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 # Core services for the `flat` API for 2D games
19 intrude import geometry
::points_and_lines
# For _x, _y and _z
21 import matrix
::projection
22 import more_collections
23 import performance_analysis
26 intrude import gamnit
::cameras
27 intrude import gamnit
::cameras_cache
28 import gamnit
::dynamic_resolution
30 # Visible 2D entity in the game world or UI
32 # Similar to `gamnit::Actor` which is in 3D.
34 # Each sprite associates a `texture` to the position `center`.
35 # The appearance is modified by `rotation`, `invert_x`,
36 # `scale`, `red`, `green`, `blue` and `alpha`.
37 # These values can be changed at any time and will trigger an update
38 # of the data on the GPU side, having a small performance cost.
40 # For a sprite to be visible, it must be added to either the world `sprites`
41 # or the `ui_sprites`.
42 # However, an instance of `Sprite` can only belong to a single `SpriteSet`
43 # at a time. The final on-screen position depends on the camera associated
47 # # Load texture and create sprite
48 # var texture = new Texture("path/in/assets.png")
49 # var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
51 # # Add sprite to the visible game world
52 # app.sprites.add sprite
54 # # Extra configuration of the sprite
55 # sprite.rotation = pi/2.0
58 # # Show only the blue colors
63 # To add a sprite to the UI it can be anchored to screen borders
64 # with `ui_camera.top_left` and the likes.
67 # # Place it a bit off the top left of the screen
68 # var pos = app.ui_camera.top_left.offset(128.0, -128.0, 0)
70 # # Load texture and create sprite
71 # var texture = new Texture("path/in/assets.png")
72 # var sprite = new Sprite(texture, pos)
74 # # Add it to the UI (above world sprites)
75 # app.ui_sprites.add sprite
79 # Texture drawn to screen
80 var texture
: Texture is writable(texture_direct
=)
82 # Texture drawn to screen
83 fun texture
=(value
: Texture)
85 if isset _texture
and value
!= texture
then
87 if value
.root
!= texture
.root
then needs_remap
89 texture_direct
= value
92 # Center position of this sprite in world coordinates
93 var center
: Point3d[Float] is writable(center_direct
=), noautoinit
95 # Center position of this sprite in world coordinates
96 fun center
=(value
: Point3d[Float]) is autoinit
do
97 if isset _center
and value
!= center
then
99 center
.sprites_remove
self
102 value
.sprites_add
self
103 center_direct
= value
106 # Last animation set with `animate`
107 var animation
: nullable Animation = null
109 # Animation on the shader, if this changes it `needs_remap`
110 private var shader_animation
: nullable Animation = null
112 # Animation start time, relative to `sprite_set.time`
114 # At -1.0 if animation started before being assigned a `sprite_set`.
115 private var animation_start
= 0.0
117 # Number of loops to show `animation`
118 private var animation_loops
= 0.0
120 # Start the `animation` for `n_loops`, replacing the static `texture`
122 # By default, if `n_loops` is not set, the animation plays once.
123 # If `n_loops == -1.0` then the animation loops infinitely.
124 # Otherwise, the animation repeats, e.g. it repeats twice and a half
125 # if `n_loops == 2.5`.
127 # The animation can be stopped using `animate_stop`.
128 fun animate
(animation
: Animation, n_loops
: nullable Float)
130 if not animation
.valid
then print_error
"{class_name}::animate: invalid animation {animation}"
132 var shader_animation
= shader_animation
133 if shader_animation
== null or animation
.frames
.first
.root
!= shader_animation
.frames
.first
.root
then
134 # Resort with the new animation texture
140 var sprite_set
= sprite_set
141 animation_start
= if sprite_set
!= null then sprite_set
.time
else -1.0
142 animation_loops
= n_loops
or else 1.0
143 self.shader_animation
= animation
144 self.animation
= animation
147 # Stop any active `animation` to display the static `texture`
150 if animation
== null then return
155 # Rotation on the Z axis, positive values turn counterclockwise
156 var rotation
= 0.0 is writable(rotation_direct
=)
158 # Rotation on the Z axis, positive values turn counterclockwise
159 fun rotation
=(value
: Float)
161 if isset _rotation
and value
!= rotation
then needs_update
162 rotation_direct
= value
165 # Mirror `texture` horizontally, inverting each pixel on the X axis
166 var invert_x
= false is writable(invert_x_direct
=)
168 # Mirror `texture` horizontally, inverting each pixel on the X axis
169 fun invert_x
=(value
: Bool)
171 if isset _invert_x
and value
!= invert_x
then needs_update
172 invert_x_direct
= value
175 # Scale applied to this sprite
177 # The basic size of `self` depends on the size in pixels of `texture`.
178 var scale
= 1.0 is writable(scale_direct
=)
180 # Scale applied to this sprite
182 # The basic size of `self` depends on the size in pixels of `texture`.
183 fun scale
=(value
: Float)
185 if isset _scale
and value
!= scale
then needs_update
189 # Red tint applied to `texture` on draw
190 fun red
: Float do return tint
[0]
192 # Red tint applied to `texture` on draw
193 fun red
=(value
: Float)
195 if isset _tint
and value
!= red
then needs_update
199 # Green tint applied to `texture` on draw
200 fun green
: Float do return tint
[1]
202 # Green tint applied to `texture` on draw
203 fun green
=(value
: Float)
205 if isset _tint
and value
!= green
then needs_update
209 # Blue tint applied to `texture` on draw
210 fun blue
: Float do return tint
[2]
212 # Blue tint applied to `texture` on draw
213 fun blue
=(value
: Float)
215 if isset _tint
and value
!= blue
then needs_update
219 # Transparency applied to `texture` on draw
220 fun alpha
: Float do return tint
[3]
222 # Transparency applied to `texture` on draw
223 fun alpha
=(value
: Float)
225 if isset _tint
and value
!= alpha
then needs_update
229 # Tint applied to `texture` on draw
231 # Alternative to the accessors `red, green, blue & alpha`.
