How to use SpriteBatch and ShapeRenderer in one screen? - libgdx

I'm using SpriteBatch to draw textures and ShapeRenderer to draw some shape.
Here is my code in an actor
#Override
public void draw(Batch batch, float parentAlpha) {
batch.end();
Gdx.gl.glEnable(GL20.GL_ARRAY_BUFFER_BINDING);
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
shapeRenderer.begin(ShapeType.Filled);
//change color
shapeRenderer.setColor(color);
shapeRenderer.rect(rectangle.x, rectangle.y, rectangle.width, rectangle.height);
shapeRenderer.end();
Gdx.gl.glDisable(GL20.GL_BLEND);
batch.begin();
}
and call stage.draw() on the screen
#Override
public void render(float delta) {
Gdx.gl20.glClearColor(0, 0, 0, 0);
Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D);
stage.act(delta);
stage.draw();
//......
}
It's working but unpredictably throw exception:
STACK_TRACE=java.lang.IllegalStateException: SpriteBatch.end must be called before begin.
at com.badlogic.gdx.graphics.g2d.SpriteBatch.begin(SpriteBatch.java:164)
at com.badlogic.gdx.scenes.scene2d.Stage.draw(Stage.java:127)
at c.i.a.a(AbstractCardRoomRenderer.java:3078)
at c.i.s.a(TLMNCardRoomRenderer.java:1158)
at c.j.e.render(GameScreen.java:22)
at com.badlogic.gdx.Game.render(Game.java:46)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:422)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1522)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1239)
EDIT: For more details what I'm doing:
What I want is to draw a shape. Because the stage's batch is drawing so I have to end it for shape drawing. My code still work but sometime, another actor, I think, use stage's batch to draw something else. It make the stage begin its batch. So it conflict between begin and end.
For example, the actor draw method:
batch.end();
//drawing shapes
batch.begin() (somewhere else) <--- I think this code is call when stage call draw on other actor
//drawing completed
batch.begin()
EDIT:
If others' answer not suit you, please consider my workaround I post as an answer below.

#Override
public void draw(Batch batch, float parentAlpha) {
batch.end(); <--
Gdx.gl.glEnable(GL20.GL_ARRAY_BUFFER_BINDING);
../// other code
shapeRenderer.end();
Gdx.gl.glDisable(GL20.GL_BLEND);
batch.begin(); <--
I think the error is in you is calling, batch.end () before bacth.begin (); try to change the order
on the other hand, if the draw method. It is the stage class, you call him with the arguments you require, public void draw (Batch batch, float parentAlpha)

If you don't close all Renderers before opening a new one you will get a view without the previous ones
spriteBatch.begin()
... // render Textures
shapeRenderer.begin()
... // render Shapes
shapeRenderer.close()
spriteBatch.close()
this would cause a Screen without your spriteBatch-Textures ---
you already solved this problem by resorting your code to this
#Override
public void draw(Batch batch, float parentAlpha) {
batch.end(); // close A
...
shapeRenderer.begin(ShapeType.Filled); // open B
...
shapeRenderer.end(); // close B
batch.begin(); // open A
}
But in the very first batch.end() your code is not able to find any opened spriteBatch that can be closed, therefore you get an IllegalStateException
You have to call
batch.begin() one time before using the end()-method
(but be aware that you shouldn't begin a batch every frame)
the most simple solution i would recommend to solve the issue is the following:
class MyActor{
private boolean firstDraw = true;
#Override
public void draw(Batch batch, float parentAlpha) {
if(firstDraw)
{
batch.begin();
firstDraw=false;
}
batch.end();
Gdx.gl.glEnable(GL20.GL_ARRAY_BUFFER_BINDING);
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
shapeRenderer.begin(ShapeType.Filled);
//change color
shapeRenderer.setColor(color);
shapeRenderer.rect(rectangle.x, rectangle.y, rectangle.width, rectangle.height);
shapeRenderer.end();
Gdx.gl.glDisable(GL20.GL_BLEND);
batch.begin();
}
...
}

