speedup sprite loading

master
Eduardo Bart 12 years ago
parent 4584ce5b86
commit edeee80631

@ -118,22 +118,27 @@ void Texture::setSmooth(bool smooth)
std::vector<uint8> Texture::getPixels()
{
// hack to copy pixels from opengl memory
FrameBufferPtr fb(new FrameBuffer(m_size));
std::vector<uint8> pixels(m_size.area()*4, 0);
#ifdef OPENGL_ES
// hack to copy pixels from opengl memory in opengl es
// NOTE: this can be slow, but its the only way to get pixels from a texture in OpenGL ES
FrameBufferPtr fb(new FrameBuffer(m_size));
fb->bind();
g_painter.saveAndResetState();
g_painter.drawTexturedRect(Rect(0,0,m_size), shared_from_this());
glReadPixels(0, 0, m_size.width(), m_size.height(), GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
g_painter.restoreSavedState();
fb->release();
#else
// copy pixels from opengl memory
glBindTexture(GL_TEXTURE_2D, m_textureId);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
#endif
return pixels;
}
void Texture::generateBilinearMipmaps()
void Texture::generateBilinearMipmaps(std::vector<uint8> inPixels)
{
std::vector<uint8> inPixels = getPixels();
bind();
if(!m_useMipmaps) {
@ -188,7 +193,7 @@ void Texture::generateBilinearMipmaps()
if(inSize.width() == 1 || inSize.height() == 1)
break;
inPixels = outPixels;
inPixels = std::move(outPixels);
inSize /= 2;
outSize /= 2;
}

@ -35,7 +35,10 @@ public:
void bind() { glBindTexture(GL_TEXTURE_2D, m_textureId); }
void generateMipmaps();
void generateBilinearMipmaps();
// generate bilinear mipmaps optimized for alpha textures
void generateBilinearMipmaps(std::vector<uint8> inPixels);
void setSmooth(bool smooth);
GLuint getId() { return m_textureId; }

@ -77,8 +77,10 @@ void Item::setPosition(const Position& position)
Thing::setPosition(position);
}
void Item::setCount(uint8 count)
void Item::setCount(int count)
{
count = std::max(std::min(count, 255), 0);
if(isStackable() && getNumPatternsX() == 4 && getNumPatternsY() == 2) {
if(count < 5) {
m_xPattern = count-1;

@ -36,9 +36,9 @@ public:
void draw(const Point& dest, float scaleFactor);
void setPosition(const Position &position);
void setCount(uint8 data);
void setCount(int count);
uint8 getCount() { return m_count; }
int getCount() { return m_count; }
ItemPtr asItem() { return std::static_pointer_cast<Item>(shared_from_this()); }

@ -153,9 +153,14 @@ void MapView::draw(const Rect& rect)
animatedText->draw(p, rect);
}
} else {
// draw a arrow for position the center in non near views
g_painter.setColor(Fw::red);
g_painter.drawFilledRect(Rect(rect.center(), 4, 4));
// draw a cross in the center instead of our creature
Rect vRect(0, 0, 2, 10);
Rect hRect(0, 0, 10, 2);
vRect.moveCenter(rect.center());
hRect.moveCenter(rect.center());
g_painter.setColor(Fw::white);
g_painter.drawFilledRect(vRect);
g_painter.drawFilledRect(hRect);
}
}
@ -405,18 +410,11 @@ void MapView::setVisibleDimension(const Size& visibleDimension)
viewRange = NEAR_VIEW;
else if(tileSize >= 16 && visibleDimension.area() <= MID_VIEW_AREA)
viewRange = MID_VIEW;
else if(tileSize >= 8)
else if(tileSize >= 8 && visibleDimension.area() <= FAR_VIEW_AREA)
viewRange = FAR_VIEW;
else
viewRange = HUGE_VIEW;
if(m_viewRange != viewRange) {
if(viewRange == NEAR_VIEW) dump << "near view";
else if(viewRange == MID_VIEW) dump << "mid view";
else if(viewRange == FAR_VIEW) dump << "far view";
else if(viewRange == HUGE_VIEW) dump << "huge view";
}
// draw actually more than what is needed to avoid massive recalculations on far views
if(viewRange >= FAR_VIEW) {
Size oldDimension = drawDimension;

