I have a standard 800x600 window in my XNA project. My goal is to color each individual pixel based on a rectangle array which holds boolean values. Currently I am using a 1x1 Texture and drawing each sprite in my array.
I am very new to XNA and come from a GDI background, so I am doing what I would have done in GDI, but it doesn't scale very well. I have been told in another question to use a Shader, but after much research, I still haven't been able to find out how to accomplish this goal.
My application loops through the X and Y coordinates of my rectangular array, does calculations based on each value, and reassigns/moves the array around. At the end, I need to update my "Canvas" with the new values. A smaller sample of my array would look like:
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
1,1,1,1,1,1,1
1,1,1,1,1,1,1
How can I use a shader to color each pixel?
A very simplified version of the calculations would be:
for (int y = _horizon; y >= 0; y--) // _horizon is my ending point
{
for (int x = _width; x >= 0; x--) // _width is obviously my x length.
{
if (grains[x, y] > 0)
{
if (grains[x, y + 1] == 0)
{
grains[x, y + 1] = grains[x, y];
grains[x, y] = 0;
}
}
}
}
..each time the update method is called, the calculations are performed and in example of the above loop, an update may look like:
Initial:
0,0,0,1,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
1,1,1,0,1,1,1
1,1,1,1,1,1,1
First:
0,0,0,0,0,0,0
0,0,0,1,0,0,0
0,0,0,0,0,0,0
1,1,1,0,1,1,1
1,1,1,1,1,1,1
Second:
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,1,0,0,0
1,1,1,0,1,1,1
1,1,1,1,1,1,1
Final:
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
1,1,1,1,1,1,1
1,1,1,1,1,1,1
Update:
After applying the Render2DTarget code and placing my pixels, I end up with an unwanted border on my pixels, always to the left. How can I remove this?
alt text http://www.refuctored.com/borders.png
alt text http://www.refuctored.com/fallingdirt.png
The some of the code for applying the textures is:
RenderTarget2D target;
Texture2D texture;
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
texture = Content.Load<Texture2D>("grain");
_width = this.Window.ClientBounds.Width - 1;
_height = this.Window.ClientBounds.Height - 1;
target = new RenderTarget2D(this.GraphicsDevice,_width, _height, 1, SurfaceFormat.Color,RenderTargetUsage.PreserveContents);
}
protected override void Draw(GameTime gameTime)
{
this.GraphicsDevice.SetRenderTarget(0, target);
this.GraphicsDevice.SetRenderTarget(0, null);
this.GraphicsDevice.Clear(Color.SkyBlue);
this.spriteBatch.Begin(SpriteBlendMode.None,SpriteSortMode.Deferred,SaveStateMode.None);
SetPixels(texture);
this.spriteBatch.End();
}
private void SetPixels(Texture2D texture)
{
for (int y = _grains.Height -1; y > 0; y--)
{
for (int x = _grains.Width-1; x > 0; x--)
{
if (_grains.GetGrain(x, y) >0)
{
this.spriteBatch.Draw(texture, new Vector2(x,y),null, _grains.GetGrainColor(x, y));
}
}
}
}
This method doesn't use pixel shaders, but if you're looking to use Texture2D's SetData method instead of making a call to SpriteBatch.Draw() for every pixel, you may find this useful. I used an array of uint instead of bool to represent your colors. If you can get away with an 8-bit color texture, you could may be able to speed this up by changing the texture format.
public class Game1 : Microsoft.Xna.Framework.Game
{
// Set width, height
const int WIDTH = 800;
const int HEIGHT = 600;
// Used to randomly fill in initial data, not necessary
Random rand;
// Graphics and spritebatch
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
// Texture you will regenerate each call to update
Texture2D texture;
// Data array you perform calculations on
uint[] data;
// Colors are represented in the texture as 0xAARRGGBB where:
// AA = alpha
// RR = red
// GG = green
// BB = blue
// Set the first color to red
const uint COLOR0 = 0xFFFF0000;
// Set the second color to blue
const uint COLOR1 = 0xFF0000FF;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
// Set width, height
graphics.PreferredBackBufferWidth = WIDTH;
graphics.PreferredBackBufferHeight = HEIGHT;
}
protected override void Initialize()
{
base.Initialize();
// Seed random, initialize array with random picks of the 2 colors
rand = new Random((int)DateTime.Now.Ticks);
data = new uint[WIDTH * HEIGHT];
loadInitialData();
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// Create a new texture
texture = new Texture2D(GraphicsDevice, WIDTH, HEIGHT);
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// Run-time error without this
// Complains you can't modify a texture that has been set on the device
GraphicsDevice.Textures[0] = null;
// Do the calculations
updateData();
// Update the texture for the next time it is drawn to the screen
texture.SetData(data);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
// Draw the texture once
spriteBatch.Begin();
spriteBatch.Draw(texture, Vector2.Zero, Color.Purple);
spriteBatch.End();
base.Draw(gameTime);
}
private void loadInitialData()
{
// Don't know where the initial data comes from
// Just populate the array with a random selection of the two colors
for (int i = 0; i < WIDTH; i++)
for (int j = 0; j < HEIGHT; j++)
data[i * HEIGHT + j] = rand.Next(2) == 0 ? COLOR0 : COLOR1;
}
private void updateData()
{
// Rough approximation of calculations
for(int y = HEIGHT - 1; y >= 0; y--)
for (int x = WIDTH - 1; x >= 0; x--)
if (data[x * HEIGHT + y] == COLOR1)
if (y + 1 < HEIGHT && data[x * HEIGHT + (y + 1)] == COLOR0)
{
data[x * HEIGHT + (y + 1)] = data[x * HEIGHT + y];
data[x * HEIGHT + y] = COLOR0;
}
}
}
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