Process returned 139 (0x8B) Segmentation fault - c++

I got the following problem:
I'm somewhat new to C++, looked up how to make multidimensional arrays without predefinition of size, I found something and tried it. I got a Process returned 139 (0x8B) as an answer. I looked up everything I found about it but It didn't help me at all.
My system: Linux Mint 64 Bit, Editor: Code::Blocks and Clion
Project: https://github.com/blueburningcoder/AntWorld.git
essential code:
#include <SFML/Graphics.hpp>
#include <iostream>
#include <vector>
using namespace std;
using namespace sf;
/*
* Tile: the background is out of tiles
*
* setSize:
* #param x: X-location of the Tile later on
* #param y: Y-location of the Tile later on
* #param height2: the height of the tile
* #param width2: the width of the tile
* (the 2 is there since the scope resolution operator didn't work for some reason)
* setting the size, position and color of the rect
*
*
* drawTile:
* #param renderWindow: the window the rect is drawn in
* drawing the rect
*/
class Tile {
private:
int locX, locY, height, width;
//
RectangleShape rect;
public:
void setSize(int x, int y, int height2, int width2){
locX = x;
locY = y;
height = height2;
width = width2;
rect.setSize(Vector2f(height, width));
rect.setFillColor(Color::Blue);
rect.setPosition(Vector2f(locX, locY));
}
void drawTile(RenderWindow *renderWindow){
renderWindow->draw(rect);
}
};
/*
* Maze: including all the Tiles, used to manipulate only specific Tiles
* #param xSize: how many tiles are gonna be in x direction
* #param ySize: how many tiles are gonna be in y direction
*
* drawMaze:
* #param renderWindow: needed for the Tile.drawTile method to draw on
* drawing all Tiles in the MAP
*/
class Maze {
private:
int sizeX = -1, sizeY = -1;
vector<vector<Tile> > MAP;
public:
Maze(int xSize, int ySize){
sizeX = xSize;
sizeY = ySize;
for(int i = 0; i < xSize; i++){
for(int j = 0; j < ySize; j++){
Tile tile;
tile.setSize(i * 35, j * 35, 30, 30);
// tile might not have been initialized?
MAP[i][j] = tile;
}
}
}
void drawMaze(RenderWindow *renderWindow){
// TODO: draw Tiles!
for(int i = 0; i < sizeX; i++){
for(int j = 0; j < sizeY; j++){
MAP[i][j].drawTile(renderWindow);
}
}
}
};
int main()
{
// Create the main window
RenderWindow app(VideoMode(800, 600), "SFML window");
// Load a sprite to display
Texture texture;
cout << "there's no error yet..." << endl;
if (!texture.loadFromFile("cb.bmp")) {
cout << "failed to load!" << endl;
return EXIT_FAILURE;
}
Sprite sprite(texture);
cout << "creating the maze ..." << endl;
// Creating a 10 x 10 Maze
Maze maze(10, 10);
// Start the game loop
while (app.isOpen())
{
// Process events
sf::Event event;
while (app.pollEvent(event))
{
// Close window : exit
if (event.type == sf::Event::Closed)
app.close();
}
cout << "gonna draw it ..." << endl;
// Clear screen
app.clear();
// Draw the sprite
app.draw(sprite);
// drawing the Maze
maze.drawMaze(&app);
// Update the window
app.display();
}
return EXIT_SUCCESS;
}
correct answer below

You cannot insert into a std::vector just via indexing, you need to call the appropriate constructor which allocates a fixed amount of space.
std::vector<int> array(4);
// array[0 ... 3] are now accessible.
So your declaration should be like this :
MAP = std::vector<std::vector<Tile>>(xSize, std::vector<Tile>(ySize));
// now access MAP[i][j]
// It basically reads, MAP has xSize number of elements where each defaults to a std::vector<Tile>(ySize).
Here is an example.

Related

Random shape and movement generation not drawing shape

I have been working on a simple C++ and SFML program recently, but have gotten stuck. Basically I want to do two things:
I want to generate a number of circles with random coordinates
I want to make those circles move randomly around the screen
I figured using a vector for the circles would be best so that I can use am int to determine the number of shapes.
The coordinates are generating correctly, but the shape is not drawing to the screen!
