Flipping a shaperenderer object in libGDX - libgdx

I am flipping one of the object in my libGDX project. At the same time I want to flip its shape rendering circle also. How can I do it?
here is my code for shaperenderer:
shapeRenderer.setProjectionMatrix(camera.projection);
shapeRenderer.setTransformMatrix(camera.view);
shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
if (obsObj.isSpider())
circle(shapeRenderer, ob.getCollisionCircle());
shapeRenderer.end();
and circle method is:
private void circle(ShapeRenderer renderer, Circle circle) {
shapeRenderer.circle(circle.x, circle.y, circle.radius, 100);
}
I am flipping sprite object like this..
obsSprite.setFlip(true,false);

Instead of using circle/Rectangle shape rendering,I tried shape rendering with polygons.
It worked well for rotation and flipping.

You can use transform matrix like this :
shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.setTransformMatrix(...your transformation matrix...);
camera.combined contains both camera projection and view.
your transformation matrix might be scaling matrix in your case (scaleX = -1 for horizontal flipping and/or scaleY = -1 for vertical flipping)

Related

setCenter() Method is not properly centering sprite texture on box2d fixture

The past few days I've been trying to figure out a display bug I don't understand. I've been working on a simple 2d platformer with box2d and orthogonal Tiled maps. So far so good, the physics work and using the b2d debug renderer I can assert proper player fixture and camera movement through the level.
Now next step I've tried to load textures to display sprites instead of debug shapes. This is where I stumble. I can load animations for my player body/fixture, but when I use the setCenter() method to center the texture on the fixture it is always out of center.
I've tried approaches via halving texture witdths and heights hoping to center the texture on the player fixture but I get the exact same off position rendering. I've played aorund with world/camera/screen unit coordinates but the misalignement persists.
I'm creating the player in my Player class with the following code.
First I define the player in box2d:
//define player's physical behaviour
public void definePlayer() {
//definitions to later use in a body
BodyDef bdef = new BodyDef();
bdef.position.set(120 / Constants.PPM, 60 / Constants.PPM);
bdef.type = BodyDef.BodyType.DynamicBody;
b2body = world.createBody(bdef);
//Define needed components of the player's main fixture
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox(8 / Constants.PPM, 16 / Constants.PPM); //size of the player hitbox
//set the player's category bit
fdef.filter.categoryBits = Constants.PLAYER_BIT;
//set which category bits the player should collide with. If not mentioned here, no collision occurrs
fdef.filter.maskBits = Constants.GROUND_BIT |
Constants.GEM_BIT |
Constants.BRICK_BIT |
Constants.OBJECT_BIT |
Constants.ENEMY_BIT |
Constants.TREASURE_CHEST_BIT |
Constants.ENEMY_HEAD_BIT |
Constants.ITEM_BIT;
fdef.shape = shape;
b2body.createFixture(fdef).setUserData(this);
}
Then I call the texture Region to be drawn in the Player class constructor:
//define in box2d
definePlayer();
//set initial values for the player's location, width and height, initial animation.
setBounds(0, 0, 64 / Constants.PPM, 64 / Constants.PPM);
setRegion(playerStand.getKeyFrame(stateTimer, true));
And finally, I update() my player:
public void update(float delta) {
//center position of the sprite on its body
// setPosition(b2body.getPosition().x - getWidth() / 2, b2body.getPosition().y - getHeight() / 2);
setCenter(b2body.getPosition().x, b2body.getPosition().y);
setRegion(getFrame(delta));
//set all the boolean flags during update cycles approprietly. DO NOT manipulate b2bodies
//while the simulation happens! therefore, only set flags there, and call the appropriate
//methods outside the simulation step during update
checkForPitfall();
checkIfAttacking();
}
And my result is
this, facing right
and this, facing left
Update:
I've been trying to just run
setCenter(b2body.getPosition().x, b2body.getPosition().y);
as suggested, and I got the following result:
facing right and facing left.
The sprite texture flip code is as follows:
if((b2body.getLinearVelocity().x < 0 || !runningRight) && !region.isFlipX()) {
region.flip(true, false);
runningRight = false;
} else if ((b2body.getLinearVelocity().x > 0 || runningRight) && region.isFlipX()) {
region.flip(true, false);
runningRight = true;
}
I'm testing if either the boolean flag for facing right is set or the x-axis velocity of my player b2body has a positive/negative value and if my texture region is already flipped or not and then use libGDX's flip() accordingly. I should not be messing with fixture coords anywhere here, hence my confusion.
The coordinates of box2d fixtures are offsets from the position, the position isn't necessarily the center (although it could be depending on your shape definition offsets). So in your case i think the position is actually the lower left point of the box2d polygon shape.
In which case you don't need to adjust for width and height because sprites are also drawn from bottom left position. So all you need is ;
setPosition(b2body.getPosition().x , b2body.getPosition().y );
I'm guessing you flip the box2d body when the player looks left the position of the shape is now bottom right so the sprite offset of width/2 and height/2 is from the bottom right instead. So specifically when you are looking left you need an offset of
setPosition(b2body.getPosition().x - getWidth() , b2body.getPosition().y );
I think looking right will be fixed from this, but i don't know for sure how you handle looking left in terms of what you do to the body, but something is done because the offset changes entirely as shown in your capture. If you aren't doing some flipping you could add how you handle looking right to the question.
EDIT
It seems the answer was that the sprite wasn't centered in the sprite sheet and this additional space around the sprite caused the visual impression of being in the wrong place (see comments).

