gamnit: world_camera position defaults to 1080 pixels in height
[nit.git] / lib / gamnit / flat.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
6 #
7 # http://www.apache.org/licenses/LICENSE-2.0
8 #
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
14
15 # Simple API for 2D games, built around `Sprite` and `App::update`
16 #
17 # Client programs should implement `App::update` to execute game logic and
18 # add instances of `Sprite` to `App::sprites` and `App::ui_sprites`.
19 # At each frame, all sprites are drawn to the screen.
20 #
21 # This system relies on two cameras `App::world_camera` and `App::ui_camera`.
22 #
23 # * `App::world_camera` applies a perspective effect to draw the game world.
24 # This camera is designed to be moved around to see the world as well as to
25 # zoom in and out. It is used to position the sprites in `App::sprites`.
26 #
27 # * `App::ui_camera` is a simple orthogonal camera to display UI objects.
28 # This camera should mostly be still, it can still move for chock effects
29 # and the like. It can be used to standardize the size of the UI across
30 # devices. It is used to position the sprites in `App::ui_sprites`.
31 #
32 # See the sample game at `contrib/asteronits/` and the basic project template
33 # at `lib/gamnit/examples/template_flat/`.
34 module flat
35
36 import glesv2
37 intrude import geometry::points_and_lines # For _x, _y and _z
38 import matrix::projection
39 import more_collections
40 import performance_analysis
41
42 import gamnit
43 import gamnit::cameras
44 import gamnit::dynamic_resolution
45 import gamnit::limit_fps
46
47 import android_two_fingers_motion is conditional(android)
48
49 # Draw a `texture` at `center`
50 #
51 # An instance of `Sprite` can only belong to a single `SpriteSet` at
52 # a time. The on screen position depends on the camera associated
53 # to the `SpriteSet`.
54 class Sprite
55
56 # Texture drawn to screen
57 var texture: Texture is writable(texture_direct=)
58
59 # Texture drawn to screen
60 fun texture=(value: Texture)
61 do
62 if isset _texture and value != texture then
63 needs_update
64 if value.root != texture.root then needs_remap
65 end
66 texture_direct = value
67 end
68
69 # Center position of this sprite in world coordinates
70 var center: Point3d[Float] is writable(center_direct=), noautoinit
71
72 # Center position of this sprite in world coordinates
73 fun center=(value: Point3d[Float]) is autoinit do
74 if isset _center and value != center then
75 needs_update
76 center.sprites_remove self
77 end
78
79 value.sprites_add self
80 center_direct = value
81 end
82
83 # Rotation on the Z axis, positive values go counterclockwise
84 var rotation = 0.0 is writable(rotation_direct=)
85
86 # Rotation on the Z axis, positive values go counterclockwise
87 fun rotation=(value: Float)
88 do
89 if isset _rotation and value != rotation then needs_update
90 rotation_direct = value
91 end
92
93 # Mirror `texture` horizontally, inverting each pixel on the X axis
94 var invert_x = false is writable(invert_x_direct=)
95
96 # Mirror `texture` horizontally, inverting each pixel on the X axis
97 fun invert_x=(value: Bool)
98 do
99 if isset _invert_x and value != invert_x then needs_update
100 invert_x_direct = value
101 end
102
103 # Scale applied to this sprite
104 #
105 # The default size of `self` depends on the size in pixels of `texture`.
106 var scale = 1.0 is writable(scale_direct=)
107
108 # Scale applied to this sprite, see `scale`
109 fun scale=(value: Float)
110 do
111 if isset _scale and value != scale then needs_update
112 scale_direct = value
113 end
114
115 # Red tint applied to `texture` on draw
116 fun red: Float do return tint[0]
117
118 # Red tint applied to `texture` on draw
119 fun red=(value: Float)
120 do
121 if isset _tint and value != red then needs_update
122 tint[0] = value
123 end
124
125 # Green tint applied to `texture` on draw
126 fun green: Float do return tint[1]
127
128 # Green tint applied to `texture` on draw
129 fun green=(value: Float)
130 do
131 if isset _tint and value != green then needs_update
132 tint[1] = value
133 end
134
135 # Blue tint applied to `texture` on draw
136 fun blue: Float do return tint[2]
137
138 # Blue tint applied to `texture` on draw
139 fun blue=(value: Float)
140 do
141 if isset _tint and value != blue then needs_update
142 tint[2] = value
143 end
144
145 # Transparency applied to `texture` on draw
146 fun alpha: Float do return tint[3]
147
148 # Transparency applied to `texture` on draw
149 fun alpha=(value: Float)
150 do
151 if isset _tint and value != alpha then needs_update
152 tint[3] = value
153 end
154
155 # Tint applied to `texture` on draw
156 #
157 # Alternative to the accessors `red, green, blue & alpha`.