Here is my code:
#include "SFML/Graphics.hpp"
#include <stdlib.h>
#include <iostream>
int main()
{
srand(time(NULL));
const int WINDOW_X = 800;
const int WINDOW_Y = 480;
sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Epidemic Simulation", sf::Style::Close | sf::Style::Titlebar);
int numPeople = 2;
float size = 5;
int status = 0;
//Declare CircleShape
std::vector<sf::CircleShape> person(size);
//Change color depending on status
for (int i = 0; i < numPeople; i++)
{
if (status == 0)
person[i].setFillColor(sf::Color::Green);
else if (status == 1)
person[i].setFillColor(sf::Color::Red);
else if (status == 2)
person[i].setFillColor(sf::Color::Black);
else
{
std::cout << ("Error: Incorrect color value");
person[i].setFillColor(sf::Color::Green);
}
}
//Generate random coordinates for each circle
for (int i = 0; i < numPeople; i++)
{
int xPos = rand() % WINDOW_X - (size * 2);
int yPos = rand() % WINDOW_Y - (size * 2);
if (xPos < (size * 2))
xPos = 0;
if (yPos < (size * 2))
yPos = 0;
std::cout << ("X position: ") << xPos << (", Y position: ") << yPos << "\n";
}
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear(sf::Color::White);
//Draw circle
for (int i = 0; i < numPeople; i++)
window.draw(person[i]);
window.display();
}
return 0;
}
Any idea why the shape is not drawing? And how would I get the shape to move in a random direction?
It seems you just have to make a few changes.
The main ones (from the output of the diff command) are:
> // Give the circles definite radius value and segment count:
> for (int i = 0; i < numPeople; i++)
> {
> person[i].setRadius(size);
> person[i].setPointCount(100);
> }
and also:
// Generate random coordinates for each circle:
for (int i = 0; i < numPeople; i++)
{
int xPos = rand() % WINDOW_X - (size * 2);
int yPos = rand() % WINDOW_Y - (size * 2);
... <clip> ...
person[i].setPosition(xPos, yPos);
}
Side note:
The srand() and rand() functions are part of a legacy C API. They are not meant to be used in new C++ code. It is recommended to #include the <random> header and use the C++11 API. See paper for details: n3551.pdf.

Class inheritance with vector of parents having plural child elements

I'm trying to build a gamengine, and I need to sort characters and rooftiles based on the y-coordinate of their feet before drawing them, so that folk/tiles infront are drawn ontop of folk/tiles behind them. I've gotten it to work with just characters, but I need rooftiles as well.
the classes are both children of renderable, and share some data. The classes are forward-declared, and there are global lists g_entities, g_tiles, and g_renderable.
class renderable {
public:
float x;
float y;
float width;
float height;
SDL_Surface* image;
SDL_Texture* texture;
void render(SDL_Renderer * renderer, camera fcamera) {
rect obj(floor((x -fcamera.x)* fcamera.zoom), floor((y-fcamera.y)* fcamera.zoom), floor(width *fcamera.zoom), floor(height * fcamera.zoom));
rect cam(0, 0, fcamera.width, fcamera.height);
if(RectOverlap(obj, cam)) {
SDL_Rect dstrect = { (x -fcamera.x)* fcamera.zoom, (y-fcamera.y)* fcamera.zoom, width *fcamera.zoom, height * fcamera.zoom};
SDL_RenderCopy(renderer, texture, NULL, &dstrect);
}
}
};
class entity: public renderable {
public:
float x;
float y;
float xagil;
float yagil;
//... other stuff, including image and texture
void render(SDL_Renderer * renderer, camera fcamera);
};
class tile: public renderable {
public:
int x;
int y;
int z = 0; //represents layer. 0 default
float width;
float height;
//... other stuff, including image and texture
void render(SDL_Renderer * renderer, camera fcamera);
};
The list is created when the map is loaded with
for (int i = 0; i < g_entities.size(); i++) {
g_renderable.push_back(g_entities[i]);
}
for (int i = 0; i < g_tiles.size(); i++) {
if(g_tiles[i]->z ==2) {
g_renderable.push_back(g_tiles[i]);
g_tiles.erase(g_tiles.begin() + i);
i--;
}
}
And then in main I planned to sort the g_renderable array instead of the g_entities array and have everything snug, but instead I get a SIGFAULT. I tracked down the problem with GDB and it turns out that g_renderable[] isnt getting informed with the attributes of g_entities[] (and probly not g_tiles[] either).
