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 intrude import gamnit
::cameras
45 intrude import gamnit
::cameras_cache
46 import gamnit
::dynamic_resolution
47 import gamnit
::limit_fps
48 import gamnit
::camera_control
50 # Visible 2D entity in the game world or UI
52 # Similar to `gamnit::Actor` which is in 3D.
54 # Each sprite associates a `texture` to the position `center`.
55 # The appearance is modified by `rotation`, `invert_x`,
56 # `scale`, `red`, `green`, `blue` and `alpha`.
57 # These values can be changed at any time and will trigger an update
58 # of the data on the GPU side, having a small performance cost.
60 # For a sprite to be visible, it must be added to either the world `sprites`
61 # or the `ui_sprites`.
62 # However, an instance of `Sprite` can only belong to a single `SpriteSet`
63 # at a time. The final on-screen position depends on the camera associated
67 # # Load texture and create sprite
68 # var texture = new Texture("path/in/assets.png")
69 # var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
71 # # Add sprite to the visible game world
72 # app.sprites.add sprite
74 # # Extra configuration of the sprite
75 # sprite.rotation = pi/2.0
78 # # Show only the blue colors
83 # To add a sprite to the UI it can be anchored to screen borders
84 # with `ui_camera.top_left` and the likes.
87 # # Place it a bit off the top left of the screen
88 # var pos = app.ui_camera.top_left.offset(128.0, -128.0, 0)
90 # # Load texture and create sprite
91 # var texture = new Texture("path/in/assets.png")
92 # var sprite = new Sprite(texture, pos)
94 # # Add it to the UI (above world sprites)
95 # app.ui_sprites.add sprite
99 # Texture drawn to screen
100 var texture
: Texture is writable(texture_direct
=)
102 # Texture drawn to screen
103 fun texture
=(value
: Texture)
105 if isset _texture
and value
!= texture
then
107 if value
.root
!= texture
.root
then needs_remap
109 texture_direct
= value
112 # Center position of this sprite in world coordinates
113 var center
: Point3d[Float] is writable(center_direct
=), noautoinit
115 # Center position of this sprite in world coordinates
116 fun center
=(value
: Point3d[Float]) is autoinit
do
117 if isset _center
and value
!= center
then
119 center
.sprites_remove
self
122 value
.sprites_add
self
123 center_direct
= value
126 # Rotation on the Z axis, positive values turn counterclockwise
127 var rotation
= 0.0 is writable(rotation_direct
=)
129 # Rotation on the Z axis, positive values turn counterclockwise
130 fun rotation
=(value
: Float)
132 if isset _rotation
and value
!= rotation
then needs_update
133 rotation_direct
= value
136 # Mirror `texture` horizontally, inverting each pixel on the X axis
137 var invert_x
= false is writable(invert_x_direct
=)
139 # Mirror `texture` horizontally, inverting each pixel on the X axis
140 fun invert_x
=(value
: Bool)
142 if isset _invert_x
and value
!= invert_x
then needs_update
143 invert_x_direct
= value
146 # Scale applied to this sprite
148 # The basic size of `self` depends on the size in pixels of `texture`.
149 var scale
= 1.0 is writable(scale_direct
=)
151 # Scale applied to this sprite
153 # The basic size of `self` depends on the size in pixels of `texture`.
154 fun scale
=(value
: Float)
156 if isset _scale
and value
!= scale
then needs_update
160 # Red tint applied to `texture` on draw
161 fun red
: Float do return tint
[0]
163 # Red tint applied to `texture` on draw
164 fun red
=(value
: Float)
166 if isset _tint
and value
!= red
then needs_update
170 # Green tint applied to `texture` on draw
171 fun green
: Float do return tint
[1]
173 # Green tint applied to `texture` on draw
174 fun green
=(value
: Float)
176 if isset _tint
and value
!= green
then needs_update
180 # Blue tint applied to `texture` on draw
181 fun blue
: Float do return tint
[2]
183 # Blue tint applied to `texture` on draw
184 fun blue
=(value
: Float)
186 if isset _tint
and value
!= blue
then needs_update
190 # Transparency applied to `texture` on draw
191 fun alpha
: Float do return tint
[3]
193 # Transparency applied to `texture` on draw
194 fun alpha
=(value
: Float)
196 if isset _tint
and value
!= alpha
then needs_update
200 # Tint applied to `texture` on draw
202 # Alternative to the accessors `red, green, blue & alpha`.
