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_flat/`.
37 intrude import geometry
::points_and_lines
# For _x, _y and _z
38 import matrix
::projection
39 import more_collections
40 import performance_analysis
43 import gamnit
::cameras
44 import gamnit
::dynamic_resolution
45 import gamnit
::limit_fps
46 import gamnit
::camera_control
48 # Visible 2D entity in the game world or UI
50 # Similar to `gamnit::Actor` which is in 3D.
52 # Each sprite associates a `texture` to the position `center`.
53 # The appearance is modified by `rotation`, `invert_x`,
54 # `scale`, `red`, `green`, `blue` and `alpha`.
55 # These values can be changed at any time and will trigger an update
56 # of the data on the GPU side, having a small performance cost.
58 # For a sprite to be visible, it must be added to either the world `sprites`
59 # or the `ui_sprites`.
60 # However, an instance of `Sprite` can only belong to a single `SpriteSet`
61 # at a time. The final on-screen position depends on the camera associated
65 # # Load texture and create sprite
66 # var texture = new Texture("path/in/assets.png")
67 # var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
69 # # Add sprite to the visible game world
70 # app.sprites.add sprite
72 # # Extra configuration of the sprite
73 # sprite.rotation = pi/2.0
76 # # Show only the blue colors
81 # To add a sprite to the UI it can be anchored to screen borders
82 # with `ui_camera.top_left` and the likes.
85 # # Place it a bit off the top left of the screen
86 # var pos = app.ui_camera.top_left.offset(128.0, -128.0, 0)
88 # # Load texture and create sprite
89 # var texture = new Texture("path/in/assets.png")
90 # var sprite = new Sprite(texture, pos)
92 # # Add it to the UI (above world sprites)
93 # app.ui_sprites.add sprite
97 # Texture drawn to screen
98 var texture
: Texture is writable(texture_direct
=)
100 # Texture drawn to screen
101 fun texture
=(value
: Texture)
103 if isset _texture
and value
!= texture
then
105 if value
.root
!= texture
.root
then needs_remap
107 texture_direct
= value
110 # Center position of this sprite in world coordinates
111 var center
: Point3d[Float] is writable(center_direct
=), noautoinit
113 # Center position of this sprite in world coordinates
114 fun center
=(value
: Point3d[Float]) is autoinit
do
115 if isset _center
and value
!= center
then
117 center
.sprites_remove
self
120 value
.sprites_add
self
121 center_direct
= value
124 # Rotation on the Z axis, positive values turn counterclockwise
125 var rotation
= 0.0 is writable(rotation_direct
=)
127 # Rotation on the Z axis, positive values turn counterclockwise
128 fun rotation
=(value
: Float)
130 if isset _rotation
and value
!= rotation
then needs_update
131 rotation_direct
= value
134 # Mirror `texture` horizontally, inverting each pixel on the X axis
135 var invert_x
= false is writable(invert_x_direct
=)
137 # Mirror `texture` horizontally, inverting each pixel on the X axis
138 fun invert_x
=(value
: Bool)
140 if isset _invert_x
and value
!= invert_x
then needs_update
141 invert_x_direct
= value
144 # Scale applied to this sprite
146 # The basic size of `self` depends on the size in pixels of `texture`.
147 var scale
= 1.0 is writable(scale_direct
=)
149 # Scale applied to this sprite
151 # The basic size of `self` depends on the size in pixels of `texture`.
152 fun scale
=(value
: Float)
154 if isset _scale
and value
!= scale
then needs_update
158 # Red tint applied to `texture` on draw
159 fun red
: Float do return tint
[0]
161 # Red tint applied to `texture` on draw
162 fun red
=(value
: Float)
164 if isset _tint
and value
!= red
then needs_update
168 # Green tint applied to `texture` on draw
169 fun green
: Float do return tint
[1]
171 # Green tint applied to `texture` on draw
172 fun green
=(value
: Float)
174 if isset _tint
and value
!= green
then needs_update
178 # Blue tint applied to `texture` on draw
179 fun blue
: Float do return tint
[2]
181 # Blue tint applied to `texture` on draw
182 fun blue
=(value
: Float)
184 if isset _tint
and value
!= blue
then needs_update
188 # Transparency applied to `texture` on draw
189 fun alpha
: Float do return tint
[3]
191 # Transparency applied to `texture` on draw
192 fun alpha
=(value
: Float)
194 if isset _tint
and value
!= alpha
then needs_update
198 # Tint applied to `texture` on draw
200 # Alternative to the accessors `red, green, blue & alpha`.
201 # Changes inside the array do not automatically set `needs_update`.