Libgdx get texture from Texture Atlas with findRegion

I have this code
textureAtlas = TextureAtlas("atlas.atlas")
val box = textureAtlas.findRegion("box")
I want to create a texture with "box". Is it possible? box.texture return the original texture, not the regioned. Oh and I don't want to use Sprite and SpriteBatch. I need this in 3D, not 2D.
Thanks
TextureAtlas actually not separating pieces. When you get region from atlas its just saying that this is the area you gonna use (u,v,u2,v2) and this is original reference to whole texture.
This is why batch.draw(Texture) and batch.draw(TextureRegion) are not same in use.
However taking part of picture as texture is possible.
You can use pixmap to do it.
First generate pixmap from atlas texture. Then create new empty pixmap in size of "box" area you want. Then assign pixel arrays and generate texture from your new pixmap.
It may be quite expensive due to your Textureatlas size.
You can use framebuffer.
Create FBbuilder and build new frame buffer.Draw texture region to this buffer and get texture from it.
Problem here is the sizes of texture will be same as viewport/screen sizes.I guess you can create new camera to change it to sizes you want.
GLFrameBuffer.FrameBufferBuilder frameBufferBuilder = new GLFrameBuffer.FrameBufferBuilder(widthofBox, heightofBox);
frameBufferBuilder.addColorTextureAttachment(GL30.GL_RGBA8, GL30.GL_RGBA, GL30.GL_UNSIGNED_BYTE);
frameBuffer = frameBufferBuilder.build();
OrthographicCamera c = new OrthographicCamera(widthofBox, heightofBox);
c.up.set(0, 1, 0);
c.direction.set(0, 0, -1);
c.position.set(widthofBox / 2, heightofBox / 2, 0f);
c.update();
batch.setProjectionMatrix(c.combined);
frameBuffer.begin();
batch.begin();
batch.draw(boxregion...)
batch.end();
frameBuffer.end();
Texture texturefbo = frameBuffer.getColorBufferTexture();
Texturefbo will be y flipped. You can fix this with texture draw method by setting scaleY to -1 or You can scale scaleY to -1 while drawing on framebuffer or can change camera like this
up.set(0, -1, 0);
direction.set(0, 0, 1);
to flip to camera on y axis.
Last thing came to my mind is mipmapping this texture.Its also not so hard.
texturefbo.bind();
Gdx.gl.glGenerateMipmap(GL20.GL_TEXTURE_2D);
texturefbo.setFilter(Texture.TextureFilter.MipMapLinearLinear,
Texture.TextureFilter.MipMapLinearLinear);
You can do this:
Texture boxTexture = new TextureRegion(textureAtlas.findRegion("box")).getTexture();

How to crop texture based on the other object it touched?

I have a line actor that might have other object that intersect with it, And I need to crop out that part.
Above is the image actor
this rectangle is also a image actor might appear randomly along the lines.
And this is the sample of the result I wanted to get. I need advice on how to achieve this with libgdx.
[EDIT]
As suggest I am trying to use fbo to draw into a buffer. Below is the code I am currently working on.
#Override
public void draw(Batch batch, float parentAlpha) {
fbo.begin();
getStage().getViewport().apply();
Gdx.gl.glClearColor(0f,0f,0f,0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.draw(trLine,position.x,position.y);
batch.flush();
fbo.end();
getStage().getViewport().apply();
batch.draw(fbo.getColorBufferTexture(),0,0);
}
I am able to buffer the draw into the buffer and draw it later but it happen to be different size. below is the code for creation and dispose of fbo. and it is outside of the draw loop.
fbo = new FrameBuffer(Pixmap.Format.RGBA8888,getStage().getViewport().getWidth(),getStage().getViewport().getHeight(),false,true);
[SOLVED FBO]
Below is the coding that have working fbo but the blending is not working as expected. Will keep trying until it works.
fbo.begin();
Gdx.gl.glClearColor(0f,0f,0f,0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(trLine,position.x,position.y);
batch.end();
int srcFunc = batch.getBlendSrcFunc();
int dstFunc = batch.getBlendDstFunc();
batch.enableBlending();
batch.begin();
batch.setBlendFunction(GL20.GL_ONE, GL20.GL_FUNC_REVERSE_SUBTRACT);
for(int i = 0 ; i < cropRectangles.size() ; i++){ batch.draw(cropTexture.get(i),cropRectangles.get(i).x,cropRectangles.get(i).y);
}
batch.end();
fbo.end();
getStage().getViewport().apply();
//reset blending before drawing the desire result
batch.begin();
batch.setBlendFunction(srcFunc, dstFunc);
batch.draw(fbo.getColorBufferTexture(),0,0);
batch.end();
But the output is not getting any blending effect. it is still a rectangle with filled white color.
[SOLVED FULL CODE]
I finally apply the equation correctly and able to reset it so it doesn't affect other things that I draw after this.
fbo.begin();
Gdx.gl.glClearColor(0f,0f,0f,0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(trLine,position.x,position.y);
batch.end();
int srcFunc = batch.getBlendSrcFunc();
int dstFunc = batch.getBlendDstFunc();
batch.enableBlending();
batch.begin();
batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
Gdx.gl.glBlendEquation(GL20.GL_FUNC_REVERSE_SUBTRACT);
for(int i = 0 ; i < cropRectangles.size() ; i++){
batch.draw(cropTexture.get(i),cropRectangles.get(i).x,cropRectangles.get(i).y);
}
batch.end();
batch.flush();
fbo.end();
Gdx.gl.glBlendEquation(GL20.GL_FUNC_ADD);
getStage().getViewport().apply();
batch.begin();
batch.setBlendFunction(srcFunc, dstFunc);
batch.draw(fbo.getColorBufferTexture(),0,0);
batch.end();
You can use blend mode to achieve this.Your rectangle should have 2 parts.
Outer part and transparent part.
Outer part is your actual part going to be draw as usual.
Transparent part will be another rectangle with a full alpha and you should use blending for this part.
Visual Blending Tool
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
This mode clearing intersection area, it seems like correct mode .
You can easly find example usages of blending in libgdx.
SpriteBatch sb = (SpriteBatch)batch;
// draw our destination image
sb.draw(dst, 0, 0);
sb.end();
// remember SpriteBatch's current functions
int srcFunc = sb.getBlendSrcFunc();
int dstFunc = sb.getBlendDstFunc();
// Let's enable blending
sb.enableBlending();
sb.begin();
// blend them
sb.setBlendFunction(GL20.GL_ONE, GL20.ONE_MINUS_SRC_ALPHA);
sb.draw(src, 0, 0);
// Reset
sb.end();
sb.begin();
sb.setBlendFunction(srcFunc, dstFunc);
Additionally you must change blend equation as well.
And its not unique for sprite batch so we need to change for all game.
//Equation for effect you want
Gdx.gl.glBlendEquation(GL20.GL_FUNC_REVERSE_SUBTRACT);
//After draw you should also reset this
Gdx.gl.glBlendEquation(GL20.GL_FUNC_ADD);
Now we should take this drawn to FrameBufferObject because transparent area will show background color of your spritebatch.
If it's okey for you then it's done but you want to see another texture at this transparent area like background image or something then we have one more step.
You should read this article for whats the purpose of FBO(FrameBufferObject)
Frame Buffer from official wiki
You need to use this for merge your sprites and transparent areas so you can use those as whole image and see through background images from transparent area.
Maybe using second viewport or sprite batch would be easier and much more efficient according to your game.
One solution for this situation, fill that rectangle with solid background color(i mean make one rectangle inside that rectangle ring). It will cropped out that part.

