C Game Dev 3d Vector Color

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We discuss the use of 2D bitmap graphics and effects, and how to use them in your game.

2D graphics are a subset of 3D graphics that deal with 2D primitives or bitmaps. More generally, they don't use a z-coordinate in the way a 3D game might, since the game play is usually confined to the x-y plane. They sometimes use 3D graphics techniques to create their visual components, and they are generally simpler to develop. If you are new to gaming, a 2D game is a great place to start, and 2D graphics development can be a good place for you to get a handle on DirectX.

You can develop 2D gaming graphics in DirectX using either Direct2D or Direct3D, or some combination. Many of the more useful classes for 2D game development are in Direct3D, such as the Sprite class. Direct2D is a set of APIs that primarily target user interfaces and apps that require support for drawing primitives (such as circles, lines, and flat polygon shapes). With that in mind, it still provides a powerful and performant set of classes and methods for creating game graphics as well, especially when creating game overlays, interfaces, and heads-up displays (HUDs) -- or for creating a variety of 2D games, from simple to reasonably detailed. The most effective approach when creating 2D games, though, is to use elements from both libraries, and that's the way we will approach 2D graphics development in this topic.

Concepts at a glance

Game

Before the advent of modern 3D graphics and the hardware that supports it, games were primarily 2D, and many of their graphics techniques involved moving blocks of memory around -- usually arrays of color data that would be translated or transformed to pixels on the screen in a 1:1 fashion.

In DirectX, 2D graphics are part of the 3D pipeline. There is a much greater variety of screen resolutions and graphics hardware available, and your 2D graphics engine must be able to support them without a significant change in fidelity.

Here are a few of the basic concepts you should be familiar with when starting 2D graphics development.

  • Pixels and raster coordinates. A pixel is a single point on a raster display, and has its own (x, y) coordinate pair indicating its location on the display. (The term 'pixel' is often used interchangeably between the physical pixels that comprise the display and the addressable memory elements used to hold the color and alpha values of the pixels before they are sent to the display.) The raster is treated by APIs as a rectangular grid of pixel elements, which often has a 1:1 correspondence with the physical pixel grid of a display. Raster coordinate systems start from the upper left, with the pixel at (0, 0) in the upper leftmost corner of the grid.
  • Bitmap graphics (sometimes called raster graphics) are graphic elements represented as a rectangular grid of pixel values. Sprites -- computed pixel arrays managed independent of the raster -- are one type of bitmap graphic, commonly used for the active characters or background-independent animated objects in a game. The various frames of animation for a sprite are represented as collections of bitmaps called 'sheets' or 'batches.' Backgrounds are larger bitmap objects that are the same resolution or greater than that of the screen raster, and often serve as the backdrop(s) for a game's playfield.
  • Vector graphics are graphics that use geometric primitives, such as points, lines, circles, and polygons to define 2D objects. They are represented not as arrays of pixels, but as the mathematical equations that define them in a 2D space. They do not necessarily have a 1:1 correspondence with the pixel grid of the display, and must be transformed from the coordinate system that you rendered them in into the raster coordinate system of the display.
  • Translation is when you take a point or vertex and calculate its new location in the same coordinate system.
  • Scaling is when you enlarge or shrink an object by a specified scale factor. With a vector image, you shrink and enlarge its component vertices; with a bitmap, you enlarge the pixel elements or diminish them. With bitmap images, you lose pixel data when the image shrinks, and you enlarge the individual pixels when the image is scaled closer. For the latter, you can use pixel color interpolation operations, like bilinear filtering, to smooth out the harsh color boundaries between the enlarged pixels.
  • Rotation is when you rotate an object about a specified axis or axes. With a vector image, the vertices of the geometry are multiplied against a rotation matrix to obtain the rotated vertex; with a bitmap image, different algorithms can be employed, each with a lesser or greater degree of fidelity in the results. As with scaling and translation, there are APIs specifically for rotation operations.
  • Transformation is when you take one point or vertex in one coordinate system and calculate its corresponding point or vertex in another coordinate system. This includes translation, scaling, and rotation, as well as other coordinate calculation operations.
  • Clipping is when you remove portions of bitmaps or geometry that are not within the viewable area of the display, or are hidden by objects with higher view priority.
  • The frame buffer is an area in memory -- often in the memory of the graphics hardware itself -- that contains the final raster map that you will draw to the screen. The swap chain is a collection of buffers, where you draw in a back buffer and, when the image is ready, you 'swap' it to the front and display it.