Like Angel * 2 is saying, your error is coming from calling a .end before .begin. Using multiple drawing batches is perfectly possible and being used often, but you have to use them in order and begin/end them properly. The following code is valid:
spriteBatch.begin();
spriteBatch.draw(..);
//more draw calls for this spritebatch
spriteBatch.end();
shapeRenderer.begin(..);
shapeRenderer.line(..);
//more draw calls for shaperenderer go here
shapeRenderer.end();
anotherSpriteBatch.begin();
anotherSpriteBatch.draw(..);
anotherSpriteBatch.end();
//You can also use the same batch again.
shapeRenderer.begin(..);
shapeRenderer.circle(..);
shapeRenderer.close();

I know this is my old question but I can see there are still new people using libgdx facing this error too. So I post my workaround as an answer:
The problem is that there is something break in between
batch.begin()
and
batch.end()
when the stage drawing
so if you use Stage to manage the batch, try-catch can save your time:
#Override
public void render(float delta) {
try {
stage.act(delta)
stage.draw()
} catch (Exception ex) {
if(stage.batch.isDrawing)
stage.batch.end()
}
}
** This is just a workaround to bypass some accidental error (e.g glyphlayout) in a frame and it should work fine in next frame. If there is any real problem in your code or resources, your render code will end up in the catch{}

Related

Lwjgl3Application drawing perf degrades from 1.9.10 to 1.9.11

Hi I have a game that was using Lwjgl3Application with 1.9.10, after updating to 1.10.0 the drawing is noticeably worse on my 2014 macbook pro. You can tell the difference even when drawing a single texture. When texture are drawn, it looks like they are drawn in horizontal chunks, giving the illusion that drawing is lagging. The framerate via Gdx.graphics.getFramesPerSecond() is still ~60. On larger scenes, the weirdness in drawing is very apparent as large horizontal bands of artifacts going across the screen.
I used the project generator tool to make a scratch project to try and narrow it down, it looks like the degradation happens between 1.9.10 and 1.9.11.
In comparison, using LwjglApplication works just as well as before.
Below is the code, if running on a mac make sure to add the -XstartOnFirstThread VM arg to the desktop launcher otherwise it won't start.
public class DesktopLauncher {
public static void main (String[] arg) {
final Lwjgl3ApplicationConfiguration config = new Lwjgl3ApplicationConfiguration();
new Lwjgl3Application(new MyGdxGame(), config);
}
}
public class MyGdxGame extends ApplicationAdapter {
SpriteBatch batch;
Texture img;
int posX, posY;
#Override
public void create () {
batch = new SpriteBatch();
img = new Texture("badlogic.jpg");
}
#Override
public void render () {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(img, posX, posY);
batch.end();
// make texture move around a bit
posX++;
posY++;
if (posX >= Gdx.graphics.getWidth() - img.getWidth()) {
posX = 0;
posY = 0;
}
}
#Override
public void dispose () {
batch.dispose();
img.dispose();
}
}
Thanks

