Need help to optimize texture drawing on LibGDX, SpriteBatch - libgdx

I'm converting my game Hold & Drag from Swift (SpriteKit) to Android using LibGDX, I created my 'SpriteKit' api a little clone of the official on Xcode.
I'm looking for optimizing the render of textures especially because I got FPS drop (45-60 /60 fps)
When I don't draw textures I got 60 (the maximum).
I hope you will help me as efficiently as possible!
#Override
public void draw() {
if (texture == null)
return;
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
spriteBatch.setTransformMatrix(getTransformMatrix());
spriteBatch.begin();
Color color = spriteBatch.getColor();
color.a = getAlpha();
spriteBatch.setColor(color);
spriteBatch.draw(texture, -size.width / 2, -size.height / 2, size.width, size.height);
spriteBatch.end();
Gdx.gl.glDisable(GL20.GL_BLEND);
}
public List<SKNode> getParents() {
List<SKNode> parents = new ArrayList<>();
if (parent != null) {
parents.add(parent);
parents.addAll(parent.getParents());
}
return parents;
}
public Matrix4 getTransformMatrix() {
List<SKNode> nodes = getParents();
Collections.reverse(nodes);
nodes.add(this);
Matrix4 transformMatrix = new Matrix4();
transformMatrix.idt();
for (SKNode node : nodes) {
transformMatrix.translate(node.position.x + node.origin.x, node.position.y + node.origin.y, 0);
transformMatrix.rotate(0, 0, 1, node.zRotation);
transformMatrix.scale(node.xScale, node.yScale, 0);
transformMatrix.translate(-node.origin.x, -node.origin.y, 0);
}
return transformMatrix;
}

It is slow to do things that cause the sprite batch to "flush", which means it has to issue a number of OpenGL commands and transfer vertex data, etc. A flush occurs when you call spriteBatch.end() but also occurs if you:
Draw something with a different texture instance than the last thing drawn
Change the projection or transform matrices
Enable/disable blending
So you want to organize so you are not triggering a flush on every object you draw. What is typically done is to begin the batch, and then each sprite is drawn at its particular location with one of the spriteBatch.draw() methods that includes all the parameters you want. Like this:
batch.setProjectionMatrix(camera.combined);
batch.begin();
for (GameObject obj : myGameObjects)
obj.draw();
batch.end();
//And in your game object / sprite class
public void draw() {
if (texture == null)
return;
spriteBatch.setColor(1f, 1f, 1f, getAlpha());
spriteBatch.draw(texture, -size.width / 2, -size.height / 2, size.width, size.height);
}
Note that the above assumes you are referring to the same sprite batch instance in every object.
Now, to make it behave more like SpriteKit (I'm assuming since I haven't used it), your objects each need a transform. But you don't want to be calling setTransformMatrix or you will trigger a flush. Instead you can use the Affine2 class instead of Matrix4. It functions just as well for holding transform data for a 2D object. Then you can use spriteBatch.draw(textureRegion, width, height, affine2Transform) to draw it without triggering a flush.
To avoid triggering flushes from using different texture instances, you should use a TextureAtlas and texture regions. You can read up on that in the LibGDX documentation on their wiki.
As an aside, when using SpriteBatch, you do not need to make OpenGL calls to enable and disable blending. That is handled internally by SpriteBatch. Call spriteBatch.enableBlending() instead.

Related

Libgdx: Draw a Sprite on touchdown

I want to draw A Sprite when touchDown event occurs and disposed when touchUp occurs. I tried following code:
public class Connect4Screen implements Screen {
SpriteBatch batch;
Connect4Screen(){
batch = new SpriteBatch();
camera = new OrthographicCamera(30, 20);
camera.update();
batch.setProjectionMatrix(camera.combined);
Gdx.input.setInputProcessor(new InputAdapter(){
#Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
drawChip();
}
}
}
public void drawChip(){
batch.begin();
batch.draw(new Texture("Images/yellow.png"), 0, 5, 1.4f,1.4f);
batch.end();
}
}
I scrapped off unnecessary code.
What is wrong here?
If you simply draw something as a one-time event, it will only be visible for 1/60 of a second. Games redraw the screen over and over in a loop, so to cause something to appear and stay on the screen, you need to set a member Boolean that indicates it should be drawn, and then in your render method you draw that item if the Boolean is true.
That's a very simplified explanation. Games tend to have many different items to draw that come and go, and keeping separate Booleans for each of them is impractical. So typically you'll have a list of items to draw, and you can add and remove items from the list based on events in the game. In your render method, you would loop through the list and draw everything in it.
Also, you must not create a new Texture without keeping a member reference to it so you can dispose() it later. Textures use native memory on the GPU and must be disposed of or they will leak memory. In LibGDX, any object that can leak memory implements Disposable, and must be disposed before you lose track of the reference.