Design considerations

2D graphics development is a great way to get accustomed to developing with Direct3D, and will allow you to spend more time on other critical aspects of game development: audio, controls, and the game mechanics.

Always draw to a back buffer. Drawing directly to your frame buffer means that your image will be displayed when the signal for display is received (usually every 1/60th of second), even if your drawing operation hasn't completed!

Design your graphics engine to support a good selection of resolutions, from 1024x600 to 1920x1080 (or higher). Your audience will thank you if you support their LCD monitor's native resolution, especially with 2D graphics.

Great artwork will be your greatest asset, when it comes to visuals. While your bitmap graphics may lack the punch of 3D photorealistic visuals using the latest shader model features, great high-resolution artwork can often convey as much or more style and personality -- and with far less of a performance penalty.

Reference

We've talked a fair bit about arrays during this C++ course, but there are some limitations to using the default array functionality. The most obvious limitation that you may have already ran into when creating applications which make use of arrays, is that arrays (at least without some workarounds) have a fixed size. This becomes problematic as some situations require arrays which change size, or at the very least require some sort of storage form or 'container' in which the length is not initially known. For these situations we can use things called vectors.

A vector is a container in the C++ Standard Library (a bunch of stuff which sort of comes 'bundled' with C++) which is essentially just an array that can grow and shrink in size. These things have been highly optimized and tried and tested for several years, and as such are generally considered a standard when creating C++ applications. It's worth remembering that all the containers which we're going to cover in the next few tutorials use the std:: namespace.

To sum up the main advantages and disadvantages of vectors in a sentence: They're array-based, dynamic, and have some very good error-checking built in, however can be slower than arrays. Generally speaking, you should use arrays where possible (when you don't need dynamic sizing or want to optimize completely for speed), however if you need a variable sized container (and want to write minimal code to make it possible), vectors are a great solution. As vectors aren't as primitive as arrays and are part of the standard library, they also have a bunch of nice member functions which make some tasks a lot easier -- we'll talk about these in a minute.

To work with vectors, we have to firstly #include <vector>, and then we can use the vector name; syntax to declare a vector (as usual, any. It's always good practice to know how to break things and what to expect when things do go wrong, and as such you should always be testing all of the rules and boundaries that I present to you.

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Most of the further vector functionality simply comes with knowing the other member functions which vector objects have. With a vector declared, elements can easily be added and removed to/from the end of the container by using the push_back and pop_back member functions respectively, take for example the following:

Color

The last element in the vector can be handily grabbed using the .back member function, and the first element with the .front member function, vectors can be resized using the resize member function, the size of a vector can be retrieved using the size member function.. the list goes on. If you want to know more of the member functions that can be used on vectors, I suggest the relevant cplusplus.com reference page.

Elements can even be inserted into the vector at any point in the vector by using the insert member function with two parameters. Note, however, that the insert member function is pretty damn inefficient memory-wise, and if you're going to be regularly inserting data into the vector, you may want to look for another container. Vectors are good at defining and accessing elements through the whole container, but they're especially good at working with the elements at the end of the vector (pushing, popping, and so forth). This is why a good knowledge of the different containers is useful, as some containers are more fit for certain jobs than others (and hence, in future tutorials we will be covering some different containers).

If you want a bit of an insight into how vectors work (since they use arrays in the back-end), you can see that they actually just change array size at certain thresholds. The current size of the actual array behind the scenes (not the size of the vector) can be seen by using the capacity member function - and as such you can see the points at which the vector switches to a bigger array by using a simple loop:

The above loop shows the array size (vector 'capacity') expanding as the array is filled. This should explain the basic system behind vectors, and should hopefully make comparison to other containers, which we'll learn about in the future, much easier. Iterating through arrays using 'for' loops like this (as we have previously - using an iterator variable), however, isn't generally the best method of iteration. When we #include <vector>, we also get these great little things called vector iterators bundled along.

C Game Dev 3d Vector Coloring

Iterators are essentially slightly less intelligent pointers, and the idea is that you can set the iterator to point to the first element of your vector (or other component) and then use pointer arithmetic to iterate through the vector, having the iterator point to the current object at each iteration. Vector iterators are defined similarly to their normal vector counterparts, however with ::iterator stuck on the end -- for example:

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From here functionality is much as previously described, with the .begin() and .end() vector methods returning references to the first and last elements respectively:

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Using these standard iterators has a whole bunch of advantages (convenience, safety, and so on), but one of the big immediately notable advantages in the case of vectors is that it allows you to use some of the vector member functions that require an iterator parameter. .erase is a useful example of this which allows for the removal of an element in the vector via an iterator parameter of the element you want to remove.