203 # Changes inside the array do not automatically set `needs_update`.
205 # Require: `tint.length == 4`
206 var tint
: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct
=)
208 # Tint applied to `texture` on draw, see `tint`
209 fun tint
=(value
: Array[Float])
211 if isset _tint
and value
!= tint
then needs_update
215 # Is this sprite static and added in bulk?
217 # Set to `true` to give a hint to the framework that this sprite won't
218 # change often and that it is added in bulk with other static sprites.
219 # This value can be ignored in the prototyping phase of a game and
220 # added only when better performance are needed.
221 var static
= false is writable(static_direct
=)
223 # Is this sprite static and added in bulk? see `static`
224 fun static
=(value
: Bool)
226 if isset _static
and value
!= static
then needs_remap
227 static_direct
= value
230 # Request an update on the CPU
232 # This is called automatically on modification of any value of `Sprite`.
233 # However, it can still be set manually if a modification can't be
234 # detected or by subclasses.
238 if c
!= null then c
.sprites_to_update
.add
self
241 # Request a resorting of this sprite in its sprite list
243 # Resorting is required when `static` or the root of `texture` changes.
244 # This is called automatically when such changes are detected.
245 # However, it can still be set manually if a modification can't be
246 # detected or by subclasses.
250 if l
!= null then l
.sprites_to_remap
.add
self
253 # Current context to which `self` was sorted
254 private var context
: nullable SpriteContext = null
256 # Current context to which `self` belongs
257 private var sprite_set
: nullable SpriteSet = null
261 # Default graphic program to draw `sprites`
262 private var simple_2d_program
= new Simple2dProgram is lazy
264 # Camera for world `sprites` and `depth::actors` with perspective
266 # By default, the camera is configured to a height of 1080 units
267 # of world coordinates at `z == 0.0`.
268 var world_camera
: EulerCamera is lazy
do
269 var camera
= new EulerCamera(app
.display
.as(not null))
271 # Aim for full HD pixel resolution at level 0
272 camera
.reset_height
1080.0
278 # Camera for `ui_sprites` using an orthogonal view
279 var ui_camera
= new UICamera(app
.display
.as(not null)) is lazy
281 # World sprites drawn as seen by `world_camera`
282 var sprites
: Set[Sprite] = new SpriteSet
284 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
285 var ui_sprites
: Set[Sprite] = new SpriteSet
287 # Main method to refine in clients to update game logic and `sprites`
288 fun update
(dt
: Float) do end
290 # Display `texture` as a splash screen
292 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
293 fun show_splash_screen
(texture
: Texture)
297 var splash
= new Sprite(texture
, ui_camera
.center
.offset
(0.0, 0.0, 0.0))
298 ui_sprites
.add splash
300 var display
= display
301 assert display
!= null
302 glClear gl_COLOR_BUFFER_BIT
303 frame_core_ui_sprites display
306 ui_sprites
.remove splash
310 # Support and implementation
312 # Main clock used to count each frame `dt`, lapsed for `update` only
313 private var clock
= new Clock is lazy
315 # Performance clock to for `frame_core_draw` operations
316 private var perf_clock_main
= new Clock
318 # Second performance clock for smaller operations
319 private var perf_clock_sprites
= new Clock is lazy
325 var display
= display
326 assert display
!= null
328 var gl_error
= glGetError
329 assert gl_error
== gl_NO_ERROR
else print_error gl_error
332 var program
= simple_2d_program
333 program
.compile_and_link
335 var gamnit_error
= program
.error
336 assert gamnit_error
== null else print_error gamnit_error
339 gl
.capabilities
.blend
.enable
340 glBlendFunc
(gl_SRC_ALPHA
, gl_ONE_MINUS_SRC_ALPHA
)
343 gl
.capabilities
.depth_test
.enable
