lib/gamnit flat: set array_enabled settings at each frame
[nit.git] / lib / gamnit / flat.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
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
6 #
7 # http://www.apache.org/licenses/LICENSE-2.0
8 #
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.
14
15 # Simple API for 2D games, based around `Sprite` and `App::update`
16 #
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.
20 #
21 # This system relies on two cameras `App::world_camera` and `App::ui_camera`.
22 #
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 zoom in and out.
25 # It is used to position the sprites in `App::sprites`.
26 #
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 and the like.
29 # It can be used to standardize the size of the UI across devices.
30 # It is used to position the sprites in `App::ui_sprites`.
31 #
32 # See the sample game at `contrib/asteronits/`.
33 module flat
34
35 import glesv2
36
37 import geometry::points_and_lines
38 import matrix::projection
39 import more_collections
40 import realtime
41
42 import gamnit
43 import gamnit::cameras
44 import gamnit::limit_fps
45
46 # Image to draw on screen
47 class Sprite
48
49 # Texture drawn to screen
50 var texture: Texture is writable
51
52 # Position of this sprite in world coordinates
53 var center: Point3d[Float] is writable
54
55 # Rotation on the Z axis
56 var rotation = 0.0 is writable
57
58 # Scale applied to this sprite
59 var scale = 1.0 is writable
60
61 # Transparency applied to the texture on draw
62 var alpha = 1.0 is writable
63
64 private fun draw
65 do
66 var simple_2d_program = app.simple_2d_program
67
68 glActiveTexture gl_TEXTURE0
69 glBindTexture(gl_TEXTURE_2D, texture.root.gl_texture)
70
71 simple_2d_program.translation.uniform(center.x, -center.y, center.z, 0.0)
72 simple_2d_program.color.uniform(1.0, 1.0, 1.0, alpha)
73 simple_2d_program.scale.uniform scale
74
75 simple_2d_program.use_texture.uniform true
76 simple_2d_program.texture.uniform 0
77 simple_2d_program.tex_coord.array(texture.texture_coords, 2)
78 simple_2d_program.coord.array(texture.vertices, 3)
79
80 simple_2d_program.rotation.uniform new Matrix.rotation(rotation, 0.0, 0.0, 1.0)
81
82 glDrawArrays(gl_TRIANGLE_STRIP, 0, 4)
83 end
84 end
85
86 redef class App
87 # Default graphic program to draw `sprites`
88 var simple_2d_program = new Simple2dProgram is lazy # TODO private
89
90 # Camera for world objects with perspective
91 #
92 # By default, the camera is configured to respect the resolution
93 # of the screen in world coordinates at `z == 0.0`.
94 var world_camera: EulerCamera is lazy do
95 var camera = new EulerCamera(app.display.as(not null))
96
97 # Aim for pixel resolution at level 0
98 camera.reset_height
99 camera.near = 100.0
100
101 return camera
102 end
103
104 # Camera for UI elements using an orthogonal view
105 var ui_camera: UICamera = new UICamera(app.display.as(not null)) is lazy
106
107 # Live sprites to draw in reference to `world_camera`
108 var sprites: Sequence[Sprite] = new List[Sprite]
109
110 # UI sprites to draw in reference to `ui_camera`, over world `sprites`
111 var ui_sprites: Sequence[Sprite] = new List[Sprite]
112
113 private var clock = new Clock
114
115 redef fun on_create
116 do
117 super
118
119 var display = display
120 assert display != null
121
122 var gl_error = glGetError
123 assert gl_error == gl_NO_ERROR else print gl_error
124
125 # Prepare program
126 var program = simple_2d_program
127 program.compile_and_link
128
129 var gamnit_error = program.error
130 assert gamnit_error == null else print_error gamnit_error
131
132 # Enable blending
133 gl.capabilities.blend.enable
134 glBlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA)
135
136 # Enable depth test
137 gl.capabilities.depth_test.enable
138 glDepthFunc gl_LEQUAL
139 glDepthMask true
140
141 # Prepare viewport and background color
142 glViewport(0, 0, display.width, display.height)
143 glClearColor(0.0, 0.0, 0.0, 1.0)
144
145 gl_error = glGetError
146 assert gl_error == gl_NO_ERROR else print gl_error
147
148 # Prepare to draw
149 for tex in all_root_textures do
150 tex.load
151
152 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
153 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
154
155 gamnit_error = tex.error
156 assert gamnit_error == null else print_error gamnit_error
157 end
158 end
159
160 redef fun frame_core(display)
161 do
162 # Prepare to draw, clear buffers
163 glClear(gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT)
164
165 # Check errors
166 var gl_error = glGetError
167 assert gl_error == gl_NO_ERROR else print gl_error
168
169 # Update game logic and set sprites
