I want to capture the screen by rendering scene into the RenderTexture, i've tried to do this in MotionStreakExample and everything is ok, but when i copy code to my project i have this picture (maybe there are some troubles with textures... i can't understand):
#Override
public Engine onCreateEngine(EngineOptions pEngineOptions) {
return new Engine(pEngineOptions) {
private boolean mRenderTextureInitialized;
private RenderTexture mRenderTextures ;
private Sprite mRenderTextureSprites ;
#Override
public void onDrawFrame(final GLState pGLState) throws InterruptedException {
final boolean firstFrame = !this.mRenderTextureInitialized;
if(firstFrame) {
this.initRenderTextures(pGLState);
this.mRenderTextureInitialized = true;
}
final int surfaceWidth = WIDTH*2;
final int surfaceHeight = HEIGHT;
this.mRenderTextures.begin(pGLState, false, true);
{
/* Draw current frame. */
super.onDrawFrame(pGLState);
/* Draw previous frame with reduced alpha. */
}
this.mRenderTextures.end(pGLState);
{
pGLState.pushProjectionGLMatrix();
pGLState.orthoProjectionGLMatrixf(0, surfaceWidth, 0, surfaceHeight, -1, 1);
{
this.mRenderTextureSprites.setAlpha(1);
this.mRenderTextureSprites.onDraw(pGLState, this.mCamera);
}
pGLState.popProjectionGLMatrix();
}
if (needToSave)
{
needToSave = false;
FSHelper.saveBitmapToFile(this.mRenderTextures.getBitmap(pGLState), SAVED_PATH+"/test.png");
}
/* Flip RenderTextures. */
}
private void initRenderTextures(final GLState pGLState) {
final int surfaceWidth = WIDTH*2;
final int surfaceHeight = HEIGHT;
final VertexBufferObjectManager vertexBufferObjectManager = mEngine.getVertexBufferObjectManager();
this.mRenderTextures = new RenderTexture(mEngine.getTextureManager(), surfaceWidth, surfaceHeight);
this.mRenderTextures.init(pGLState);
final ITextureRegion renderTextureATextureRegion = TextureRegionFactory.extractFromTexture(this.mRenderTextures);
this.mRenderTextureSprites = new Sprite(0, 0, renderTextureATextureRegion, vertexBufferObjectManager);
}
};
}
PS. this cross with red background is a sprite on my scene.
Andengine already has an infrastructure for taking screenshots, have you tried using that? Take a look at the example:
https://github.com/nicolasgramlich/AndEngineExamples/blob/GLES2/src/org/andengine/examples/ScreenCaptureExample.java
I found the answer !
Textures are loaded dynamicly and on the first frame i haven't load textures at all, because i have a choose dialog there and create all textures after it. I need to call initRenderTextures each time when textures are changed.
Related
i have a problem running my app using an external Thread for game loop in OpenGL ES 2.0.
here is my onCreate in my Starting class:
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mGLView = new MyGLView(this);
System.out.println(running);
setContentView(mGLView);
loop = new GameLoop();
//loop.run(); <- this is supposed to run the loop but when its called,
// nothing really appears on screen. just title of the app.
}
my GameLoop Class
private final static int maxFPS = 30;
private final static int maxFrameSkips = 5;
private final static int framePeriod = 1000 / maxFPS;
public static boolean running;
public final static String TAG = "test";
public GameLoop() {
}
#Override
public void run() {
running = StartPoint.isRunning();
long beginTime;
long timeDiff;
int sleepTime;
int framesSkipped;
sleepTime = 0;
while (running) {
running = StartPoint.isRunning();
beginTime = System.currentTimeMillis();
framesSkipped = 0;
StartPoint.mGLView.requestRender(); // <- supposed to re-render?
