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 # Draw order, higher values cause this sprite to be drawn latter
246 # Change this value to avoid artifacts when drawing non-opaque sprites.
247 # In general, sprites with a non-opaque `texture` and sprites closer to
248 # the camera should have a higher value to be drawn last.
250 # Sprites sharing a `draw_order` are drawn in the same pass.
251 # The sprite to sprite draw order is undefined and may change when adding
252 # and removing sprites, or changing their attributes.
256 # Changing this value may have a negative performance impact if there are
257 # many different `draw_order` values across many sprites.
258 # Sprites sharing some attributes are drawn as group to reduce
259 # the communication overhead between the CPU and GPU,
260 # and changing `draw_order` may break up large groups into smaller groups.
261 var draw_order
= 0 is writable(draw_order_direct
=)
263 # Set draw order, see `draw_order`
264 fun draw_order
=(value
: Int)
266 if isset _draw_order
and value
!= draw_order
then needs_remap
267 draw_order_direct
= value
270 # Is this sprite static and added in bulk?
272 # Set to `true` to give a hint to the framework that this sprite won't
273 # change often and that it is added in bulk with other static sprites.
274 # This value can be ignored in the prototyping phase of a game and
275 # added only when better performance are needed.
276 var static
= false is writable(static_direct
=)
278 # Is this sprite static and added in bulk? see `static`
279 fun static
=(value
: Bool)
281 if isset _static
and value
!= static
then needs_remap
282 static_direct
= value
285 # Request an update on the CPU
287 # This is called automatically on modification of any value of `Sprite`.
288 # However, it can still be set manually if a modification can't be
289 # detected or by subclasses.
293 if c
== null then return
294 if c
.last_sprite_to_update
== self then return
295 c
.sprites_to_update
.add
self
296 c
.last_sprite_to_update
= self
299 # Request a resorting of this sprite in its sprite list
301 # Resorting is required when `static` or the root of `texture` changes.
302 # This is called automatically when such changes are detected.
303 # However, it can still be set manually if a modification can't be
304 # detected or by subclasses.
308 if l
!= null then l
.sprites_to_remap
.add
self
311 # Current context to which `self` was sorted
312 private var context
: nullable SpriteContext = null
315 private var context_index
: Int = -1
317 # Current context to which `self` belongs
318 private var sprite_set
: nullable SpriteSet = null
321 # Animation for sprites, set with `Sprite.animate`
323 # Two main services create animations:
324 # * The constructors accepts an array of textures and the number of frames per
325 # seconds: `new Animation(array_of_subtextures, 10.0)`
326 # * The method `Texture::to_animation` uses the whole texture
327 # dividing it in frames either on X or Y:
328 # `new Texture("path/in/assets.png").to_animation(30.0, 0, 12)`
331 # Frames composing this animation
333 # All frames must share the same `Texture::root`, be on a vertical or
334 # horizontal line, be spaced equally and share the same dimensions.
335 var frames
: SequenceRead[Texture]
337 # Frames per seconds, a higher value makes this animation faster
339 # The animation speed is also affected by `SpriteSet::time_mod`.
342 # Are the `frames` valid for an animation? (see the requirements in `frames`)
343 var valid
: Bool is lazy
do
344 var r
: nullable RootTexture = null
349 if r
!= f
.root
then return false
353 # TODO check for line, constant distance, and same aspect ratio.
360 # Default graphic program to draw `sprites`
361 private var simple_2d_program
= new Simple2dProgram is lazy
363 # Camera for world `sprites` and `depth::actors` with perspective
365 # By default, the camera is configured to a height of 1080 units
366 # of world coordinates at `z == 0.0`.
