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 # Simple API for 2D games, built around `Sprite` and `App::update`
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.
21 # This system relies on two cameras `App::world_camera` and `App::ui_camera`.
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`.
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`.
32 # See the sample game at `contrib/asteronits/` and the basic project template
33 # at `lib/gamnit/examples/template/`.
37 intrude import geometry
::points_and_lines
# For _x, _y and _z
39 import matrix
::projection
40 import more_collections
41 import performance_analysis
44 import gamnit
::cameras_cache
45 import gamnit
::dynamic_resolution
46 import gamnit
::limit_fps
47 import gamnit
::camera_control
49 # Visible 2D entity in the game world or UI
51 # Similar to `gamnit::Actor` which is in 3D.
53 # Each sprite associates a `texture` to the position `center`.
54 # The appearance is modified by `rotation`, `invert_x`,
55 # `scale`, `red`, `green`, `blue` and `alpha`.
56 # These values can be changed at any time and will trigger an update
57 # of the data on the GPU side, having a small performance cost.
59 # For a sprite to be visible, it must be added to either the world `sprites`
60 # or the `ui_sprites`.
61 # However, an instance of `Sprite` can only belong to a single `SpriteSet`
62 # at a time. The final on-screen position depends on the camera associated
66 # # Load texture and create sprite
67 # var texture = new Texture("path/in/assets.png")
68 # var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
70 # # Add sprite to the visible game world
71 # app.sprites.add sprite
73 # # Extra configuration of the sprite
74 # sprite.rotation = pi/2.0
77 # # Show only the blue colors
82 # To add a sprite to the UI it can be anchored to screen borders
83 # with `ui_camera.top_left` and the likes.
86 # # Place it a bit off the top left of the screen
87 # var pos = app.ui_camera.top_left.offset(128.0, -128.0, 0)
89 # # Load texture and create sprite
90 # var texture = new Texture("path/in/assets.png")
91 # var sprite = new Sprite(texture, pos)
93 # # Add it to the UI (above world sprites)
94 # app.ui_sprites.add sprite
98 # Texture drawn to screen
99 var texture
: Texture is writable(texture_direct
=)
101 # Texture drawn to screen
102 fun texture
=(value
: Texture)
104 if isset _texture
and value
!= texture
then
106 if value
.root
!= texture
.root
then needs_remap
108 texture_direct
= value
111 # Center position of this sprite in world coordinates
112 var center
: Point3d[Float] is writable(center_direct
=), noautoinit
114 # Center position of this sprite in world coordinates
115 fun center
=(value
: Point3d[Float]) is autoinit
do
116 if isset _center
and value
!= center
then
118 center
.sprites_remove
self
121 value
.sprites_add
self
122 center_direct
= value
125 # Rotation on the Z axis, positive values turn counterclockwise
126 var rotation
= 0.0 is writable(rotation_direct
=)
128 # Rotation on the Z axis, positive values turn counterclockwise
129 fun rotation
=(value
: Float)
131 if isset _rotation
and value
!= rotation
then needs_update
132 rotation_direct
= value
135 # Mirror `texture` horizontally, inverting each pixel on the X axis
136 var invert_x
= false is writable(invert_x_direct
=)
138 # Mirror `texture` horizontally, inverting each pixel on the X axis
139 fun invert_x
=(value
: Bool)
141 if isset _invert_x
and value
!= invert_x
then needs_update
142 invert_x_direct
= value
145 # Scale applied to this sprite
147 # The basic size of `self` depends on the size in pixels of `texture`.
148 var scale
= 1.0 is writable(scale_direct
=)
150 # Scale applied to this sprite
152 # The basic size of `self` depends on the size in pixels of `texture`.