232 # Changes inside the array do not automatically set `needs_update`.
234 # Require: `tint.length == 4`
235 var tint
: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct
=)
237 # Tint applied to `texture` on draw, see `tint`
238 fun tint
=(value
: Array[Float])
240 if isset _tint
and value
!= tint
then needs_update
244 # Is this sprite static and added in bulk?
246 # Set to `true` to give a hint to the framework that this sprite won't
247 # change often and that it is added in bulk with other static sprites.
248 # This value can be ignored in the prototyping phase of a game and
249 # added only when better performance are needed.
250 var static
= false is writable(static_direct
=)
252 # Is this sprite static and added in bulk? see `static`
253 fun static
=(value
: Bool)
255 if isset _static
and value
!= static
then needs_remap
256 static_direct
= value
259 # Request an update on the CPU
261 # This is called automatically on modification of any value of `Sprite`.
262 # However, it can still be set manually if a modification can't be
263 # detected or by subclasses.
267 if c
== null then return
268 if c
.last_sprite_to_update
== self then return
269 c
.sprites_to_update
.add
self
270 c
.last_sprite_to_update
= self
273 # Request a resorting of this sprite in its sprite list
275 # Resorting is required when `static` or the root of `texture` changes.
276 # This is called automatically when such changes are detected.
277 # However, it can still be set manually if a modification can't be
278 # detected or by subclasses.
282 if l
!= null then l
.sprites_to_remap
.add
self
285 # Current context to which `self` was sorted
286 private var context
: nullable SpriteContext = null
289 private var context_index
: Int = -1
291 # Current context to which `self` belongs
292 private var sprite_set
: nullable SpriteSet = null
295 # Animation for sprites, set with `Sprite.animate`
297 # Two main services create animations:
298 # * The constructors accepts an array of textures and the number of frames per
299 # seconds: `new Animation(array_of_subtextures, 10.0)`
300 # * The method `Texture::to_animation` uses the whole texture
301 # dividing it in frames either on X or Y:
302 # `new Texture("path/in/assets.png").to_animation(30.0, 0, 12)`
305 # Frames composing this animation
307 # All frames must share the same `Texture::root`, be on a vertical or
308 # horizontal line, be spaced equally and share the same dimensions.
309 var frames
: SequenceRead[Texture]
311 # Frames per seconds, a higher value makes this animation faster
313 # The animation speed is also affected by `SpriteSet::time_mod`.
316 # Are the `frames` valid for an animation? (see the requirements in `frames`)
317 var valid
: Bool is lazy
do
318 var r
: nullable RootTexture = null
323 if r
!= f
.root
then return false
327 # TODO check for line, constant distance, and same aspect ratio.
334 # Default graphic program to draw `sprites`
335 private var simple_2d_program
= new Simple2dProgram is lazy
337 # Camera for world `sprites` and `depth::actors` with perspective
339 # By default, the camera is configured to a height of 1080 units
340 # of world coordinates at `z == 0.0`.
341 var world_camera
: EulerCamera is lazy
do
342 var camera
= new EulerCamera(app
.display
.as(not null))
344 # Aim for full HD pixel resolution at level 0
345 camera
.reset_height
1080.0
351 # Camera for `ui_sprites` using an orthogonal view
352 var ui_camera
= new UICamera(app
.display
.as(not null)) is lazy
354 # World sprites drawn as seen by `world_camera`
355 var sprites
: Set[Sprite] = new SpriteSet
357 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
358 var ui_sprites
: Set[Sprite] = new SpriteSet
360 # Main method to refine in clients to update game logic and `sprites`
361 fun update
(dt
: Float) do end
363 # Display `texture` as a splash screen
365 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
366 fun show_splash_screen
(texture
: Texture)
370 var splash
= new Sprite(texture
, ui_camera
.center
.offset
(0.0, 0.0, 0.0))
371 ui_sprites
.add splash
373 var display
= display
374 assert display
!= null
375 glClear gl_COLOR_BUFFER_BIT
376 frame_core_ui_sprites display
379 ui_sprites
.remove splash
383 # Support and implementation
385 # Main clock used to count each frame `dt`, lapsed for `update` only
386 private var clock
= new Clock is lazy
388 # Performance clock to for `frame_core_draw` operations
389 private var perf_clock_main
= new Clock
391 # Second performance clock for smaller operations
392 private var perf_clock_sprites
= new Clock is lazy
398 var display
= display
399 assert display
!= null
401 var gl_error
= glGetError
402 assert gl_error
== gl_NO_ERROR
else print_error gl_error
405 var program
= simple_2d_program
406 program
.compile_and_link
408 var gamnit_error
= program
.error
409 assert gamnit_error
== null else print_error gamnit_error
412 gl
.capabilities
.blend
.enable
413 glBlendFunc
(gl_ONE
, gl_ONE_MINUS_SRC_ALPHA
)
416 gl
.capabilities
.depth_test
.enable
417 glDepthFunc gl_LEQUAL
420 # Prepare viewport and background color
421 glViewport
(0, 0, display
.width
, display
.height
)
