Limit texture size to 8192x8192 pixels

This commit is contained in:
2018-10-13 01:37:44 +01:00
parent 1fa61c72c2
commit 0dd44d9de7
3 changed files with 77 additions and 96 deletions

View File

@@ -155,22 +155,22 @@ func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, error)
return nil, fmt.Errorf("Out-of-index sprite %v requested for %v", ref.Sprite(), name)
}
return &obj.Sprites[ref.Sprite()], nil
return obj.Sprites[ref.Sprite()], nil
}
func (s *state) present(pWin *pixelgl.Window) {
pWin.Clear(colornames.Black)
s.env.batch.Clear()
/*
center := pWin.Bounds().Center()
cam := pixel.IM
cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
cam = cam.Scaled(pixel.ZV, s.zoom) // apply current zoom factor
cam = cam.Moved(center.Sub(s.camPos)) // Make it central
s.cam = cam
pWin.SetMatrix(cam)
*/
center := pWin.Bounds().Center()
cam := pixel.IM
cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
cam = cam.Scaled(center, s.zoom) // apply current zoom factor
cam = cam.Moved(center.Sub(s.camPos)) // Make it central
s.cam = cam
pWin.SetMatrix(cam)
// TODO: we should be able to perform bounds clipping on these
minX := int(s.env.gameMap.MinWidth)
maxX := int(s.env.gameMap.MaxWidth)
@@ -191,32 +191,32 @@ func (s *state) present(pWin *pixelgl.Window) {
pWin.Update()
}
func (s *state) renderCell(x, y, z int, batch *pixel.Batch) {
func (s *state) renderCell(x, y, z int, target pixel.Target) {
var sprites []*conv.Sprite
cell := s.env.gameMap.Cells.At(x, y, z)
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Surface); err != nil {
log.Printf("%v %v %v surface: %v", x, y, z, err)
} else {
} else if spr != nil {
sprites = append(sprites, spr)
}
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Center); err != nil {
log.Printf("%v %v %v center: %v", x, y, z, err)
} else {
} else if spr != nil {
sprites = append(sprites, spr)
}
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Left); err != nil {
log.Printf("%v %v %v left: %v", x, y, z, err)
} else {
} else if spr != nil {
sprites = append(sprites, spr)
}
if spr, err := s.env.getSprite(s.env.set.Palette, cell.Right); err != nil {
log.Printf("%v %v %v right: %v", x, y, z, err)
} else {
} else if spr != nil {
sprites = append(sprites, spr)
}
@@ -228,9 +228,7 @@ func (s *state) renderCell(x, y, z int, batch *pixel.Batch) {
iso := s.cellToPix(pixel.V(fX, fY))
for _, sprite := range sprites {
if sprite != nil {
sprite.Spr.Draw(batch, pixel.IM.Moved(iso))
}
sprite.Spr.Draw(target, pixel.IM.Moved(iso))
}
}
@@ -271,9 +269,12 @@ func (s *state) handleKeys(pWin *pixelgl.Window) {
log.Printf("WARNING: z-index not yet taken into account")
}
log.Printf("cam: %#v", s.cam)
pos := s.pixToCell(s.cam.Unproject(pWin.MousePosition()))
cell := s.env.gameMap.Cells.At(int(pos.X), int(pos.Y), s.zIdx)
log.Printf("X=%v Y=%v, zIdx=%v", pos.X, pos.Y, s.zIdx)
cell := s.env.gameMap.Cells.At(int(pos.X), int(pos.Y), s.zIdx)
log.Printf("Cell=%#v", cell)
}

View File

@@ -122,23 +122,19 @@ func (s *state) present(pWin *pixelgl.Window) {
obj := s.curObject()
sprite := obj.Sprites[s.spriteIdx]
pWin.Clear(colornames.Black)
s.env.batch.Clear()
center := pWin.Bounds().Center()
cam := pixel.IM
cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
cam = cam.Scaled(center, s.zoom) // apply current zoom factor
//cam = cam.Moved(center.Sub(s.camPos)) // Make it central
//cam = cam.Rotated(center, -0.785) // Apply isometric angle
s.cam = cam
pWin.SetMatrix(s.cam)
pWin.Clear(colornames.Black)
s.env.batch.Clear()
sprite.Spr.Draw(s.env.batch, pixel.IM.Moved(center))
//pixel.NewSprite(sprite.Pic, sprite.Pic.Bounds()).Draw(pWin, pixel.IM.Moved(center))
s.env.batch.Draw(pWin)
pWin.Update()
}
func (s *state) handleKeys(pWin *pixelgl.Window) {
@@ -174,6 +170,5 @@ func (s *state) handleKeys(pWin *pixelgl.Window) {
func (s *state) curObject() *conv.Object {
name := s.env.set.Palette[s.objIdx]
//log.Printf("name: %v, objects: %#v", name, s.env.objects)
return s.env.objects[name]
}