My image is 200px x 200px size. When I'm trying to draw it as 100px x 100px the image is being rendered awfull and unacceptable.
#Override
public void render(SpriteBactch batch){
batch.begin();
batch.draw(img, 0, 0,100,100);
batch.end();
}
When I'm drawin it like this:
#Override
public void render(SpriteBactch batch){
batch.begin();
batch.draw(img, 0, 0);
batch.end();
}
it has acceptable quality. Can i fix this and how? Below you can find screenshot from image rendering:
try to apply your Texture Linear TextureFilter
Texture texture = new Texture(... //creating your texture
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); //add this line
Sprite img = new Sprite(texture);
Please notice that when you are scaling picture down there is always quality loose risk so you can still can be not satisfied with the result.
To get some information about TextureFilter and how to deal with them just read:
http://www.badlogicgames.com/wordpress/?p=1403
Related
In Processing, how can I modify an existing sketch which saves each frame to an image file so that it does not render to the screen?
I saw in https://forum.processing.org/one/topic/how-can-i-save-calculate-frame-without-displaying-them-in-real-time.html that you can use PGraphics to draw graphics into an offline buffer, which seems like it would be what I am after, but I am not sure how I can easily modify my existing sketch to use the PGraphics class in that way.
On top of this, I would like the option to render to screen as well if needed by setting a toggle variable.
Is there an easy way of "retrofitting" an existing sketch so that it can use PGraphics instead of the default rendering method (say, in the setup method) so I don't have to go into my sketch and change every single draw command?
You can use a PGraphics object and draw on it just like you would with a canvas. Here's an example sketch with no draw loop which outputs an image file:
void setup() {
PGraphics pg = createGraphics(150, 150);
pg.beginDraw();
pg.background(255);
pg.stroke(0);
pg.fill(color(0, 0, 200));
pg.rect(50, 50, 50, 50);
pg.endDraw();
pg.save("fileName.png");
}
In my sketch's folder, it created this file:
About the other question: I don't think that you can retrofit a written draw loop into a similar output without rendering it in the sketch's window without heavily modifying the code, BUT... if your goal is yo be able to choose between drawing to the sketch window or to a file, you can draw in PGraphics every frame and choose whether if you want to show the PGraphics or not depending on your business rules. You'll still have a lot of refactoring to do, but it's unavoidable.
Here's the same example than before, but implementing this idea:
boolean showFrame = true;
boolean saveFrame = false;
void setup() {
size(150, 150);
}
void draw() {
PGraphics pg = createGraphics(150, 150);
pg.beginDraw();
pg.background(255);
pg.stroke(0);
pg.fill(color(0, 0, 200));
pg.rect(50, 50, 50, 50);
pg.endDraw();
if (showFrame) {image(pg, 0, 0);}
if (saveFrame) {pg.save("fileName.png");}
}
Hope this helps. Have fun!
I want to pick up a color from drawn canvas.
I found get() function, but it can get color only from image.
Is there some way to get color from current canvas?
You can get() colour from your current canvas: just address the PGraphics instance you need (even the global one) and be sure to call loadPixels() first.
Here's tweaked version of Processing > Examples > Basics > Image > LoadDisplayImage:
/**
* Load and Display
*
* Images can be loaded and displayed to the screen at their actual size
* or any other size.
*/
PImage img; // Declare variable "a" of type PImage
void setup() {
size(640, 360);
// The image file must be in the data folder of the current sketch
// to load successfully
img = loadImage("https://processing.org/examples/moonwalk.jpg"); // Load the image into the program
}
void draw() {
// Displays the image at its actual size at point (0,0)
image(img, 0, 0);
// Displays the image at point (0, height/2) at half of its size
image(img, 0, height/2, img.width/2, img.height/2);
//load pixels so they can be read via get()
loadPixels();
// colour pick
int pickedColor = get(mouseX,mouseY);
// display for demo purposes
fill(pickedColor);
ellipse(mouseX,mouseY,30,30);
fill(brightness(pickedColor) > 127 ? color(0) : color(255));
text(hex(pickedColor),mouseX+21,mouseY+6);
}
It boils down to calling loadPixels(); before get().
Above we're reading pixels from the sketch's global PGraphics buffer.
You can apply the same logic but reference a different PGraphics buffer depending on your setup.
