Thursday, October 26, 2017

sRGB Colour Space - Part Deux.

In part one, I described what you need to do after simulating light before you can show it on a monitor. You need to brighten it by going from linear colour space to sRGB colour space.

Here I talk about how to avoid polluting your calculations with non-linear data. Light intensities can be added or multiplied. But sRGB values cannot. As Tom Forsyth puts it: just as you would not add two zip files together, you would also not add sRGB values.

If you were to take a photograph of a certain material, the image from the camera will typically be in the sRGB colour space. If you want to render a 3D object that has this texture applied to it, then for the lighting calculations you need to get a texel in the linear colour space.

Fortunately, OpenGL can help you out here. If you sample from an sRGB encoded texture, there will be an automatic sRGB->linear conversion applied, so that after the texel fetch, you can actually do calculations with it. To trigger this automatic conversion you need to pass the correct parameters when creating the texture using the glTexImage2D() function. Instead of using GL_RGB8 or GL_RGBA8, you specify the internal format as GL_SRGB8 or GL_SRGB8_ALPHA8. There are also compressed variants: GL_COMPRESSED_SRGB and others.

Be careful that you do not use sRGB textures for content that is not in sRGB. If the content is linear, like maybe a noise map, or a normal map, then you don't want OpenGL meddling with that content by doing a sRGB to Linear conversion step. This kind of data needs to be in a texture with linear colour encoding.

Lastly, when creating mip maps for sRGB, you need to be careful.

sRGB versus Linear Colour Space

I keep screwing up my colour spaces, so I forced myself to write down the rationale behind it. A lot of it comes from Tom Forsyth.

CRT monitors respond non-linearly to the signal you drive it with. If you send it value 0.5 you get less than half the brightness (photons) of a pixel with a 1.0 value. This means, you cannot do light calculations in sRGB space. You need to do them in a linear space.

Once you have calculated the light for your rendered image, you need to send it to the monitor. LCD monitors are made to respond the same way as the old CRT monitors. So the values you send to your framebuffer will end up producing too few photons (too dark.)

To account for this, you need to convert your rendered image from linear colour space to sRGB colour space. This means that all dark pixels need to be brightened up. One way to do this, which avoids manual conversion, is to have OpenGL do this for you. You create a framebuffer that is sRGB capable. With SDL2 you do this with the SDL_GL_FRAMEBUFFER_SRGB_CAPABLE flag to SDL_GL_SetAttribute() function. In iOS you can use kEAGLColorFormatSRGBA8 drawable property of the CAEAGLLayer.

Once you have this special framebuffer, you tell OpenGL Core Profile that you want the conversion to happen. To do this, you use glEnable( GL_FRAMEBUFFER_SRGB );

Note that OpenGL ES3 does not have this glEnable flag. If the ES3 framebuffer is sRGB capable, the conversion is always enabled.

When my renderer does the lighting calculations, it will work in a linear colour space. After rendering, it would produce this linear image:

For proper display on a monitor, we need to account for the monitor's response curve, so we change it into the sRGB colour space. After conversion, the dark colours are brighter:

Yes, much brighter! But hey! What's up with those ugly colour bands? Unfortunately, by converting the values into sRGB, we lose a lot of precision, which means that 8-bit colour channels are no longer adequate. In 8-bits, the three darkest linear values are 0x00, 0x01 and 0x02. After converting these values to sRGB, they are mapped to 0x00, 0x0c and 0x15. Let that sink in... there is a gap of "1" between linear colours 0x00 and 0x01, but a gap of "12" between corresponding sRGB neighbours.

So when we convert from linear to sRGB, we should never convert from 8bit linear to 8bit sRGB. Instead, we convert using floating point linear values. If OpenGL is rendering to a sRGB capable framebuffer, it just needs to read from floating point textures. In my game, the ray tracer now renders to a floating point texture. This texture is then put on a full screen quad onto the sRGB framebuffer, resulting in a correct image:

And that's it for this installment, people. In the future I could perhaps gain more precision by rendering to a framebuffer with 10 bit channels. But for now this is good enough.

Please see part two of this blog post series where I explain what you need to do if you sample textures in your shader and want to do light calculations on that.

