b70d010cca69bae5e96c0c4c656dbaa5f345f001
[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/`.
34 module flat
35
36 import glesv2
37 intrude import geometry::points_and_lines # For _x, _y and _z
38 intrude import matrix
39 import matrix::projection
40 import more_collections
41 import performance_analysis
42
43 import gamnit
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
49
50 # Visible 2D entity in the game world or UI
51 #
52 # Similar to `gamnit::Actor` which is in 3D.
53 #
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.
59 #
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
64 # to the `SpriteSet`.
65 #
66 # ~~~
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))
70 #
71 # # Add sprite to the visible game world
72 # app.sprites.add sprite
73 #
74 # # Extra configuration of the sprite
75 # sprite.rotation = pi/2.0
76 # sprite.scale = 2.0
77 #
78 # # Show only the blue colors
79 # sprite.red = 0.0
80 # sprite.green = 0.0
81 # ~~~
82 #
83 # To add a sprite to the UI it can be anchored to screen borders
84 # with `ui_camera.top_left` and the likes.
85 #
86 # ~~~nitish
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)
89 #
90 # # Load texture and create sprite
91 # var texture = new Texture("path/in/assets.png")
92 # var sprite = new Sprite(texture, pos)
93 #
94 # # Add it to the UI (above world sprites)
95 # app.ui_sprites.add sprite
96 # ~~~
97 class Sprite
98
99 # Texture drawn to screen
100 var texture: Texture is writable(texture_direct=)
101
102 # Texture drawn to screen
103 fun texture=(value: Texture)
104 do
105 if isset _texture and value != texture then
106 needs_update
107 if value.root != texture.root then needs_remap
108 end
109 texture_direct = value
110 end
111
112 # Center position of this sprite in world coordinates
113 var center: Point3d[Float] is writable(center_direct=), noautoinit
114
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
118 needs_update
119 center.sprites_remove self
120 end
121
122 value.sprites_add self
123 center_direct = value
124 end
125
126 # Rotation on the Z axis, positive values turn counterclockwise
127 var rotation = 0.0 is writable(rotation_direct=)
128
129 # Rotation on the Z axis, positive values turn counterclockwise
130 fun rotation=(value: Float)
131 do
132 if isset _rotation and value != rotation then needs_update
133 rotation_direct = value
134 end
135
136 # Mirror `texture` horizontally, inverting each pixel on the X axis
137 var invert_x = false is writable(invert_x_direct=)
138
139 # Mirror `texture` horizontally, inverting each pixel on the X axis
140 fun invert_x=(value: Bool)
141 do
142 if isset _invert_x and value != invert_x then needs_update
143 invert_x_direct = value
144 end
145
146 # Scale applied to this sprite
147 #
148 # The basic size of `self` depends on the size in pixels of `texture`.
149 var scale = 1.0 is writable(scale_direct=)
150
151 # Scale applied to this sprite
152 #
153 # The basic size of `self` depends on the size in pixels of `texture`.
154 fun scale=(value: Float)
155 do
156 if isset _scale and value != scale then needs_update
157 scale_direct = value
158 end
159
160 # Red tint applied to `texture` on draw
161 fun red: Float do return tint[0]
162
163 # Red tint applied to `texture` on draw
164 fun red=(value: Float)
165 do
166 if isset _tint and value != red then needs_update
167 tint[0] = value
168 end
169
170 # Green tint applied to `texture` on draw
171 fun green: Float do return tint[1]
172
173 # Green tint applied to `texture` on draw
174 fun green=(value: Float)
175 do
176 if isset _tint and value != green then needs_update
177 tint[1] = value
178 end
179
180 # Blue tint applied to `texture` on draw
181 fun blue: Float do return tint[2]
182
183 # Blue tint applied to `texture` on draw
184 fun blue=(value: Float)
185 do
186 if isset _tint and value != blue then needs_update
187 tint[2] = value
188 end
189
190 # Transparency applied to `texture` on draw
191 fun alpha: Float do return tint[3]
192
193 # Transparency applied to `texture` on draw
194 fun alpha=(value: Float)
195 do
196 if isset _tint and value != alpha then needs_update
197 tint[3] = value
198 end
199
200 # Tint applied to `texture` on draw
201 #
202 # Alternative to the accessors `red, green, blue & alpha`.
203 # Changes inside the array do not automatically set `needs_update`.
204 #
205 # Require: `tint.length == 4`
206 var tint: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct=)
207
208 # Tint applied to `texture` on draw, see `tint`
209 fun tint=(value: Array[Float])
210 do
211 if isset _tint and value != tint then needs_update
212 tint_direct = value
213 end
214
215 # Is this sprite static and added in bulk?
