Complete 3.4 Batch rendering

This commit is contained in:
Timothy Warren 2020-07-27 10:52:48 -04:00
parent b9245a2dff
commit 5b94a0d5a9
2 changed files with 41 additions and 14 deletions

View File

@ -9,3 +9,4 @@ edition = "2018"
[dependencies]
ggez = "0.5.1"
specs = { version="0.16.1", features=["specs-derive"] }
itertools = "0.9.0"

View File

@ -1,9 +1,12 @@
use ggez::graphics::Image;
use ggez::graphics::{Color, DrawParam};
use ggez::nalgebra as na;
use ggez::{nalgebra as na, timer};
use ggez::{graphics, Context};
use ggez::graphics::spritebatch::SpriteBatch;
use itertools::Itertools;
use specs::{Join, Read, ReadStorage, System};
use std::collections::HashMap;
use std::time::Duration;
use crate::components::*;
@ -31,7 +34,7 @@ impl RenderingSystem<'_> {
.expect("expected drawing queued text");
}
pub fn get_image(&mut self, renderable: &Renderable, delta: Duration) -> Image {
pub fn get_image(&mut self, renderable: &Renderable, delta: Duration) -> String {
let path_index = match renderable.kind() {
RenderableKind::Static => {
// We only have one image, so we just return that
@ -47,9 +50,7 @@ impl RenderingSystem<'_> {
}
};
let image_path = renderable.path(path_index);
Image::new(self.context, image_path).expect("expected image")
renderable.path(path_index)
}
}
@ -67,27 +68,52 @@ impl<'a> System<'a> for RenderingSystem<'a> {
// Clear the screen/set the background
graphics::clear(self.context, graphics::Color::new(0.95, 0.95, 0.95, 1.0));
// Get all the renderables with their positions and sort by the position z
// This will allow us to have entities layered visually.
let mut rendering_data = (&positions, &renderables).join().collect::<Vec<_>>();
rendering_data.sort_by(|&a, &b| a.0.z.partial_cmp(&b.0.z).expect("expected comparison"));
// Get all the renderables with their positions
let rendering_data = (&positions, &renderables).join().collect::<Vec<_>>();
let mut rendering_batches: HashMap<u8, HashMap<String, Vec<DrawParam>>> = HashMap::new();
// Iterate through all paris of positions & renderables, load the image
// and draw it at the specified position.
for (position, renderable) in rendering_data.iter() {
// Load the image
let image = self.get_image(renderable, time.delta);
let image_path = self.get_image(renderable, time.delta);
let x = position.x as f32 * TILE_WIDTH;
let y = position.y as f32 * TILE_WIDTH;
let z = position.z;
// draw
let draw_params = DrawParam::new().dest(na::Point2::new(x, y));
graphics::draw(self.context, &image, draw_params).expect("expected render");
// Add to rendering batches
let draw_param = DrawParam::new().dest(na::Point2::new(x, y));
rendering_batches
.entry(z)
.or_default()
.entry(image_path)
.or_default()
.push(draw_param);
}
// Iterate spritebatches ordered by z and actually render each of them
for (_z, group) in rendering_batches
.iter()
.sorted_by(|a, b| Ord::cmp(&a.0, &b.0)) {
for (image_path, draw_params) in group {
let image = Image::new(self.context, image_path).expect("expected image");
let mut sprite_batch = SpriteBatch::new(image);
for draw_param in draw_params.iter() {
sprite_batch.add(*draw_param);
}
graphics::draw(self.context, &sprite_batch, graphics::DrawParam::new())
.expect("expected render");
}
}
// Render any text
self.draw_text(&gameplay.state.to_string(), 525.0, 80.0);
self.draw_text(&gameplay.moves_count.to_string(), 525.0, 100.0);
let fps = format!("FPS: {:.0}", timer::fps(self.context));
self.draw_text(&fps, 525.0, 120.0);
// Finally, present the context, this will actually display everything
// on the screen.