How can I mask a sprite using a Polygon2D? - godot

I generate a Polygon2d during runtime (a jigsaw piece) that I use to split apart a Sprite. Until I recently added the notches, I was simply using an AtlasTexture to split the image into different rectangles, but with more complex shapes such as the jigsaw piece, I'm struggling to do so.

Related

How does Skia or Direct2D render lines or polygons with GPU?

This is a question to understand the principles of GPU accelerated rendering of 2d vector graphics.
With Skia or Direct2D, you can draw e.g. rounded rectangles, Bezier curves, polygons, and also have some effects like blur.
Skia / Direct2D offer CPU and GPU based rendering.
For the CPU rendering, I can imagine more or less how e.g. a rounded rectangle is rendered. I have already seen a lot of different line rendering algorithms.
But for GPU, I don't have much of a clue.
Are rounded rectangles composed of triangles?
Are rounded rectangles drawn entirely by wild pixel shaders?
Are there some basic examples which could show me the basic prinicples of how such things work?
(Probably, the solution could also be found in the source code of Skia, but I fear that it would be so complex / generic that a noob like me would not understand anything.)
In case of direct2d, there is no source code, but since it uses d3d10/11 under the hood, it's easy enough to see what it does behind the scenes with Renderdoc.
Basically d2d tends to have a policy to minimize draw calls by trying to fit any geometry type into a single buffer, versus skia which has some dedicated shader sets depending on the shape type.
So for example, if you draw a bezier path, Skia will try to use tesselation shader if possible (which will need a new draw call if the previous element you were rendering was a rectangle), since you change pipeline state.
D2D, on the other side, tends to tesselate on the cpu, and push to some vertexbuffer, and switches draw call only if you change brush type (if you change from one solid color brush to another it can keep the same shaders, so it doesn't switch), or when the buffer is full, or if you switch from shape to text (since it then needs to send texture atlases).
Please note that when tessellating bezier path D2D does a very great work at making the resulting geometry non self intersecting (so alpha blending works properly even on some complex self intersecting path).
In case on rounded rectangle, it does the same, just tessellates into triangles.
This allows it to minimize draw calls to a good extent, as well as allowing anti alias on a non msaa surface (this is done at mesh level, with some small triangles with alpha). The downside of it is that it doesn't use much hardware feature, and geometry emitted can be quite high, even for seemingly simple shapes).
Since d2d prefers to use triangle strips instead or triangle list, it can do some really funny things when drawing a simple list of triangles.
For text, d2d use instancing and draws one instanced quad per character, it is also good at batching those, so if you call some draw text functions several times in a row, it will try to merge this into a single call as well.

Slicing an isometric tileset into subimages (Reiner Tiles)

I am a beginner at graphics and I was wondering if anyone had any experience in programmatically splitting isometric tile sheets, in particular Reiner Tile Sheets Here is an Example Image:
.
I have been splitting it using guides by hand in gimp but there is some sort of pattern going on that I feel can be used to programmatically split this. Before I tried to make my own, I wanted to see if there was any such algorithms premade / software that could do it currently. Its not a simple grid that needs to be cut with same width and height for each one. Thanks for the help!
Some stuff for thinking and read
First take a look at:
2D Diamond (isometric) map editor - Textures extended infinitely?
for some inspiration. Especially take a look at (3. tile editor) part. The operations described there are exactly what you are looking for (to add the missing stuff you are doing manually right now).
However your tile set is oriented differently so the masks will be slightly different ...
In case you want to extract tileset from image you would need something like this:
Grid image values to 2D array
And also take a look at this (for even more inspiration):
Improving performance of click detection on a staggered column isometric grid
The pixel perfect O(1) mouse selection at the end is a good idea to implement.
Your tile map
so you have a tilemap image but you do not have the tiles boundaries. So first identify tileset resolution... There might be more tile sizes present so you need to know all of them. Your image is 256x1024 pixels and from a quick look you have 32x32 pixels tiles. Most of the tiles are 64x64 however they are constructed from 4 tiles of 32x32 pixels. The white color is the transparent one. So you just divide the image to 32x32 squares or regroup to 64x64 ones.

How can i create an image morpher inside a graphics shader?