libgdx open gles 2.0 stencil alpha masking

I'm looking for a solution to implement alpha masking with stencil buffer in libgdx with open gles 2.0.
I have managed to implement simple alpha masking with stencil buffer and shaders, where if alpha channel of fragment is greater then some specified value it gets discarted. That works fine.
The problem is when I want to use some gradient image mask, or fethered png mask, I don't get what I wanned (I get "filled" rectangle mask with no alpha channel), instead I want smooth fade out mask.
I know that the problem is that in stencil buffer there are only 0s and 1s, but I want to write to stencil some other values, that represent actual alpha value of fragment that passed in fragment shader, and to use that value from stencil to somehow do some blending.
I hope that I've explained what I want to get, actually if it's possible.
I've recently started playing with OpenGL ES, so I still have some misunderstandings.
My questions is: How to setup and stencil buffer to store values other then 0s and 1s, and how to use that values later for alpha masking?
Tnx in advance.
This is currently my stencil setup:
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_STENCIL_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
// setup drawing to stencil buffer
Gdx.gl20.glEnable(GL20.GL_STENCIL_TEST);
Gdx.gl20.glStencilFunc(GL20.GL_ALWAYS, 0x1, 0xffffffff);
Gdx.gl20.glStencilOp(GL20.GL_REPLACE, GL20.GL_REPLACE, GL20.GL_REPLACE);
Gdx.gl20.glColorMask(false, false, false, false);
Gdx.gl20.glDepthMask(false);
spriteBatch.setShader(shaderStencilMask);
spriteBatch.begin();
// push to the batch
spriteBatch.draw(Assets.instance.actor1, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2, Assets.instance.actor1.getRegionWidth(), Assets.instance.actor1.getRegionHeight());
spriteBatch.end();
// fix stencil buffer, enable color buffer
Gdx.gl20.glColorMask(true, true, true, true);
Gdx.gl20.glDepthMask(true);
Gdx.gl20.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_KEEP);
// draw where pattern has NOT been drawn
Gdx.gl20.glStencilFunc(GL20.GL_EQUAL, 0x1, 0xff);
decalBatch.add(decal);
decalBatch.flush();
Gdx.gl20.glDisable(GL20.GL_STENCIL_TEST);
decalBatch.add(decal2);
decalBatch.flush();
The only ways I can think of doing this are with a FrameBuffer.
Option 1
Draw your scene's background (the stuff that will not be masked) to a FrameBuffer. Then draw your entire scene without masks to the screen. Then draw your mask decals to the screen using the FrameBuffer's color attachment. Downside to this method is that in OpenGL ES 2.0 on Android, a FrameBuffer can have RGBA4444, not RGBA8888, so there will be visible seams along the edges of the masks where the color bit depth changes.
Option 2
Draw you mask decals as B&W opaque to your FrameBuffer. Then draw your background to the screen. When you draw anything that can be masked, draw it with multi-texturing, multiplying by the FrameBuffer's color texture. Potential downside is that absolutely anything that can be masked must be drawn multi-textured with a custom shader. But if you're just using decals, then this isn't really any more complicated than Option 1.
The following is untested...might require a bit of debugging.
In both options, I would subclass CameraGroupStrategy to be used with the DecalBatch when drawing the mask decals, and override beforeGroups to also set the second texture.
public class MaskingGroupStrategy extends CameraGroupStrategy{
private Texture fboTexture;
//call this before using the DecalBatch for drawing mask decals
public void setFBOTexture(Texture fboTexture){
this.fboTexture = fboTexture;
}
#Override
public void beforeGroups () {
super.beforeGroups();
fboTexture.bind(1);
shader.setUniformi("u_fboTexture", 1);
shader.setUniformf("u_screenDimensions", Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
}
}
And in your shader, you can get the FBO texture color like this:
vec4 fboColor = texture2D(u_fboTexture, gl_FragCoord.xy/u_screenDimensions.xy);
Then for option 1:
gl_FragColor = vec4(fboColor.rgb, 1.0-texture2D(u_texture, v_texCoords).a);
or for option 2:
gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
gl_FragColor.a *= fboColor.r;