158 # Changes inside the array do not automatically set `needs_update`.
159 #
160 # Require: `tint.length == 4`
161 var tint: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct=)
162
163 # Tint applied to `texture` on draw, see `tint`
164 fun tint=(value: Array[Float])
165 do
166 if isset _tint and value != tint then needs_update
167 tint_direct = value
168 end
169
170 # Is this sprite static and added in bulk?
171 #
172 # Set to `true` to give a hint to the framework that this sprite won't
173 # change often and that it is added in bulk with other static sprites.
174 # This value can be ignored in the prototyping phase of a game and
175 # added only when better performance are needed.
176 var static = false is writable(static_direct=)
177
178 # Is this sprite static and added in bulk? see `static`
179 fun static=(value: Bool)
180 do
181 if isset _static and value != static then needs_remap
182 static_direct = value
183 end
184
185 # Request an update on the CPU
186 #
187 # This is called automatically on modification of any value of `Sprite`.
188 # However, it can still be set manually if a modification can't be
189 # detected or by subclasses.
190 fun needs_update
191 do
192 var c = context
193 if c != null then c.sprites_to_update.add self
194 end
195
196 # Request a resorting of this sprite in its sprite list
197 #
198 # Resorting is required when `static` or the root of `texture` changes.
199 # This is called automatically when such changes are detected.
200 # However, it can still be set manually if a modification can't be
201 # detected or by subclasses.
202 fun needs_remap
203 do
204 var l = sprite_set
205 if l != null then l.sprites_to_remap.add self
206 end
207
208 # Current context to which `self` was sorted
209 private var context: nullable SpriteContext = null
210
211 # Current context to which `self` belongs
212 private var sprite_set: nullable SpriteSet = null
213 end
214
215 redef class App
216 # Default graphic program to draw `sprites`
217 private var simple_2d_program = new Simple2dProgram is lazy
218
219 # Camera for world `sprites` and `depth::actors` with perspective
220 #
221 # By default, the camera is configured to a height of 1080 units
222 # of world coordinates at `z == 0.0`.
223 var world_camera: EulerCamera is lazy do
224 var camera = new EulerCamera(app.display.as(not null))
225
226 # Aim for full HD pixel resolution at level 0
227 camera.reset_height 1080.0
228 camera.near = 10.0
229
230 return camera
231 end
232
233 # Camera for `ui_sprites` using an orthogonal view
234 var ui_camera = new UICamera(app.display.as(not null)) is lazy
235
236 # World sprites to draw as seen by `world_camera`
237 var sprites: Set[Sprite] = new SpriteSet
238
239 # UI sprites to draw as seen by `ui_camera`, drawn over world `sprites`
240 var ui_sprites: Set[Sprite] = new SpriteSet
241
242 # Main method to refine in clients to update game logic and `sprites`
243 fun update(dt: Float) do end
244
245 # Display `texture` as a splash screen
246 #
247 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
248 fun show_splash_screen(texture: Texture)
249 do
250 texture.load
251
252 ui_camera.reset_height 1080.0
253
254 var splash = new Sprite(texture, ui_camera.center)
255 ui_sprites.add splash
256
257 var display = display
258 assert display != null
259 glClear gl_COLOR_BUFFER_BIT
260 frame_core_ui_sprites display
261 display.flip
262
263 ui_sprites.remove splash
264 end
265
266 # ---
267 # Support and implementation
268
269 # Main clock used to count each frame `dt`, lapsed for `update` only
270 private var clock = new Clock is lazy
271
272 # Performance clock to for `frame_core_draw` operations
273 private var perf_clock_main = new Clock
274
275 # Second performance clock for smaller operations
276 private var perf_clock_sprites = new Clock is lazy
277
278 redef fun on_create
279 do
280 super
281
282 var display = display
283 assert display != null
284
285 var gl_error = glGetError
286 assert gl_error == gl_NO_ERROR else print_error gl_error
287
288 # Prepare program
289 var program = simple_2d_program
290 program.compile_and_link
291
292 var gamnit_error = program.error
293 assert gamnit_error == null else print_error gamnit_error
294
295 # Enable blending
296 gl.capabilities.blend.enable
297 glBlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA)
298
299 # Enable depth test
300 gl.capabilities.depth_test.enable
301 glDepthFunc gl_LEQUAL
302 glDepthMask true
303
304 # Prepare viewport and background color
305 glViewport(0, 0, display.width, display.height)
306 glClearColor(0.0, 0.0, 0.0, 1.0)