timeDiff = System.currentTimeMillis() - beginTime;
sleepTime = (int) (framePeriod - timeDiff);
if (sleepTime > 0) {
try {
Thread.sleep(sleepTime);
} catch (InterruptedException e) {
}
}
while (sleepTime < 0 && framesSkipped < maxFrameSkips) {
sleepTime += framePeriod;
framesSkipped++;
Log.d(TAG, "Frames Skipped");
}
}
}
and finally my renderer class:
private static final String TAG = "Renderer";
BoundsSquare square;
private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private final float[] mRotationMatrix = new float[16];
private int camWidth,camHeight;
Camera2D cam;
Vector3 vec;
public long cycle = 0; // used this to determine how many cycles
//went through, it is stuck on cycle 0, nothing else happens after first render
#Override
public void onDrawFrame(GL10 nope) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
//set camera position
cam.setFrustum(mProjMatrix, mVMatrix, mMVPMatrix);
square.draw(mMVPMatrix);
//square.animate(tick);
//square.setBounds(vec);
System.out.println("Cycle " + cycle + " Ended");
cycle++;
}
#Override
public void onSurfaceChanged(GL10 nope, int width, int height) {
cam.setRatio(width, height);
GLES20.glViewport(0, 0, width, height);
}
public static int loadShader(int type, String shaderCode) {
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
#Override
public void onSurfaceCreated(GL10 gl,
javax.microedition.khronos.egl.EGLConfig config) {
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 0.5f);
camWidth=480;camHeight=320;
cam= new Camera2D(0, 0, camHeight, camWidth);
// initialize a square
vec = new Vector3 (10,10,40,90);
square = new BoundsSquare(vec);
System.out.println("Surface Created");
}
so basically what happens is that if i do not call loop.run(); i get a static picture, which is basically one cycle of onDrawFrame, after its done with this, nothing else pops up on the logCat.
the next thing that happens is if i do call loop.run(), basically the loop goes through forever and everything, but, nothing appears on the screen. i just see a title screen, not the glView.
What am i doing wrong? Is there another way to update the Screen?
Threads must be started with start() not run().
So I'm new to Java and this kind of coding.
I'm trying to make a Parrallax scrolling Live Wallpaper. But I'm having memory issues.
Well I have made it, and it works on on the phone I have. But I think the way i have done it is not very efficient at all. Because when I try it on other phones it doesn't work. It breaks at my Out Of Memory catcher. I added another layer and now it does the same thing on my phone too. So I am able to debug it. Basically I guess I'm using up-to or over 16 meg of memory.
If someone could take a look at my code and help me load in the bitmaps more efficiently that would be greatly appreciated.
Here is how I'm currently doing it:
static class Layer {
public Bitmap bitmap;
private float scale = 1.0f;
private Matrix matrix = new Matrix();
public Layer(Bitmap b) {
this.bitmap = b;
}
public void setScale(float factor) {
scale = factor;
}
public Matrix getMatrix(float x, float y) {
if (scale == 1) {
matrix.reset();
} else {
matrix.setScale(scale, scale);
}
matrix.postTranslate(x, y);
return matrix;
}
}
public static List<Integer> findLayers(Integer path) {
List<Integer> files = new ArrayList<Integer>();
files.add(R.drawable.planet_layer4);
files.add(R.drawable.planet_layer3);
files.add(R.drawable.planet_layer2);
files.add(R.drawable.planet_layer1);
files.add(R.drawable.planet_layer0);
return files;
}
private void loadLayers() {
try {
clearLayers();
for (Integer file: layerFiles) {
addLayer(file);
}
recalibrateLayers();
} catch (IOException e) {
layers.clear();
Toast.makeText(LiveWallpaper.this, "There was a problem loading the wallpaper. Please contact the developer.", Toast.LENGTH_LONG).show();
} catch (OutOfMemoryError oom) {
layers.clear();
Toast.makeText(LiveWallpaper.this, "Whoops, we ran out of memory trying to load the images. ", Toast.LENGTH_LONG).show();
}
}
private void addLayer(int name) throws IOException {
Bitmap layer = BitmapFactory.decodeResource(getResources(), name);
if (layer == null) {
throw new IOException("BitmapFactory couldn't decode asset " + name);
}
synchronized(layers) {
layers.add(new Layer(layer));
}
}
private void clearLayers() {
synchronized(layers) {
layers.clear();
}
}
private void recalibrateLayers() {
for (Layer layer : layers) {
final int bitmapHeight = layer.bitmap.getHeight();
layer.setScale((float)mHeight / (float)bitmapHeight);
}
}
#Override
public void onDestroy() {
super.onDestroy();
mHandler.removeCallbacks(mDrawParallax);
}
#Override
public void onSurfaceChanged(SurfaceHolder holder, int format, int width, int height) {
super.onSurfaceChanged(holder, format, width, height);
mHeight = height;
recalibrateLayers();
drawBackgrounds();
}
And here is where I draw them.
/*
* Draw one frame of the animation. This method gets called repeatedly
* by posting a delayed Runnable. You can do any drawing you want in
* here.
*/
void drawBackgrounds() {
final SurfaceHolder holder = getSurfaceHolder();
final Rect frame = holder.getSurfaceFrame();
mFrame = frame;
Canvas c = null;
try {
c = holder.lockCanvas();
if (c != null) {
// draw something
drawParallax(c);
}
} finally {
if (c != null) holder.unlockCanvasAndPost(c);
}
}
void drawParallax(Canvas c) {
int frameWidth = mFrame.width();
for (int i=layers.size()-1; i>=0; i--) {
Layer layer = layers.get(i);
Bitmap bitmap = layer.bitmap;
float bitmapWidth = bitmap.getWidth() * layer.scale;
float max = frameWidth - bitmapWidth;
float offset = mOffset * max;
final Matrix m = layer.getMatrix(offset, 0);
c.drawBitmap(bitmap, m, null);
}
}
Hi in my application I have an explosion animation that comes up extremely often. when creating an explosion I load 3 images from resources then once the explosion animation is over I recycle those 3 images. I am constantly doing this and have noticed framerate drops. Is their a better way of doing this like static bitmaps or something?
I once made an application, a simple canvas on which bombs exploded.
I used a tiled bitmap composed of each step of the explosion and drew only a part of it, which changes often in order to create the animation effect.
It updates steps automatically following currentTimestamp
So this is the explosion class:
public class ExplosionAnimated {
private static final String TAG = ExplosionAnimated.class.getSimpleName();
private Bitmap mBitmap;
private Rect mSourceRect;
private int mFrameCountX;
private int mFrameCountY;
private int mCurrentFrame;
private long mFrameTicker;
private int mFramePeriod;
private int mSpriteWidth;
private int mSpriteHeight;
private int mX;
private int mY;
private boolean mFinished = false;
public ExplosionAnimated(Bitmap pBitmap, int pX, int pY,
int pFrameCountX, int pFrameCountY, int pFps) {
this.mBitmap = pBitmap;
this.mX = pX;
this.mY = pY;
this.mCurrentFrame = 0;
this.mFrameCountX = pFrameCountX;
this.mFrameCountY = pFrameCountY;
this.mSpriteWidth = pBitmap.getWidth() / pFrameCountX;
this.mSpriteHeight = pBitmap.getHeight() / pFrameCountY;
this.mSourceRect = new Rect(0, 0, this.mSpriteWidth, this.mSpriteHeight);
this.mFramePeriod = 1000 / pFps;
this.mFrameTicker = 0l;
}
public void update(long gameTime) {
if (gameTime > this.mFrameTicker + this.mFramePeriod) {
this.mFrameTicker = gameTime;
this.mCurrentFrame++;
if (this.mCurrentFrame >= this.mFramePeriod) {
this.mCurrentFrame = 0;
this.mFinished = true;
}
}
if (!this.mFinished) {
this.mSourceRect.left = this.mCurrentFrame * this.mSpriteWidth;
this.mSourceRect.right = this.mSourceRect.left + this.mSpriteWidth;
}
}
public void draw(Canvas canvas) {
Rect destRect = new Rect(this.mX, this.mY,
this.mX + this.mSpriteWidth,
this.mY + this.mSpriteHeight);
canvas.drawBitmap(this.mBitmap, this.mSourceRect, destRect, null);
}
public boolean isFinished() {
return this.mFinished;
}
}
These are methods from an object (Bomb.java for exemple) that starts explosion and draw it:
public void explode(Context pContext, Canvas pCanvas) {
this.mState = State.EXPLODING;
this.mExplosion = new ExplosionAnimated(this.mExplosionBitmap,
(int) this.mX, (int) this.mY, 7, 3, 7);
}
public void doDraw(Canvas pCanvas) {
if (this.mState == State.EXPLODING) {
if (this.mExplosion.isFinished()) {
this.mState = State.EXPLODED;
} else {
this.mExplosion.update(System.currentTimeMillis());
this.mExplosion.draw(pCanvas);
}
} else {
pCanvas.drawBitmap(this.mBombBitmap, this.mX, this.mY, null);
}
}
I used a Thread and a SurfaceView to continually draw the bomb (or the explosion), giving just the currentTimestamp to update the explosion.
