Texture Modification using Render Targets, with some Stencil Buffer Action

August 10, 2010 by · 7 Comments
Filed under: C#, Game Programming, WP7DEV, XNA, XNA 4.0 

Sometimes you need to modify a texture while your game is running, and there are a number of ways to do this. One of the first things newer game programmers often try to do is use Texture2D.GetData to copy the texture data from the GPU to an array on the CPU, modify the bytes, and then send it back to the GPU with Texture2D.SetData.

This is a bad idea on many levels. Beyond issues with pipeline stalls, GetData and SetData can be slow, especially when working with a large texture. Any time you’re tempted grab data from the GPU for use on the CPU you should very carefully consider all of your options. There are often other solutions that let you keep the data entirely on the GPU and accomplish the same thing.

This tutorial will use an example that could be solved with GetData and SetData, and show you another alternative using render targets and the stencil buffer that will let you perform the same function entirely on the GPU.

CPU Craters

Let’s pretend you want to draw 2D planet, and periodically add a crater to it.  You want a hole to appear somewhere on the planet, so it looks like part of it was removed.

You could do this using the GetData/SetData method by getting the data from a texture into an array, setting the color to the background (or alpha to 0) in the shape of the crater, then writing the data back to the texture. Or you could be a little cleverer and eliminate GetData by always keeping the data in the array, but you still have to do the SetData to get it into the texture on the GPU each time it’s changed.

GPU Craters

The method we’ll use to do this entirely on the GPU involves several steps.  First, we need a couple of resources.  We’ll use a simple textured circle for a planet, and a “crater” shaped texture for the crater.

It’s important to note that the black areas on these have an alpha value of 0, meaning completely transparent. For the planet this just lets us draw the round shape over the background without looking like a square image. But for the crater image the alpha value is very important since it will control what part of the crater image is removed from the planet.

Next, we need to set up two render targets (these will be referred to later as Render Target A, and Render Target B). When we need to add a crater, one of these will be used as a target for drawing to, while the other used as a texture. The next time we add a crater they will swap roles – the texture will become the target, and the target will become the texture. This is called “ping-ponging” and will be discussed more fully later.

Once we have these resources ready to go, the method for adding a crater goes like this:

  1. Activate Render Target A using GraphicsDevice.SetRenderTarget.
  2. Clear the graphics device, setting the color to solid black, and the stencil buffer to 0.
  3. Set up the stencil buffer state so whatever we draw writes a value of 1 to the stencil buffer.
  4. Set up the alpha test state so we only draw where the alpha value is zero.
  5. Draw the crater texture. Because of the way we’ve set up the graphics device, only the parts of the crater texture that have alpha = 0 will be drawn, and those parts will write a 1 to the stencil buffer.  So what we have at this point is a “mask” in the stencil buffer that we can use in the next step. The white area in the following image represents the stencil mask we’ve set up – the stencil buffer contains “1” in the white area, and “0” everywhere else.
  6. Set up the stencil buffer so when we draw, anything that has a value of 1 in the stencil buffer will be masked out – meaning it won’t draw.
  7. Draw the “planet texture”. Because of the way we’ve set up the graphics device, anything with a 1 in the stencil buffer won’t be drawn – since these 1’s are in the shape of a crater, that shape will be masked out of the planet texture, leaving holes that look like craters.
  8. Set the render target to the backbuffer.  We can now access Render Target A as a texture, and that texture contains the planet texture with a crater-shaped hole in it.

Step 5

Step 7

From now on, until we need to add another crater, we can treat Render Target A as a texture and draw it using SpriteBatch, and we’ll have a nice crater. Now, what if we need to add another crater? This is where the ping-ponging comes in. Since Render Target A is now the “planet texture”, we need to be able to draw somewhere else when we’re filling in the stencil buffer with our crater shape. It just so happens that we set up another place to draw to, Render Target B. 

So now, in Step 1, instead of activating Render Target A we need to activate Render Target B and draw the crater shapes into that.  But what happens when we get to Step 7? Well, the “planet texture” is now in Render Target A, so we draw that.  And in Step 8, Render Target B now contains our new planet texture with two craters.

And if we add a third crater then we’re back to where we started – drawing to Render Target A, and using Render Target B as the source texture. In other words, we “ping-pong” between the two render targets – each time we need to modify the texture, one is used for a texture, and one is used for drawing to, and then those roles are swapped.

You may have noticed that there’s one issue here.  The first time through, Render Target B has nothing in it, so we can’t use it as the planet texture.  This can be handled by using the actual planet texture the first time, and the render target thereafter.

