cache sprites masks

master
Eduardo Bart 13 years ago
parent 7b13161036
commit 0df7e2ed6a

@ -26,7 +26,7 @@ void SpriteManager::unload()
m_signature = 0; m_signature = 0;
} }
TexturePtr SpriteManager::loadSprite(int id) TexturePtr SpriteManager::loadSpriteTexture(int id)
{ {
m_fin.seekg(((id-1) * 4) + 6, std::ios_base::beg); m_fin.seekg(((id-1) * 4) + 6, std::ios_base::beg);
@ -96,37 +96,36 @@ TexturePtr SpriteManager::getSpriteTexture(int id, SpriteMask mask)
assert(id > 0 && id <= m_spritesCount); assert(id > 0 && id <= m_spritesCount);
// load sprites on demand // load sprites on demand
TexturePtr texture = m_sprites[id-1]; Sprite& sprite = m_sprites[id-1];
if(!texture) { if(!sprite.texture)
texture = loadSprite(id); sprite.texture = loadSpriteTexture(id);
m_sprites[id-1] = texture;
}
//TODO: release unused sprites textures after X seconds //TODO: release unused sprites textures after X seconds
// to avoid massive texture allocations // to avoid massive texture allocations
if(mask != SpriteMaskNone) { if(mask != SpriteMaskNone) {
auto pixels = texture->getPixels(); if(!sprite.masks[mask]) {
auto pixels = sprite.texture->getPixels();
static RGBA maskColors[4] = { Color::red.rgba(), Color::green.rgba(), Color::blue.rgba(), Color::yellow.rgba() };
RGBA maskColor = maskColors[mask]; static RGBA maskColors[4] = { Color::red.rgba(), Color::green.rgba(), Color::blue.rgba(), Color::yellow.rgba() };
RGBA whiteColor = Color::white.rgba(); RGBA maskColor = maskColors[mask];
RGBA alphaColor = Color::alpha.rgba(); RGBA whiteColor = Color::white.rgba();
RGBA alphaColor = Color::alpha.rgba();
// convert pixels
// masked color -> white color // convert pixels
// any other color -> alpha color // masked color -> white color
for(int i=0;i<4096;i+=4) { // any other color -> alpha color
RGBA& currentColor = *(RGBA*)&pixels[i]; for(int i=0;i<4096;i+=4) {
if(currentColor == maskColor) RGBA& currentColor = *(RGBA*)&pixels[i];
currentColor = whiteColor; if(currentColor == maskColor)
else currentColor = whiteColor;
currentColor = alphaColor; else
currentColor = alphaColor;
}
sprite.masks[mask] = TexturePtr(new Texture(32, 32, 4, &pixels[0]));
} }
return sprite.masks[mask];
//TODO: cache sprites mask into a texture } else
return TexturePtr(new Texture(32, 32, 4, &pixels[0])); return sprite.texture;
}
return texture;
} }

@ -4,6 +4,11 @@
#include "declarations.h" #include "declarations.h"
#include <framework/graphics/texture.h> #include <framework/graphics/texture.h>
struct Sprite {
TexturePtr texture;
TexturePtr masks[4];
};
class SpriteManager class SpriteManager
{ {
public: public:
@ -18,12 +23,12 @@ public:
TexturePtr getSpriteTexture(int id, SpriteMask mask = SpriteMaskNone); TexturePtr getSpriteTexture(int id, SpriteMask mask = SpriteMaskNone);
private: private:
TexturePtr loadSprite(int id); TexturePtr loadSpriteTexture(int id);
uint32 m_signature; uint32 m_signature;
uint16 m_spritesCount; uint16 m_spritesCount;
std::stringstream m_fin; std::stringstream m_fin;
std::vector<TexturePtr> m_sprites; std::vector<Sprite> m_sprites;
TexturePtr m_transparentSprite; TexturePtr m_transparentSprite;
}; };

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