307
308 gl_error = glGetError
309 assert gl_error == gl_NO_ERROR else print_error gl_error
310
311 # Prepare to draw
312 for tex in all_root_textures do
313 tex.load
314 gamnit_error = tex.error
315 if gamnit_error != null then print_error gamnit_error
316
317 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
318 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
319 end
320 end
321
322 redef fun on_stop
323 do
324 # Clean up
325 simple_2d_program.delete
326
327 # Close gamnit
328 var display = display
329 if display != null then display.close
330 end
331
332 redef fun frame_core(display)
333 do
334 # Prepare to draw, clear buffers
335 glClear(gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT)
336
337 # Check errors
338 var gl_error = glGetError
339 assert gl_error == gl_NO_ERROR else print_error gl_error
340
341 # Update game logic and set sprites
342 perf_clock_main.lapse
343 var dt = clock.lapse.to_f
344 update dt
345 sys.perfs["gamnit flat update client"].add perf_clock_main.lapse
346
347 # Draw and flip screen
348 frame_core_draw display
349 display.flip
350
351 # Check errors
352 gl_error = glGetError
353 assert gl_error == gl_NO_ERROR else print_error gl_error
354 end
355
356 # Draw the whole screen, all `glDraw...` calls should be executed here
357 protected fun frame_core_draw(display: GamnitDisplay)
358 do
359 frame_core_dynamic_resolution_before display
360
361 perf_clock_main.lapse
362 frame_core_world_sprites display
363 perfs["gamnit flat world_sprites"].add perf_clock_main.lapse
364
365 frame_core_ui_sprites display
366 perfs["gamnit flat ui_sprites"].add perf_clock_main.lapse
367
368 frame_core_dynamic_resolution_after display
369 end
370
371 private fun frame_core_sprites(display: GamnitDisplay, sprite_set: SpriteSet, camera: Camera)
372 do
373 var simple_2d_program = app.simple_2d_program
374 simple_2d_program.use
375 simple_2d_program.mvp.uniform camera.mvp_matrix
376
377 # draw
378 sprite_set.draw
379 end
380
381 # Draw world sprites from `sprites`
382 protected fun frame_core_world_sprites(display: GamnitDisplay)
383 do
384 frame_core_sprites(display, sprites.as(SpriteSet), world_camera)
385 end
386
387 # Draw UI sprites from `ui_sprites`
388 protected fun frame_core_ui_sprites(display: GamnitDisplay)
389 do
390 # Reset only the depth buffer
391 glClear gl_DEPTH_BUFFER_BIT
392
393 frame_core_sprites(display, ui_sprites.as(SpriteSet), ui_camera)
394 end
395 end
396
397 redef class Texture
398
399 # Vertices coordinates of the base geometry
400 #
401 # Defines the default width and height of related sprites.
402 private var vertices: Array[Float] is lazy do
403 var w = width
404 var h = height
405 return [-0.5*w, 0.5*h, 0.0,
406 0.5*w, 0.5*h, 0.0,
407 -0.5*w, -0.5*h, 0.0,
408 0.5*w, -0.5*h, 0.0]
409 end
410
411 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
412 private var texture_coords: Array[Float] is lazy do
413 var l = offset_left
414 var r = offset_right
415 var b = offset_bottom
416 var t = offset_top
417 return [l, t,
418 r, t,
419 l, b,
420 r, b]
421 end
422
423 # Coordinates of this texture on the `root` texture, inverting the X axis
424 private var texture_coords_invert_x: Array[Float] is lazy do
425 var l = offset_left
426 var r = offset_right
427 var b = offset_bottom
428 var t = offset_top
429 return [r, t,
430 l, t,
431 r, b,
432 l, b]
433 end
434 end
435
436 # Graphic program to display simple models with a texture, translation, rotation and scale
437 private class Simple2dProgram
438 super GamnitProgramFromSource
439
440 redef var vertex_shader_source = """
441 // Vertex coordinates
442 attribute vec4 coord;
443
444 // Vertex color tint
445 attribute vec4 color;
446
447 // Vertex translation
448 attribute vec4 translation;
449
450 // Vertex scaling
451 attribute float scale;
452
453 // Vertex coordinates on textures
454 attribute vec2 tex_coord;
455
456 // Model view projection matrix
457 uniform mat4 mvp;
458
459 // Rotation matrix
460 attribute vec4 rotation_row0;
461 attribute vec4 rotation_row1;
462 attribute vec4 rotation_row2;
463 attribute vec4 rotation_row3;
464
465 mat4 rotation()
466 {
467 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
468 }
469
470 // Output to the fragment shader
471 varying vec4 v_color;
472 varying vec2 v_coord;
473
474 void main()
475 {
476 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
477 v_color = color;
478 v_coord = tex_coord;
479 }
480 """ @ glsl_vertex_shader
481
482 redef var fragment_shader_source = """
483 precision mediump float;
484
485 // Does this object use a texture?