367 var world_camera
: EulerCamera is lazy
do
368 var camera
= new EulerCamera(app
.display
.as(not null))
370 # Aim for full HD pixel resolution at level 0
371 camera
.reset_height
1080.0
377 # Camera for `ui_sprites` using an orthogonal view
378 var ui_camera
= new UICamera(app
.display
.as(not null)) is lazy
380 # World sprites drawn as seen by `world_camera`
381 var sprites
= new SpriteSet
383 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
384 var ui_sprites
= new SpriteSet
386 # Main method to refine in clients to update game logic and `sprites`
387 fun update
(dt
: Float) do end
389 # Display `texture` as a splash screen
391 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
392 fun show_splash_screen
(texture
: Texture)
396 var splash
= new Sprite(texture
, ui_camera
.center
.offset
(0.0, 0.0, 0.0))
397 ui_sprites
.add splash
399 var display
= display
400 assert display
!= null
401 glClear gl_COLOR_BUFFER_BIT
402 frame_core_ui_sprites display
405 ui_sprites
.remove splash
409 # Support and implementation
411 # Main clock used to count each frame `dt`, lapsed for `update` only
412 private var clock
= new Clock is lazy
414 # Performance clock to for `frame_core_draw` operations
415 private var perf_clock_main
= new Clock
417 # Second performance clock for smaller operations
418 private var perf_clock_sprites
= new Clock is lazy
424 var display
= display
425 assert display
!= null
427 var gl_error
= glGetError
428 assert gl_error
== gl_NO_ERROR
else print_error gl_error
431 var program
= simple_2d_program
432 program
.compile_and_link
434 var gamnit_error
= program
.error
435 assert gamnit_error
== null else print_error gamnit_error
438 gl
.capabilities
.blend
.enable
439 glBlendFunc
(gl_ONE
, gl_ONE_MINUS_SRC_ALPHA
)
442 gl
.capabilities
.depth_test
.enable
443 glDepthFunc gl_LEQUAL
446 # Prepare viewport and background color
447 glViewport
(0, 0, display
.width
, display
.height
)
448 glClearColor
(0.0, 0.0, 0.0, 1.0)
450 gl_error
= glGetError
451 assert gl_error
== gl_NO_ERROR
else print_error gl_error
454 for tex
in all_root_textures
do
456 gamnit_error
= tex
.error
457 if gamnit_error
!= null then print_error gamnit_error
459 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MIN_FILTER
, gl_LINEAR
)
460 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, gl_LINEAR
)
467 simple_2d_program
.delete
470 var display
= display
471 if display
!= null then display
.close
474 redef fun on_resize
(display
)
478 world_camera
.mvp_matrix_cache
= null
479 ui_camera
.mvp_matrix_cache
= null
481 # Update all sprites in the UI
482 for sprite
in ui_sprites
do sprite
.needs_update
485 redef fun frame_core
(display
)
488 var gl_error
= glGetError
489 assert gl_error
== gl_NO_ERROR
else print_error gl_error
491 # Update game logic and set sprites
492 perf_clock_main
.lapse
493 var dt
= clock
.lapse
.to_f
496 sys
.perfs
["gamnit flat update client"].add perf_clock_main
.lapse
498 # Draw and flip screen
499 frame_core_draw display
503 gl_error
= glGetError
504 assert gl_error
== gl_NO_ERROR
else print_error gl_error
507 private var frame_dt
= 0.0
509 # Draw the whole screen, all `glDraw...` calls should be executed here
510 protected fun frame_core_draw
(display
: GamnitDisplay)
512 frame_core_dynamic_resolution_before display
514 perf_clock_main
.lapse
515 frame_core_world_sprites display
516 perfs
["gamnit flat world_sprites"].add perf_clock_main
.lapse
518 frame_core_ui_sprites display
519 perfs
["gamnit flat ui_sprites"].add perf_clock_main
.lapse
521 frame_core_dynamic_resolution_after display
524 private fun frame_core_sprites
(display
: GamnitDisplay, sprite_set
: SpriteSet, camera
: Camera)
526 var simple_2d_program
= app
.simple_2d_program
527 simple_2d_program
.use
528 simple_2d_program
.mvp
.uniform camera
.mvp_matrix
530 sprite_set
.time
+= frame_dt
*sprite_set
.time_mod
531 simple_2d_program
.time
.uniform sprite_set
.time
537 # Draw world sprites from `sprites`
538 protected fun frame_core_world_sprites
(display
: GamnitDisplay)
540 frame_core_sprites
(display
, sprites
, world_camera
)
543 # Draw UI sprites from `ui_sprites`
544 protected fun frame_core_ui_sprites
(display
: GamnitDisplay)
546 # Reset only the depth buffer
547 glClear gl_DEPTH_BUFFER_BIT
549 frame_core_sprites
(display
, ui_sprites
, ui_camera
)
555 # Vertices coordinates of the base geometry
557 # Defines the default width and height of related sprites.
558 private var vertices
: Array[Float] is lazy
do
561 return [-0.5*w
, 0.5*h
, 0.0,
567 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
568 private var texture_coords
: Array[Float] is lazy
do
571 var b
= offset_bottom
579 # Coordinates of this texture on the `root` texture, inverting the X axis
580 private var texture_coords_invert_x
: Array[Float] is lazy
do
583 var b
= offset_bottom
591 # Convert to a sprite animation at `fps` speed with `x` or `y` frames
593 # The arguments `x` and `y` set the number of frames in the texture.
594 # Use `x` for an horizontal arrangement or `y` for vertical.
595 # One and only one of the arguments must be different than 0,
596 # as an animation can only be on a line and cannot wrap.
