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

@@ -3,7 +3,9 @@ package conv
import (
"fmt"
"image/color"
"image/png"
"log"
"os"
"github.com/faiface/pixel"
@@ -29,6 +31,89 @@ type Object struct {
Sprites []Sprite
}
func maxWidth(obj *data.Object) int {
out := 0
for _, spr := range obj.Sprites {
width := int(spr.Width)
if width > out {
out = width
}
}
return out
}
func fullHeight(obj *data.Object) int {
out := 0
for _, spr := range obj.Sprites {
out = out + int(spr.Height)
}
return out
}
func ConvertObjects(objects []*data.Object) (map[string]*Object, *pixel.PictureData) {
// This needs to be the maxWidth of all the objects, added together
maxX := 0
for _, obj := range objects {
maxX = maxX + maxWidth(obj)
}
// This needs to be the largest fullHeight of all the objects
maxY := 0
for _, obj := range objects {
height := fullHeight(obj)
if height > maxY {
maxY = height
}
}
xOffset := 0
spritesheet := pixel.MakePictureData(pixel.R(0.0, 0.0, float64(maxX), float64(maxY)))
out := make(map[string]*Object)
for _, rawObj := range objects {
log.Println("xOffset:", xOffset)
cObj := ConvertObjectWithSpritesheet(rawObj, rawObj.Name, spritesheet, xOffset)
xOffset = xOffset + maxWidth(rawObj)
out[cObj.Name] = cObj
}
f, _ := os.Create("spritesheet.png")
img := spritesheet.Image()
png.Encode(f, img)
f.Close()
return out, spritesheet
}
func ConvertObjectWithSpritesheet(rawObj *data.Object, name string, pic *pixel.PictureData, xOffset int) *Object {
out := &Object{
Name: name,
Sprites: make([]Sprite, len(rawObj.Sprites)),
}
// We store the sprites vertically in the provided pic
yOffset := 0
log.Printf("Converting %v: xOffset = %v", name, xOffset)
for i, rawSpr := range rawObj.Sprites {
spr := spriteToPic(name, i, rawSpr, pic, xOffset, yOffset)
log.Printf(" %#v", spr.Frame())
out.Sprites[i] = Sprite{
Width: int(rawSpr.Width),
Height: int(rawSpr.Height),
Pic: pic,
Spr: spr,
}
yOffset = yOffset + int(rawSpr.Height)
}
return out
}
func ConvertObject(rawObj *data.Object, name string) *Object {
out := &Object{
Name: name,
@@ -36,37 +121,56 @@ func ConvertObject(rawObj *data.Object, name string) *Object {
}
for i, rawSpr := range rawObj.Sprites {
pic := spriteToPic(name, i, rawSpr)
pic := pixel.MakePictureData(
pixel.R(
float64(0),
float64(0),
float64(rawSpr.Width),
float64(rawSpr.Height),
),
)
spr := spriteToPic(name, i, rawSpr, pic, 0, 0)
out.Sprites[i] = Sprite{
Width: int(rawSpr.Width),
Height: int(rawSpr.Height),
Pic: pic,
Spr: pixel.NewSprite(pic, pic.Bounds()),
Spr: spr,
}
}
return out
}
func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
pic := pixel.MakePictureData(pixel.R(float64(0), float64(0), float64(sprite.Width), float64(sprite.Height)))
func spriteToPic(name string, idx int, sprite *data.Sprite, pic *pixel.PictureData, xOffset, yOffset int) *pixel.Sprite {
width := int(sprite.Width)
height := int(sprite.Height)
log.Printf("%v %v: width=%v height=%v", name, idx, width, height)
//log.Printf("%v %v: width=%v height=%v", name, idx, width, height)
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
b := sprite.Data[y*width+x]
// Update the picture
if err := setPaletteColor(pic, x, y, b); err != nil {
log.Printf("%s %d: %d,%d: %v", name, idx, x, y, err)
if err := setPaletteColor(pic, x+xOffset, y+yOffset, b); err != nil {
//log.Printf("%s %d: %d,%d: %v", name, idx, x, y, err)
}
}
}
return pic
// FIXME: I really don't get this fetish for starting at the bottom-left
bounds := pixel.R(
float64(xOffset),
float64(yOffset),
float64(xOffset+width),
float64(yOffset+height),
)
//bounds.Min = bounds.Min.ScaledXY(pixel.Vec{1.0, -1.0})
//bounds.Max = bounds.Max.ScaledXY(pixel.Vec{1.0, -1.0})
return pixel.NewSprite(pic, bounds)
}
func setPaletteColor(pic *pixel.PictureData, x int, y int, colorIdx byte) error {

View File

@@ -80,6 +80,7 @@ type Object struct {
ObjectHeader
Filename string
Name string // left blank for use by you
Sprites []*Sprite
}