422 glClearColor
(0.0, 0.0, 0.0, 1.0)
424 gl_error
= glGetError
425 assert gl_error
== gl_NO_ERROR
else print_error gl_error
428 for tex
in all_root_textures
do
430 gamnit_error
= tex
.error
431 if gamnit_error
!= null then print_error gamnit_error
433 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MIN_FILTER
, gl_LINEAR
)
434 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, gl_LINEAR
)
441 simple_2d_program
.delete
444 var display
= display
445 if display
!= null then display
.close
448 redef fun on_resize
(display
)
452 world_camera
.mvp_matrix_cache
= null
453 ui_camera
.mvp_matrix_cache
= null
455 # Update all sprites in the UI
456 for sprite
in ui_sprites
do sprite
.needs_update
459 redef fun frame_core
(display
)
462 var gl_error
= glGetError
463 assert gl_error
== gl_NO_ERROR
else print_error gl_error
465 # Update game logic and set sprites
466 perf_clock_main
.lapse
467 var dt
= clock
.lapse
.to_f
470 sys
.perfs
["gamnit flat update client"].add perf_clock_main
.lapse
472 # Draw and flip screen
473 frame_core_draw display
477 gl_error
= glGetError
478 assert gl_error
== gl_NO_ERROR
else print_error gl_error
481 private var frame_dt
= 0.0
483 # Draw the whole screen, all `glDraw...` calls should be executed here
484 protected fun frame_core_draw
(display
: GamnitDisplay)
486 frame_core_dynamic_resolution_before display
488 perf_clock_main
.lapse
489 frame_core_world_sprites display
490 perfs
["gamnit flat world_sprites"].add perf_clock_main
.lapse
492 frame_core_ui_sprites display
493 perfs
["gamnit flat ui_sprites"].add perf_clock_main
.lapse
495 frame_core_dynamic_resolution_after display
498 private fun frame_core_sprites
(display
: GamnitDisplay, sprite_set
: SpriteSet, camera
: Camera)
500 var simple_2d_program
= app
.simple_2d_program
501 simple_2d_program
.use
502 simple_2d_program
.mvp
.uniform camera
.mvp_matrix
504 sprite_set
.time
+= frame_dt
*sprite_set
.time_mod
505 simple_2d_program
.time
.uniform sprite_set
.time
511 # Draw world sprites from `sprites`
512 protected fun frame_core_world_sprites
(display
: GamnitDisplay)
514 frame_core_sprites
(display
, sprites
.as(SpriteSet), world_camera
)
517 # Draw UI sprites from `ui_sprites`
518 protected fun frame_core_ui_sprites
(display
: GamnitDisplay)
520 # Reset only the depth buffer
521 glClear gl_DEPTH_BUFFER_BIT
523 frame_core_sprites
(display
, ui_sprites
.as(SpriteSet), ui_camera
)
529 # Vertices coordinates of the base geometry
531 # Defines the default width and height of related sprites.
532 private var vertices
: Array[Float] is lazy
do
535 return [-0.5*w
, 0.5*h
, 0.0,
541 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
542 private var texture_coords
: Array[Float] is lazy
do
545 var b
= offset_bottom
553 # Coordinates of this texture on the `root` texture, inverting the X axis
554 private var texture_coords_invert_x
: Array[Float] is lazy
do
557 var b
= offset_bottom
565 # Convert to a sprite animation at `fps` speed with `x` or `y` frames
567 # The arguments `x` and `y` set the number of frames in the texture.
568 # Use `x` for an horizontal arrangement or `y` for vertical.
569 # One and only one of the arguments must be different than 0,
570 # as an animation can only be on a line and cannot wrap.
571 fun to_animation
(fps
: Float, x
, y
: Int): Animation
573 assert (x
== 0) != (y
== 0)
575 var n_frames
= x
.max
(y
)
576 var frames
= new Array[Texture]
578 var dx
= (x
/n_frames
).to_f
/n_frames
.to_f
579 var dy
= (y
/n_frames
).to_f
/n_frames
.to_f
580 var w
= if x
== 0 then 1.0 else dx
581 var h
= if y
== 0 then 1.0 else dy
584 for i
in n_frames
.times
do
585 frames
.add
new RelativeSubtexture(root
, left
, top
, left
+w
, top
+h
)
590 return new Animation(frames
, fps
)
594 # Graphic program to display simple models with a texture, translation, rotation and scale
595 private class Simple2dProgram
596 super GamnitProgramFromSource
598 redef var vertex_shader_source
= """
599 // Vertex coordinates
600 attribute vec4 coord;
603 attribute vec4 color;
605 // Vertex translation
606 attribute vec4 translation;
609 attribute float scale;
611 // Vertex coordinates on textures
612 attribute vec2 tex_coord;
614 // Model view projection matrix
617 // Current world time, in seconds
621 attribute vec4 rotation_row0;
622 attribute vec4 rotation_row1;
623 attribute vec4 rotation_row2;
624 attribute vec4 rotation_row3;
626 // Animation speed, frames per seconds
627 attribute float a_fps;
629 // Number of frames in the animation
630 attribute float a_n_frames;
632 // World coordinate of the animation (for aspect ratio)
633 attribute vec2 a_coord;
635 // Animation texture coordinates of the first frame
636 attribute vec2 a_tex_coord;
638 // Animation texture coordinates difference between frames
639 attribute vec2 a_tex_diff;
641 // Animation start time, in reference to `time`
642 attribute float a_start;
644 // Number of loops to play of the animation
645 attribute float a_loops;
649 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
652 // Output to the fragment shader
653 varying vec4 v_color;
654 varying vec2 v_coord;
656 // Is there an active animation?
