Overview. 8 - Game World: textures, skyboxes, etc. Texture Mapping. Texture Space. Creating Textures. Vertex Texture Coordinates.
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1 CSc 165 Compuer Game Archiecure Overview Texure Mapping 8 - Game World: exure, kyboxe, ec. Game World Background SkyBoxe & SkyDome World Bound and Viibiliy Render Sae 2 Texure Mapping Texure Space Baic idea: aach an image o an objec o Objec == polygon() o Image ued hi way are called exure Texure have heir own coordinae pace: exel Image Objec Polygon Texure-mapped objec Verex Texure Coordinae Each verex ha an aociaed exure coordinae o Texure coordinae can be e by he program V = (10, 20) T = (0.0, 1.0) 10 V = (30, 20) T = (1.0, 1.0) Creaing Texure Sage TexureManager Cla TexureManager - HahMap<TexureKey, Texure> exurecache + aic Texure loadtexure2d (Sring filename) + aic Texure loadtexure2d (URL url) + aic Texure loadtexure2d (Sring filename, MinificaionFiler minfiler, MagnificaionFiler magfiler) + aic Texure loadtexure2d(url url, MinificaionFiler minfiler, MagnificaionFiler magfiler) + aic void addtocache(texure ) V = (10, 10) T = (0.0, 0.0) 20 V = (30, 10) T = (1.0, 0.0) Texure ex1 = TexureManager.loadTexure2D("brick.jpg"); Recangle r1 = new Recangle(); r1.etexure(ex1); Texure ex2 = TexureManager.loadTexure2D("concree.jpg"); Recangle r2 = new Recangle(); r2.etexure(ex2); //...ec... // code here o ranlae/roae he recangle o ome // deired poiion
2 Game World Background RoomBoxe Real cene alway have background Game world background MUST be 3D Why? Indoor: room wall Oudoor: horizon cenery Camera RoomBox 7 8 SkyBoxe Texure Cube Map Bu wha abou oudoor game?? (6) differen image file Soluion: SkyBox o Texure-mapped oudoor cene o Can be mapped ono differen geomerie Recangle Cube Hemiphere Unfolded cube 9 10 Creaing Texure Cube Map Terragen Example Scene Creae a 3D cene Place camera in middle wih 90 FOV Render image in each of ix direcion Some ool: Terragen Blender Bryce SkyPain 3DSudio Max Maya 11 download Terragen: hp:// 12
3 Drawback of SkyBoxe: Require ix exure ue valuable/carce exure memory Time-conuming o build Cube can caue diorion near corner Can how arifac a exure eam mimache in adjacen exure pixel N ack M lice (ide) Y SKYDOMES Φ Blender, Phoohop, and many oher have ool for manipulaing fih-eye panoramic phoo r Ө P X Careian (x,y,z) = Polar (r,θ,φ) x = r * co(θ) * co(φ) y = r * in(φ) z = r * in(θ) * co(φ) World Box Bound SkyBox hould alway be far away no maer where uer move Trick: move box wih camera camera alway ay a cener of box. box move, bu doe no urn, wih camera. Mo common approach: ranlae box o camera locaion before drawing // global: Group roonode; SkyBox kybox; ICamera camera; SkyBox Tranlaion // Called from inigame(); creae a cene which include a SkyBox privae void creaescene() { roonode = new Group("Roo Node"); kybox = new SkyBox(20.0f, 20.0f, 20.0f); roonode.addchild(kybox); //Add a Pyramid o he cene Pyramid p = new Pyramid("Pyramid1"); p.ranlae(5, 2, 2); roonode.addchild(p); //code here o add oher objec o he cene... // Updae, including poiioning he SkyBox a he camera locaion proeced void updae(floa ime) { Poin3D camloc = camera.gelocaion(); Marix3D camtranlaion = new Marix3D(); camtranlaion.ranlae(camloc.gex(), camloc.gey(), camloc.gez()); kybox.elocaltranlaion(camtranlaion); //...code here o do oher updae() funcion a uual SkyBox Viibiliy The Z-Buffer ( Deph Buffer ) Problem: objec may lie ouide box x HSR mean he box will hide hoe objec Pixel (x, y, z) (r, g, b) Color y Color Buffer y x Deph ( Z ) Buffer Deph (Z) The Z-Buffer algorihm: SkyBox Eye a cener of box Objec ouide of box hould be viible! if (pixel.z < dephbuffer[x,y]) { colorbuffer[x,y] = pixel(r,g,b); dephbuffer[x,y] = pixel(z); 17 18
4 SkyBox Viibiliy (coninued) Render Sae Rendering rick: Effec: o Ree (clear) deph buffer o max deph o Diable deph eing/updaing o Draw SkyBox fir o Re-enable deph eing o SkyBox pixel will have maximum deph o Subequen objec drawn wih updaing enabled will appear cloer How can we make hi API-independen? Deired render ae for hi Scenenode SceneNode draw(irenderer r) { r.draw(hi); Render Sae example: ZBuffer mode Texure mode many oher Renderer procerenderqueue() { for (each SceneNode ).draw(hi); draw(scenenode n) { apply(n.gesae); draw n uing applied ae; Curren renderer ae Render Sae (con.) Scenegraph Sae <<abrac>> RenderSae - enabled : boolean SceneRoo ZBuf Tex Ligh... abrac getype(); abrac apply(); SkyBox Building ZBuf Tex... Tex... ZBufferSae TexureSae LighSae... Quad1 