"Flattening" the faded images and glyphs into a 2D array of images reduces the number of draw calls per update to one per changed glyph

This commit is contained in:
Rezmason
2022-05-30 22:01:39 -07:00
parent a48263873e
commit ceb5b03458

View File

@@ -8,18 +8,17 @@ local numRows <const> = math.floor(screenHeight / glyphWidth)
local numCells <const> = numColumns * numRows
local numGlyphs <const> = 133
local numFades <const> = 15
local blackImage = gfx.image.new(glyphWidth, glyphWidth, gfx.kColorBlack)
local glyphTable = gfx.imagetable.new('images/matrix')
local ditherType = gfx.image.kDitherTypeAtkinson
local glyphs = {}
for i = 1, numGlyphs do
glyphs[i] = glyphTable[i]
end
local ditherType = gfx.image.kDitherTypeAtkinson
local image = gfx.image.new(glyphWidth, glyphWidth, gfx.kColorBlack)
local numFades <const> = 15
local fades = {}
for i = 1, numFades do
fades[i] = image:fadedImage(i / numFades, ditherType)
glyphs[i] = {}
local glyph = glyphTable[i]
for j = 1, numFades do
glyphs[i][j] = glyph:blendWithImage(blackImage, 1 - j / numFades, ditherType)
end
end
local minSpeed <const> = 0.15
@@ -91,8 +90,7 @@ function playdate.update()
end
if mustDraw then
glyphs[cell.glyphIndex]:draw((cell.x - 1) * glyphWidth, (cell.y - 1) * glyphWidth)
fades[cell.fadeIndex]:draw((cell.x - 1) * glyphWidth, (cell.y - 1) * glyphWidth)
glyphs[cell.glyphIndex][cell.fadeIndex]:draw((cell.x - 1) * glyphWidth, (cell.y - 1) * glyphWidth)
end
end