WIP: Speed up rendering by using a spritesheet
This commit is contained in:
@@ -31,6 +31,7 @@ type env struct {
|
|||||||
set *sets.MapSet
|
set *sets.MapSet
|
||||||
objects map[string]*conv.Object
|
objects map[string]*conv.Object
|
||||||
sprites map[string][]*pixel.Sprite
|
sprites map[string][]*pixel.Sprite
|
||||||
|
batch *pixel.Batch
|
||||||
}
|
}
|
||||||
|
|
||||||
type state struct {
|
type state struct {
|
||||||
@@ -68,8 +69,7 @@ func main() {
|
|||||||
log.Fatalf("Couldn't load set file %s: %v", setFile, err)
|
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 {
|
for _, name := range mapSet.Palette {
|
||||||
objFile := filepath.Join(*gamePath, "Obj", name+".obj")
|
objFile := filepath.Join(*gamePath, "Obj", name+".obj")
|
||||||
obj, err := data.LoadObject(objFile)
|
obj, err := data.LoadObject(objFile)
|
||||||
@@ -77,13 +77,18 @@ func main() {
|
|||||||
log.Fatalf("Failed to load %s: %v", name, err)
|
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{
|
env := &env{
|
||||||
gameMap: gameMap,
|
gameMap: gameMap,
|
||||||
set: mapSet,
|
set: mapSet,
|
||||||
objects: objects,
|
objects: objects,
|
||||||
|
batch: batch,
|
||||||
}
|
}
|
||||||
|
|
||||||
// The main thread now belongs to pixelgl
|
// 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
|
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) {
|
func (s *state) present(pWin *pixelgl.Window) {
|
||||||
pWin.Clear(colornames.Black)
|
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 := pixel.IM
|
cam = cam.Scaled(pixel.ZV, s.zoom) // apply current zoom factor
|
||||||
cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
|
cam = cam.Moved(center.Sub(s.camPos)) // Make it central
|
||||||
cam = cam.Scaled(pixel.ZV, s.zoom) // apply current zoom factor
|
s.cam = cam
|
||||||
cam = cam.Moved(center.Sub(s.camPos)) // Make it central
|
pWin.SetMatrix(cam)
|
||||||
// cam = cam.Rotated(center.Sub(s.camPos), s.rot) // Apply isometric angle
|
*/
|
||||||
s.cam = cam
|
|
||||||
pWin.SetMatrix(cam)
|
|
||||||
|
|
||||||
// TODO: we should be able to perform bounds clipping on these
|
// TODO: we should be able to perform bounds clipping on these
|
||||||
minX := int(s.env.gameMap.MinWidth)
|
minX := int(s.env.gameMap.MinWidth)
|
||||||
maxX := int(s.env.gameMap.MaxWidth)
|
maxX := int(s.env.gameMap.MaxWidth)
|
||||||
@@ -179,13 +182,16 @@ func (s *state) present(pWin *pixelgl.Window) {
|
|||||||
for z := minZ; z < maxZ; z++ {
|
for z := minZ; z < maxZ; z++ {
|
||||||
for y := minY; y < maxY; y++ {
|
for y := minY; y < maxY; y++ {
|
||||||
for x := minX; x < maxX; x++ {
|
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
|
var sprites []*conv.Sprite
|
||||||
|
|
||||||
cell := s.env.gameMap.Cells.At(x, y, z)
|
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 {
|
for _, sprite := range sprites {
|
||||||
if sprite != nil {
|
if sprite != nil {
|
||||||
sprite.Spr.Draw(pWin, pixel.IM.Moved(iso))
|
sprite.Spr.Draw(batch, pixel.IM.Moved(iso))
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@@ -25,6 +25,7 @@ var (
|
|||||||
type env struct {
|
type env struct {
|
||||||
set *sets.MapSet
|
set *sets.MapSet
|
||||||
objects map[string]*conv.Object
|
objects map[string]*conv.Object
|
||||||
|
batch *pixel.Batch
|
||||||
}
|
}
|
||||||
|
|
||||||
type state struct {
|
type state struct {
|
||||||
@@ -53,19 +54,22 @@ func main() {
|
|||||||
log.Fatalf("Couldn't load set file %s: %v", *setFile, err)
|
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 {
|
for _, name := range mapSet.Palette {
|
||||||
objFile := filepath.Join(*gamePath, "Obj", name+".obj")
|
objFile := filepath.Join(*gamePath, "Obj", name+".obj")
|
||||||
obj, err := data.LoadObject(objFile)
|
obj, err := data.LoadObject(objFile)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
log.Fatalf("Failed to load %s: %v", name, err)
|
log.Fatalf("Failed to load %s: %v", name, err)
|
||||||
}
|
}
|
||||||
