8018e1d237a475e3d7705e08809ffd73aa45fe95
[nit.git] / lib / gamnit / flat / flat_core.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 # Core services for the `flat` API for 2D games
16 module flat_core
17
18 import glesv2
19 intrude import geometry::points_and_lines # For _x, _y and _z
20 intrude import matrix
21 import matrix::projection
22 import more_collections
23 import performance_analysis
24
25 import gamnit
26 intrude import gamnit::cameras
27 intrude import gamnit::cameras_cache
28 import gamnit::dynamic_resolution
29
30 # Visible 2D entity in the game world or UI
31 #
32 # Similar to `gamnit::Actor` which is in 3D.
33 #
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.
39 #
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
44 # to the `SpriteSet`.
45 #
46 # ~~~
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))
50 #
51 # # Add sprite to the visible game world
52 # app.sprites.add sprite
53 #
54 # # Extra configuration of the sprite
55 # sprite.rotation = pi/2.0
56 # sprite.scale = 2.0
57 #
58 # # Show only the blue colors
59 # sprite.red = 0.0
60 # sprite.green = 0.0
61 # ~~~
62 #
63 # To add a sprite to the UI it can be anchored to screen borders
64 # with `ui_camera.top_left` and the likes.
65 #
66 # ~~~nitish
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)
69 #
70 # # Load texture and create sprite
71 # var texture = new Texture("path/in/assets.png")
72 # var sprite = new Sprite(texture, pos)
73 #
74 # # Add it to the UI (above world sprites)
75 # app.ui_sprites.add sprite
76 # ~~~
77 class Sprite
78
79 # Texture drawn to screen
80 var texture: Texture is writable(texture_direct=)
81
82 # Texture drawn to screen
83 fun texture=(value: Texture)
84 do
85 if isset _texture and value != texture then
86 needs_update
87 if value.root != texture.root then needs_remap
88 end
89 texture_direct = value
90 end
91
92 # Center position of this sprite in world coordinates
93 var center: Point3d[Float] is writable(center_direct=), noautoinit
94
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
98 needs_update
99 center.sprites_remove self
100 end
101
102 value.sprites_add self
103 center_direct = value
104 end
105
106 # Last animation set with `animate`
107 var animation: nullable Animation = null
108
109 # Animation on the shader, if this changes it `needs_remap`
110 private var shader_animation: nullable Animation = null
111
112 # Animation start time, relative to `sprite_set.time`
113 #
114 # At -1.0 if animation started before being assigned a `sprite_set`.
115 private var animation_start = 0.0
116
117 # Number of loops to show `animation`
118 private var animation_loops = 0.0
119
120 # Start the `animation` for `n_loops`, replacing the static `texture`
121 #
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`.
126 #
127 # The animation can be stopped using `animate_stop`.
128 fun animate(animation: Animation, n_loops: nullable Float)
129 do
130 if not animation.valid then print_error "{class_name}::animate: invalid animation {animation}"
131
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
135 needs_remap
136 else
137 needs_update
138 end
139
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
145 end
146
147 # Stop any active `animation` to display the static `texture`
148 fun animate_stop
149 do
150 if animation == null then return
151 needs_update
152 animation = null
153 end
154
155 # Rotation on the Z axis, positive values turn counterclockwise
156 var rotation = 0.0 is writable(rotation_direct=)
157
158 # Rotation on the Z axis, positive values turn counterclockwise
159 fun rotation=(value: Float)
160 do
161 if isset _rotation and value != rotation then needs_update
162 rotation_direct = value
163 end
164
165 # Mirror `texture` horizontally, inverting each pixel on the X axis
166 var invert_x = false is writable(invert_x_direct=)
167
168 # Mirror `texture` horizontally, inverting each pixel on the X axis
169 fun invert_x=(value: Bool)
170 do
171 if isset _invert_x and value != invert_x then needs_update
172 invert_x_direct = value
173 end
174
175 # Scale applied to this sprite
176 #
177 # The basic size of `self` depends on the size in pixels of `texture`.
178 var scale = 1.0 is writable(scale_direct=)
179
180 # Scale applied to this sprite
181 #
182 # The basic size of `self` depends on the size in pixels of `texture`.
183 fun scale=(value: Float)
184 do
185 if isset _scale and value != scale then needs_update
186 scale_direct = value
187 end
188
189 # Red tint applied to `texture` on draw
190 fun red: Float do return tint[0]
191
192 # Red tint applied to `texture` on draw
193 fun red=(value: Float)
194 do
195 if isset _tint and value != red then needs_update
196 tint[0] = value
197 end
198
199 # Green tint applied to `texture` on draw
200 fun green: Float do return tint[1]
201
202 # Green tint applied to `texture` on draw
203 fun green=(value: Float)
204 do
205 if isset _tint and value != green then needs_update
206 tint[1] = value
207 end
208
209 # Blue tint applied to `texture` on draw
210 fun blue: Float do return tint[2]
211
212 # Blue tint applied to `texture` on draw
213 fun blue=(value: Float)
214 do
215 if isset _tint and value != blue then needs_update
216 tint[2] = value
217 end
218
219 # Transparency applied to `texture` on draw
220 fun alpha: Float do return tint[3]
221
222 # Transparency applied to `texture` on draw
223 fun alpha=(value: Float)
224 do
225 if isset _tint and value != alpha then needs_update
226 tint[3] = value
227 end
228
229 # Tint applied to `texture` on draw
230 #
231 # Alternative to the accessors `red, green, blue & alpha`.
232 # Changes inside the array do not automatically set `needs_update`.
233 #
234 # Require: `tint.length == 4`
235 var tint: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct=)
236
237 # Tint applied to `texture` on draw, see `tint`
238 fun tint=(value: Array[Float])
239 do
240 if isset _tint and value != tint then needs_update
241 tint_direct = value
242 end
243
244 # Draw order, higher values cause this sprite to be drawn latter
245 #
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.
249 #
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.
253 #
254 # ### Warning
255 #
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=)
262
263 # Set draw order, see `draw_order`
264 fun draw_order=(value: Int)
265 do
266 if isset _draw_order and value != draw_order then needs_remap
267 draw_order_direct = value
268 end
269
270 # Is this sprite static and added in bulk?
271 #
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=)
277
278 # Is this sprite static and added in bulk? see `static`
279 fun static=(value: Bool)
280 do
281 if isset _static and value != static then needs_remap
282 static_direct = value
283 end
284
285 # Request an update on the CPU
286 #
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.