I hope it helps, and if you need I can show and explain more code
AndEngine GLES2 has an example for a full scene motion streak/blur which works great, but I would like to apply that motion blur to only specific sprites.
Kind of like I don't want my characters to motion blur, just the spells(Sprites).
This is what I am using to do a motion blur right now, it is simply the AndEngine example, but the problem is it seems to take a snapshot of the whole screen, apply an aplha, and then merge it with the next frame of the screen, and I would only like to apply this "alpha" blurring affect to individual sprites.
#Override
public Engine onCreateEngine(EngineOptions pEngineOptions) {
return new Engine(pEngineOptions) {
private static final int RENDERTEXTURE_COUNT = 2;
private boolean mRenderTextureInitialized;
private final RenderTexture[] mRenderTextures = new RenderTexture[RENDERTEXTURE_COUNT];
private final Sprite[] mRenderTextureSprites = new Sprite[RENDERTEXTURE_COUNT];
private int mCurrentRenderTextureIndex = 0;
#Override
public void onDrawFrame(final GLState pGLState) throws InterruptedException {
final boolean firstFrame = !this.mRenderTextureInitialized;
if(firstFrame) {
this.initRenderTextures(pGLState);
this.mRenderTextureInitialized = true;
}
final int surfaceWidth = this.mCamera.getSurfaceWidth();
final int surfaceHeight = this.mCamera.getSurfaceHeight();
final int currentRenderTextureIndex = this.mCurrentRenderTextureIndex;
final int otherRenderTextureIndex = (currentRenderTextureIndex + 1) % RENDERTEXTURE_COUNT;
this.mRenderTextures[currentRenderTextureIndex].begin(pGLState, false, true);
{
/* Draw current frame. */
super.onDrawFrame(pGLState);
/* Draw previous frame with reduced alpha. */
if(!firstFrame) {
if(Info.motionStreaking) {
this.mRenderTextureSprites[otherRenderTextureIndex].setAlpha(0.9f);
this.mRenderTextureSprites[otherRenderTextureIndex].onDraw(pGLState, this.mCamera);
}
}
}
this.mRenderTextures[currentRenderTextureIndex].end(pGLState);
/* Draw combined frame with full alpha. */
{
pGLState.pushProjectionGLMatrix();
pGLState.orthoProjectionGLMatrixf(0, surfaceWidth, 0, surfaceHeight, -1, 1);
{
this.mRenderTextureSprites[otherRenderTextureIndex].setAlpha(1);
this.mRenderTextureSprites[otherRenderTextureIndex].onDraw(pGLState, this.mCamera);
}
pGLState.popProjectionGLMatrix();
}
/* Flip RenderTextures. */
this.mCurrentRenderTextureIndex = otherRenderTextureIndex;
}
private void initRenderTextures(final GLState pGLState) {
final int surfaceWidth = this.mCamera.getSurfaceWidth();
final int surfaceHeight = this.mCamera.getSurfaceHeight();
final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();
for(int i = 0; i <= 1; i++) {
this.mRenderTextures[i] = new RenderTexture(DodgingGame.this.getTextureManager(), surfaceWidth, surfaceHeight);
this.mRenderTextures[i].init(pGLState);
final ITextureRegion renderTextureATextureRegion = TextureRegionFactory.extractFromTexture(this.mRenderTextures[i]);
this.mRenderTextureSprites[i] = new Sprite(0, 0, renderTextureATextureRegion, vertexBufferObjectManager);
}
}
};
}
How can I change it to work for specific sprites instead of the whole visible screen?
You could use a particle system to create motion blur effect.
I have been trying pretty much everything to get my live wallpaper to stop exceeding the VM memory and nothing seems to works.