486 uniform bool use_texture;
487
488 // Texture to apply on this object
489 uniform sampler2D texture0;
490
491 // Input from the vertex shader
492 varying vec4 v_color;
493 varying vec2 v_coord;
494
495 void main()
496 {
497 if(use_texture) {
498 gl_FragColor = v_color * texture2D(texture0, v_coord);
499 if (gl_FragColor.a <= 0.1) discard;
500 } else {
501 gl_FragColor = v_color;
502 }
503 }
504 """ @ glsl_fragment_shader
505
506 # Vertices coordinates
507 var coord = attributes["coord"].as(AttributeVec4) is lazy
508
509 # Should this program use the texture `texture`?
510 var use_texture = uniforms["use_texture"].as(UniformBool) is lazy
511
512 # Visible texture unit
513 var texture = uniforms["texture0"].as(UniformSampler2D) is lazy
514
515 # Coordinates on the textures, per vertex
516 var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
517
518 # Color tint per vertex
519 var color = attributes["color"].as(AttributeVec4) is lazy
520
521 # Translation applied to each vertex
522 var translation = attributes["translation"].as(AttributeVec4) is lazy
523
524 # Rotation matrix, row 0
525 var rotation_row0 = attributes["rotation_row0"].as(AttributeVec4) is lazy
526
527 # Rotation matrix, row 1
528 var rotation_row1 = attributes["rotation_row1"].as(AttributeVec4) is lazy
529
530 # Rotation matrix, row 2
531 var rotation_row2 = attributes["rotation_row2"].as(AttributeVec4) is lazy
532
533 # Rotation matrix, row 3
534 var rotation_row3 = attributes["rotation_row3"].as(AttributeVec4) is lazy
535
536 # Scaling per vertex
537 var scale = attributes["scale"].as(AttributeFloat) is lazy
538
539 # Model view projection matrix
540 var mvp = uniforms["mvp"].as(UniformMat4) is lazy
541 end
542
543 redef class Point3d[N]
544 # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z`
545 fun offset(x, y, z: Numeric): Point3d[Float]
546 do
547 return new Point3d[Float](self.x.to_f+x.to_f, self.y.to_f+y.to_f, self.z.to_f+z.to_f)
548 end
549
550 # ---
551 # Associate each point to its sprites
552
553 private var sprites: nullable Array[Sprite] = null
554
555 private fun sprites_add(sprite: Sprite)
556 do
557 var sprites = sprites
558 if sprites == null then
559 sprites = new Array[Sprite]
560 self.sprites = sprites
561 end
562 sprites.add sprite
563 end
564
565 private fun sprites_remove(sprite: Sprite)
566 do
567 var sprites = sprites
568 assert sprites != null
569 sprites.remove sprite
570 end
571
572 # ---
573 # Notify `sprites` on attribute modification
574
575 private fun needs_update
576 do
577 var sprites = sprites
578 if sprites != null then for s in sprites do s.needs_update
579 end
580
581 redef fun x=(v)
582 do
583 if isset _x and v != x then needs_update
584 super
585 end
586
587 redef fun y=(v)
588 do
589 if isset _y and v != y then needs_update
590 super
591 end
592
593 redef fun z=(v)
594 do
595 if isset _z and v != z then needs_update
596 super
597 end
598 end
599
600 # Set of sprites sorting them into different `SpriteContext`
601 private class SpriteSet
602 super HashSet[Sprite]
603
604 # Map texture then static vs dynamic to a `SpriteContext`
605 var contexts_map = new HashMap2[GamnitRootTexture, Bool, SpriteContext]
606
607 # Contexts in `contexts_map`
608 var contexts_items = new Array[SpriteContext]
609
610 # Sprites needing resorting in `contexts_map`
611 var sprites_to_remap = new Array[Sprite]
612
613 # Add a sprite to the appropriate context
614 fun map_sprite(sprite: Sprite)
615 do
616 assert sprite.context == null else print_error "Sprite {sprite} belongs to another SpriteSet"
617
618 var texture = sprite.texture.root
619 var context = contexts_map[texture, sprite.static]
620
621 if context == null then
622 var usage = if sprite.static then gl_STATIC_DRAW else gl_DYNAMIC_DRAW
623 context = new SpriteContext(texture, usage)
624
625 contexts_map[texture, sprite.static] = context
626 contexts_items.add context
627 end
628
629 context.sprites.add sprite
630 context.sprites_to_update.add sprite
631
632 sprite.context = context
633 sprite.sprite_set = self
634 end
635
636 # Remove a sprite from its context
637 fun unmap_sprite(sprite: Sprite)
638 do
639 var context = sprite.context
640 assert context != null
641 context.sprites.remove sprite
642
643 sprite.context = null
644 sprite.sprite_set = null
645 end
646
647 # Draw all sprites by all contexts
648 fun draw
649 do
650 for sprite in sprites_to_remap do
651 unmap_sprite sprite
652 map_sprite sprite
653 end
654 sprites_to_remap.clear
655
656 for context in contexts_items do context.draw
657 end
658
659 redef fun add(e)
660 do
661 if contexts_items.has(e.context) then return
662 map_sprite e
663 super
664 end
665
666 redef fun remove(e)
667 do
668 super
669 if e isa Sprite then unmap_sprite e
670 end
671
672 redef fun remove_all(e)
673 do
674 if not has(e) then return
675 remove e
676 end
677
678 redef fun clear
679 do
680 super
681 for c in contexts_items do c.destroy
682 contexts_map.clear
683 contexts_items.clear
684 end
685 end
686
687 # Context for calls to `glDrawElements`
688 #
689 # Each context has only one `texture` and `usage`, but many sprites.
690 private class SpriteContext
691
692 # ---
693 # Context config and state
694
695 # Only root texture drawn by this context
696 var texture: nullable GamnitRootTexture
697
698 # OpenGL ES usage of `buffer_array` and `buffer_element`
699 var usage: GLBufferUsage
700
701 # Sprites drawn by this context
702 var sprites = new GroupedArray[Sprite]
703
704 # Sprites to update since last `draw`
705 var sprites_to_update = new Set[Sprite]
706
707 # Sprites that have been update and for which `needs_update` can be set to false
708 var updated_sprites = new Array[Sprite]
709
710 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
711 #
712 # Require: `resize_ratio >= 1.0`
713 var resize_ratio = 1.2
714
715 # ---
716 # OpenGL ES data
717
718 # OpenGL ES buffer name for vertex data
719 var buffer_array: Int = -1
720
721 # OpenGL ES buffer name for indices
722 var buffer_element: Int = -1
723
724 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
725 var buffer_capacity = 0
726
727 # C buffers used to pass the data of a single sprite
728 var local_data_buffer = new GLfloatArray(float_per_vertex*4) is lazy
729 var local_indices_buffer = new CUInt16Array(indices_per_sprite) is lazy
730
731 # ---
732 # Constants
733
734 # Number of GL_FLOAT per vertex of `Simple2dProgram`
735 var float_per_vertex: Int is lazy do
736 # vec4 translation, vec4 color, vec4 coord,
737 # float scale, vec2 tex_coord, vec4 rotation_row*
738 return 4 + 4 + 4 +
739 1 + 2 + 4*4
740 end
741
742 # Number of bytes per vertex of `Simple2dProgram`
743 var bytes_per_vertex: Int is lazy do
744 var fs = 4 # sizeof(GL_FLOAT)
745 return fs * float_per_vertex
746 end
747
748 # Number of bytes per sprite
749 var bytes_per_sprite: Int is lazy do return bytes_per_vertex * 4
750
751 # Number of vertex indices per sprite draw call (2 triangles)
752 var indices_per_sprite = 6
753
754 # ---
755 # Main services
756
757 # Allocate `buffer_array` and `buffer_element`
758 fun prepare
759 do
760 var bufs = glGenBuffers(2)
761 buffer_array = bufs[0]
762 buffer_element = bufs[1]
763
764 var gl_error = glGetError
765 assert gl_error == gl_NO_ERROR else print_error gl_error
766 end
767
768 # Destroy `buffer_array` and `buffer_element`
769 fun destroy
770 do
771 glDeleteBuffers([buffer_array, buffer_element])
772 var gl_error = glGetError
773 assert gl_error == gl_NO_ERROR else print_error gl_error
774
775 buffer_array = -1
776 buffer_element = -1
777 end
778
779 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
780 fun resize
781 do
782 app.perf_clock_sprites.lapse
783
784 # Allocate a bit more space
785 var capacity = (sprites.capacity.to_f * resize_ratio).to_i
786
787 var array_bytes = capacity * bytes_per_sprite
788 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
789 assert glIsBuffer(buffer_array)
790 glBufferData(gl_ARRAY_BUFFER, array_bytes, new Pointer.nul, usage)
791 var gl_error = glGetError
792 assert gl_error == gl_NO_ERROR else print_error gl_error
793
794 # GL_TRIANGLES 6 vertices * sprite
795 var n_indices = capacity * indices_per_sprite
796 var ius = 2 # sizeof(GL_UNSIGNED_SHORT)