216 #
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=)
222
223 # Is this sprite static and added in bulk? see `static`
224 fun static=(value: Bool)
225 do
226 if isset _static and value != static then needs_remap
227 static_direct = value
228 end
229
230 # Request an update on the CPU
231 #
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.
235 fun needs_update
236 do
237 var c = context
238 if c != null then c.sprites_to_update.add self
239 end
240
241 # Request a resorting of this sprite in its sprite list
242 #
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.
247 fun needs_remap
248 do
249 var l = sprite_set
250 if l != null then l.sprites_to_remap.add self
251 end
252
253 # Current context to which `self` was sorted
254 private var context: nullable SpriteContext = null
255
256 # Current context to which `self` belongs
257 private var sprite_set: nullable SpriteSet = null
258 end
259
260 redef class App
261 # Default graphic program to draw `sprites`
262 private var simple_2d_program = new Simple2dProgram is lazy
263
264 # Camera for world `sprites` and `depth::actors` with perspective
265 #
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))
270
271 # Aim for full HD pixel resolution at level 0
272 camera.reset_height 1080.0
273 camera.near = 10.0
274
275 return camera
276 end
277
278 # Camera for `ui_sprites` using an orthogonal view
279 var ui_camera = new UICamera(app.display.as(not null)) is lazy
280
281 # World sprites drawn as seen by `world_camera`
282 var sprites: Set[Sprite] = new SpriteSet
283
284 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
285 var ui_sprites: Set[Sprite] = new SpriteSet
286
287 # Main method to refine in clients to update game logic and `sprites`
288 fun update(dt: Float) do end
289
290 # Display `texture` as a splash screen
291 #
292 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
293 fun show_splash_screen(texture: Texture)
294 do
295 texture.load
296
297 var splash = new Sprite(texture, ui_camera.center.offset(0.0, 0.0, 0.0))
298 ui_sprites.add splash
299
300 var display = display
301 assert display != null
302 glClear gl_COLOR_BUFFER_BIT
303 frame_core_ui_sprites display
304 display.flip
305
306 ui_sprites.remove splash
307 end
308
309 # ---
310 # Support and implementation
311
312 # Main clock used to count each frame `dt`, lapsed for `update` only
313 private var clock = new Clock is lazy
314
315 # Performance clock to for `frame_core_draw` operations
316 private var perf_clock_main = new Clock
317
318 # Second performance clock for smaller operations
319 private var perf_clock_sprites = new Clock is lazy
320
321 redef fun on_create
322 do
323 super
324
325 var display = display
326 assert display != null
327
328 var gl_error = glGetError
329 assert gl_error == gl_NO_ERROR else print_error gl_error
330
331 # Prepare program
332 var program = simple_2d_program
333 program.compile_and_link
334
335 var gamnit_error = program.error
336 assert gamnit_error == null else print_error gamnit_error
337
338 # Enable blending
339 gl.capabilities.blend.enable
340 glBlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA)
341
342 # Enable depth test
343 gl.capabilities.depth_test.enable
344 glDepthFunc gl_LEQUAL
345 glDepthMask true
346
347 # Prepare viewport and background color
348 glViewport(0, 0, display.width, display.height)
349 glClearColor(0.0, 0.0, 0.0, 1.0)
350
351 gl_error = glGetError
352 assert gl_error == gl_NO_ERROR else print_error gl_error
353
354 # Prepare to draw
355 for tex in all_root_textures do
356 tex.load
357 gamnit_error = tex.error
358 if gamnit_error != null then print_error gamnit_error
359
360 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
361 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
362 end
363 end
364
365 redef fun on_stop
366 do
367 # Clean up
368 simple_2d_program.delete
369
370 # Close gamnit
371 var display = display
372 if display != null then display.close
373 end
374
375 redef fun on_resize(display)
376 do
377 super
378
379 world_camera.mvp_matrix_cache = null
380 ui_camera.mvp_matrix_cache = null
381
382 # Update all sprites in the UI
383 for sprite in ui_sprites do sprite.needs_update
384 end
385
386 redef fun frame_core(display)
387 do
388 # Check errors
389 var gl_error = glGetError
390 assert gl_error == gl_NO_ERROR else print_error gl_error
391
392 # Update game logic and set sprites
393 perf_clock_main.lapse
394 var dt = clock.lapse.to_f
