WIP: Speed up rendering by using a spritesheet
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@@ -31,6 +31,7 @@ type env struct {
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set *sets.MapSet
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objects map[string]*conv.Object
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sprites map[string][]*pixel.Sprite
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batch *pixel.Batch
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}
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type state struct {
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@@ -68,8 +69,7 @@ func main() {
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log.Fatalf("Couldn't load set file %s: %v", setFile, err)
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}
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objects := make(map[string]*conv.Object)
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rawObjs := []*data.Object{}
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for _, name := range mapSet.Palette {
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objFile := filepath.Join(*gamePath, "Obj", name+".obj")
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obj, err := data.LoadObject(objFile)
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@@ -77,13 +77,18 @@ func main() {
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log.Fatalf("Failed to load %s: %v", name, err)
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}
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objects[name] = conv.ConvertObject(obj, name)
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obj.Name = name
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rawObjs = append(rawObjs, obj)
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}
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objects, spritesheet := conv.ConvertObjects(rawObjs)
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batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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env := &env{
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gameMap: gameMap,
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set: mapSet,
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objects: objects,
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batch: batch,
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}
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// The main thread now belongs to pixelgl
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@@ -153,21 +158,19 @@ func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, error)
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return &obj.Sprites[ref.Sprite()], nil
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}
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// TODO: build all the sprites in the set into a single spritesheet so we can
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// use pixel.Batch
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func (s *state) present(pWin *pixelgl.Window) {
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pWin.Clear(colornames.Black)
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s.env.batch.Clear()
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/*
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center := pWin.Bounds().Center()
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center := pWin.Bounds().Center()
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cam := pixel.IM
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cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
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cam = cam.Scaled(pixel.ZV, s.zoom) // apply current zoom factor
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cam = cam.Moved(center.Sub(s.camPos)) // Make it central
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// cam = cam.Rotated(center.Sub(s.camPos), s.rot) // Apply isometric angle
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s.cam = cam
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pWin.SetMatrix(cam)
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cam := pixel.IM
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cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
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cam = cam.Scaled(pixel.ZV, s.zoom) // apply current zoom factor
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cam = cam.Moved(center.Sub(s.camPos)) // Make it central
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s.cam = cam
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pWin.SetMatrix(cam)
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*/
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// TODO: we should be able to perform bounds clipping on these
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minX := int(s.env.gameMap.MinWidth)
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maxX := int(s.env.gameMap.MaxWidth)
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@@ -179,13 +182,16 @@ func (s *state) present(pWin *pixelgl.Window) {
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for z := minZ; z < maxZ; z++ {
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for y := minY; y < maxY; y++ {
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for x := minX; x < maxX; x++ {
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s.renderCell(x, y, z, pWin)
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s.renderCell(x, y, z, s.env.batch)
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}
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}
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}
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s.env.batch.Draw(pWin)
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pWin.Update()
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}
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func (s *state) renderCell(x, y, z int, pWin *pixelgl.Window) {
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func (s *state) renderCell(x, y, z int, batch *pixel.Batch) {
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var sprites []*conv.Sprite
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cell := s.env.gameMap.Cells.At(x, y, z)
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@@ -223,7 +229,7 @@ func (s *state) renderCell(x, y, z int, pWin *pixelgl.Window) {
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for _, sprite := range sprites {
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if sprite != nil {
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sprite.Spr.Draw(pWin, pixel.IM.Moved(iso))
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sprite.Spr.Draw(batch, pixel.IM.Moved(iso))
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}
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}
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}
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