This is what I mean:
g_renderable.clear();
g_renderable.reserve(g_entities.size() + g_tiles.size()); // preallocate memory
cout << "g_entities.size" <<g_entities.size() << endl;
cout << "g_entities.size" <<g_entities.size() << endl;
cout << "g_entities height " << g_entities[0]->height << endl; //couts 122
for (int i = 0; i < g_entities.size(); i++) {
g_renderable.push_back(g_entities[i]);
}
cout << "g_renderable height " << g_renderable[0]->height << endl; //couts 0
for (int i = 0; i < g_tiles.size(); i++) {
if(g_tiles[i]->z ==2) {
g_renderable.push_back(g_tiles[i]);
g_tiles.erase(g_tiles.begin() + i);
i--;
}
}
Why doesnt my vector return the member data as expected?

Values being redrawn to screen when using depth buffer

I have implemented a depth buffer using a std::vector with size 640 * 480. I can write and read from the buffer fine, but I have noticed the buffer appears to be copied along the left and right edges. The buffer is written row by row, going left to right and then going down one row.
I am quite certain the issue is related to the depth buffer, as disabling read from the buffer fixes the artifacts and shows the buffer is still being written properly.
I am using SDL as the graphics library, but not OpenGL.
This buffer should only show one trapezium down the middle. The extra bits on the left and right should not appear.
What is happening to cause these artifacts? Alternatively, could I know some methods to debug this better.
Minimum code to replicate (as far as I can tell):
#include "SDL.h"
#include <vector>
#include <algorithm>
#include <iostream>
struct vec3d {
float x = 0;
float y = 0;
float z = 0;
};
struct tri3d {
vec3d p1;
vec3d p2;
vec3d p3;
};
struct vector2d {
float x;
float y;
};
float vect_dot_vect(vector2d a, vector2d b) {
return(a.x * b.x + a.y * b.y);
}
int draw_tri(SDL_Renderer* renderer, std::vector<float>& buffer_out, tri3d triangle, int half_x_width, int half_y_width, int depth_test) { // depthmap is a linear array. Buffer out is pointing to the first value
tri3d scaled_tri = triangle;
// Find bounding box of tri
int x = (int)std::min(std::min(floor(scaled_tri.p1.x), floor(scaled_tri.p2.x)), floor(scaled_tri.p3.x));
int y = (int)std::min(std::min(floor(scaled_tri.p1.y), floor(scaled_tri.p2.y)), floor(scaled_tri.p3.y));
int wx = (int)std::max(std::max(ceil(scaled_tri.p1.x), ceil(scaled_tri.p2.x)), ceil(scaled_tri.p3.x)) - x;
int wy = (int)std::max(std::max(ceil(scaled_tri.p1.y), ceil(scaled_tri.p2.y)), ceil(scaled_tri.p3.y)) - y;
// Find edge vectors
vector2d ac;
ac.x = scaled_tri.p3.x - scaled_tri.p1.x;
ac.y = scaled_tri.p3.y - scaled_tri.p1.y;
vector2d ab;
ab.x = scaled_tri.p2.x - scaled_tri.p1.x;
ab.y = scaled_tri.p2.y - scaled_tri.p1.y;
float cc = vect_dot_vect(ac, ac);
float cb = vect_dot_vect(ac, ab);
float cp;
float bb = vect_dot_vect(ab, ab);
float bp;
float invDenom = 1 / (cc * bb - pow(cb, 2));
float u;
float v;
float w;
float x_dif = x - scaled_tri.p1.x;
float y_dif = y - scaled_tri.p1.y;
int full_y_width = half_y_width * 2;
float twoarea = (ab.x * ac.y - ab.y * ac.x);
float barycentric_depth_weights[3] = { scaled_tri.p1.z, scaled_tri.p2.z, scaled_tri.p3.z };
float depth_map_value;
for (size_t i = wy; i != 0; i--) {
for (size_t q = wx; q != 0; q--) {
vector2d ap;
ap.x = q + x_dif;
ap.y = i + y_dif;
cp = vect_dot_vect(ac, ap);
bp = vect_dot_vect(ab, ap);
// Find barycentric coords
u = (bb * cp - cb * bp) * invDenom;
v = (cc * bp - cb * cp) * invDenom;
w = abs(1 - u - v);
depth_map_value = (w * barycentric_depth_weights[0] + v * barycentric_depth_weights[1] + u * barycentric_depth_weights[2]);
// Test if in tri
if (u >= 0 && v >= 0 && u + v < 1) {
// Test depth buffer
if (buffer_out[(y + i) * full_y_width + x + q] < (0.0625 + depth_map_value)) {