657 varying float v_animated;
663 float end = a_start + a_loops/a_fps*a_n_frames;
664 if (a_loops == -1.0 || time < end) {
666 float frame = mod(floor((time-a_start)*a_fps), a_n_frames);
667 v_coord = a_tex_coord + a_tex_diff*frame;
668 c = vec3(a_coord, coord.z);
677 gl_Position = (vec4(c * scale, 1.0) * rotation() + translation)* mvp;
678 v_color = vec4(color.rgb*color.a, color.a);
680 """ @ glsl_vertex_shader
682 redef var fragment_shader_source
= """
683 precision mediump float;
685 // Does this object use a texture?
686 uniform bool use_texture;
688 // Texture to apply on this object
689 uniform sampler2D texture0;
691 // Texture to apply on this object
692 uniform sampler2D animation;
694 // Input from the vertex shader
695 varying vec4 v_color;
696 varying vec2 v_coord;
697 varying float v_animated;
701 if (v_animated > 0.5) {
702 gl_FragColor = v_color * texture2D(animation, v_coord);
703 if (gl_FragColor.a <= 0.01) discard;
704 } else if (use_texture) {
705 gl_FragColor = v_color * texture2D(texture0, v_coord);
706 if (gl_FragColor.a <= 0.01) discard;
708 gl_FragColor = v_color;
711 """ @ glsl_fragment_shader
713 # Vertices coordinates
714 var coord
= attributes
["coord"].as(AttributeVec4) is lazy
716 # Should this program use the texture `texture`?
717 var use_texture
= uniforms
["use_texture"].as(UniformBool) is lazy
719 # Visible texture unit
720 var texture
= uniforms
["texture0"].as(UniformSampler2D) is lazy
722 # Coordinates on the textures, per vertex
723 var tex_coord
= attributes
["tex_coord"].as(AttributeVec2) is lazy
725 # Color tint per vertex
726 var color
= attributes
["color"].as(AttributeVec4) is lazy
728 # Translation applied to each vertex
729 var translation
= attributes
["translation"].as(AttributeVec4) is lazy
731 # Rotation matrix, row 0
732 var rotation_row0
= attributes
["rotation_row0"].as(AttributeVec4) is lazy
734 # Rotation matrix, row 1
735 var rotation_row1
= attributes
["rotation_row1"].as(AttributeVec4) is lazy
737 # Rotation matrix, row 2
738 var rotation_row2
= attributes
["rotation_row2"].as(AttributeVec4) is lazy
740 # Rotation matrix, row 3
741 var rotation_row3
= attributes
["rotation_row3"].as(AttributeVec4) is lazy
744 var scale
= attributes
["scale"].as(AttributeFloat) is lazy
746 # Model view projection matrix
747 var mvp
= uniforms
["mvp"].as(UniformMat4) is lazy
749 # World time, in seconds
750 var time
= uniforms
["time"].as(UniformFloat) is lazy
755 # Texture of all the frames of the animation
756 var animation_texture
= uniforms
["animation"].as(UniformSampler2D) is lazy
758 # Frame per second of the animation
759 var animation_fps
= attributes
["a_fps"].as(AttributeFloat) is lazy
761 # Number of frames in the animation
762 var animation_n_frames
= attributes
["a_n_frames"].as(AttributeFloat) is lazy
764 # Coordinates of each frame (mush be shared by all frames)
765 var animation_coord
= attributes
["a_coord"].as(AttributeVec2) is lazy
767 # Texture coordinates of the first frame
768 var animation_tex_coord
= attributes
["a_tex_coord"].as(AttributeVec2) is lazy
770 # Coordinate difference between each frame
771 var animation_tex_diff
= attributes
["a_tex_diff"].as(AttributeVec2) is lazy
773 # Animation start time, in seconds and in reference to `dt`
774 var animation_start
= attributes
["a_start"].as(AttributeFloat) is lazy
776 # Number of loops of the animation, -1 for infinite
777 var animation_loops
= attributes
["a_loops"].as(AttributeFloat) is lazy
780 redef class Point3d[N
]
782 # Associate each point to its sprites
784 private var sprites
: nullable Array[Sprite] = null
786 private fun sprites_add
(sprite
: Sprite)
788 var sprites
= sprites
789 if sprites
== null then
790 sprites
= new Array[Sprite]
791 self.sprites
= sprites
796 private fun sprites_remove
(sprite
: Sprite)
798 var sprites
= sprites
799 assert sprites
!= null
800 sprites
.remove sprite
804 # Notify `sprites` on attribute modification
806 private fun needs_update
808 var sprites
= sprites
809 if sprites
!= null then for s
in sprites
do s
.needs_update
814 if isset _x
and v
!= x
then needs_update
820 if isset _y
and v
!= y
then needs_update
826 if isset _z
and v
!= z
then needs_update
831 redef class OffsetPoint3d
834 if isset _x
and v
!= x
then needs_update
840 if isset _y
and v
!= y
then needs_update
846 if isset _z
and v
!= z
then needs_update
851 # Set of sprites sorting them into different `SpriteContext`
852 private class SpriteSet
853 super HashSet[Sprite]
855 # Map texture then static vs dynamic to a `SpriteContext`
856 var contexts_map
= new HashMap3[RootTexture, nullable RootTexture, Bool, Array[SpriteContext]]
858 # Contexts in `contexts_map`
859 var contexts_items
= new Array[SpriteContext]
861 # Sprites needing resorting in `contexts_map`
862 var sprites_to_remap
= new Array[Sprite]
864 # Animation speed multiplier (0.0 to pause, 1.0 for normal speed, etc.)