395 update dt
396 frame_dt = dt
397 sys.perfs["gamnit flat update client"].add perf_clock_main.lapse
398
399 # Draw and flip screen
400 frame_core_draw display
401 display.flip
402
403 # Check errors
404 gl_error = glGetError
405 assert gl_error == gl_NO_ERROR else print_error gl_error
406 end
407
408 private var frame_dt = 0.0
409
410 # Draw the whole screen, all `glDraw...` calls should be executed here
411 protected fun frame_core_draw(display: GamnitDisplay)
412 do
413 frame_core_dynamic_resolution_before display
414
415 perf_clock_main.lapse
416 frame_core_world_sprites display
417 perfs["gamnit flat world_sprites"].add perf_clock_main.lapse
418
419 frame_core_ui_sprites display
420 perfs["gamnit flat ui_sprites"].add perf_clock_main.lapse
421
422 frame_core_dynamic_resolution_after display
423 end
424
425 private fun frame_core_sprites(display: GamnitDisplay, sprite_set: SpriteSet, camera: Camera)
426 do
427 var simple_2d_program = app.simple_2d_program
428 simple_2d_program.use
429 simple_2d_program.mvp.uniform camera.mvp_matrix
430
431 sprite_set.time += frame_dt*sprite_set.time_mod
432 simple_2d_program.time.uniform sprite_set.time
433
434 # draw
435 sprite_set.draw
436 end
437
438 # Draw world sprites from `sprites`
439 protected fun frame_core_world_sprites(display: GamnitDisplay)
440 do
441 frame_core_sprites(display, sprites.as(SpriteSet), world_camera)
442 end
443
444 # Draw UI sprites from `ui_sprites`
445 protected fun frame_core_ui_sprites(display: GamnitDisplay)
446 do
447 # Reset only the depth buffer
448 glClear gl_DEPTH_BUFFER_BIT
449
450 frame_core_sprites(display, ui_sprites.as(SpriteSet), ui_camera)
451 end
452 end
453
454 redef class Texture
455
456 # Vertices coordinates of the base geometry
457 #
458 # Defines the default width and height of related sprites.
459 private var vertices: Array[Float] is lazy do
460 var w = width
461 var h = height
462 return [-0.5*w, 0.5*h, 0.0,
463 0.5*w, 0.5*h, 0.0,
464 -0.5*w, -0.5*h, 0.0,
465 0.5*w, -0.5*h, 0.0]
466 end
467
468 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
469 private var texture_coords: Array[Float] is lazy do
470 var l = offset_left
471 var r = offset_right
472 var b = offset_bottom
473 var t = offset_top
474 return [l, t,
475 r, t,
476 l, b,
477 r, b]
478 end
479
480 # Coordinates of this texture on the `root` texture, inverting the X axis
481 private var texture_coords_invert_x: Array[Float] is lazy do
482 var l = offset_left
483 var r = offset_right
484 var b = offset_bottom
485 var t = offset_top
486 return [r, t,
487 l, t,
488 r, b,
489 l, b]
490 end
491 end
492
493 # Graphic program to display simple models with a texture, translation, rotation and scale
494 private class Simple2dProgram
495 super GamnitProgramFromSource
496
497 redef var vertex_shader_source = """
498 // Vertex coordinates
499 attribute vec4 coord;
500
501 // Vertex color tint
502 attribute vec4 color;
503
504 // Vertex translation
505 attribute vec4 translation;
506
507 // Vertex scaling
508 attribute float scale;
509
510 // Vertex coordinates on textures
511 attribute vec2 tex_coord;
512
513 // Model view projection matrix
514 uniform mat4 mvp;
515
516 // Current world time, in seconds
517 uniform float time;
518
519 // Rotation matrix
520 attribute vec4 rotation_row0;
521 attribute vec4 rotation_row1;
522 attribute vec4 rotation_row2;
523 attribute vec4 rotation_row3;
524
525 mat4 rotation()
526 {
527 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
528 }
529
530 // Output to the fragment shader
531 varying vec4 v_color;
532 varying vec2 v_coord;
533
534 void main()
535 {
536 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
537 v_color = color;
538 v_coord = tex_coord;
539 }
540 """ @ glsl_vertex_shader
541
542 redef var fragment_shader_source = """
543 precision mediump float;
544
545 // Does this object use a texture?
546 uniform bool use_texture;
547
548 // Texture to apply on this object
549 uniform sampler2D texture0;
550
551 // Input from the vertex shader
552 varying vec4 v_color;
553 varying vec2 v_coord;
554
555 void main()
556 {
557 if(use_texture) {
558 gl_FragColor = v_color * texture2D(texture0, v_coord);
559 if (gl_FragColor.a <= 0.01) discard;
560 } else {
561 gl_FragColor = v_color;
562 }
563 }
564 """ @ glsl_fragment_shader
565
566 # Vertices coordinates
567 var coord = attributes["coord"].as(AttributeVec4) is lazy
568
569 # Should this program use the texture `texture`?
