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, based 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 zoom in and out.
25 # 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 and the like.
29 # It can be used to standardize the size of the UI across devices.
30 # It is used to position the sprites in `App::ui_sprites`.
32 # See the sample game at `contrib/asteronits/`.
37 import geometry
::points_and_lines
38 import matrix
::projection
39 import more_collections
43 import gamnit
::cameras
44 import gamnit
::limit_fps
46 # Image to draw on screen
49 # Texture drawn to screen
50 var texture
: Texture is writable
52 # Position of this sprite in world coordinates
53 var center
: Point3d[Float] is writable
55 # Rotation on the Z axis
56 var rotation
= 0.0 is writable
58 # Scale applied to this sprite
59 var scale
= 1.0 is writable
61 # Transparency applied to the texture on draw
62 var alpha
= 1.0 is writable
66 var simple_2d_program
= app
.simple_2d_program
68 glActiveTexture gl_TEXTURE0
69 glBindTexture
(gl_TEXTURE_2D
, texture
.root
.gl_texture
)
71 simple_2d_program
.translation
.array_enabled
= false
72 simple_2d_program
.color
.array_enabled
= false
73 simple_2d_program
.scale
.array_enabled
= false
75 simple_2d_program
.translation
.uniform
(center
.x
, -center
.y
, center
.z
, 0.0)
76 simple_2d_program
.color
.uniform
(1.0, 1.0, 1.0, alpha
)
77 simple_2d_program
.scale
.uniform scale
79 simple_2d_program
.use_texture
.uniform
true
80 simple_2d_program
.texture
.uniform
0
81 simple_2d_program
.tex_coord
.array
(texture
.texture_coords
, 2)
82 simple_2d_program
.coord
.array
(texture
.vertices
, 3)
84 simple_2d_program
.rotation
.uniform
new Matrix.rotation
(rotation
, 0.0, 0.0, 1.0)
86 glDrawArrays
(gl_TRIANGLE_STRIP
, 0, 4)
91 # Default graphic program to draw `sprites`
92 var simple_2d_program
= new Simple2dProgram is lazy
# TODO private
94 # Camera for world objects with perspective
96 # By default, the camera is configured to respect the resolution
97 # of the screen in world coordinates at `z == 0.0`.
98 var world_camera
: EulerCamera is lazy
do
99 var camera
= new EulerCamera(app
.display
.as(not null))
101 # Aim for pixel resolution at level 0
108 # Camera for UI elements using an orthogonal view
109 var ui_camera
: UICamera = new UICamera(app
.display
.as(not null)) is lazy
111 # Live sprites to draw in reference to `world_camera`
112 var sprites
: Sequence[Sprite] = new List[Sprite]
114 # UI sprites to draw in reference to `ui_camera`, over world `sprites`
115 var ui_sprites
: Sequence[Sprite] = new List[Sprite]
117 private var clock
= new Clock
123 var display
= display
124 assert display
!= null
126 var gl_error
= glGetError
127 assert gl_error
== gl_NO_ERROR
else print gl_error
130 var program
= simple_2d_program
131 program
.compile_and_link
133 var gamnit_error
= program
.error
134 assert gamnit_error
== null else print_error gamnit_error
137 gl
.capabilities
.blend
.enable
138 glBlendFunc
(gl_SRC_ALPHA
, gl_ONE_MINUS_SRC_ALPHA
)
141 gl
.capabilities
.depth_test
.enable
142 glDepthFunc gl_LEQUAL
145 # Prepare viewport and background color
146 glViewport
(0, 0, display
.width
, display
.height
)
147 glClearColor
(0.0, 0.0, 0.0, 1.0)
149 gl_error
= glGetError
150 assert gl_error
== gl_NO_ERROR
else print gl_error
153 for tex
in all_root_textures
do
156 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MIN_FILTER
, gl_LINEAR
)
157 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, gl_LINEAR
)
159 gamnit_error
= tex
.error
160 assert gamnit_error
== null else print_error gamnit_error
164 redef fun frame_core
(display
)
166 # Prepare to draw, clear buffers
167 glClear
(gl_COLOR_BUFFER_BIT
| gl_DEPTH_BUFFER_BIT
)
170 var gl_error
= glGetError
171 assert gl_error
== gl_NO_ERROR
else print gl_error
173 # Update game logic and set sprites
174 var dt
= clock
.lapse
.to_f
177 # Draw and flip screen
178 frame_core_draw display
182 gl_error
= glGetError
183 assert gl_error
== gl_NO_ERROR
else print gl_error
186 # Draw the whole screen, all `glDraw...` calls should be executed here
187 protected fun frame_core_draw
(display
: GamnitDisplay) do frame_core_flat display
189 # Draw sprites in `sprites` and `ui_sprites`
