1 # This file is part of NIT ( http://www.nitlanguage.org ).
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
7 # http://www.apache.org/licenses/LICENSE-2.0
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
15 # Simple API for 2D games, built around `Sprite` and `App::update`
17 # Client programs should implement `App::update` to execute game logic and
18 # add instances of `Sprite` to `App::sprites` and `App::ui_sprites`.
19 # At each frame, all sprites are drawn to the screen.
21 # This system relies on two cameras `App::world_camera` and `App::ui_camera`.
23 # * `App::world_camera` applies a perspective effect to draw the game world.
24 # This camera is designed to be moved around to see the world as well as to
25 # zoom in and out. It is used to position the sprites in `App::sprites`.
27 # * `App::ui_camera` is a simple orthogonal camera to display UI objects.
28 # This camera should mostly be still, it can still move for chock effects
29 # and the like. It can be used to standardize the size of the UI across
30 # devices. It is used to position the sprites in `App::ui_sprites`.
32 # See the sample game at `contrib/asteronits/` and the basic project template
33 # at `lib/gamnit/examples/template/`.
37 intrude import geometry
::points_and_lines
# For _x, _y and _z
39 import matrix
::projection
40 import more_collections
41 import performance_analysis
44 import gamnit
::cameras_cache
45 import gamnit
::dynamic_resolution
46 import gamnit
::limit_fps
47 import gamnit
::camera_control
49 # Visible 2D entity in the game world or UI
51 # Similar to `gamnit::Actor` which is in 3D.
53 # Each sprite associates a `texture` to the position `center`.
54 # The appearance is modified by `rotation`, `invert_x`,
55 # `scale`, `red`, `green`, `blue` and `alpha`.
56 # These values can be changed at any time and will trigger an update
57 # of the data on the GPU side, having a small performance cost.
59 # For a sprite to be visible, it must be added to either the world `sprites`
60 # or the `ui_sprites`.
61 # However, an instance of `Sprite` can only belong to a single `SpriteSet`
62 # at a time. The final on-screen position depends on the camera associated
66 # # Load texture and create sprite
67 # var texture = new Texture("path/in/assets.png")
68 # var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
70 # # Add sprite to the visible game world
71 # app.sprites.add sprite
73 # # Extra configuration of the sprite
74 # sprite.rotation = pi/2.0
77 # # Show only the blue colors
82 # To add a sprite to the UI it can be anchored to screen borders
83 # with `ui_camera.top_left` and the likes.
86 # # Place it a bit off the top left of the screen
87 # var pos = app.ui_camera.top_left.offset(128.0, -128.0, 0)
89 # # Load texture and create sprite
90 # var texture = new Texture("path/in/assets.png")
91 # var sprite = new Sprite(texture, pos)
93 # # Add it to the UI (above world sprites)
94 # app.ui_sprites.add sprite
98 # Texture drawn to screen
99 var texture
: Texture is writable(texture_direct
=)
101 # Texture drawn to screen
102 fun texture
=(value
: Texture)
104 if isset _texture
and value
!= texture
then
106 if value
.root
!= texture
.root
then needs_remap
108 texture_direct
= value
111 # Center position of this sprite in world coordinates
112 var center
: Point3d[Float] is writable(center_direct
=), noautoinit
114 # Center position of this sprite in world coordinates
115 fun center
=(value
: Point3d[Float]) is autoinit
do
116 if isset _center
and value
!= center
then
118 center
.sprites_remove
self
121 value
.sprites_add
self
122 center_direct
= value
125 # Rotation on the Z axis, positive values turn counterclockwise
126 var rotation
= 0.0 is writable(rotation_direct
=)
128 # Rotation on the Z axis, positive values turn counterclockwise
129 fun rotation
=(value
: Float)
131 if isset _rotation
and value
!= rotation
then needs_update
132 rotation_direct
= value
135 # Mirror `texture` horizontally, inverting each pixel on the X axis
136 var invert_x
= false is writable(invert_x_direct
=)
138 # Mirror `texture` horizontally, inverting each pixel on the X axis
139 fun invert_x
=(value
: Bool)
141 if isset _invert_x
and value
!= invert_x
then needs_update
142 invert_x_direct
= value
145 # Scale applied to this sprite
147 # The basic size of `self` depends on the size in pixels of `texture`.
148 var scale
= 1.0 is writable(scale_direct
=)
150 # Scale applied to this sprite
152 # The basic size of `self` depends on the size in pixels of `texture`.
153 fun scale
=(value
: Float)
155 if isset _scale
and value
!= scale
then needs_update
159 # Red tint applied to `texture` on draw
160 fun red
: Float do return tint
[0]
162 # Red tint applied to `texture` on draw
163 fun red
=(value
: Float)
165 if isset _tint
and value
!= red
then needs_update
169 # Green tint applied to `texture` on draw
170 fun green
: Float do return tint
[1]
172 # Green tint applied to `texture` on draw
173 fun green
=(value
: Float)
175 if isset _tint
and value
!= green
then needs_update
179 # Blue tint applied to `texture` on draw
180 fun blue
: Float do return tint
[2]
182 # Blue tint applied to `texture` on draw
183 fun blue
=(value
: Float)
185 if isset _tint
and value
!= blue
then needs_update
189 # Transparency applied to `texture` on draw
190 fun alpha
: Float do return tint
[3]
192 # Transparency applied to `texture` on draw
193 fun alpha
=(value
: Float)
195 if isset _tint
and value
!= alpha
then needs_update
199 # Tint applied to `texture` on draw
201 # Alternative to the accessors `red, green, blue & alpha`.
202 # Changes inside the array do not automatically set `needs_update`.
204 # Require: `tint.length == 4`
205 var tint
: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct
=)
207 # Tint applied to `texture` on draw, see `tint`
208 fun tint
=(value
: Array[Float])
210 if isset _tint
and value
!= tint
then needs_update
214 # Is this sprite static and added in bulk?
216 # Set to `true` to give a hint to the framework that this sprite won't
217 # change often and that it is added in bulk with other static sprites.
218 # This value can be ignored in the prototyping phase of a game and
219 # added only when better performance are needed.
220 var static
= false is writable(static_direct
=)
222 # Is this sprite static and added in bulk? see `static`
223 fun static
=(value
: Bool)
225 if isset _static
and value
!= static
then needs_remap
226 static_direct
= value
229 # Request an update on the CPU
231 # This is called automatically on modification of any value of `Sprite`.
232 # However, it can still be set manually if a modification can't be
233 # detected or by subclasses.
237 if c
!= null then c
.sprites_to_update
.add
self
240 # Request a resorting of this sprite in its sprite list
242 # Resorting is required when `static` or the root of `texture` changes.
243 # This is called automatically when such changes are detected.
244 # However, it can still be set manually if a modification can't be
245 # detected or by subclasses.
249 if l
!= null then l
.sprites_to_remap
.add
self
252 # Current context to which `self` was sorted
253 private var context
: nullable SpriteContext = null
255 # Current context to which `self` belongs
256 private var sprite_set
: nullable SpriteSet = null
260 # Default graphic program to draw `sprites`
261 private var simple_2d_program
= new Simple2dProgram is lazy
263 # Camera for world `sprites` and `depth::actors` with perspective
265 # By default, the camera is configured to a height of 1080 units
266 # of world coordinates at `z == 0.0`.
267 var world_camera
: EulerCamera is lazy
do
268 var camera
= new EulerCamera(app
.display
.as(not null))
270 # Aim for full HD pixel resolution at level 0
271 camera
.reset_height
1080.0
277 # Camera for `ui_sprites` using an orthogonal view
278 var ui_camera
= new UICamera(app
.display
.as(not null)) is lazy
280 # World sprites drawn as seen by `world_camera`
281 var sprites
: Set[Sprite] = new SpriteSet
283 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
284 var ui_sprites
: Set[Sprite] = new SpriteSet
286 # Main method to refine in clients to update game logic and `sprites`
287 fun update
(dt
: Float) do end
289 # Display `texture` as a splash screen
291 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
292 fun show_splash_screen
(texture
: Texture)
296 ui_camera
.reset_height
1080.0
298 var splash
= new Sprite(texture
, ui_camera
.center
)
299 ui_sprites
.add splash
301 var display
= display
302 assert display
!= null
303 glClear gl_COLOR_BUFFER_BIT
304 frame_core_ui_sprites display
307 ui_sprites
.remove splash
311 # Support and implementation
313 # Main clock used to count each frame `dt`, lapsed for `update` only
314 private var clock
= new Clock is lazy
316 # Performance clock to for `frame_core_draw` operations
317 private var perf_clock_main
= new Clock
319 # Second performance clock for smaller operations
320 private var perf_clock_sprites
= new Clock is lazy
326 var display
= display
327 assert display
!= null
329 var gl_error
= glGetError
330 assert gl_error
== gl_NO_ERROR
else print_error gl_error
333 var program
= simple_2d_program
334 program
.compile_and_link
336 var gamnit_error
= program
.error
337 assert gamnit_error
== null else print_error gamnit_error
340 gl
.capabilities
.blend
.enable
341 glBlendFunc
(gl_SRC_ALPHA
, gl_ONE_MINUS_SRC_ALPHA
)
344 gl
.capabilities
.depth_test
.enable
345 glDepthFunc gl_LEQUAL
348 # Prepare viewport and background color
349 glViewport
(0, 0, display
.width
, display
.height
)
350 glClearColor
(0.0, 0.0, 0.0, 1.0)
352 gl_error
= glGetError
353 assert gl_error
== gl_NO_ERROR
else print_error gl_error
356 for tex
in all_root_textures
do
358 gamnit_error
= tex
.error
359 if gamnit_error
!= null then print_error gamnit_error
361 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MIN_FILTER
, gl_LINEAR
)
362 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, gl_LINEAR
)
369 simple_2d_program
.delete
372 var display
= display
373 if display
!= null then display
.close
376 redef fun frame_core
(display
)
379 var gl_error
= glGetError
380 assert gl_error
== gl_NO_ERROR
else print_error gl_error
382 # Update game logic and set sprites
383 perf_clock_main
.lapse
384 var dt
= clock
.lapse
.to_f
386 sys
.perfs
["gamnit flat update client"].add perf_clock_main
.lapse
388 # Draw and flip screen
389 frame_core_draw display
393 gl_error
= glGetError
394 assert gl_error
== gl_NO_ERROR
else print_error gl_error
397 # Draw the whole screen, all `glDraw...` calls should be executed here
398 protected fun frame_core_draw
(display
: GamnitDisplay)
400 frame_core_dynamic_resolution_before display
402 perf_clock_main
.lapse
403 frame_core_world_sprites display
404 perfs
["gamnit flat world_sprites"].add perf_clock_main
.lapse
406 frame_core_ui_sprites display
407 perfs
["gamnit flat ui_sprites"].add perf_clock_main
.lapse
409 frame_core_dynamic_resolution_after display
412 private fun frame_core_sprites
(display
: GamnitDisplay, sprite_set
: SpriteSet, camera
: Camera)
414 var simple_2d_program
= app
.simple_2d_program
415 simple_2d_program
.use
416 simple_2d_program
.mvp
.uniform camera
.mvp_matrix
422 # Draw world sprites from `sprites`
423 protected fun frame_core_world_sprites
(display
: GamnitDisplay)
425 frame_core_sprites
(display
, sprites
.as(SpriteSet), world_camera
)
428 # Draw UI sprites from `ui_sprites`
429 protected fun frame_core_ui_sprites
(display
: GamnitDisplay)
431 # Reset only the depth buffer
432 glClear gl_DEPTH_BUFFER_BIT
434 frame_core_sprites
(display
, ui_sprites
.as(SpriteSet), ui_camera
)
440 # Vertices coordinates of the base geometry
442 # Defines the default width and height of related sprites.
443 private var vertices
: Array[Float] is lazy
do
446 return [-0.5*w
, 0.5*h
, 0.0,
452 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
453 private var texture_coords
: Array[Float] is lazy
do
456 var b
= offset_bottom
464 # Coordinates of this texture on the `root` texture, inverting the X axis
465 private var texture_coords_invert_x
: Array[Float] is lazy
do
468 var b
= offset_bottom
477 # Graphic program to display simple models with a texture, translation, rotation and scale
478 private class Simple2dProgram
479 super GamnitProgramFromSource
481 redef var vertex_shader_source
= """
482 // Vertex coordinates
483 attribute vec4 coord;
486 attribute vec4 color;
488 // Vertex translation
489 attribute vec4 translation;
492 attribute float scale;
494 // Vertex coordinates on textures
495 attribute vec2 tex_coord;
497 // Model view projection matrix
501 attribute vec4 rotation_row0;
502 attribute vec4 rotation_row1;
503 attribute vec4 rotation_row2;
504 attribute vec4 rotation_row3;
508 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
511 // Output to the fragment shader
512 varying vec4 v_color;
513 varying vec2 v_coord;
517 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
521 """ @ glsl_vertex_shader
523 redef var fragment_shader_source
= """
524 precision mediump float;
526 // Does this object use a texture?
527 uniform bool use_texture;
529 // Texture to apply on this object
530 uniform sampler2D texture0;
532 // Input from the vertex shader
533 varying vec4 v_color;
534 varying vec2 v_coord;
539 gl_FragColor = v_color * texture2D(texture0, v_coord);
540 if (gl_FragColor.a <= 0.01) discard;
542 gl_FragColor = v_color;
545 """ @ glsl_fragment_shader
547 # Vertices coordinates
548 var coord
= attributes
["coord"].as(AttributeVec4) is lazy
550 # Should this program use the texture `texture`?
551 var use_texture
= uniforms
["use_texture"].as(UniformBool) is lazy
553 # Visible texture unit
554 var texture
= uniforms
["texture0"].as(UniformSampler2D) is lazy
556 # Coordinates on the textures, per vertex
557 var tex_coord
= attributes
["tex_coord"].as(AttributeVec2) is lazy
559 # Color tint per vertex
560 var color
= attributes
["color"].as(AttributeVec4) is lazy
562 # Translation applied to each vertex
563 var translation
= attributes
["translation"].as(AttributeVec4) is lazy
565 # Rotation matrix, row 0
566 var rotation_row0
= attributes
["rotation_row0"].as(AttributeVec4) is lazy
568 # Rotation matrix, row 1
569 var rotation_row1
= attributes
["rotation_row1"].as(AttributeVec4) is lazy
571 # Rotation matrix, row 2
572 var rotation_row2
= attributes
["rotation_row2"].as(AttributeVec4) is lazy
574 # Rotation matrix, row 3
575 var rotation_row3
= attributes
["rotation_row3"].as(AttributeVec4) is lazy
578 var scale
= attributes
["scale"].as(AttributeFloat) is lazy
580 # Model view projection matrix
581 var mvp
= uniforms
["mvp"].as(UniformMat4) is lazy
584 redef class Point3d[N
]
585 # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z`
586 fun offset
(x
, y
, z
: Numeric): Point3d[Float]
588 return new Point3d[Float](self.x
.to_f
+x
.to_f
, self.y
.to_f
+y
.to_f
, self.z
.to_f
+z
.to_f
)
592 # Associate each point to its sprites
594 private var sprites
: nullable Array[Sprite] = null
596 private fun sprites_add
(sprite
: Sprite)
598 var sprites
= sprites
599 if sprites
== null then
600 sprites
= new Array[Sprite]
601 self.sprites
= sprites
606 private fun sprites_remove
(sprite
: Sprite)
608 var sprites
= sprites
609 assert sprites
!= null
610 sprites
.remove sprite
614 # Notify `sprites` on attribute modification
616 private fun needs_update
618 var sprites
= sprites
619 if sprites
!= null then for s
in sprites
do s
.needs_update
624 if isset _x
and v
!= x
then needs_update
630 if isset _y
and v
!= y
then needs_update
636 if isset _z
and v
!= z
then needs_update
641 # Set of sprites sorting them into different `SpriteContext`
642 private class SpriteSet
643 super HashSet[Sprite]
645 # Map texture then static vs dynamic to a `SpriteContext`
646 var contexts_map
= new HashMap2[RootTexture, Bool, SpriteContext]
648 # Contexts in `contexts_map`
649 var contexts_items
= new Array[SpriteContext]
651 # Sprites needing resorting in `contexts_map`
652 var sprites_to_remap
= new Array[Sprite]
654 # Add a sprite to the appropriate context
655 fun map_sprite
(sprite
: Sprite)
657 assert sprite
.context
== null else print_error
"Sprite {sprite} belongs to another SpriteSet"
659 var texture
= sprite
.texture
.root
660 var context
= contexts_map
[texture
, sprite
.static
]
662 if context
== null then
663 var usage
= if sprite
.static
then gl_STATIC_DRAW
else gl_DYNAMIC_DRAW
664 context
= new SpriteContext(texture
, usage
)
666 contexts_map
[texture
, sprite
.static
] = context
667 contexts_items
.add context
670 context
.sprites
.add sprite
671 context
.sprites_to_update
.add sprite
673 sprite
.context
= context
674 sprite
.sprite_set
= self
677 # Remove a sprite from its context
678 fun unmap_sprite
(sprite
: Sprite)
680 var context
= sprite
.context
681 assert context
!= null
682 context
.sprites
.remove sprite
684 sprite
.context
= null
685 sprite
.sprite_set
= null
688 # Draw all sprites by all contexts
691 for sprite
in sprites_to_remap
do
695 sprites_to_remap
.clear
697 for context
in contexts_items
do context
.draw
702 if contexts_items
.has
(e
.context
) then return
710 if e
isa Sprite then unmap_sprite e
713 redef fun remove_all
(e
)
715 if not has
(e
) then return
721 for sprite
in self do
722 sprite
.context
= null
723 sprite
.sprite_set
= null
726 for c
in contexts_items
do c
.destroy
732 # Context for calls to `glDrawElements`
734 # Each context has only one `texture` and `usage`, but many sprites.
735 private class SpriteContext
738 # Context config and state
740 # Only root texture drawn by this context
741 var texture
: nullable RootTexture
743 # OpenGL ES usage of `buffer_array` and `buffer_element`
744 var usage
: GLBufferUsage
746 # Sprites drawn by this context
747 var sprites
= new GroupedArray[Sprite]
749 # Sprites to update since last `draw`
750 var sprites_to_update
= new Set[Sprite]
752 # Sprites that have been update and for which `needs_update` can be set to false
753 var updated_sprites
= new Array[Sprite]
755 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
757 # Require: `resize_ratio >= 1.0`
758 var resize_ratio
= 1.2
763 # OpenGL ES buffer name for vertex data
764 var buffer_array
: Int = -1
766 # OpenGL ES buffer name for indices
767 var buffer_element
: Int = -1
769 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
770 var buffer_capacity
= 0
772 # C buffers used to pass the data of a single sprite
773 var local_data_buffer
= new GLfloatArray(float_per_vertex
*4) is lazy
774 var local_indices_buffer
= new CUInt16Array(indices_per_sprite
) is lazy
779 # Number of GL_FLOAT per vertex of `Simple2dProgram`
780 var float_per_vertex
: Int is lazy
do
781 # vec4 translation, vec4 color, vec4 coord,
782 # float scale, vec2 tex_coord, vec4 rotation_row*
787 # Number of bytes per vertex of `Simple2dProgram`
788 var bytes_per_vertex
: Int is lazy
do
789 var fs
= 4 # sizeof(GL_FLOAT)
790 return fs
* float_per_vertex
793 # Number of bytes per sprite
794 var bytes_per_sprite
: Int is lazy
do return bytes_per_vertex
* 4
796 # Number of vertex indices per sprite draw call (2 triangles)
797 var indices_per_sprite
= 6
802 # Allocate `buffer_array` and `buffer_element`
805 var bufs
= glGenBuffers
(2)
806 buffer_array
= bufs
[0]
807 buffer_element
= bufs
[1]
809 var gl_error
= glGetError
810 assert gl_error
== gl_NO_ERROR
else print_error gl_error
813 # Destroy `buffer_array` and `buffer_element`
816 glDeleteBuffers
([buffer_array
, buffer_element
])
817 var gl_error
= glGetError
818 assert gl_error
== gl_NO_ERROR
else print_error gl_error
824 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
827 app
.perf_clock_sprites
.lapse
829 # Allocate a bit more space
830 var capacity
= (sprites
.capacity
.to_f
* resize_ratio
).to_i
832 var array_bytes
= capacity
* bytes_per_sprite
833 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
834 assert glIsBuffer
(buffer_array
)
835 glBufferData
(gl_ARRAY_BUFFER
, array_bytes
, new Pointer.nul
, usage
)
836 var gl_error
= glGetError
837 assert gl_error
== gl_NO_ERROR
else print_error gl_error
839 # GL_TRIANGLES 6 vertices * sprite
840 var n_indices
= capacity
* indices_per_sprite
841 var ius
= 2 # sizeof(GL_UNSIGNED_SHORT)
842 var element_bytes
= n_indices
* ius
843 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
844 assert glIsBuffer
(buffer_element
)
845 glBufferData
(gl_ELEMENT_ARRAY_BUFFER
, element_bytes
, new Pointer.nul
, usage
)
846 gl_error
= glGetError
847 assert gl_error
== gl_NO_ERROR
else print_error gl_error
849 buffer_capacity
= capacity
851 sys
.perfs
["gamnit flat gpu resize"].add app
.perf_clock_sprites
.lapse
854 # Update GPU data of `sprite`
855 fun update_sprite
(sprite
: Sprite)
857 var sprite_index
= sprites
.index_of
(sprite
)
858 if sprite_index
== -1 then return
862 var data
= local_data_buffer
866 data
[o
+ 0] = sprite
.center
.x
867 data
[o
+ 1] = sprite
.center
.y
868 data
[o
+ 2] = sprite
.center
.z
872 data
[o
+ 4] = sprite
.tint
[0]
873 data
[o
+ 5] = sprite
.tint
[1]
874 data
[o
+ 6] = sprite
.tint
[2]
875 data
[o
+ 7] = sprite
.tint
[3]
878 data
[o
+ 8] = sprite
.scale
881 data
[o
+ 9] = sprite
.texture
.vertices
[v
*3+0]
882 data
[o
+10] = sprite
.texture
.vertices
[v
*3+1]
883 data
[o
+11] = sprite
.texture
.vertices
[v
*3+2]
887 var texture
= texture
888 if texture
!= null then
889 var tc
= if sprite
.invert_x
then
890 sprite
.texture
.texture_coords_invert_x
891 else sprite
.texture
.texture_coords
892 data
[o
+13] = tc
[v
*2+0]
893 data
[o
+14] = tc
[v
*2+1]
898 if sprite
.rotation
== 0.0 then
899 # Cache the matrix at no rotation
900 rot
= once
new Matrix.identity
(4)
902 rot
= new Matrix.rotation
(sprite
.rotation
, 0.0, 0.0, 1.0)
904 data
.fill_from_matrix
(rot
, o
+15)
906 o
+= float_per_vertex
909 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
910 glBufferSubData
(gl_ARRAY_BUFFER
, sprite_index
*bytes_per_sprite
, bytes_per_sprite
, data
.native_array
)
912 var gl_error
= glGetError
913 assert gl_error
== gl_NO_ERROR
else print_error gl_error
922 var indices
= local_indices_buffer
923 var io
= sprite_index
*4
931 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
932 glBufferSubData
(gl_ELEMENT_ARRAY_BUFFER
, sprite_index
*6*2, 6*2, indices
.native_array
)
934 gl_error
= glGetError
935 assert gl_error
== gl_NO_ERROR
else print_error gl_error
940 # Call `resize` and `update_sprite` as needed before actual draw operation.
942 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
945 if buffer_array
== -1 then prepare
947 assert buffer_array
> 0 and buffer_element
> 0 else
948 print_error
"Internal error: {self} was destroyed"
952 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
953 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
955 # Resize GPU buffers?
956 if sprites
.capacity
> buffer_capacity
then
957 # Try to defragment first
958 var moved
= sprites
.defragment
960 if sprites
.capacity
> buffer_capacity
then
961 # Defragmentation wasn't enough, grow
964 # We must update everything
965 for s
in sprites
.items
do if s
!= null then sprites_to_update
.add s
967 # Just update the moved sprites
968 for s
in moved
do sprites_to_update
.add s
970 else if sprites
.available
.not_empty
then
971 # Defragment a bit anyway
972 # TODO defrag only when there's time left on a frame
973 var moved
= sprites
.defragment
(1)
974 for s
in moved
do sprites_to_update
.add s
977 # Update GPU sprites data
978 if sprites_to_update
.not_empty
then
979 app
.perf_clock_sprites
.lapse
981 for sprite
in sprites_to_update
do update_sprite
(sprite
)
982 sprites_to_update
.clear
984 sys
.perfs
["gamnit flat gpu update"].add app
.perf_clock_sprites
.lapse
987 # Update uniforms specific to this context
988 var texture
= texture
989 app
.simple_2d_program
.use_texture
.uniform texture
!= null
990 if texture
!= null then
991 glActiveTexture gl_TEXTURE0
992 glBindTexture
(gl_TEXTURE_2D
, texture
.gl_texture
)
993 app
.simple_2d_program
.texture
.uniform
0
995 var gl_error
= glGetError
996 assert gl_error
== gl_NO_ERROR
else print_error gl_error
998 # Configure attributes, in order:
999 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
1001 var p
= app
.simple_2d_program
1002 var sizeof_gl_float
= 4 # sizeof(GL_FLOAT)
1004 var size
= 4 # Number of floats
1005 glEnableVertexAttribArray p
.translation
.location
1006 glVertexAttribPointeri
(p
.translation
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1007 offset
+= size
* sizeof_gl_float
1008 gl_error
= glGetError
1009 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1012 glEnableVertexAttribArray p
.color
.location
1013 glVertexAttribPointeri
(p
.color
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1014 offset
+= size
* sizeof_gl_float
1015 gl_error
= glGetError
1016 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1019 glEnableVertexAttribArray p
.scale
.location
1020 glVertexAttribPointeri
(p
.scale
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1021 offset
+= size
* sizeof_gl_float
1022 gl_error
= glGetError
1023 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1026 glEnableVertexAttribArray p
.coord
.location
1027 glVertexAttribPointeri
(p
.coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1028 offset
+= size
* sizeof_gl_float
1029 gl_error
= glGetError
1030 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1033 glEnableVertexAttribArray p
.tex_coord
.location
1034 glVertexAttribPointeri
(p
.tex_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1035 offset
+= size
* sizeof_gl_float
1036 gl_error
= glGetError
1037 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1040 for r
in [p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
] do
1042 glEnableVertexAttribArray r
.location
1043 glVertexAttribPointeri
(r
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1045 offset
+= size
* sizeof_gl_float
1046 gl_error
= glGetError
1047 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1051 for s
in sprites
.starts
, e
in sprites
.ends
do
1053 glDrawElementsi
(gl_TRIANGLES
, l
*indices_per_sprite
, gl_UNSIGNED_SHORT
, 2*s
*indices_per_sprite
)
1054 gl_error
= glGetError
1055 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1059 for attr
in [p
.translation
, p
.color
, p
.scale
, p
.coord
, p
.tex_coord
,
1060 p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
: Attribute] do
1061 if not attr
.is_active
then continue
1062 glDisableVertexAttribArray
(attr
.location
)
1063 gl_error
= glGetError
1064 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1067 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
1068 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, 0)
1069 gl_error
= glGetError
1070 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1074 # Representation of sprite data on the GPU
1076 # The main purpose of this class is to optimize the use of contiguous
1077 # space in GPU memory. Each contiguous memory block can be drawn in a
1078 # single call. The starts index of each block is kept by `starts,
1079 # and the end + 1 by `ends`.
1081 # The data can be compressed by a call to `defragment`.