Image morphing is mostly a graphic design SFX to adapt one picture into another one using some points decided by the artist, who has to match the eyes some key zones on one portrait with another, and then some kinds of algorithms adapt the entire picture to change from one to another.
I would like to do something a bit similar with a shader, which can load any 2 graphics and automatically choose zones of the most similar colors in the same kinds of zone of the picture and automatically morph two pictures in real time processing. Perhaps a shader based version would be logically alot faster at the task? except I don't even understand how it works at all.
If you know, Please don't worry about a complete reply about the process, it would be great if you have save vague background concepts and keywords, for how to attempt a 2d texture morph in a graphics shader.
There are more morphing methods out there the one you are describing is based on geometry.
morph by interpolation
you have 2 data sets with similar properties (for example 2 images are both 2D) and interpolate between them by some parameter. In case of 2D images you can use linear interpolation if both images are the same resolution or trilinear interpolation if not.
So you just pick corresponding pixels from each images and interpolate the actual color for some parameter t=<0,1>. for the same resolution something like this:
for (y=0;y<img1.height;y++)
for (x=0;x<img1.width;x++)
img.pixel[x][y]=(1.0-t)*img1.pixel[x][y] + t*img2.pixel[x][y];
where img1,img2 are input images and img is the ouptput. Beware the t is float so you need to overtype to avoid integer rounding problems or use scale t=<0,256> and correct the result by bit shift right by 8 bits or by /256 For different sizes you need to bilinear-ly interpolate the corresponding (x,y) position in both of the source images first.
All This can be done very easily in fragment shader. Just bind the img1,img2 to texture units 0,1 pick the texel from them interpolate and output the final color. The bilinear coordinate interpolation is done automatically by GLSL because texture coordinates are normalized to <0,1> no matter the resolution. In Vertex you just pass the texture and vertex coordinates. And in main program side you just draw single Quad covering the final image output...
morph by geometry
You have 2 polygons (or matching points) and interpolate their positions between the 2. For example something like this: Morph a cube to coil. This is suited for vector graphics. you just need to have points corespondency and then the interpolation is similar to #1.
for (i=0;i<points;i++)
{
p(i).x=(1.0-t)*p1.x + t*p2.x
p(i).y=(1.0-t)*p1.y + t*p2.y
}
where p1(i),p2(i) is i-th point from each input geometry set and p(i) is point from the final result...
To enhance visual appearance the linear interpolation is exchanged with specific trajectory (like BEZIER curves) so the morph look more cool. For example see
Path generation for non-intersecting disc movement on a plane
To acomplish this you need to use geometry shader (or maybe even tesselation shader). you would need to pass both polygons as single primitive, then geometry shader should interpolate the actual polygon and pass it to vertex shader.
morph by particle swarms
In this case you find corresponding pixels in source images by matching colors. Then handle each pixel as particle and create its path from position in img1 to img2 with parameter t. It i s the same as #2 but instead polygon areas you got just points. The particle has its color,position you interpolate both ... because there is very slim chance you will get exact color matches and the count ... (histograms would be the same) which is in-probable.
hybrid morphing
It is any combination of #1,#2,#3
I am sure there is more methods for morphing these are just the ones I know of. Also the morphing can be done not only in spatial domain...

How to create holes in objects without modifying the mesh structure in WebGL?