290 fun needs_update
291 do
292 var c = context
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
297 end
298
299 # Request a resorting of this sprite in its sprite list
300 #
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.
305 fun needs_remap
306 do
307 var l = sprite_set
308 if l != null then l.sprites_to_remap.add self
309 end
310
311 # Current context to which `self` was sorted
312 private var context: nullable SpriteContext = null
313
314 # Index in `context`
315 private var context_index: Int = -1
316
317 # Current context to which `self` belongs
318 private var sprite_set: nullable SpriteSet = null
319 end
320
321 # Animation for sprites, set with `Sprite.animate`
322 #
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)`
329 class Animation
330
331 # Frames composing this animation
332 #
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]
336
337 # Frames per seconds, a higher value makes this animation faster
338 #
339 # The animation speed is also affected by `SpriteSet::time_mod`.
340 var fps: Float
341
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
345 for f in frames do
346 if r == null then
347 r = f.root
348 else
349 if r != f.root then return false
350 end
351 end
352
353 # TODO check for line, constant distance, and same aspect ratio.
354
355 return true
356 end
357 end
358
359 redef class App
360 # Default graphic program to draw `sprites`
361 private var simple_2d_program = new Simple2dProgram is lazy
362
363 # Camera for world `sprites` and `depth::actors` with perspective
364 #
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))
369
370 # Aim for full HD pixel resolution at level 0
371 camera.reset_height 1080.0
372 camera.near = 10.0
373
374 return camera
375 end
376
377 # Camera for `ui_sprites` using an orthogonal view
378 var ui_camera = new UICamera(app.display.as(not null)) is lazy
379
380 # World sprites drawn as seen by `world_camera`
381 var sprites = new SpriteSet
382
383 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
384 var ui_sprites = new SpriteSet
385
386 # Main method to refine in clients to update game logic and `sprites`
387 fun update(dt: Float) do end
388
389 # Display `texture` as a splash screen
390 #
391 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
392 fun show_splash_screen(texture: Texture)
393 do
394 texture.load
395
396 var splash = new Sprite(texture, ui_camera.center.offset(0.0, 0.0, 0.0))
397 ui_sprites.add splash
398
399 var display = display
400 assert display != null
401 glClear gl_COLOR_BUFFER_BIT
402 frame_core_ui_sprites display
403 display.flip
404
405 ui_sprites.remove splash
406 end
407
408 # ---
409 # Support and implementation
410
411 # Main clock used to count each frame `dt`, lapsed for `update` only
412 private var clock = new Clock is lazy
413
414 # Performance clock to for `frame_core_draw` operations
415 private var perf_clock_main = new Clock
416
417 # Second performance clock for smaller operations
418 private var perf_clock_sprites = new Clock is lazy
419
420 redef fun on_create
421 do
422 super
423
424 var display = display
425 assert display != null
426
427 var gl_error = glGetError
428 assert gl_error == gl_NO_ERROR else print_error gl_error
429
430 # Prepare program
431 var program = simple_2d_program
432 program.compile_and_link
433
434 var gamnit_error = program.error
435 assert gamnit_error == null else print_error gamnit_error
436
437 # Enable blending
438 gl.capabilities.blend.enable
439 glBlendFunc(gl_ONE, gl_ONE_MINUS_SRC_ALPHA)
440
441 # Enable depth test
442 gl.capabilities.depth_test.enable
443 glDepthFunc gl_LEQUAL
444 glDepthMask true
445
446 # Prepare viewport and background color
447 glViewport(0, 0, display.width, display.height)
448 glClearColor(0.0, 0.0, 0.0, 1.0)
449
450 gl_error = glGetError
451 assert gl_error == gl_NO_ERROR else print_error gl_error
452
453 # Prepare to draw
454 for tex in all_root_textures do
455 tex.load
456 gamnit_error = tex.error
457 if gamnit_error != null then print_error gamnit_error
458
459 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
460 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
461 end
462 end
463
464 redef fun on_stop
465 do
466 super
467
468 # Clean up
469 simple_2d_program.delete
470
471 # Close gamnit
472 var display = display
473 if display != null then display.close
474 end
475
476 redef fun on_resize(display)
477 do
478 super
479
480 world_camera.mvp_matrix_cache = null
481 ui_camera.mvp_matrix_cache = null
482
483 # Update all sprites in the UI
484 for sprite in ui_sprites do sprite.needs_update
485 end
486
487 redef fun frame_core(display)
488 do
489 # Check errors
490 var gl_error = glGetError
491 assert gl_error == gl_NO_ERROR else print_error gl_error
492
493 # Update game logic and set sprites
494 perf_clock_main.lapse
495 var dt = clock.lapse.to_f
496 update dt
497 frame_dt = dt
498 sys.perfs["gamnit flat update client"].add perf_clock_main.lapse
499
500 # Draw and flip screen
501 frame_core_draw display
502 display.flip
503
504 # Check errors
505 gl_error = glGetError
506 assert gl_error == gl_NO_ERROR else print_error gl_error
507 end
508
509 private var frame_dt = 0.0
510
511 # Draw the whole screen, all `glDraw...` calls should be executed here
512 protected fun frame_core_draw(display: GamnitDisplay)
513 do
514 frame_core_dynamic_resolution_before display
515
516 perf_clock_main.lapse
517 frame_core_world_sprites display
518 perfs["gamnit flat world_sprites"].add perf_clock_main.lapse
519
520 frame_core_ui_sprites display
521 perfs["gamnit flat ui_sprites"].add perf_clock_main.lapse
522
523 frame_core_dynamic_resolution_after display
524 end
525
526 private fun frame_core_sprites(display: GamnitDisplay, sprite_set: SpriteSet, camera: Camera)
527 do
528 var simple_2d_program = app.simple_2d_program
529 simple_2d_program.use
530 simple_2d_program.mvp.uniform camera.mvp_matrix
531
532 sprite_set.time += frame_dt*sprite_set.time_mod
533 simple_2d_program.time.uniform sprite_set.time
534
535 # draw
536 sprite_set.draw
537 end
538
539 # Draw world sprites from `sprites`
540 protected fun frame_core_world_sprites(display: GamnitDisplay)
541 do
542 frame_core_sprites(display, sprites, world_camera)
543 end
544
545 # Draw UI sprites from `ui_sprites`
546 protected fun frame_core_ui_sprites(display: GamnitDisplay)
547 do
548 # Reset only the depth buffer
549 glClear gl_DEPTH_BUFFER_BIT
550
551 frame_core_sprites(display, ui_sprites, ui_camera)
552 end
553 end
554
555 redef class Texture
556
557 # Vertices coordinates of the base geometry
558 #
559 # Defines the default width and height of related sprites.
