i hava a problem with drawing meshes in Vulkan.
I want to bind a UniformBufferObject in the following form to a Object.
void mainLoop() {
..
vulkanDrawing.Draw();
plane.UpdateUniformBuffers();
..
}
To get the currentImage, I created a method SetCurrentImage(uint32_t currentImage).
SetCurrentImage is set from VulkanDrawing::Draw() Method.
This current image is used in the UpdateUniformBuffers().
I get only a black screen if I run this application.
Since, I want to see a square.
In the past, I called the UpdateUniformBuffers Method with an imageIndex parameter in VulkanDrawing::Draw().
I think it could be a problem with the fences or semaphores. But I don't know how I shall fix it.
Does I use eventually a wrong Architecture?
I have attached important Methods:
void CVulkanDrawing::Draw()
{
vkWaitForFences(m_LogicalDevice.getDevice(), 1, &inFlightFences[currentFrame], VK_TRUE, std::numeric_limits<uint64_t>::max());
vkResetFences(m_LogicalDevice.getDevice(), 1,inFlightFences[currentFrame]);
uint32_t imageIndex;
vkAcquireNextImageKHR(m_LogicalDevice.getDevice(), m_Presentation.GetSwapChain(), std::numeric_limits<uint64_t>::max(), imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex);
for(unsigned int i = 0; i < m_VulkanMesh.size(); i++)
{
//m_VulkanMesh.at(i).UpdateUniformBuffers(imageIndex);
m_VulkanMesh.at(i).SetCurrentImage(imageIndex);
}
VkSubmitInfo submitInfo = {};
...
currentFrame = (currentFrame + 1) % MAX_FRAMES_IN_FLIGHT;
}
void CVulkanMesh::UpdateUniformBuffers()
{
...
vkMapMemory(m_LogicalDevice.getDevice(), uniformBuffersMemory[this->m_CurrentImage], 0, sizeof(ubo), 0, &data);
memcpy(data, &ubo, sizeof(ubo));
vkUnmapMemory(m_LogicalDevice.getDevice(), uniformBuffersMemory[this->m_CurrentImage]);
}
void CVulkanMesh::SetCurrentImage(uint32_t currentImage)
{
this->m_CurrentImage = currentImage;
}
I have additionally created a branch named: https://github.com/dekorlp/VulkanWrapper/tree/VulkanTest
I hope you can help me :)
Best regards
Pixma
Related
I am a beginner in Unity and I am currently making a simple game. I have a problem managing the flow of my minigame. The minigame is simply finding an object, when I found and tap on the item name below will be shaded or marked or there can be animation just to indicate that the item is found.
What I want to do is to get the name of the objects that need to be found and set them randomly in the three (3) item names below. like every time this minigame opens the names of the items are randomly placed in the 3 texts. And when the item is found the name below will be marked or shaded or anything that will indicate it is found, but for now I will just set it inactive for easier indication. How can I properly do this whole process?
The objects inside the scene are button for them to have onCLick() events
Correction: the term choices are wrong because they just display the name of the items that you need to find, just in case you get confused with the term choice in my minigame. I will fix it.
Here is the visuals for the minigame:
The script I currently have for when the objects was clicked:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
[SerializeField] Button pillowBtn, pcBtn, lampBtn;
// [SerializeField] TextMeshProUGUI choice1, choice2, choice3;
// FROM THE SOLUTION
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] List<TextMeshProUGUI> textBoxes;
// METHOD NAMES IS TEMPORARY
public void pillowClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void desktopClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
public void lampClicked()
{
Debug.Log("you found the " + EventSystem.current.currentSelectedGameObject.name);
}
}
You asked for a lot and I hope I understood your intention.
first, if you want to randomly choose an amount of game objects from your game, I think the best way to do it is by adding the refernece of all the game objects you want to choose from radomly inside a list of game objects and then randomly take a game object of the list and make it a child of another game object I call "fatherGoTranform" on my code like that:
[SerializeField] List<GameObject> gameObjectWanted;
[SerializeField] float numOfGO = 4;
[SerializeField] Transform fatherGoTranform;
void Start()
{
for(int i=0;i<numOfGO;i++)
{
int index = Random.Range(0, gameObjectWanted.Count-1);
GameObject currentGO = gameObjectWanted[index ];
currentGO.transform.parent = fatherGoTranform;
gameObjectWanted.RemoveAt(index);
}
}
and then to click on a game object and the do with what you want try this:
void Update()
{
//Check for mouse click
if (Input.GetMouseButtonDown(0))
{
RaycastHit raycastHit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out raycastHit, 100f))
{
if (raycastHit.transform != null)
{
//Our custom method.