153 fun scale
=(value
: Float)
155 if isset _scale
and value
!= scale
then needs_update
159 # Red tint applied to `texture` on draw
160 fun red
: Float do return tint
[0]
162 # Red tint applied to `texture` on draw
163 fun red
=(value
: Float)
165 if isset _tint
and value
!= red
then needs_update
169 # Green tint applied to `texture` on draw
170 fun green
: Float do return tint
[1]
172 # Green tint applied to `texture` on draw
173 fun green
=(value
: Float)
175 if isset _tint
and value
!= green
then needs_update
179 # Blue tint applied to `texture` on draw
180 fun blue
: Float do return tint
[2]
182 # Blue tint applied to `texture` on draw
183 fun blue
=(value
: Float)
185 if isset _tint
and value
!= blue
then needs_update
189 # Transparency applied to `texture` on draw
190 fun alpha
: Float do return tint
[3]
192 # Transparency applied to `texture` on draw
193 fun alpha
=(value
: Float)
195 if isset _tint
and value
!= alpha
then needs_update
199 # Tint applied to `texture` on draw
201 # Alternative to the accessors `red, green, blue & alpha`.
202 # Changes inside the array do not automatically set `needs_update`.
204 # Require: `tint.length == 4`
205 var tint
: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct
=)
207 # Tint applied to `texture` on draw, see `tint`
208 fun tint
=(value
: Array[Float])
210 if isset _tint
and value
!= tint
then needs_update
214 # Is this sprite static and added in bulk?
216 # Set to `true` to give a hint to the framework that this sprite won't
217 # change often and that it is added in bulk with other static sprites.
218 # This value can be ignored in the prototyping phase of a game and
219 # added only when better performance are needed.
220 var static
= false is writable(static_direct
=)
222 # Is this sprite static and added in bulk? see `static`
223 fun static
=(value
: Bool)
225 if isset _static
and value
!= static
then needs_remap
226 static_direct
= value
229 # Request an update on the CPU
231 # This is called automatically on modification of any value of `Sprite`.
232 # However, it can still be set manually if a modification can't be
233 # detected or by subclasses.
237 if c
!= null then c
.sprites_to_update
.add
self
240 # Request a resorting of this sprite in its sprite list
242 # Resorting is required when `static` or the root of `texture` changes.
243 # This is called automatically when such changes are detected.
244 # However, it can still be set manually if a modification can't be
245 # detected or by subclasses.
249 if l
!= null then l
.sprites_to_remap
.add
self
252 # Current context to which `self` was sorted
253 private var context
: nullable SpriteContext = null
255 # Current context to which `self` belongs
256 private var sprite_set
: nullable SpriteSet = null
260 # Default graphic program to draw `sprites`
261 private var simple_2d_program
= new Simple2dProgram is lazy
263 # Camera for world `sprites` and `depth::actors` with perspective
265 # By default, the camera is configured to a height of 1080 units
266 # of world coordinates at `z == 0.0`.
267 var world_camera
: EulerCamera is lazy
do
268 var camera
= new EulerCamera(app
.display
.as(not null))
270 # Aim for full HD pixel resolution at level 0
271 camera
.reset_height
1080.0
277 # Camera for `ui_sprites` using an orthogonal view
278 var ui_camera
= new UICamera(app
.display
.as(not null)) is lazy
280 # World sprites drawn as seen by `world_camera`
281 var sprites
: Set[Sprite] = new SpriteSet
283 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
284 var ui_sprites
: Set[Sprite] = new SpriteSet
286 # Main method to refine in clients to update game logic and `sprites`
287 fun update
(dt
: Float) do end
289 # Display `texture` as a splash screen
291 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
292 fun show_splash_screen
(texture
: Texture)
296 var splash
= new Sprite(texture
, ui_camera
.center
)
297 ui_sprites
.add splash
299 var display
= display
300 assert display
!= null
301 glClear gl_COLOR_BUFFER_BIT
302 frame_core_ui_sprites display
305 ui_sprites
.remove splash
309 # Support and implementation
311 # Main clock used to count each frame `dt`, lapsed for `update` only
312 private var clock
= new Clock is lazy
314 # Performance clock to for `frame_core_draw` operations
315 private var perf_clock_main