597 fun to_animation
(fps
: Float, x
, y
: Int): Animation
599 assert (x
== 0) != (y
== 0)
601 var n_frames
= x
.max
(y
)
602 var frames
= new Array[Texture]
604 var dx
= (x
/n_frames
).to_f
/n_frames
.to_f
605 var dy
= (y
/n_frames
).to_f
/n_frames
.to_f
606 var w
= if x
== 0 then 1.0 else dx
607 var h
= if y
== 0 then 1.0 else dy
610 for i
in n_frames
.times
do
611 frames
.add
new RelativeSubtexture(root
, left
, top
, left
+w
, top
+h
)
616 return new Animation(frames
, fps
)
620 # Graphic program to display simple models with a texture, translation, rotation and scale
621 private class Simple2dProgram
622 super GamnitProgramFromSource
624 redef var vertex_shader_source
= """
625 // Vertex coordinates
626 attribute vec4 coord;
629 attribute vec4 color;
631 // Vertex translation
632 attribute vec4 translation;
635 attribute float scale;
637 // Vertex coordinates on textures
638 attribute vec2 tex_coord;
640 // Model view projection matrix
643 // Current world time, in seconds
647 attribute vec4 rotation_row0;
648 attribute vec4 rotation_row1;
649 attribute vec4 rotation_row2;
650 attribute vec4 rotation_row3;
652 // Animation speed, frames per seconds
653 attribute float a_fps;
655 // Number of frames in the animation
656 attribute float a_n_frames;
658 // World coordinate of the animation (for aspect ratio)
659 attribute vec2 a_coord;
661 // Animation texture coordinates of the first frame
662 attribute vec2 a_tex_coord;
664 // Animation texture coordinates difference between frames
665 attribute vec2 a_tex_diff;
667 // Animation start time, in reference to `time`
668 attribute float a_start;
670 // Number of loops to play of the animation
671 attribute float a_loops;
675 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
678 // Output to the fragment shader
679 varying vec4 v_color;
680 varying vec2 v_coord;
682 // Is there an active animation?
683 varying float v_animated;
689 float end = a_start + a_loops/a_fps*a_n_frames;
690 if (a_loops == -1.0 || time < end) {
692 float frame = mod(floor((time-a_start)*a_fps), a_n_frames);
693 v_coord = a_tex_coord + a_tex_diff*frame;
694 c = vec3(a_coord, coord.z);
703 gl_Position = (vec4(c * scale, 1.0) * rotation() + translation)* mvp;
704 v_color = vec4(color.rgb*color.a, color.a);
706 """ @ glsl_vertex_shader
708 redef var fragment_shader_source
= """
709 precision mediump float;
711 // Does this object use a texture?
712 uniform bool use_texture;
714 // Texture to apply on this object
715 uniform sampler2D texture0;
717 // Texture to apply on this object
718 uniform sampler2D animation;
720 // Input from the vertex shader
721 varying vec4 v_color;
722 varying vec2 v_coord;
723 varying float v_animated;
727 if (v_animated > 0.5) {
728 gl_FragColor = v_color * texture2D(animation, v_coord);
729 if (gl_FragColor.a <= 0.01) discard;
730 } else if (use_texture) {
731 gl_FragColor = v_color * texture2D(texture0, v_coord);
732 if (gl_FragColor.a <= 0.01) discard;
734 gl_FragColor = v_color;
737 """ @ glsl_fragment_shader
739 # Vertices coordinates
740 var coord
= attributes
["coord"].as(AttributeVec4) is lazy
742 # Should this program use the texture `texture`?
743 var use_texture
= uniforms
["use_texture"].as(UniformBool) is lazy
745 # Visible texture unit
746 var texture
= uniforms
["texture0"].as(UniformSampler2D) is lazy
748 # Coordinates on the textures, per vertex
749 var tex_coord
= attributes
["tex_coord"].as(AttributeVec2) is lazy
751 # Color tint per vertex
752 var color
= attributes
["color"].as(AttributeVec4) is lazy
754 # Translation applied to each vertex
755 var translation
= attributes
["translation"].as(AttributeVec4) is lazy
757 # Rotation matrix, row 0
758 var rotation_row0
= attributes
["rotation_row0"].as(AttributeVec4) is lazy
760 # Rotation matrix, row 1
761 var rotation_row1
= attributes
["rotation_row1"].as(AttributeVec4) is lazy
763 # Rotation matrix, row 2
764 var rotation_row2
= attributes
["rotation_row2"].as(AttributeVec4) is lazy
766 # Rotation matrix, row 3
767 var rotation_row3
= attributes
["rotation_row3"].as(AttributeVec4) is lazy
770 var scale
= attributes
["scale"].as(AttributeFloat) is lazy
772 # Model view projection matrix
773 var mvp
= uniforms
["mvp"].as(UniformMat4) is lazy
775 # World time, in seconds
776 var time
= uniforms
["time"].as(UniformFloat) is lazy
781 # Texture of all the frames of the animation
782 var animation_texture
= uniforms
["animation"].as(UniformSampler2D) is lazy
784 # Frame per second of the animation
785 var animation_fps
= attributes
["a_fps"].as(AttributeFloat) is lazy
787 # Number of frames in the animation
