sprites are now presorted

This commit is contained in:
John Alanbrook 2024-09-26 23:12:30 -05:00
parent 6f9137746a
commit 4756955c1a
6 changed files with 57 additions and 90 deletions

View file

@ -1555,16 +1555,13 @@ Math.sign = function (n) {
};
var lodash = {};
lodash.get = function(obj, path, defValue) {
if (!path) return undefined
lodash.get = function (obj, path, defValue) {
if (!path) return undefined;
// Check if path is string or array. Regex : ensure that we do not have '.' and brackets.
var pathArray = Array.isArray(path) ? path : path.match(/([^[.\]])+/g)
var result = pathArray.reduce(
(prevObj, key) => prevObj && prevObj[key],
obj
)
return result === undefined ? defValue : result
}
var pathArray = Array.isArray(path) ? path : path.match(/([^[.\]])+/g);
var result = pathArray.reduce((prevObj, key) => prevObj && prevObj[key], obj);
return result === undefined ? defValue : result;
};
return {
convert,
@ -1572,5 +1569,5 @@ return {
Vector,
bbox,
yaml,
lodash
lodash,
};

View file

@ -15,14 +15,17 @@ var make_point_obj = function (o, p) {
var fullrect = [0, 0, 1, 1];
var sprite_addbucket = function (sprite) {
var layer = sprite.gameobject.drawlayer;
var layer = 1000000 + sprite.gameobject.drawlayer * 1000 - sprite.gameobject.pos.y;
sprite_buckets[layer] ??= {};
sprite_buckets[layer][sprite.path] ??= {};
sprite_buckets[layer][sprite.path][sprite.guid] = sprite;
sprite_buckets[layer][sprite.path] ??= [];
sprite_buckets[layer][sprite.path].push(sprite);
sprite._oldlayer = layer;
sprite._oldpath = sprite.path;
};
var sprite_rmbucket = function (sprite) {
for (var layer of Object.values(sprite_buckets)) for (var path of Object.values(layer)) delete path[sprite.guid];
if (sprite._oldlayer && sprite._oldpath) sprite_buckets[sprite._oldlayer][sprite._oldpath].remove(sprite);
else for (var layer of Object.values(sprite_buckets)) for (var path of Object.values(layer)) path.remove(sprite);
};
var sprite = {
@ -72,7 +75,7 @@ var sprite = {
// self?.anim_done?.();
// if (!self.loop) { self.stop(); return; }
}
if (self) stop = self.gameobject.delay(advance, playing.frames[f].time / self.anim_speed);
// if (self) stop = self.gameobject.delay(advance, playing.frames[f].time / self.anim_speed);
}
advance();
@ -119,7 +122,7 @@ var sprite = {
this.anim = undefined;
this.gameobject = undefined;
this.anim_done = undefined;
delete allsprites[this.guid];
allsprites.remove(this);
},
move(d) {
this.pos = this.pos.add(d);
@ -130,6 +133,9 @@ var sprite = {
},
anchor: [0, 0],
sync() {
var layer = 1000000 + this.gameobject.drawlayer * 1000 - this.gameobject.pos.y;
if (layer === this._oldlayer && this.path === this._oldpath) return;
sprite_rmbucket(this);
sprite_addbucket(this);
},
@ -158,13 +164,15 @@ var sprite = {
return this.dimensions().y;
},
};
globalThis.allsprites = {};
var sprite_buckets = {};
globalThis.allsprites = [];
var sprite_buckets = [];
component.sprite_buckets = function () {
return sprite_buckets;
};
component.dynamic_sprites = [];
sprite.doc = {
path: "Path to the texture.",
color: "Color to mix with the sprite.",
@ -239,7 +247,7 @@ component.sprite = function (obj) {
sp.gameobject = obj;
sp.transform = obj.transform;
sp.guid = prosperon.guid();
allsprites[sp.guid] = sp;
allsprites.push(sp);
if (component.sprite.make_hook) component.sprite.make_hook(sp);
sprite_addbucket(sp);
return sp;

