iPhone OpenGL ES save/load - iphone

I'm working from the GLPaint example and have no idea how to implement a "save to" and "load from" a file. I don't want the drawing points, but to save the actual buffer so I can load it later, like a photoshop document or any other popular paint app. How is this possible?
Saving to an image doesn't seem like it would work unless its possible to render it into opengl once loaded, but even then it seems some of the quality would be lost from compression and the conversion process.
I thought about saving the drawing points, but loading that seems difficult, because somehow the colors would have to be save too and aligned once loaded.
Note: GLPaint uses caegllayer.
Thanks,
austin

Related

Coding a photoshoped GUI for iOS devices

well... I have searched for a while on topics of coding given GUI elements by designer in photoshop format. But I have a really hard time getting it together. Just for an example. When I would like to make an app with only a simple LCD-Display with a timer, counting down, how would I start there..... Don't get me wrong, I am aware of doing the code behind the scenes to make the timer count etc.
But what about setting up a nice looking gui with glossy display effect? What is a "correct way" to implement such a gui? Taking a Photoshop file showing a glossy display and setting a UILabel on that? or coding the gloss effect programmatically?
This is just one example... hm... I do not find good ressources for getting a start on such a topic. I would be really gladful if you could give me a helping hand for a start.
In the typical app development cycle, you would have the graphics people delivering graphics to the programming people, in the form of PNG files.
However, it is very well possible to render all kinds of things on the fly on the device. The blue shade on the tab bar icons in any app using UITabBarController is a clear example: the programmer puts in a PNG with just the alpha channel, and the system renders the blue shading.
Using Quartz Core (look for CGContext in the documentation) you can draw lines and text, and apply all kinds of transformations, gradients, clipping paths, etc. Using this you can create your own styled subclasses of UIView and such.
The PNG approach is generally the easier way.

how to texture of images?

I am using too many fruits and vegetables images in iphone game, so how can I make texture of such images, because as per I read that every image in texture in OpenGL ES, so what should I do?
I have developed 6 iOS application, but this is my first game, so please guide me in proper way so that I can get idea.
You use glTexImage2D to upload raw pixel data to OpenGL in order to populate a texture. You can use Core Graphics and particularly CGBitmapContextCreate to get the raw pixel data to get the raw pixel data of (or convert to raw pixel data) anything else Core Graphics can draw — which for you probably means a CGImageRef, either through a C API load of a PNG or JPG, or just using the result of [someUIImage CGImage].
Apple's GLSprite sample (you'll need to be logged in, and I'm not sure those links work externally, but do a search in the Developer Library if necessary) is probably a good starting point. I'm not 100% behind the class structure, but if you look into EAGLView.m, lines 272 to 305, the code there loads a PNG from disk then does the necessary steps to post it off to OpenGL, with a decent amount of commenting.

iOS app view background (Image vs draw) design question

Suppose I was writing a game which involved a relatively complex geometric game board. Something like a dartboard.
I would want a view to display the game state. What is the best way to implement that view?
For example, should I draw the board off line in something like photoshop, add it as a resource, and then show it using a UIImageView? Or should I use drawing primitives and essentially draw the board programmatically?
What are the trade-offs?
If I do use an image, what format should I prefer? .png, .tiff, .gif, .jpg?
Thanks,
John
If you decide to go the image route you should use png. Displaying any other format you pay a performance hit (as mentioned in the comment).
To decide between building photoshop vs drawing via code you need to decide how much time you want to put into learning Quartz/CoreGraphics. Apple's docs:
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/Introduction/Introduction.html
If you already know Photoshop then building the graphic there is probably much easier, if you don't then learning Quartz is prob a less steep learning curve than Photoshop...
If it's a simple board, it's easy enough to draw it into the view, which gives you the possibility of easily manipulating it in interesting ways. Drawing in a view is done with a set of postscript like primitives.
For something more fancy, photoshop might be the way to go.
PNGs are preferred.