788 var animation_n_frames
= attributes
["a_n_frames"].as(AttributeFloat) is lazy
790 # Coordinates of each frame (mush be shared by all frames)
791 var animation_coord
= attributes
["a_coord"].as(AttributeVec2) is lazy
793 # Texture coordinates of the first frame
794 var animation_tex_coord
= attributes
["a_tex_coord"].as(AttributeVec2) is lazy
796 # Coordinate difference between each frame
797 var animation_tex_diff
= attributes
["a_tex_diff"].as(AttributeVec2) is lazy
799 # Animation start time, in seconds and in reference to `dt`
800 var animation_start
= attributes
["a_start"].as(AttributeFloat) is lazy
802 # Number of loops of the animation, -1 for infinite
803 var animation_loops
= attributes
["a_loops"].as(AttributeFloat) is lazy
806 redef class Point3d[N
]
808 # Associate each point to its sprites
810 private var sprites
: nullable Array[Sprite] = null
812 private fun sprites_add
(sprite
: Sprite)
814 var sprites
= sprites
815 if sprites
== null then
816 sprites
= new Array[Sprite]
817 self.sprites
= sprites
822 private fun sprites_remove
(sprite
: Sprite)
824 var sprites
= sprites
825 assert sprites
!= null
826 sprites
.remove sprite
830 # Notify `sprites` on attribute modification
832 private fun needs_update
834 var sprites
= sprites
835 if sprites
!= null then for s
in sprites
do s
.needs_update
840 if isset _x
and v
!= x
then needs_update
846 if isset _y
and v
!= y
then needs_update
852 if isset _z
and v
!= z
then needs_update
857 redef class OffsetPoint3d
860 if isset _x
and v
!= x
then needs_update
866 if isset _y
and v
!= y
then needs_update
872 if isset _z
and v
!= z
then needs_update
877 # Set of sprites sorting them into different `SpriteContext`
879 super HashSet[Sprite]
881 # Animation speed multiplier (0.0 to pause, 1.0 for normal speed, etc.)
882 var time_mod
= 1.0 is writable
884 # Seconds elapsed since the launch of the program, in world time responding to `time_mod`
887 # Map texture then static vs dynamic to a `SpriteContext`
888 private var contexts_map
= new HashMap4[RootTexture, nullable RootTexture, Bool, Int, Array[SpriteContext]]
890 # Contexts in `contexts_map`, sorted by draw order
891 private var contexts_items
= new Array[SpriteContext]
893 # Sprites needing resorting in `contexts_map`
894 private var sprites_to_remap
= new Array[Sprite]
896 # Add a sprite to the appropriate context
897 private fun map_sprite
(sprite
: Sprite)
899 assert sprite
.context
== null else print_error
"Sprite {sprite} belongs to another SpriteSet"
901 # Sort by texture and animation texture
902 var texture
= sprite
.texture
.root
903 var animation
= sprite
.animation
904 var animation_texture
= if animation
!= null then
905 animation
.frames
.first
.root
else null
906 var draw_order
= sprite
.draw_order
907 var contexts
= contexts_map
[texture
, animation_texture
, sprite
.static
, draw_order
]
910 if contexts
!= null then
911 for c
in contexts
.reverse_iterator
do
912 var size
= c
.sprites
.length
+ 1
913 if size
* 4 <= 0xffff then
920 if context
== null then
921 var usage
= if sprite
.static
then gl_STATIC_DRAW
else gl_DYNAMIC_DRAW
922 context
= new SpriteContext(texture
, animation_texture
, usage
, draw_order
)
924 if contexts
== null then
925 contexts
= new Array[SpriteContext]
926 contexts_map
[texture
, animation_texture
, sprite
.static
, draw_order
] = contexts
931 contexts_items
.add context
932 sprite_draw_order_sorter
.sort
(contexts_items
)
935 context
.sprites
.add sprite
936 context
.sprites_to_update
.add sprite
937 context
.last_sprite_to_update
= sprite
939 sprite
.context
= context
940 sprite
.sprite_set
= self
942 if animation
!= null and sprite
.animation_start
== -1.0 then
944 sprite
.animation_start
= time
948 # Remove a sprite from its context
949 private fun unmap_sprite
(sprite
: Sprite)
951 var context
= sprite
.context
952 assert context
!= null
953 context
.sprites
.remove sprite
955 sprite
.context
= null
956 sprite
.sprite_set
= null
959 # Draw all sprites by all contexts
962 # Remap sprites that may need to change context
963 for sprite
in sprites_to_remap
do
967 sprites_to_remap
.clear
970 for context
in contexts_items
do context
.draw
975 if contexts_items
.has
(e
.context
) then return
983 if e
isa Sprite then unmap_sprite e
986 redef fun remove_all
(e
)
988 if not has
(e
) then return
994 for sprite
in self do
995 sprite
.context
= null
996 sprite
.sprite_set
= null
999 for c
in contexts_items
do c
.destroy
1001 contexts_items
.clear
1005 # Context for calls to `glDrawElements`
1007 # Each context has only one `texture` and `usage`, but many sprites.