The Code

Now let’s walk through the code involved, using XNA 4.0.  You can do this in 3.1, but you’ll have to make significant changes when creating the render targets and setting the render states.

The complete code is in the downloadable project linked at the end of the tutorial.  We’ll just go through the highlights here, referring to the steps mentioned above as we go.

The XNA 4.0 API has been changed substantially where render states are concerned, and for the better. Render states have been grouped by functionality into several classes. You create instances of these classes to represent the state you want, then set them on the graphics device, or pass them to SpriteBatch.  So first we need to create these render state objects.

Set Up Render State Objects

For Step 3, we need to use the DepthStencilState class to set up the device to always set the stencil buffer to 1. We enable the stencil buffer, set the stencil function to Always, the pass operation to Replace, and ReferenceStencil to 1. This means that as we’re drawing, each pixel will Always pass, and the value in the stencil buffer will be Replaced with 1.

      stencilAlways = new DepthStencilState();
      stencilAlways.StencilEnable = true;
      stencilAlways.StencilFunction = CompareFunction.Always;
      stencilAlways.StencilPass = StencilOperation.Replace;
      stencilAlways.ReferenceStencil = 1;
      stencilAlways.DepthBufferEnable = false;
 

And for Step 4 we need to use the standard AlphaTestEffect so we can draw the asteroid texture only where the alpha value is 0.

 

      Matrix projection = Matrix.CreateOrthographicOffCenter(0, PlanetDataSize, PlanetDataSize, 0, 0, 1);
      Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);
      alphaTestEffect = new AlphaTestEffect(GraphicsDevice);
      alphaTestEffect.VertexColorEnabled = true;
      alphaTestEffect.DiffuseColor = Color.White.ToVector3();
      alphaTestEffect.AlphaFunction = CompareFunction.Equal;
      alphaTestEffect.ReferenceAlpha = 0;
      alphaTestEffect.World = Matrix.Identity;
      alphaTestEffect.View = Matrix.Identity;
      alphaTestEffect.Projection = halfPixelOffset * projection;
 

We first set up an orthographic projection matrix that matches SpriteBatch. We set AlphaFunction to Equal, and ReferenceAlpha to 0.  This means the alpha test will pass whenever the alpha value we’re drawing is equal to 0. In our crater texture, the crater area has an alpha value of 0, while the surrounding area has 1, so only the crater area will be drawn.

For Step 6 we need a stencil buffer state that allows drawing only where the stencil buffer contains a 0. We enable the stencil buffer, set the stencil function to Equal, the pass operation to Keep, and the reference stencil to 0. This means that when we’re drawing, each pixel will pass if the value in the stencil buffer is Equal to 0.

      stencilKeepIfZero = new DepthStencilState();
      stencilKeepIfZero.StencilEnable = true;
      stencilKeepIfZero.StencilFunction = CompareFunction.Equal;
      stencilKeepIfZero.StencilPass = StencilOperation.Keep;
      stencilKeepIfZero.ReferenceStencil = 0;
      stencilKeepIfZero.DepthBufferEnable = false;
 

Create Render Targets

Now that we have the render state objects created, it’s time to create the render targets.  Both are the same, so just one is shown here. This creates a render target with a Color format, and a depth format that includes a stencil buffer.

      renderTargetA = new RenderTarget2D(GraphicsDevice, PlanetDataSize, PlanetDataSize,
                          false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8,
                          0, RenderTargetUsage.DiscardContents);

Draw the Crater Mask

Next up is drawing the crater masks (Steps 2-5). First we activate the render target, clear it to solid black, and clear the stencil buffer to 0.

 

      GraphicsDevice.SetRenderTarget(activeRenderTarget);
      GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil,
                           new Color(0, 0, 0, 1), 0, 0);
 

Next we begin a SpriteBatch, passing in the stencilAlways and alphaTestEffect objects that we created earlier. Calculate some random rotation, size the crater texture using a Rectangle, and call SpriteBatch.Draw to draw the crater.

      spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque,
                        null, stencilAlways, null, alphaTestEffect);
      Vector2 origin = new Vector2(craterTexture.Width * 0.5f,
                                   craterTexture.Height * 0.5f);
      float rotation = (float)random.NextDouble() * MathHelper.TwoPi;
      Rectangle r = new Rectangle((int)position.X, (int)position.Y, 50, 50);

      spriteBatch.Draw(craterTexture, r, null, Color.White, rotation,
                       origin, SpriteEffects.None, 0);

      spriteBatch.End();