= new Clock
317 # Second performance clock for smaller operations
318 private var perf_clock_sprites
= new Clock is lazy
324 var display
= display
325 assert display
!= null
327 var gl_error
= glGetError
328 assert gl_error
== gl_NO_ERROR
else print_error gl_error
331 var program
= simple_2d_program
332 program
.compile_and_link
334 var gamnit_error
= program
.error
335 assert gamnit_error
== null else print_error gamnit_error
338 gl
.capabilities
.blend
.enable
339 glBlendFunc
(gl_SRC_ALPHA
, gl_ONE_MINUS_SRC_ALPHA
)
342 gl
.capabilities
.depth_test
.enable
343 glDepthFunc gl_LEQUAL
346 # Prepare viewport and background color
347 glViewport
(0, 0, display
.width
, display
.height
)
348 glClearColor
(0.0, 0.0, 0.0, 1.0)
350 gl_error
= glGetError
351 assert gl_error
== gl_NO_ERROR
else print_error gl_error
354 for tex
in all_root_textures
do
356 gamnit_error
= tex
.error
357 if gamnit_error
!= null then print_error gamnit_error
359 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MIN_FILTER
, gl_LINEAR
)
360 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, gl_LINEAR
)
367 simple_2d_program
.delete
370 var display
= display
371 if display
!= null then display
.close
374 redef fun frame_core
(display
)
376 # Prepare to draw, clear buffers
377 glClear
(gl_COLOR_BUFFER_BIT
| gl_DEPTH_BUFFER_BIT
)
380 var gl_error
= glGetError
381 assert gl_error
== gl_NO_ERROR
else print_error gl_error
383 # Update game logic and set sprites
384 perf_clock_main
.lapse
385 var dt
= clock
.lapse
.to_f
387 sys
.perfs
["gamnit flat update client"].add perf_clock_main
.lapse
389 # Draw and flip screen
390 frame_core_draw display
394 gl_error
= glGetError
395 assert gl_error
== gl_NO_ERROR
else print_error gl_error
398 # Draw the whole screen, all `glDraw...` calls should be executed here
399 protected fun frame_core_draw
(display
: GamnitDisplay)
401 frame_core_dynamic_resolution_before display
403 perf_clock_main
.lapse
404 frame_core_world_sprites display
405 perfs
["gamnit flat world_sprites"].add perf_clock_main
.lapse
407 frame_core_ui_sprites display
408 perfs
["gamnit flat ui_sprites"].add perf_clock_main
.lapse
410 frame_core_dynamic_resolution_after display
413 private fun frame_core_sprites
(display
: GamnitDisplay, sprite_set
: SpriteSet, camera
: Camera)
415 var simple_2d_program
= app
.simple_2d_program
416 simple_2d_program
.use
417 simple_2d_program
.mvp
.uniform camera
.mvp_matrix
423 # Draw world sprites from `sprites`
424 protected fun frame_core_world_sprites
(display
: GamnitDisplay)
426 frame_core_sprites
(display
, sprites
.as(SpriteSet), world_camera
)
429 # Draw UI sprites from `ui_sprites`
430 protected fun frame_core_ui_sprites
(display
: GamnitDisplay)
432 # Reset only the depth buffer
433 glClear gl_DEPTH_BUFFER_BIT
435 frame_core_sprites
(display
, ui_sprites
.as(SpriteSet), ui_camera
)
441 # Vertices coordinates of the base geometry
443 # Defines the default width and height of related sprites.
444 private var vertices
: Array[Float] is lazy
do
447 return [-0.5*w
, 0.5*h
, 0.0,
453 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
454 private var texture_coords
: Array[Float] is lazy
do
457 var b
= offset_bottom
465 # Coordinates of this texture on the `root` texture, inverting the X axis
466 private var texture_coords_invert_x
: Array[Float] is lazy
do
469 var b
= offset_bottom
478 # Graphic program to display simple models with a texture, translation, rotation and scale
479 private class Simple2dProgram
480 super GamnitProgramFromSource
482 redef var vertex_shader_source
= """
483 // Vertex coordinates
484 attribute vec4 coord;
487 attribute vec4 color;
489 // Vertex translation
490 attribute vec4 translation;
493 attribute float scale;
495 // Vertex coordinates on textures
496 attribute vec2 tex_coord;
498 // Model view projection matrix
502 attribute vec4 rotation_row0;
503 attribute vec4 rotation_row1;
504 attribute vec4 rotation_row2;
505 attribute vec4 rotation_row3;
509 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
512 // Output to the fragment shader
513 varying vec4 v_color;
514 varying vec2 v_coord;
518 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
522 """ @ glsl_vertex_shader
524 redef var fragment_shader_source
= """
525 precision mediump float;
527 // Does this object use a texture?