|
obj.Name = name
|
||||||
|
|
||||||
objects[name] = conv.ConvertObject(obj, name)
|
rawObjs = append(rawObjs, obj)
|
||||||
}
|
}
|
||||||
|
|
||||||
env := &env{objects: objects, set: mapSet}
|
objects, spritesheet := conv.ConvertObjects(rawObjs)
|
||||||
|
batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
|
||||||
|
|
||||||
|
env := &env{objects: objects, set: mapSet, batch: batch}
|
||||||
|
|
||||||
// The main thread now belongs to pixelgl
|
// The main thread now belongs to pixelgl
|
||||||
pixelgl.Run(env.run)
|
pixelgl.Run(env.run)
|
||||||
@@ -129,7 +133,12 @@ func (s *state) present(pWin *pixelgl.Window) {
|
|||||||
pWin.SetMatrix(s.cam)
|
pWin.SetMatrix(s.cam)
|
||||||
|
|
||||||
pWin.Clear(colornames.Black)
|
pWin.Clear(colornames.Black)
|
||||||
pixel.NewSprite(sprite.Pic, sprite.Pic.Bounds()).Draw(pWin, pixel.IM.Moved(center))
|
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) {
|
func (s *state) handleKeys(pWin *pixelgl.Window) {
|
||||||
@@ -165,6 +174,6 @@ func (s *state) handleKeys(pWin *pixelgl.Window) {
|
|||||||
|
|
||||||
func (s *state) curObject() *conv.Object {
|
func (s *state) curObject() *conv.Object {
|
||||||
name := s.env.set.Palette[s.objIdx]
|
name := s.env.set.Palette[s.objIdx]
|
||||||
log.Printf("name: %v, objects: %#v", name, s.env.objects)
|
//log.Printf("name: %v, objects: %#v", name, s.env.objects)
|
||||||
return s.env.objects[name]
|
return s.env.objects[name]
|
||||||
}
|
}
|
||||||
|
@@ -3,7 +3,9 @@ package conv
|
|||||||
import (
|
import (
|
||||||
"fmt"
|
"fmt"
|
||||||
"image/color"
|
"image/color"
|
||||||
|
"image/png"
|
||||||
"log"
|
"log"
|
||||||
|
"os"
|
||||||
|
|
||||||
"github.com/faiface/pixel"
|
"github.com/faiface/pixel"
|
||||||
|
|
||||||
@@ -29,6 +31,89 @@ type Object struct {
|
|||||||
Sprites []Sprite
|
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 {
|
func ConvertObject(rawObj *data.Object, name string) *Object {
|
||||||
out := &Object{
|
out := &Object{
|
||||||
Name: name,
|
Name: name,
|
||||||
@@ -36,37 +121,56 @@ func ConvertObject(rawObj *data.Object, name string) *Object {
|
|||||||
}
|
}
|
||||||
|
|
||||||
for i, rawSpr := range rawObj.Sprites {
|
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{
|
out.Sprites[i] = Sprite{
|
||||||
Width: int(rawSpr.Width),
|
Width: int(rawSpr.Width),
|
||||||
Height: int(rawSpr.Height),
|
Height: int(rawSpr.Height),
|
||||||
Pic: pic,
|
Pic: pic,
|
||||||
Spr: pixel.NewSprite(pic, pic.Bounds()),
|
Spr: spr,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return out
|
return out
|
||||||
}
|
}
|
||||||
|
|
||||||
func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
|
func spriteToPic(name string, idx int, sprite *data.Sprite, pic *pixel.PictureData, xOffset, yOffset int) *pixel.Sprite {
|
||||||
pic := pixel.MakePictureData(pixel.R(float64(0), float64(0), float64(sprite.Width), float64(sprite.Height)))
|
|
||||||
width := int(sprite.Width)
|
width := int(sprite.Width)
|
||||||
height := int(sprite.Height)
|
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 y := 0; y < height; y++ {
|
||||||
for x := 0; x < width; x++ {
|
for x := 0; x < width; x++ {
|
||||||
b := sprite.Data[y*width+x]
|
b := sprite.Data[y*width+x]
|
||||||
|
|
||||||
// Update the picture
|
// Update the picture
|
||||||
if err := setPaletteColor(pic, x, y, b); err != nil {
|
if err := setPaletteColor(pic, x+xOffset, y+yOffset, b); err != nil {
|
||||||
log.Printf("%s %d: %d,%d: %v", name, idx, x, y, err)
|
//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 {
|
func setPaletteColor(pic *pixel.PictureData, x int, y int, colorIdx byte) error {
|
||||||
|
@@ -80,6 +80,7 @@ type Object struct {
|
|||||||
ObjectHeader
|
ObjectHeader
|
||||||
|
|
||||||
Filename string
|
Filename string
|
||||||
|
Name string // left blank for use by you
|
||||||
Sprites []*Sprite
|
Sprites []*Sprite
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user