1008 private class SpriteContext
1011 # Context config and state
1013 # Only root texture drawn by this context
1014 var texture
: nullable RootTexture
1016 # Only animation texture drawn by this context
1017 var animation_texture
: nullable RootTexture
1019 # OpenGL ES usage of `buffer_array` and `buffer_element`
1020 var usage
: GLBufferUsage
1022 # Draw order shared by all `sprites`
1025 # Sprites drawn by this context
1026 var sprites
= new GroupedSprites
1028 # Sprites to update since last `draw`
1029 var sprites_to_update
= new Set[Sprite]
1031 # Cache of the last `Sprite` added to `sprites_to_update` since the last call to `draw`
1032 var last_sprite_to_update
: nullable Sprite = null
1034 # Sprites that have been update and for which `needs_update` can be set to false
1035 var updated_sprites
= new Array[Sprite]
1037 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
1039 # Require: `resize_ratio >= 1.0`
1040 var resize_ratio
= 1.2
1045 # OpenGL ES buffer name for vertex data
1046 var buffer_array
: Int = -1
1048 # OpenGL ES buffer name for indices
1049 var buffer_element
: Int = -1
1051 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
1052 var buffer_capacity
= 0
1054 # C buffers used to pass the data of a single sprite
1055 var local_data_buffer
= new GLfloatArray(float_per_vertex
*4) is lazy
1056 var local_indices_buffer
= new CUInt16Array(indices_per_sprite
) is lazy
1061 # Number of GL_FLOAT per vertex of `Simple2dProgram`
1062 var float_per_vertex
: Int is lazy
do
1063 return 4 + 4 + 4 + # vec4 translation, vec4 color, vec4 coord,
1064 1 + 2 + 4*4 + # float scale, vec2 tex_coord, vec4 rotation_row*,
1065 1 + 1 + # float a_fps, float a_n_frames,
1066 2 + 2 + 2 + # vec2 a_coord, vec2 a_tex_coord, vec2 a_tex_diff,
1067 1 + 1 # float a_start, float a_loops
1070 # Number of bytes per vertex of `Simple2dProgram`
1071 var bytes_per_vertex
: Int is lazy
do
1072 var fs
= 4 # sizeof(GL_FLOAT)
1073 return fs
* float_per_vertex
1076 # Number of bytes per sprite
1077 var bytes_per_sprite
: Int is lazy
do return bytes_per_vertex
* 4
1079 # Number of vertex indices per sprite draw call (2 triangles)
1080 var indices_per_sprite
= 6
1085 # Allocate `buffer_array` and `buffer_element`
1088 var bufs
= glGenBuffers
(2)
1089 buffer_array
= bufs
[0]
1090 buffer_element
= bufs
[1]
1092 var gl_error
= glGetError
1093 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1096 # Destroy `buffer_array` and `buffer_element`
1099 glDeleteBuffers
([buffer_array
, buffer_element
])
1100 var gl_error
= glGetError
1101 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1107 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
1110 app
.perf_clock_sprites
.lapse
1112 # Allocate a bit more space
1113 var capacity
= (sprites
.capacity
.to_f
* resize_ratio
).to_i
1115 var array_bytes
= capacity
* bytes_per_sprite
1116 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
1117 assert glIsBuffer
(buffer_array
)
1118 glBufferData
(gl_ARRAY_BUFFER
, array_bytes
, new Pointer.nul
, usage
)
1119 var gl_error
= glGetError
1120 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1122 # GL_TRIANGLES 6 vertices * sprite
1123 var n_indices
= capacity
* indices_per_sprite
1124 var ius
= 2 # sizeof(GL_UNSIGNED_SHORT)
1125 var element_bytes
= n_indices
* ius
1126 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
1127 assert glIsBuffer
(buffer_element
)
1128 glBufferData
(gl_ELEMENT_ARRAY_BUFFER
, element_bytes
, new Pointer.nul
, usage
)
1129 gl_error
= glGetError
1130 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1132 buffer_capacity
= capacity
1134 sys
.perfs
["gamnit flat gpu resize"].add app
.perf_clock_sprites
.lapse
1137 # Update GPU data of `sprite`
1138 fun update_sprite
(sprite
: Sprite)
1140 var context
= sprite
.context
1141 if context
!= self then return
1143 var sprite_index
= sprite
.context_index
1144 assert sprite_index
!= -1
1148 var data
= local_data_buffer
1152 data
[o
+ 0] = sprite
.center
.x
1153 data
[o
+ 1] = sprite
.center
.y
1154 data
[o
+ 2] = sprite
.center
.z
1158 data
[o
+ 4] = sprite
.tint
[0]
1159 data
[o
+ 5] = sprite
.tint
[1]
1160 data
[o
+ 6] = sprite
.tint
[2]
1161 data
[o
+ 7] = sprite
.tint
[3]
1164 data
[o
+ 8] = sprite
.scale
1167 data
[o
+ 9] = sprite
.texture
.vertices
[v
*3+0]
1168 data
[o
+10] = sprite
.texture
.vertices
[v
*3+1]
1169 data
[o
+11] = sprite
.texture
.vertices
[v
*3+2]
1173 var texture
= texture
1174 if texture
!= null then
1175 var tc
= if sprite
.invert_x
then
1176 sprite
.texture
.texture_coords_invert_x
1177 else sprite
.texture
