Scaling a Texture2D without Draw() - c#

I am trying to scale a Texture2D without using the Draw() method. The reason being
I am not going to be drawing the Texture2D until I perform further manipulations. I would be saving the Texture2D as a field.

I don't know what kind of image manipulations you want to perform on your image but I highly recommend not performing scaling before you do those manipulations. If there is any way possible to do so, manipulate your image before you scale it. Xna has already taken care of all the dirty work of scaling for you.
If you want to perform specific pixel operations, Texture2D.GetData will work for you but only in small quantities. If you're doing this to hundreds of images, you'll slow down your game drastically. I highly recommend doing some post-processing effects using a customized Effect.
Edit: I just thought of a way to do this the way you want to do it. What you can do is draw your scaled texture to a RenderTarget2D object and then get the color data from it and manipulate the data however you'd like. An example below:
RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, textureWidth, textureHeight, false, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
GraphicsDevice.SetRenderTarget(renderTarget);
spriteBatch.Begin();
//scale and draw your texture here
spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
This draws the texture to the render target which you can then draw later just like you would any other texture:
spriteBatch.Draw(renderTarget, new Rectangle(), Color.White);
You can use renderTarget.GetData to get color data just like you would with Texture2D and manipulate it to your liking.

The first thing I can think is to use Texture2D.GetData and store your texture in an array of Color, uint or whatever, and then perform your scale.
This will require some basic computer graphics knowledge, and I don't think that's the better way to do it.

Related

Sprites blurry when enlarged

In XNA I am trying to create a game using old style Super Mario sprites, but if I try to make them bigger, they get very blurry. I have tried saving the PNG sprites as nearest neighbor, bicubic, and bilinear in photoshop, but they all appear equally blurry. I have also tried compressing the PNG online, which also didn't help.
My knowledge of XNA is somewhat basic, so unless your answer is code I can simply copy paste into my 'main' class, please explain how to use it.
In your draw-function you should only need to change one row of code.
Where you call spritebatch.Begin(); instead call
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise);
This will set your "GraphicsDevice" to render textures without interpolating the colors between whole pixels when the sprites get zoomed.
One other thing that you could do is to use a rendertarget with the resolution you want the game to "emulate" , draw everything on the rendertarget and finally draw that to the screen.
This is a bit out of the scope of this question but it is ideal if you want to create a genuine oldschool experience.

Scrolling texture in cycle

I'm using C# and XNA and I would like to make a scrolling background in my game.
I'm trying to figure out what the best way to implement a scrolling texture that moves in some direction indefinitely. Let's say a space background with stars. So, when ship moves do does the texture, but in opposite direction. Kinda like in "tiling" mode.
My only guess so far is to render two textures which are, let's say moving left, and then just make the most left one jump to right when it's beyond visibility or something similar to this.
So, I was wondering is there some simple way to do it in XNA, maybe some render mode, or is the way I described it is good enough? I just don't want to overcomplicate things. I obviously tried to google first, but found pretty much nothing, but it is strange considering that many games use similar techniques too.
Theory
A scrolling background image is easy to implement with the XNA SpriteBatch class. There are several overloads of the Draw method which let the caller specify a source rectangle. This source rectangle defines the section of the texture that is drawn to the specified destination rectangle on screen:
Changing the position of the source rectangle will change the section of the texture displayed in the destination rectangle.
In order to have the sprite cover the whole screen use the following destination rectangle:
var destination = new Rectangle(0, 0, screenWidth, screenHeight);
If the whole texture should be displayed use the following destination rectangle:
var source = new Rectangle(0, 0, textureWidth, textureHeight);
Than all you have to do is animate the source rectangle's X and Y coordinates and you are done.
Well, almost done. The texture should start again even if the source rectangle moves out of the texture area. To do that you have to set a SamplerState that uses texture wrap. Fortunately the Begin method of the SpriteBatch allows the usage of a custom SamplerState. You can use one of the following:
// Either one of the three is fine, the only difference is the filter quality
SamplerState sampler;
sampler = SamplerState.PointWrap;
sampler = SamplerState.LinearWrap;
sampler = SamplerState.AnisotropicWrap;
Example
// Begin drawing with the default states
// Except the SamplerState should be set to PointWrap, LinearWrap or AnisotropicWrap
spriteBatch.Begin(
SpriteSortMode.Deferred,
BlendState.Opaque,
SamplerState.AnisotropicWrap, // Make the texture wrap
DepthStencilState.Default,
RasterizerState.CullCounterClockwise
);
// Rectangle over the whole game screen
var screenArea = new Rectangle(0, 0, 800, 600);
// Calculate the current offset of the texture
// For this example I use the game time
var offset = (int)gameTime.TotalGameTime.TotalMilliseconds;
// Offset increases over time, so the texture moves from the bottom to the top of the screen
var destination = new Rectangle(0, offset, texture.Width, texture.Height);
// Draw the texture
spriteBatch.Draw(
texture,
screenArea,
destination,
Color.White
);
Microsoft has a XNA tutorial that does exactly this, you can grab the source code and read up on the actual programming logic behind a scrolling background. Bonus points they do parallax scrolling for a nice effect.
Link: http://xbox.create.msdn.com/en-US/education/tutorial/2dgame/getting_started