 

Draw the Planet Texture

Now we need to draw the latest planet texture, using the stencil buffer to mask out the craters (Steps 6-7). We begin a SpriteBatch, passing in the stencilKeepIfZero object we created earlier. Note that the first time we draw the actual planet texture, but subsequently we draw using the texture from the previous iteration.

      spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque,
                        null, stencilKeepIfZero, null, null);

      if (firstTime)
      {
        spriteBatch.Draw(planetTexture, Vector2.Zero, Color.White);
        firstTime = false;
      }
      else
        spriteBatch.Draw(textureRenderTarget, Vector2.Zero, Color.White);

      spriteBatch.End();

 

Swap Render Targets

Finally we activate the backbuffer render target.

      GraphicsDevice.SetRenderTarget(null);
 

And then swap the render targets as discussed previously.

      RenderTarget2D t = activeRenderTarget;
      activeRenderTarget = textureRenderTarget;
      textureRenderTarget = t;
 

 In the main Draw function, you draw the latest cratered planet using the textureRenderTarget. Of course, you need to deal with using the planet texture the first time through though. The downloadable code shows one simple way to do that.

      GraphicsDevice.Clear(Color.CornflowerBlue);
      spriteBatch.Begin();
      spriteBatch.Draw(textureRenderTarget, planetPosition, Color.White);
      spriteBatch.End();
 

Conclusion

And there you have it, a powerful technique for altering textures during your game. Doing this entirely on the GPU is quite a bit more complex than GetData/SetData, but is well worth the extra trouble.

There are some things you can do to improve this technique. If you need to add a lot of craters, rather than adding them one at a time you can batch them up for a while, then in Step 5 draw all of them at once.

I hope you found this tutorial informative. Learning about render targets and stencil buffers opens up a whole new world of possibilities beyond just making craters. What other uses can you think of?

Download the sample XNA 4.0 project

Download the sample XNA 3.1 project

Sprite Sheet Creator

August 25, 2009 by · 1 Comment
Filed under: C#, Game Programming, Tools, XNA 

When developing the iPhone version of Guardian I manually created my sprite sheets.  I used individual sprites up until the end so everything was pretty much set in stone by the time I created the the sprite sheet.  Even then I ended up having to recreate the sprite sheet two or three times, and let me tell you, manually figuring out the texture coordinates isn’t a particularly pleasant experience. In this case I believe I made the right choice.  There were few enough sprites that I would have spent more time creating the tool than I would have saved.

The XBox version has quite a few more sprites, so I decided that spending time creating a sprite sheet tool was going to be well worth the effort.  It didn’t take too long to get it working well enough to use, and not too much longer than that to make it solid enough for distribution.

Sprite Sheet Creator

The application is released as open source under the MIT License.

Download SpriteSheetCreator.zip

Simplified XNA Message Boxes

June 11, 2009 by · 2 Comments
Filed under: C#, Game Programming, XNA 

Shawn Hargreaves brings up the subject of how annoying async coding can be.  Calling a “begin” method, dealing with the completion callback function, handling the results – it’s all very ugly to keep track of, and often leads to very ugly code.

He wants to be able to write code like this (and so do I)…

 

 int? button = Guide.ShowMessageBox("Save Game",
                                       "Do you want to save your progress?",
                                       new string[] { "OK", "Cancel" },
                                       0, MessageBoxIcon.None);

    if (button == 0)
    {
        StorageDevice storageDevice = Guide.ShowStorageDeviceSelector();

        if (storageDevice != null)
        {
            using (StorageContainer storageContainer = storageDevice.OpenContainer("foo"))
            {
                ...
            }
        }
    }

 

 

It turns out that making async code work almost like this isn’t too bad to do. It basically involves creating a static class to encapsulate all of the various things you need to keep track of. Here is the fairly well commented code for the static class.

class SimpleMessageBox
  {
    private static int? dialogResult = null;
    public static bool Showing { get; set; }

    public static int? ShowMessageBox(string title, string text, IEnumerable  buttons, int focusButton, MessageBoxIcon icon)
    {
      // don't do anything if the guide is visible - one issue this handles is showing dialogs in quick
      // succession, we have to wait for the guide to go away before the next dialog can display
      if (Guide.IsVisible) return null;

      // if we have a result then we're all done and we want to return it
      if (dialogResult != null)
      {
        // preserve the result
        int? saveResult = dialogResult;