buffer_out[(y + i) * full_y_width + x + q] = depth_map_value;
}
}
}
}
return 0;
}
SDL_Window* win_make_window(int display_width, int display_height, SDL_WindowFlags flags) {
// Returns an SDL window given screen size and flags
SDL_Window* window = NULL;
window = SDL_CreateWindow("Minimum code", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, display_width, display_height, flags);
if (window == NULL) {
printf("Window could not be created! SDL_Error: %s\n", SDL_GetError());
}
return window;
}
int draw_buffer(SDL_Renderer* renderer, std::vector<float>& buffer, int half_screen_x, int half_screen_y) {
// Iterate over every pixel and draw
int depth_map_value;
int screen_y = 2 * half_screen_y;
for (size_t i = 0; i < screen_y; i++) {
for (size_t q = 0; q < half_screen_x * 2; q++) {
depth_map_value = buffer.at(screen_y * i + q) * 100;
SDL_SetRenderDrawColor(renderer, depth_map_value, depth_map_value, depth_map_value, 255);
SDL_RenderDrawPoint(renderer, (int)q, (int)i);
}
}
return 0;
}
int main(int argc, char* argv[]) {
const int half_screen_size[2] = { 320, 240 }; // Half size of screen. Needed it elsewhere
const SDL_WindowFlags flags = SDL_WINDOW_SHOWN;
// SDL startup boilerplate
SDL_Window* window = NULL;
SDL_Surface* screenSurface = NULL;
SDL_Renderer* renderer = NULL;
// The tris, already projected
tri3d tri1;
tri1.p1 = { 577.173828, 453.201538, 1.37657264 };
tri1.p2 = { 108.381744, 399.609772, 1.03054810 };
tri1.p3 = { 547.989380,70.1635742,1.20407486 };
tri3d tri2;
tri2.p1 = { 108.381744, 399.609772, 1.03054810 };
tri2.p2 = { 131.230850, 108.719635, 0.930727124 };
tri2.p3 = { 547.989380, 70.1635742, 1.20407486 };
//Create depth buffer
std::vector<float> depth_buffer = {0};
depth_buffer.resize(4 * static_cast<__int64>(half_screen_size[0]) * static_cast<__int64>(half_screen_size[1]));
// Catch startup errors
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError()); // Catch startup errors
else {
SDL_Event event_handle;
window = win_make_window(half_screen_size[0] * 2, half_screen_size[1] * 2, flags);
screenSurface = SDL_GetWindowSurface(window);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// Draw tris to screen. No pixels actually drawn for debug purposes, only modifies depth buffer
draw_tri(renderer, depth_buffer, tri1, half_screen_size[0], half_screen_size[1], 1);
draw_tri(renderer, depth_buffer, tri2, half_screen_size[0], half_screen_size[1], 1);
// Draw the buffer to screen
draw_buffer(renderer, depth_buffer, half_screen_size[0], half_screen_size[1]);
SDL_RenderPresent(renderer);
}
// Close everything else
std::cin.get();
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
return 0;
}
This is a school project and as such, I am not allowed to use SDL provided features except to draw to screen and for handling windows.
I modified the code to draw the depth buffer as it was being calculated, and noticed that when drawing from left to right, columnwise, the leftmost artifact no longer renderers. By changing the range of the region rendered, it appears that writing to one spot on the depth buffer also writes to another. No idea what to make of this yet.
No idea what's the deal with "half" sizes as you seem to use full size everywhere, but your array indexing is wrong. When iterating rectangle with [width, height], correct indexing code is e.g.:
for(int y = 0; y != height; ++y) {
for(int x = 0; x != width; ++x) {
int pixel = pixel_array[y*width+x]; // not y*height!
}
}
Correct that in both places you index your depth array:
in draw_tri, buffer_out[(y + i) * full_y_width + x + q] - should be full_x_width, which you don't have yet,
in draw_buffer, depth_map_value = buffer.at(screen_y * i + q) * 100; - should be screen_x.

How to fix vertical artifact lines in a vertex array in SFML, WITH pixel perfect zoom/move?