170 var dt = clock.lapse.to_f
171 update dt
172
173 # Draw and flip screen
174 frame_core_draw display
175 display.flip
176
177 # Check errors
178 gl_error = glGetError
179 assert gl_error == gl_NO_ERROR else print gl_error
180 end
181
182 # Draw sprites in `sprites` and `ui_sprites`
183 protected fun frame_core_draw(display: GamnitDisplay)
184 do
185 simple_2d_program.use
186
187 # Set constant configs
188 simple_2d_program.coord.array_enabled = true
189 simple_2d_program.tex_coord.array_enabled = true
190 simple_2d_program.color.array_enabled = false
191
192 # TODO optimize this draw to store constant values on the GPU
193 # World sprites
194 simple_2d_program.mvp.uniform world_camera.mvp_matrix
195 for sprite in sprites do sprite.draw
196
197 # Reset only the depth buffer
198 glClear gl_DEPTH_BUFFER_BIT
199
200 # UI sprites
201 simple_2d_program.mvp.uniform ui_camera.mvp_matrix
202 for sprite in ui_sprites do sprite.draw
203 end
204
205 # Main method to refine in clients to update game logic and `sprites`
206 fun update(dt: Float) do end
207
208 redef fun on_stop
209 do
210 # Clean up
211 simple_2d_program.delete
212
213 # Close gamnit
214 var display = display
215 if display != null then display.close
216 end
217 end
218
219 redef class Texture
220
221 # Vertices coordinates of the base geometry
222 private var vertices: Array[Float] is lazy do
223 var mod = 1.0
224 var w = width * mod
225 var h = height * mod
226 var a = [-0.5*w, -0.5*h, 0.0]
227 var b = [ 0.5*w, -0.5*h, 0.0]
228 var c = [-0.5*w, 0.5*h, 0.0]
229 var d = [ 0.5*w, 0.5*h, 0.0]
230
231 var vertices = new Array[Float]
232 for v in [c, d, a, b] do vertices.add_all v
233 return vertices
234 end
235
236 # Coordinates of this texture on the `root` texture, with `[0..1.0]`
237 private var texture_coords: Array[Float] is lazy do
238 var a = [offset_left, offset_bottom]
239 var b = [offset_right, offset_bottom]
240 var c = [offset_left, offset_top]
241 var d = [offset_right, offset_top]
242
243 var texture_coords = new Array[Float]
244 for v in [c, d, a, b] do texture_coords.add_all v
245 return texture_coords
246 end
247 end
248
249 # Graphic program to display simple models with a texture, translation, rotation and scale
250 class Simple2dProgram
251 super GamnitProgramFromSource
252
253 redef var vertex_shader_source = """
254 // Vertex coordinates
255 attribute vec4 coord;
256
257 // Vertex color tint
258 attribute vec4 color;
259
260 // Vertex translation
261 attribute vec4 translation;
262
263 // Vertex scaling
264 attribute float scale;
265
266 // Vertex coordinates on textures
267 attribute vec2 tex_coord;
268
269 // Model view projection matrix
270 uniform mat4 mvp;
271
272 // Rotation matrix
273 uniform mat4 rotation;
274
275 // Output for the fragment shader
276 varying vec4 v_color;
277 varying vec2 v_coord;
278
279 void main()
280 {
281 v_color = color;
282 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation + translation) * mvp;
283 v_coord = tex_coord;
284 }
285 """ @ glsl_vertex_shader
286
287 redef var fragment_shader_source = """
288 precision mediump float;
289
290 // Does this object use a texture?
291 uniform bool use_texture;
292
293 // Texture to apply on this object
294 uniform sampler2D texture;
295
296 // Input from the vertex shader
297 varying vec4 v_color;
298 varying vec2 v_coord;
299
300 void main()
301 {
302 if(use_texture) {
303 gl_FragColor = v_color * texture2D(texture, v_coord);
304 if (gl_FragColor.a == 0.0) discard;
305 } else {
306 gl_FragColor = v_color;
307 }
308 }
309 """ @ glsl_fragment_shader
310
311 # Vertices coordinates
312 var coord = attributes["coord"].as(AttributeVec4) is lazy
313
314 # Should this program use the texture `texture`?
315 var use_texture = uniforms["use_texture"].as(UniformBool) is lazy
316
317 # Visible texture unit
318 var texture = uniforms["texture"].as(UniformSampler2D) is lazy
319
320 # Coordinates on the textures, per vertex
321 var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
322
323 # Color tint per vertex
324 var color = attributes["color"].as(AttributeVec4) is lazy
325
326 # Translation applied to each vertex
327 var translation = attributes["translation"].as(AttributeVec4) is lazy
328
329 # Rotation matrix
330 var rotation = uniforms["rotation"].as(UniformMat4) is lazy
331
332 # Scaling per vertex
333 var scale = attributes["scale"].as(AttributeFloat) is lazy
334
335 # Model view projection matrix
336 var mvp = uniforms["mvp"].as(UniformMat4) is lazy
337 end
338
339 redef class Point3d[N]
340 # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z`
341 fun offset(x, y, z: Numeric): Point3d[Float]
342 do
343 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)
344 end
345 end