Interpolation in libgdx

How can I use interpolation in libgdx ?
Say if I have sprite and I want to manipulate its size as it begins at 0,0
and end at its full size
I have this :
SpriteBatch batch = new SpriteBatch();
Sprite star = new Sprite(new Texture("star.png"));
public void render(float delta) {
batch.begin();
batch.draw(star, 100, 100, star.getOriginX(), star.getOriginY(),
star.getWidth(), star.getHeight(), star.getScaleX(), star.getScaleY(),
star.getRotation());
batch.end;
}
With SpriteBatch: You can use Tween engine (https://github.com/libgdx/libgdx/wiki/Universal-Tween-Engine) to do the job with the numbers.
With Scene2D: You can use actors and use addAction() to animate the transformation automatically. Actions are pretty cool and support many types of interpolations.

spotlight not working in libGDX

I was playing around with spotLight in libGDX. I used this code to project the light source in -y direction. To my surpise, my floorModel was completely black. I went to docs and found this interesting fact:
Note that the default shader doesn't support spot lights, you'll have to supply your own shader to use this class.
I think this may be the reason the what spotlight isn't working. I have however found 0 examples of setting up spot light properly. Could you provide a simple example on setting up spot light properly?
EDIT for those who read the first question: after exporting custom object for a second time, the light interaction was working as exptected-meaning the object was not visible when only spotlight was used. Not sure why.
public void show() {
float factor=3f;
camera = new PerspectiveCamera(45, Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
camera.position.set(1.4f * factor, 6f, -1f * factor);
camera.lookAt(0f,0f,0f);
camera.near =0.1f;
camera.far = 300f;
modelBatch = new ModelBatch();
modelBuilder=new ModelBuilder();
UBJsonReader jsonReader = new UBJsonReader();
G3dModelLoader modelLoader = new G3dModelLoader(jsonReader);
model = modelLoader.loadModel(Gdx.files.getFileHandle("convertedModel3.g3db", Files.FileType.Internal));
floorModel = modelBuilder.createBox(30,1,30,new Material(ColorAttribute.createDiffuse(Color.BLUE)), VertexAttributes.Usage.Position|VertexAttributes.Usage.Normal);
modelInstance = new ModelInstance(model);
floorInstance=new ModelInstance(floorModel);
Array<Material> materials=modelInstance.materials;
materials.get(0).set(ColorAttribute.createDiffuse(Color.WHITE));
materials.get(0).set(ColorAttribute.createReflection(Color.WHITE));
float intensity = 0.1f;
environment = new Environment();
Vector3 pos = new Vector3(0,10,0);
Vector3 dir = new Vector3(0,-10,0);
environment.add(new SpotLight().set(Color.WHITE,pos,dir,1f,100,1));
}
#Override
public void render(float delta) {
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
camera.update();
modelBatch.begin(camera);
modelBatch.render(modelInstance, environment);
modelBatch.render(floorInstance,environment);
modelBatch.end();}
As the documentation says, currently spotlight is not supported by the default shader. This is because good generic spotlight requires per fragment lighting and the default shader uses per vertex lighting. Therefor you wont find a simple example on that. You could wait for this pull request to be included. You could use that as an example (although it's probably an overkill for your usage and surely not simple). Or you could provide your own shader that includes spot lighting.
Here's a basic tutorial on how to create a shader. This wiki page contains more information about how to customize the shader. The actual shader implementation is not really libGDX specific (except for the uniform names), you can use any algorithm you like that is compatible with your target device.
Here you can find an example on how to adjust the default (per vertex lighting) shader to somewhat support spotlight (the quality depends on your models). Note that the modification to the DefaultShader class are already included, you'd only have to focus on the actual shader (GLSL) programs in that case.