528 uniform bool use_texture;
530 // Texture to apply on this object
531 uniform sampler2D texture0;
533 // Input from the vertex shader
534 varying vec4 v_color;
535 varying vec2 v_coord;
540 gl_FragColor = v_color * texture2D(texture0, v_coord);
541 if (gl_FragColor.a <= 0.01) discard;
543 gl_FragColor = v_color;
546 """ @ glsl_fragment_shader
548 # Vertices coordinates
549 var coord
= attributes
["coord"].as(AttributeVec4) is lazy
551 # Should this program use the texture `texture`?
552 var use_texture
= uniforms
["use_texture"].as(UniformBool) is lazy
554 # Visible texture unit
555 var texture
= uniforms
["texture0"].as(UniformSampler2D) is lazy
557 # Coordinates on the textures, per vertex
558 var tex_coord
= attributes
["tex_coord"].as(AttributeVec2) is lazy
560 # Color tint per vertex
561 var color
= attributes
["color"].as(AttributeVec4) is lazy
563 # Translation applied to each vertex
564 var translation
= attributes
["translation"].as(AttributeVec4) is lazy
566 # Rotation matrix, row 0
567 var rotation_row0
= attributes
["rotation_row0"].as(AttributeVec4) is lazy
569 # Rotation matrix, row 1
570 var rotation_row1
= attributes
["rotation_row1"].as(AttributeVec4) is lazy
572 # Rotation matrix, row 2
573 var rotation_row2
= attributes
["rotation_row2"].as(AttributeVec4) is lazy
575 # Rotation matrix, row 3
576 var rotation_row3
= attributes
["rotation_row3"].as(AttributeVec4) is lazy
579 var scale
= attributes
["scale"].as(AttributeFloat) is lazy
581 # Model view projection matrix
582 var mvp
= uniforms
["mvp"].as(UniformMat4) is lazy
585 redef class Point3d[N
]
586 # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z`
587 fun offset
(x
, y
, z
: Numeric): Point3d[Float]
589 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
)
593 # Associate each point to its sprites
595 private var sprites
: nullable Array[Sprite] = null
597 private fun sprites_add
(sprite
: Sprite)
599 var sprites
= sprites
600 if sprites
== null then
601 sprites
= new Array[Sprite]
602 self.sprites
= sprites
607 private fun sprites_remove
(sprite
: Sprite)
609 var sprites
= sprites
610 assert sprites
!= null
611 sprites
.remove sprite
615 # Notify `sprites` on attribute modification
617 private fun needs_update
619 var sprites
= sprites
620 if sprites
!= null then for s
in sprites
do s
.needs_update
625 if isset _x
and v
!= x
then needs_update
631 if isset _y
and v
!= y
then needs_update
637 if isset _z
and v
!= z
then needs_update
642 # Set of sprites sorting them into different `SpriteContext`
643 private class SpriteSet
644 super HashSet[Sprite]
646 # Map texture then static vs dynamic to a `SpriteContext`
647 var contexts_map
= new HashMap2[RootTexture, Bool, SpriteContext]
649 # Contexts in `contexts_map`
650 var contexts_items
= new Array[SpriteContext]
652 # Sprites needing resorting in `contexts_map`
653 var sprites_to_remap
= new Array[Sprite]
655 # Add a sprite to the appropriate context
656 fun map_sprite
(sprite
: Sprite)
658 assert sprite
.context
== null else print_error
"Sprite {sprite} belongs to another SpriteSet"
660 var texture
= sprite
.texture
.root
661 var context
= contexts_map
[texture
, sprite
.static
]
663 if context
== null then
