I'm creating a generic SNES tilemap editor (similar to NES Screen Tool), meaning I'm drawing a lot of 4bpp tiles. However, my graphics loop takes too long to run, even with CachedBitmaps
, which can't have their palettes changed, of which I may need to switch between 8. I can deal with the SNES format and size of things, but am struggling with the Windows side.
// basically the entire graphics drawing routine case(WM_PAINT):{ PAINTSTRUCT ps; HDC hdc = BeginPaint(hwnd, &ps); Gdiplus::Graphics graphics(hdc); graphics.Clear(ARGB1555toARGB8888(CGRAM[0])); // convert 1st 15-bit CGRAM color to 32-bit & clear bkgd // tileset2[i]->SetPalette(colorpalette); // called in tileset loading to test 1 palette for(uint16_t i = 0; i < 1024; i++){ tilesetX[i] = new Gdiplus::CachedBitmap(tileset2[i], &graphics); } /* struct SNES_Tile{ uint16_t tileIndex: 10, uint16_t palette: 3, uint16_t priority: 1, // (irrelevant for this project) uint16_t horzFlip: 1, uint16_t vertFlip: 1, }*/ // I can see each individual tile being drawn for(int y = 0; y < 32; y++){ for(int x = 0; x < 32; x++){ // assume tilemap is set to 32x32, and not 64x32 or 32x64 or 64x64 graphics.DrawCachedBitmap(tilesetX[BG2[y * 32 + x] & 0x03FF], x * BG2CHRSize, y * BG2CHRSize); // BG2[y * 32 + x] & 0x03FF : get tile index from VRAM and strip attributes // tilesetX[...] : get CachedBitmap to draw } } EndPaint(hwnd, &ps); break; }
I am early enough in my program that rewriting the entire graphics routine wouldn't be too much of a hassle.
Should I give up on GDI+ and switch to Direct2D or something else? Is there a faster way to draw 4bpp bitmaps without having to create a copy for each palette?
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