Loading Blender animation into libGDX

Hi Blender & libGDX Gurus,
I am trying to load an blender animation into libGDX for an android app. So I created an animation using Blenders action editor, I exported this into .fbx format. I then ran the fbx-conv tool to create a .G3DB file. I then proceeded to upload this file into libGDX using the modelLoader.
Everything seems to work fine (I am not receiving any error messages) except that the screen is blank. I can't see any animations or the model.
I have run this code in a Samsung galaxy tablet running kitkat, nexus phone running marshmallow and an emulator, but the same result.
I went thru the tutorials and am using some of the code to upload one of my blender models. I still can't figure this out and I need help figuring this out.
Any help will be greatly appreciated.
Here is the link to the Blender file:
Animated Low-Poly Horse No Lights and no Camera
Here is my code where I am uploading the model in libGDX. I basically am using the code from the tutorials.
#Override
public void create () {
// Create camera sized to screens width/height with Field of View of 75 degrees
camera = new PerspectiveCamera(
75,
Gdx.graphics.getWidth(),
Gdx.graphics.getHeight());
// Move the camera 5 units back along the z-axis and look at the origin
camera.position.set(0f,0f,7f);
camera.lookAt(0f,0f,0f);
// Near and Far (plane) represent the minimum and maximum ranges of the camera in, um, units
camera.near = 0.1f;
camera.far = 300.0f;
camera.update();
// A ModelBatch to batch up geometry for OpenGL
modelBatch = new ModelBatch();
// Model loader needs a binary json reader to decode
UBJsonReader jsonReader = new UBJsonReader();
// Create a model loader passing in our json reader
G3dModelLoader modelLoader = new G3dModelLoader(jsonReader);
// Now load the model by name
// Note, the model (g3db file ) and textures need to be added to the assets folder of the Android proj
model = modelLoader.loadModel(Gdx.files.getFileHandle("AnimatedLowPolyHorseStageFenced_Ver5.g3db", Files.FileType.Internal));
// Now create an instance. Instance holds the positioning data, etc of an instance of your model
modelInstance = new ModelInstance(model);
//fbx-conv is supposed to perform this rotation for you... it doesnt seem to
modelInstance.transform.rotate(1, 0, 0, -90);
//move the model down a bit on the screen ( in a z-up world, down is -z ).
modelInstance.transform.translate(0, 0, -2);
// Finally we want some light, or we wont see our color. The environment gets passed in during
// the rendering process. Create one, then create an Ambient ( non-positioned, non-directional ) light.
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.8f, 0.8f, 0.8f, 1.0f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
// You use an AnimationController to um, control animations. Each control is tied to the model instance
controller = new AnimationController(modelInstance);
// Pick the current animation by name
controller.setAnimation("Armature|ArmatureAction",1, new AnimationListener(){
#Override
public void onEnd(AnimationDesc animation) {
// this will be called when the current animation is done.
// queue up another animation called "balloon".
// Passing a negative to loop count loops forever. 1f for speed is normal speed.
//controller.queue("Armature|ArmatureAction",-1,1f,null,0f);
}
#Override
public void onLoop(AnimationDesc animation) {
// TODO Auto-generated method stub
}
});
}
#Override
public void resize(int width, int height) {
super.resize(width, height);
}
#Override
public void render () {
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
//Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
// For some flavor, lets spin our camera around the Y axis by 1 degree each time render is called
// You need to call update on the animation controller so it will advance the animation. Pass in frame delta
controller.update(Gdx.graphics.getDeltaTime());
// Like spriteBatch, just with models! pass in the box Instance and the environment
modelBatch.begin(camera);
modelBatch.render(modelInstance, environment);
modelBatch.end();
}
When converting to G3DB with fbxconv you got a warning,
"Mesh contains vertices with zero bone weights".
Try the following steps:
- Add a a new bone to your blend
- Connect it to non-animated (or all) vertices
- Re-export & convert
If you still get the warning, repeat but connect the new bone to all vertices.
I know this is an old question, but i had a similar problem recently and this worked.

