Huge area texture? - language-agnostic

This is a very general question that's not related to a specific language. I'm having this array of int's:
int[100][100] map;
This contains just tile numbers, and is rendered as 256x256 tiles. So it's basically just a tile map or whatever it should be called. Thing is I want to be able to write anything to the map, anywhere, and it should stay there. For example be able to paint on stuff on the ground such as grass, flowers, stones and other stuff making the terrain more varied without having to render each of these sprites a huge number of times every time it renders. But making each tile contain it's own texture to write to would be terribly memory consuming at that would be 256x256x100x100 = 655360000 pixels to store. Would'nt that be like gigabytes of data or something!?
Does anyone know of a good general sulotion to make what I'm trying to do without killing too much memory?
If someone wonders I'm using C++ with HGE (Haaf's Game Engine).
EDIT: I've choosen to limit the amount of stuff on screen so that it can render. But look here so maybe you'll understand what I try to achieve:
Link to image because I'm not allowed to use image tags :(

If it's just tile based then you only store one instance of each unique tile and each unique "overlay" (flower, rock, etc.). You reference it by id or memory location as you have been doing.
You'd simply store a location (tile number and location on tile) and a reference to an overlay to "paint" it without consuming a lot of memory.
Also, I'm sure you know this but you only render what's on screen. So memory usage is pretty much constant once everything is loaded up.

I'm not exactly sure what you are trying to do, but you should probably have the tiles in separate layers. So say that for each "tile" you have a list of textures ordered bottom-up that you blend together, that way you only store the tile indexes.

Instead of storing just the tile number, store the overlay number and offset position also.
struct map_zone {
int tile; // tile number
int overlay; // overlay number (flower, rock, etc). In most cases will be zero
int overlay_offset_x; // draw overlay at X pixels across from left
int overlay_offset_y; // draw overlay at Y pixels down from top
}
map_zone[100][100] map;
And for rendering:
int x, y;
for(y = 0; y < 100; ++y) {
for(x = 0; x < 100; ++x) {
render_tile(map[y][x].tile)
render_overlay(map[y][x].overlay, map[y][x].overlay_offset_x, map[y][x].overlay_offset_y);
}
}
It's arguably faster to store the overlays and offsets in separate arrays from the tiles, but having each area on the map self-contained like this is easier to understand.

you have to use alpha maps..
you are going to paint a texture 256x256 which maps your whole terrain. for each channel r,g,b,a you will tile your terrain with your another texture..
r = sand.jpg
g = grass.jpg
b = water.jpg
a = soil.jpg
in shader, you will check the color of alpha map and paint with these textures..
i am doing such a thing now and i did like that