CurrentClickedGameObject(raycastHit.transform.gameObject);
}
}
}
}
I have not checked the code so if there is an error tell me and I will fix it
This is the solution that worked for my problem. I randomly placed numbers to the list according to childCount and every index indicate the index of the text that I want to put them on which I get as a Transform child.
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using TMPro;
public class ClickObject : MonoBehaviour
{
// [SerializeField] Button pillowBtn, pcBtn, lampBtn;
[SerializeField] GameObject choices, v1, finishPanel;
// RANDOM NUMBER HOLDER FOR CHECKING
private int randomNumber, foundCount;
// RANDOMIZED NUMBER LIST HOLDER
public List<int> RndmList = new List<int>();
private void Awake()
{
foundCount = 0;
RndmList = new List<int>(new int[v1.transform.childCount]);
for (int i = 0; i < v1.transform.childCount; i++)
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
while (RndmList.Contains(randomNumber))
{
randomNumber = UnityEngine.Random.Range(0, (v1.transform.childCount) + 1);
}
RndmList[i] = randomNumber;
// Debug.Log(v1.transform.GetChild(randomNumber-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text = v1.transform.GetChild(randomNumber - 1).name;
}
}
public void objectFound()
{
string objectName = EventSystem.current.currentSelectedGameObject.name;
Debug.Log("you found the " + objectName);
for (int i = 0; i < choices.transform.childCount; i++)
{
if (objectName == choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().text)
{
// Debug.Log(i);
// choices.transform.GetChild(i).gameObject.SetActive(false);
// choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
if(RndmList.Contains(i+1))
{
// Debug.Log(i);
// Debug.Log(v1.transform.GetChild(RndmList[i]-1).name);
choices.transform.GetChild(i).GetComponentInChildren<TextMeshProUGUI>().color = Color.gray;
v1.transform.GetChild(RndmList[i]-1).GetComponent<Button>().enabled = false;
foundCount++;
}
}
}
if(foundCount == v1.transform.childCount)
{
finishPanel.SetActive(true);
}
}
}
I've got a processing program that is supposed to display 100 rings each one a bit bigger than the previous. when i run my program it shows 1 ring that is the biggest. i this case 100px from the middle.
here's my code:
Car[] myCar = new Car[100];
void setup(){
size(500,500);
noFill();
for (int i = 0; i != myCar.length; i=i+1) {
myCar[i] = new Car(i);
}
}
void draw(){
for (int i = 0; i != myCar.length; i=i+1) {
myCar[i].drive();
myCar[i].display();
}
}
class Car{
int c;
Car(int c_){
c = c_;
}
void drive(){
c = c + 2;
}
void display(){
background(255);
noFill();
stroke(10);
ellipseMode(CENTER);
ellipse(width/2,height/2,1+c,1+c);
}
}
my question is: why is only the biggest ring displayed?
it could be that
for (int i = 0; i != myCar.length; i=i+1) {
myCar[i] = new Car(i);
}
somehow doesn't give the variable "i" to my constructor.
or that I'm just dumb. I don't know.
Thanks in advance.
You don"t see them because when you call myCar[i].display(), that function clears everything that is already on the screen and sets background(255) and then goes on to draw a ring. This keeps happening and you only see one ring that is growing bigger and bigger every frame.
Just remove background(255) from the display() function and make it the first line of draw() and you will have your desired results.