664 var usage
= if sprite
.static
then gl_STATIC_DRAW
else gl_DYNAMIC_DRAW
665 context
= new SpriteContext(texture
, usage
)
667 contexts_map
[texture
, sprite
.static
] = context
668 contexts_items
.add context
671 context
.sprites
.add sprite
672 context
.sprites_to_update
.add sprite
674 sprite
.context
= context
675 sprite
.sprite_set
= self
678 # Remove a sprite from its context
679 fun unmap_sprite
(sprite
: Sprite)
681 var context
= sprite
.context
682 assert context
!= null
683 context
.sprites
.remove sprite
685 sprite
.context
= null
686 sprite
.sprite_set
= null
689 # Draw all sprites by all contexts
692 for sprite
in sprites_to_remap
do
696 sprites_to_remap
.clear
698 for context
in contexts_items
do context
.draw
703 if contexts_items
.has
(e
.context
) then return
711 if e
isa Sprite then unmap_sprite e
714 redef fun remove_all
(e
)
716 if not has
(e
) then return
722 for sprite
in self do
723 sprite
.context
= null
724 sprite
.sprite_set
= null
727 for c
in contexts_items
do c
.destroy
733 # Context for calls to `glDrawElements`
735 # Each context has only one `texture` and `usage`, but many sprites.
736 private class SpriteContext
739 # Context config and state
741 # Only root texture drawn by this context
742 var texture
: nullable RootTexture
744 # OpenGL ES usage of `buffer_array` and `buffer_element`
745 var usage
: GLBufferUsage
747 # Sprites drawn by this context
748 var sprites
= new GroupedArray[Sprite]
750 # Sprites to update since last `draw`
751 var sprites_to_update
= new Set[Sprite]
753 # Sprites that have been update and for which `needs_update` can be set to false
754 var updated_sprites
= new Array[Sprite]
756 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
758 # Require: `resize_ratio >= 1.0`
759 var resize_ratio
= 1.2
764 # OpenGL ES buffer name for vertex data
765 var buffer_array
: Int = -1
767 # OpenGL ES buffer name for indices
768 var buffer_element
: Int = -1
770 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
771 var buffer_capacity
= 0
773 # C buffers used to pass the data of a single sprite
774 var local_data_buffer
= new GLfloatArray(float_per_vertex
*4) is lazy
775 var local_indices_buffer
= new CUInt16Array(indices_per_sprite
) is lazy
780 # Number of GL_FLOAT per vertex of `Simple2dProgram`
781 var float_per_vertex
: Int is lazy
do
782 # vec4 translation, vec4 color, vec4 coord,
783 # float scale, vec2 tex_coord, vec4 rotation_row*
788 # Number of bytes per vertex of `Simple2dProgram`
789 var bytes_per_vertex
: Int is lazy
do
790 var fs
= 4 # sizeof(GL_FLOAT)
791 return fs
* float_per_vertex
794 # Number of bytes per sprite
795 var bytes_per_sprite
: Int is lazy
do return bytes_per_vertex
* 4
797 # Number of vertex indices per sprite draw call (2 triangles)
798 var indices_per_sprite
= 6
803 # Allocate `buffer_array` and `buffer_element`
806 var bufs
= glGenBuffers
(2)
807 buffer_array
= bufs
[0]
808 buffer_element
= bufs
[1]
810 var gl_error
= glGetError
811 assert gl_error
== gl_NO_ERROR
else print_error gl_error
814 # Destroy `buffer_array` and `buffer_element`
817 glDeleteBuffers
([buffer_array
, buffer_element
])
818 var gl_error
= glGetError
819 assert gl_error
== gl_NO_ERROR
else print_error gl_error
825 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
828 app
.perf_clock_sprites
.lapse
830 # Allocate a bit more space
831 var capacity
= (sprites
.capacity
.to_f
* resize_ratio
).to_i
833 var array_bytes
= capacity
* bytes_per_sprite
834 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
835 assert glIsBuffer
(buffer_array
)
836 glBufferData
(gl_ARRAY_BUFFER
, array_bytes
, new Pointer.nul
, usage
)
837 var gl_error
= glGetError
838 assert gl_error
== gl_NO_ERROR
else print_error gl_error
840 # GL_TRIANGLES 6 vertices * sprite
841 var n_indices
= capacity
* indices_per_sprite
842 var ius
= 2 # sizeof(GL_UNSIGNED_SHORT)
843 var element_bytes
= n_indices
* ius
844 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
845 assert glIsBuffer
(buffer_element
)
846 glBufferData
(gl_ELEMENT_ARRAY_BUFFER
, element_bytes
, new Pointer.nul
, usage
)
847 gl_error
= glGetError
848 assert gl_error
== gl_NO_ERROR
else print_error gl_error
850 buffer_capacity
= capacity
852 sys
.perfs
["gamnit flat gpu resize"].add app
.perf_clock_sprites
.lapse
855 # Update GPU data of `sprite`
856 fun update_sprite
(sprite
: Sprite)
858 var sprite_index
= sprites
.index_of
(sprite
)
859 if sprite_index
== -1 then return
863 var data
= local_data_buffer
867 data
[o
+ 0] = sprite
.center
.x
868 data
[o
+ 1] = sprite
.center
.y
869 data
[o
+ 2] = sprite
.center
.z
873 data
[o
+ 4] = sprite
.tint
[0]
874 data
[o
+ 5] = sprite
.tint
[1]
875 data
[o
+ 6] = sprite
.tint
[2]
876 data
[o
+ 7] = sprite
.tint
[3]
879 data
[o
+ 8] = sprite
.scale
882 data
[o
+ 9] = sprite
.texture
.vertices
[v
*3+0]
883 data
[o
+10] = sprite
.texture
.vertices
[v
*3+1]
884 data
[o
+11] = sprite
.texture
.vertices
[v
*3+2]
888 var texture
= texture
889 if texture
!= null then
890 var tc
= if sprite
.invert_x
then
891 sprite
.texture
.texture_coords_invert_x
892 else sprite
.texture
.texture_coords
893 data
[o
+13] = tc
[v
*2+0]
894 data
[o
+14] = tc
[v
*2+1]
899 if sprite
.rotation
== 0.0 then
900 # Cache the matrix at no rotation
901 rot
= once
new Matrix.identity
(4)
903 rot
= new Matrix.rotation
(sprite
.rotation
, 0.0, 0.0, 1.0)
905 data
.fill_from_matrix
(rot
, o
+15)
907 o
+= float_per_vertex
910 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
911 glBufferSubData
(gl_ARRAY_BUFFER
, sprite_index
*bytes_per_sprite
, bytes_per_sprite
, data
.native_array
)
913 var gl_error
= glGetError
914 assert gl_error
== gl_NO_ERROR
else print_error gl_error
923 var indices
= local_indices_buffer
924 var io
= sprite_index
*4
932 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
933 glBufferSubData
(gl_ELEMENT_ARRAY_BUFFER
, sprite_index
*6*2, 6*2, indices
.native_array
)
935 gl_error
= glGetError
936 assert gl_error
== gl_NO_ERROR
else print_error gl_error
941 # Call `resize` and `update_sprite` as needed before actual draw operation.
943 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
946 if buffer_array
== -1 then prepare
948 assert buffer_array
> 0 and buffer_element
> 0 else
949 print_error
"Internal error: {self} was destroyed"
953 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
954 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
956 # Resize GPU buffers?