Related

HTML5 Canvas save() and restore() performance

So the issue that I'm having is that in developing an HTML5 canvas app I need to use a lot of transformations (i.e. translate, rotate, scale) and therefore a lot of calls being made to context.save() and context.restore(). The performance drops very quickly even with drawing very little (because the save() and restore() are being called as many times as possible in the loop). Is there an alternative to using these methods but still be able to use the transformations? Thank you!
Animation and Game performance tips.
Avoid save restore
Use setTransform as that will negate the need for save and restore.
There are many reasons that save an restore will slow things down and these are dependent on the current GPU && 2D context state. If you have the current fill and/or stroke styles set to a large pattern, or you have a complex font / gradient, or you are using filters (if available) then the save and restore process can take longer than rendering the image.
When writing for animations and games performance is everything, for me it is about sprite counts. The more sprites I can draw per frame (60th second) the more FX I can add, the more detailed the environment, and the better the game.
I leave the state open ended, that is I do not keep a detailed track of the current 2D context state. This way I never have to use save and restore.
ctx.setTransform rather than ctx.transform
Because the transforms functions transform, rotate, scale, translate multiply the current transform, they are seldom used, as i do not know what the transform state is.
To deal with the unknown I use setTransform that completely replaces the current transformation matrix. This also allows me to set the scale and translation in one call without needing to know what the current state is.
ctx.setTransform(scaleX,0,0,scaleY,posX,posY); // scale and translate in one call
I could also add the rotation but the javascript code to find the x,y axis vectors (the first 4 numbers in setTransform) is slower than rotate.
Sprites and rendering them
Below is an expanded sprite function. It draws a sprite from a sprite sheet, the sprite has x & y scale, position, and center, and as I always use alpha so set alpha as well
// image is the image. Must have an array of sprites
// image.sprites = [{x:0,y:0,w:10,h:10},{x:20,y:0,w:30,h:40},....]
// where the position and size of each sprite is kept
// spriteInd is the index of the sprite
// x,y position on sprite center
// cx,cy location of sprite center (I also have that in the sprite list for some situations)
// sx,sy x and y scales
// r rotation in radians
// a alpha value
function drawSprite(image, spriteInd, x, y, cx, cy, sx, sy, r, a){
var spr = image.sprites[spriteInd];
var w = spr.w;
var h = spr.h;
ctx.setTransform(sx,0,0,sy,x,y); // set scale and position
ctx.rotate(r);
ctx.globalAlpha = a;
ctx.drawImage(image,spr.x,spr.y,w,h,-cx,-cy,w,h); // render the subimage
}
On just an average machine you can render 1000 +sprites at full frame rate with that function. On Firefox (at time of writing) I am getting 2000+ for that function (sprites are randomly selected sprites from a 1024 by 2048 sprite sheet) max sprite size 256 * 256
But I have well over 15 such functions, each with the minimum functionality to do what I want. If it is never rotated, or scaled (ie for UI) then
function drawSprite(image, spriteInd, x, y, a){
var spr = image.sprites[spriteInd];
var w = spr.w;
var h = spr.h;
ctx.setTransform(1,0,0,1,x,y); // set scale and position
ctx.globalAlpha = a;
ctx.drawImage(image,spr.x,spr.y,w,h,0,0,w,h); // render the subimage
}
Or the simplest play sprite, particle, bullets, etc
function drawSprite(image, spriteInd, x, y,s,r,a){
var spr = image.sprites[spriteInd];
var w = spr.w;
var h = spr.h;
ctx.setTransform(s,0,0,s,x,y); // set scale and position
ctx.rotate(r);
ctx.globalAlpha = a;
ctx.drawImage(image,spr.x,spr.y,w,h,-w/2,-h/2,w,h); // render the subimage
}
if it is a background image
function drawSprite(image){
var s = Math.max(image.width / canvasWidth, image.height / canvasHeight); // canvasWidth and height are globals
ctx.setTransform(s,0,0,s,0,0); // set scale and position
ctx.globalAlpha = 1;
ctx.drawImage(image,0,0); // render the subimage
}
It is common that the playfield can be zoomed, panned, and rotated. For this I maintain a closure transform state (all globals above are closed over variables and part of the render object)
// all coords are relative to the global transfrom
function drawGlobalSprite(image, spriteInd, x, y, cx, cy, sx, sy, r, a){
var spr = image.sprites[spriteInd];
var w = spr.w;
var h = spr.h;
// m1 to m6 are the global transform
ctx.setTransform(m1,m2,m3,m4,m5,m6); // set playfield
ctx.transform(sx,0,0,sy,x,y); // set scale and position
ctx.rotate(r);
ctx.globalAlpha = a * globalAlpha; (a real global alpha)
ctx.drawImage(image,spr.x,spr.y,w,h,-cx,-cy,w,h); // render the subimage
}
All the above are about as fast as you can get for practical game sprite rendering.
General tips
Never use any of the vector type rendering methods (unless you have the spare frame time) like, fill, stroke, filltext, arc, rect, moveTo, lineTo as they are an instant slowdown. If you need to render text create a offscreen canvas, render once to that, and display as a sprite or image.
Image sizes and GPU RAM
When creating content, always use the power rule for image sizes. GPU handle images in sizes that are powers of 2. (2,4,8,16,32,64,128....) so the width and height have to be a power of two. ie 1024 by 512, or 2048 by 128 are good sizes.
When you do not use these sizes the 2D context does not care, what it does is expand the image to fit the closest power. So if I have an image that is 300 by 300 to fit that on the GPU the image has to be expanded to the closest power, which is 512 by 512. So the actual memory footprint is over 2.5 times greater than the pixels you are able to display. When the GPU runs out of local memory it will start switching memory from mainboard RAM, when this happens your frame rate drops to unusable.
Ensuring that you size images so that you do not waste RAM will mean you can pack a lot more into you game before you hit the RAM wall (which for smaller devices is not much at all).
GC is a major frame theef
One last optimisation is to make sure that the GC (garbage collector) has little to nothing to do. With in the main loop, avoid using new (reuse and object rather than dereference it and create another), avoid pushing and popping from arrays (keep their lengths from falling) keep a separate count of active items. Create a custom iterator and push functions that are item context aware (know if an array item is active or not). When you push you don't push a new item unless there are no inactive items, when an item becomes inactive, leave it in the array and use it later if one is needed.
There is a simple strategy that I call a fast stack that is beyond the scope of this answer but can handle 1000s of transient (short lived) gameobjects with ZERO GC load. Some of the better game engines use a similar approch (pool arrays that provide a pool of inactive items).
GC should be less than 5% of your game activity, if not you need to find where you are needlessly creating and dereferencing.

