Libgdx - FrameBuffer rendering and FitViewport - libgdx

I use ortho camera and FitViewport at my project.
In my render() method i create a fremeBuffer to store actual state of my game, then create a pixmap of that buffer and finally i set a new shader and do my postprocess stuff with that frame:
//--- render frame to buffer
screenBuffer.begin();
camera.update();
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(img, 0, 0);
batch.end();
stage.draw();
//--- create pixmap from that buffer
pixmap = ScreenUtils.getFrameBufferPixmap(0, 0,screenBuffer.getWidth(), screenBuffer.getHeight());
batch.flush();
screenBuffer.end();
//--- create texture from pixmap
renderedScreenTexture = new Texture(pixmap);
//--- finally render frame with postprocess shader
camera.update();
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setShader(monoShader);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(renderedScreenTexture, 0,0);
batch.draw(renderedScreenTexture, 0, 0, 640, 320, 0, 0, 640, 320, false, true);
batch.end();
At my resize method I have:
viewport.update(width, height);
camera.position.set(camera.viewportWidth / 2,camera.viewportHeight / 2, 0);
The problem is that after resizing a window FitViewport doesen't work.
When i remove a creating frameBuffer from render method FitViewport works fine.
Can anybody tell me what is wrong with my code or whole concept?

Try this:
// the viewPort you are using
FitViewport v = viewport;
// end your buffer with your viewPort's position and size
screenBuffer.end(v.getScreenX(),v.getScreenY(),
v.getScreenWidth(),v.getScreenHeight());

You may have to call fitViewport.apply() before drawing your frameBuffer.

Related

Pixmaps or Textures for dynamicalliy colored graphics in LibGdx?

I was trying to create a dynamic array containing sprites, that created from pixmap textures. I want to give randomly different colors to this array elements also.
None is working.
Then I tried to create a single pixmap. That also shows same behavior.
I created a pixmap in show() like this:
pixmap = new Pixmap(128, 128, Format.RGBA8888);
Pixmap.setBlending(Pixmap.Blending.None);
pixmap.setColor(128, 0, 0, 1f);
pixmap.fillCircle(64, 64, 64);
texture = new Texture(pixmap);
pixmap.dispose();
in render()
sprite = new Sprite(texture);
sprite.setPosition(b.getX()-sprite.getWidth()/2, b.getY()-sprite.getHeight()/2);
sprite.draw(batch);
Whenever I give an rgb color code, it gives either some different colors or black as output. Tried hex code also.
What wrong I did here?
Previousely I used pixmaps as overlay and single texture etc. But did not go deep in to it and tried.
Here, I planned to draw filled circles with pixmap, instead of using graphics. Because my game elements are very simple filled circles and more than 10 colors I should implement.
These circle objects will be generated dynamically throughout the game.
Now I am wondering what I planned to do will be effective with pixmaps. No exapmples I found on net.
Is it possible to create dynamic array with different colored objects?
Or using graphics is the better option compared to pixmaps?
It would be very helpful if I get suggestions from experienced persons.
r,g,b,a values should be in range from 0f to 1f. And it's bad to create new sprites in render(), since it's called every frame.
I'll try to answer your questions with this small code sample (left comments in the code):
public class MyGdxGame extends ApplicationAdapter {
SpriteBatch spriteBatch;
Pixmap pixmap;
Texture texture;
Array<Sprite> sprites = new Array<Sprite>();
#Override
public void create() {
spriteBatch = new SpriteBatch();
// you should use only one Pixmap object and one Texture object
pixmap = new Pixmap(128, 128, Pixmap.Format.RGBA8888);
pixmap.setBlending(Pixmap.Blending.None);
pixmap.setColor(Color.WHITE);
pixmap.fillCircle(64, 64, 64);
texture = new Texture(pixmap);
pixmap.dispose();
// generate sprites with different colors
// r,g,b,a values should be in range from 0f to 1f
addCircleSprite(128f / 255f, 0f, 0f, 1f);
addCircleSprite(0.4f, 0.2f, 0.5f, 1f);
addCircleSprite(0.6f, 0f, 1f, 1f);
addCircleSprite(0.3f, 0.8f, 1f, 1f);
addCircleSprite(0.1f, 1f, 1f, 1f);
}
void addCircleSprite(float r, float g, float b, float a) {
// every sprite references on the same Texture object
Sprite sprite = new Sprite(texture);
sprite.setColor(r, g, b, a);
// I just set random positions, but you should handle them differently of course
sprite.setCenter(
MathUtils.random(Gdx.graphics.getWidth()),
MathUtils.random(Gdx.graphics.getHeight()));
sprites.add(sprite);
}
#Override
public void render() {
Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
spriteBatch.begin();
for (Sprite sprite : sprites) {
sprite.draw(spriteBatch);
}
spriteBatch.end();
}
#Override
public void dispose() {
texture.dispose();
}
}
also read this Q/A. I guess you could load your Texture object from .png file with white circle:
texture = new Texture("whiteCircle.png");
but creating Pixmap circle with only 64 pixels in radius (and then creating a Texture from it) is ok too, shouldn't make much difference.
setColor() takes r, g, b, a parameters to convert it to rgba8888 format -
public void setColor (float r, float g, float b, float a) {
color = Color.rgba8888(r, g, b, a);
}
So set r, g, b and alpha component as floats in the range [0,1].
use
pixmap.setColor(128f/255, 0, 0, 1f);
instead of
pixmap.setColor(128, 0, 0, 1f);
If you want to use hex then -
Color color = new Color(0x000000a6) //(Black with 65% alpha).