560 private var vertices: Array[Float] is lazy do
561 var w = width
562 var h = height
563 return [-0.5*w, 0.5*h, 0.0,
564 0.5*w, 0.5*h, 0.0,
565 -0.5*w, -0.5*h, 0.0,
566 0.5*w, -0.5*h, 0.0]
567 end
568
569 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
570 private var texture_coords: Array[Float] is lazy do
571 var l = offset_left
572 var r = offset_right
573 var b = offset_bottom
574 var t = offset_top
575 return [l, t,
576 r, t,
577 l, b,
578 r, b]
579 end
580
581 # Coordinates of this texture on the `root` texture, inverting the X axis
582 private var texture_coords_invert_x: Array[Float] is lazy do
583 var l = offset_left
584 var r = offset_right
585 var b = offset_bottom
586 var t = offset_top
587 return [r, t,
588 l, t,
589 r, b,
590 l, b]
591 end
592
593 # Convert to a sprite animation at `fps` speed with `x` or `y` frames
594 #
595 # The arguments `x` and `y` set the number of frames in the texture.
596 # Use `x` for an horizontal arrangement or `y` for vertical.
597 # One and only one of the arguments must be different than 0,
598 # as an animation can only be on a line and cannot wrap.
599 fun to_animation(fps: Float, x, y: Int): Animation
600 do
601 assert (x == 0) != (y == 0)
602
603 var n_frames = x.max(y)
604 var frames = new Array[Texture]
605
606 var dx = (x/n_frames).to_f/n_frames.to_f
607 var dy = (y/n_frames).to_f/n_frames.to_f
608 var w = if x == 0 then 1.0 else dx
609 var h = if y == 0 then 1.0 else dy
610 var left = 0.0
611 var top = 0.0
612 for i in n_frames.times do
613 frames.add new RelativeSubtexture(root, left, top, left+w, top+h)
614 left += dx
615 top += dy
616 end
617
618 return new Animation(frames, fps)
619 end
620 end
621
622 # Graphic program to display simple models with a texture, translation, rotation and scale
623 private class Simple2dProgram
624 super GamnitProgramFromSource
625
626 redef var vertex_shader_source = """
627 // Vertex coordinates
628 attribute vec4 coord;
629
630 // Vertex color tint
631 attribute vec4 color;
632
633 // Vertex translation
634 attribute vec4 translation;
635
636 // Vertex scaling
637 attribute float scale;
638
639 // Vertex coordinates on textures
640 attribute vec2 tex_coord;
641
642 // Model view projection matrix
643 uniform mat4 mvp;
644
645 // Current world time, in seconds
646 uniform float time;
647
648 // Rotation matrix
649 attribute vec4 rotation_row0;
650 attribute vec4 rotation_row1;
651 attribute vec4 rotation_row2;
652 attribute vec4 rotation_row3;
653
654 // Animation speed, frames per seconds
655 attribute float a_fps;
656
657 // Number of frames in the animation
658 attribute float a_n_frames;
659
660 // World coordinate of the animation (for aspect ratio)
661 attribute vec2 a_coord;
662
663 // Animation texture coordinates of the first frame
664 attribute vec2 a_tex_coord;
665
666 // Animation texture coordinates difference between frames
667 attribute vec2 a_tex_diff;
668
669 // Animation start time, in reference to `time`
670 attribute float a_start;
671
672 // Number of loops to play of the animation
673 attribute float a_loops;
674
675 mat4 rotation()
676 {
677 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
678 }
679
680 // Output to the fragment shader
681 varying vec4 v_color;
682 varying vec2 v_coord;
683
684 // Is there an active animation?
685 varying float v_animated;
686
687 void main()
688 {
689 vec3 c; // coords
690
691 float end = a_start + a_loops/a_fps*a_n_frames;
692 if (a_fps != 0.0 && (a_loops == -1.0 || time < end)) {
693 // in animation
694 float frame = mod(floor((time-a_start)*a_fps), a_n_frames);
695 v_coord = a_tex_coord + a_tex_diff*frame;
696 c = vec3(a_coord, coord.z);
697 v_animated = 1.0;
698 } else {
699 // static
700 v_coord = tex_coord;
701 c = coord.xyz;
702 v_animated = 0.0;
703 }
704
705 gl_Position = (vec4(c * scale, 1.0) * rotation() + translation)* mvp;
706 v_color = vec4(color.rgb*color.a, color.a);
707 }
708 """ @ glsl_vertex_shader
709
710 redef var fragment_shader_source = """
711 precision mediump float;
712
713 // Does this object use a texture?
714 uniform bool use_texture;
715
716 // Texture to apply on this object
717 uniform sampler2D texture0;
718
719 // Texture to apply on this object
720 uniform sampler2D animation;
721
722 // Input from the vertex shader
723 varying vec4 v_color;
724 varying vec2 v_coord;
725 varying float v_animated;
726
727 void main()
728 {
729 if (v_animated > 0.5) {
730 gl_FragColor = v_color * texture2D(animation, v_coord);
731 if (gl_FragColor.a <= 0.01) discard;
732 } else if (use_texture) {
733 gl_FragColor = v_color * texture2D(texture0, v_coord);
734 if (gl_FragColor.a <= 0.01) discard;
735 } else {
736 gl_FragColor = v_color;
737 }
738 }
739 """ @ glsl_fragment_shader
740
741 # Vertices coordinates
742 var coord = attributes["coord"].as(AttributeVec4) is lazy
743
744 # Should this program use the texture `texture`?