797 var element_bytes = n_indices * ius
798 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
799 assert glIsBuffer(buffer_element)
800 glBufferData(gl_ELEMENT_ARRAY_BUFFER, element_bytes, new Pointer.nul, usage)
801 gl_error = glGetError
802 assert gl_error == gl_NO_ERROR else print_error gl_error
803
804 buffer_capacity = capacity
805
806 sys.perfs["gamnit flat gpu resize"].add app.perf_clock_sprites.lapse
807 end
808
809 # Update GPU data of `sprite`
810 fun update_sprite(sprite: Sprite)
811 do
812 var sprite_index = sprites.index_of(sprite)
813 if sprite_index == -1 then return
814
815 # Vertices data
816
817 var data = local_data_buffer
818 var o = 0
819 for v in [0..4[ do
820 # vec4 translation
821 data[o+ 0] = sprite.center.x
822 data[o+ 1] = sprite.center.y
823 data[o+ 2] = sprite.center.z
824 data[o+ 3] = 0.0
825
826 # vec4 color
827 data[o+ 4] = sprite.tint[0]
828 data[o+ 5] = sprite.tint[1]
829 data[o+ 6] = sprite.tint[2]
830 data[o+ 7] = sprite.tint[3]
831
832 # float scale
833 data[o+ 8] = sprite.scale
834
835 # vec4 coord
836 data[o+ 9] = sprite.texture.vertices[v*3+0]
837 data[o+10] = sprite.texture.vertices[v*3+1]
838 data[o+11] = sprite.texture.vertices[v*3+2]
839 data[o+12] = 0.0
840
841 # vec2 tex_coord
842 var texture = texture
843 if texture != null then
844 var tc = if sprite.invert_x then
845 sprite.texture.texture_coords_invert_x
846 else sprite.texture.texture_coords
847 data[o+13] = tc[v*2+0]
848 data[o+14] = tc[v*2+1]
849 end
850
851 # mat4 rotation
852 var rot
853 if sprite.rotation == 0.0 then
854 # Cache the matrix at no rotation
855 rot = once new Matrix.identity(4)
856 else
857 rot = new Matrix.rotation(sprite.rotation, 0.0, 0.0, 1.0)
858 end
859 data.fill_from(rot.items, o+15)
860
861 o += float_per_vertex
862 end
863
864 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
865 glBufferSubData(gl_ARRAY_BUFFER, sprite_index*bytes_per_sprite, bytes_per_sprite, data.native_array)
866
867 var gl_error = glGetError
868 assert gl_error == gl_NO_ERROR else print_error gl_error
869
870 # Element / indices
871 #
872 # 0--1
873 # | /|
874 # |/ |
875 # 2--3
876
877 var indices = local_indices_buffer
878 var io = sprite_index*4
879 indices[0] = io+0
880 indices[1] = io+2
881 indices[2] = io+1
882 indices[3] = io+1
883 indices[4] = io+2
884 indices[5] = io+3
885
886 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
887 glBufferSubData(gl_ELEMENT_ARRAY_BUFFER, sprite_index*6*2, 6*2, indices.native_array)
888
889 gl_error = glGetError
890 assert gl_error == gl_NO_ERROR else print_error gl_error
891 end
892
893 # Draw all `sprites`
894 #
895 # Call `resize` and `update_sprite` as needed before actual draw operation.
896 #
897 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
898 fun draw
899 do
900 if buffer_array == -1 then prepare
901
902 assert buffer_array > 0 and buffer_element > 0 else
903 print_error "Internal error: {self} was destroyed"
904 end
905
906 # Setup
907 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
908 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
909
910 # Resize GPU buffers?