I have some animations that are large but hopefully not to large because if I bring them down any more they will look horrible.
I have one sprite that is 30 frames long 7800x329 pixels I put in the mdpi folder it is 356 kb big.
I have two smaller animations I would love to add but it dies also, even when it does load I try to set it as a livewallpaper and it dies again.
Here's the code (I used the aquarium tutorial for this) for the sprite
public class SpriteOne extends SpriteMovement {
private static final int TOTAL_FRAMES_IN_SPRITE = 30;
private static final int SPRITE_ONE_FPS = 15;
public SpriteOne(Context context, TheTemplate thetemplate, Point startPoint, int speed){
super(context, thetemplate);
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPurgeable = true;
Bitmap leftBitmap = BitmapFactory.decodeResource(getContext().getResources(), ca.samsstuff.steampunkdroid.R.drawable.droidfinal, options);
this.initialize(leftBitmap, SPRITE_ONE_FPS, TOTAL_FRAMES_IN_SPRITE, startPoint, speed);
}
public void render(Canvas canvas){
super.render(canvas);
}
}
I heard about recycle but not quite sure how to add this here.
This goes into another class I named TheTemplate, I'll add that also.
//template file
public class TheTemplate {
private SpriteThread spriteThread;
private SurfaceHolder _surfaceHolder;
private ArrayList<Renderable> _sprites;
public Bitmap _backgroundImage = BitmapFactory.decodeResource(getResources(), R.drawable.background1);
//droid measurements
public Bitmap thedroid = BitmapFactory.decodeResource(getResources(), R.drawable.droidfinal);
public int thedroidHeight = thedroid.getHeight();
public int thedroidWidth = thedroid.getWidth() / 30;
private Context _context;
// add rescale stuff
private float screenWidth = initFrameParamsWidth();
private Bitmap theBackgroundImage;
private float totalHeight = _backgroundImage.getHeight();
private int screenSized = initFrameParams();
private float theScaler = (float) (screenSized / totalHeight);
private Bitmap oneBackImage = Bitmap.createScaledBitmap(_backgroundImage, (int) (theScaler * _backgroundImage.getWidth()), (int) (theScaler * _backgroundImage.getHeight()), true);
public void render(){
Canvas canvas = null;
try{
canvas = this._surfaceHolder.lockCanvas(null);
synchronized (this._surfaceHolder) {
this.onDraw(canvas);
}
}finally{
if(canvas != null){
this._surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
protected void onDraw(Canvas canvas) {
this.renderBackGround(canvas);
for (Renderable renderable : this._sprites) {
renderable.render(canvas);
}
};
public void start(){
this.spriteThread.switchOn();
}
public void stop(){
boolean retry = true;
this.spriteThread.switchOff();
while (retry) {
try {
this.spriteThread.join();
retry = false;
} catch (InterruptedException e) {
// we will try it again and again...
}
}
}
public int backgroundLeft() {
int startMovement = (int) ((screenWidth - theBackgroundImage.getWidth()) / 2);
return startMovement;
}
public int backgroundRight() {
return this.theBackgroundImage.getWidth();
}
public void initialize(Context context, SurfaceHolder surfaceHolder) {
this.spriteThread = new SpriteThread(this);
this._surfaceHolder = surfaceHolder;
this._sprites = new ArrayList<Renderable>();
this._context = context;
BitmapFactory.Options options = new BitmapFactory.Options();
options.inPurgeable = true;
this.theBackgroundImage = oneBackImage;
this.addSprites();
}
private void addSprites() {
Point startPoint = new Point((int) ((screenWidth / 2) - (thedroidWidth / 2)), ((screenSized / 2) - (thedroidHeight / 2)));
this._sprites.add(new SpriteOne(this._context, this, startPoint , 30));
}
private void renderBackGround(Canvas canvas)
{
float canvasewidthsize = (float) ((screenWidth / 2) - (theBackgroundImage.getWidth() / 2));
canvas.drawBitmap(this.theBackgroundImage, canvasewidthsize, 0, null);
}
}
Any help in this would be greatly appreciated as this one is driving me nuts.
Thanks in advance
Sam
sorry I should of answered this long ago.
just cut down on frames and image size use purgeable or recycle or both