344 glDepthFunc gl_LEQUAL
347 # Prepare viewport and background color
348 glViewport
(0, 0, display
.width
, display
.height
)
349 glClearColor
(0.0, 0.0, 0.0, 1.0)
351 gl_error
= glGetError
352 assert gl_error
== gl_NO_ERROR
else print_error gl_error
355 for tex
in all_root_textures
do
357 gamnit_error
= tex
.error
358 if gamnit_error
!= null then print_error gamnit_error
360 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MIN_FILTER
, gl_LINEAR
)
361 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, gl_LINEAR
)
368 simple_2d_program
.delete
371 var display
= display
372 if display
!= null then display
.close
375 redef fun on_resize
(display
)
379 world_camera
.mvp_matrix_cache
= null
380 ui_camera
.mvp_matrix_cache
= null
382 # Update all sprites in the UI
383 for sprite
in ui_sprites
do sprite
.needs_update
386 redef fun frame_core
(display
)
389 var gl_error
= glGetError
390 assert gl_error
== gl_NO_ERROR
else print_error gl_error
392 # Update game logic and set sprites
393 perf_clock_main
.lapse
394 var dt
= clock
.lapse
.to_f
396 sys
.perfs
["gamnit flat update client"].add perf_clock_main
.lapse
398 # Draw and flip screen
399 frame_core_draw display
403 gl_error
= glGetError
404 assert gl_error
== gl_NO_ERROR
else print_error gl_error
407 # Draw the whole screen, all `glDraw...` calls should be executed here
408 protected fun frame_core_draw
(display
: GamnitDisplay)
410 frame_core_dynamic_resolution_before display
412 perf_clock_main
.lapse
413 frame_core_world_sprites display
414 perfs
["gamnit flat world_sprites"].add perf_clock_main
.lapse
416 frame_core_ui_sprites display
417 perfs
["gamnit flat ui_sprites"].add perf_clock_main
.lapse
419 frame_core_dynamic_resolution_after display
422 private fun frame_core_sprites
(display
: GamnitDisplay, sprite_set
: SpriteSet, camera
: Camera)
424 var simple_2d_program
= app
.simple_2d_program
425 simple_2d_program
.use
426 simple_2d_program
.mvp
.uniform camera
.mvp_matrix
432 # Draw world sprites from `sprites`
433 protected fun frame_core_world_sprites
(display
: GamnitDisplay)
435 frame_core_sprites
(display
, sprites
.as(SpriteSet), world_camera
)
438 # Draw UI sprites from `ui_sprites`
439 protected fun frame_core_ui_sprites
(display
: GamnitDisplay)
441 # Reset only the depth buffer
442 glClear gl_DEPTH_BUFFER_BIT
444 frame_core_sprites
(display
, ui_sprites
.as(SpriteSet), ui_camera
)
450 # Vertices coordinates of the base geometry
452 # Defines the default width and height of related sprites.
453 private var vertices
: Array[Float] is lazy
do
456 return [-0.5*w
, 0.5*h
, 0.0,
462 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
463 private var texture_coords
: Array[Float] is lazy
do
466 var b
= offset_bottom
474 # Coordinates of this texture on the `root` texture, inverting the X axis
475 private var texture_coords_invert_x
: Array[Float] is lazy
do
478 var b
= offset_bottom
487 # Graphic program to display simple models with a texture, translation, rotation and scale
488 private class Simple2dProgram
489 super GamnitProgramFromSource
491 redef var vertex_shader_source
= """
492 // Vertex coordinates
493 attribute vec4 coord;
496 attribute vec4 color;
498 // Vertex translation
499 attribute vec4 translation;
502 attribute float scale;
504 // Vertex coordinates on textures
505 attribute vec2 tex_coord;
507 // Model view projection matrix
511 attribute vec4 rotation_row0;
512 attribute vec4 rotation_row1;
513 attribute vec4 rotation_row2;
514 attribute vec4 rotation_row3;
518 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
521 // Output to the fragment shader
522 varying vec4 v_color;
523 varying vec2 v_coord;
527 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
531 """ @ glsl_vertex_shader
533 redef var fragment_shader_source
= """
534 precision mediump float;
536 // Does this object use a texture?