LibGDX Android Game - displaying fixed text (ie Score) over a scrolling screen

I am beginning to write a game in LibGDX, only just beginning. I have got a basic tile map loaded, a player sprite and can move the character around and the screen (camera) scrolls around - perfect.
I have two overlayed textures in the bottom right of the screen, a left and right arrow, which are used as the joypad to control the character. I position these in relation to the players.x position, which is always fixed to the centre of the screen. Cool so far .... As below:
/////////////////////////////////////////////////////////////////
private void renderJoypad(float deltaTime)
{
batch.draw(Assets.leftJoypad, blockman.position.x-14, 1, 3, 3);
batch.draw(Assets.rightJoypad, blockman.position.x-9, 1, 3, 3);
}
I am now trying to put the player's score in the top left of the screen. The score is made of a Bitmap font, as below.
font = new BitmapFont(Gdx.files.internal("fonts/minecrafter.fnt"),Gdx.files.internal("fonts/minecrafter.png"),false);
font.setScale(0.02f);
In my render() method I cam calling some other methods to update, like the positions of the
leftJoypad etc, as in renderJoypad(). I am also calling my draw font method to update the position of the score, however, when I scroll it is all jerky, and sometimes it shows less characters than there should be.
public void drawScore(float deltaTime)
{
font.draw(batch, "00000", blockman.position.x, 10);
}
I believe that I need to place the score (and any other on screen texts, HUD etc) into a stage, but I cannot understand how to get it working with my existing code.
My show method is as follows:
public void show()
{
//load assets class to get images etc
Assets Assets = new Assets();
//start logging Framerate
Gdx.app.log( GameScreen.LOG, "Creating game" );
fpsLogger = new FPSLogger();
//set the stage - bazinga
Gdx.input.setInputProcessor(stage);
//stage.setCamera(camera);
//stage.setViewport(480, 360, false);
batch = new SpriteBatch();
//load the Joypad buttons
loadJoypad();
//background image
loadBackground();
//sounds
jumpSound = Gdx.audio.newSound(Gdx.files.internal("sounds/slime_jump.mp3"));
//LOAD block man here
// load the map, set the unit scale to 1/16 (1 unit == 16 pixels)
loadMap();
//draw the score
font = new BitmapFont(Gdx.files.internal("fonts/minecrafter.fnt"),Gdx.files.internal("fonts/minecrafter.png"),false);
font.setScale(0.02f);
// create an orthographic camera, shows us 30x20 units of the world
camera = new OrthographicCamera();
camera.setToOrtho(false, 30, 20);
camera.update();
// create the Blockman we want to move around the world
blockman = new Blockman();
blockman.position.set(25, 8);
}
and my render() method is as follows:
public void render(float delta)
{
// get the delta time
float deltaTime = Gdx.graphics.getDeltaTime();
stage.act(deltaTime);
stage.draw();
// clear the screen
Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderBackground(deltaTime);
batch = renderer.getSpriteBatch();
//updateBlockman(deltaTime);
blockman.update(deltaTime);
// let the camera follow the blockMan, x-axis only
camera.position.x = blockman.position.x;
camera.update();
// set the tile map rendere view based on what the
// camera sees and render the map
renderer.setView(camera);
renderer.render();
//start the main sprite batch
batch.begin();
// render the blockMan
renderBlockman(deltaTime);
renderJoypad(deltaTime);
drawScore(deltaTime);
batch.end();
fpsLogger.log();
}
I have tried to change the way things work with relation to the Spritebatch etc and just cannot seem to get it working as I require.
Can anyone suggest how I may approach getting a stage and actors to work, or a second camera or something to help me achieve a fixed score display in the corner.
Do I need to use Scene 2D or something - aahhh! My head is exploding....
I look forward and thank you in advance.
Regards
James
I have a couple of suggestions:
Check to see if you have setUseIntegerPositions set to true
(the default) when you draw your font. If you do, and you're scaling
it, then it can cause some odd effects similar to those that you
describe. Set it to false and see if it fixes the problem.
Reset your spritebatch's matrices before drawing the text, that way you won't need to adjust it for the scrolling.
I'd even go as far as to recommend not scaling the font if you can help it, because fonts often look a little odd after being scaled.