LIBGDX Framebuffer is drawn as a black box

We figured out the issue. I was disposing the framebuffer before using it.
I recently queried about how to use the Libgdx Framebuffer correctly.
Summed up, i am making a tile-based game and i wanted to understand how to setup and use a
framebuffer object to eventually start experimenting with shaders. I wanted to exclude the
"water tiles" from the normal draw cycle and instead have them be rendered to a framebuffer.
Then render the framebuffer to the screen.
(I am not using any "Scene2d" or "Tiled" classes)
Link to previous question: How to use LIBGDX FrameBuffer correctly.
Even though the answer i accepted did not work in my particular program, it did work
when i tried it out on a smaller more contained program (shown below).
This works:
public void render() {
float dt = Gdx.graphics.getDeltaTime();
Cam.instance.getCamera().translate(direction.x*speed*dt, direction.y*speed*dt,0);
Cam.instance.update();
// clear the screen, set batch's projection matrix
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(Cam.instance.getCamera().combined);
// draw texture as layer 0
batch.begin();
batch.draw(green,606,306);
batch.flush(); // No need to call batch.end() / batch.begin()
// Storing the original values of the batch before changing it.
originalMatrixTemp.set(batch.getProjectionMatrix());
int originalBlendSrcFunc = batch.getBlendSrcFunc();
int originalBlendDstFunc = batch.getBlendDstFunc();
// Sorcery as far as i am concerned. "Ensures alpha is preserved in case of overlapping translucent sprites"
batch.setBlendFunctionSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE);
frameBuffer.begin(); // initialize framebuffer
// clear the colors of the batch
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.draw(red,256,0); // Draw another texture, now unto the framebuffer texture
batch.flush(); // flush batch
frameBuffer.end(); // end framebuffer
// "Ensure we're drawing the frame buffer texture without modifying its color"
batch.setColor(Color.WHITE);
// I think we are setting the projection to "default" (-1,1,2,-2)
batch.setProjectionMatrix(IDENTITY);
// draw the framebuffers texture across all the screen (layer 1)
batch.draw(frameBuffer.getColorBufferTexture(),-1, 1, 2, -2);
batch.flush();
// restoring the original state
batch.setProjectionMatrix(originalMatrixTemp);
batch.setBlendFunction(originalBlendSrcFunc, originalBlendDstFunc);
// drawing arbitrary layer 2
batch.draw(green,300,300);
batch.end(); // end of cycle
}
and it shows (Red square is the framebuffer texture):
The cycle is: Begin -> Draw something -> Draw, using buffer -> Draw something -> end.
So my question is then, why does this not work:
private void renderFbo(int layer) {
batch.flush();
originalMatrixTemp.set(batch.getProjectionMatrix());
int originalBlendSrcFunc = batch.getBlendSrcFunc();
int originalBlendDstFunc = batch.getBlendDstFunc();
batch.setBlendFunctionSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE);
fbo.begin();
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// Drawing the layer unto the framebuffer:
for (DrwDat dat: layers.get(layer)) { dat.draw(batch); }
batch.flush();
fbo.end();
batch.setColor(Color.WHITE);
batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
batch.setProjectionMatrix(IDENTITY);
