Created
January 23, 2014 19:21
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Moai mesh vs props performance test
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MOAISim.openWindow ( "test", 1536, 2048 ) | |
viewport = MOAIViewport.new () | |
viewport:setSize ( 1536, 2048 ) | |
viewport:setScale ( 1536, 2048 ) | |
layerMesh = MOAILayer.new () | |
layerMesh:setViewport ( viewport ) | |
layerMesh:setSortMode ( MOAILayer.SORT_NONE ) | |
layerProp = MOAILayer.new () | |
layerProp:setViewport ( viewport ) | |
layerProp:setSortMode ( MOAILayer.SORT_NONE ) | |
renderTable = { layerMesh } | |
MOAIGfxDevice.getFrameBuffer():setRenderTable(renderTable) | |
local function initBuffers(numSprites) | |
local vertexFormat = MOAIVertexFormat.new () | |
vertexFormat:declareCoord ( 1, MOAIVertexFormat.GL_FLOAT, 3 ) | |
vertexFormat:declareUV ( 2, MOAIVertexFormat.GL_FLOAT, 2 ) | |
vertexFormat:declareColor ( 3, MOAIVertexFormat.GL_UNSIGNED_BYTE ) | |
vbo = MOAIVertexBuffer.new () | |
vbo:setFormat ( vertexFormat ) | |
vbo:reserveVerts ( 4 * numSprites ) | |
ibo = MOAIIndexBuffer.new () | |
ibo:reserve ( 6 * numSprites ) | |
curSprite = 0 | |
end | |
local function addSprite(x, y) | |
vbo:writeFloat ( x - 32, y + 32, 0 ) | |
vbo:writeFloat ( 0, 0 ) | |
vbo:writeColor32 ( 1, 1, 1, 1 ) | |
vbo:writeFloat ( x + 32, y + 32, 0 ) | |
vbo:writeFloat ( 1, 0 ) | |
vbo:writeColor32 ( 1, 1, 1, 1 ) | |
vbo:writeFloat ( x + 32, y - 32, 0 ) | |
vbo:writeFloat ( 1, 1 ) | |
vbo:writeColor32 ( 1, 1, 1, 1 ) | |
vbo:writeFloat ( x - 32, y - 32, 0 ) | |
vbo:writeFloat ( 0, 1 ) | |
vbo:writeColor32 ( 1, 1, 1, 1 ) | |
ibo:setIndex ( curSprite * 6 + 1, curSprite * 4 + 1 ) | |
ibo:setIndex ( curSprite * 6 + 2, curSprite * 4 + 4 ) | |
ibo:setIndex ( curSprite * 6 + 3, curSprite * 4 + 3 ) | |
ibo:setIndex ( curSprite * 6 + 4, curSprite * 4 + 1 ) | |
ibo:setIndex ( curSprite * 6 + 5, curSprite * 4 + 3 ) | |
ibo:setIndex ( curSprite * 6 + 6, curSprite * 4 + 2 ) | |
curSprite = curSprite + 1 | |
end | |
gfxQuad = MOAIGfxQuad2D.new () | |
gfxQuad:setTexture ( "moai.png" ) | |
gfxQuad:setRect ( -32, -32, 32, 32 ) | |
gfxQuad:setUVRect ( 0, 0, 1, 1 ) | |
local function makeProp(x, y) | |
local prop = MOAIProp2D.new () | |
prop:setDeck ( gfxQuad ) | |
prop:setLoc ( x, y ) | |
layerProp:insertProp ( prop ) | |
end | |
local n = 2000 | |
initBuffers(n) | |
for i = 1, n do | |
x = math.random(-768, 768) | |
y = math.random(-1024, 1024) | |
addSprite(x, y) | |
makeProp(x, y) | |
end | |
vbo:bless() | |
mesh = MOAIMesh.new () | |
mesh:setTexture ( "moai.png" ) | |
mesh:setVertexBuffer ( vbo ) | |
mesh:setIndexBuffer ( ibo ) | |
mesh:setPrimType ( MOAIMesh.GL_TRIANGLES ) | |
prop = MOAIProp.new () | |
prop:setDeck ( mesh ) | |
layerMesh:insertProp ( prop ) | |
local function switch() | |
renderTable[1] = renderTable[1] == layerMesh and layerProp or layerMesh | |
end | |
local onTouch = function(eventType, idx, x, y, tapCount) | |
if eventType == MOAITouchSensor.TOUCH_UP then | |
switch() | |
end | |
end | |
local onClick = function(down) | |
if not down then | |
switch() | |
end | |
end | |
if MOAIInputMgr.device.touch then | |
MOAIInputMgr.device.touch:setCallback(onTouch) | |
else | |
MOAIInputMgr.device.mouseLeft:setCallback(onClick) | |
end | |
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