Proper using of scene2d's Stage in a game with a huge world

If the whole "game world" is thousands of times wider than a viewport, and if I want to use scene2d to manage game objects as Actors, should I create Stage object as wide as the whole world, or should the Stage be some area around current viewport but not the whole world?
In other words, does a Stage with greater width and height consume more memory itself, even if I render objects only on a small viewport-sized part of it?
I think you misunderstood what exactly a Stage is. A Stage doesn't really have a size itself. You don't specify a width or height or the Stage, you only specify the width and height of the viewport. The viewport is like a window, which shows only a part of your world, aka scene. A Stage is a 2D scene graph and it "grows" with your Actors. The more Actors you have, the bigger (memory wise) your Stage is, but it doesn't depend on how far spreaded your Actors actually are. If they are very far spreaded and you only display a very small part of your whole Stage, it will be handled very efficient, because a scene graph sub-divides this huge space to be able to very quickly decide whether to ignore a certain Actor, or draw it on the Screen.
That means a Stage is actually exactly what you need for this kind of situation and you should probably not have any problems, FPS and memory wise. But of course if your Stage is 1000s of times the size of your viewport and you know yourself that certain Actors aren't displayed soon, then it might make sense to not add them to the Stage yet.
A stage is only a root node that will hold all the actors. It's role is to call methods for its children (like draw and act); thus only the number and complexity of actor have an impact on memory and frame rate.
For your situation a culling method is certainly required. The simplest one would be to check if an actor is in the viewport and if not skip drawing him. Create a custom actor and add this code: source
public void draw (SpriteBatch batch, float parentAlpha) {
// if this actor is not within the view of the camera we don't draw it.
if (isCulled()) return;
// otherwise we draw via the super class method
super.draw(batch, parentAlpha);
}
Rectangle actorRect = new Rectangle();
Rectangle camRect = new Rectangle();
boolean visible;
private boolean isCulled() {
// we start by setting the stage coordinates to this
// actors coordinates which are relative to its parent
// Group.
float stageX = getX();
float stageY = getY();
// now we go up the hierarchy and add all the parents'
// coordinates to this actors coordinates. Note that
// this assumes that neither this actor nor any of its
// parents are rotated or scaled!
Actor parent = this.getParent();
while (parent != null) {
stageX += parent.getX();
stageY += parent.getY();
parent = parent.getParent();
}
// now we check if the rectangle of this actor in screen
// coordinates is in the rectangle spanned by the camera's
// view. This assumes that the camera has no zoom and is
// not rotated!
actorRect.set(stageX, stageY, getWidth(), getHeight());
camRect.set(camera.position.x - camera.viewportWidth / 2.0f,
camera.position.y - camera.viewportHeight / 2.0f,
camera.viewportWidth, camera.viewportHeight);
visible = (camRect.overlaps(actorRect));
return !visible;
}
If you need to improve performance even further you can switch to manually deciding what is visible and what not (ex when moving the camera). This would be faster because all those culling calculations are executed at EVERY frame, for EVERY actor. So although it's a lot faster to do some math instead of drawing, a big number of actors would give a huge amount of unwanted calls.

