Pixi.js how to render texture on polygon - pixi.js

I want to render a texture on polygon using pixi.js, sprites just offer me a square option. i need to change that (top, left), (top, right), (bottom, left), (bottom, right) in order to render a imagen inside it.
http://cl.ly/image/1s2Y2f331h0a/Screen%20Shot%202013-12-16%20at%203.11.02%20PM.png
how can i resolve this?
something like, beginFillBitmap or any other way?

Same here :) I'm investigating if pixi is suitable for my project and the last thing I need is rendering textures on non-rectangles.
Only thing I have found so far is masking:
http://www.goodboydigital.com/pixi-js-brings-canvas-and-webgl-masking/ . Maybe this can help you.
But it is not enough good for me. I need also ability to repeat texture in X and Y axis. Any other ideas? Or is there another js html5 framework that has that ability?

Use PIXI.mesh.Mesh with Pixi v4 or PIXI.SimpleMesh with Pixi v5.
This is a simple example that works with all kind of renderers (you can paste it in the Pixi Examples page https://pixijs.io/examples-v4/?v=release ):
var app = new PIXI.Application(800, 600, { backgroundColor: 0x1099bb });
document.body.appendChild(app.view);
// create 3 vertex 2D positions (x, y)
var meshv = new Float32Array(2*3);
var i = 0;
meshv[i++] = 0; meshv[i++] = 0;
meshv[i++] = 100; meshv[i++] = 0;
meshv[i++] = 100; meshv[i++] = 100;
// create 3 vertex texture coordinate UV positions (u,v)
var meshuv = new Float32Array(2*3);
i = 0;
meshuv[i++] = 0; meshuv[i++] = 0;
meshuv[i++] = 1; meshuv[i++] = 0;
meshuv[i++] = 1; meshuv[i++] = 1;
// create 1 triangle indexes (i1, i2, i3) referencing indexes in the other two arrays
var meshi = new Uint16Array(1*3);
i = 0;
meshi[i++] = 0; meshi[i++] = 1; meshi[i++] = 2;
// create the mesh object
var mesh = new PIXI.mesh.Mesh(
PIXI.Texture.fromImage('examples/assets/bunny.png'),
meshv, meshuv, meshi, PIXI.DRAW_MODES.TRIANGLES
);
// attach to the stage, container...
app.stage.addChild(mesh);
You can also use newer Pixi v5 features to a more advanced example like in https://pixijs.io/examples/#/mesh/triangle-textured.js but can be less compatible.
Edit: for wrapping modes (for repeating the texture) check http://pixijs.download/dev/docs/PIXI.BaseTexture.html wrap mode options.

Related

Painting individual pixels quickly in P5.js

I am trying to make an old TV static type effect in P5.js, and although I am able to make the effect work, the frame rate is quite low.
My approach is the following:
Loop through each pixel
Set the stroke to a random value
Call the point() function to paint the pixel
Initially, I was doing this in the draw function directly but it was very slow. I was getting less than 1 frame a second. So I switch to the following paint buffer approach:
const SCREEN_WIDTH = 480
const SCREEN_HEIGHT = 480
var ScreenBuffer;
function setup(){
createCanvas(SCREEN_WIDTH, SCREEN_HEIGHT);
ScreenBuffer = createGraphics(SCREEN_WIDTH,SCREEN_HEIGHT);
}
function draw(){
paintBuffer();
image(ScreenBuffer,0,0);
}
function paintBuffer(){
console.log("Painting Buffer")
for(var x = 0; x< SCREEN_WIDTH; x++){
for(var y = 0; y< SCREEN_HEIGHT; y++){
ScreenBuffer.stroke(Math.random() * 255)
ScreenBuffer.point(x,y)
}
}
}
Although I am getting a performance improvement, its nowhere near the 30 frames a second I want to be at. Is there a better way to do this?
The only way I can get reasonable performance is by filling up the screen with small squares instead with the following code:
for(var x = 0; x< SCREEN_WIDTH-10; x+=10){
for(var y = 0; y< SCREEN_HEIGHT-10; y+=10){
//ScreenBuffer.stroke(Math.random() * 255)
//ScreenBuffer.point(x,y)
ScreenBuffer.fill(Math.random() * 255);
ScreenBuffer.noStroke()
ScreenBuffer.rect(x,y,10,10)
}
}
But I would really like a pixel effect - ideally to fill the whole screen.
Believe it or not, it's actually the call to stroke() that's slowing down your sketch. You can get around this by setting the value of the pixels directly, using the set() function or accessing the pixels array directly.
More info can be found in the reference, but here's a simple example:
function setup() {
createCanvas(500, 500);
}
function draw() {
for (var i = 0; i < width; i++) {
for (var j = 0; j < height; j++) {
var c = random(255);
set(i, j, c);
}
}
updatePixels();
text(frameRate(), 20, 20);
}
Another approach you might consider is generating a few buffers that contain static images ahead of time, and then using those to draw your static. There's really no need to make the static completely dynamic, so do the work once and then just load from image files or buffers created using the createGraphics() function.