865 var time_mod
= 1.0 is writable
867 # Seconds elapsed since the launch of the program, in world time responding to `time_mod`
870 # Add a sprite to the appropriate context
871 fun map_sprite
(sprite
: Sprite)
873 assert sprite
.context
== null else print_error
"Sprite {sprite} belongs to another SpriteSet"
875 # Sort by texture and animation texture
876 var texture
= sprite
.texture
.root
877 var animation
= sprite
.animation
878 var animation_texture
= if animation
!= null then
879 animation
.frames
.first
.root
else null
880 var contexts
= contexts_map
[texture
, animation_texture
, sprite
.static
]
883 if contexts
!= null then
884 for c
in contexts
.reverse_iterator
do
885 var size
= c
.sprites
.length
+ 1
886 if size
* 4 <= 0xffff then
893 if context
== null then
894 var usage
= if sprite
.static
then gl_STATIC_DRAW
else gl_DYNAMIC_DRAW
895 context
= new SpriteContext(texture
, animation_texture
, usage
)
897 if contexts
== null then
898 contexts
= new Array[SpriteContext]
899 contexts_map
[texture
, animation_texture
, sprite
.static
] = contexts
903 contexts_items
.add context
906 context
.sprites
.add sprite
907 context
.sprites_to_update
.add sprite
908 context
.last_sprite_to_update
= sprite
910 sprite
.context
= context
911 sprite
.sprite_set
= self
913 if animation
!= null and sprite
.animation_start
== -1.0 then
915 sprite
.animation_start
= time
919 # Remove a sprite from its context
920 fun unmap_sprite
(sprite
: Sprite)
922 var context
= sprite
.context
923 assert context
!= null
924 context
.sprites
.remove sprite
926 sprite
.context
= null
927 sprite
.sprite_set
= null
930 # Draw all sprites by all contexts
933 for sprite
in sprites_to_remap
do
937 sprites_to_remap
.clear
939 for context
in contexts_items
do context
.draw
944 if contexts_items
.has
(e
.context
) then return
952 if e
isa Sprite then unmap_sprite e
955 redef fun remove_all
(e
)
957 if not has
(e
) then return
963 for sprite
in self do
964 sprite
.context
= null
965 sprite
.sprite_set
= null
968 for c
in contexts_items
do c
.destroy
974 # Context for calls to `glDrawElements`
976 # Each context has only one `texture` and `usage`, but many sprites.
977 private class SpriteContext
980 # Context config and state
982 # Only root texture drawn by this context
983 var texture
: nullable RootTexture
985 # Only animation texture drawn by this context
986 var animation_texture
: nullable RootTexture
988 # OpenGL ES usage of `buffer_array` and `buffer_element`
989 var usage
: GLBufferUsage
991 # Sprites drawn by this context
992 var sprites
= new GroupedSprites
994 # Sprites to update since last `draw`
995 var sprites_to_update
= new Set[Sprite]
997 # Cache of the last `Sprite` added to `sprites_to_update` since the last call to `draw`
998 var last_sprite_to_update
: nullable Sprite = null
1000 # Sprites that have been update and for which `needs_update` can be set to false
1001 var updated_sprites
= new Array[Sprite]
1003 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
1005 # Require: `resize_ratio >= 1.0`
1006 var resize_ratio
= 1.2
1011 # OpenGL ES buffer name for vertex data
1012 var buffer_array
: Int = -1
1014 # OpenGL ES buffer name for indices
1015 var buffer_element
: Int = -1
1017 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
1018 var buffer_capacity
= 0
1020 # C buffers used to pass the data of a single sprite
1021 var local_data_buffer
= new GLfloatArray(float_per_vertex
*4) is lazy
1022 var local_indices_buffer
= new CUInt16Array(indices_per_sprite
) is lazy
1027 # Number of GL_FLOAT per vertex of `Simple2dProgram`
1028 var float_per_vertex
: Int is lazy
do
1029 return 4 + 4 + 4 + # vec4 translation, vec4 color, vec4 coord,
1030 1 + 2 + 4*4 + # float scale, vec2 tex_coord, vec4 rotation_row*,
1031 1 + 1 + # float a_fps, float a_n_frames,
1032 2 + 2 + 2 + # vec2 a_coord, vec2 a_tex_coord, vec2 a_tex_diff,
1033 1 + 1 # float a_start, float a_loops
1036 # Number of bytes per vertex of `Simple2dProgram`
1037 var bytes_per_vertex
: Int is lazy
do
1038 var fs
= 4 # sizeof(GL_FLOAT)
1039 return fs
* float_per_vertex
1042 # Number of bytes per sprite
1043 var bytes_per_sprite
: Int is lazy
do return bytes_per_vertex
* 4
1045 # Number of vertex indices per sprite draw call (2 triangles)
1046 var indices_per_sprite
= 6
1051 # Allocate `buffer_array` and `buffer_element`
1054 var bufs
= glGenBuffers
(2)
1055 buffer_array
= bufs
[0]
1056 buffer_element
= bufs