View file

@ -61,8 +61,8 @@ function add_callgraph(fn, line, time, alone) {
cc.line = line;
cc.alone = {
time: 0,
hits: 0
}
hits: 0,
};
}
cc.time += time;
cc.hits++;
@ -119,7 +119,7 @@ profile.start_cpu_gather = function (gathertime = 5) {
profile.gather_stop();
profile.cpu_start = undefined;
var e = Object.values(callgraph);
e = e.filter( x=> x.line);
e = e.filter(x => x.line);
for (var x of e) {
var ffs = x.line.split(":");
@ -129,11 +129,11 @@ profile.start_cpu_gather = function (gathertime = 5) {
x.timeperstr = profile.best_t(x.timeper);
x.pct = (profile.secs(x.time) / gathertime) * 100;
x.alone.timestr = profile.best_t(x.alone.time);
x.alone.timeper = x.alone.time/x.alone.hits;
x.alone.timeper = x.alone.time / x.alone.hits;
x.alone.timeperstr = profile.best_t(x.alone.timeper);
x.alone.pct = (profile.secs(x.alone.time)/gathertime*100);
x.alone.pct = (profile.secs(x.alone.time) / gathertime) * 100;
x.fncall = get_line(ffs[0], ffs[1]);
x.log = x.line + " " + x.fn + " " + x.fncall;
x.log = x.line + " " + x.fn + " " + x.fncall;
x.incl = {
time: x.time,
timestr: x.timestr,
@ -289,10 +289,12 @@ profile.cache = function profile_cache(group, title) {
};
profile.endcache = function profile_endcache(tag = "") {
return;
addreport(cachegroup, cachetitle + tag, cachest);
};
function addreport(group, line, start) {
return;
if (typeof group !== "string") group = "UNGROUPED";
report_cache[group] ??= {};
var cache = report_cache[group];
@ -331,14 +333,13 @@ profile.curframe = 0;
profile.snapshot = {};
var fps = [];
profile.report_frame = function(t)
{
profile.report_frame = function (t) {
fps.push(t);
if (fps.length > 15) {
profile.snapshot.fps = Math.mean(fps);
fps = [];
}
}
};
function prof_add_stats(obj, stat) {
for (var i in stat) {
@ -348,7 +349,6 @@ function prof_add_stats(obj, stat) {
}
profile.pushdata = function (arr, val) {
if (arr.last() !== val) arr[profile.curframe] = val;
};

View file

@ -323,11 +323,21 @@ var Register = {
profile.endcache();
};
fns.push(dofn);
var left = 0;
var right = fns.length - 1;
dofn.layer = fn.layer;
dofn.layer ??= 0;
fns.sort((a, b) => a.layer > b.layer);
while (left <= right) {
var mid = Math.floor((left + right) / 2);
if (fns[mid] === dofn.layer) {
left = mid;
break;
} else if (fns[mid].layer < dofn.layer) left = mid + 1;
else right = mid - 1;
}
fns.splice(left, 0, dofn);
return function () {
fns.remove(dofn);

View file

@ -500,67 +500,19 @@ render.draw_hud = true;
render.draw_gui = true;
render.draw_gizmos = true;
render.buckets = [];
render.sprites = function render_sprites(gridsize = 1) {
// When y sorting, draw layer is firstly important followed by the gameobject position
var buckets;
if (render.y_sort) {
profile.frame("y bucketing");
var sps = Object.values(allsprites);
buckets = {};
for (var sprite of sps) {
var layer = sprite.gameobject.drawlayer * 10000 - sprite.gameobject.pos.y;
buckets[layer] ??= {};
if (buckets[layer][sprite.path]) buckets[layer][sprite.path].push(sprite);
else buckets[layer][sprite.path] = [sprite];
}
profile.endframe();
profile.frame("y sorting");
buckets = Object.entries(buckets).sort((a, b) => {
var na = Number(a[0]);
var nb = Number(b[0]);
if (na < nb) return -1;
return 1;
});
profile.endframe();
} else {
profile.frame("sorting");
var sprite_buckets = component.sprite_buckets();
var buckets = Object.entries(sprite_buckets).sort((a, b) => {
var na = Number(a[0]);
var nb = Number(b[0]);
if (na < nb) return -1;
return 1;
});
profile.endframe();
}
/*
profile.frame("bucketing");
var sps = Object.values(allsprites);
var buckets = [];
for (var i = 0; i <= 20; i++)
buckets[i] = {};
for (var sprite of sps) {
var layer = sprite.gameobject.drawlayer+10;
if (buckets[layer][sprite.path])
buckets[layer][sprite.path].push(sprite);
else
buckets[layer][sprite.path] = [sprite];
}
profile.endframe();
*/
//for (var sprite of allsprites)
// sprite.sync();
profile.frame("drawing");
render.use_shader(spritessboshader);
for (var layer of buckets) {
for (var img of Object.values(layer[1])) {
var sparray = Object.values(img);
var buckets = component.sprite_buckets();
for (var l in buckets) {
var layer = buckets[l];
for (var img in layer) {
var sparray = layer[img];
if (sparray.length === 0) continue;
var ss = sparray[0];
render.use_mat(ss);
@ -1073,7 +1025,7 @@ prosperon.render = function () {
render.flush_text();
render.set_camera(prosperon.camera);
if (render.draw_gizmos && prosperon.gizmos) prosperon.gizmos();
//if (render.draw_gizmos && prosperon.gizmos) prosperon.gizmos();
render.flush_text();
render.end_pass();
@ -1122,7 +1074,7 @@ prosperon.render = function () {
render.end_pass();
profile.report_frame(profile.secs(profile.now())-frame_t);
profile.report_frame(profile.secs(profile.now()) - frame_t);
render.commit();
@ -1183,7 +1135,6 @@ prosperon.process = function process() {
profile.endframe();
profile.capture_data();
};
return { render };

View file

@ -69,6 +69,7 @@ audio.cry = function (file, bus = audio.bus.sfx) {
// This function is called when every audio source is finished
var killer = Register.appupdate.register(function () {
return;
for (var src of sources) {
if (!src.loop && (src.frame < src.lastframe || src.frame === src.frames())) {
src.unplug();