Javafx Text Property Binding

I am struggling to bind some text specified coordinates so that when I resize the window the text follows suit. Here is the portion of my code:
for (int i = 0; i < petrolStations.size() / 2; i++) {
int j = i + 1;
Text text1 = new Text(petrolStations.get(i), petrolStations.get(j), "1");
text1.setFont(Font.font("Courier", FontWeight.BOLD, FontPosture.ITALIC, 10));
text1.xProperty().bind(pane.widthProperty().divide(2));
text1.yProperty().bind(pane.heightProperty().divide(2));
pane.getChildren().add(text1);
To explain: petrolStations is an array of coordinates that are used to place a letter 1 on the page.
Here is the current output, as you can see all the 1's are combining in the middle rather than being in their specified coordinates.
EDIT:
I've changed the 1's to circles and managed to scale up the size but I still have the same problem, since all the coordinates are under 100 they sit up the top left, I need them to encompass the whole window and expand and separate as the window is resized larger.
for (int i = 0; i < petrolStations.size() / 2; i++) {
int j = i + 1;
Circle circle1 = new Circle();
circle1.setCenterX(petrolStations.get(i));
circle1.setCenterY(petrolStations.get(j));
circle1.setRadius(1);
circle1.setStroke(Color.BLACK);
circle1.setFill(Color.WHITE);
circle1.setScaleX(3);
circle1.setScaleY(3);
pane.getChildren().add(circle1);
}
http://i.imgur.com/JkV3LiW.png
Why not take the ratio of x and y with respect to the width/height? Take a look at this:
Pane pane = new Pane();
Text text = new Text(250,250,"1");
pane.getChildren().add(text);
double width = 150;
double height = 150;
Scene scene = new Scene(pane, width, height);
double x = 50;
double y = 50;
double xRatio = x / width; //GET THE RATIO
double yRatio = y / width; //GET THE RATIO
text.xProperty().bind(pane.widthProperty().multiply(xRatio));
text.yProperty().bind(pane.heightProperty().multiply(yRatio));
stage.setTitle("Hello World!");
stage.setScene(scene);
stage.show();
When I run this code, the initial state is:
Upon resizing:

SpriteBatch.Draw in rectangle

I want to make something like Terraria item sidebar thing. (the Left-top rectangles one). And here is my code.
Variables are
public Rectangle InventorySlots;
public Item[] Quickbar = new Item[9];
public Item mouseItem = null;
public Item[] Backpack = new Item[49];
public int selectedBar = 0;
Here is the initialization
inventory[0] = Content.Load<Texture2D>("Contents/Overlays/InventoryBG");
inventory[1] = Content.Load<Texture2D>("Contents/Overlays/InventoryBG2");
update method
int a = viewport.Width / 22;
for (int b = 0; b <= Quickbar.Length; ++b)
{
InventorySlots = new Rectangle(((a/10)*b)+(b),0,a,a);
}
draw method
spriteBatch.Begin();
for (int num = 0; num <= Quickbar.Length; ++num )
spriteBatch.Draw(inventory[0], InventorySlots, Color.White);
spriteBatch.Draw(inventory[1], InventorySlots, Color.White);
spriteBatch.End();
Yes it is not done, but when i try to run it, the texture didn't show up.
I am unable to find out what is wrong in my code.
is it in with SpriteBatch? In the draw method? or In the Update?
Resolved
The problem isnt at the code Itself. the Problem is in this:
int a = viewport.Width / 22;
The thing is, i trought that viewport in here (I've used a Starter Kit) is the Game Window!
You are assigning InventorySlots overwriting its content...
also it seems that you want to draw two sprites... but you are drawing only one inside the loop... and your looping over Quickbar when seems that its not related with your drawing calls.
And it seems that your slot layout calculations have few sense...
You should use an array or a list:
public List<Rectangle> InventorySlots = new List<Rectangle>();
// You put this code in update... but it's not going to change..
// maybe initialize is best suited
// Initialize
int a = viewport.Width / 22;
InventorySlots.Clear();
for (int b = 0; b < Quickbar.Length; ++b)
{ // Generate slots in a line, with a pixel gap among them
InventorySlots.Add( new Rectangle( 1 + (a+2) * b ,0,a,a) );
}
//Draw
spriteBatch.Begin();
for (int num = 0; num < InventorySlots.Count; ++num )
{
spriteBatch.Draw(inventory[0], InventorySlots[num], Color.White);
spriteBatch.Draw(inventory[1], InventorySlots[num], Color.White);
}
spriteBatch.End();