745 var use_texture = uniforms["use_texture"].as(UniformBool) is lazy
746
747 # Visible texture unit
748 var texture = uniforms["texture0"].as(UniformSampler2D) is lazy
749
750 # Coordinates on the textures, per vertex
751 var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
752
753 # Color tint per vertex
754 var color = attributes["color"].as(AttributeVec4) is lazy
755
756 # Translation applied to each vertex
757 var translation = attributes["translation"].as(AttributeVec4) is lazy
758
759 # Rotation matrix, row 0
760 var rotation_row0 = attributes["rotation_row0"].as(AttributeVec4) is lazy
761
762 # Rotation matrix, row 1
763 var rotation_row1 = attributes["rotation_row1"].as(AttributeVec4) is lazy
764
765 # Rotation matrix, row 2
766 var rotation_row2 = attributes["rotation_row2"].as(AttributeVec4) is lazy
767
768 # Rotation matrix, row 3
769 var rotation_row3 = attributes["rotation_row3"].as(AttributeVec4) is lazy
770
771 # Scaling per vertex
772 var scale = attributes["scale"].as(AttributeFloat) is lazy
773
774 # Model view projection matrix
775 var mvp = uniforms["mvp"].as(UniformMat4) is lazy
776
777 # World time, in seconds
778 var time = uniforms["time"].as(UniformFloat) is lazy
779
780 # ---
781 # Animations
782
783 # Texture of all the frames of the animation
784 var animation_texture = uniforms["animation"].as(UniformSampler2D) is lazy
785
786 # Frame per second of the animation
787 var animation_fps = attributes["a_fps"].as(AttributeFloat) is lazy
788
789 # Number of frames in the animation
790 var animation_n_frames = attributes["a_n_frames"].as(AttributeFloat) is lazy
791
792 # Coordinates of each frame (mush be shared by all frames)
793 var animation_coord = attributes["a_coord"].as(AttributeVec2) is lazy
794
795 # Texture coordinates of the first frame
796 var animation_tex_coord = attributes["a_tex_coord"].as(AttributeVec2) is lazy
797
798 # Coordinate difference between each frame
799 var animation_tex_diff = attributes["a_tex_diff"].as(AttributeVec2) is lazy
800
801 # Animation start time, in seconds and in reference to `dt`
802 var animation_start = attributes["a_start"].as(AttributeFloat) is lazy
803
804 # Number of loops of the animation, -1 for infinite
805 var animation_loops = attributes["a_loops"].as(AttributeFloat) is lazy
806 end
807
808 redef class Point3d[N]
809 # ---
810 # Associate each point to its sprites
811
812 private var sprites: nullable Array[Sprite] = null
813
814 private fun sprites_add(sprite: Sprite)
815 do
816 var sprites = sprites
817 if sprites == null then
818 sprites = new Array[Sprite]
819 self.sprites = sprites
820 end
821 sprites.add sprite
822 end
823
824 private fun sprites_remove(sprite: Sprite)
825 do
826 var sprites = sprites
827 assert sprites != null
828 sprites.remove sprite
829 end
830
831 # ---
832 # Notify `sprites` on attribute modification
833
834 private fun needs_update
835 do
836 var sprites = sprites
837 if sprites != null then for s in sprites do s.needs_update
838 end
839
840 redef fun x=(v)
841 do
842 if isset _x and v != x then needs_update
843 super
844 end
845
846 redef fun y=(v)
847 do
848 if isset _y and v != y then needs_update
849 super
850 end
851
852 redef fun z=(v)
853 do
854 if isset _z and v != z then needs_update
855 super
856 end
857 end
858
859 redef class OffsetPoint3d
860 redef fun x=(v)
861 do
862 if isset _x and v != x then needs_update
863 super
864 end
865
866 redef fun y=(v)
867 do
868 if isset _y and v != y then needs_update
869 super
870 end
871
872 redef fun z=(v)
873 do
874 if isset _z and v != z then needs_update
875 super
876 end
877 end
878
879 # Set of sprites sorting them into different `SpriteContext`
880 class SpriteSet
881 super HashSet[Sprite]
882
883 # Animation speed multiplier (0.0 to pause, 1.0 for normal speed, etc.)
884 var time_mod = 1.0 is writable
885
886 # Seconds elapsed since the launch of the program, in world time responding to `time_mod`
887 var time = 0.0
888
889 # Map texture then static vs dynamic to a `SpriteContext`
890 private var contexts_map = new HashMap4[RootTexture, nullable RootTexture, Bool, Int, Array[SpriteContext]]
891
892 # Contexts in `contexts_map`, sorted by draw order
893 private var contexts_items = new Array[SpriteContext]
894
895 # Sprites needing resorting in `contexts_map`
896 private var sprites_to_remap = new Array[Sprite]
897
898 # Add a sprite to the appropriate context
899 private fun map_sprite(sprite: Sprite)
900 do
901 assert sprite.context == null else print_error "Sprite {sprite} belongs to another SpriteSet"
902
903 # Sort by texture and animation texture
904 var texture = sprite.texture.root
905 var animation = sprite.animation
906 var animation_texture = if animation != null then
907 animation.frames.first.root else null
908 var draw_order = sprite.draw_order
909 var contexts = contexts_map[texture, animation_texture, sprite.static, draw_order]
910
911 var context = null
912 if contexts != null then
913 for c in contexts.reverse_iterator do
914 var size = c.sprites.length + 1
915 if size * 4 <= 0xffff then
916 context = c
917 break
918 end
919 end
920 end
921
922 if context == null then
923 var usage = if sprite.static then gl_STATIC_DRAW else gl_DYNAMIC_DRAW
924 context = new SpriteContext(texture, animation_texture, usage, draw_order)
925
926 if contexts == null then
927 contexts = new Array[SpriteContext]
928 contexts_map[texture, animation_texture, sprite.static, draw_order] = contexts
929 end
930
931 contexts.add context
932
933 contexts_items.add context
934 sprite_draw_order_sorter.sort(contexts_items)
935 end
936
937 context.sprites.add sprite
938 context.sprites_to_update.add sprite
939 context.last_sprite_to_update = sprite
940
941 sprite.context = context
942 sprite.sprite_set = self
943
944 if animation != null and sprite.animation_start == -1.0 then
945 # Start animation
946 sprite.animation_start = time
947 end
948 end
949
950 # Remove a sprite from its context
951 private fun unmap_sprite(sprite: Sprite)
952 do
953 var context = sprite.context
954 assert context != null
955 context.sprites.remove sprite
956
957 sprite.context = null
958 sprite.sprite_set = null
959 end
960
961 # Draw all sprites by all contexts
962 private fun draw
963 do
964 # Remap sprites that may need to change context
965 for sprite in sprites_to_remap do
966
967 # Skip if it was removed from this set after being modified
968 if sprite.context != self then continue
969
970 unmap_sprite sprite
971 map_sprite sprite
972 end
973 sprites_to_remap.clear
974
975 # Sort by draw order
976 for context in contexts_items do context.draw
977 end
978
979 redef fun add(e)
980 do
981 if contexts_items.has(e.context) then return
982 map_sprite e
983 super
984 end
985
986 redef fun remove(e)
987 do
988 super
989 if e isa Sprite then unmap_sprite e
990 end
991
992 redef fun remove_all(e)
993 do
994 if not has(e) then return
995 remove e
996 end
997
998 redef fun clear
999 do
1000 for sprite in self do
1001 sprite.context = null
1002 sprite.sprite_set = null
1003 end
1004 super
1005 for c in contexts_items do c.destroy
1006 contexts_map.clear
1007 contexts_items.clear
1008 end
1009 end
1010
1011 # Context for calls to `glDrawElements`
1012 #
1013 # Each context has only one `texture` and `usage`, but many sprites.
1014 private class SpriteContext
1015
1016 # ---
1017 # Context config and state
1018
1019 # Only root texture drawn by this context
1020 var texture: nullable RootTexture
1021
1022 # Only animation texture drawn by this context
1023 var animation_texture: nullable RootTexture
1024
1025 # OpenGL ES usage of `buffer_array` and `buffer_element`
1026 var usage: GLBufferUsage
1027
1028 # Draw order shared by all `sprites`
1029 var draw_order: Int
1030
1031 # Sprites drawn by this context
1032 var sprites = new GroupedSprites
1033
1034 # Sprites to update since last `draw`
1035 var sprites_to_update = new Set[Sprite]
1036
1037 # Cache of the last `Sprite` added to `sprites_to_update` since the last call to `draw`
1038 var last_sprite_to_update: nullable Sprite = null
1039
1040 # Sprites that have been update and for which `needs_update` can be set to false
1041 var updated_sprites = new Array[Sprite]
1042
1043 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
1044 #
1045 # Require: `resize_ratio >= 1.0`
1046 var resize_ratio = 1.2
1047
1048 # ---
1049 # OpenGL ES data
1050
1051 # OpenGL ES buffer name for vertex data
1052 var buffer_array: Int = -1
1053
1054 # OpenGL ES buffer name for indices
1055 var buffer_element: Int = -1
1056
1057 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
1058 var buffer_capacity = 0
1059
1060 # C buffers used to pass the data of a single sprite
1061 var local_data_buffer = new GLfloatArray(float_per_vertex*4) is lazy
1062 var local_indices_buffer = new CUInt16Array(indices_per_sprite) is lazy
1063
1064 # ---
1065 # Constants
1066
1067 # Number of GL_FLOAT per vertex of `Simple2dProgram`
1068 var float_per_vertex: Int is lazy do
1069 return 4 + 4 + 4 + # vec4 translation, vec4 color, vec4 coord,
1070 1 + 2 + 4*4 + # float scale, vec2 tex_coord, vec4 rotation_row*,
1071 1 + 1 + # float a_fps, float a_n_frames,
1072 2 + 2 + 2 + # vec2 a_coord, vec2 a_tex_coord, vec2 a_tex_diff,
1073 1 + 1 # float a_start, float a_loops
1074 end
1075
1076 # Number of bytes per vertex of `Simple2dProgram`
1077 var bytes_per_vertex: Int is lazy do
1078 var fs = 4 # sizeof(GL_FLOAT)
1079 return fs * float_per_vertex
1080 end
1081
1082 # Number of bytes per sprite
1083 var bytes_per_sprite: Int is lazy do return bytes_per_vertex * 4
1084
1085 # Number of vertex indices per sprite draw call (2 triangles)
1086 var indices_per_sprite = 6
1087
1088 # ---
1089 # Main services
1090
1091 # Allocate `buffer_array` and `buffer_element`
1092 fun prepare
1093 do
1094 var bufs = glGenBuffers(2)
1095 buffer_array = bufs[0]
1096 buffer_element = bufs[1]
1097
1098 var gl_error = glGetError
1099 assert gl_error == gl_NO_ERROR else print_error gl_error
1100 end
1101
1102 # Destroy `buffer_array` and `buffer_element`
1103 fun destroy
1104 do
1105 glDeleteBuffers([buffer_array, buffer_element])
1106 var gl_error = glGetError
1107 assert gl_error == gl_NO_ERROR else print_error gl_error
1108
1109 buffer_array = -1
1110 buffer_element = -1
1111 end
1112
1113 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
1114 fun resize
1115 do
1116 app.perf_clock_sprites.lapse
1117
1118 # Allocate a bit more space
1119 var capacity = (sprites.capacity.to_f * resize_ratio).to_i
1120
1121 var array_bytes = capacity * bytes_per_sprite
1122 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
1123 assert glIsBuffer(buffer_array)
1124 glBufferData(gl_ARRAY_BUFFER, array_bytes, new Pointer.nul, usage)
1125 var gl_error = glGetError
1126 assert gl_error == gl_NO_ERROR else print_error gl_error
1127
1128 # GL_TRIANGLES 6 vertices * sprite
1129 var n_indices = capacity * indices_per_sprite
1130 var ius = 2 # sizeof(GL_UNSIGNED_SHORT)
1131 var element_bytes = n_indices * ius
1132 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
1133 assert glIsBuffer(buffer_element)
1134 glBufferData(gl_ELEMENT_ARRAY_BUFFER, element_bytes, new Pointer.nul, usage)
1135 gl_error = glGetError
1136 assert gl_error == gl_NO_ERROR else print_error gl_error
1137
1138 buffer_capacity = capacity
1139
1140 sys.perfs["gamnit flat gpu resize"].add app.perf_clock_sprites.lapse
1141 end
1142
1143 # Update GPU data of `sprite`
1144 fun update_sprite(sprite: Sprite)
1145 do
1146 var context = sprite.context
1147 if context != self then return
1148
1149 var sprite_index = sprite.context_index
1150 assert sprite_index != -1
1151
1152 # Vertices data
1153
1154 var data = local_data_buffer
1155 var o = 0
1156 for v in [0..4[ do
1157 # vec4 translation
1158 data[o+ 0] = sprite.center.x
1159 data[o+ 1] = sprite.center.y
1160 data[o+ 2] = sprite.center.z
1161 data[o+ 3] = 0.0
1162
1163 # vec4 color
1164 data[o+ 4] = sprite.tint[0]
1165 data[o+ 5] = sprite.tint[1]
1166 data[o+ 6] = sprite.tint[2]
1167 data[o+ 7] = sprite.tint[3]
1168
1169 # float scale
1170 data[o+ 8] = sprite.scale
1171
1172 # vec4 coord
1173 data[o+ 9] = sprite.texture.vertices[v*3+0]
1174 data[o+10] = sprite.texture.vertices[v*3+1]
1175 data[o+11] = sprite.texture.vertices[v*3+2]
1176 data[o+12] = 0.0
1177
1178 # vec2 tex_coord
1179 var texture = texture
1180 if texture != null then
1181 var tc = if sprite.invert_x then
1182 sprite.texture.texture_coords_invert_x
1183 else sprite.texture.texture_coords
1184 data[o+13] = tc[v*2+0]
1185 data[o+14] = tc[v*2+1]
1186 end
1187
1188 # mat4 rotation
1189 var rot
1190 if sprite.rotation == 0.0 then
1191 # Cache the matrix at no rotation
1192 rot = once new Matrix.identity(4)
1193 else
1194 rot = new Matrix.rotation(sprite.rotation, 0.0, 0.0, 1.0)
1195 end
1196 data.fill_from_matrix(rot, o+15)
1197
1198 var animation = sprite.animation
1199 if animation == null then
1200 for i in [31..40] do data[o+i] = 0.0
1201 else
1202 # a_fps
1203 data[o+31] = animation.fps
1204
1205 # a_n_frames
1206 data[o+32] = animation.frames.length.to_f
1207
1208 # a_coord
1209 data[o+33] = animation.frames.first.vertices[v*3+0]
1210 data[o+34] = animation.frames.first.vertices[v*3+1]
1211
1212 # a_tex_coord
1213 var tc = if sprite.invert_x then
1214 animation.frames.first.texture_coords_invert_x
1215 else animation.frames.first.texture_coords
1216 data[o+35] = tc[v*2]
1217 data[o+36] = tc[v*2+1]
1218
1219 # a_tex_diff
1220 var dx = 0.0
1221 var dy = 0.0
1222 if animation.frames.length > 1 then
1223 dx = animation.frames[1].texture_coords[0] - animation.frames[0].texture_coords[0]
1224 dy = animation.frames[1].texture_coords[1] - animation.frames[0].texture_coords[1]
1225 end
1226 data[o+37] = dx
1227 data[o+38] = dy
1228
1229 # a_start
1230 data[o+39] = sprite.animation_start
1231
1232 # a_loops
1233 data[o+40] = sprite.animation_loops
1234 end
1235
1236 o += float_per_vertex
1237 end
1238
1239 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
1240 glBufferSubData(gl_ARRAY_BUFFER, sprite_index*bytes_per_sprite, bytes_per_sprite, data.native_array)
1241
1242 var gl_error = glGetError
1243 assert gl_error == gl_NO_ERROR else print_error gl_error
1244
1245 # Element / indices
1246 #
1247 # 0--1
1248 # | /|
1249 # |/ |
1250 # 2--3
1251
1252 var indices = local_indices_buffer
1253 var io = sprite_index*4
1254 indices[0] = io+0
1255 indices[1] = io+2
1256 indices[2] = io+1
1257 indices[3] = io+1
1258 indices[4] = io+2
1259 indices[5] = io+3
1260
1261 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
1262 glBufferSubData(gl_ELEMENT_ARRAY_BUFFER, sprite_index*6*2, 6*2, indices.native_array)
1263
1264 gl_error = glGetError
1265 assert gl_error == gl_NO_ERROR else print_error gl_error
1266 end
1267
1268 # Draw all `sprites`
1269 #
1270 # Call `resize` and `update_sprite` as needed before actual draw operation.
1271 #
1272 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
1273 fun draw
1274 do
1275 if buffer_array == -1 then prepare
1276
1277 assert buffer_array > 0 and buffer_element > 0 else
1278 print_error "Internal error: {self} was destroyed"
1279 end
1280
1281 # Setup
1282 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
1283 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
1284
1285 # Resize GPU buffers?
1286 var update_everything = false
1287 if sprites.capacity > buffer_capacity then
1288 # Try to defragment first
1289 var moved = sprites.defragment
1290
1291 if sprites.capacity > buffer_capacity then
1292 # Defragmentation wasn't enough, grow
1293 resize
1294
1295 # We must update everything
1296 update_everything = true
1297 for s in sprites.items do if s != null then sprites_to_update.add s
1298 else
1299 # Just update the moved sprites
1300 for s in moved do sprites_to_update.add s
1301 end
1302 else if sprites.available.not_empty then
1303 # Defragment a bit anyway
1304 # TODO defrag only when there's time left on a frame
1305 var moved = sprites.defragment(1)
1306 for s in moved do sprites_to_update.add s
1307 end
1308
1309 # Update GPU sprites data
1310 if sprites_to_update.not_empty or update_everything then
1311 app.perf_clock_sprites.lapse
1312
1313 if update_everything then
1314 for sprite in sprites.items do if sprite != null then
1315 update_sprite(sprite)
1316 end
1317 else
1318 for sprite in sprites_to_update do update_sprite(sprite)
1319 end
1320
1321 sprites_to_update.clear
1322 last_sprite_to_update = null
1323
1324 sys.perfs["gamnit flat gpu update"].add app.perf_clock_sprites.lapse
1325 end
1326
1327 # Update uniforms specific to this context
1328 var texture = texture
1329 app.simple_2d_program.use_texture.uniform texture != null
1330 if texture != null then
1331 glActiveTexture gl_TEXTURE0
1332 glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
1333 app.simple_2d_program.texture.uniform 0
1334 end
1335 var gl_error = glGetError
1336 assert gl_error == gl_NO_ERROR else print_error gl_error
1337
1338 var animation = animation_texture
1339 if animation != null then
1340 glActiveTexture gl_TEXTURE1
1341 glBindTexture(gl_TEXTURE_2D, animation.gl_texture)
1342 app.simple_2d_program.animation_texture.uniform 1
1343 end
1344 gl_error = glGetError
1345 assert gl_error == gl_NO_ERROR else print_error gl_error
1346
1347 # Configure attributes, in order:
1348 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*,
1349 # a_fps, a_n_frames, a_coord, a_tex_coord, a_tex_diff, a_start, a_loops
1350
1351 var offset = 0
1352 var p = app.simple_2d_program