I have a question regarding rendering with box2d and libgdx.
As you can see in the screenshot below I have a problem when changing the window resolution.
Box2d gets scaled over the entire screen although the viewport is only using a small portion of it. Also the lights get scaled and do not match the real position anymore (but I think this is related to the same issue).
My idea is that I somehow need to adjust the matrix (b2dCombinedMatrix) for box2d before rendering but I have no idea how.
Personally I think that I need to tell it that it should use the same "render boundaries" as the viewport but I cannot figure out how to do that.
Here is the render method (the issue is after the draw lights comments part):
public void render(final float alpha) {
viewport.apply();
spriteBatch.begin();
AnimatedTiledMapTile.updateAnimationBaseTime();
if (mapRenderer.getMap() != null) {
mapRenderer.setView(gameCamera);
for (TiledMapTileLayer layer : layersToRender) {
mapRenderer.renderTileLayer(layer);
}
}
// render game objects first because they are in the same texture atlas as the map so we avoid a texture binding --> better performance
for (final Entity entity : gameObjectsForRender) {
renderEntity(entity, alpha);
}
for (final Entity entity : charactersForRender) {
renderEntity(entity, alpha);
}
spriteBatch.end();
// draw lights
b2dCombinedMatrix.set(spriteBatch.getProjectionMatrix());
b2dCombinedMatrix.translate(0, RENDER_OFFSET_Y, 0);
rayHandler.setCombinedMatrix(b2dCombinedMatrix, gameCamera.position.x, gameCamera.position.y, gameCamera.viewportWidth, gameCamera.viewportHeight);
rayHandler.updateAndRender();
if (DEBUG) {
b2dRenderer.render(world, b2dCombinedMatrix);
Gdx.app.debug(TAG, "Last number of render calls: " + spriteBatch.renderCalls);
}
}
And this is the resize method which moves the viewport up by 4 world units:
public void resize(final int width, final int height) {
viewport.update(width, height, false);
// offset viewport by y-axis (get distance from viewport to viewport with offset)
renderOffsetVector.set(gameCamera.position.x - gameCamera.viewportWidth * 0.5f, RENDER_OFFSET_Y + gameCamera.position.y - gameCamera.viewportHeight * 0.5f, 0);
gameCamera.project(renderOffsetVector, viewport.getScreenX(), viewport.getScreenY(), viewport.getScreenWidth(), viewport.getScreenHeight());
viewport.setScreenY((int) renderOffsetVector.y);
}
After hours of fiddling around with the matrix I finally got it to work but there is actually a very easy solution to my problem :D
Basically the render method of the rayhandler was messing up my matrix calculations all the time and the reason is that I did not tell it to use a custom viewport.
So adjusting the resize method to this
public void resize(final int width, final int height) {
viewport.update(width, height, false);
// offset viewport by y-axis (get distance from viewport to viewport with offset)
renderOffsetVector.set(gameCamera.position.x - gameCamera.viewportWidth * 0.5f, RENDER_OFFSET_Y + gameCamera.position.y - gameCamera.viewportHeight * 0.5f, 0);
gameCamera.project(renderOffsetVector, viewport.getScreenX(), viewport.getScreenY(), viewport.getScreenWidth(), viewport.getScreenHeight());
viewport.setScreenY((int) renderOffsetVector.y);
rayHandler.useCustomViewport(viewport.getScreenX(), viewport.getScreenY(), viewport.getScreenWidth(), viewport.getScreenHeight());
}
and simplifying the render method to
// draw lights
rayHandler.setCombinedMatrix(gameCamera);
rayHandler.updateAndRender();
if (DEBUG) {
b2dRenderer.render(world, b2dCombinedMatrix);
Gdx.app.debug(TAG, "Last number of render calls: " + spriteBatch.renderCalls);
}
solved my problem.
Maybe I am stupid but I did not find useCustomViewport method in any of the documentations.
Anyway , solved!
I have used Animation() method to make my view with the animation of scaling and Rotation. With the Rotation based on the Y axis, the default height and width of my view has been changed. It looks like the parallelogram.
rotation of rectangle along y-axis transformed to a parallelogram.
myview.Animate().RotationY(rotationangle)
.X(xposition)
.SetDuration(mduration)
.WithLayer()
.SetInterpolator(interpolate).Start();
My requirement:
I just want the rotation of my view no need to change its projection. How to restrict the rotation of rectangle along y-axis transformed to a parallelogram.
