Best Practice for Rounded Rectangles in OpenGL ES - android

Using OpenGL ES, there seem to be two viable options for rounded rectangles:
Manually draw the shape using trig. (This is what I'm currently doing.)
Use a a texture or group of textures that scale appropriately, such as 9-Slice Scaling
The problem with the first option is that antialiasing does not come for free, and if you are aiming for compatibility with a wide array of devices, one can't count on OpenGL antialiasing hints to actually work on the hardware. So you're left with choppy-looking rounded rectangles, especially for small ones, and the performance overhead of making another vertex array draw call. I would like to switch away from this
The second option (9-Slice or 9-Patch) seems to be the go-to method for UI rounded rect elements, but there is surprisingly little information out there about implementing 9-patching in OpenGL ES.
What I would like is: an efficient strategy for rendering antialiased rounded rectangles in OpenGL ES with adjustable border widths, border colors and fill colors. Any suggestions?

What you want is essentially a technique called Edge Anti-Aliasing.
It is described very well in this answer: OpenGL ES iPhone - drawing anti aliased lines
Just apply the transparent vertexes at outmost borderline of your rectangle.

Related

Is it possible to write a fragment shader that can make the model edge a different color in OpenGL ES 2.0?

As I know, we can set the line color before draw lines. Is it possible to write a fragment shader that can make the model edge a different color so that we do not need to draw edge in different color specially?
FI know its old thread, but better than scaling up model. is a 2 pass shader, scale up on each vertex, by pushing vertex position out a bit more along the direction of the normal for that vertex. Works much better than scaling the model Scaling model only works for convex shapes (cubes, balls). For concave and complex shapes (humanoid) the normal-push version works.

Trying to figure out OpenGLES and its "space"

Currently I'm working on an Application involving OpenGL ES 2.0. I'm using the Java Wrapper for it, since the OpenGL part will probably not have the biggest complexity ever. Nontheless, I'm currently stuck.
First, I'm trying to draw something like this:
So I just want to draw some sort of indicator, how big my "space" is - if there even are limitations? How would I draw such a cage around the center of the camera? (Of course I just want a simple one, basically a square, indicating boundaries, not something with rounded borders etc)
To draw something like this without rounded corners I suggest you to simply draw a textured cube (there are too many of those around the web). For it to look as nice as the one on the image you will also need to add some lights into the scene as they are the ones that give a true 3d effect (a sphere without shades/lights will always appear as a 2d circle).
As for the limitations: There are no specific limitations in size except the overflow. I think in most cases you have a 32-bit floating values in your vectors so its maximum value would be how big is your space. Other limitations are more of a visual, you usually use frustum for this type of scene which has parameters zNear and zFar clipping plains. These two will define you can not see pixels nearer then zNear or further then zFar. Although you can set your own value for zFar and can be very large you should know there is a penalty in depth buffer precision doing so (result can be incorrect drawing when 2 objects are too close together).
So in general you are the one that has to take care of the scene scale or size and consider your field of view.

Seamlessly layering transparent sprites in OpenGL ES

I am working on an Android app, based on the LibGDX framework (Though I don't think that should affect this problem too much), and I am having trouble finding a way to get the results I want when drawing using transparent sprites. The problem is that the sprites visibly layer on top of each other where they overlap, similar to what is displayed in this image :
This is pretty unsightly for some of what I want to do, and even completely breaks other parts. What I would like them to do is merge together seamlessly, like so:
The only success I have had thus far is to draw the entire sequence of sprites on a separate texture at full opacity, and then draw that texture back with the desired opacity. I had this working moderately well, and I could likely make it work for most of what I need it to, but the large problem right now is that these things are dynamically drawn onto the screen, and the process of modifying a fairly large texture and sending it back are pretty taxing on mobile devices, and causes an unacceptable level of performance.
I've spent a good chunk of time looking for more ideal solutions, including experimenting with blend modes and coming up with quirky formulas that balanced out alpha and color values in ways to even things out, but nothing was particularly successful. My guess is that the only viable route for this is the previously mentioned way of creating a texture and applying the alpha difference to that, but I am unsure of the best way to make that work with lower powered mobile devices.
There might be a few other ways to do this: The most straight forward would be to attach a stencil buffer and draw circles to stencil first and then draw a full screen rect with desired color+alpha with the stencil, this should be much faster then some FBO with a separate texture.
Another thing might work is drawing those circles first with disabled blend and then your whole scene over it with inverted "blendFunc" but do note it might be impossible if other elements also need blending.
3rd instead of using stencil you could just use the alpha channel of your render buffer. Just use a color mask to draw only to alpha and draw the circles, then reenable RGB on color mask and draw the fullscreen rect using appropriate "blendFunc" also note here that if previous shapes have used blend you will need to clear the alpha to 1.0 before doing this (color mask to alpha only, disabled blend, draw full screen rect with color that has alpha set to 1.0)