1353 var sizeof_gl_float = 4 # sizeof(GL_FLOAT)
1354
1355 var size = 4 # Number of floats
1356 glEnableVertexAttribArray p.translation.location
1357 glVertexAttribPointeri(p.translation.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1358 offset += size * sizeof_gl_float
1359 gl_error = glGetError
1360 assert gl_error == gl_NO_ERROR else print_error gl_error
1361
1362 size = 4
1363 glEnableVertexAttribArray p.color.location
1364 glVertexAttribPointeri(p.color.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1365 offset += size * sizeof_gl_float
1366 gl_error = glGetError
1367 assert gl_error == gl_NO_ERROR else print_error gl_error
1368
1369 size = 1
1370 glEnableVertexAttribArray p.scale.location
1371 glVertexAttribPointeri(p.scale.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1372 offset += size * sizeof_gl_float
1373 gl_error = glGetError
1374 assert gl_error == gl_NO_ERROR else print_error gl_error
1375
1376 size = 4
1377 glEnableVertexAttribArray p.coord.location
1378 glVertexAttribPointeri(p.coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1379 offset += size * sizeof_gl_float
1380 gl_error = glGetError
1381 assert gl_error == gl_NO_ERROR else print_error gl_error
1382
1383 size = 2
1384 glEnableVertexAttribArray p.tex_coord.location
1385 glVertexAttribPointeri(p.tex_coord.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
1389
1390 size = 4
1391 for r in [p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3] do
1392 if r.is_active then
1393 glEnableVertexAttribArray r.location
1394 glVertexAttribPointeri(r.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1395 end
1396 offset += size * sizeof_gl_float
1397 gl_error = glGetError
1398 assert gl_error == gl_NO_ERROR else print_error gl_error
1399 end
1400
1401 size = 1
1402 glEnableVertexAttribArray p.animation_fps.location
1403 glVertexAttribPointeri(p.animation_fps.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1404 offset += size * sizeof_gl_float
1405 gl_error = glGetError
1406 assert gl_error == gl_NO_ERROR else print_error gl_error
1407
1408 size = 1
1409 glEnableVertexAttribArray p.animation_n_frames.location
1410 glVertexAttribPointeri(p.animation_n_frames.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1411 offset += size * sizeof_gl_float
1412 gl_error = glGetError
1413 assert gl_error == gl_NO_ERROR else print_error gl_error
1414
1415 size = 2
1416 glEnableVertexAttribArray p.animation_coord.location
1417 glVertexAttribPointeri(p.animation_coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1418 offset += size * sizeof_gl_float
1419 gl_error = glGetError
1420 assert gl_error == gl_NO_ERROR else print_error gl_error
1421
1422 size = 2
1423 glEnableVertexAttribArray p.animation_tex_coord.location
1424 glVertexAttribPointeri(p.animation_tex_coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1425 offset += size * sizeof_gl_float
1426 gl_error = glGetError
1427 assert gl_error == gl_NO_ERROR else print_error gl_error
1428
1429 size = 2
1430 glEnableVertexAttribArray p.animation_tex_diff.location
1431 glVertexAttribPointeri(p.animation_tex_diff.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1432 offset += size * sizeof_gl_float
1433 gl_error = glGetError
1434 assert gl_error == gl_NO_ERROR else print_error gl_error
1435
1436 size = 1
1437 glEnableVertexAttribArray p.animation_start.location
1438 glVertexAttribPointeri(p.animation_start.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1439 offset += size * sizeof_gl_float
1440 gl_error = glGetError
1441 assert gl_error == gl_NO_ERROR else print_error gl_error
1442
1443 size = 1
1444 glEnableVertexAttribArray p.animation_loops.location
1445 glVertexAttribPointeri(p.animation_loops.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1446 offset += size * sizeof_gl_float
1447 gl_error = glGetError
1448 assert gl_error == gl_NO_ERROR else print_error gl_error
1449
1450 # Actual draw
1451 for s in sprites.starts, e in sprites.ends do
1452 var l = e-s
1453 glDrawElementsi(gl_TRIANGLES, l*indices_per_sprite, gl_UNSIGNED_SHORT, 2*s*indices_per_sprite)
1454 gl_error = glGetError
1455 assert gl_error == gl_NO_ERROR else print_error gl_error
1456 end
1457
1458 # Take down
1459 for attr in [p.translation, p.color, p.scale, p.coord, p.tex_coord,
1460 p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3: Attribute] do
1461 if not attr.is_active then continue
1462 glDisableVertexAttribArray(attr.location)
1463 gl_error = glGetError
1464 assert gl_error == gl_NO_ERROR else print_error gl_error
1465 end
1466
1467 glBindBuffer(gl_ARRAY_BUFFER, 0)
1468 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, 0)
1469 gl_error = glGetError
1470 assert gl_error == gl_NO_ERROR else print_error gl_error
1471 end
1472 end
1473
1474 # Representation of sprite data on the GPU
1475 #
1476 # The main purpose of this class is to optimize the use of contiguous
1477 # space in GPU memory. Each contiguous memory block can be drawn in a
1478 # single call. The starts index of each block is kept by `starts,
1479 # and the end + 1 by `ends`.
1480 #
1481 # The data can be compressed by a call to `defragment`.