[1]
1058 var gl_error
= glGetError
1059 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1062 # Destroy `buffer_array` and `buffer_element`
1065 glDeleteBuffers
([buffer_array
, buffer_element
])
1066 var gl_error
= glGetError
1067 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1073 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
1076 app
.perf_clock_sprites
.lapse
1078 # Allocate a bit more space
1079 var capacity
= (sprites
.capacity
.to_f
* resize_ratio
).to_i
1081 var array_bytes
= capacity
* bytes_per_sprite
1082 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
1083 assert glIsBuffer
(buffer_array
)
1084 glBufferData
(gl_ARRAY_BUFFER
, array_bytes
, new Pointer.nul
, usage
)
1085 var gl_error
= glGetError
1086 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1088 # GL_TRIANGLES 6 vertices * sprite
1089 var n_indices
= capacity
* indices_per_sprite
1090 var ius
= 2 # sizeof(GL_UNSIGNED_SHORT)
1091 var element_bytes
= n_indices
* ius
1092 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
1093 assert glIsBuffer
(buffer_element
)
1094 glBufferData
(gl_ELEMENT_ARRAY_BUFFER
, element_bytes
, new Pointer.nul
, usage
)
1095 gl_error
= glGetError
1096 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1098 buffer_capacity
= capacity
1100 sys
.perfs
["gamnit flat gpu resize"].add app
.perf_clock_sprites
.lapse
1103 # Update GPU data of `sprite`
1104 fun update_sprite
(sprite
: Sprite)
1106 var context
= sprite
.context
1107 if context
!= self then return
1109 var sprite_index
= sprite
.context_index
1110 assert sprite_index
!= -1
1114 var data
= local_data_buffer
1118 data
[o
+ 0] = sprite
.center
.x
1119 data
[o
+ 1] = sprite
.center
.y
1120 data
[o
+ 2] = sprite
.center
.z
1124 data
[o
+ 4] = sprite
.tint
[0]
1125 data
[o
+ 5] = sprite
.tint
[1]
1126 data
[o
+ 6] = sprite
.tint
[2]
1127 data
[o
+ 7] = sprite
.tint
[3]
1130 data
[o
+ 8] = sprite
.scale
1133 data
[o
+ 9] = sprite
.texture
.vertices
[v
*3+0]
1134 data
[o
+10] = sprite
.texture
.vertices
[v
*3+1]
1135 data
[o
+11] = sprite
.texture
.vertices
[v
*3+2]
1139 var texture
= texture
1140 if texture
!= null then
1141 var tc
= if sprite
.invert_x
then
1142 sprite
.texture
.texture_coords_invert_x
1143 else sprite
.texture
.texture_coords
1144 data
[o
+13] = tc
[v
*2+0]
1145 data
[o
+14] = tc
[v
*2+1]
1150 if sprite
.rotation
== 0.0 then
1151 # Cache the matrix at no rotation
1152 rot
= once
new Matrix.identity
(4)
1154 rot
= new Matrix.rotation
(sprite
.rotation
, 0.0, 0.0, 1.0)
1156 data
.fill_from_matrix
(rot
, o
+15)
1158 var animation
= sprite
.animation
1159 if animation
== null then
1160 for i
in [31..40] do data
[o
+i
] = 0.0
1163 data
[o
+31] = animation
.fps
1166 data
[o
+32] = animation
.frames
.length
.to_f
1169 data
[o
+33] = animation
.frames
.first
.vertices
[v
*3+0]
1170 data
[o
+34] = animation
.frames
.first
.vertices
[v
*3+1]
1173 var tc
= if sprite
.invert_x
then
1174 animation
.frames
.first
.texture_coords_invert_x
1175 else animation
.frames
.first
.texture_coords
1176 data
[o
+35] = tc
[v
*2]
1177 data
[o
+36] = tc
[v
*2+1]
1180 var dx
= animation
.frames
[1].texture_coords
[0] - animation
.frames
[0].texture_coords
[0]
1181 var dy
= animation
.frames
[1].texture_coords
[1] - animation
.frames
[0].texture_coords
[1]
1186 data
[o
+39] = sprite
.animation_start
1189 data
[o
+40] = sprite
.animation_loops
1192 o
+= float_per_vertex
1195 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
1196 glBufferSubData
(gl_ARRAY_BUFFER
, sprite_index
*bytes_per_sprite
, bytes_per_sprite
, data
.native_array
)
1198 var gl_error
= glGetError
1199 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1208 var indices
= local_indices_buffer
1209 var io
= sprite_index
*4
1217 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
1218 glBufferSubData
(gl_ELEMENT_ARRAY_BUFFER
, sprite_index
*6*2, 6*2, indices
.native_array
)
1220 gl_error
= glGetError
1221 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1224 # Draw all `sprites`
1226 # Call `resize` and `update_sprite` as needed before actual draw operation.
1228 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
1231 if buffer_array
== -1 then prepare
1233 assert buffer_array
> 0 and buffer_element
> 0 else
1234 print_error
"Internal error: {self} was destroyed"
1238 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
1239 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
1241 # Resize GPU buffers?