Dynamically resize texture on the fly

I'm using RenderTarget2D to draw my map to before rendering it to the screen as it changes very rarely and the map itself is made up of a LOT of very small tiles. So rather than drawing all tiles to the buffer every frame, I'm drawing them to a RenderTarget2D which I then draw to the buffer.
My question is in regards to the RenderTarget2D "texture". If the player was to resize the window, which I want to enable at least to play with a little, what is the proper way to modify the RenderTarget2D object in regards to dimensions?
At the moment I'm just recreating the object anytime the window is resized which may be fine, but I figured I should ask to be safe I'm not missing something simpler.
texMap = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
There is no way to resize a render target after it's been created. Call Dispose() on the existing render target, if it exists, and then create a new one.

OpenGL C#, loading textures in upside down

Is there a way to load images into openGL with the y-coords flipped? (upside down). I'm using the .NET Bitmap and BitmapData classes, and passing BitmapData.Scan0 to OpenGL.
Flipping the Bitmap on the CPU using .RotateFlip() is too slow.
Aside from flipping all of the texcoords, can I solve this problem in our engine?
If you render using a fragment shader, you get to interpret the u, v coordinates anyway you want. Turning them upside down should be trivial and (nearly) free.
Other than that, just flip your texture coordinates. It should not be difficult to achieve this.
You should be able to just alter your texture coordinates to achieve the desired flip.
I think the answer is no. OpenGl takes a pointer to an image as texture data, and I never seen any way to tell him to flip the lines.
(edit: Disregard, question is textures instead of DrawPixels)
This worked for me in C++.
Q: "How can I make glDrawPixels() draw an image flipped upside down?"
A: "Try glPixelZoom( 1.0, -1.0 ). Similarly, an image can be flipped left to right with glPixelZoom(). Note that you may have to adjust your raster position to position the image correctly."
src: http://www.mesa3d.org/brianp/sig97/gotchas.htm

Is there a faster alternative to using textures in XNA?