I have been working on a 2D top-down game solely in SFML and C++, that has a tilemap. I cannot rid the tilemap of vertical line artifacts when zooming in and out or moving the render view at different zoom levels. I attached an image below of the problem; circled in red.
[edit]
There are a lot of factors that make this bug inconsistent.
If I use a tile_atlas from only one tile, there is no artifacts. If I map each texture to a tile a.k.a not using vertex arrays; I did not see any artifacts but it is anywhere from 10x to 15x slower with the same number of tiles on the screen. I have tried finding zoom levels that don't cause artifacts, and there are some. but the levels are almost random and makes zoom in and out, not smooth and choppy.
I have tried numerous tutorials and forum "fixes" that have not completely worked. I have completely rewrote the underlying tile engine 4 separate times to no avail.
https://en.sfml-dev.org/forums/index.php?topic=15747.0
topic=14504
topic=5952
topic=13637.15
https://www.sfml-dev.org/tutorials/2.5/graphics-view.php
https://www.binpress.com/creating-city-building-game-with-sfml/
https://www.sfml-dev.org/tutorials/2.5/graphics-vertex-array.php
[edit]
I have read the Terreria scaling issue, the fix to make extra large textures then scale, or multiple textures, one for each zoom level. seem exhaustive. I am looking for a programmatic way of achieving the scaling correctly.
This is post is my last attempt to fix the code, otherwise I will need to change languages.
I believe the main issue comes from the zoom in/out functions of the program.
I have tried many, variations/attempt to get this to work +0.5f offset,+0.375f offset, not pixel perfect
if (sf::Keyboard::isKeyPressed(sf::Keyboard::E))
{
float zoom_in = 0.995f;
float nz = last_sq * zoom_in;
nz = std::floor(nz);
float now = nz / last_sq;
if (nz <= 10)
continue;
last_sq = nz;
std::cout << now << std::endl;
cam.zoom(now);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
cam.move(0.f, -0.02f);
float x = cam.getCenter().x;
float y = cam.getCenter().y;
x = std::floor(x);
y = std::floor(y);
//std::cout << "x: " << x << "\ty: " << y << std::endl;
cam.setCenter(x, y);
}
Here is the entire code.
main.cpp
#include "chunk_map.h"
#include "tile_atlas.h"
#include <vector>
//#include "main.h"
#include "map.h"
#include <iostream>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/View.hpp>
#include <SFML/Window/Event.hpp>
#include <SFML/Window/Keyboard.hpp>
#include "animation_handler.h"
int main(int argc, char* argv[])
{
sf::RenderWindow app(sf::VideoMode(600, 600), "Tilemap Example");
// Hard set fps to monitor refresh rate.
// textures to load.
/*text_mgr.loadTexture("grass", "grass.png");
text_mgr.loadTexture("high_grass", "high_grass.png");
Animation staticAnim(0, 0, 1.0f);
tileAtlas["grass"] = Tile(32, 1, text_mgr.getRef("grass"),{ staticAnim },
TileType::GRASS, 50, 0, 1);
tileAtlas["high_grass"] = Tile(32, 1, text_mgr.getRef("high_grass"),{ staticAnim },
TileType::HIGH_GRASS, 100, 0, 1);*/
//Map map;
//map.load(50, 50, tileAtlas);
#ifdef NDEBUG
app.setVerticalSyncEnabled(true);
std::cout << "#################\n";
#endif // DEBUG
//app.setVerticalSyncEnabled(true);
sf::View cam = app.getDefaultView();
tile_atlas atlas = tile_atlas();
std::vector<chunk_map> map;
for (int x = 0; x < 5; x++)
{
for (int y = 0; y < 5; y++)
{
map.push_back(chunk_map());
map.back().set_texture(atlas.get_atlas());
map.back().set_position(10 * x, 10 * y, 10 * (x + 1), 10 * (y + 1));
map.back().load_tiles();
}
}
sf::Clock clock;
int checked = 0;
int last_sq = 600;
while (app.isOpen())
{
//sf::Time elapsed = clock.restart();
//float dt = elapsed.asSeconds();
sf::Event eve;
while (app.pollEvent(eve))
if (eve.type == sf::Event::Closed)
app.close();
if (sf::Keyboard::isKeyPressed(sf::Keyboard::P))