570 var use_texture = uniforms["use_texture"].as(UniformBool) is lazy
571
572 # Visible texture unit
573 var texture = uniforms["texture0"].as(UniformSampler2D) is lazy
574
575 # Coordinates on the textures, per vertex
576 var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
577
578 # Color tint per vertex
579 var color = attributes["color"].as(AttributeVec4) is lazy
580
581 # Translation applied to each vertex
582 var translation = attributes["translation"].as(AttributeVec4) is lazy
583
584 # Rotation matrix, row 0
585 var rotation_row0 = attributes["rotation_row0"].as(AttributeVec4) is lazy
586
587 # Rotation matrix, row 1
588 var rotation_row1 = attributes["rotation_row1"].as(AttributeVec4) is lazy
589
590 # Rotation matrix, row 2
591 var rotation_row2 = attributes["rotation_row2"].as(AttributeVec4) is lazy
592
593 # Rotation matrix, row 3
594 var rotation_row3 = attributes["rotation_row3"].as(AttributeVec4) is lazy
595
596 # Scaling per vertex
597 var scale = attributes["scale"].as(AttributeFloat) is lazy
598
599 # Model view projection matrix
600 var mvp = uniforms["mvp"].as(UniformMat4) is lazy
601 end
602
603 redef class Point3d[N]
604 # ---
605 # Associate each point to its sprites
606
607 private var sprites: nullable Array[Sprite] = null
608
609 private fun sprites_add(sprite: Sprite)
610 do
611 var sprites = sprites
612 if sprites == null then
613 sprites = new Array[Sprite]
614 self.sprites = sprites
615 end
616 sprites.add sprite
617 end
618
619 private fun sprites_remove(sprite: Sprite)
620 do
621 var sprites = sprites
622 assert sprites != null
623 sprites.remove sprite
624 end
625
626 # ---
627 # Notify `sprites` on attribute modification
628
629 private fun needs_update
630 do
631 var sprites = sprites
632 if sprites != null then for s in sprites do s.needs_update
633 end
634
635 redef fun x=(v)
636 do
637 if isset _x and v != x then needs_update
638 super
639 end
640
641 redef fun y=(v)
642 do
643 if isset _y and v != y then needs_update
644 super
645 end
646
647 redef fun z=(v)
648 do
649 if isset _z and v != z then needs_update
650 super
651 end
652 end
653
654 redef class OffsetPoint3d
655 redef fun x=(v)
656 do
657 if isset _x and v != x then needs_update
658 super
659 end
660
661 redef fun y=(v)
662 do
663 if isset _y and v != y then needs_update
664 super
665 end
666
667 redef fun z=(v)
668 do
669 if isset _z and v != z then needs_update
670 super
671 end
672 end
673
674 # Set of sprites sorting them into different `SpriteContext`
675 private class SpriteSet
676 super HashSet[Sprite]
677
678 # Map texture then static vs dynamic to a `SpriteContext`
679 var contexts_map = new HashMap2[RootTexture, Bool, SpriteContext]
680
681 # Contexts in `contexts_map`
682 var contexts_items = new Array[SpriteContext]
683
684 # Sprites needing resorting in `contexts_map`
685 var sprites_to_remap = new Array[Sprite]
686
687 # Animation speed multiplier (0.0 to pause, 1.0 for normal speed, etc.)
688 var time_mod = 1.0 is writable
689
690 # Seconds elapsed since the launch of the program, in world time responding to `time_mod`
691 var time = 0.0
692
693 # Add a sprite to the appropriate context
694 fun map_sprite(sprite: Sprite)
695 do
696 assert sprite.context == null else print_error "Sprite {sprite} belongs to another SpriteSet"
697
698 var texture = sprite.texture.root
699 var context = contexts_map[texture, sprite.static]
700
701 if context == null then
702 var usage = if sprite.static then gl_STATIC_DRAW else gl_DYNAMIC_DRAW
703 context = new SpriteContext(texture, usage)
704
705 contexts_map[texture, sprite.static] = context
706 contexts_items.add context
707 end
708
709 context.sprites.add sprite
710 context.sprites_to_update.add sprite
711
712 sprite.context = context
713 sprite.sprite_set = self
714 end
715
716 # Remove a sprite from its context
717 fun unmap_sprite(sprite: Sprite)
718 do
719 var context = sprite.context
720 assert context != null
721 context.sprites.remove sprite
722
723 sprite.context = null
724 sprite.sprite_set = null
725 end
726
727 # Draw all sprites by all contexts
728 fun draw
729 do
730 for sprite in sprites_to_remap do
731 unmap_sprite sprite
732 map_sprite sprite
733 end
734 sprites_to_remap.clear
735
736 for context in contexts_items do context.draw
737 end
738
739 redef fun add(e)
740 do
741 if contexts_items.has(e.context) then return
742 map_sprite e
743 super
744 end
745
746 redef fun remove(e)
747 do
748 super
749 if e isa Sprite then unmap_sprite e
750 end
751
752 redef fun remove_all(e)
753 do
754 if not has(e) then return
755 remove e
756 end
757
758 redef fun clear
759 do
760 for sprite in self do
761 sprite.context = null
762 sprite.sprite_set = null
763 end
764 super
765 for c in contexts_items do c.destroy
766 contexts_map.clear
767 contexts_items.clear
768 end
769 end
770
771 # Context for calls to `glDrawElements`
772 #
773 # Each context has only one `texture` and `usage`, but many sprites.