537 uniform bool use_texture;
539 // Texture to apply on this object
540 uniform sampler2D texture0;
542 // Input from the vertex shader
543 varying vec4 v_color;
544 varying vec2 v_coord;
549 gl_FragColor = v_color * texture2D(texture0, v_coord);
550 if (gl_FragColor.a <= 0.01) discard;
552 gl_FragColor = v_color;
555 """ @ glsl_fragment_shader
557 # Vertices coordinates
558 var coord
= attributes
["coord"].as(AttributeVec4) is lazy
560 # Should this program use the texture `texture`?
561 var use_texture
= uniforms
["use_texture"].as(UniformBool) is lazy
563 # Visible texture unit
564 var texture
= uniforms
["texture0"].as(UniformSampler2D) is lazy
566 # Coordinates on the textures, per vertex
567 var tex_coord
= attributes
["tex_coord"].as(AttributeVec2) is lazy
569 # Color tint per vertex
570 var color
= attributes
["color"].as(AttributeVec4) is lazy
572 # Translation applied to each vertex
573 var translation
= attributes
["translation"].as(AttributeVec4) is lazy
575 # Rotation matrix, row 0
576 var rotation_row0
= attributes
["rotation_row0"].as(AttributeVec4) is lazy
578 # Rotation matrix, row 1
579 var rotation_row1
= attributes
["rotation_row1"].as(AttributeVec4) is lazy
581 # Rotation matrix, row 2
582 var rotation_row2
= attributes
["rotation_row2"].as(AttributeVec4) is lazy
584 # Rotation matrix, row 3
585 var rotation_row3
= attributes
["rotation_row3"].as(AttributeVec4) is lazy
588 var scale
= attributes
["scale"].as(AttributeFloat) is lazy
590 # Model view projection matrix
591 var mvp
= uniforms
["mvp"].as(UniformMat4) is lazy
594 redef class Point3d[N
]
596 # Associate each point to its sprites
598 private var sprites
: nullable Array[Sprite] = null
600 private fun sprites_add
(sprite
: Sprite)
602 var sprites
= sprites
603 if sprites
== null then
604 sprites
= new Array[Sprite]
605 self.sprites
= sprites
610 private fun sprites_remove
(sprite
: Sprite)
612 var sprites
= sprites
613 assert sprites
!= null
614 sprites
.remove sprite
618 # Notify `sprites` on attribute modification
620 private fun needs_update
622 var sprites
= sprites
623 if sprites
!= null then for s
in sprites
do s
.needs_update
628 if isset _x
and v
!= x
then needs_update
634 if isset _y
and v
!= y
then needs_update
640 if isset _z
and v
!= z
then needs_update
645 redef class OffsetPoint3d
648 if isset _x
and v
!= x
then needs_update
654 if isset _y
and v
!= y
then needs_update
660 if isset _z
and v
!= z
then needs_update
665 # Set of sprites sorting them into different `SpriteContext`
666 private class SpriteSet
667 super HashSet[Sprite]
669 # Map texture then static vs dynamic to a `SpriteContext`
670 var contexts_map
= new HashMap2[RootTexture, Bool, SpriteContext]
672 # Contexts in `contexts_map`
673 var contexts_items
= new Array[SpriteContext]
675 # Sprites needing resorting in `contexts_map`
676 var sprites_to_remap
= new Array[Sprite]
678 # Add a sprite to the appropriate context
679 fun map_sprite
(sprite
: Sprite)
681 assert sprite
.context
== null else print_error
"Sprite {sprite} belongs to another SpriteSet"
683 var texture
= sprite
.texture
.root
684 var context
= contexts_map
[texture
, sprite
.static
]
686 if context
== null then
687 var usage