std::cout << "view x: " << cam.getSize().x << "\tview y: " << cam.getSize().y << std::endl;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q))
{
float zoom_out = 1.005f;
float nz = last_sq * zoom_out;
nz = std::ceil(nz);
float now = nz / last_sq;
last_sq = nz;
std::cout << now << std::endl;
cam.zoom(now);
//float x = cam.getCenter().x;
//float y = cam.getCenter().y;
//x = std::floor(x);
//y = std::floor(y);
////std::cout << "x: " << x << "\ty: " << y << std::endl;
//cam.setCenter(x, y);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::E))
{
float zoom_in = 0.995f;
float nz = last_sq * zoom_in;
nz = std::floor(nz);
float now = nz / last_sq;
if (nz <= 10)
continue;
last_sq = nz;
std::cout << now << std::endl;
cam.zoom(now);
//float x = cam.getCenter().x;
//float y = cam.getCenter().y;
//x = std::floor(x);
//y = std::floor(y);
////std::cout << "x: " << x << "\ty: " << y << std::endl;
//cam.setCenter(x, y);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
cam.move(0.f, -0.02f);
float x = cam.getCenter().x;
float y = cam.getCenter().y;
x = std::floor(x);
y = std::floor(y);
//std::cout << "x: " << x << "\ty: " << y << std::endl;
cam.setCenter(x, y);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
cam.move(-0.02f, 0.f);
float x = cam.getCenter().x;
float y = cam.getCenter().y;
x = std::floor(x);
y = std::floor(y);
//std::cout << "x: " << x << "\ty: " << y << std::endl;
cam.setCenter(x, y);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
cam.move(0.f, 0.02f);
float x = cam.getCenter().x;
float y = cam.getCenter().y;
x = std::ceil(x);
y = std::ceil(y);
//std::cout << "x: " << x << "\ty: " << y << std::endl;
cam.setCenter(x, y);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
cam.move(0.02f, 0.f);
float x = cam.getCenter().x;
float y = cam.getCenter().y;
x = std::ceil(x);
y = std::ceil(y);
//std::cout << "x: " << x << "\ty: " << y << std::endl;
cam.setCenter(x, y);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{
sf::Time elapsed = clock.getElapsedTime();
float t = elapsed.asSeconds();
int time = std::floor(t);
if (checked < time)
{
checked = time;
cam.move(0.01f, 0.f);
float x = cam.getCenter().x;
float y = cam.getCenter().y;
x = std::ceil(x);
y = std::ceil(y);
std::cout << "x: " << x << "\ty: " << y << std::endl;
cam.setCenter(x, y);
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
app.close();
app.setView(cam);
#ifdef _DEBUG
app.clear();
#endif // DEBUG
//map.draw(app, dt);
for (int i = 0; i < 25; i++)
{
app.draw(map.at(i));
}
app.display();
}
}
chunk_map.h
#pragma once
#include <SFML/Graphics/Drawable.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/VertexArray.hpp>
#include <vector>
class chunk_map : public sf::Drawable
{
private:
//change values of these to match your needs and improve performance
enum { tilesize = 32, chunksize = 32};
//tile size float
float tile_size_float = 32.0f;
// Draw chunk
virtual void draw(sf::RenderTarget& target, sf::RenderStates states)const;
// texture for chunk
sf::Texture m_texture;
// chunk dimensions
int tiles_per_chunk_x;
int tiles_per_chunk_y;
//start x and y and ending x and y scaled to tile size. a.k.a.
// 1,1 = tile 1,1. 10,10, equals tile 10,10
int chunk_start_x;
int chunk_start_y;
int chunk_end_x;
int chunk_end_y;
// Vertex array of positions of tiles in chunk
std::vector<std::vector<sf::VertexArray> > m_chunks;
// Append tiles.
void append_tile(int gx, int gy, sf::VertexArray& garr);
public:
chunk_map();
~chunk_map();
void load_tiles();
void set_texture(sf::Texture);
void set_position(int chunk_start_x, int chunk_start_y,
int chunk_end_x, int chunk_end_y);
};
chunk_map.cpp
#include "chunk_map.h"
#include <SFML/Graphics/RenderTarget.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/Graphics/Vertex.hpp>
chunk_map::chunk_map()
{
}
chunk_map::~chunk_map()
{
}
void chunk_map::load_tiles()
{
/*
Tile loading this is were the tiles are added to the Quadrantics of the tilemap.