@ -38,7 +38,8 @@ class MapView : public LuaObject
DEFAULT_FRAMBUFFER_HEIGHT = 1440,
NEAR_VIEW_AREA = 32*32,
MID_VIEW_AREA = 96*96,
MID_VIEW_AREA = 64*64,
FAR_VIEW_AREA = 128*128,
MAX_TILE_UPDATES = NEAR_VIEW_AREA*7
};

@ -22,6 +22,7 @@
#include "spritemanager.h"
#include <framework/core/resourcemanager.h>
#include <framework/core/eventdispatcher.h>
#include <framework/graphics/graphics.h>
SpriteManager g_sprites;
@ -38,6 +39,7 @@ bool SpriteManager::load(const std::string& file)
g_resources.loadFile(file, m_fin);
m_signature = Fw::getU32(m_fin);
m_spritesCount = Fw::getU16(m_fin);
dump << m_spritesCount;
m_sprites.resize(m_spritesCount);
m_loaded = true;
return true;
@ -54,6 +56,21 @@ void SpriteManager::unload()
m_signature = 0;
}
void SpriteManager::preloadSprites()
{
// preload every 100 sprites, periodically
const int burst = 50;
const int interval = 10;
auto preload = [this](int start) {
for(int i=start;i<start+burst && i<=m_spritesCount;++i) {
loadSpriteTexture(i);
}
};
for(int i=1;i<=m_spritesCount;i+=burst)
g_dispatcher.scheduleEvent(std::bind(preload, i), (i/burst) * interval);
}
TexturePtr SpriteManager::loadSpriteTexture(int id)
{
m_fin.seekg(((id-1) * 4) + 6, std::ios_base::beg);
@ -74,7 +91,7 @@ TexturePtr SpriteManager::loadSpriteTexture(int id)
uint16 pixelDataSize = Fw::getU16(m_fin);
uchar pixels[4096];
static std::vector<uint8> pixels(4096);
int writePos = 0;
int read = 0;
@ -116,9 +133,9 @@ TexturePtr SpriteManager::loadSpriteTexture(int id)
writePos += 4;
}
TexturePtr spriteTex(new Texture(32, 32, 4, pixels));
TexturePtr spriteTex(new Texture(32, 32, 4, &pixels[0]));
spriteTex->setSmooth(true);
spriteTex->generateBilinearMipmaps();
spriteTex->generateBilinearMipmaps(pixels);
return spriteTex;
}

@ -33,6 +33,7 @@ public:
bool load(const std::string& file);
void unload();
void preloadSprites();
uint32 getSignature() { return m_signature; }
int getSpritesCount() { return m_spritesCount; }
@ -45,7 +46,7 @@ private:
Boolean<false> m_loaded;
uint32 m_signature;
uint16 m_spritesCount;
int m_spritesCount;
std::stringstream m_fin;
std::vector<TexturePtr> m_sprites;
TexturePtr m_transparentSprite;

@ -58,6 +58,7 @@ void OTClient::registerLuaFunctions()
g_lua.bindClassStaticFunction("g_sprites", "load", std::bind(&SpriteManager::load, &g_sprites, _1));
g_lua.bindClassStaticFunction("g_sprites", "isLoaded", std::bind(&SpriteManager::isLoaded, &g_sprites));
g_lua.bindClassStaticFunction("g_sprites", "getSignature", std::bind(&SpriteManager::getSignature, &g_sprites));
g_lua.bindClassStaticFunction("g_sprites", "preloadSprites", std::bind(&SpriteManager::preloadSprites, &g_sprites));
g_lua.registerStaticClass("g_map");
g_lua.bindClassStaticFunction("g_map", "isLookPossible", std::bind(&Map::isLookPossible, &g_map, _1));

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