774 private class SpriteContext
775
776 # ---
777 # Context config and state
778
779 # Only root texture drawn by this context
780 var texture: nullable RootTexture
781
782 # OpenGL ES usage of `buffer_array` and `buffer_element`
783 var usage: GLBufferUsage
784
785 # Sprites drawn by this context
786 var sprites = new GroupedArray[Sprite]
787
788 # Sprites to update since last `draw`
789 var sprites_to_update = new Set[Sprite]
790
791 # Sprites that have been update and for which `needs_update` can be set to false
792 var updated_sprites = new Array[Sprite]
793
794 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
795 #
796 # Require: `resize_ratio >= 1.0`
797 var resize_ratio = 1.2
798
799 # ---
800 # OpenGL ES data
801
802 # OpenGL ES buffer name for vertex data
803 var buffer_array: Int = -1
804
805 # OpenGL ES buffer name for indices
806 var buffer_element: Int = -1
807
808 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
809 var buffer_capacity = 0
810
811 # C buffers used to pass the data of a single sprite
812 var local_data_buffer = new GLfloatArray(float_per_vertex*4) is lazy
813 var local_indices_buffer = new CUInt16Array(indices_per_sprite) is lazy
814
815 # ---
816 # Constants
817
818 # Number of GL_FLOAT per vertex of `Simple2dProgram`
819 var float_per_vertex: Int is lazy do
820 # vec4 translation, vec4 color, vec4 coord,
821 # float scale, vec2 tex_coord, vec4 rotation_row*
822 return 4 + 4 + 4 +
823 1 + 2 + 4*4
824 end
825
826 # Number of bytes per vertex of `Simple2dProgram`
827 var bytes_per_vertex: Int is lazy do
828 var fs = 4 # sizeof(GL_FLOAT)
829 return fs * float_per_vertex
830 end
831
832 # Number of bytes per sprite
833 var bytes_per_sprite: Int is lazy do return bytes_per_vertex * 4
834
835 # Number of vertex indices per sprite draw call (2 triangles)
836 var indices_per_sprite = 6
837
838 # ---
839 # Main services
840
841 # Allocate `buffer_array` and `buffer_element`
842 fun prepare
843 do
844 var bufs = glGenBuffers(2)
845 buffer_array = bufs[0]
846 buffer_element = bufs[1]
847
848 var gl_error = glGetError
849 assert gl_error == gl_NO_ERROR else print_error gl_error
850 end
851
852 # Destroy `buffer_array` and `buffer_element`
853 fun destroy
854 do
855 glDeleteBuffers([buffer_array, buffer_element])
856 var gl_error = glGetError
857 assert gl_error == gl_NO_ERROR else print_error gl_error
858
859 buffer_array = -1
860 buffer_element = -1
861 end
862
863 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
864 fun resize
865 do
866 app.perf_clock_sprites.lapse
867
868 # Allocate a bit more space
869 var capacity = (sprites.capacity.to_f * resize_ratio).to_i
870
871 var array_bytes = capacity * bytes_per_sprite
872 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
873 assert glIsBuffer(buffer_array)
874 glBufferData(gl_ARRAY_BUFFER, array_bytes, new Pointer.nul, usage)
875 var gl_error = glGetError
876 assert gl_error == gl_NO_ERROR else print_error gl_error
877
878 # GL_TRIANGLES 6 vertices * sprite
879 var n_indices = capacity * indices_per_sprite
880 var ius = 2 # sizeof(GL_UNSIGNED_SHORT)
881 var element_bytes = n_indices * ius
882 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
883 assert glIsBuffer(buffer_element)
884 glBufferData(gl_ELEMENT_ARRAY_BUFFER, element_bytes, new Pointer.nul, usage)
885 gl_error = glGetError
886 assert gl_error == gl_NO_ERROR else print_error gl_error
887
888 buffer_capacity = capacity
889
890 sys.perfs["gamnit flat gpu resize"].add app.perf_clock_sprites.lapse
891 end
892
893 # Update GPU data of `sprite`
894 fun update_sprite(sprite: Sprite)
895 do
896 var sprite_index = sprites.index_of(sprite)
897 if sprite_index == -1 then return
898
899 # Vertices data
900
901 var data = local_data_buffer
902 var o = 0
903 for v in [0..4[ do
904 # vec4 translation
905 data[o+ 0] = sprite.center.x
906 data[o+ 1] = sprite.center.y
907 data[o+ 2] = sprite.center.z
908 data[o+ 3] = 0.0
909
910 # vec4 color
911 data[o+ 4] = sprite.tint[0]
912 data[o+ 5] = sprite.tint[1]
913 data[o+ 6] = sprite.tint[2]
914 data[o+ 7] = sprite.tint[3]
915
916 # float scale