ZBuf Tex Ligh... Quad6 ZBuf Tex Ligh... Wall Tex Ligh... Roof Tex Ligh... JOGLZBufferSae DXZBufferSae JOGLTexureSae DXTexureSae Group applysae(sack[] ae) { for (each child) { child.updaerendersae(); <<abrac>> SceneNode RenderSae [] nodesae Sack<RenderSae>[]pahSae updaerendersae() { walk up cenegraph o roo puhing ae ino pahsae ack; puh hi node ae ino pahsae ack; applysae(pahsae); 23 Leaf Render ae for hi node; pecified during conrucion or updae() applysae(sack[] ae) { for (each ae ack) { if (ack.ize > 0) copy ack op o node ae; ele copy render defaul ae o node ae; Creaing RenderSae: Zbuffer (SAGE) public cla SkyBox exend Group { Quad [] kyboxquad = new Quad[6]; // Skybox coni of 6 face public SkyBox() { kyboxquad[face.norh.ordinal()] = new Quad(); // creae Norh (fron) face //...code here o creae he oher face and e heir orienaion // ge he currenly acive renderer from he currenly acive DiplaySyem IRenderer renderer = DiplaySyem.geCurrenDiplaySyem().geRenderer(); // creae a ZBufferSae for he SkyBox wih deph buffer wriable = fale, // deph eing diabled (fale), funcion = LE, ae objec enabled ZBufferSae zbuff = (ZBufferSae) renderer.creaerendersae(rendersaetype.zbuffer); zbuff.ewriable(fale); // OpenGL equivalen: gldephmak(fale); zbuff.edephteingenabled(fale); // OpenGL equivalen: gldiable(gl_depth_test) zbuff.efuncion(zbuffersae.tefuncion.lethanorequalto); zbuff.eenabled(rue); // updae he aribue of each SkyBox Quad for (in i = 0; i < 6; i++) { // ave he ZBufferSae a one of he RenderSae of he curren Quad kyboxquad[i].erendersae(zbuff); //code here o e oher properie of he curren Quad... // Aach he Quad a a child of he SkyBox "group" hi.addchild(kyboxquad[i]); //...oher mehod for cla SkyBox here... 24
5 Creaing RenderSae: Texure (SAGE) //...cla SkyBox, coninued... /** Thi mehod e he exure o be diplayed on he given face of he SkyBox. */ public void etexure(face face, Texure exure, in exureuni) { TexureSae = (TexureSae) DiplaySyem.geCurrenDiplaySyem().geRenderer().creaeRenderSae(RenderSaeType.Texure); //override he defaul environmen apply mode (which i "Modulae"); we don' wan // anyhing bu he acual kybox exel o be drawn exure.eapplymode(applymode.replace); //override he defaul minificaion filer (which i "NeareNeighborNoMipMap" -- poore) exure.eminificaionfiler(texure.minificaionfiler.bilinearnomipmap); Updaing SceneNode Sae (SAGE) inigame() {... ceneroo.updaegeomericsae(0,rue); ceneroo.updaerendersae(); updae(floa ime) {... if (updae ha changed any node ae) ceneroo.updaerendersae(); //override he defaul magnificaion filer (which i "NeareNeighbor" -- he poore) exure.emagnificaionfiler(texure.magnificaionfiler.bilinear); // ore he exure in he exure ae and enable i.etexure(exure, exureuni);.eenabled(rue); // aign he exure ae o he quad kyboxquad[face.ordinal()].erendersae(); render() { r = gerenderer(); r.clearrenderqueue(); r.addtorenderqueue(ceneroo);... r.procerenderqueue(); (ame a before) Updaing The Renderer (SAGE) Renderer.proceRenderQueue() { for ( in RenderQueue).draw(hi); draw (Type ) { RenderSae [] r =.gerendersae(); applysae(r);...code here o draw uing applied ae applysae(rendersae [] r) { for (each ae in r) { if (ae!= curren renderer ae) ae.apply(); 27 RenderSae ZBufferSae - iwrieable : boolean - func : in apply() { if (enabled) { glenable(gl_depth_test); gldephmak(iwrieable); gldephfunc(func); ele { gldiable(gl_depth_test); // global: SceneNode cene; /** Creae a e of game objec and add hem o he game world */ void creaescene() { cene = new Group("Roo Node"); // conruc a kybox for he cene kybox = new SkyBox("SkyBox", 20.0f, 20.0f, 20.0f); // add he pyramid o he game world cene.addchild(pyr); // remember o move kybox wih camera, e i ZBuffer render ae, ec. 28 Creaing a Scene // load kybox exure Texure norhtex = TexureManager.loadTexure2D("./image/Fron.bmp"); Texure ouhtex = TexureManager.loadTexure2D("./image/Back.bmp"); //...ec... // aach exure o kybox kybox.etexure(skybox.face.norh, norhtex); kybox.etexure(skybox.face.souh, ouhtex); //...ec... cene.addchild(kybox); Pyramid pyr = new Pyramid("Pyramid");// conruc a pyramid pyr.ranlae(5, 2, 2); // move he pyramid o he deired world locaion // load a exure image for he pyramid Texure pyrtex = TexureManager.loadTexure2D("./image/brick.jpg"); // creae a TexureSae for he Pyramid conaining he brick exure TexureSae pyrtexsae = (TexureSae) renderer.creaerendersae(rendersaetype.texure); pyrtexsae.etexure(pyrtex); pyrtexsae.eenabled(rue); pyr.erendersae(pyr1texsae);
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