.texture_coords
1178 data
[o
+13] = tc
[v
*2+0]
1179 data
[o
+14] = tc
[v
*2+1]
1184 if sprite
.rotation
== 0.0 then
1185 # Cache the matrix at no rotation
1186 rot
= once
new Matrix.identity
(4)
1188 rot
= new Matrix.rotation
(sprite
.rotation
, 0.0, 0.0, 1.0)
1190 data
.fill_from_matrix
(rot
, o
+15)
1192 var animation
= sprite
.animation
1193 if animation
== null then
1194 for i
in [31..40] do data
[o
+i
] = 0.0
1197 data
[o
+31] = animation
.fps
1200 data
[o
+32] = animation
.frames
.length
.to_f
1203 data
[o
+33] = animation
.frames
.first
.vertices
[v
*3+0]
1204 data
[o
+34] = animation
.frames
.first
.vertices
[v
*3+1]
1207 var tc
= if sprite
.invert_x
then
1208 animation
.frames
.first
.texture_coords_invert_x
1209 else animation
.frames
.first
.texture_coords
1210 data
[o
+35] = tc
[v
*2]
1211 data
[o
+36] = tc
[v
*2+1]
1214 var dx
= animation
.frames
[1].texture_coords
[0] - animation
.frames
[0].texture_coords
[0]
1215 var dy
= animation
.frames
[1].texture_coords
[1] - animation
.frames
[0].texture_coords
[1]
1220 data
[o
+39] = sprite
.animation_start
1223 data
[o
+40] = sprite
.animation_loops
1226 o
+= float_per_vertex
1229 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
1230 glBufferSubData
(gl_ARRAY_BUFFER
, sprite_index
*bytes_per_sprite
, bytes_per_sprite
, data
.native_array
)
1232 var gl_error
= glGetError
1233 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1242 var indices
= local_indices_buffer
1243 var io
= sprite_index
*4
1251 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
1252 glBufferSubData
(gl_ELEMENT_ARRAY_BUFFER
, sprite_index
*6*2, 6*2, indices
.native_array
)
1254 gl_error
= glGetError
1255 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1258 # Draw all `sprites`
1260 # Call `resize` and `update_sprite` as needed before actual draw operation.
1262 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
1265 if buffer_array
== -1 then prepare
1267 assert buffer_array
> 0 and buffer_element
> 0 else
1268 print_error
"Internal error: {self} was destroyed"
1272 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
1273 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
1275 # Resize GPU buffers?
1276 var update_everything
= false
1277 if sprites
.capacity
> buffer_capacity
then
1278 # Try to defragment first
1279 var moved
= sprites
.defragment
1281 if sprites
.capacity
> buffer_capacity
then
1282 # Defragmentation wasn't enough, grow
1285 # We must update everything
1286 update_everything
= true
1287 for s
in sprites
.items
do if s
!= null then sprites_to_update
.add s
1289 # Just update the moved sprites
1290 for s
in moved
do sprites_to_update
.add s
1292 else if sprites
.available
.not_empty
then
1293 # Defragment a bit anyway
1294 # TODO defrag only when there's time left on a frame
1295 var moved
= sprites
.defragment
(1)
1296 for s
in moved
do sprites_to_update
.add s
1299 # Update GPU sprites data
1300 if sprites_to_update
.not_empty
or update_everything
then
1301 app
.perf_clock_sprites
.lapse
1303 if update_everything
then
1304 for sprite
in sprites
.items
do if sprite
!= null then
1305 update_sprite
(sprite
)
1308 for sprite
in sprites_to_update
do update_sprite
(sprite
)
1311 sprites_to_update
.clear
1312 last_sprite_to_update
= null
1314 sys
.perfs
["gamnit flat gpu update"].add app
.perf_clock_sprites
.lapse
1317 # Update uniforms specific to this context
1318 var texture
= texture
1319 app
.simple_2d_program
.use_texture
.uniform texture
!= null
1320 if texture
!= null then
1321 glActiveTexture gl_TEXTURE0
1322 glBindTexture
(gl_TEXTURE_2D
, texture
.gl_texture
)
1323 app
.simple_2d_program
.texture
.uniform
0
1325 var gl_error
= glGetError
1326 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1328 var animation
= animation_texture
1329 if animation
!= null then
1330 glActiveTexture gl_TEXTURE1
1331 glBindTexture
(gl_TEXTURE_2D
, animation
.gl_texture
)
1332 app
.simple_2d_program
.animation_texture
.uniform
1
1334 gl_error
= glGetError
1335 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1337 # Configure attributes, in order:
1338 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*,
1339 # a_fps, a_n_frames, a_coord, a_tex_coord, a_tex_diff, a_start, a_loops
1342 var p
= app
.simple_2d_program
1343 var sizeof_gl_float
= 4 # sizeof(GL_FLOAT)
1345 var size
= 4 # Number of floats
1346 glEnableVertexAttribArray p
.translation
.location
1347 glVertexAttribPointeri
(p
.translation
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1348 offset
+= size
* sizeof_gl_float
1349 gl_error
= glGetError