911 if sprites.capacity > buffer_capacity then
912 # Try to defragment first
913 var moved = sprites.defragment
914
915 if sprites.capacity > buffer_capacity then
916 # Defragmentation wasn't enough, grow
917 resize
918
919 # We must update everything
920 for s in sprites.items do if s != null then sprites_to_update.add s
921 else
922 # Just update the moved sprites
923 for s in moved do sprites_to_update.add s
924 end
925 else if sprites.available.not_empty then
926 # Defragment a bit anyway
927 # TODO defrag only when there's time left on a frame
928 var moved = sprites.defragment(1)
929 for s in moved do sprites_to_update.add s
930 end
931
932 # Update GPU sprites data
933 if sprites_to_update.not_empty then
934 app.perf_clock_sprites.lapse
935
936 for sprite in sprites_to_update do update_sprite(sprite)
937 sprites_to_update.clear
938
939 sys.perfs["gamnit flat gpu update"].add app.perf_clock_sprites.lapse
940 end
941
942 # Update uniforms specific to this context
943 var texture = texture
944 app.simple_2d_program.use_texture.uniform texture != null
945 if texture != null then
946 glActiveTexture gl_TEXTURE0
947 glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
948 app.simple_2d_program.texture.uniform 0
949 end
950 var gl_error = glGetError
951 assert gl_error == gl_NO_ERROR else print_error gl_error
952
953 # Configure attributes, in order:
954 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
955 var offset = 0
956 var p = app.simple_2d_program
957 var sizeof_gl_float = 4 # sizeof(GL_FLOAT)
958
959 var size = 4 # Number of floats
960 glEnableVertexAttribArray p.translation.location
961 glVertexAttribPointeri(p.translation.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
962 offset += size * sizeof_gl_float
963 gl_error = glGetError
964 assert gl_error == gl_NO_ERROR else print_error gl_error
965
966 size = 4
967 glEnableVertexAttribArray p.color.location
968 glVertexAttribPointeri(p.color.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
969 offset += size * sizeof_gl_float
970 gl_error = glGetError
971 assert gl_error == gl_NO_ERROR else print_error gl_error
972
973 size = 1
974 glEnableVertexAttribArray p.scale.location
975 glVertexAttribPointeri(p.scale.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
976 offset += size * sizeof_gl_float
977 gl_error = glGetError
978 assert gl_error == gl_NO_ERROR else print_error gl_error
979
980 size = 4
981 glEnableVertexAttribArray p.coord.location
982 glVertexAttribPointeri(p.coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
983 offset += size * sizeof_gl_float
984 gl_error = glGetError
985 assert gl_error == gl_NO_ERROR else print_error gl_error
986
987 size = 2
988 glEnableVertexAttribArray p.tex_coord.location
989 glVertexAttribPointeri(p.tex_coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
990 offset += size * sizeof_gl_float
991 gl_error = glGetError
992 assert gl_error == gl_NO_ERROR else print_error gl_error
993
994 size = 4
995 for r in [p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3] do
996 if r.is_active then
997 glEnableVertexAttribArray r.location
998 glVertexAttribPointeri(r.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
999 end
1000 offset += size * sizeof_gl_float
1001 gl_error = glGetError
1002 assert gl_error == gl_NO_ERROR else print_error gl_error
1003 end
1004
1005 # Actual draw
1006 for s in sprites.starts, e in sprites.ends do
1007 var l = e-s
1008 glDrawElementsi(gl_TRIANGLES, l*indices_per_sprite, gl_UNSIGNED_SHORT, 2*s*indices_per_sprite)
1009 gl_error = glGetError
1010 assert gl_error == gl_NO_ERROR else print_error gl_error
1011 end
1012
1013 # Take down
1014 for attr in [p.translation, p.color, p.scale, p.coord, p.tex_coord,
1015 p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3: Attribute] do
1016 if not attr.is_active then continue
1017 glDisableVertexAttribArray(attr.location)
1018 gl_error = glGetError
1019 assert gl_error == gl_NO_ERROR else print_error gl_error
1020 end
1021
1022 glBindBuffer(gl_ARRAY_BUFFER, 0)
1023 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, 0)
1024 gl_error = glGetError
1025 assert gl_error == gl_NO_ERROR else print_error gl_error
1026 end
1027 end
1028
1029 # Representation of sprite data on the GPU
1030 #
1031 # The main purpose of this class is to optimize the use of contiguous
1032 # space in GPU memory. Each contiguous memory block can be drawn in a
1033 # single call. The starts index of each block is kept by `starts,
1034 # and the end + 1 by `ends`.
1035 #
1036 # The data can be compressed by a call to `defragment`.
1037 #
1038 # ~~~
1039 # var array = new GroupedArray[String]
1040 # assert array.to_s == ""
1041 #
1042 # array.add "a"
1043 # array.add "b"
1044 # array.add "c"
1045 # array.add "d"
1046 # array.add "e"