LibGDX Polygon Mask

Is there a way in LibGDX to create a polygon shaped mask? I know how to do a mask with squares and circles but not a polygon. The below code works and renders a mask correctly using a rectangle.
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Gdx.gl.glClearDepthf(1f);
Gdx.gl.glClear(GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glDepthFunc(GL20.GL_LESS);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glDepthMask(true);
Gdx.gl.glColorMask(false, false, false, false);
// Renders the rectangle
shapes.begin(ShapeRenderer.ShapeType.Filled);
shapes.setColor(1, 1, 1, 1);
shapes.rect(Gdx.graphics.getWidth() / 2, gdx.graphics.getHeight() / 2, 200f, 200);
shapes.end();
batch.begin();
Gdx.gl.glColorMask(true, true, true, true);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glDepthFunc(GL20.GL_EQUAL);
bg.draw(batch);
batch.end();
Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
This code below however does not work and simply renders a black screen.
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Gdx.gl.glClearDepthf(1f);
Gdx.gl.glClear(GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glDepthFunc(GL20.GL_LESS);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glDepthMask(true);
Gdx.gl.glColorMask(false, false, false, false);
// This should be the polygon being rendered as a mask here
polyBatch.begin();
polygonSprite.draw(polyBatch);
polyBatch.end();
batch.begin();
Gdx.gl.glColorMask(true, true, true, true);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glDepthFunc(GL20.GL_EQUAL);
bg.draw(batch);
batch.end();
Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
This code below however renders the polygon just fine and uses the same coordinates as the last example.
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// This polygon uses the same coordinates as the last example
// however it now displays the polygon.
polyBatch.begin();
polygonSprite.draw(polyBatch);
polyBatch.end();
Try moving the batch.begin(); in the third paragraph downwards so that it doesn't enclose the Gdx.gl functions, like that:
//batch.begin();
//from here
Gdx.gl.glColorMask(true, true, true, true);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glDepthFunc(GL20.GL_EQUAL);
//to here
batch.begin();
bg.draw(batch);
batch.end();
Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);

