Skip to content

Instantly share code, notes, and snippets.

@Vavius
Created January 23, 2014 19:21
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save Vavius/8585062 to your computer and use it in GitHub Desktop.
Save Vavius/8585062 to your computer and use it in GitHub Desktop.
Moai mesh vs props performance test
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
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment