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 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))
} }
} }
} }

View File

@@ -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]
} }

View File

@@ -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 {

View File

@@ -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
} }