Erik McClure

The IM Failure


This is completely insane. First, Microsoft has rendered its new Windows Live Messenger (previously MSN messenger) almost completely useless.

  • No more handwriting
  • No more setting your name to anything other then your first and last name.
  • All links you click on redirect you to a page from Microsoft warning you about the dangers of the internet, requiring you to click a link to proceed.
  • All photosharing is now incompatible with previous versions of messenger, and instead of actually just sending the file, it will instead fail completely.
  • Any youtube video, image, or any other link you copy paste into the window will automatically trigger a sharing session whether you like it or not.
  • It will, at times, randomly decide none of your messages are getting through.
  • You can no longer have a one-sided webcam session. WLM will simply leave your webcam as a giant, useless blank image underneath your conversation partner, demanding that you buy a webcam.
  • It’s new emoticons must have been influenced by H.R.Giger (you can’t turn them off and leave custom ones on).

Naturally I wasn’t able to put up with this for very long and moved to pidgin. Pidgin has many issues of its own, including an ass-backwards UI design and this really annoying tendency to create a new popup window to confirm every single file transfer, among other truly bizarre UI design elements. I was willing to put up with these, because honestly pidgin is designed for Linux and just happens to work on windows too, and their libpurple library is the basis of almost all open-source IM clients.

Pidgin, however, has now stopped working as well. It now spastically refuses to connect to the MSN service because the SSL certificate is invalid. I can appreciate it trying to protect my privacy, but there is no way to override this. So, pidgin is now out of the question.

Well, how about Trillian? During its installation, Trillian informed me that “The Adobe Flash 9.0 plugin for Internet Explorer could not be found. This plugin is required for some of Trillian’s features.”

Trillian is no longer on my computer.

After digging around on wikipedia, I came up with Miranda IM, which seemed to be my last hope for a multi-protocol service that didn’t suck total ass. It supported WLM, AIM, and… not google talk? Not XMPP, the most useful extensible open source protocol? Um, ok. Its UI design is more compact then Pidgin but arguably even worse, and it doesn’t support custom emoticons or hardly ANYTHING on the WLM protocol. It served its purpose by at least letting me log the fuck in like I wanted to, though.

This is driving me up the wall. If anything else happens, I’m going to snap and simply make time to work on my own IM client implementation that doesn’t have glaring design flaws like every single other one. Honestly, requiring the Internet Explorer flash plugin to run everything? What the fuck are they smoking? What the hell is wrong with these developers?!

If only D had a good development environment, then I could write my IM client in it.


Album For Sale! [Renascent]


Due to Bandcamp’s sudden threat to turn all of my free downloads into paid ones, I decided to go ahead and start selling my music properly. Renascent is now available for $3, or about as much as a gallon of milk costs. It contains remastered, super high quality (lossless if you choose to download in FLAC format) versions of all 14 songs, in addition to the original FLP project files used to create them. If you have ever wondered how I made a particular song, this might be another incentive to purchase the album. Note that these FLPs are released under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 license, so you can’t go running off with them like free candy.

Track List:

  1. On The Edge (2:56)
  2. Renascent (4:06)
  3. The Boundless Sea (6:49)
  4. Duress (2:40)
  5. Seaside Lookout (4:54)
  6. Sapphire [Redux] (2:20)
  7. Absolutia (3:04)
  8. The Plea (3:46)
  9. Now (2:34)
  10. Alutia (4:10)
  11. Rite (5:20)
  12. Crystalline Cloudscape (4:04)
  13. All Alone (3:06)
  14. SunStorm (4:12)

Total Time: 56:44

Listen and Buy It Here


WavSaver


There is a documented bug in windows 7 that has pissed me off a few times and recently crippled a friend of mine, where a .wav file with corrupted metadata causes explorer.exe to go into an infinite loop. My friend has a large collection of wavs that somehow got corrupted, so I wrote this program to strip them of all metadata. Due to the nature of the bug, the program can’t delete them (you must use the command prompt to do that), but rather creates a folder called “safe” with all the stripped wav files inside of it.

Hosted in case anyone else has corrupted wav files they need to save. Just stick it inside a folder and run it - it’ll automatically strip all wav files in the same folder as the executable.

WavSaver


Pixel Perfect Hit Testing


After beating World of Goo after stabilizing things in my game and renaming it, I wondered how easy it was to decompile C# applications and simultaneously thought this would be a great opportunity to get pixel perfect hit testing to work on my engine. So, I decompiled GearGOD’s composition example and quickly discovered that his method of detecting mouse messages was… well something completely different then his extremely bad attempt at explaining it to me had suggested.

Basically, he did not run into the window event issues that I was having because… he didn’t use them. XNA keeps track of the mouse coordinates in its own separate update function, most likely using its special input hook, and hence there is no mousemove to keep track of. Instead of occurring when the user moves the mouse, the hit tests occur every single frame.

Hence, once you have utilized WS_EX_TRANSPARENT|WS_EX_COMPOSITED|WS_EX_LAYERED to make your window click-through-able, you then simply do a hit test on a given pixel after everything has been drawn, and swap out WS_EX_TRANSPARENT depending on the value. GetCursorPos and ScreenToClient will get the mouse coordinates you need, although they can be off your app window entirely so check for that too.

if(_dxDriver->MouseHitTest(GetMouseExact()))
  SetWindowLong(_window,GWL_EXSTYLE,((GetWindowLong(_window,GWL_EXSTYLE))&(~WS_EX_TRANSPARENT)));
else
  SetWindowLong(_window,GWL_EXSTYLE,((GetWindowLong(_window,GWL_EXSTYLE))|WS_EX_TRANSPARENT));

