improve rendering speeds 100 fold /srs

This commit is contained in:
Reid 2023-10-11 17:40:33 -07:00
parent 52f7164aa0
commit aadf5602f1
Signed by: reidlab
GPG key ID: 6C9EAA3364F962C8
2 changed files with 11 additions and 13 deletions

View file

@ -2,6 +2,7 @@ use plist;
use std::collections::HashMap;
use image::GenericImageView;
use image::DynamicImage;
/// "{1,2}" -> `(1, 2)`
@ -195,11 +196,9 @@ pub fn load_animations(path: &str) -> Animations {
}
/// Trims out a sprite from an image according to a .plist spritesheet.
pub fn get_sprite(spritesheet: Spritesheet, img: DynamicImage, key: String) -> Option<(DynamicImage, Sprite)> {
pub fn get_sprite(spritesheet: Spritesheet, img: &DynamicImage, key: String) -> Option<(DynamicImage, Sprite)> {
let sprite = spritesheet.sprites.get(&key);
let mut canvas = img;
if sprite.is_none() {
return None;
}
@ -212,7 +211,7 @@ pub fn get_sprite(spritesheet: Spritesheet, img: DynamicImage, key: String) -> O
(left, top, width, height) = (left, top, height, width);
}
canvas = canvas.crop(left as u32, top as u32, width as u32, height as u32);
let mut canvas: DynamicImage = image::DynamicImage::ImageRgba8(img.view(left as u32, top as u32, width as u32, height as u32).to_image());
if sprite.rotated {
canvas = canvas.rotate270();
@ -225,8 +224,7 @@ pub fn get_sprite(spritesheet: Spritesheet, img: DynamicImage, key: String) -> O
}
/// Trims out a sprite from an image according to a LoadedSpritesheet object.
pub fn get_sprite_from_loaded(spritesheet: LoadedSpritesheet, key: String) -> Option<(DynamicImage, Sprite)> {
let texture = spritesheet.texture;
let sprite = get_sprite(spritesheet.spritesheet, texture, key);
pub fn get_sprite_from_loaded(spritesheet: &LoadedSpritesheet, key: String) -> Option<(DynamicImage, Sprite)> {
let sprite = get_sprite(spritesheet.spritesheet.clone(), &spritesheet.texture, key);
return sprite;
}

View file

@ -129,14 +129,14 @@ pub fn render_normal(basename: String, col1: [f32; 3], col2: [f32; 3], glow: boo
let layers = vec![
(if glow || (is_black(col1) && is_black(col2)) {
assets::get_sprite_from_loaded(game_sheet_glow, format!("{}_glow_001.png", basename))
assets::get_sprite_from_loaded(&game_sheet_glow, format!("{}_glow_001.png", basename))
} else {
None
}),
assets::get_sprite_from_loaded(game_sheet_02.clone(), format!("{}_2_001.png", basename)),
assets::get_sprite_from_loaded(game_sheet_02.clone(), format!("{}_3_001.png", basename)),
assets::get_sprite_from_loaded(game_sheet_02.clone(), format!("{}_001.png", basename)),
assets::get_sprite_from_loaded(game_sheet_02, format!("{}_extra_001.png", basename))
assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_2_001.png", basename)),
assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_3_001.png", basename)),
assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_001.png", basename)),
assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_extra_001.png", basename))
];
let colors: Vec<Option<[f32; 3]>> = vec![
@ -203,7 +203,7 @@ pub fn render_zany(basename: String, col1: [f32; 3], col2: [f32; 3], glow: bool,
layers.extend(names.iter().enumerate().map(|(i, v)| {
(
assets::get_sprite_from_loaded(game_sheet_02.clone(), v.clone()),
assets::get_sprite_from_loaded(&game_sheet_02, v.clone()),
a.position,
flip(a.scale, a.flipped),
a.rotation,