Tuesday, September 26, 2017

vtune permissions

Note to self: before running vtune, do:

echo 0 | sudo tee /proc/sys/kernel/yama/ptrace_scope
sudo chmod 755 /sys/kernel/debug
sudo chown -R bram:bram /sys/kernel/debug/tracing

Saturday, August 26, 2017

Linear filtering of masked PNG images.

If you render your RGBA sprites in OpenGL using...

glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )
and you use GL_LINEAR filtering, then you may see black borders around your sprite edges.

The reason for the pixel artefacts on the border (they can be white too, or another colour) is that the linear sampling causes incorrect R/G/B to be summed. If one of the samples falls on a zero-alpha pixel, then that pixel's RGB colour gets weighed into the average, even though it is not visible.

This is a common pitfall in sprite rendering. The answer given on the stackexchange question is the correct one: you should use pre-multiplied alpha textures, and use instead:

glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA )

The downside of this is that PNGs are — per specification — non pre multiplied. And Inkscape can only create PNGs, not TIFFs which would support pre-multiplied alpha. Also, stb_image lacks TIFF support too. So how to solve this by keeping PNG as the source material?

The trick is to have the proper background colour set for pixels that have alpha 0 (fully transparent.) If you know that you will be blitting these sprites onto a white background, then these masked out pixels should be value ff/ff/ff/00. If you know that you will be blitting these sprites onto a red background instead, use value ff/00/00/00 instead.

This is all good and well, but software (like Cairo and Inkscape) often mistreat alpha-zero pixels. Cairo sets them all to 00/00/00/00 for instance, even though there may be colour information in the fully transparent pixels. This means you cannot anticipate the colour of the target buffer, as the masked out pixels get a black colour. In my code, I have my texture loader swap out the alpha-0 pixels with a new RGB value, that matches the background against which the sprites are rendered. Note that this solution results in lower quality than pre-multiplied alpha sprites, but does have the advantage that it is less of a hassle.

Above left, you can see the effect of having the wrong colour (black) for fully transparent pixels. On the image on the right, you see the same compositing, but where the sprite has its transparent pixel colour set to white.

My fellow game-dev Nick, from Slick Entertainment fame, suggested another approach of bleeding out the colour value into the transparent pixels. That makes the sprite material a little more versatile, as you can render them against any colour background. I think it does give a slightly less correct result though, for the case where you do know the background colour and prepare for that.

Wednesday, August 23, 2017

Match 3

I decided to challenge myself in writing a quick and dirty Match-3 game. Not sure, how I came up with the theme, but it occurred to me that Smileys with facial feature permutations would make for interesting content.

I spent a full day on art, using Inkscape and OpenClipArt. A big time saver is the Inkscape feature that lets you render a specified object from the command line, so I don't have to wrestle with the GUI to do all the exporting.

The next day was spent coding. The game is written in a C-Style C++, on top of my own engine with the help of SDL2. I'm happy to report that I had the basics working in only a day: you can swap Smileys, and after matching, the Smileys above fall down, and are replenished. No scoring yet, no sound, no visual effects. But I did put in a very cute feature for hints: All Smileys will look in the direction of a smiley you could swap for a match. I think that's a cute touch.

My matching mechanism is quite novel too, I think. Instead of simply matching up a colour or shape, you need to match up one of the facial features. So three Smileys with the same glasses will match up. So do three Smileys with the same hair. Or three Smileys with the same moustache/beard.

I found that this feature matching takes more mental effort than traditional colour matching. Is that a good thing or a bad thing? On one hand, it makes for less relaxing gameplay. On the other hand, it seems a more intense training for your mind. So it's a trade-off.

I am happy with the visual appeal of the board though. A varied collection of Smileys makes for a happy sight.

Saturday, August 5, 2017

Assert your assumptions.

A lot of software bugs are caused by the following scenario: The programmer assumed a certain situation and wrote code that would rely on this assumption. Very often, these mental assumptions are never made explicit, and live in the programmer's mind only. A standard weapon against these bugs in the arsenal of the coder is the assertion.