For more reference, please check the attached sample
now view be like,
Image
Please share your idea.
Thanks in Advance.
Note: while using PivotX and PivotY, there is no parallelogram shape. But I don't know the exact usage of that.
Regards,
Hemalatha Marikumar
is that not what are you looking for ?
it may work if you put this code in your current activity
Android: Temporarily disable orientation changes in an Activity
Do you want to create a 2D rotation?
You could try to use ScaleAnimation to rotate the view. If you want to rotate 360 degrees, you could use AnimationListener.
For example:
Button myview = (Button)FindViewById(Resource.Id.button2);
ScaleAnimation scaleAnimation = new ScaleAnimation(1, 0, 1, 1,
Android.Views.Animations.Dimension.RelativeToParent, 0.5f, Android.Views.Animations.Dimension.RelativeToParent, 0.5f);
ScaleAnimation scaleAnimation2 = new ScaleAnimation(0, 1, 1, 1,
Android.Views.Animations.Dimension.RelativeToParent, 0.5f, Android.Views.Animations.Dimension.RelativeToParent, 0.5f);
scaleAnimation.Duration = 4000;
scaleAnimation.SetAnimationListener(new AnimationListener(myview, scaleAnimation2));
scaleAnimation2.Duration = 4000;
myview.StartAnimation(scaleAnimation);
The Listener:
public class AnimationListener :Java.Lang.Object, IAnimationListener
{
View view;
Animation animation2;
public AnimationListener(View view, Animation animation)
{
this.view = view;
this.animation2 = animation;
}
public void OnAnimationEnd(Animation animation)
{
view.StartAnimation(animation2);
}
public void OnAnimationRepeat(Animation animation)
{
}
public void OnAnimationStart(Animation animation)
{
}
}
I am trying to rotate a vector I have created in illustrator using processing. I would like it to rotate this vector from it's center so it appears to be spinning as oppose to moving around an invisible point. Below is my attempt:
PShape WOE;
void setup(){
WOE = loadShape("WOE.svg");
size (500, 500);
smooth();
}
void draw(){
background(20);
shape(WOE, width/2, height/2, WOE.width, WOE.height); //draw shape in "center" of canvas (250, 250)
translate(-WOE.width/2, -WOE.height/2); //move shape so that center of shape is aligned with 250, 250
WOE.rotate(0.01);
}
From a strictly logical point of view this should work, however this results in the vector rotating around the center of the canvas, but approximately 100px away. I have tried using shapeMode(CENTER); but this unfortunately causes no improvement. Hope someone can help, thanks!
For Reference
Here is WOE.svg: https://www.dropbox.com/s/jp02yyfcrrnep93/WOE.svg?dl=0
I think part of your problem is that you're mixing rotating the shape and translating the entire sketch. I would try to stick with one or the other: either translate and rotate the entire sketch, or only translate and rotate the shape.
That being said, I'm not surprised this gave you trouble.
I would expect this to work:
PShape WOE;
void setup() {
size (500, 500);
WOE = loadShape("WOE.svg");
WOE.translate(-WOE.width/2, -WOE.height/2);
}
void draw() {
background(20);
WOE.rotate(.01);
shape(WOE, width/2, height/2);
}
However, this exhibits the same off-center behavior you're noticing. But if I switch to the P2D renderer, it works fine!
size (500, 500, P2D);
Now the shape is centered in the window and rotates around the shape's center. The difference between renderers seems buggy, but I can't find an open bug on GitHub. Edit: I found this SO question, which lead to this GitHub issue.
In any case, it might be easier to rotate the entire sketch instead of the shape:
PShape WOE;
float rotation = 0;
void setup() {
size (500, 500);
WOE = loadShape("WOE.svg");
shapeMode(CENTER);
}
void draw() {
background(20);
translate(width/2, height/2);
rotate(rotation);
shape(WOE);
rotation += .01;
}
This code works by translating the entire sketch to the center of the window, then rotating the entire sketch, then drawing the shape. Think of this like moving the camera instead of moving the shape. If you have other stuff to draw, then you can use the pushMatrix() and popMatrix() functions to isolate the transformation. This works the same in the default renderer and the P2D renderer.