Any way to stretch/collapse canvas grid in fabric js?

I am thinking of stretching/collapsing the canvas grid using input fields. I tried the grid.js also. But this is not for fabric js, though i tried hard.
Is it possible to stretch/collapse the canvas grid by user input?
I have come up with a solution using some other guys solution those I did find in jsfiddle but I cannot find that reference link right now. I just have customized that solution to work with my code. Thanks to that guy. Here is my solution -
function draw_grid(grid_size) {
grid_size || (grid_size = 25);
currentCanvasWidth = canvas.getWidth();
currentcanvasHeight = canvas.getHeight();
// Drawing vertical lines
var x;
for (x = 0; x <= currentCanvasWidth; x += grid_size) {
this.grid_context.moveTo(x + 0.5, 0);
this.grid_context.lineTo(x + 0.5, currentCanvasHeight);
}
// Drawing horizontal lines
var y;
for (y = 0; y <= currentCanvasHeight; y += grid_size) {
this.grid_context.moveTo(0, y + 0.5);
this.grid_context.lineTo(currentCanvasWidth, y + 0.5);
}
grid_size = grid_size;
this.grid_context.strokeStyle = "black";
this.grid_context.stroke();
}
I hope this will someone someday.

DirectX 11: text output, using your own font texture

I'm learning DirectX, using the book "Sherrod A., Jones W. - Beginning DirectX 11 Game Programming - 2011" Now I'm exploring the 4th chapter about drawing text.
Please, help we to fix my function, that I'm using to draw a string on the screen. I've already loaded font texture and in the function I create some sprites with letters and define texture coordinates for them. This compiles correctly, but doesn't draw anything. What's wrong?
bool DirectXSpriteGame :: DrawString(char* StringToDraw, float StartX, float StartY)
{
//VAR
HRESULT D3DResult; //The result of D3D functions
int i; //Counters
const int IndexA = static_cast<char>('A'); //ASCII index of letter A
const int IndexZ = static_cast<char>('Z'); //ASCII index of letter Z
int StringLenth = strlen(StringToDraw); //Lenth of drawing string
float ScreenCharWidth = static_cast<float>(LETTER_WIDTH) / static_cast<float>(SCREEN_WIDTH); //Width of the single char on the screen(in %)
float ScreenCharHeight = static_cast<float>(LETTER_HEIGHT) / static_cast<float>(SCREEN_HEIGHT); //Height of the single char on the screen(in %)
float TexelCharWidth = 1.0f / static_cast<float>(LETTERS_NUM); //Width of the char texel(in the texture %)
float ThisStartX; //The start x of the current letter, drawingh
float ThisStartY; //The start y of the current letter, drawingh
float ThisEndX; //The end x of the current letter, drawing
float ThisEndY; //The end y of the current letter, drawing
int LetterNum; //Letter number in the loaded font
int ThisLetter; //The current letter
D3D11_MAPPED_SUBRESOURCE MapResource; //Map resource
VertexPos* ThisSprite; //Vertecies of the current sprite, drawing
//VAR
//Clamping string, if too long
if(StringLenth > LETTERS_NUM)
{
StringLenth = LETTERS_NUM;
}
//Mapping resource
D3DResult = _DeviceContext -> Map(_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MapResource);
if(FAILED(D3DResult))
{
throw("Failed to map resource");
}
ThisSprite = (VertexPos*)MapResource.pData;
for(i = 0; i < StringLenth; i++)
{
//Creating geometry for the letter sprite
ThisStartX = StartX + ScreenCharWidth * static_cast<float>(i);