To get the pixel value, its a bit trickier. You have two options - you can make a lockable render target, or you can copy the render target to a temporary texture and lock that instead. The DirectX docs said that locking a render target is so expensive you should just copy it over, but after GearGOD went and yelled at me I tested the lockable render target method, and it turns out to be significantly faster. Futher speed gains can be achieved by making a 1x1 lockable render target and simply copying a single pixel from the backbuffer into the lockable render target and testing that.

void cDirectX_real::ActivateMouseCheck()
{
  if(_mousehittest) _mousehittest->Release();
  DX3D_device->CreateRenderTarget(1,1,_holdparams.BackBufferFormat,D3DMULTISAMPLE_NONE,0,TRUE,&_mousehittest,NULL);
}
bool cDirectX_real::MouseHitTest(const cPositioni& mouse)
{
  RECT rect = { mouse.x,mouse.y,mouse.x+1,mouse.y+1 };
  DX3D_device->StretchRect(_backbuffer,&rect,_mousehittest,0,D3DTEXF_NONE);

  if(mouse.x<0 || mouse.y < 0 || mouse.x > (int)_width || mouse.y > (int)_height)
    return false; //off the stage
  D3DLOCKED_RECT desc = { 0,0 };
  if(FAILED(_mousehittest->LockRect(&desc, 0,D3DLOCK_READONLY)))
    return true;    

  unsigned char color = (*((unsigned long*)desc.pBits))>>24;
  _mousehittest->UnlockRect();
  return color>_alphacutoff;
}

Using this method, the performance hit is 620 FPS to 510 FPS at 1280x1024, which is fairly reasonable. However, my Planeshader SDK example is still at 0.9.71, which does not have this updated, fast version, so it will be using a much slower method to do it. The end result is the same though.


8-bit color cycling


Someone linked me to this awesome webpage that uses HTML5 to do 8-bit palette color cycling using Mark Ferrari’s technique and art. I immediately wanted to implement it in my graphics engine, but soon realized that the technique is so damn old that no modern graphics card supports it anymore. So, I have come up with a pixel shader that creates the same functionality, either by having one image with an alpha channel containing the palette indices and a separate texture acting as the palette, or you can combine them into a single image. This is supposed to support variable palette sizes (up to 256) but I haven’t had much ability to test the thing because its so damn hard to get the images formatted correctly. So while all of these variations i’m about to show you should work there is no guarantee they necessarily will.

Video Link

8-bit cycling multi-image

ps 2.0 HLSL
// Global variables
float frame;
float xdim;
float xoff;

// Samplers
sampler s0 : register(s0);
sampler s1 : register(s1);

float4 ps_main( float2 texCoord : TEXCOORD0 ) : COLOR0
{
float4 mainlookup = tex2D( s0, texCoord );
float2 palette = float2(mainlookup.a*xdim + xoff,frame);
mainlookup = tex2D(s1, palette);
return mainlookup;
}

 
ps 1.4 ASM
ps.1.4
texld r0, t0
mad r0.x, r0.a, c1, c2
mov r0.y, c0
phase
texld r1, r0
mov r0, r1
 
It is also possible to write the shader in ps.1.1 but it requires crazy UV coordinate hacks.

frame is a value from 0.0 to 1.0 (ps.1.4 will not allow you to wrap this value, but ps.2.0 will) that specifies how far through the palette animation you are.
xdim = 255/(width of palette)
xoff = 1/(2*(width of palette))

Note that all assembly registers correspond to a variable in order of its declaration. So, c0 = frame, c1 = xdim, c2 = xoff.

8-bit cycling single-image

ps 2.0 HLSL
// Global variables
float frame;
float xdim;
float xoff;

// Samplers
sampler s0 : register(s0);

float4 ps_main( float2 texCoord : TEXCOORD0 ) : COLOR0
{
float4 mainlookup = tex2D(s0, texCoord );
float2 palette = float2(mainlookup.a*xdim + xoff,frame);
mainlookup = tex2D(s0, palette);
mainlookup.a = 1.0f;
return mainlookup;
}

 
ps 1.4 ASM
ps.1.4
def c3, 1.0, 1.0, 1.0, 1.0
texld r0, t0
mov r1, r0
mad r1.x, r1.a, c1, c2
mov r1.y, c0
phase
texld r0, r1
mov r0.a, c3

frame is now a value between 0.0 and (palette height)/(image height). xdim = 255/(image width) xoff = 1/((image width)*2)

24-bit cycling

ps 2.0 HLSL
// Global variables
float frame;
float xdim;
float xoff;

// Samplers
sampler s0 : register(s0);
sampler s1 : register(s1);

float4 ps_main( float2 texCoord : TEXCOORD0 ) : COLOR0
{
float4 mainlookup = tex2D( s0, texCoord );
float2 palette = float2(mainlookup.a*xdim + xoff,frame*fElapsedTime);
float4 lookup = tex2D(s1, palette);
return lerp(mainlookup,lookup,lookup.a);
}

 
ps 1.4 ASM
ps.1.4
def c3, 1.0, 1.0, 1.0, 1.0
texld r0, t0
mov r2, c0
mad r2.x, r0.a, c1, c2
phase
texld r1, r2
mov r0.a, c3
lrp r0, r1.a, r1, r0

Variables are same as 8-bit multi-image.

All this variation does is make it possible to read an alpha value off of the palette texture, which is then interpolated between the palette and the original color value. This way, you can specify 0 alpha palette indexes to have full 24-bit color, and then just use the palette swapping for small, animated areas.

If I had infinite time, I’d write a program that analyzed a palette based image and re-assigned all of the color indexes based on proximety, which would make animating using this method much easier. This will stay as a proof of concept until I get some non-copyrighted images to play with, at which point I’ll probably throw an implementation of it inside my engine.


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