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https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-20 07:27:19 -05:00
Fixed texture atlas. Added GC debugging. (#140)
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@ -228,7 +228,14 @@ func (v Engine) Draw(screen *ebiten.Image) {
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}
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if v.showFPS == true {
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ebitenutil.DebugPrintAt(screen, "vsync:"+strconv.FormatBool(ebiten.IsVsyncEnabled())+"\nFPS:"+strconv.Itoa(int(ebiten.CurrentFPS())), 5, 565)
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var m runtime.MemStats
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runtime.ReadMemStats(&m)
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ebitenutil.DebugPrintAt(screen, "Alloc "+strconv.FormatInt(int64(m.Alloc)/1024/1024, 10), 700, 0)
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ebitenutil.DebugPrintAt(screen, "Pause "+strconv.FormatInt(int64(m.PauseTotalNs/1024/1024), 10), 700, 10)
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ebitenutil.DebugPrintAt(screen, "HeapSys "+strconv.FormatInt(int64(m.HeapSys/1024/1024), 10), 700, 20)
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ebitenutil.DebugPrintAt(screen, "NumGC "+strconv.FormatInt(int64(m.NumGC), 10), 700, 30)
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}
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}
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// SetNextScene tells the engine what scene to load on the next update cycle
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@ -47,6 +47,8 @@ type SpriteFrame struct {
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FrameData []byte
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Image *ebiten.Image
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cached bool
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atlasX int
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atlasY int
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}
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// CreateSprite creates an instance of a sprite
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@ -143,36 +145,56 @@ func CreateSprite(data []byte, palette d2datadict.PaletteRec) Sprite {
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}(i)
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}
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wg.Wait()
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totalWidth := 0
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totalHeight := 0
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frame := 0
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for d := 0; d < int(result.Directions); d++ {
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curMaxWidth := 0
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for f := 0; f < int(result.FramesPerDirection); f++ {
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curMaxWidth = int(d2helper.Max(uint32(curMaxWidth), result.Frames[frame].Width))
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totalHeight += int(result.Frames[frame].Height)
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frame++
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}
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totalWidth += curMaxWidth
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}
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result.atlas, _ = ebiten.NewImage(totalWidth, totalHeight, ebiten.FilterNearest)
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result.atlasBytes = make([]byte, totalWidth*totalHeight*4)
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frame = 0
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curMaxWidth := 0
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atlasWidth := 0
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atlasHeight := 0
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curX := 0
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curY := 0
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const maxHeight = 8192
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for d := 0; d < int(result.Directions); d++ {
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curMaxWidth := 0
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for f := 0; f < int(result.FramesPerDirection); f++ {
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if curY+int(result.Frames[frame].Height) >= maxHeight {
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curX += curMaxWidth
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curY = 0
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curMaxWidth = 0
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if curX >= maxHeight {
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log.Fatal("Ran out of texture atlas space!")
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}
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}
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result.Frames[frame].atlasX = curX
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result.Frames[frame].atlasY = curY
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curMaxWidth = int(d2helper.Max(uint32(curMaxWidth), result.Frames[frame].Width))
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result.Frames[frame].Image = result.atlas.SubImage(image.Rect(curX, curY, curX+int(result.Frames[frame].Width), curY+int(result.Frames[frame].Height))).(*ebiten.Image)
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atlasWidth = int(d2helper.Max(uint32(atlasWidth), uint32(curX)+result.Frames[frame].Width))
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atlasHeight = int(d2helper.Max(uint32(atlasHeight), uint32(curY)+result.Frames[frame].Height))
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curY += int(result.Frames[frame].Height)
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frame++
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}
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}
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p2 := 1
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for p2 < atlasWidth {
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p2 <<= 1
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}
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atlasWidth = p2
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p2 = 1
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for p2 < atlasHeight {
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p2 <<= 1
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}
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atlasHeight = p2
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result.atlas, _ = ebiten.NewImage(atlasWidth, atlasHeight, ebiten.FilterNearest)
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result.atlasBytes = make([]byte, atlasWidth*atlasHeight*4)
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frame = 0
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for d := 0; d < int(result.Directions); d++ {
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for f := 0; f < int(result.FramesPerDirection); f++ {
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f := &result.Frames[frame]
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f.Image = result.atlas.SubImage(image.Rect(f.atlasX, f.atlasY, f.atlasX+int(f.Width), f.atlasY+int(f.Height))).(*ebiten.Image)
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curY += int(result.Frames[frame].Height)
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frame++
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}
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curX += curMaxWidth
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curY = 0
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}
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result.valid = true
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return result
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}
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func (v Sprite) IsValid() bool {
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@ -183,14 +205,13 @@ func (v *Sprite) cacheFrame(frame int) {
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if v.Frames[frame].cached {
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return
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}
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r := v.Frames[frame].Image.Bounds().Min
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curX := r.X
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curY := r.Y
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totalWidth := v.atlas.Bounds().Max.X
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ox := v.Frames[frame].atlasX
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oy := v.Frames[frame].atlasY
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for y := 0; y < int(v.Frames[frame].Height); y++ {
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for x := 0; x < int(v.Frames[frame].Width); x++ {
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pix := (x + (y * int(v.Frames[frame].Width))) * 4
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idx := (curX + x + ((curY + y) * totalWidth)) * 4
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idx := (ox + x + ((oy + y) * totalWidth)) * 4
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v.atlasBytes[idx] = v.Frames[frame].FrameData[pix]
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v.atlasBytes[idx+1] = v.Frames[frame].FrameData[pix+1]
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v.atlasBytes[idx+2] = v.Frames[frame].FrameData[pix+2]
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@ -201,6 +222,7 @@ func (v *Sprite) cacheFrame(frame int) {
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log.Panic(err.Error())
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}
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v.Frames[frame].cached = true
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v.Frames[frame].FrameData = []byte{}
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}
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// GetSize returns the size of the sprite
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