// Halving the output texture to see the issue clearer. whole screen: (-1, 1, 2, -2)
batch.draw(fbo.getColorBufferTexture(), -0.5f, 0.5f, 1f, -1f);
batch.flush();
batch.setProjectionMatrix(originalMatrixTemp);
batch.setBlendFunction(originalBlendSrcFunc, originalBlendDstFunc);
}
With this being the immediate context:
public void draw() {
Gdx.gl.glClearColor(1, 1, 1, 1); // clearing with WHITE to see the framebuffer texture
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
for (int i = 0; i < NUM_LAYERS; i++) {
if (RENDER[i]) {
if (SORT[i]) Collections.sort(layers.get(i));
//for (DrwDat dat: layers.get(i)) { dat.draw(batch);}
if (i==1) { renderFbo(i); } // calling the framebuffer-using method for "water layer"
else{
for (DrwDat dat: layers.get(i)) {
dat.draw(batch);
}
}
}
}
Instance variables in the "draw class" :
public class DrwHandler {
private static final String TAG = DrwHandler.class.getName();
public static DrwHandler instance = new DrwHandler();
private final Matrix4 originalMatrixTemp = new Matrix4();
private static final Matrix4 IDENTITY = new Matrix4();
private Map<Integer, ArrayList<DrwDat>> layers;
private OrthographicCamera camera;
private FrameBuffer fbo;
private SpriteBatch batch;
private static final int NUM_LAYERS = 8;
private static final boolean[] RENDER = new boolean[NUM_LAYERS];
private static final boolean[] SORT = new boolean[NUM_LAYERS];
private DrwHandler() {
fbo = new FrameBuffer(Pixmap.Format.RGBA8888, Settings.SCREEN_W,Settings.SCREEN_H,false);
batch = new SpriteBatch();
layers = new HashMap<>();
layers.put(0,new ArrayList<>());
layers.put(1,new ArrayList<>());
layers.put(2,new ArrayList<>());
layers.put(3,new ArrayList<>());
layers.put(4,new ArrayList<>());
layers.put(5,new ArrayList<>());
layers.put(6,new ArrayList<>());
layers.put(7,new ArrayList<>());
}
It shows:
The "black box" is the framebuffer texture (redused in size). The white background is the clear color.
and the green is a foreground layer.
It is black regardless of changing the Gdx.gl.glClearColor(0, 0, 0, 0) within the context of the framebuffer rendering to some other color.
without the renderFbo() method, it renders normally like this:
Now i have heard Static references can cause issues with OpenGL-related objects:
"If you will be building for Android, never use static references to any OpenGL-related objects unless you have an expert understanding of the LibGDX lifecycle. Even then, it is an error-prone practice. People come on here to ask about black textures pretty frequently and 99% of the time it has to do with some static reference being used incorrectly."
I am not building for android. And since my previous question i have removed static objects.
just to be sure.
But i do use statics in a few select classes like this (example):
public class Cam {
public static Cam instance = new Cam();
private OrthographicCamera camera;
private Cam() {
camera = new OrthographicCamera(Settings.SCREEN_W, Settings.SCREEN_H);
}
(including my Assets class and Draw class):
Trying to think about what else.. I guess we will try with this first. Se if something sticks out to you.
Really could need some help right about now. Been banging my head against the wall for a while. Thank you.
Here is a link to some source files that could be relevant:
Source