I'm new to WebGL and for an assignment I'm trying to write a function which takes as argument an object, let's say "objectA". ObjectA will not be rendered but if it overlaps with another object in the scene, let’s say “objectB”, the part of objectB which is inside objectA will disappear. So the effect is that there is a hole in ObjectB without modifying its mesh structure.
I've managed to let it work on my own render engine, based on ray tracing, which gives the following effect:
image initial scene:
image with objectA removed:
In the first image, the green sphere is "objectA" and the blue cube is "objectB".
So now I'm trying to program it in WebGL, but I'm a bit stuck. Because WebGL is based on rasterization rather than ray tracing, it has to be calculated in another way. A possibility could be to modify the Z-buffer algorithm, where the fragments with a z-value lying inside objectA will be ignored.
The algorithm that I have in mind works as follows: normally only the fragment with the smallest z-value will be stored at a particular pixel containing the colour and z-value. A first modification is that at a particular pixel, a list of all fragments belonging to that pixel is maintained. No fragments will be discarded. Secondly per fragment an extra parameter is stored containing the object where it belongs to. Next the fragments are sorted in increasing order according to their z-value.
Then, if the first fragment belongs to objectA, it will be ignored. If the next one belongs to objectB, it will be ignored as well. If the third one belongs to objectA and the fourth one to objectB, the fourth one will be chosen because it lies outside objectA.
So the first fragment belonging to objectB will be chosen with the constraint that the amount of previous fragments belonging to objectA is even. If it is uneven, the fragment will lie inside objectA and will be ignored.
Is this somehow possible in WebGL? I've also tried to implement it via a stencil buffer, based on this blog:
WebGL : How do make part of an object transparent?
But this is written for OpenGL. I transformed the code instructions to WebGL code instructions, but it didn't work at all. But I'm not sure whether it will work with a 3D object instead of a 2D triangle.
Thanks a lot in advance!
Why wouldn't you write raytracer inside the fragment shader (aka pixel shader)?
So you would need to render a fullscreen quad (two triangles) and then the fragment shader would be responsible for raytracing. There are plenty of resources to read/learn from.
This links might be useful:
Distance functions - by iq
How shadertoy works
Simple webgl raytracer
EDIT:
Raytracing and SDFs (signed distance functions aka constructive solid geometry (CSGs)) are good way to handle what you need and how is generally achieved to intersect objects. Intersections, and boolean operators in general, for mesh geometry (i.e. made of polygons) is not done during the rendering, rahter it uses special algorithms that do all the processing ahead of rendering, so the resulting mesh actually exists in the memory and its topology is actually calculated and then just rendered.
Depending on the specific scenario that you have, you might be able to achieve the effect under some requirements and restrictions.
There are few important things to take into account: depth peeling (i.e. storing depth values of multiple fragments per single pixel, triangle orientation (CW or CCW) and polygon face orientation (front-facing or back-facing).
Say, for example, that both of your polygons are convex, then rendering backfacing polygons of ObjectA, then of ObjectB, then frontfacing polygons of A, then of B might achieve the desired effect (I'm not including full calculations for all cases of overlaps that can exist).
Under some other sets of restrictions you might be able to achieve the effect.
In your specific example in question, you have shown frontfacing faces of the cube, then in the second image you can see the backface of the cube. That already implies that you have at least two depth values per pixel stored somehow.
There is also a distinction between intersecting in screen-space, or volumes, or faces. Your example works with faces and is the hardest (there are two cases: the one you've shown where mesh A's pixels who are inside mesh B are simply discarded (i.e. you drilled a hole inside its surface), and there is a case where you do boolean operation where you never put a hole in the surface, but in the volume) and is usually done with algorithm that computes output mesh. SDFs are great for volumes. Screen-space is achieved by simply using depth test to discard some fragments.
Again, too many scenarios and depends on what you're trying to achieve and what are the constraints that you're working with.

Filling text outlines in Direct3D

I'm suprised that Google doesn't shed much light on this.
I'm creating a simple CAD viewer using Direct3D. Because of it's nature (zoom functionality etc) text elements must be vector text; I can't use textured polys.
I've called into gdi32.dll to get the glyphs and create quite reasonable text outlines from straight lines and bezier curves, however the text isn't solid and the points aren't necessarily regular in any way. Enclosing characters (b, p, o, A, etc) actually have more than one seperate outline.
As a consequence, I can't just shoot the points into a vertex buffer and specify a primitive type.
All I can do at the moment is render the outlines as line strips, resulting in hallow text.
Can anyone suggest a good strategy for rendering solid vector text with their outlines?
Note that I interpolate the bezier curves into point lists (A lot of people use shaders/witchcraft).
You don't mention what version of DirectX you are using, but the utility function D3DXCreateText will create a 3D mesh for a given text in any TrueType font. If you want a 2D version, simply use no or minimal extrusion, and straight-on orthogonal projection.
If you need explicit outlines, you might be able to either (a) combine this approach with the Outline you already have, (b) draw the text twice at a slightly different scale (depending on current zoom level) or (c) use shaders to draw a pixel-perfect outline.
A screenshot of the exact look-and-feel you are after might help. My CAD drawings all have solid text, no outlines.
I am creating text meshes with D3DXCreateText (Win32, DX9). They rotate nicely. However, they always seem to be the same size regardless of the height of the font that has been selected in the DC.
The mesh lines in smaller characters are aliased and don't look good on video cards without multisampling.

Resources