917 data[o+ 8] = sprite.scale
918
919 # vec4 coord
920 data[o+ 9] = sprite.texture.vertices[v*3+0]
921 data[o+10] = sprite.texture.vertices[v*3+1]
922 data[o+11] = sprite.texture.vertices[v*3+2]
923 data[o+12] = 0.0
924
925 # vec2 tex_coord
926 var texture = texture
927 if texture != null then
928 var tc = if sprite.invert_x then
929 sprite.texture.texture_coords_invert_x
930 else sprite.texture.texture_coords
931 data[o+13] = tc[v*2+0]
932 data[o+14] = tc[v*2+1]
933 end
934
935 # mat4 rotation
936 var rot
937 if sprite.rotation == 0.0 then
938 # Cache the matrix at no rotation
939 rot = once new Matrix.identity(4)
940 else
941 rot = new Matrix.rotation(sprite.rotation, 0.0, 0.0, 1.0)
942 end
943 data.fill_from_matrix(rot, o+15)
944
945 o += float_per_vertex
946 end
947
948 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
949 glBufferSubData(gl_ARRAY_BUFFER, sprite_index*bytes_per_sprite, bytes_per_sprite, data.native_array)
950
951 var gl_error = glGetError
952 assert gl_error == gl_NO_ERROR else print_error gl_error
953
954 # Element / indices
955 #
956 # 0--1
957 # | /|
958 # |/ |
959 # 2--3
960
961 var indices = local_indices_buffer
962 var io = sprite_index*4
963 indices[0] = io+0
964 indices[1] = io+2
965 indices[2] = io+1
966 indices[3] = io+1
967 indices[4] = io+2
968 indices[5] = io+3
969
970 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
971 glBufferSubData(gl_ELEMENT_ARRAY_BUFFER, sprite_index*6*2, 6*2, indices.native_array)
972
973 gl_error = glGetError
974 assert gl_error == gl_NO_ERROR else print_error gl_error
975 end
976
977 # Draw all `sprites`
978 #
979 # Call `resize` and `update_sprite` as needed before actual draw operation.
980 #
981 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
982 fun draw
983 do
984 if buffer_array == -1 then prepare
985
986 assert buffer_array > 0 and buffer_element > 0 else
987 print_error "Internal error: {self} was destroyed"
988 end
989
990 # Setup
991 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
992 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
993
994 # Resize GPU buffers?
995 if sprites.capacity > buffer_capacity then
996 # Try to defragment first
997 var moved = sprites.defragment
998
999 if sprites.capacity > buffer_capacity then
1000 # Defragmentation wasn't enough, grow
1001 resize
1002
1003 # We must update everything
1004 for s in sprites.items do if s != null then sprites_to_update.add s
1005 else
1006 # Just update the moved sprites
1007 for s in moved do sprites_to_update.add s
1008 end
1009 else if sprites.available.not_empty then
1010 # Defragment a bit anyway
1011 # TODO defrag only when there's time left on a frame
1012 var moved = sprites.defragment(1)
1013 for s in moved do sprites_to_update.add s
1014 end
1015
1016 # Update GPU sprites data
1017 if sprites_to_update.not_empty then
1018 app.perf_clock_sprites.lapse
1019
1020 for sprite in sprites_to_update do update_sprite(sprite)
1021 sprites_to_update.clear
1022
1023 sys.perfs["gamnit flat gpu update"].add app.perf_clock_sprites.lapse
1024 end
1025
1026 # Update uniforms specific to this context
1027 var texture = texture
1028 app.simple_2d_program.use_texture.uniform texture != null
1029 if texture != null then
1030 glActiveTexture gl_TEXTURE0
1031 glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
1032 app.simple_2d_program.texture.uniform 0
1033 end
1034 var gl_error = glGetError
1035 assert gl_error == gl_NO_ERROR else print_error gl_error
1036
1037 # Configure attributes, in order:
1038 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
1039 var offset = 0
1040 var p = app.simple_2d_program
1041 var sizeof_gl_float = 4 # sizeof(GL_FLOAT)
1042
1043 var size = 4 # Number of floats
1044 glEnableVertexAttribArray p.translation.location
1045 glVertexAttribPointeri(p.translation.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
1049
1050 size = 4
1051 glEnableVertexAttribArray p.color.location
1052 glVertexAttribPointeri(p.color.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1053 offset += size * sizeof_gl_float
1054 gl_error = glGetError
