WIP: Speed up rendering by using a spritesheet

This commit is contained in:
2018-10-12 23:02:24 +01:00
parent aa093faabc
commit 1fa61c72c2
4 changed files with 152 additions and 32 deletions

View File

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