957 if sprites
.capacity
> buffer_capacity
then
958 # Try to defragment first
959 var moved
= sprites
.defragment
961 if sprites
.capacity
> buffer_capacity
then
962 # Defragmentation wasn't enough, grow
965 # We must update everything
966 for s
in sprites
.items
do if s
!= null then sprites_to_update
.add s
968 # Just update the moved sprites
969 for s
in moved
do sprites_to_update
.add s
971 else if sprites
.available
.not_empty
then
972 # Defragment a bit anyway
973 # TODO defrag only when there's time left on a frame
974 var moved
= sprites
.defragment
(1)
975 for s
in moved
do sprites_to_update
.add s
978 # Update GPU sprites data
979 if sprites_to_update
.not_empty
then
980 app
.perf_clock_sprites
.lapse
982 for sprite
in sprites_to_update
do update_sprite
(sprite
)
983 sprites_to_update
.clear
985 sys
.perfs
["gamnit flat gpu update"].add app
.perf_clock_sprites
.lapse
988 # Update uniforms specific to this context
989 var texture
= texture
990 app
.simple_2d_program
.use_texture
.uniform texture
!= null
991 if texture
!= null then
992 glActiveTexture gl_TEXTURE0
993 glBindTexture
(gl_TEXTURE_2D
, texture
.gl_texture
)
994 app
.simple_2d_program
.texture
.uniform
0
996 var gl_error
= glGetError
997 assert gl_error
== gl_NO_ERROR
else print_error gl_error
999 # Configure attributes, in order:
1000 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
1002 var p
= app
.simple_2d_program
1003 var sizeof_gl_float
= 4 # sizeof(GL_FLOAT)
1005 var size
= 4 # Number of floats
1006 glEnableVertexAttribArray p
.translation
.location
1007 glVertexAttribPointeri
(p
.translation
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1008 offset
+= size
* sizeof_gl_float
1009 gl_error
= glGetError
1010 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1013 glEnableVertexAttribArray p
.color
.location
1014 glVertexAttribPointeri
(p
.color
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1015 offset
+= size
* sizeof_gl_float
1016 gl_error
= glGetError
1017 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1020 glEnableVertexAttribArray p
.scale
.location
1021 glVertexAttribPointeri
(p
.scale
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1022 offset
+= size
* sizeof_gl_float
1023 gl_error
= glGetError
1024 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1027 glEnableVertexAttribArray p
.coord
.location
1028 glVertexAttribPointeri
(p
.coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1029 offset
+= size
* sizeof_gl_float
1030 gl_error
= glGetError
1031 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1034 glEnableVertexAttribArray p
.tex_coord
.location
1035 glVertexAttribPointeri
(p
.tex_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1036 offset
+= size
* sizeof_gl_float
1037 gl_error
= glGetError
1038 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1041 for r
in [p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
] do
1043 glEnableVertexAttribArray r
.location
1044 glVertexAttribPointeri
(r
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1046 offset
+= size
* sizeof_gl_float
1047 gl_error
= glGetError
1048 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1052 for s
in sprites
.starts
, e
in sprites
.ends
do
1054 glDrawElementsi
(gl_TRIANGLES
, l
*indices_per_sprite
, gl_UNSIGNED_SHORT
, 2*s
*indices_per_sprite
)
1055 gl_error
= glGetError
1056 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1060 for attr
in [p
.translation
, p
.color
, p
.scale
, p
.coord
, p
.tex_coord
,
1061 p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
: Attribute] do
1062 if not attr
.is_active
then continue
1063 glDisableVertexAttribArray
(attr
.location
)
1064 gl_error
= glGetError
1065 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1068 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
1069 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, 0)
1070 gl_error
= glGetError
1071 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1075 # Representation of sprite data on the GPU
1077 # The main purpose of this class is to optimize the use of contiguous
1078 # space in GPU memory. Each contiguous memory block can be drawn in a
1079 # single call. The starts index of each block is kept by `starts,
1080 # and the end + 1 by `ends`.
1082 # The data can be compressed by a call to `defragment`.