ThisStartY = StartY;
ThisEndX = ThisStartX + ScreenCharWidth;
ThisEndY = StartY + ScreenCharHeight;
ThisSprite[0].Position = XMFLOAT3(ThisEndX, ThisEndY, 1.0f);
ThisSprite[1].Position = XMFLOAT3(ThisEndX, ThisStartY, 1.0f);
ThisSprite[2].Position = XMFLOAT3(ThisStartX, ThisStartY, 1.0f);
ThisSprite[3].Position = XMFLOAT3(ThisStartX, ThisStartY, 1.0f);
ThisSprite[4].Position = XMFLOAT3(ThisStartX, ThisEndY, 1.0f);
ThisSprite[5].Position = XMFLOAT3(ThisEndX, ThisEndY, 1.0f);
ThisLetter = static_cast<char>(StringToDraw[i]);
//Defining the letter place(number) in the font
if(ThisLetter < IndexA || ThisLetter > IndexZ)
{
//Invalid character, the last character in the font, loaded
LetterNum = IndexZ - IndexA + 1;
}
else
{
LetterNum = ThisLetter - IndexA;
}
//Unwraping texture on the geometry
ThisStartX = TexelCharWidth * static_cast<float>(LetterNum);
ThisStartY = 0.0f;
ThisEndY = 1.0f;
ThisEndX = ThisStartX + TexelCharWidth;
ThisSprite[0].TextureCoords = XMFLOAT2(ThisEndX, ThisEndY);
ThisSprite[1].TextureCoords = XMFLOAT2(ThisEndX, ThisStartY);
ThisSprite[2].TextureCoords = XMFLOAT2(ThisStartX, ThisStartY);
ThisSprite[3].TextureCoords = XMFLOAT2(ThisStartX, ThisStartY);
ThisSprite[4].TextureCoords = XMFLOAT2(ThisStartX, ThisEndY);
ThisSprite[5].TextureCoords = XMFLOAT2(ThisEndX, ThisEndY);
ThisSprite += VERTEX_IN_RECT_NUM;
}
for(i = 0; i < StringLenth; i++, ThisSprite -= VERTEX_IN_RECT_NUM);
_DeviceContext -> Unmap(_vertexBuffer, 0);
_DeviceContext -> Draw(VERTEX_IN_RECT_NUM * StringLenth, 0);
return true;
}
Although the piece of code constructing the Vertex Array seems correct to me at first glance, it seems like you are trying to Draw your vertices with a Shader which has not been set yet !
It is difficult to precisely answer you without looking at the whole code, but I can guess that you will need to do something like that :
1) Create Vertex and Pixel Shaders by compiling them first from their respective buffers
2) Create the Input Layout description, which describes the Input Buffers that will be read by the Input Assembler stage. It will have to match your VertexPos structure and your shader structure.
3) Set the Shader parameters.
4) Only now you can Set Shader rendering parameters : Set the InputLayout, as well as the Vertex and Pixel Shaders that will be used to render your triangles by something like :
_DeviceContext -> Unmap(_vertexBuffer, 0);
_DeviceContext->IASetInputLayout(myInputLayout);
_DeviceContext->VSSetShader(myVertexShader, NULL, 0); // Set Vertex shader
_DeviceContext->PSSetShader(myPixelShader, NULL, 0); // Set Pixel shader
_DeviceContext -> Draw(VERTEX_IN_RECT_NUM * StringLenth, 0);
This link should help you achieve what you want to do : http://www.rastertek.com/dx11tut12.html
Also, I recommend you to set an IndexBuffer and to use the method DrawIndexed to render your triangles for performance reasons : It will allow the graphics adapter to store vertices in a vertex cache, allowing recently-used vertex to be fetched from the cache instead of reading it from the vertex buffer.
More about this concern can be found on MSDN : http://msdn.microsoft.com/en-us/library/windows/desktop/bb147325(v=vs.85).aspx
Hope this helps!
P.S : Also, don't forget to release the resources after using them by calling Release().

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