= if sprite
.static
then gl_STATIC_DRAW
else gl_DYNAMIC_DRAW
688 context
= new SpriteContext(texture
, usage
)
690 contexts_map
[texture
, sprite
.static
] = context
691 contexts_items
.add context
694 context
.sprites
.add sprite
695 context
.sprites_to_update
.add sprite
697 sprite
.context
= context
698 sprite
.sprite_set
= self
701 # Remove a sprite from its context
702 fun unmap_sprite
(sprite
: Sprite)
704 var context
= sprite
.context
705 assert context
!= null
706 context
.sprites
.remove sprite
708 sprite
.context
= null
709 sprite
.sprite_set
= null
712 # Draw all sprites by all contexts
715 for sprite
in sprites_to_remap
do
719 sprites_to_remap
.clear
721 for context
in contexts_items
do context
.draw
726 if contexts_items
.has
(e
.context
) then return
734 if e
isa Sprite then unmap_sprite e
737 redef fun remove_all
(e
)
739 if not has
(e
) then return
745 for sprite
in self do
746 sprite
.context
= null
747 sprite
.sprite_set
= null
750 for c
in contexts_items
do c
.destroy
756 # Context for calls to `glDrawElements`
758 # Each context has only one `texture` and `usage`, but many sprites.
759 private class SpriteContext
762 # Context config and state
764 # Only root texture drawn by this context
765 var texture
: nullable RootTexture
767 # OpenGL ES usage of `buffer_array` and `buffer_element`
768 var usage
: GLBufferUsage
770 # Sprites drawn by this context
771 var sprites
= new GroupedArray[Sprite]
773 # Sprites to update since last `draw`
774 var sprites_to_update
= new Set[Sprite]
776 # Sprites that have been update and for which `needs_update` can be set to false
777 var updated_sprites
= new Array[Sprite]
779 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
781 # Require: `resize_ratio >= 1.0`
782 var resize_ratio
= 1.2
787 # OpenGL ES buffer name for vertex data
788 var buffer_array
: Int = -1
790 # OpenGL ES buffer name for indices
791 var buffer_element
: Int = -1
793 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
794 var buffer_capacity
= 0
796 # C buffers used to pass the data of a single sprite
797 var local_data_buffer
= new GLfloatArray(float_per_vertex
*4) is lazy
798 var local_indices_buffer
= new CUInt16Array(indices_per_sprite
) is lazy
803 # Number of GL_FLOAT per vertex of `Simple2dProgram`
804 var float_per_vertex
: Int is lazy
do
805 # vec4 translation, vec4 color, vec4 coord,
806 # float scale, vec2 tex_coord, vec4 rotation_row*
811 # Number of bytes per vertex of `Simple2dProgram`
812 var bytes_per_vertex
: Int is lazy
do
813 var fs
= 4 # sizeof(GL_FLOAT)
814 return fs
* float_per_vertex
817 # Number of bytes per sprite
818 var bytes_per_sprite
: Int is lazy
do return bytes_per_vertex
* 4
820 # Number of vertex indices per sprite draw call (2 triangles)
821 var indices_per_sprite
= 6
826 # Allocate `buffer_array` and `buffer_element`
829 var bufs
= glGenBuffers
(2)
830 buffer_array
= bufs
[0]
831 buffer_element
= bufs
[1]
833 var gl_error
= glGetError
834 assert gl_error
== gl_NO_ERROR
else print_error gl_error
837 # Destroy `buffer_array` and `buffer_element`
840 glDeleteBuffers
([buffer_array
, buffer_element
])
841 var gl_error
= glGetError
842 assert gl_error
== gl_NO_ERROR