1084 # intrude import gamnit::flat
1086 # var array = new GroupedArray[String]
1087 # assert array.to_s == ""
1095 # assert array.to_s == "[a,b,c,d,e,f]"
1096 # assert array.capacity == 6
1099 # assert array.to_s == "[b,c,d,e,f]"
1102 # assert array.to_s == "[c,d,e,f]"
1105 # assert array.to_s == "[c,d,e]"
1108 # assert array.to_s == "[c][e]"
1111 # assert array.to_s == "[A][c][e]"
1114 # assert array.to_s == "[A,B,c][e]"
1117 # assert array.to_s == "[A,B,c]"
1120 # assert array.to_s == "[A,B,c,D]"
1123 # assert array.to_s == "[A,B,c,D,E]"
1124 # assert array.capacity == 6
1125 # assert array.length == 5
1132 # assert array.to_s == ""
1135 # assert array.to_s == "[a]"
1137 private class GroupedArray[E
]
1139 # Memory with actual objects, and null in empty slots
1140 var items
= new Array[nullable E
]
1142 # Number of items in the array
1145 # Number of item slots in the array
1146 fun capacity
: Int do return items
.length
1149 fun index_of
(item
: E
): Int do return items
.index_of
(item
)
1151 # List of available slots
1152 var available
= new MinHeap[Int].default
1154 # Start index of filled chunks
1155 var starts
= new List[Int]
1157 # Index of the spots after filled chunks
1158 var ends
= new List[Int]
1160 # Add `item` to the first available slot
1165 if available
.not_empty
then
1166 # starts & ends can't be empty
1168 var i
= available
.take
1171 if i
== starts
.first
- 1 then
1172 # slot 0 free, 1 taken
1175 # slot 0 and more free
1178 else if starts
.length
>= 2 and ends
.first
+ 1 == starts
[1] then
1183 # at end of first chunk
1190 if ends
.is_empty
then
1196 # Remove the first instance of `item`
1199 var i
= items
.index_of
(item
)
1205 for s
in starts
, e
in ends
do
1206 if s
<= i
and i
< e
then
1212 if starts
.is_empty
then
1217 else if e-1
== i
then
1218 # last item of chunk
1222 # first item of chunk
1226 ends
.insert
(ends
[ii
], ii
+1)
1228 starts
.insert
(i
+1, ii
+1)
1240 # Defragment and compress everything into a single chunks beginning at 0
1242 # Returns the elements that moved as a list.
1245 # intrude import gamnit::flat
1247 # var array = new GroupedArray[String]
1254 # assert array.to_s == "[b][d]"
1256 # var moved = array.defragment
1257 # assert moved.to_s == "[d]"
1258 # assert array.to_s == "[d,b]"
1259 # assert array.length == 2
1260 # assert array.capacity == 2
1264 # assert array.to_s == "[d,b,e,f]"
1266 fun defragment
(max
: nullable Int): Array[E
]
1268 app
.perf_clock_sprites
.lapse
1269 max
= max
or else length
1271 var moved
= new Array[E
]
1272 while max
> 0 and (starts
.length
> 1 or starts
.first
!= 0) do
1273 var i
= ends
.last
- 1
1281 if starts
.length
== 1 and starts
.first
== 0 then
1282 for i
in [length
..capacity
[ do items
.pop
1286 sys
.perfs
["gamnit flat gpu defrag"].add app
.perf_clock_sprites
.lapse
1292 var ss
= new Array[String]
1293 for s
in starts
, e
in ends
do
1296 var item
: nullable Object = items
[i
]
1297 if item
== null then item
= "null"
1299 if i
!= e-1
then ss
.add
","
1307 redef class GLfloatArray
1308 private fun fill_from_matrix
(matrix
: Matrix, dst_offset
: nullable Int)
1310 dst_offset
= dst_offset
or else 0
1311 var mat_len
= matrix
.width
*matrix
.height
1312 assert length
>= mat_len
+ dst_offset
1313 native_array
.fill_from_matrix_native
(matrix
.items
, dst_offset
, mat_len
)
1317 redef class NativeGLfloatArray
1318 private fun fill_from_matrix_native
(matrix
: matrix
::NativeDoubleArray, dst_offset
, len
: Int) `{
1320 for (i = 0; i < len; i ++)
1321 self[i+dst_offset] = (GLfloat)matrix[i];