        // reset everything for the next message box
        dialogResult = null;
        Showing = false;

        // return the result
        return saveResult;
      }

      // return nothing if the message box is still being displayed
      if (Showing) return null;

      // otherwise show it
      Showing = true;
      Guide.BeginShowMessageBox(title, text, buttons, focusButton, icon, MessageBoxEnd, null);
      return null;
    }

    private static void MessageBoxEnd(IAsyncResult result)
    {
      dialogResult = Guide.EndShowMessageBox(result);

      // if no button was pressed then we want the result to be -1
      if (dialogResult == null)
        dialogResult = -1;
    }

 

Using the class involves calling SimpleMessageBox.ShowMessage(…) in your Update() method. You continue to call it each frame until it returns a result. This does require some game state information (i.e. your game state is SaveGameState or something similar) so it takes a little extra work, but you have to keep track of those sorts of states anyway.

Here’s a sample of the usage:

protected override void Update(GameTime gameTime)
    {
      base.Update(gameTime);

      if (saveGame)
      {
        // show the message box - we end up calling this each frame as long as we're in the saveGame state - it will
        // return null until the user presses a button or closes the guide - it returns -1 if the guide
        // is closed, otherwise it returns the button number
        int? button = SimpleMessageBox.ShowMessageBox("Save Game", "Do you want to save your progress?",
                                                      new string[] { "OK", "Cancel", "Repeat" }, 0, MessageBoxIcon.None);

        switch (button)
        {
          case -1:
            message = "No Button";
            saveGame = false;
            break;

          case 0:
            message = "Saved";
            saveGame = false;
            break;

          case 1:
            message = "Cancelled";
            saveGame = false;
            break;

          case 2:
            message = "Repeat";
            break;
        }
      }
    }

 

I haven’t use this code in a real project yet (just the sample), but it seems like it would work in quite a few situations. It’s a bit different than doing a message box in Windows since you have to realize you’re calling the ShowMessageBox method each frame. That aside, you can almost imagine that you’re using a blocking message box function.

Download Sample Project

Lens Flare Occlusion Using Texture Masking and XNA

May 30, 2009 by · Leave a Comment
Filed under: C#, Game Programming, XNA 

Edit: Since Ziggyware is no more, this article now appears at Sgt. Conker.

I have an article posted on Ziggyware that discusses an alternate method to hardware occlusion queries for checking sun visibility to control lens flare intensity.  The article is part of a contest so I can’t post it here until the contest has been over for awhile.  I can link to it however.

Lens Flare Occlusion Using Texture Masking and XNA

Hope everyone enjoys it.

Sprite Splitting with SpriteBatch

May 5, 2009 by · 3 Comments
Filed under: C#, Game Programming, XNA 

Someone over in the XNA forums asked a question about how to make sprite explosions like those in the old Defender arcade game, where the sprite is broken into pieces and exploded everywhere.

This effect can be done using nothing more than the XNA SpriteBatch class. One of the overloaded Draw() methods allows you to pass a source rectangle. When drawing a sprite you can use the source rectangle to grab just a part of it. So it’s a simple matter to use multiple draw calls on a single sprite to draw little pieces of it, like so:

// draw parts of the sprite
int xInc = 8;
int yInc = 8;
float spacing = 1.5f;

// draw parts of the sprite
for (int x = 0; x < face.Width; x += xInc)
  for (int y = 0; y < face.Height; y += yInc)
  {
    Vector2 position = new Vector2(100 + x * spacing, 150 + y * spacing);
    Rectangle source = new Rectangle(x, y, xInc, yInc);
    spriteBatch.Draw(face, position, source, Color.White);
  }

“Multiple draw calls” sounds bad, but SpriteBatch is able to batch up the draw calls so you shouldn’t notice any real effect on performance.

You can download a sample XNA project to see this in action. The project also includes a SpriteExploder class that will automatically explode your sprite into multiple pieces and throw them about the screen.

screenshot

Download Sample Project

Horizon Culling 3 – Finale

April 2, 2009 by · 1 Comment
Filed under: C#, Game Programming, XNA 

So we finally come to the last post in the horizon culling series.  Previously we’ve discussed what horizon culling is and some reasons for using it.  Then we went through the math involved in determining the angle between a line from the camera to the planet center  and a line from the center to the point on the horizon.

To help me visualize everything up to this point I created a standalone Windows application.  Please feel free to download the app which includes a binary and full C# source code.   You can change the height of the camera to see how the horizon distance and angle change.  