else print_error gl_error
848 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
851 app
.perf_clock_sprites
.lapse
853 # Allocate a bit more space
854 var capacity
= (sprites
.capacity
.to_f
* resize_ratio
).to_i
856 var array_bytes
= capacity
* bytes_per_sprite
857 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
858 assert glIsBuffer
(buffer_array
)
859 glBufferData
(gl_ARRAY_BUFFER
, array_bytes
, new Pointer.nul
, usage
)
860 var gl_error
= glGetError
861 assert gl_error
== gl_NO_ERROR
else print_error gl_error
863 # GL_TRIANGLES 6 vertices * sprite
864 var n_indices
= capacity
* indices_per_sprite
865 var ius
= 2 # sizeof(GL_UNSIGNED_SHORT)
866 var element_bytes
= n_indices
* ius
867 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
868 assert glIsBuffer
(buffer_element
)
869 glBufferData
(gl_ELEMENT_ARRAY_BUFFER
, element_bytes
, new Pointer.nul
, usage
)
870 gl_error
= glGetError
871 assert gl_error
== gl_NO_ERROR
else print_error gl_error
873 buffer_capacity
= capacity
875 sys
.perfs
["gamnit flat gpu resize"].add app
.perf_clock_sprites
.lapse
878 # Update GPU data of `sprite`
879 fun update_sprite
(sprite
: Sprite)
881 var sprite_index
= sprites
.index_of
(sprite
)
882 if sprite_index
== -1 then return
886 var data
= local_data_buffer
890 data
[o
+ 0] = sprite
.center
.x
891 data
[o
+ 1] = sprite
.center
.y
892 data
[o
+ 2] = sprite
.center
.z
896 data
[o
+ 4] = sprite
.tint
[0]
897 data
[o
+ 5] = sprite
.tint
[1]
898 data
[o
+ 6] = sprite
.tint
[2]
899 data
[o
+ 7] = sprite
.tint
[3]
902 data
[o
+ 8] = sprite
.scale
905 data
[o
+ 9] = sprite
.texture
.vertices
[v
*3+0]
906 data
[o
+10] = sprite
.texture
.vertices
[v
*3+1]
907 data
[o
+11] = sprite
.texture
.vertices
[v
*3+2]
911 var texture
= texture
912 if texture
!= null then
913 var tc
= if sprite
.invert_x
then
914 sprite
.texture
.texture_coords_invert_x
915 else sprite
.texture
.texture_coords
916 data
[o
+13] = tc
[v
*2+0]
917 data
[o
+14] = tc
[v
*2+1]
922 if sprite
.rotation
== 0.0 then
923 # Cache the matrix at no rotation
924 rot
= once
new Matrix.identity
(4)
926 rot
= new Matrix.rotation
(sprite
.rotation
, 0.0, 0.0, 1.0)
928 data
.fill_from_matrix
(rot
, o
+15)
930 o
+= float_per_vertex
933 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
934 glBufferSubData
(gl_ARRAY_BUFFER
, sprite_index
*bytes_per_sprite
, bytes_per_sprite
, data
.native_array
)
936 var gl_error
= glGetError
937 assert gl_error
== gl_NO_ERROR
else print_error gl_error
946 var indices
= local_indices_buffer
947 var io
= sprite_index
*4
955 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
956 glBufferSubData
(gl_ELEMENT_ARRAY_BUFFER
, sprite_index
*6*2, 6*2, indices
.native_array
)
958 gl_error
= glGetError
959 assert gl_error
== gl_NO_ERROR
else print_error gl_error
964 # Call `resize` and `update_sprite` as needed before actual draw operation.
966 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
969 if buffer_array
== -1 then prepare
971 assert buffer_array
> 0 and buffer_element
> 0 else
972 print_error
"Internal error: {self} was destroyed"
976 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
977 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
979 # Resize GPU buffers?