1085 # intrude import gamnit::flat
1087 # var array = new GroupedArray[String]
1088 # assert array.to_s == ""
1096 # assert array.to_s == "[a,b,c,d,e,f]"
1097 # assert array.capacity == 6
1100 # assert array.to_s == "[b,c,d,e,f]"
1103 # assert array.to_s == "[c,d,e,f]"
1106 # assert array.to_s == "[c,d,e]"
1109 # assert array.to_s == "[c][e]"
1112 # assert array.to_s == "[A][c][e]"
1115 # assert array.to_s == "[A,B,c][e]"
1118 # assert array.to_s == "[A,B,c]"
1121 # assert array.to_s == "[A,B,c,D]"
1124 # assert array.to_s == "[A,B,c,D,E]"
1125 # assert array.capacity == 6
1126 # assert array.length == 5
1133 # assert array.to_s == ""
1136 # assert array.to_s == "[a]"
1138 private class GroupedArray[E
]
1140 # Memory with actual objects, and null in empty slots
1141 var items
= new Array[nullable E
]
1143 # Number of items in the array
1146 # Number of item slots in the array
1147 fun capacity
: Int do return items
.length
1150 fun index_of
(item
: E
): Int do return items
.index_of
(item
)
1152 # List of available slots
1153 var available
= new MinHeap[Int].default
1155 # Start index of filled chunks
1156 var starts
= new List[Int]
1158 # Index of the spots after filled chunks
1159 var ends
= new List[Int]
1161 # Add `item` to the first available slot
1166 if available
.not_empty
then
1167 # starts & ends can't be empty
1169 var i
= available
.take
1172 if i
== starts
.first
- 1 then
1173 # slot 0 free, 1 taken
1176 # slot 0 and more free
1179 else if starts
.length
>= 2 and ends
.first
+ 1 == starts
[1] then
1184 # at end of first chunk
1191 if ends
.is_empty
then
1197 # Remove the first instance of `item`
1200 var i
= items
.index_of
(item
)
1206 for s
in starts
, e
in ends
do
1207 if s
<= i
and i
< e
then
1213 if starts
.is_empty
then
1218 else if e-1
== i
then
1219 # last item of chunk
1223 # first item of chunk
1227 ends
.insert
(ends
[ii
], ii
+1)
1229 starts
.insert
(i
+1, ii
+1)
1241 # Defragment and compress everything into a single chunks beginning at 0
1243 # Returns the elements that moved as a list.
1246 # intrude import gamnit::flat
1248 # var array = new GroupedArray[String]
1255 # assert array.to_s == "[b][d]"
1257 # var moved = array.defragment
1258 # assert moved.to_s == "[d]"
1259 # assert array.to_s == "[d,b]"
1260 # assert array.length == 2
1261 # assert array.capacity == 2
1265 # assert array.to_s == "[d,b,e,f]"
1267 fun defragment
(max
: nullable Int): Array[E
]
1269 app
.perf_clock_sprites
.lapse
1270 max
= max
or else length
1272 var moved
= new Array[E
]
1273 while max
> 0 and (starts
.length
> 1 or starts
.first
!= 0) do
1274 var i
= ends
.last
- 1
1282 if starts
.length
== 1 and starts
.first
== 0 then
1283 for i
in [length
..capacity
[ do items
.pop
1287 sys
.perfs
["gamnit flat gpu defrag"].add app
.perf_clock_sprites
.lapse
1293 var ss
= new Array[String]
1294 for s
in starts
, e
in ends
do
1297 var item
: nullable Object = items
[i
]
1298 if item
== null then item
= "null"
1300 if i
!= e-1
then ss
.add
","
1308 redef class GLfloatArray
1309 private fun fill_from_matrix
(matrix
: Matrix, dst_offset
: nullable Int)
1311 dst_offset
= dst_offset
or else 0
1312 var mat_len
= matrix
.width
*matrix
.height
1313 assert length
>= mat_len
+ dst_offset
1314 native_array
.fill_from_matrix_native
(matrix
.items
, dst_offset
, mat_len
)
1318 redef class NativeGLfloatArray
1319 private fun fill_from_matrix_native
(matrix
: matrix
::NativeDoubleArray, dst_offset
, len
: Int) `{
1321 for (i = 0; i < len; i ++)
1322 self[i+dst_offset] = (GLfloat)matrix[i];