Not always but for most cases, background() is called in either setup() or draw() because what it does is fill each pixel of the canvas with a color, think about that.
public static void CalibrateLoop()
{
communicator comport = new communicator();
while ( Variables.calibrating )
{
Thread.Sleep(500);
if (comport.connect(9600, "VRCONNECTREQUEST", 1, 0, 0))
{
form2.label7.Text = "Connection Successful - Connected to " + comport.port;
}
else
{
Form2.Hide();
var form1 = new Form1();
form1.Closed += (s, args) => Form1.Close();
form1.Show();
}
//label2.Text = comport.message(2, 0, 0);
}
//Variables.minHand[0] = 20;
}
I made this real quick simple piece of code in communicator.cs, the issue is that it refuses to edit the "label7.text" and also the "form2.hide()" doesn't seem to work. The Label7 is located in form2.
Anyone can help me out with this issue? been struggeling to find an answer allover internet
Give proper Reference to that particular file or include a respective Namespace.
I have two 3d buttons in my scene and when I gaze into any of the buttons it will invoke OnPointerEnter callback and saving the object the pointer gazed to.
Upon pressing Fire1 on the Gamepad I apply materials taken from Resources folder.
My problem started when I gazed into the second button, and pressing Fire1 button will awkwardly changed both buttons at the same time.
This is the script I attached to both of the buttons
using UnityEngine;
using UnityEngine.EventSystems;
using Vuforia;
using System.Collections;
public class TriggerMethods : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
Material _mat;
GameObject targetObject;
Renderer rend;
int i = 0;
// Update is called once per frame
void Update () {
if (Input.GetButtonDown("Fire1"))
TukarMat();
}
public void OnPointerEnter(PointerEventData eventData)
{
targetObject = ExecuteEvents.GetEventHandler<IPointerEnterHandler>(eventData.pointerEnter);
}
public void OnPointerExit(PointerEventData eventData)
{
targetObject = null;
}
public void TukarMat()
{
Debug.Log("Value i = " + i);
if (i == 0)
{
ApplyTexture(i);
i++;
}
else if (i == 1)
{
ApplyTexture(i);
i++;
}
else if (i == 2)
{
ApplyTexture(i);
i = 0;
}
}
void ApplyTexture(int i)
{
rend = targetObject.GetComponent<Renderer>();
rend.enabled = true;
switch (i)
{
case 0:
_mat = Resources.Load("Balut", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
case 1:
_mat = Resources.Load("Khasiat", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
case 2:
_mat = Resources.Load("Alma", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
default:
break;
}
}
I sensed some logic error and tried making another class to only manage object the pointer gazed to but I was getting more confused.
Hope getting some helps
Thank you
TukarMat() is beeing called on both buttons when you press Fire1. If targetObject is really becoming null this should give an error on first button since it's trying to get component from a null object. Else, it'll change both as you said. Make sure OnPointerExit is beeing called.
Also, it seems you are changing the shared material.
The documentation suggests:
Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too.
It is not recommended to modify materials returned by sharedMaterial. If you want to modify the material of a renderer use material instead.
So, try changing the material property instead of sharedMaterial since it'll change the material for that object only.
I wrote custom click method which uses mouse click and clickcenter methods. I rarely calls 'ClickCenter' method so i used the hard coded value as in the script below and code works fine but want to avoid hard coding. Any help?
public void Click<T>(UITestControl window, params string[] propertyvalues) where T : HtmlControl
{
HtmlControl genericControl = (T)Activator.CreateInstance(typeof(T), new object[] { window });
if (propertyvalues.Length == 2)
{
genericControl.SearchProperties.Add(propertyvalues);
if (propertyvalues[1] == "Account Status...")
{
ClickCenter(genericControl);
return;
}
}
else
for (int i = 0; i < propertyvalues.Length; i = i + 2)
{
genericControl.SearchProperties.Add(propertyvalues[i], propertyvalues[i + 1]);
}
Mouse.Click(genericControl);
}
Consider using BoundingRectangle property of UITestControl. You don't need to pass the control to Mouse.Click(); You can just pass absolute coordinates of control's center point, which you can calculate from BoundingRectangle:
public static Point Center(this Rectangle rectangle) {
return new Point(rectangle.Left + rectangle.Width / 2, rectangle.Top + rectangle.Height / 2);
}