The calculations we discussed in the last post are handled in the Recalculate method.  This method is called everytime the slider is moved.  All of the drawing is performed in the Paintbox_Paint method.  The drawing code is very ugly, but since this was just intended as a simple, one time method of visualizing the math, I didn’t bother spending much time making it pretty.  

So, now that we have this angle, how do we use it?  The basic idea is that as we draw each portion of the planet we calculate the angle between the camera to planet center line and the portion of the planet we’re drawing.  If that angle is larger than the horizon angle then what we’re drawing isn’t visible to the camera so we don’t need to draw it.

In reality it isn’t quite as simple as this because the part of the planet we’re drawing may have mountain where the base is beyond the horizon, but the top would still be visible since it extends above the horizon.  There are multiple ways to handle this.  For my purposes, at least for now, I chose the lazy man’s way and just increase the horizon angle a bit so I draw things beyond the horizon.

I don’t want to go into a lot of detail here, but I need to describe in broad terms how I go about drawing a planet.  Basically, the planet is divided into patches.  When you’re far away from the planet the patches represent a very large part of the surface, and as you move closer the patches closest to you are split into more detailed patches.  So as I draw the planet, patches that are far away have much less detail in them than patches that are close by.  These patches are the lowest granularity for drawing the planet surface.  In other words I can’t draw part of a patch – either the entire patch is drawn, or none of it is. 

So that means the patches are what we’ll be culling against the horizon, and  to do that we have to use the patch position to find out what angle the patch is relative to the camera.  The image below should help clarify what I’m talking about.

horizon_culling_61

The thick green line represents a patch that is visible to the camera.  The thick red line is a patch that is beyond the horizon so it isn’t visible.  When horizon culling these patches we need to determine the angle between the camera (C) and the point on the patch that is nearest the camera (P1 and P2).   When determining P1 and P2 I actually only check the 4 corner points on the patch.

So how do we determine the angle?  The dot product of two unit length vectors gives us the cosine of the angle between them.  We can use this property to easily find the angle between the camera position and the patch position.  For our purposes a point and a vector are in effect the same thing.

First we have to translate each point into planet space.  I’m defining planet space as a coordinate system where the center of the planet is at the coordinate 0, 0, 0.  For the camera it’s camera_position – planet_position.  For P1 you may have to do something different depending how your data is organized.  For mine, the patch itself has a position that’s already in planet space, and each point in the patch is in patch space.  So to get the closest point into planet space it’s the patch_position + closest_point_position.  Again, your mileage may vary, but the ultimate goal is that both points have to be in planet space.

Now, the other thing that’s required for the dot product to work is that each vector has to be unit length – i.e. it must have a length of one.  To do that we have to normalize the vector, which simply involves calculating the length of the vector, then dividing each component (x, y, z) by the length. We’ll be using the built in XNA functionality for normalizing a vector.

Once we have the two vectors in the same space and unit length we can do the dot product operation to give us the cosine of the angle.  To get the angle we use the arccos function as we have before.

So, here are the steps using C#, and the XNA vector class.

      // get camera position and patch position in planet space
      Vector3 C = CameraPosition - PlanetPosition;
      Vector3 P1 = PathPosition + ClosestPatchPoint;

      // normalize each vector
      C.Normalize();
      P1.Normalize();

      // calculate the angle between the two vectors
      double Angle = MathHelper.ToDegrees((float)Math.Acos(Vector3.Dot(C, P1)));

Again, we get both points into planet space, normalize each, then calculate using the arccos of the dot product.  And since my brain still works in degrees, we use an XNA helper function to convert the angle.

Now that we have that angle, we can compare it to the horizon angle.  If this angle is greater than the horizon angle then we can skip drawing the patch. I mentioned earlier that you need to tweak the horizon angle a bit to account for mountains.  I just add 5 degrees  to the calculated angle.  When very far away from the planet (over 1000 miles) I also add another 25 degrees to account for the very very large patch sizes.  I arrived at these values through observation of an Earth-sized planet and they would likely need to be tweaked for different sized planets.  At some point I would want to come up with an algorithm to deal with these things automatically, but they work fine now for my current needs.

There are probably more formal and accurate ways of doing horizon culling to more properly deal with mountains and such, but in practice this way requires very little extra processing and the few extra (but unnecessary) patches we draw from time to time have a fairly negligible impact on performance.

So, I think that does it for this series.  Hopefully I’ve provided a clear enough explanation of this technique that you can use it in your own projects.  If not that, then the math techniques have many applications as well.

Download Sample Project

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