1055 assert gl_error == gl_NO_ERROR else print_error gl_error
1056
1057 size = 1
1058 glEnableVertexAttribArray p.scale.location
1059 glVertexAttribPointeri(p.scale.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1060 offset += size * sizeof_gl_float
1061 gl_error = glGetError
1062 assert gl_error == gl_NO_ERROR else print_error gl_error
1063
1064 size = 4
1065 glEnableVertexAttribArray p.coord.location
1066 glVertexAttribPointeri(p.coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1067 offset += size * sizeof_gl_float
1068 gl_error = glGetError
1069 assert gl_error == gl_NO_ERROR else print_error gl_error
1070
1071 size = 2
1072 glEnableVertexAttribArray p.tex_coord.location
1073 glVertexAttribPointeri(p.tex_coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1074 offset += size * sizeof_gl_float
1075 gl_error = glGetError
1076 assert gl_error == gl_NO_ERROR else print_error gl_error
1077
1078 size = 4
1079 for r in [p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3] do
1080 if r.is_active then
1081 glEnableVertexAttribArray r.location
1082 glVertexAttribPointeri(r.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1083 end
1084 offset += size * sizeof_gl_float
1085 gl_error = glGetError
1086 assert gl_error == gl_NO_ERROR else print_error gl_error
1087 end
1088
1089 # Actual draw
1090 for s in sprites.starts, e in sprites.ends do
1091 var l = e-s
1092 glDrawElementsi(gl_TRIANGLES, l*indices_per_sprite, gl_UNSIGNED_SHORT, 2*s*indices_per_sprite)
1093 gl_error = glGetError
1094 assert gl_error == gl_NO_ERROR else print_error gl_error
1095 end
1096
1097 # Take down
1098 for attr in [p.translation, p.color, p.scale, p.coord, p.tex_coord,
1099 p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3: Attribute] do
1100 if not attr.is_active then continue
1101 glDisableVertexAttribArray(attr.location)
1102 gl_error = glGetError
1103 assert gl_error == gl_NO_ERROR else print_error gl_error
1104 end
1105
1106 glBindBuffer(gl_ARRAY_BUFFER, 0)
1107 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, 0)
1108 gl_error = glGetError
1109 assert gl_error == gl_NO_ERROR else print_error gl_error
1110 end
1111 end
1112
1113 # Representation of sprite data on the GPU
1114 #
1115 # The main purpose of this class is to optimize the use of contiguous
1116 # space in GPU memory. Each contiguous memory block can be drawn in a
1117 # single call. The starts index of each block is kept by `starts,
1118 # and the end + 1 by `ends`.
1119 #
1120 # The data can be compressed by a call to `defragment`.
1121 #
1122 # ~~~
1123 # intrude import gamnit::flat
1124 #
1125 # var array = new GroupedArray[String]
1126 # assert array.to_s == ""
1127 #
1128 # array.add "a"
1129 # array.add "b"
1130 # array.add "c"
1131 # array.add "d"
1132 # array.add "e"
1133 # array.add "f"
1134 # assert array.to_s == "[a,b,c,d,e,f]"
1135 # assert array.capacity == 6
1136 #
1137 # array.remove "a"
1138 # assert array.to_s == "[b,c,d,e,f]"
1139 #
1140 # array.remove "b"
1141 # assert array.to_s == "[c,d,e,f]"
1142 #
1143 # array.remove "f"
1144 # assert array.to_s == "[c,d,e]"
1145 #
1146 # array.remove "d"
1147 # assert array.to_s == "[c][e]"
1148 #
1149 # array.add "A"
1150 # assert array.to_s == "[A][c][e]"
1151 #
1152 # array.add "B"
1153 # assert array.to_s == "[A,B,c][e]"
1154 #
1155 # array.remove "e"
1156 # assert array.to_s == "[A,B,c]"
1157 #
1158 # array.add "D"
1159 # assert array.to_s == "[A,B,c,D]"
1160 #
1161 # array.add "E"
1162 # assert array.to_s == "[A,B,c,D,E]"
1163 # assert array.capacity == 6
1164 # assert array.length == 5
1165 #
1166 # array.remove "A"
1167 # array.remove "B"
1168 # array.remove "c"
1169 # array.remove "D"
1170 # array.remove "E"
1171 # assert array.to_s == ""
1172 #
1173 # array.add "a"
1174 # assert array.to_s == "[a]"
1175 # ~~~
1176 private class GroupedArray[E]
1177
1178 # Memory with actual objects, and null in empty slots
1179 var items = new Array[nullable E]
1180
1181 # Number of items in the array
1182 var length = 0
1183
1184 # Number of item slots in the array
1185 fun capacity: Int do return items.length
1186