980 if sprites
.capacity
> buffer_capacity
then
981 # Try to defragment first
982 var moved
= sprites
.defragment
984 if sprites
.capacity
> buffer_capacity
then
985 # Defragmentation wasn't enough, grow
988 # We must update everything
989 for s
in sprites
.items
do if s
!= null then sprites_to_update
.add s
991 # Just update the moved sprites
992 for s
in moved
do sprites_to_update
.add s
994 else if sprites
.available
.not_empty
then
995 # Defragment a bit anyway
996 # TODO defrag only when there's time left on a frame
997 var moved
= sprites
.defragment
(1)
998 for s
in moved
do sprites_to_update
.add s
1001 # Update GPU sprites data
1002 if sprites_to_update
.not_empty
then
1003 app
.perf_clock_sprites
.lapse
1005 for sprite
in sprites_to_update
do update_sprite
(sprite
)
1006 sprites_to_update
.clear
1008 sys
.perfs
["gamnit flat gpu update"].add app
.perf_clock_sprites
.lapse
1011 # Update uniforms specific to this context
1012 var texture
= texture
1013 app
.simple_2d_program
.use_texture
.uniform texture
!= null
1014 if texture
!= null then
1015 glActiveTexture gl_TEXTURE0
1016 glBindTexture
(gl_TEXTURE_2D
, texture
.gl_texture
)
1017 app
.simple_2d_program
.texture
.uniform
0
1019 var gl_error
= glGetError
1020 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1022 # Configure attributes, in order:
1023 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
1025 var p
= app
.simple_2d_program
1026 var sizeof_gl_float
= 4 # sizeof(GL_FLOAT)
1028 var size
= 4 # Number of floats
1029 glEnableVertexAttribArray p
.translation
.location
1030 glVertexAttribPointeri
(p
.translation
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1031 offset
+= size
* sizeof_gl_float
1032 gl_error
= glGetError
1033 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1036 glEnableVertexAttribArray p
.color
.location
1037 glVertexAttribPointeri
(p
.color
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1038 offset
+= size
* sizeof_gl_float
1039 gl_error
= glGetError
1040 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1043 glEnableVertexAttribArray p
.scale
.location
1044 glVertexAttribPointeri
(p
.scale
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1045 offset
+= size
* sizeof_gl_float
1046 gl_error
= glGetError
1047 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1050 glEnableVertexAttribArray p
.coord
.location
1051 glVertexAttribPointeri
(p
.coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1052 offset
+= size
* sizeof_gl_float
1053 gl_error
= glGetError
1054 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1057 glEnableVertexAttribArray p
.tex_coord
.location
1058 glVertexAttribPointeri
(p
.tex_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1059 offset
+= size
* sizeof_gl_float
1060 gl_error
= glGetError
1061 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1064 for r
in [p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
] do
1066 glEnableVertexAttribArray r
.location
1067 glVertexAttribPointeri
(r
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1069 offset
+= size
* sizeof_gl_float
1070 gl_error
= glGetError
1071 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1075 for s
in sprites
.starts
, e
in sprites
.ends
do
1077 glDrawElementsi
(gl_TRIANGLES
, l
*indices_per_sprite
, gl_UNSIGNED_SHORT
, 2*s
*indices_per_sprite
)
1078 gl_error
= glGetError
1079 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1083 for attr
in [p
.translation
, p
.color
, p
.scale
, p
.coord
, p
.tex_coord
,
1084 p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
: Attribute] do
1085 if not attr
.is_active
then continue
1086 glDisableVertexAttribArray
(attr
.location
)
1087 gl_error
= glGetError
1088 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1091 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
1092 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, 0)
1093 gl_error
= glGetError
1094 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1098 # Representation of sprite data on the GPU
1100 # The main purpose of this class is to optimize the use of contiguous
1101 # space in GPU memory. Each contiguous memory block can be drawn in a
1102 # single call. The starts index of each block is kept by `starts,
1103 # and the end + 1 by `ends`.
1105 # The data can be compressed by a call to `defragment`.