1350 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1353 glEnableVertexAttribArray p
.color
.location
1354 glVertexAttribPointeri
(p
.color
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1355 offset
+= size
* sizeof_gl_float
1356 gl_error
= glGetError
1357 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1360 glEnableVertexAttribArray p
.scale
.location
1361 glVertexAttribPointeri
(p
.scale
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1362 offset
+= size
* sizeof_gl_float
1363 gl_error
= glGetError
1364 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1367 glEnableVertexAttribArray p
.coord
.location
1368 glVertexAttribPointeri
(p
.coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1369 offset
+= size
* sizeof_gl_float
1370 gl_error
= glGetError
1371 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1374 glEnableVertexAttribArray p
.tex_coord
.location
1375 glVertexAttribPointeri
(p
.tex_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1376 offset
+= size
* sizeof_gl_float
1377 gl_error
= glGetError
1378 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1381 for r
in [p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
] do
1383 glEnableVertexAttribArray r
.location
1384 glVertexAttribPointeri
(r
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1386 offset
+= size
* sizeof_gl_float
1387 gl_error
= glGetError
1388 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1392 glEnableVertexAttribArray p
.animation_fps
.location
1393 glVertexAttribPointeri
(p
.animation_fps
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1394 offset
+= size
* sizeof_gl_float
1395 gl_error
= glGetError
1396 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1399 glEnableVertexAttribArray p
.animation_n_frames
.location
1400 glVertexAttribPointeri
(p
.animation_n_frames
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1401 offset
+= size
* sizeof_gl_float
1402 gl_error
= glGetError
1403 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1406 glEnableVertexAttribArray p
.animation_coord
.location
1407 glVertexAttribPointeri
(p
.animation_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1408 offset
+= size
* sizeof_gl_float
1409 gl_error
= glGetError
1410 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1413 glEnableVertexAttribArray p
.animation_tex_coord
.location
1414 glVertexAttribPointeri
(p
.animation_tex_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1415 offset
+= size
* sizeof_gl_float
1416 gl_error
= glGetError
1417 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1420 glEnableVertexAttribArray p
.animation_tex_diff
.location
1421 glVertexAttribPointeri
(p
.animation_tex_diff
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1422 offset
+= size
* sizeof_gl_float
1423 gl_error
= glGetError
1424 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1427 glEnableVertexAttribArray p
.animation_start
.location
1428 glVertexAttribPointeri
(p
.animation_start
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1429 offset
+= size
* sizeof_gl_float
1430 gl_error
= glGetError
1431 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1434 glEnableVertexAttribArray p
.animation_loops
.location
1435 glVertexAttribPointeri
(p
.animation_loops
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1436 offset
+= size
* sizeof_gl_float
1437 gl_error
= glGetError
1438 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1441 for s
in sprites
.starts
, e
in sprites
.ends
do
1443 glDrawElementsi
(gl_TRIANGLES
, l
*indices_per_sprite
, gl_UNSIGNED_SHORT
, 2*s
*indices_per_sprite
)
1444 gl_error
= glGetError
1445 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1449 for attr
in [p
.translation
, p
.color
, p
.scale
, p
.coord
, p
.tex_coord
,
1450 p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
: Attribute] do
1451 if not attr
.is_active
then continue
1452 glDisableVertexAttribArray
(attr
.location
)
1453 gl_error
= glGetError
1454 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1457 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
1458 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, 0)
1459 gl_error
= glGetError
1460 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1464 # Representation of sprite data on the GPU
1466 # The main purpose of this class is to optimize the use of contiguous
1467 # space in GPU memory. Each contiguous memory block can be drawn in a
1468 # single call. The starts index of each block is kept by `starts,
1469 # and the end + 1 by `ends`.
1471 # The data can be compressed by a call to `defragment`.