I am writing a map editing program for a 2D game using XNA. To create a Texture2D for all of the tiles that a map requires takes too long.
Are there any alternatives to using textures for drawing with XNA?
I attempted to create just one texture per tile set instead of a texture for every tile in a tile set, but there is a limit to the size of textures and I could not fit all the tiles of a tile set into one texture.
Currently the program contains all the would-be textures in memory as Bitmap objects. Is there a way to simply draw a Bitmap object to the screen in XNA? I have searched but I cannot find any information on this. This approach would avoid having to create textures altogether, however any tinting or effects I would have to do to the bitmap directly.
Is there any reason you haven't considered loading the image one time and then passing in x and y offset coordinates to the pixel shader?
You would basically set the C# up like this:
myGraphicsDevice.Textures[0] = whateverYourGiantMapTextureIs;
foreach(MapChunk chunk in mapChunks) {
myShader.Effect.Parameters["xOffset"] = chunk.XOffset;
myShader.Effect.Parameters["yOffset"] = chunk.YOffset;
myGraphicsDevice.DrawIndexedPrimitives( your chunk drawing code here );
}
And then the shader code like this:
float4x4 World;
float4x4 View;
float4x4 Projection;
float xOffset;
float yOffset;
sampler TextureSampler;
struct VS_INPUT {
float4 Position : POSITION0;
float4 Color : COLOR0;
};
VS_INPUT Transform(VS_INPUT Input) {
VS_INPUT Output;
float4 worldPosition = mul(Input.Position, World);
float4 viewPosition = mul(worldPosition, View);
Output.Position = mul(viewPosition, Projection);
Output.Color = Input.Color;
return Output;
}
float4 ColorTexture(VS_INPUT Input) : COLOR0{
return Input.Color.rgba * tex2D(TextureSampler, float2(xOffset, yOffset));
}
technique TransformColorTexture {
pass P0 {
VertexShader = compile vs_2_0 Transform();
PixelShader = compile ps_2_0 ColorTexture();
}
}
The shader code might need some fitting into your existing code but otherwise it should do the trick.
Using one texture per tile is not very efficient. Especially since it means you cannot do batching (in any real sense).
If you NEED to have them as separate textures in your content-project for some reason (easier to edit one tile, etc), you can quite easily compile them into tilemaps after loading.
How you do this is basicly:
1: Load a number of tiles (lets say 40 32*32 tiles for now)
2: Figure out a nice texture-size for the tilemap:
square root of 40 is 6.something, so we round up to 7. 7*32 is 224, which is nice, but 256 is nicer, so lets make the texture 256x256. (you can make code that figures out this on the fly)
3: Create a Rendertarget2D which is the desired size.
4: Activate rendertarget.
5: Render tiles on rendertarget:
int x, y = 0;
foreach (var tile in allTiles)
{
RenderTile(tile, x*32, y*32);
x++;
if (x >= 8)
{
x = 0;
y++;
}
}
To betch-render you have a vertex-buffer with 4 * 40 vertices. each set of 4 has a value indicating index of the quad it belongs to (0,1,2,etc...). In your shader you have an array of matrixes[40] for position of the tiles, as well as an array of tileIndex (int[40]) for knowing which tile to render from the tilemap.
I'm sorry, but I don't have time to write all the shader-code right now :s
An other trick I have used in our games is pre-rendering the level onto large tiles (640x360), which reduces the number of draw-calls by a great deal, especially when dealing with 5+ layers of tiles from different tilesets. Only thing is that it does not work with dynamic tiles (animated tiles, etc), but you can mark those and render them normally if you want...
Since you need to use a custom image format, if you want (for speed) you can attempt to write custom content pipeline importers and processors for XNA ( http://msdn.microsoft.com/en-us/library/bb447754.aspx ), but this may be overkill for what you need to do.
I see you want to design the GUI as easily as possible, even if these issues force you to use a language like C++ so you can use DirectX. In Visual C++ you should still be able to take advantage of visual Windows Forms layout if you are using Visual Studio.
Unfortunately, as far as I know, there is no way to directly draw a bitmap to the screen in XNA; it requires that everything is mapped to the Texture objects, which are by default buffered to the graphics card. It sounds like you're talking about a lot of tiles, though, if they won't all fit on the maximum allowed texture (I can't remember whether that was 1024 or 4096 square...) - have you tried having an unbuffered texture for speed purposes? Another alternative would be to lazy-load your tilesets into textures so the user didn't have to wait for them all to load - for an editor, using a bright pink fallback color is usually acceptable while it loads.
Also, is there anything inherently required to write your tool in XNA? Since it sounds like you're writing the tool separately from the game engine itself, you may find some very acceptable solutions in WPF, including drawing directly from BitmapSources and some utilities for your UI.
Assuming all the tiles that a map require existing images that are simply placing on a screen to lay out a tile map? Or are you making images in this map editor and want to save them out?
I read this, and your other post about textures - If they are all ready defined images that you want to use in your game couldnt you just include them in the content folder and reference them there? This allows XNA to compile the textures in the xnb format and you shouldn't have the problems you are explaining.
However if we are talking completely dynamic - or you are crafting one big image from the layout of the tiles (instead of doing something like a tile map) then I am not sure how to approach the issue.
If multiple tiles use the same texture, it will be enough to load it just once.
If the user includes textures in some file format, you could automatically convert it to a texture/image format which is faster for your needs.
Are you trying draw them all using a single thread of execution?
Try multi-threading your game. Threading in C# is quite easy and is supported by XNA.
Instead of looking at your screen as a whole, try splitting it into two (or more) portions. You may need to re-write the function you're using to Draw (I sure hope you didn't just dump everything directly in your Draw() method!!) to take in coordinates setting the boundaries of your draw regions.

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