this is the entire chunk_map loop
*/
if ((chunk_end_x * chunk_end_y) == 0)//empty map - possibly forgotten to fill data struct
{
//to stop displaying at all after failed loading:
tiles_per_chunk_x = 0;
tiles_per_chunk_y = 0;
m_chunks.clear();
return;
}
chunk_map::tiles_per_chunk_x = (chunk_end_x / chunksize) + 1;
chunk_map::tiles_per_chunk_y = (chunk_end_y / chunksize) + 1;
m_chunks.assign(tiles_per_chunk_x, std::vector<sf::VertexArray>(tiles_per_chunk_y, sf::VertexArray(sf::Quads)));//ready up empty 2d arrays
for (int iy = chunk_start_y; iy < chunk_end_y; ++iy)
{
for (int ix = chunk_start_x; ix < chunk_end_x; ++ix)
{
append_tile(ix, iy, m_chunks[ix / chunksize][iy / chunksize]);
}
}
}
void chunk_map::append_tile(int gx, int gy, sf::VertexArray& garr)
{
/*
This is the specific tile vertex, broken from the other function to decrease complexitity.
*/
int tile_selection_index_x = rand() % 2;
int tile_selection_index_y = 0;
float f_tx = tile_selection_index_x * tile_size_float;
float f_ty = tile_selection_index_y * tile_size_float;
sf::Vertex ver;
//____________________________________________________________________________________________________________
ver.position = sf::Vector2f(gx * tile_size_float, gy * tile_size_float);
//texture in position of text atlas
//top left corner
//ver.texCoords = sf::Vector2f( 0.f, 0.f);
ver.texCoords = sf::Vector2f(f_tx, f_ty);
garr.append(ver);
//____________________________________________________________________________________________________________
ver.position = sf::Vector2f(gx * tile_size_float + tile_size_float, gy * tile_size_float);
//texture in position of text atlas
//top right corner
//ver.texCoords = sf::Vector2f( tile_size_float, 0.f);
ver.texCoords = sf::Vector2f(f_tx + tile_size_float, f_ty);
garr.append(ver);
//____________________________________________________________________________________________________________
ver.position = sf::Vector2f(gx * tile_size_float + tile_size_float, gy * tile_size_float + tile_size_float);
//texture in position of text atlas
//bottom right corner
//ver.texCoords = sf::Vector2f( tile_size_float, tile_size_float);
ver.texCoords = sf::Vector2f(f_tx + tile_size_float, f_ty + tile_size_float);
garr.append(ver);
//____________________________________________________________________________________________________________
ver.position = sf::Vector2f(gx * tile_size_float, gy * tile_size_float + tile_size_float);
//texture in position of text atlas
//bottom left corner
//ver.texCoords = sf::Vector2f( 0.f, tile_size_float);
ver.texCoords = sf::Vector2f(f_tx, f_ty + tile_size_float);
garr.append(ver);
}
void chunk_map::set_texture(sf::Texture t)
{
/*
Sets the texture data for this chunk map from the texture atlas.
*/
m_texture = t;
// TODO test this feature
// Attempt to optimize tearing on zooming to a different view.
//m_texture.setSmooth(true);
}
void chunk_map::set_position(int chunk_start_x, int chunk_start_y,
int chunk_end_x, int chunk_end_y)
{
/*
Initialize the accordinates of the start of the chunk_map to the end.
*/
chunk_map::chunk_start_x = chunk_start_x;
chunk_map::chunk_start_y = chunk_start_y;
chunk_map::chunk_end_x = chunk_end_x;
chunk_map::chunk_end_y = chunk_end_y;
}
void chunk_map::draw(sf::RenderTarget& target, sf::RenderStates states)const
{
/*
The actual draw call to this specific chunk_map
*/
// position variables for this draw.