Relation between stage.draw and stage.getBatch.draw Libgdx

I am new to libgdx stage, and is very confuse about stage.draw and stage.getbatch.draw. Is the following codes a proper practice?
public void render(float delta) {
Gdx.gl.glClearColor(101,10,0,2);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(delta);
stage.draw();
elapseTime += Gdx.graphics.getDeltaTime();
stage.getBatch().begin();
stage.getBatch().draw(texture.animation.getKeyFrame(elapseTime,true),locationX,locationY);
stage.getBatch().end();
}
I'm using stage.draw to perform some action to my ui button, and stage.getbatch.draw to perform my texture animaiton. Are them referring to the same sprite batch?

Actor in Stage Does Not Update the MoveTo XY Location

I am creating a game wherein an apple is being shot with an arrow. The apple's location is the XY location of the user input and the arrow actor has to move to that location using the code actor.moveto. The problem is the arrow only moves only once to the user input's direction. I know that the moveTo action of the actor is updated many times per second when I called stageArrow.act in the update method so I am wondering why the arrow only moves once. Here's my code:
appleclass.java
public class AppleClass implements Screen {
Arrow arrow;
private final MainApp app;
public Image ShotImage;
public AppleClass(final MainApp app){
this.app = app;
this.stageApple = new Stage(new StretchViewport(app.screenWidth,app.screenHeight , app.camera));
this.stageArrow =new Stage(new StretchViewport(app.screenWidth,app.screenHeight , app.camera));
arrow = new ArrowClass(app);
}
#Override
public void show() {
InputMultiplexer inputMultiplexer = new InputMultiplexer();
inputMultiplexer.addProcessor(stageApple);
inputMultiplexer.addProcessor(stageArrow);
Gdx.input.setInputProcessor(inputMultiplexer);
arrow();
}
public void arrow(){
arrow.isTouchable();
stageArrow.addActor(arrow);
arrow.addAction((moveTo(Gdx.input.getX(),Gdx.input.getY(),0.3f))); //===> only executes once.
arrow.addListener(new InputListener(){
public void enter(InputEvent event, float x, float y, int pointer, Actor fromActor){
if (Gdx.input.isTouched()){
ShotImage.setVisible(true);
}
}
});}
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
update(delta);
}
public void update(float deltaTime){
stageApple.draw();
stageArrow.draw();
stageApple.act(deltaTime);
stageArrow.act(deltaTime);
}
ArrowClass.java
public class ArrowClass extends Actor {
MainApp app;
AppleClass appleClass;
public Texture arrowTexture;
public ArrowClass(final MainApp app){
this.app = app;
arrowTexture = new Texture("medievalarrow.png");
this.setSize(arrowWidth, arrowHeight);
this.setTouchable(Touchable.enabled);
this.setBounds(app.screenWidth*0.45f,0,arrowWidth,arrowHeight);
this.setOrigin(0,0);
}
#Override
public void draw(Batch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
final float delta = Gdx.graphics.getDeltaTime();
this.act(delta);
app.batch.begin();
app.batch.draw(arrowTexture, getX(),getY(),getWidth(),getHeight());
app.batch.end();
}
}
Any help will be highly appreciated. Thanks.
I think the problem is because you are calling this.act(delta) in your ArrowClass' draw method. When you call Stage#act(), it will call the act method on all of its actors for you. Since you're calling it once when you draw and again when you update the stage, it's moving at twice the normal speed and that could be causing it to reach its destination prematurely.
A few other comments about your code, if I may:
First, you probably don't want two separate stages- unless you're using Scene2D.UI, you would normally have a single stage with Arrow and Apple added to it as actors.
Second, when you override Actor#draw(), you should use the batch it passes you to do the rendering instead of using the one from app. You also don't want to call begin() and end() inside your draw method- these are 'expensive' and you only want to call them once per frame. However, if you just use the batch that is passed to draw(), the Stage class will handle beginning and ending for you and you won't need to call them explicitly.
Third, you actually don't need to call super.draw(batch, parentAlpha) because it's an empty method in the Actor class.
Thus, your class could be simplified to the following:
public class ArrowClass extends Actor {
AppleClass appleClass; // You never set this; you may not need it
Texture arrowTexture;
public ArrowClass(MainApp app, arrowWidth, arrowHeight) {
arrowTexture = new Texture("medievalarrow.png");
this.setSize(arrowWidth, arrowHeight);
this.setTouchable(Touchable.enabled);
this.setBounds(app.screenWidth*0.45f,0,arrowWidth,arrowHeight);
this.setOrigin(0,0);
}
#Override
public void draw(Batch batch, float parentAlpha) {
batch.draw(arrowTexture, getX(),getY(),getWidth(),getHeight());
}
}

Make actor clip child Image

I want an actor that draws a drawable, but clips it to the size of the actor. I'm deriving this class from Widget, and using some hard-coded values as a simple test:
public class MyWidget extends Widget {
public MyWidget(Drawable drawable) {
setDrawable(drawable);
setSize(100, 100);
}
public void draw(Batch batch, float parentAlpha) {
clipBegin(getX(), getY(), 20, 20);
drawable.draw(batch, getX(), getY(), 500, 500);
clipEnd();
}
}
No clipping is performed though, the drawable spills out of the bounds of the actor. This actor is part of a Table, if it matters. I believe I am using the clipBegin() / clipEnd() methods incorrectly. What is the right way to do this?
Thanks
This is what I found based on the comments and my own experimentation. It's important to flush the batch before starting the clip and after drawing to ensure the proper drawing gets clipped.
public void draw(Batch batch, float parentAlpha) {
batch.flush();
if (clipBegin(getX(), getY(), 20.0f, 20.0f)) {
//do your drawing here
drawable.draw(batch, getX(), getY(), 500, 500);
batch.flush();
clipEnd();
}
}