1474 # intrude import gamnit::flat
1476 # var array = new GroupedArray[String]
1477 # assert array.to_s == ""
1485 # assert array.to_s == "[a,b,c,d,e,f]"
1486 # assert array.capacity == 6
1489 # assert array.to_s == "[b,c,d,e,f]"
1492 # assert array.to_s == "[c,d,e,f]"
1495 # assert array.to_s == "[c,d,e]"
1498 # assert array.to_s == "[c][e]"
1501 # assert array.to_s == "[A][c][e]"
1504 # assert array.to_s == "[A,B,c][e]"
1507 # assert array.to_s == "[A,B,c]"
1510 # assert array.to_s == "[A,B,c,D]"
1513 # assert array.to_s == "[A,B,c,D,E]"
1514 # assert array.capacity == 6
1515 # assert array.length == 5
1522 # assert array.to_s == ""
1525 # assert array.to_s == "[a]"
1527 private class GroupedArray[E
]
1529 # Memory with actual objects, and null in empty slots
1530 var items
= new Array[nullable E
]
1532 # Number of items in the array
1535 # Number of item slots in the array
1536 fun capacity
: Int do return items
.length
1538 # List of available slots
1539 var available
= new MinHeap[Int].default
1541 # Start index of filled chunks
1542 var starts
= new List[Int]
1544 # Index of the spots after filled chunks
1545 var ends
= new List[Int]
1547 # Add `item` to the first available slot and return its index
1548 fun add
(item
: E
): Int
1552 if available
.not_empty
then
1553 # starts & ends can't be empty
1555 var i
= available
.take
1558 if i
== starts
.first
- 1 then
1559 # slot 0 free, 1 taken
1562 # slot 0 and more free
1565 else if starts
.length
>= 2 and ends
.first
+ 1 == starts
[1] then
1570 # at end of first chunk
1577 if ends
.is_empty
then
1581 return ends
.last
- 1
1584 # Remove the first instance of `item`
1587 var index
= items
.index_of
(item
)
1588 remove_at
(item
, index
)
1591 # Remove `item` at `index`
1592 fun remove_at
(item
: E
, index
: Int)
1599 for s
in starts
, e
in ends
do
1600 if s
<= i
and i
< e
then
1606 if starts
.is_empty
then
1611 else if e-1
== i
then
1612 # last item of chunk
1616 # first item of chunk
1620 ends
.insert
(ends
[ii
], ii
+1)
1622 starts
.insert
(i
+1, ii
+1)
1634 # Defragment and compress everything into a single chunks beginning at 0
1636 # Returns the elements that moved as a list.
1639 # intrude import gamnit::flat
1641 # var array = new GroupedArray[String]
1648 # assert array.to_s == "[b][d]"
1650 # var moved = array.defragment
1651 # assert moved.to_s == "[d]"
1652 # assert array.to_s == "[d,b]"
1653 # assert array.length == 2
1654 # assert array.capacity == 2
1658 # assert array.to_s == "[d,b,e,f]"
1660 fun defragment
(max
: nullable Int): Array[E
]
1662 app
.perf_clock_sprites
.lapse
1663 max
= max
or else length
1665 var moved
= new Array[E
]
1666 while max
> 0 and (starts
.length
> 1 or starts
.first
!= 0) do
1667 var i
= ends
.last
- 1
1676 if starts
.length
== 1 and starts
.first
== 0 then
1677 for i
in [length
..capacity
[ do items
.pop
1681 sys
.perfs
["gamnit flat gpu defrag"].add app
.perf_clock_sprites
.lapse
1687 var ss
= new Array[String]
1688 for s
in starts
, e
in ends
do
1691 var item
: nullable Object = items
[i
]
1692 if item
== null then item
= "null"
1694 if i
!= e-1
then ss
.add
","
1702 # Optimized `GroupedArray` to use `Sprite::context_index` and avoid using `index_of`
1703 private class GroupedSprites
1704 super GroupedArray[Sprite]
1709 item
.context_index
= index
1713 redef fun remove
(item
) do remove_at
(item
, item
.context_index
)
1716 redef class GLfloatArray
1717 private fun fill_from_matrix
(matrix
: Matrix, dst_offset
: nullable Int)
1719 dst_offset
= dst_offset
or else 0
1720 var mat_len
= matrix
.width
*matrix
.height
1721 assert length
>= mat_len
+ dst_offset
1722 native_array
.fill_from_matrix_native
(matrix
.items
, dst_offset
, mat_len
)
1726 redef class NativeGLfloatArray
1727 private fun fill_from_matrix_native
(matrix
: matrix
::NativeDoubleArray, dst_offset
, len
: Int) `{
1729 for (i = 0; i < len; i ++)
1730 self[i+dst_offset] = (GLfloat)matrix[i];
1735 private var sprite_draw_order_sorter
= new DrawOrderComparator is lazy
1738 # Sort `SpriteContext` by their `draw_order`
1739 private class DrawOrderComparator
1742 # This class can't set COMPARED because
1743 # `the public property cannot contain the private type...`
1744 #redef type COMPARED: SpriteContext
1746 # Require: `a isa SpriteContext and b isa SpriteContext`
1747 redef fun compare
(a
, b
)
1748 do return a
.as(SpriteContext).draw_order
<=> b
.as(SpriteContext).draw_order