1242 var update_everything
= false
1243 if sprites
.capacity
> buffer_capacity
then
1244 # Try to defragment first
1245 var moved
= sprites
.defragment
1247 if sprites
.capacity
> buffer_capacity
then
1248 # Defragmentation wasn't enough, grow
1251 # We must update everything
1252 update_everything
= true
1253 for s
in sprites
.items
do if s
!= null then sprites_to_update
.add s
1255 # Just update the moved sprites
1256 for s
in moved
do sprites_to_update
.add s
1258 else if sprites
.available
.not_empty
then
1259 # Defragment a bit anyway
1260 # TODO defrag only when there's time left on a frame
1261 var moved
= sprites
.defragment
(1)
1262 for s
in moved
do sprites_to_update
.add s
1265 # Update GPU sprites data
1266 if sprites_to_update
.not_empty
or update_everything
then
1267 app
.perf_clock_sprites
.lapse
1269 if update_everything
then
1270 for sprite
in sprites
.items
do if sprite
!= null then
1271 update_sprite
(sprite
)
1274 for sprite
in sprites_to_update
do update_sprite
(sprite
)
1277 sprites_to_update
.clear
1278 last_sprite_to_update
= null
1280 sys
.perfs
["gamnit flat gpu update"].add app
.perf_clock_sprites
.lapse
1283 # Update uniforms specific to this context
1284 var texture
= texture
1285 app
.simple_2d_program
.use_texture
.uniform texture
!= null
1286 if texture
!= null then
1287 glActiveTexture gl_TEXTURE0
1288 glBindTexture
(gl_TEXTURE_2D
, texture
.gl_texture
)
1289 app
.simple_2d_program
.texture
.uniform
0
1291 var gl_error
= glGetError
1292 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1294 var animation
= animation_texture
1295 if animation
!= null then
1296 glActiveTexture gl_TEXTURE1
1297 glBindTexture
(gl_TEXTURE_2D
, animation
.gl_texture
)
1298 app
.simple_2d_program
.animation_texture
.uniform
1
1300 gl_error
= glGetError
1301 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1303 # Configure attributes, in order:
1304 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*,
1305 # a_fps, a_n_frames, a_coord, a_tex_coord, a_tex_diff, a_start, a_loops
1308 var p
= app
.simple_2d_program
1309 var sizeof_gl_float
= 4 # sizeof(GL_FLOAT)
1311 var size
= 4 # Number of floats
1312 glEnableVertexAttribArray p
.translation
.location
1313 glVertexAttribPointeri
(p
.translation
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1314 offset
+= size
* sizeof_gl_float
1315 gl_error
= glGetError
1316 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1319 glEnableVertexAttribArray p
.color
.location
1320 glVertexAttribPointeri
(p
.color
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1321 offset
+= size
* sizeof_gl_float
1322 gl_error
= glGetError
1323 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1326 glEnableVertexAttribArray p
.scale
.location
1327 glVertexAttribPointeri
(p
.scale
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1328 offset
+= size
* sizeof_gl_float
1329 gl_error
= glGetError
1330 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1333 glEnableVertexAttribArray p
.coord
.location
1334 glVertexAttribPointeri
(p
.coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1335 offset
+= size
* sizeof_gl_float
1336 gl_error
= glGetError
1337 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1340 glEnableVertexAttribArray p
.tex_coord
.location
1341 glVertexAttribPointeri
(p
.tex_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1342 offset
+= size
* sizeof_gl_float
1343 gl_error
= glGetError
1344 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1347 for r
in [p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
] do
1349 glEnableVertexAttribArray r
.location
1350 glVertexAttribPointeri
(r
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1352 offset
+= size
* sizeof_gl_float
1353 gl_error
= glGetError
1354 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1358 glEnableVertexAttribArray p
.animation_fps
.location
1359 glVertexAttribPointeri
(p
.animation_fps
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1360 offset
+= size
* sizeof_gl_float
1361 gl_error
= glGetError
1362 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1365 glEnableVertexAttribArray p
.animation_n_frames
.location
1366 glVertexAttribPointeri
(p
.animation_n_frames
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1367 offset
+= size
* sizeof_gl_float
1368 gl_error
= glGetError
1369 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1372 glEnableVertexAttribArray p
.animation_coord
.location
1373 glVertexAttribPointeri
(p
.animation_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1374 offset
+= size
* sizeof_gl_float
1375 gl_error
= glGetError
1376 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1379 glEnableVertexAttribArray p
.animation_tex_coord
.location
1380 glVertexAttribPointeri
(p
.animation_tex_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1381 offset
+= size
* sizeof_gl_float
1382 gl_error
= glGetError
1383 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1386 glEnableVertexAttribArray p
.animation_tex_diff
.location
1387 glVertexAttribPointeri
(p
.animation_tex_diff
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1388 offset
+= size
* sizeof_gl_float
1389 gl_error
= glGetError
1390 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1393 glEnableVertexAttribArray p
.animation_start
.location
1394 glVertexAttribPointeri
(p
.animation_start
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1395 offset
+= size
* sizeof_gl_float
1396 gl_error
= glGetError
1397 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1400 glEnableVertexAttribArray p
.animation_loops
.location
1401 glVertexAttribPointeri
(p
.animation_loops
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1402 offset
+= size
* sizeof_gl_float
1403 gl_error
= glGetError
1404 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1407 for s
in sprites
.starts
, e
in sprites
.ends
do
1409 glDrawElementsi
(gl_TRIANGLES
, l
*indices_per_sprite
, gl_UNSIGNED_SHORT
, 2*s
*indices_per_sprite
)
1410 gl_error
= glGetError
1411 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1415 for attr
in [p
.translation
, p
.color
, p
.scale
, p
.coord
, p
.tex_coord
,
1416 p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
: Attribute] do
1417 if not attr
.is_active
then continue
1418 glDisableVertexAttribArray
(attr
.location
)
1419 gl_error
= glGetError
1420 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1423 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
1424 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, 0)
1425 gl_error
= glGetError
1426 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1430 # Representation of sprite data on the GPU
1432 # The main purpose of this class is to optimize the use of contiguous
1433 # space in GPU memory. Each contiguous memory block can be drawn in a
1434 # single call. The starts index of each block is kept by `starts,
1435 # and the end + 1 by `ends`.
