How to bind alpha texture to SpriteBatchNode? - cocos2d-x

Can someone tell me how to bind alpha texture to SpriteBatchNode.
I have shader that use both textures alpha and origin. I extended Sprite and bind alpha texture to it and it works fine. But i don't understand how to bind texture to SpriteBatchNode in cocos2d-x v3. please help me. Thanks
In SpriteBatchNode they use BatchCommand that have methods init and execute. in execute method they bind main texture this source you can find in CCBatchCommand.cpp. For my reason i have my own ExtBatchNode that inherited from SpriteBatchNode.
In draw method of my ExtBatchNode i try to bind myAlpha texture for different ways
void ExtBatchNode::draw(Renderer *renderer, Mat4 &transform, uint32_t flags) {
if( _textureAtlas->getTotalQuads() == 0 ) {
return;
}
for(const auto &child: _children)
child->updateTransform();
_customCommand.init(_globalZOrder);
_customCommand.func = [this, &transform](){
getGLProgram()->use();
getGLProgram()->setUniformsForBuiltins(transform);
cocos2d::GL::bindTexture2D(_textureAtlas->getTexture()->getName() );
if(_pTextureAlpha) {
// _pTextureAlpha it's my texture
// i try to bind texture for different ways
getGLProgramState()->setUniformTexture("u_AlphaTexture", _pTextureAlpha);
}
cocos2d::GL::blendFunc(_blendFunc.src, _blendFunc.dst);
// Draw
_textureAtlas->drawQuads();
// in textureAtlas they have one more main texture bind,maybe i should bind my alpha there?
};
renderer->addCommand(&_customCommand);
}

Related

Need help to optimize texture drawing on LibGDX, SpriteBatch

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.

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.

DirectX clear backbuffer issues

I'm a beginner to DirectX, so the solution may seem obvious to you. I'm following this tutorial teaching me how to set up a simple directx project with no starting code, and so far the tutorials are working perfectly. The problem is now that I have it clearing the backbuffer in my Render() function, it will not set the background to any color but black.
Here's my Render() function:
//set render target
devcon->OMSetRenderTargets(1, rendertarget.GetAddressOf(), nullptr);
//clear backbuffer to blue
float color[4] = { 0.0f, 0.2f, 0.4f, 1.0f };
devcon->ClearRenderTargetView(rendertarget.Get(), color);
//TODO: Render code here
//swap buffers
swapchain->Present(1, 0);
and my setup in the initialization:
//get a ptr to the backBuffer
ComPtr<ID3D11Texture2D> backbuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), &backbuffer);
//create a render target pointing to the backBuffer
dev->CreateRenderTargetView(backbuffer.Get(), nullptr, &rendertarget);
Your code for clearing the back buffer to blue is correct.
There must be a type or failure somewhere else.

cocos2d-x-3.0 draw vs onDraw

I'm using cocos2d-x v3.0 and in some test project I'm doing some custom drawing by overriding Node's draw method, but in the DrawPrimitives example provided they do something like this:
void DrawPrimitivesTest::draw()
{
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(DrawPrimitivesTest::onDraw, this);
Director::getInstance()->getRenderer()->addCommand(&_customCommand);
}
void DrawPrimitivesTest::onDraw()
{
// drawing code here, why?
}
From reading the header and source files it seems like this may be some way of sending render commands straight to the renderer, is that correct?
Should I be using this method to do custom drawing? What's the difference between draw an onDraw?
EDIT:
As #Pedro Soares mentioned, since Cocos2D-X 3.0 you can't override draw() anymore. you have to use draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) instead.
There is sample on cocos2d-x RC0 package that shows how to use the DrawPrimitives on top of other layers.
On your Layer .h add the following:
private:
void onDrawPrimitives(const kmMat4 &transform, bool transformUpdated);
CustomCommand _customCommand;
Now in the cpp of the Layer, override the layer draw method and include the onDrawPrimitives method:
void MyLayer::onDrawPrimitives(const kmMat4 &transform, bool transformUpdated)
{
kmGLPushMatrix();
kmGLLoadMatrix(&transform);
//add your primitive drawing code here
DrawPrimitives::drawLine(ccp(0,0), ccp(100, 100));
}
void MyLayer::draw(Renderer *renderer, const kmMat4& transform, bool transformUpdated)
{
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(MyLayer::onDrawPrimitives, this, transform, transformUpdated);
renderer->addCommand(&_customCommand);
}
In future, cocos2d-x 3.x renderer will be multithreaded with command pool.
draw method called by visit method, to create new command. When command is performed by command pool, onDraw is called. At this moment, commands are performed in single thread, but in overloaded onDraw method you should assume, that it will be called in another thread to simplify future migration.
I use draw method for debugDraw Like this It may be helpful
void HelloWorld::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
Layer::draw(renderer, transform, flags);
Director* director = Director::getInstance();
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION );
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
world->DrawDebugData();
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
The draw() expression should be the same as the base class function.
The draw method of Node for cocos 3.3rc is:
virtual void draw(Renderer *renderer, const Mat4& transform, uint32_t flags);

Is it possible to copy a CCLayer instance in cocos2x?

I created a CCLayer instance, and then I want to create the same layer.
Is it possible to copy a CCLayer instance in cocos2-x?
AFAIK, there is no such possibility in cocos2dx now. So just place creation of your layer to the method that will return result layer and call this method twice.
Copying/deep-copying objects in cocos2d-x is not an option.
The best way is to create a custom class for your layer, and then call the ::create() method twice to have two instances of the same layer, sharing all the initial configuration.
In MyLayer.h:
USING_NS_CC;
class MyLayer : public CCLayer {
public:
CREATE_FUNC(MyLayer);
virtual bool init();
};
In MyLayer.cpp:
bool MyLayer::init() {
if (!CCLayer::init())
return false;
// Insert here all custom initialization logic
return true;
}
Then you can easily do:
MyLayer *layer1 = MyLayer::create();
MyLayer *layer2 = MyLayer::create();
and both layers will share the same initial aspect/configuration/whatelse.