1108 # intrude import gamnit::flat
1110 # var array = new GroupedArray[String]
1111 # assert array.to_s == ""
1119 # assert array.to_s == "[a,b,c,d,e,f]"
1120 # assert array.capacity == 6
1123 # assert array.to_s == "[b,c,d,e,f]"
1126 # assert array.to_s == "[c,d,e,f]"
1129 # assert array.to_s == "[c,d,e]"
1132 # assert array.to_s == "[c][e]"
1135 # assert array.to_s == "[A][c][e]"
1138 # assert array.to_s == "[A,B,c][e]"
1141 # assert array.to_s == "[A,B,c]"
1144 # assert array.to_s == "[A,B,c,D]"
1147 # assert array.to_s == "[A,B,c,D,E]"
1148 # assert array.capacity == 6
1149 # assert array.length == 5
1156 # assert array.to_s == ""
1159 # assert array.to_s == "[a]"
1161 private class GroupedArray[E
]
1163 # Memory with actual objects, and null in empty slots
1164 var items
= new Array[nullable E
]
1166 # Number of items in the array
1169 # Number of item slots in the array
1170 fun capacity
: Int do return items
.length
1173 fun index_of
(item
: E
): Int do return items
.index_of
(item
)
1175 # List of available slots
1176 var available
= new MinHeap[Int].default
1178 # Start index of filled chunks
1179 var starts
= new List[Int]
1181 # Index of the spots after filled chunks
1182 var ends
= new List[Int]
1184 # Add `item` to the first available slot
1189 if available
.not_empty
then
1190 # starts & ends can't be empty
1192 var i
= available
.take
1195 if i
== starts
.first
- 1 then
1196 # slot 0 free, 1 taken
1199 # slot 0 and more free
1202 else if starts
.length
>= 2 and ends
.first
+ 1 == starts
[1] then
1207 # at end of first chunk
1214 if ends
.is_empty
then
1220 # Remove the first instance of `item`
1223 var i
= items
.index_of
(item
)
1229 for s
in starts
, e
in ends
do
1230 if s
<= i
and i
< e
then
1236 if starts
.is_empty
then
1241 else if e-1
== i
then
1242 # last item of chunk
1246 # first item of chunk
1250 ends
.insert
(ends
[ii
], ii
+1)
1252 starts
.insert
(i
+1, ii
+1)
1264 # Defragment and compress everything into a single chunks beginning at 0
1266 # Returns the elements that moved as a list.
1269 # intrude import gamnit::flat
1271 # var array = new GroupedArray[String]
1278 # assert array.to_s == "[b][d]"
1280 # var moved = array.defragment
1281 # assert moved.to_s == "[d]"
1282 # assert array.to_s == "[d,b]"
1283 # assert array.length == 2
1284 # assert array.capacity == 2
1288 # assert array.to_s == "[d,b,e,f]"
1290 fun defragment
(max
: nullable Int): Array[E
]
1292 app
.perf_clock_sprites
.lapse
1293 max
= max
or else length
1295 var moved
= new Array[E
]
1296 while max
> 0 and (starts
.length
> 1 or starts
.first
!= 0) do
1297 var i
= ends
.last
- 1
1305 if starts
.length
== 1 and starts
.first
== 0 then
1306 for i
in [length
..capacity
[ do items
.pop
1310 sys
.perfs
["gamnit flat gpu defrag"].add app
.perf_clock_sprites
.lapse
1316 var ss
= new Array[String]
1317 for s
in starts
, e
in ends
do
1320 var item
: nullable Object = items
[i
]
1321 if item
== null then item
= "null"
1323 if i
!= e-1
then ss
.add
","
1331 redef class GLfloatArray
1332 private fun fill_from_matrix
(matrix
: Matrix, dst_offset
: nullable Int)
1334 dst_offset
= dst_offset
or else 0
1335 var mat_len
= matrix
.width
*matrix
.height
1336 assert length
>= mat_len
+ dst_offset
1337 native_array
.fill_from_matrix_native
(matrix
.items
, dst_offset
, mat_len
)
1341 redef class NativeGLfloatArray
1342 private fun fill_from_matrix_native
(matrix
: matrix
::NativeDoubleArray, dst_offset
, len
: Int) `{
1344 for (i = 0; i < len; i ++)
1345 self[i+dst_offset] = (GLfloat)matrix[i];