1047 # array.add "f"
1048 # assert array.to_s == "[a,b,c,d,e,f]"
1049 # assert array.capacity == 6
1050 #
1051 # array.remove "a"
1052 # assert array.to_s == "[b,c,d,e,f]"
1053 #
1054 # array.remove "b"
1055 # assert array.to_s == "[c,d,e,f]"
1056 #
1057 # array.remove "f"
1058 # assert array.to_s == "[c,d,e]"
1059 #
1060 # array.remove "d"
1061 # assert array.to_s == "[c][e]"
1062 #
1063 # array.add "A"
1064 # assert array.to_s == "[A][c][e]"
1065 #
1066 # array.add "B"
1067 # assert array.to_s == "[A,B,c][e]"
1068 #
1069 # array.remove "e"
1070 # assert array.to_s == "[A,B,c]"
1071 #
1072 # array.add "D"
1073 # assert array.to_s == "[A,B,c,D]"
1074 #
1075 # array.add "E"
1076 # assert array.to_s == "[A,B,c,D,E]"
1077 # assert array.capacity == 5
1078 # assert array.length == 5
1079 #
1080 # array.remove "A"
1081 # array.remove "B"
1082 # array.remove "c"
1083 # array.remove "D"
1084 # array.remove "E"
1085 # assert array.to_s == ""
1086 #
1087 # array.add "a"
1088 # assert array.to_s == "[a]"
1089 # ~~~
1090 private class GroupedArray[E]
1091
1092 # Memory with actual objects, and null in empty slots
1093 var items = new Array[nullable E]
1094
1095 # Number of items in the array
1096 var length = 0
1097
1098 # Number of item slots in the array
1099 fun capacity: Int do return items.length
1100
1101 # Index of `item`
1102 fun index_of(item: E): Int do return items.index_of(item)
1103
1104 # List of available slots
1105 var available = new MinHeap[Int].default
1106
1107 # Start index of filled chunks
1108 var starts = new List[Int]
1109
1110 # Index of the spots after filled chunks
1111 var ends = new List[Int]
1112
1113 # Add `item` to the first available slot
1114 fun add(item: E)
1115 do
1116 length += 1
1117
1118 if available.not_empty then
1119 # starts & ends can't be empty
1120
1121 var i = available.take
1122 items[i] = item
1123
1124 if i == starts.first - 1 then
1125 # slot 0 free, 1 taken
1126 starts.first -= 1
1127 else if i == 0 then
1128 # slot 0 and more free
1129 starts.unshift 0
1130 ends.unshift 1
1131 else if starts.length >= 2 and ends.first + 1 == starts[1] then
1132 # merge 2 chunks
1133 ends.remove_at 0
1134 starts.remove_at 1
1135 else
1136 # at end of first chunk
1137 ends.first += 1
1138 end
1139 return
1140 end
1141
1142 items.add item
1143 if ends.is_empty then
1144 starts.add 0
1145 ends.add 1
1146 else ends.last += 1
1147 end
1148
1149 # Remove the first instance of `item`
1150 fun remove(item: E)
1151 do
1152 var i = items.index_of(item)
1153 assert i != -1
1154 length -= 1
1155 items[i] = null
1156
1157 var ii = 0
1158 for s in starts, e in ends do
1159 if s <= i and i < e then
1160 if s == e-1 then
1161 # single item chunk
1162 starts.remove_at ii
1163 ends.remove_at ii
1164
1165 if starts.is_empty then
1166 items.clear
1167 available.clear
1168 return
1169 end
1170 else if e-1 == i then
1171 # last item of chunk
1172 ends[ii] -= 1
1173
1174 else if s == i then
1175 # first item of chunk
1176 starts[ii] += 1
1177 else
1178 # break up chunk
1179 ends.insert(ends[ii], ii+1)
1180 ends[ii] = i
1181 starts.insert(i+1, ii+1)
1182 end
1183
1184 available.add i
1185 return
1186 end
1187 ii += 1
1188 end
1189
1190 abort
1191 end
1192
1193 # Defragment and compress everything into a single chunks beginning at 0
1194 #
1195 # Returns the elements that moved as a list.
1196 #
1197 # ~~~
1198 # var array = new GroupedArray[String]
1199 # array.add "a"
1200 # array.add "b"
1201 # array.add "c"
1202 # array.add "d"
1203 # array.remove "c"
1204 # array.remove "a"
1205 # assert array.to_s == "[b][d]"
1206 #
1207 # var moved = array.defragment
1208 # assert moved.to_s == "[d]"
1209 # assert array.to_s == "[d,b]"
1210 # assert array.length == 2
1211 # assert array.capacity == 2
1212 #
1213 # array.add "e"
1214 # array.add "f"
1215 # assert array.to_s == "[d,b,e,f]"
1216 # ~~~
1217 fun defragment(max: nullable Int): Array[E]
1218 do
1219 app.perf_clock_sprites.lapse
1220 max = max or else length
1221
1222 var moved = new Array[E]
1223 while max > 0 and (starts.length > 1 or starts.first != 0) do
1224 var i = ends.last - 1
1225 var e = items[i]
1226 remove e
1227 add e
1228 moved.add e
1229 max -= 1
1230 end
1231
1232 if starts.length == 1 and starts.first == 0 then
1233 for i in [length..capacity[ do items.pop
1234 available.clear
1235 end
1236
1237 sys.perfs["gamnit flat gpu defrag"].add app.perf_clock_sprites.lapse
1238 return moved
1239 end
1240
1241 redef fun to_s
1242 do
1243 var ss = new Array[String]
1244 for s in starts, e in ends do
1245 ss.add "["
1246 for i in [s..e[ do
1247 var item: nullable Object = items[i]
1248 if item == null then item = "null"
1249 ss.add item.to_s
1250 if i != e-1 then ss.add ","
1251 end
1252 ss.add "]"
1253 end
1254 return ss.join
1255 end
1256 end