Speeding up a canvas image crop

I'm working on a simple image crop where the user draws a line with the mouse around an area that they want to keep. When they confirm, the rest of the image will be cropped out. Here's how I'm currently handling said cropping:
var data = c.getImageData(0,0,canvas.width,canvas.height);
for (var x = 0; x < data.width; x++) {
for (var y = 0; y < data.height; y++) {
if (!c.isPointInPath(x,y)) {
var n = x + (data.width * y);
var index = n*4;
data.data[index+3] = 0;
}
}
}
However, this can bog down really quickly. The less of the image you try to retain, the faster it goes, but even saving 30% of the image (canvas is 800x800) causes it to hang for several seconds. Is there a faster way to go about this?
I don't really understand why you are diving into pixel details to manipulate your cropping image functionality. It's understandable as bigger the image is get as more time is needed for cropping out the rest of the image, because practically with iterating over a two dimensional array of pixels the processing time needed for the operation is exponentially increasing with the increasing in size of the pixels map.
So my suggestion would be to try to remake the function without to even touch the getImageData and putImageData function. It's useless. I would make in the following way:
Obtain the pixel coordinates at the mouse down.
Create an event listener for the mouse move.
Create a semi-transparent image over the original image and use the fillRect function to draw into the created canvas.
Create an event listener for mouse up.
Obtain the pixel coordinates at the mouse up.
Calculate the coordinates of the resulting square.
Draw the resulting image into the canvas using as parameters the square coordinates.
As a final step draw the content of the canvas to an image.
This way you will save a lot of overhead on image cropping processing.
Here is a script for your reference: https://github.com/codepo8/canvascropper/blob/master/canvascrop.js
There is no real way to speed it up when you have to use a user defined shape, but the bogging down can be handled with a worker.
Some ideas:
Restrict getImageData to the bounding box of the polygon the user draws.
Put data.height, data.width etc. used inside the loop in a variable.
Maybe you can split up inside/outside tests and setting the imagedata alpha value.
Maybe even draw the polygon to a black and white imagedata object, then get the difference between the two?
Can you share the isPointInPath(x,y) function?

Comparing two bitmaps against each other for match as3

I'm trying to position an image on top of another image based upon the make-up of the smaller image. The smaller image is a cut-out of a larger image and I need it to be positioned exactly on the larger image to make it look like a single image, but allow for separate filters and alphas to be applied. As the images are not simple rectangles or circles, but complex satellite images, I cannot simply redraw them in code. I have quite a few images and therefore do not feel like manually finding the position of each image every and hard setting them manually in actionscript. Is there any way for me to sample a small 5-10 sq. pixel area against the larger image and set the x and y values of the smaller image if a perfect match is found? All the images are in an array and iterating through them has already been set, I just need a way to sample and match pixels. My first guess was to loop the images pixel by pixel right and down, covering the whole bitmap and moving to the next child in the array once a match was found, leaving the matched child where it was when the perfect match was found.
I hope I understood your question correctly.
There may be an option that uses copypixels to achieve what you want. You can use the bitmapdata.rect value to determine the size of the sample you want, and loop through the bigger bitmap using thet rectangle and a moving point. Let's see if I can code this out...
function findBitmapInBitmap(tinyimg:BitmapData, largeimg:BitmapData):Point {
var rect:Rectangle = tinyimg.rect;
var xbound:uint = largeimg.rect.width;
var ybound:uint = largeimg.rect.height;
var imgtest:BitmapData = new BitmapData(tinyimg.rect.width, tinyimg.rect.height);
for (var ypos:uint = 0, y <= ybound, y++) {
for (var xpos:uint = 0, x <= xbound, x++) {
imgtest.copyPixels(largeimg, rect, new Point(xpos, ypos);
if (imgtest.compare(tinyimg) == 0) return new Point(xpos, ypos);
}
}
return new Point(-1,-1); // Dummy value, indicating no match.
}
Something along those lines should work - I'm sure there's room for code elegance and possible optimization. However, it seems like something like this method would be very slow, since you'd have to check each pixel for a match.
There is a better way. Split your big image into layers, and use the blitting technique to composite them at runtime. In your case, you could create a ground texture without satellites, and then create the satellites separately, and use the copyPixels method to place them whereever you want. Google "blitting in as3" to find some good tutorials. I'm currently working on a game project that uses this technique and it's a very good method.
Good luck!
Edit: Forgot to code in a default return statement. Using this method, you'd have to return an invalid point (like (-1,-1)) and check for it outside the function. Alternatively, you could just copy your small bitmap to the big one within the function, which would be much more logical, but I don't know your requirements.
You need to find pixel sequence in the big image. BitmapData.getPixel gives you pixel value. So get first pixel from small image, find it in big image, then continue comparing until you find full match. If you have trouble to code that, feel free to ask.
For the actual comparison, there's BitmapData.compare which returns the number 0 if the BitmapData objects are equivalent.

