y + offSetY;
}
FloatBuffer vertexBuffer = BufferUtils.createFloatBuffer(vertex.length);
vertexBuffer.put(vertex);
vertexBuffer.flip();
vao = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vao);
vbo = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER,vertexBuffer,GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(0, 2, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
GL30.glBindVertexArray(0);
}
public void loop() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
GL30.glBindVertexArray(vao);
GL20.glEnableVertexAttribArray(0);
// Draw the vertices
GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, 0, vertex.length / 2);
// Put everything back to default (deselect)
GL20.glDisableVertexAttribArray(0);
GL30.glBindVertexArray(0);
}
public static void main(String[] args) {
new Test();
}
}
"I think I've found the problem . I was setting the positions of only 359 vertices out of 404 vertices (nr of subdivisions + 1 times 4) . It seems the rest of the vertices were stuck at 0,0 on the screen . Allowing both FOR statements to cycle up to 404 seems to solve the problem"