1482 #
1483 # ~~~
1484 # intrude import gamnit::flat
1485 #
1486 # var array = new GroupedArray[String]
1487 # assert array.to_s == ""
1488 #
1489 # array.add "a"
1490 # array.add "b"
1491 # array.add "c"
1492 # array.add "d"
1493 # array.add "e"
1494 # array.add "f"
1495 # assert array.to_s == "[a,b,c,d,e,f]"
1496 # assert array.capacity == 6
1497 #
1498 # array.remove "a"
1499 # assert array.to_s == "[b,c,d,e,f]"
1500 #
1501 # array.remove "b"
1502 # assert array.to_s == "[c,d,e,f]"
1503 #
1504 # array.remove "f"
1505 # assert array.to_s == "[c,d,e]"
1506 #
1507 # array.remove "d"
1508 # assert array.to_s == "[c][e]"
1509 #
1510 # array.add "A"
1511 # assert array.to_s == "[A][c][e]"
1512 #
1513 # array.add "B"
1514 # assert array.to_s == "[A,B,c][e]"
1515 #
1516 # array.remove "e"
1517 # assert array.to_s == "[A,B,c]"
1518 #
1519 # array.add "D"
1520 # assert array.to_s == "[A,B,c,D]"
1521 #
1522 # array.add "E"
1523 # assert array.to_s == "[A,B,c,D,E]"
1524 # assert array.capacity == 6
1525 # assert array.length == 5
1526 #
1527 # array.remove "A"
1528 # array.remove "B"
1529 # array.remove "c"
1530 # array.remove "D"
1531 # array.remove "E"
1532 # assert array.to_s == ""
1533 #
1534 # array.add "a"
1535 # assert array.to_s == "[a]"
1536 # ~~~
1537 private class GroupedArray[E]
1538
1539 # Memory with actual objects, and null in empty slots
1540 var items = new Array[nullable E]
1541
1542 # Number of items in the array
1543 var length = 0
1544
1545 # Number of item slots in the array
1546 fun capacity: Int do return items.length
1547
1548 # List of available slots
1549 var available = new MinHeap[Int].default
1550
1551 # Start index of filled chunks
1552 var starts = new List[Int]
1553
1554 # Index of the spots after filled chunks
1555 var ends = new List[Int]
1556
1557 # Add `item` to the first available slot and return its index
1558 fun add(item: E): Int
1559 do
1560 length += 1
1561
1562 if available.not_empty then
1563 # starts & ends can't be empty
1564
1565 var i = available.take
1566 items[i] = item
1567
1568 if i == starts.first - 1 then
1569 # slot 0 free, 1 taken
1570 starts.first -= 1
1571 else if i == 0 then
1572 # slot 0 and more free
1573 starts.unshift 0
1574 ends.unshift 1
1575 else if starts.length >= 2 and ends.first + 1 == starts[1] then
1576 # merge 2 chunks
1577 ends.remove_at 0
1578 starts.remove_at 1
1579 else
1580 # at end of first chunk
1581 ends.first += 1
1582 end
1583 return i
1584 end
1585
1586 items.add item
1587 if ends.is_empty then
1588 starts.add 0
1589 ends.add 1
1590 else ends.last += 1
1591 return ends.last - 1
1592 end
1593
1594 # Remove the first instance of `item`
1595 fun remove(item: E)
1596 do
1597 var index = items.index_of(item)
1598 remove_at(item, index)
1599 end
1600
1601 # Remove `item` at `index`
1602 fun remove_at(item: E, index: Int)
1603 do
1604 var i = index
1605 length -= 1
1606 items[i] = null
1607
1608 var ii = 0
1609 for s in starts, e in ends do
1610 if s <= i and i < e then
1611 if s == e-1 then
1612 # single item chunk
1613 starts.remove_at ii
1614 ends.remove_at ii
1615
1616 if starts.is_empty then
1617 items.clear
1618 available.clear
1619 return
1620 end
1621 else if e-1 == i then
1622 # last item of chunk
1623 ends[ii] -= 1
1624
1625 else if s == i then
1626 # first item of chunk
1627 starts[ii] += 1
1628 else
1629 # break up chunk
1630 ends.insert(ends[ii], ii+1)
1631 ends[ii] = i
1632 starts.insert(i+1, ii+1)
1633 end
1634
1635 available.add i
1636 return
1637 end
1638 ii += 1
1639 end
1640
1641 abort
1642 end
1643
1644 # Defragment and compress everything into a single chunks beginning at 0
1645 #
1646 # Returns the elements that moved as a list.
1647 #
1648 # ~~~
1649 # intrude import gamnit::flat
1650 #
1651 # var array = new GroupedArray[String]
1652 # array.add "a"
1653 # array.add "b"
1654 # array.add "c"
1655 # array.add "d"
1656 # array.remove "c"
1657 # array.remove "a"
1658 # assert array.to_s == "[b][d]"
1659 #
1660 # var moved = array.defragment
1661 # assert moved.to_s == "[d]"
1662 # assert array.to_s == "[d,b]"
1663 # assert array.length == 2
1664 # assert array.capacity == 2
1665 #
1666 # array.add "e"
1667 # array.add "f"
1668 # assert array.to_s == "[d,b,e,f]"
1669 # ~~~
1670 fun defragment(max: nullable Int): Array[E]
1671 do
1672 app.perf_clock_sprites.lapse
1673 max = max or else length
1674
1675 var moved = new Array[E]
1676 while max > 0 and (starts.length > 1 or starts.first != 0) do
1677 var i = ends.last - 1
1678 var e = items[i]
1679 assert e != null
1680 remove e
1681 add e
1682 moved.add e
1683 max -= 1
1684 end
1685
1686 if starts.length == 1 and starts.first == 0 then
1687 for i in [length..capacity[ do items.pop
1688 available.clear
1689 end
1690
1691 sys.perfs["gamnit flat gpu defrag"].add app.perf_clock_sprites.lapse
1692 return moved
1693 end
1694
1695 redef fun to_s
1696 do
1697 var ss = new Array[String]
1698 for s in starts, e in ends do
1699 ss.add "["
1700 for i in [s..e[ do
1701 var item: nullable Object = items[i]
1702 if item == null then item = "null"
1703 ss.add item.to_s
1704 if i != e-1 then ss.add ","
1705 end
1706 ss.add "]"
1707 end
1708 return ss.join
1709 end
1710 end
1711
1712 # Optimized `GroupedArray` to use `Sprite::context_index` and avoid using `index_of`
1713 private class GroupedSprites
1714 super GroupedArray[Sprite]
1715
1716 redef fun add(item)
1717 do
1718 var index = super
1719 item.context_index = index
1720 return index
1721 end
1722
1723 redef fun remove(item) do remove_at(item, item.context_index)
1724 end
1725
1726 redef class GLfloatArray
1727 private fun fill_from_matrix(matrix: Matrix, dst_offset: nullable Int)
1728 do
1729 dst_offset = dst_offset or else 0
1730 var mat_len = matrix.width*matrix.height
1731 assert length >= mat_len + dst_offset
1732 native_array.fill_from_matrix_native(matrix.items, dst_offset, mat_len)
1733 end
1734 end
1735
1736 redef class NativeGLfloatArray
1737 private fun fill_from_matrix_native(matrix: matrix::NativeDoubleArray, dst_offset, len: Int) `{
1738 int i;
1739 for (i = 0; i < len; i ++)
1740 self[i+dst_offset] = (GLfloat)matrix[i];
1741 `}
1742 end
1743
1744 redef class Sys
1745 private var sprite_draw_order_sorter = new DrawOrderComparator is lazy
1746 end
1747
1748 # Sort `SpriteContext` by their `draw_order`
1749 private class DrawOrderComparator
1750 super Comparator
1751
1752 # This class can't set COMPARED because
1753 # `the public property cannot contain the private type...`
1754 #redef type COMPARED: SpriteContext
1755
1756 # Require: `a isa SpriteContext and b isa SpriteContext`
1757 redef fun compare(a, b)
1758 do return a.as(SpriteContext).draw_order <=> b.as(SpriteContext).draw_order
1759 end