Need help optimizing my 2d drawing on iPhone

I'm writing a game that displays 56 hexagon pieces filling the screen in the shape of a board. I'm currently drawing each piece using a singleton rendering class that when called to draw a piece, creates a path from 6 points based of the coordinate passed in. This path is filled with a solid color and then a 59x59 png with an alpha to white gradient is overlayed over the drawing to give the piece a shiny look. Note I'm currently doing this in Core Graphics.
My first thought is that creating a path everytime I draw is costly and seems like I can somehow do this once and then reuse it, but I'm not sure of the best approach for this. When I look at the bottlenecks with Shark, it looks like the drawing of the png is the most taxing part of the process. I've tried just rendering the png overlay or just rendering the path without the overlay and both give me some frame gains, although removing the png overlay yields the most frames.
My current thought is that at startup, I should render 6 paths (1 for each color piece I have) and overlay them with the png and then store an image of these pieces and then just redraw the pieces each time I need them. Is there an effecient machanism for storing something you've drawn once and redrawing it? It kinda just sounds like I'd be running into the whole drawing pngs too often thing again, but maybe there's a less taxing method that does a similar thing...
Any suggestions are much appreciated.
Thanks!
You might try CGLayer or CALayer.
General thoughts:
Game programming on iPhone usually necessitates OpenGL. Core Graphics is a bit easier to work with, but OpenGL is optimized for speed.
Prerender this "shiny look" into the textures as much as is possible (as in: do it in Photoshop before you even insert them into your project). Alpha blending is hell on performance.
Maybe try PVRTC (also this tutorial) as it's a format used by iPhone's GPU's manufacturer. Then again, this could make things worse depending on where your bottleneck is.
If you really need speed you have to go the OpenGL route. Be careful if you want to mix OpenGL and Core Animation, they can conflict.
OpenGL is a pain if you haven't done much with it. It sounds like you could use Core Animation and make each tile a layer. CA doesn't call the redraw again unless you change something, so you should be able to just move that layer around without taking a big hit. Also note that CA stores the layer in the texture memory so it should be much faster.
Some others have mentioned that you should use OpenGL. Here's a nice introduction specifically for the iPhone: OpenGL ES from the Ground Up: Table of Contents
You might also want to look at cocos2d. It seems to be significantly faster than using CoreAnimation in my tests, and provides lots of useful stuff for games.

Performance and background images for OpenGL ES/iPhone

I'm developing a 2D game for the iPhone using OpenGL ES and I'd like to use a 320x480 bitmapped image as a persistent background.
My first thought was to create a 320x480 quad and then map a texture onto it that represents the background. So... I created a 512x512 texture with a 320x480 image on it. Then I mapped that to the 320x480 quad.
I draw this background every frame and then draw animated sprites on top of it. This works fine except that the drawing of all of these objects (background + sprites) is too slow.
I did some testing and discovered that my slowdown is in the pixel pipeline. Not surprisingly, the large background image is the main culprit. To prove this, I removed the background draw and everything else rendered very fast.
I am looking for advice on how to keep my background and also improve performance.
Here's some more info:
1) I am currently testing on the Simulator (still waiting on Apple for the license)
2) The background is a PVR texture squeezed down to 128k
3) I had hoped that there might be a way to cache this background into a color buffer but haven't had any luck with that. that may be due to my inexperience with OpenGL ES or it just might be a stupid idea that won't work :)
4) I realize that the entire background does not always have to refresh, just the parts that have been drawn over by the moving sprites. I started to look into techniques for refreshing (as necessary) parts of the the background either as separate textures or with a scissor box, however this seems less than elegant.
Any tips/advice would be greatly appreciated...
Thank you.
Do not do performance testing on the simulator. Ever!
The differences to the real hardware are huge. In both directions.
If you draw the background every frame:
Do not clear the framebuffer. The background will overdraw the whole thing anyway.
Do you really need a background texture ?
What about using a color gradient via vertex colors ?
Try using the 2bit mode for the texture.
Turn of all render steps that you do not need for the background.
E.g.: Lighting, Blending, Depth-Test, ...
If you could post some of your drawing code it would be a lot easier to help you.
If you're making a 2D game, is there any reason you aren't using an existing library? Specifically, the cocos2d for iPhone may be worth your time. I can't answer your question about how to fix the issue doing it all yourself, but I can say that I've done exactly what you're talking about (having one full screen background with sprites on top) with cocos2d and it works great. (Assuming 60 fps is fast enough for you.) You may have your reasons for doing it yourself, but if you can, I would highly suggest at least doing a quick prototype with cocos2d and seeing if that doesn't help you along. (Details and source for the iPhone version are here: http://code.google.com/p/cocos2d-iphone/)
Thanks to everyone who provided info on this. All of the advice helped out in one way or another.
However, I wanted to make it clear that the main issue here turned out to be the behavior of simulator itself (as implied by Andreas in his response). Once I was able to get the application on the device, it performed much, much better. I mention this because, prior to developing my game, I had seen a lot of posts that indicated that the device was much slower than the simulator. This might be true in some instances (e.g. general application logic) but in my experience, animation (particularly 3d transformations) are much faster on the device.
I dont have much experience with OpenGL ES, but this problem occurs generally.
Your idea about the 'color buffer' is good intuition, essentially you want to be storing your background as a frame buffer and loading it directly onto your rendering buffer before drawing the foreground.
In OpenGL this is fairly straight forward with Frame Buffer Objects (FBO's). Unfortunatly I dont think OpenGL ES supports them, but it might give you somewhere to start looking.
you may want to try using VBOs (Vertex Buffer Objects) and see if that speeds up things. Tutorial is here
In addition, I just saw, that since OpenGL ES v1.1, there is a function called glDrawTex (Draw Texture) that is designed for
fast rendering of background paintings, bitmapped font glyphs, and 2D framing elements in games
You could use frame buffer objects similar to the GLPaint example from Apple.
Use a texture atlas to minimize the number of draw calls you make. You can use glTexCoordPointer for setting your texture coordinates that maps each image to its correct position. Remember to set your vertex buffer too. Ideally one draw call will render your entire 2D scene.
Avoid enabling/disabling states where possible.