OpenGL ES drop shadows for 2D sprites

I've got a an OpenGL scene rendered with a bunch of sprites, and I'd like to automagically add drop shadows to all of them. Here's a picture showing what I mean:
The scene uses orthographic projection, the sprites are textured quads, and I'm using the depth buffer to draw them front to back. I'm working with OpenGL ES 2.0, but thoughts from the iOS or non-ES worlds would be appreciated as well. I've tossed a few ideas around in my head of how I can go about this, and I'd like to find out which has the most promise.
Draw each sprite twice, the first normally, the second with some kind of drop shadow shader a bit deeper in the scene. Not sure if this is possible?
Draw a sprite, then draw it again, darkened and with some alpha, several times with some random jitter applied to the verticies. This may look silly and not at all like a shadow.
Draw the base scene without background to a texture, then blur and darken it to create one large drop shadow. Then draw the base scene over the drop shadow texture, then finally over the background. This would lose the shadows between sprites, though.
SSAO in a post-processing pass. Might be the most dynamic and automatic, but could look fuzzy/grainy and really slow things down.
At creation time, generate a shadow texture for each sprite. For rendering, draw a sprite and then its shadow texuture a bit deeper in the scene. I think I'd like to avoid this due to the loading time and extra memory requirements, but this may be the fastest and best looking?
I don't want to do any shadow work with external textures, since I use the same sprite textures at varying scales, and pre-baked shadows would scale unnaturally.
So are any of these better than the others? Are there other options I'm not thinking of? Thanks!
Those are all some well thought out options, here are my thoughts on each
It is definitely possible to use a shader but it might not be the most performant option, since the blurring will have to be done inside the shader and might involve multiple texture lookups.
Drawing the texture multiple times would work and would look like a shadow, because each "jittered" image would have slightly modified alpha values. But again, blending and multiple renders of each sprite would add up and might affect performance.
I like and recommend this option, because you can set a shader that puts black pixels instead of colored pixels (considering alpha) into a render target smaller than the screen (1/4th?) and then use this as the shadow texture. Since the texture is now being stretched, you'd get the "blurring" for free, too. The pixel shader that does the "blackening" would be very simple and not affect performance too much.
Unless you really need high-quality shadows (and the previous method doesn't suffice) I wouldn't recommend this.
This is of course the most flexible option and has an x2 rendering complexity. Unfortunately, it will consume more memory than all the other options above.
Hope this helps!

Scrolling/zooming a scene in OpenGL and subdivision

We are to develop a scrolling/zooming scene in OpenGL ES on Android, very much like a level in Angry Birds but more like a level in World Of Goo. More like the latter as the world will not consist of repeated layers as featured in Angry Birds but of a large image. As the scene needs to scroll/zoom and therefore a lot of it will not be visible, I was wondering about the most efficient way to implement the rendering, focusing on the environment only (ie not the objects within the world but background layers).
We will be using an orthographic projection.
The first that comes to mind is creating a large 4 vertices rectangle at world size, which has the background texture mapped to it, and translate/scale this using glTranslatef / glScalef. However, I was wondering if the non visible area outside of the screens boundaries is still being rendered by OpenGL as it is not being culled (you would lose the visible area as well as there are only 4 vertices). Therefore, would it be more efficient to subdivide this rectangle, so non visible smaller rectangles can be culled?
Another option would be creating a 4 vertice rectangle that would fill the screen, then move the background by adjusting its texture coordinates. However, I guess we would run into problems when building bigger worlds, considering the texture size limit. It seems like a nice implementation for repeated backgrounds like AngryBirds has.
Maybe there is another way..?
If someone has an idea on how it might be done in AngryBirds / World of Goo, please share as I'd love to hear. They seem to have implemented a system that allows for the world to be moved and zoomed very (WorldOfGoo = VERY) smoothly.
This is probably your best bet for implementation.
In my experience, keeping a large texture in memory is very expensive on Android. I would get quite a few OutOfMemoryError exceptions for the background texture before I moved to tiling.
I think the biggest rendering bottleneck would be with memory transfer speeds and fill rate instead of any graphics computation.
Edit: Check out 53:28 of this presentation from Google I/O 2009.
You could split the background rectangle into smaller rectangles, so that OpenGL only renders the visible rectangles. You won't have a big ass rectangle with a big ass texture loaded but smallers rectangles with smaller textures that you could load/unload, depending on what is visible on screen...
Afaik there would be no performance drop due to large areas being rendered off-screen, subdividing and culling is normally done just to reduce vertex count, but you would actually be adding to it here.
Putting that aside for now; from the way you phrased the question I am unsure whether you have a large background texture or a small repeating one. If it is large, then you will need to subdivide because of texture size limitations anyway, so the question is moot! If it is small, then I would suggest the second method, fit a quad to the screen and move the background by changing the texture coordinates.
I feel like I may have missed something, though, as I am unsure why you mentioned the texture size limitation issue when talking about the the texture coordinate method and not the large quad method. Surely for both this is not a problem for repeating textures as you can use GL_REPEAT texture wrap mode...
But for both it is a problem for a single large texture unless you subdivide, which would make the texture coordinate tactic way more complicated than necessary. In this case subdividing the mesh along texture subdivisions would be best, and culling off-screen sections. Deciding which parts to cull should be trivial with this technique.
Cheers.

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