int left = 0;
int right = 0;
int top = 0;
int bottom = 0;
//get top left point of view
sf::Vector2f temp = target.getView().getCenter() - (target.getView().getSize() / 2.f);
//get top left point of view
left = static_cast<int>(temp.x / (chunksize * tilesize));
top = static_cast<int>(temp.y / (chunksize * tilesize));
//get bottom right point of view
temp += target.getView().getSize();
right = 1 + static_cast<int>(temp.x / (chunksize * tilesize));
bottom = 1 + static_cast<int>(temp.y / (chunksize * tilesize));
//clamp these to fit into array bounds:
left = std::max(0, std::min(left, tiles_per_chunk_x));
top = std::max(0, std::min(top, tiles_per_chunk_y));
right = std::max(0, std::min(right, tiles_per_chunk_x));
bottom = std::max(0, std::min(bottom, tiles_per_chunk_y));
//set texture and draw visible chunks:
states.texture = &m_texture;
for (int ix = left; ix < right; ++ix)
{
for (int iy = top; iy < bottom; ++iy)
{
target.draw(m_chunks[ix][iy], states);
}
}
}
tile_atlas.h
#pragma once
#include <SFML/Graphics/Texture.hpp>
class tile_atlas
{
private:
sf::Texture atlas_texture;
public:
tile_atlas();
~tile_atlas();
sf::Texture& get_atlas();
};
tile_atlas.cpp
#include "tile_atlas.h"
#include <iostream>
#include <string>
tile_atlas::tile_atlas()
{
std::string file_string = "tilemap_test.png";
if (!atlas_texture.loadFromFile(file_string))
{
std::cout << "Failed loading file: " << file_string << std::endl;
exit(1);
}
}
tile_atlas::~tile_atlas()
{
}
sf::Texture& tile_atlas::get_atlas()
{
return atlas_texture;
}
I am trying to fix this code to remove vertical artifacts so the above image will always look like this no matter if moving the view or zooming in/out.
[code for answer]
Using #Mario's answer this is the code I wrote (at the bottom of main.cpp) that completely fixed the artifacts.
here is a great link showing an example.
https://www.sfml-dev.org/tutorials/2.5/graphics-draw.php#off-screen-drawing
#ifdef _DEBUG
app.clear();
#endif // DEBUG
//map.draw(app, dt);
/*-----------------------------------------------------------*/
// Draw the texture
//rt.clear();
rt.draw(map.at(0));
rt.display();
if (cam.getSize().x < 500)
{
rt.setSmooth(false);
}
else
{
rt.setSmooth(true);
}
//// get the target texture (where the stuff has been drawn)
const sf::Texture& texture = rt.getTexture();
sf::Sprite sprite(texture);
app.draw(sprite);
//app.draw(map.at(0));
/*-----------------------------------------------------------*/
app.display();
Simple, yet effective:
Render your pixels 1:1 without scaling to a render texture and then upscale that instead.
Might be a bit tricky to determine the correct position, zoom, etc. but it can be done.

Why my sprite is not drawn on the whole window in SFML?

#include<SFML/Window.hpp>
#include<SFML/Graphics.hpp>
#include<cstdint>
#include<iostream>
const int width = 500;
const int height = 500;
int main(){
sf::RenderWindow window(sf::VideoMode(width, height), "Window", sf::Style::Close);
window.setVerticalSyncEnabled(true);
sf::Event event;
uint8_t *pixels = new uint8_t[height *width *4];
for(int i = 0; i < height * width; i+= 4){
pixels[i] = 00; //r
pixels[i + 1] = 00;//g
pixels[i + 2] = 00;//b
pixels[i + 3] = 255;//a
}
sf::Texture texture;
texture.create(width, height);
sf::Sprite sprite;
while(window.isOpen()){
while(window.pollEvent(event)){
if(event.type == sf::Event::Closed){
window.close();
}
}
window.clear(sf::Color::White);
texture.update(pixels);
sprite.setTexture(texture);
window.draw(sprite);
window.display();
}
delete pixels;
return 0;
}
The output I am getting for following program is :
I don't understand why only some part of the window is actually drawn. Since the program is very small I would normnally guess that the problem is created by switching the height and width variable but that is not the case here since both are equal.
The SFML documentation says that if I don't explicitly put the size of texture in sprite.setTexture() it will default to the size of the texture.
Why is this weird behaviour ? Am I missing something ?
for(int i = 0; i < height * width; i+= 4)
Your pixel buffer is of size height * width * 4, but you are only looping while i < height * width. Change the condition in your for loop to i < height * width * 4. Actually, it would make your code much clearer if you declared another variable to store that value. i.e.
int pixel_buffer_size = width * height * 4;
uint8_t *pixels = new uint8_t[pixel_buffer_size];
for(int i = 0; i < pixel_buffer_size; i+= 4) {
etc...