When working in teams I would often argue for the use of asserts in production code, to the astonishment of my colleagues. The most frequent objection to this would be the performance impact. However, the 98% of your code that is high level will never show a perceivable performance impact from asserts. The remaining 2% you just disable the asserts in non-debug builds. The inner loop of the physics solver, the inner loop of the collider, the inner loop of the path planner. Sure, leave them out there. For all other code? Ship your product with asserts! You'll be amazed at what gets triggered.

To take the controversy a small step further: I also firmly believe in making the asserts user-facing. Let's take Android apps for instance... instead of having Android report "Foo stopped working" I prefer to show a dialog with the assertion that failed, the file name and line nr. By doing this you can leverage your customer base to improve your app's stability. A certain user may detect the pattern: "Every time I do X after doing Y, I get a crash with message Z." Exactly the information the developer needs to fix the bug!

And just for good measure, (or is it overkill?) I took it further again: and sometimes will even show callstacks to users. For instance, a steam user is quickly able to screencapture and post it on steam, or email it to the dev. So much valuable info.

So last month, I was noticing crashes reported by Google Play on my Android app. And not always will users contact you with the crash report, so I even with pulling in the user for crash reports, the right information would not always reach me. One solution is to adopt a heavyweight framework to do these reports for me. Link to an analytics framework. But it's possible to make a very lightweight solution yourself.

I was interested in the assert message only. No need for user info, device info, anything. Just the assert message with source code line number. And this is very small data. Smaller than an UDP packet!

So I coded a minimalistic assert report server to run on Amazon's EC2. Just a few lines of Python code, where a socketserver.UDPServer prints out the datagrams it receives.

Client side, it is a little bit more code. Mine is in C, as I make NDK based Android Apps, but in Java it is even simpler. This slightly verbose C code will do the trick to open a socket and send a single datagram to my assert report server.

I am happy to report the assert report server is doing its job, and helps me to get on top of the crashes in my game. For future improvement, I should probably add an app version number to the assert message, so I will know if it is an old issue or not. Thank you for reading, and let me know what you think of assertions, and if you run assertions in your production code or not.

Sunday, June 18, 2017

Android Revisited.

Every year or so, I come back to Android development. And often, quite a bit has changed. On top of that, I will have forgotten gotchas, and fall in the same trap twice. Hence, I need to document my process better. So here's another Android report.

I managed to hold out on IDEs altogether. I never used Eclipse, and always did ndk-build and ant on the command line. This time around, I have been forced to use Android Studio, as the google play game services are only updated for Android Studio builds. Android Studio is built on top of the Gradle build system. Gradle is a Java-only thing. For C++ it depends on either ndk-build (couldn't make it work with Android Studio) or CMake. So CMake it is now. You have to write a lot of CMakeLists.txt files for your game, and its dependencies. It is a hassle.

You can only add a single CMakeLists.txt to your Android project. So dependencies need to be included from a top level file. To do this, use: add_subdirectory( srcdir builddir )

Settings in your Gradle files are used to overwrite settings in your AndroidManifest.xml file.

Google Play Games is a mess as always. The latest version will crash on launch for me, so I had to downgrade it in my app's Gradle file.

The 'DEX' gets too large, so you need to selectively use Google Play Games dependencies like this:

dependencies {
    compile 'com.google.android.gms:play-services-auth:10.0.1'
    compile 'com.google.android.gms:play-services-nearby:10.0.1'
    compile 'com.google.android.gms:play-services-games:10.0.1'
}

If you target SDK level 21 then the Android Soft Keys will be hiding your app's content. For proper sizing, switch to targetSdk 19 instead.

After changing dependencies in your app's Gradle file, you need to do a clean, otherwise conflicts can arise, like duplicate definitions.

To link against a pre-built library, e.g. the Google provided gpg-cpp-sdk library, use the following CMake syntax:

add_library( gpg
             STATIC
             IMPORTED
)
set_target_properties( gpg
  PROPERTIES IMPORTED_LOCATION
  $ENV{HOME}/src/gpg-cpp-sdk/android/lib/gnustl/${ANDROID_ABI}/libgpg.a )

There is something wrong with the arm64-v8a build of Google Play Games gpg.a static library.