diff options
author | David Thompson <dthompson2@worcester.edu> | 2019-05-10 08:34:53 -0400 |
---|---|---|
committer | David Thompson <dthompson2@worcester.edu> | 2019-05-12 11:38:43 -0400 |
commit | 34975b307a85cbb34b040b8a0c6a0f9104b4c331 (patch) | |
tree | 26e27980c64491026eaa1d1d51af9c861d5f7102 /examples/sprite-batch.scm | |
parent | dd1ccc8afc8ec0411ac636f542fd4bb8d4d242af (diff) |
render: sprite: Rewrite sprite batching API.
This new version performs better and has a better API. It closely
resembles Love2D's sprite batch API.
* chickadee/render/sprite.scm (with-batched-sprites,
sprite-batch-reset!, sprite-batch-begin!,
draw-sprite-batched, *batch?*, %batch): Delete.
(draw-sprite-unbatched): Rename to 'draw-sprite*'.
(<sprite-batch>)[index-buffer, position-buffer, texture-buffer]:
Delete fields.
[vertex-buffer]: New field.
(init-sprite-batch, double-sprite-batch-size!, sprite-batch-add!,
sprite-batch-flush!): Rewrite.
(make-sprite-batch): Add 'capacity' and 'blend-mode' arguments.
(draw-sprite-batch): New procedure.
(draw-nine-patch*): Stop using sprite batches for now.
* chickadee/render/font.scm: (<font>)[sprite-batches]: New field.
(load-tile-font, load-font): Create a sprite batch for each texture
loaded.
(draw-text*): Use sprite batches.
* chickadee/render/tiled.scm: (<tile>)[batch]: New field.
(<tileset>)[batch]: New field.
(load-tile-map): Create a sprite batch for each tileset.
(draw-tile-layer): Use new sprite batch API.
(draw-tile-map*): Remove reference to deleted macro.
Diffstat (limited to 'examples/sprite-batch.scm')
-rw-r--r-- | examples/sprite-batch.scm | 22 |
1 files changed, 12 insertions, 10 deletions
diff --git a/examples/sprite-batch.scm b/examples/sprite-batch.scm index c31ffbf..4bddf8f 100644 --- a/examples/sprite-batch.scm +++ b/examples/sprite-batch.scm @@ -14,6 +14,7 @@ (statprof)) (define texture #f) +(define batch #f) (define start-time (sdl-ticks)) (define avg-frame-time 16) (define num-sprites 5000) @@ -37,6 +38,7 @@ (define (load) (set! *random-state* (random-state-from-platform)) (set! texture (load-image "images/shot.png")) + (set! batch (make-sprite-batch texture #:capacity 8000)) (script (forever (sleep 60) @@ -44,13 +46,14 @@ (define stats-text-pos (vec2 4.0 464.0)) (define (draw alpha) - (with-batched-sprites - (for-each (match-lambda - ((r v) - (set-rect-x! r (+ (rect-x r) (vec2-x v))) - (set-rect-y! r (+ (rect-y r) (vec2-y v))) - (draw-sprite* texture r matrix))) - sprites)) + (sprite-batch-clear! batch) + (for-each (match-lambda + ((r v) + (set-rect-x! r (+ (rect-x r) (vec2-x v))) + (set-rect-y! r (+ (rect-y r) (vec2-y v))) + (sprite-batch-add* batch r matrix))) + sprites) + (draw-sprite-batch batch) (draw-text stats-text stats-text-pos) (let ((current-time (sdl-ticks))) (set! avg-frame-time @@ -61,6 +64,5 @@ (define (update dt) (update-agenda 1)) -(gcprof - (lambda () - (run-game #:load load #:draw draw #:update update))) +(run-game #:load load #:draw draw #:update update + #:window-title "sprite batch stress test") |