1187 # Index of `item`
1188 fun index_of(item: E): Int do return items.index_of(item)
1189
1190 # List of available slots
1191 var available = new MinHeap[Int].default
1192
1193 # Start index of filled chunks
1194 var starts = new List[Int]
1195
1196 # Index of the spots after filled chunks
1197 var ends = new List[Int]
1198
1199 # Add `item` to the first available slot
1200 fun add(item: E)
1201 do
1202 length += 1
1203
1204 if available.not_empty then
1205 # starts & ends can't be empty
1206
1207 var i = available.take
1208 items[i] = item
1209
1210 if i == starts.first - 1 then
1211 # slot 0 free, 1 taken
1212 starts.first -= 1
1213 else if i == 0 then
1214 # slot 0 and more free
1215 starts.unshift 0
1216 ends.unshift 1
1217 else if starts.length >= 2 and ends.first + 1 == starts[1] then
1218 # merge 2 chunks
1219 ends.remove_at 0
1220 starts.remove_at 1
1221 else
1222 # at end of first chunk
1223 ends.first += 1
1224 end
1225 return
1226 end
1227
1228 items.add item
1229 if ends.is_empty then
1230 starts.add 0
1231 ends.add 1
1232 else ends.last += 1
1233 end
1234
1235 # Remove the first instance of `item`
1236 fun remove(item: E)
1237 do
1238 var i = items.index_of(item)
1239 assert i != -1
1240 length -= 1
1241 items[i] = null
1242
1243 var ii = 0
1244 for s in starts, e in ends do
1245 if s <= i and i < e then
1246 if s == e-1 then
1247 # single item chunk
1248 starts.remove_at ii
1249 ends.remove_at ii
1250
1251 if starts.is_empty then
1252 items.clear
1253 available.clear
1254 return
1255 end
1256 else if e-1 == i then
1257 # last item of chunk
1258 ends[ii] -= 1
1259
1260 else if s == i then
1261 # first item of chunk
1262 starts[ii] += 1
1263 else
1264 # break up chunk
1265 ends.insert(ends[ii], ii+1)
1266 ends[ii] = i
1267 starts.insert(i+1, ii+1)
1268 end
1269
1270 available.add i
1271 return
1272 end
1273 ii += 1
1274 end
1275
1276 abort
1277 end
1278
1279 # Defragment and compress everything into a single chunks beginning at 0
1280 #
1281 # Returns the elements that moved as a list.
1282 #
1283 # ~~~
1284 # intrude import gamnit::flat
1285 #
1286 # var array = new GroupedArray[String]
1287 # array.add "a"
1288 # array.add "b"
1289 # array.add "c"
1290 # array.add "d"
1291 # array.remove "c"
1292 # array.remove "a"
1293 # assert array.to_s == "[b][d]"
1294 #
1295 # var moved = array.defragment
1296 # assert moved.to_s == "[d]"
1297 # assert array.to_s == "[d,b]"
1298 # assert array.length == 2
1299 # assert array.capacity == 2
1300 #
1301 # array.add "e"
1302 # array.add "f"
1303 # assert array.to_s == "[d,b,e,f]"
1304 # ~~~
1305 fun defragment(max: nullable Int): Array[E]
1306 do
1307 app.perf_clock_sprites.lapse
1308 max = max or else length
1309
1310 var moved = new Array[E]
1311 while max > 0 and (starts.length > 1 or starts.first != 0) do
1312 var i = ends.last - 1
1313 var e = items[i]
1314 remove e
1315 add e
1316 moved.add e
1317 max -= 1
1318 end
1319
1320 if starts.length == 1 and starts.first == 0 then
1321 for i in [length..capacity[ do items.pop
1322 available.clear
1323 end
1324
1325 sys.perfs["gamnit flat gpu defrag"].add app.perf_clock_sprites.lapse
1326 return moved
1327 end
1328
1329 redef fun to_s
1330 do
1331 var ss = new Array[String]
1332 for s in starts, e in ends do
1333 ss.add "["
1334 for i in [s..e[ do
1335 var item: nullable Object = items[i]
1336 if item == null then item = "null"
1337 ss.add item.to_s
1338 if i != e-1 then ss.add ","
1339 end
1340 ss.add "]"
1341 end
1342 return ss.join
1343 end
1344 end
1345
1346 redef class GLfloatArray
1347 private fun fill_from_matrix(matrix: Matrix, dst_offset: nullable Int)
1348 do
1349 dst_offset = dst_offset or else 0
1350 var mat_len = matrix.width*matrix.height
1351 assert length >= mat_len + dst_offset
1352 native_array.fill_from_matrix_native(matrix.items, dst_offset, mat_len)
1353 end
1354 end
1355
1356 redef class NativeGLfloatArray
1357 private fun fill_from_matrix_native(matrix: matrix::NativeDoubleArray, dst_offset, len: Int) `{
1358 int i;
1359 for (i = 0; i < len; i ++)
1360 self[i+dst_offset] = (GLfloat)matrix[i];
1361 `}
1362 end