How to detect if the area was 100% painted in as3

I´m making a game that simulates an industry of pan, and one of the process is Painting.
What I want to do is to let the player paint the pan, but i don´t want it to be easy using FILL, i want that the player paint the pan with an brush and then the game detects if all the area was painted and let the player advance.
For the painting i intend to use that library: http://www.nocircleno.com/graffiti/
But i have no idea how to detect if all the area was painted. Can someone show me some way of doing that?
One of the ways would be - you make a shielding BitmapData that has transparency and is opaque in place which you need your player to paint. (Color it as needed, but make sure the color is fully opaque). Then gather histogram() then query alpha vector for 255th value, this will be the initial value for zero percent filled. These range from 0-255, so you can't use 100 or any other fixed value. Then, while the player is painting, you draw the brush over that BitmapData with blendMode parameter set to BlendMode.ERASE, this will net your BitmapData to gain transparency where the brush was drawn. After your player finishes drawing by any means (say, the paint is used up), you run another histogram() over the BitmapData, and query the 255th value of alpha channel vector. 0 means the bitmap is fully transparent (or at least, only a small amount of pixels is left opaque), thus you can count a zero as 100% fill, for anything greater use the proportion.
var bd:BitmapData=new BitmapData(w,h,true,0x0); // fully transparent initial bitmap
bd.draw(yourPaintBase); // a shape that designates area to be painted. Must be fully opaque
var bm:Bitmap=new Bitmap(bd);
// position it as needed, so the area which should be painted is aligned to wherever you need
addChild(bm);
addEventListener(Event.ENTER_FRAME,doPaint);
var baseValue:int=bd.histogram()[3][255]; // Vector #3 contains alpha, #255 contains
// percentage of those pixels that have alpha of 255 = fully opaque
function doPaint(e:Event):void {
if (!areWePainting) return;
var sh:Shape=getBrush(); // shuold return an existing Shape object reference for performance
sh.x=e.localX;
sh.y=e.localY; // we are drawing where the mouse is
bd.draw(sh,null,null,BlendMode.ERASE);
decreasePaint(); // we have used some paint
if (noMorePaint()) {
e.target.removeEventListener(Event.ENTER_FRAME,doPaint);
var endValue:int=Math.floor(100*(1-bd.histogram()[3][255]/baseValue));
// aligning to percentage. This is the value you seek
reportFilledPercentage(endValue);
}
}
You can iterate over the pixels on your BitmapData and use getPixel() to check if the color of all those pixels is not white. If a white one is found, the image is not fully painted.
Something like this:
function containsWhite(bitmapData:BitmapData):Boolean
{
for(var c:int = 0; c < bitmapData.width; c++)
{
for(var r:int = 0; r < bitmapData.height; r++)
{
// Check if pixel is white.
if(bitmapData.getPixel(c, r) >= 0xFFFFFF)
{
return true;
}
}
}
return false;
}
Your essentially dealing with a collision detection problem. From looking at their API you could try something like a for loop with getColorAtPoint and try to determine they have drawn at each pixel.
If all else fails look into collision between the objects the library generates using the .hitTestObject method of an object.
See this: http://sierakowski.eu/list-of-tips/39-collision-detection-methods-hittest-and-hittestobject-alternatives.html
And this to see how someone handles collision with pixels: http://www.emanueleferonato.com/2010/08/05/worms-like-destructible-terrain-in-flash-part-2/