1437 # The data can be compressed by a call to `defragment`.
1440 # intrude import gamnit::flat
1442 # var array = new GroupedArray[String]
1443 # assert array.to_s == ""
1451 # assert array.to_s == "[a,b,c,d,e,f]"
1452 # assert array.capacity == 6
1455 # assert array.to_s == "[b,c,d,e,f]"
1458 # assert array.to_s == "[c,d,e,f]"
1461 # assert array.to_s == "[c,d,e]"
1464 # assert array.to_s == "[c][e]"
1467 # assert array.to_s == "[A][c][e]"
1470 # assert array.to_s == "[A,B,c][e]"
1473 # assert array.to_s == "[A,B,c]"
1476 # assert array.to_s == "[A,B,c,D]"
1479 # assert array.to_s == "[A,B,c,D,E]"
1480 # assert array.capacity == 6
1481 # assert array.length == 5
1488 # assert array.to_s == ""
1491 # assert array.to_s == "[a]"
1493 private class GroupedArray[E
]
1495 # Memory with actual objects, and null in empty slots
1496 var items
= new Array[nullable E
]
1498 # Number of items in the array
1501 # Number of item slots in the array
1502 fun capacity
: Int do return items
.length
1504 # List of available slots
1505 var available
= new MinHeap[Int].default
1507 # Start index of filled chunks
1508 var starts
= new List[Int]
1510 # Index of the spots after filled chunks
1511 var ends
= new List[Int]
1513 # Add `item` to the first available slot and return its index
1514 fun add
(item
: E
): Int
1518 if available
.not_empty
then
1519 # starts & ends can't be empty
1521 var i
= available
.take
1524 if i
== starts
.first
- 1 then
1525 # slot 0 free, 1 taken
1528 # slot 0 and more free
1531 else if starts
.length
>= 2 and ends
.first
+ 1 == starts
[1] then
1536 # at end of first chunk
1543 if ends
.is_empty
then
1547 return ends
.last
- 1
1550 # Remove the first instance of `item`
1553 var index
= items
.index_of
(item
)
1554 remove_at
(item
, index
)
1557 # Remove `item` at `index`
1558 fun remove_at
(item
: E
, index
: Int)
1565 for s
in starts
, e
in ends
do
1566 if s
<= i
and i
< e
then
1572 if starts
.is_empty
then
1577 else if e-1
== i
then
1578 # last item of chunk
1582 # first item of chunk
1586 ends
.insert
(ends
[ii
], ii
+1)
1588 starts
.insert
(i
+1, ii
+1)
1600 # Defragment and compress everything into a single chunks beginning at 0
1602 # Returns the elements that moved as a list.
1605 # intrude import gamnit::flat
1607 # var array = new GroupedArray[String]
1614 # assert array.to_s == "[b][d]"
1616 # var moved = array.defragment
1617 # assert moved.to_s == "[d]"
1618 # assert array.to_s == "[d,b]"
1619 # assert array.length == 2
1620 # assert array.capacity == 2
1624 # assert array.to_s == "[d,b,e,f]"
1626 fun defragment
(max
: nullable Int): Array[E
]
1628 app
.perf_clock_sprites
.lapse
1629 max
= max
or else length
1631 var moved
= new Array[E
]
1632 while max
> 0 and (starts
.length
> 1 or starts
.first
!= 0) do
1633 var i
= ends
.last
- 1
1642 if starts
.length
== 1 and starts
.first
== 0 then
1643 for i
in [length
..capacity
[ do items
.pop
1647 sys
.perfs
["gamnit flat gpu defrag"].add app
.perf_clock_sprites
.lapse
1653 var ss
= new Array[String]
1654 for s
in starts
, e
in ends
do
1657 var item
: nullable Object = items
[i
]
1658 if item
== null then item
= "null"
1660 if i
!= e-1
then ss
.add
","
1668 # Optimized `GroupedArray` to use `Sprite::context_index` and avoid using `index_of`
1669 private class GroupedSprites
1670 super GroupedArray[Sprite]
1675 item
.context_index
= index
1679 redef fun remove
(item
) do remove_at
(item
, item
.context_index
)
1682 redef class GLfloatArray
1683 private fun fill_from_matrix
(matrix
: Matrix, dst_offset
: nullable Int)
1685 dst_offset
= dst_offset
or else 0
1686 var mat_len
= matrix
.width
*matrix
.height
1687 assert length
>= mat_len
+ dst_offset
1688 native_array
.fill_from_matrix_native
(matrix
.items
, dst_offset
, mat_len
)
1692 redef class NativeGLfloatArray
1693 private fun fill_from_matrix_native
(matrix
: matrix
::NativeDoubleArray, dst_offset
, len
: Int) `{
1695 for (i = 0; i < len; i ++)
1696 self[i+dst_offset] = (GLfloat)matrix[i];