190 protected fun frame_core_flat
(display
: GamnitDisplay)
192 simple_2d_program
.use
194 # Set constant configs
195 simple_2d_program
.coord
.array_enabled
= true
196 simple_2d_program
.tex_coord
.array_enabled
= true
197 simple_2d_program
.color
.array_enabled
= false
199 # TODO optimize this draw to store constant values on the GPU
201 simple_2d_program
.mvp
.uniform world_camera
.mvp_matrix
202 for sprite
in sprites
do sprite
.draw
204 # Reset only the depth buffer
205 glClear gl_DEPTH_BUFFER_BIT
208 simple_2d_program
.mvp
.uniform ui_camera
.mvp_matrix
209 for sprite
in ui_sprites
do sprite
.draw
212 # Main method to refine in clients to update game logic and `sprites`
213 fun update
(dt
: Float) do end
215 # Display `texture` as a splash screen
217 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
218 fun show_splash_screen
(texture
: Texture)
222 ui_camera
.reset_height
1080.0
224 var splash
= new Sprite(texture
, ui_camera
.center
)
225 ui_sprites
.add splash
227 var display
= display
228 assert display
!= null
229 glClear gl_COLOR_BUFFER_BIT
230 frame_core_flat display
233 ui_sprites
.remove splash
239 simple_2d_program
.delete
242 var display
= display
243 if display
!= null then display
.close
249 # Vertices coordinates of the base geometry
250 private var vertices
: Array[Float] is lazy
do
254 var a
= [-0.5*w
, -0.5*h
, 0.0]
255 var b
= [ 0.5*w
, -0.5*h
, 0.0]
256 var c
= [-0.5*w
, 0.5*h
, 0.0]
257 var d
= [ 0.5*w
, 0.5*h
, 0.0]
259 var vertices
= new Array[Float]
260 for v
in [c
, d
, a
, b
] do vertices
.add_all v
264 # Coordinates of this texture on the `root` texture, with `[0..1.0]`
265 private var texture_coords
: Array[Float] is lazy
do
266 var a
= [offset_left
, offset_bottom
]
267 var b
= [offset_right
, offset_bottom
]
268 var c
= [offset_left
, offset_top
]
269 var d
= [offset_right
, offset_top
]
271 var texture_coords
= new Array[Float]
272 for v
in [c
, d
, a
, b
] do texture_coords
.add_all v
273 return texture_coords
277 # Graphic program to display simple models with a texture, translation, rotation and scale
278 class Simple2dProgram
279 super GamnitProgramFromSource
281 redef var vertex_shader_source
= """
282 // Vertex coordinates
283 attribute vec4 coord;
286 attribute vec4 color;
288 // Vertex translation
289 attribute vec4 translation;
292 attribute float scale;
294 // Vertex coordinates on textures
295 attribute vec2 tex_coord;
297 // Model view projection matrix
301 uniform mat4 rotation;
303 // Output for the fragment shader
304 varying vec4 v_color;
305 varying vec2 v_coord;
310 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation + translation) * mvp;
313 """ @ glsl_vertex_shader
315 redef var fragment_shader_source
= """
316 precision mediump float;
318 // Does this object use a texture?
319 uniform bool use_texture;
321 // Texture to apply on this object
322 uniform sampler2D texture;
324 // Input from the vertex shader
325 varying vec4 v_color;
326 varying vec2 v_coord;
331 gl_FragColor = v_color * texture2D(texture, v_coord);
332 if (gl_FragColor.a == 0.0) discard;
334 gl_FragColor = v_color;
337 """ @ glsl_fragment_shader
339 # Vertices coordinates
340 var coord
= attributes
["coord"].as(AttributeVec4) is lazy
342 # Should this program use the texture `texture`?
343 var use_texture
= uniforms
["use_texture"].as(UniformBool) is lazy
345 # Visible texture unit
346 var texture
= uniforms
["texture"].as(UniformSampler2D) is lazy
348 # Coordinates on the textures, per vertex
349 var tex_coord
= attributes
["tex_coord"].as(AttributeVec2) is lazy
351 # Color tint per vertex
352 var color
= attributes
["color"].as(AttributeVec4) is lazy
354 # Translation applied to each vertex
355 var translation
= attributes
["translation"].as(AttributeVec4) is lazy
358 var rotation
= uniforms
["rotation"].as(UniformMat4) is lazy
361 var scale
= attributes
["scale"].as(AttributeFloat) is lazy
363 # Model view projection matrix
364 var mvp
= uniforms
["mvp"].as(UniformMat4) is lazy
367 redef class Point3d[N
]
368 # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z`
369 fun offset
(x
, y
, z
: Numeric): Point3d[Float]
371 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
)