libgdx decal not drawing into stencil buffer

I'm working on 3d app in libgdx engine.
I just figured out that decalBatch isn't drawing into stencil buffer.
I wanned to make stencil masks for 3d world, and it's not working at all.
This is the code which works for sprite batch, but it's not working with decal batch.
Pls help!
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_STENCIL_BUFFER_BIT);
// batch.setProjectionMatrix(camera.combined);
// 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);
// draw base pattern
shapeRenderer.begin(ShapeType.Filled);
shapeRenderer.identity();
shapeRenderer.setColor(1f, 0f, 0f, 0.5f);
shapeRenderer.rect(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), 100, 100);
shapeRenderer.end();
spriteBatch.begin();
// fix stencil buffer, enable color buffer
Gdx.gl20.glColorMask(true, true, true, 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_NOTEQUAL, 0x1, 0xff);
// decalBatch.add(decal);
// decalBatch.flush();
spriteBatch.draw(Assets.instance.background, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// draw where pattern HAS been drawn.
// Gdx.gl20.glStencilFunc(GL20.GL_EQUAL, 0x1, 0xff);
// spriteBatch.draw(Assets.instance.actor1, -Gdx.graphics.getWidth() /
// 2, -Gdx.graphics.getHeight() / 2, Gdx.graphics.getWidth(),
// Gdx.graphics.getHeight());
spriteBatch.end();
EDIT:
I figured out that there should be clearing of Depth buffer, and enabling and disabling of DepthMask, but I cant manage it to work.
Oh I just figured it out.
Depth buffer must be enabled couse Decals are in 3d world.
this is the solution if somebody is interested:
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);
// draw base pattern
shapeRenderer.begin(ShapeType.Filled);
shapeRenderer.identity();
shapeRenderer.setColor(1f, 0f, 0f, 0.5f);
shapeRenderer.rect(Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2, 100, 100);
shapeRenderer.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_NOTEQUAL, 0x1, 0xff);
decalBatch.add(decal);
decalBatch.flush();
Gdx.gl20.glDisable(GL20.GL_STENCIL_TEST);

LibGDX: ShapeRenderer drawing... nothing

So drawing a shape should be really easy, right? Well, the following draws exactly nothing.
...why?
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
shapeRenderer.setColor(Color.WHITE);
shapeRenderer.rect(WIDTH / 2, HEIGHT / 2, 50, 50);
shapeRenderer.end();
Make sure your camera is properly initialized.
For Example:
camera = new OrthographicCamera(); //Put this in init
camera.setToOrtho(0,0,WIDTH,HEIGHT);

Libgdx: screen resize and ClickListener (libgdx)

I develope a 2D game and use OrthographicCamera and Viewport to resize virtaul board to real display size. I add images to stage and use ClickListener to detect clicks. It works fine, but when I change resolution it works incorrent(can't detect correct actor, I think the problem with new and original x and y). Is there any way to fix this?
You will need to translate the screen coordinates to world coordinates.
Your camera can do that. You can do both ways, cam.project(...) and cam.unproject(...)
Or if you are already using Actors, don't initialize a camera yourself, but use a Stage. Create a Stage and add the actors to it. The Stage will then do coordinate translation for you.
Once me too suffered from this problem but at end i got the working solution, for drawing anything using SpriteBatch or Stage in libgdx. Using orthogrphic camera we can do this.
first choose one constant resolution which is best for game. Here i have taken 1280*720(landscape).
class ScreenTest implements Screen{
final float appWidth = 1280, screenWidth = Gdx.graphics.getWidth();
final float appHeight = 720, screenHeight = Gdx.graphics.getHeight();
OrthographicCamera camera;
SpriteBatch batch;
Stage stage;
Texture img1;
Image img2;
public ScreenTest(){
camera = new OrthographicCamera();
camera.setToOrtho(false, appWidth, appHeight);
batch = new SpriteBatch();
batch.setProjectionMatrix(camera.combined);
img1 = new Texture("your_image1.png");
img2 = new Image(new Texture("your_image2.png"));
img2.setPosition(0, 0); // drawing from (0,0)
stage = new Stage(new StretchViewport(appWidth, appHeight, camera));
stage.addActor(img2);
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(img, 0, 0);
batch.end();
stage.act();
stage.act(delta);
stage.draw();
// Also You can get touch input according to your Screen.
if (Gdx.input.isTouched()) {
System.out.println(" X " + Gdx.input.getX() * (appWidth / screenWidth));
System.out.println(" Y " + Gdx.input.getY() * (appHeight / screenHeight));
}
}
//
:
:
//
}
run this code in Any type of resolution it will going to adjust in that resolution without any disturbance.
I just think Stage is easy to use.
If there are some wrong,i consider you should check your code:
public Actor hit(float x, float y)