Displaying 100 Floating Cubes Using DirectX OR OpenGL

I'd like to display 100 floating cubes using DirectX or OpenGL.
I'm looking for either some sample source code, or a description of the technique. I have trouble getting more one cube to display correctly.
I've combed the net for a good series of tutorials and although they talk about how to do 3D primitives, what I can't find is information on how to do large numbers of 3D primitives - cubes, spheres, pyramids, and so forth.
You say you have enough trouble getting one cube to display... so I am not sure if you have got one to display or not.
Basically... put your code for writing a cube in one function, then just call that function 100 times.
void DrawCube()
{
//code to draw the cube
}
void DisplayCubes()
{
for(int i = 0; i < 10; ++i)
{
for(int j = 0; j < 10; ++j)
{
glPushMatrix();
//alter these values depending on the size of your cubes.
//This call makes sure that your cubes aren't drawn overtop of each other
glTranslatef(i*5.0, j*5.0, 0);
DrawCube();
glPopMatrix();
}
}
}
That is the basic outline for how you could go about doing this. If you want something more efficient take a look into Display Lists sometime once you have the basics figured out :)
Just use glTranslatef (or the DirectX equivalent) to draw a cube using the same code, but moving the relative point where you draw it. Maybe there's a better way to do it though, I'm fairly new to OpenGL. Be sure to set your viewpoint so you can see them all.
Yeah, if you were being efficient you'd throw everything into the same vertex buffer, but I don't think drawing 100 cubes will push any GPU produced in the past 5 years, so you should be fine following the suggestions above.
Write a basic pass through vertex shader, shade however you desire in the pixel shader. Either pass in a world matrix and do the translation in the vertex shader, or just compute the world space vertex positions on the CPU side (do this if your cubes are going to stay fixed).
You could get fancy and do geometry instancing etc, but just get the basics going first.
This answer isn't just for OP's question. It also answers a more general question - displaying many cubes in general.
Drawing many cube meshes
This is probably the most naive way of doing things. We draw the same cube mesh with many different transformation matrices:
prepare();
for (int i = 0; i < numCubes; i++) {
setTransformation(matrices[i]);
drawCube();
}
/* and so on... */
The nice thing is that this is SUPER easy to implement, and it's not too slow (at least for 100 cubes). I'd recommend this as a starter.
The problem
Ok, but let's say you want to make a Minecraft clone, or at least some sort of project that requires thousands, if not tens of thousands of cubes to be rendered. That's where the performance starts to go down. The problem is that each drawCube() sends a draw call to the GPU, and the time in each draw call adds up, so that eventually, it's unbearable.
However, we can fix this. The solution is batching, a way to do only one draw call for all of the cubes.
Batching
We join all the (transformed) cubes into one single mesh. This means that we will have to deal with only one draw call, instead of thousands. Here is some pseudocode for doing so:
vector<float> transformedVerts;
for (int i = 0; i < numCubes; i++) {
cubeData = cubes[i];
for (int j = 0; j < numVertsPerCube; j++) {
vert = verts[j];
/* We transform the position by the transformation matrix. */
vec3 vposition = matrices[i] * verts.position;
transformedVerts.push(vposition);
/* We don't need to transform the colors, so we just directly push them. */
transformedVerts.push(vert.color);
}
}
...
sendDataToBuffer(transformedVerts);
If the cubes are moving, or one of the cubes is added or deleted, you'll have to recalculate transformedVerts and then resend it to the buffer - but this is minor.
Then at the end we draw the entire lumped-together mesh in one draw call, instead of many.