203 # Require: `tint.length == 4`
204 var tint
: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct
=)
206 # Tint applied to `texture` on draw, see `tint`
207 fun tint
=(value
: Array[Float])
209 if isset _tint
and value
!= tint
then needs_update
213 # Is this sprite static and added in bulk?
215 # Set to `true` to give a hint to the framework that this sprite won't
216 # change often and that it is added in bulk with other static sprites.
217 # This value can be ignored in the prototyping phase of a game and
218 # added only when better performance are needed.
219 var static
= false is writable(static_direct
=)
221 # Is this sprite static and added in bulk? see `static`
222 fun static
=(value
: Bool)
224 if isset _static
and value
!= static
then needs_remap
225 static_direct
= value
228 # Request an update on the CPU
230 # This is called automatically on modification of any value of `Sprite`.
231 # However, it can still be set manually if a modification can't be
232 # detected or by subclasses.
236 if c
!= null then c
.sprites_to_update
.add
self
239 # Request a resorting of this sprite in its sprite list
241 # Resorting is required when `static` or the root of `texture` changes.
242 # This is called automatically when such changes are detected.
243 # However, it can still be set manually if a modification can't be
244 # detected or by subclasses.
248 if l
!= null then l
.sprites_to_remap
.add
self
251 # Current context to which `self` was sorted
252 private var context
: nullable SpriteContext = null
254 # Current context to which `self` belongs
255 private var sprite_set
: nullable SpriteSet = null
259 # Default graphic program to draw `sprites`
260 private var simple_2d_program
= new Simple2dProgram is lazy
262 # Camera for world `sprites` and `depth::actors` with perspective
264 # By default, the camera is configured to a height of 1080 units
265 # of world coordinates at `z == 0.0`.
266 var world_camera
: EulerCamera is lazy
do
267 var camera
= new EulerCamera(app
.display
.as(not null))
269 # Aim for full HD pixel resolution at level 0
270 camera
.reset_height
1080.0
276 # Camera for `ui_sprites` using an orthogonal view
277 var ui_camera
= new UICamera(app
.display
.as(not null)) is lazy
279 # World sprites drawn as seen by `world_camera`
280 var sprites
: Set[Sprite] = new SpriteSet
282 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
283 var ui_sprites
: Set[Sprite] = new SpriteSet
285 # Main method to refine in clients to update game logic and `sprites`
286 fun update
(dt
: Float) do end
288 # Display `texture` as a splash screen
290 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
291 fun show_splash_screen
(texture
: Texture)
295 ui_camera
.reset_height
1080.0
297 var splash
= new Sprite(texture
, ui_camera
.center
)
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 frame_core
(display
)
377 # Prepare to draw, clear buffers
378 glClear
(gl_COLOR_BUFFER_BIT
| gl_DEPTH_BUFFER_BIT
)
381 var gl_error
= glGetError
382 assert gl_error
== gl_NO_ERROR
else print_error gl_error
384 # Update game logic and set sprites
385 perf_clock_main
.lapse
386 var dt
= clock
.lapse
.to_f
388 sys
.perfs
["gamnit flat update client"].add perf_clock_main
.lapse
390 # Draw and flip screen
391 frame_core_draw display
395 gl_error
= glGetError
396 assert gl_error
== gl_NO_ERROR
else print_error gl_error
399 # Draw the whole screen, all `glDraw...` calls should be executed here
400 protected fun frame_core_draw
(display
: GamnitDisplay)
402 frame_core_dynamic_resolution_before display
404 perf_clock_main
.lapse
405 frame_core_world_sprites display
406 perfs
["gamnit flat world_sprites"].add perf_clock_main
.lapse
408 frame_core_ui_sprites display
409 perfs
["gamnit flat ui_sprites"].add perf_clock_main
.lapse
411 frame_core_dynamic_resolution_after display
414 private fun frame_core_sprites
(display
: GamnitDisplay, sprite_set
: SpriteSet, camera
: Camera)
416 var simple_2d_program
= app
.simple_2d_program
417 simple_2d_program
.use
418 simple_2d_program
.mvp
.uniform camera
.mvp_matrix
424 # Draw world sprites from `sprites`
425 protected fun frame_core_world_sprites
(display
: GamnitDisplay)
427 frame_core_sprites
(display
, sprites
.as(SpriteSet), world_camera
)
430 # Draw UI sprites from `ui_sprites`
431 protected fun frame_core_ui_sprites
(display
: GamnitDisplay)
433 # Reset only the depth buffer
434 glClear gl_DEPTH_BUFFER_BIT
436 frame_core_sprites
(display
, ui_sprites
.as(SpriteSet), ui_camera
)
442 # Vertices coordinates of the base geometry
444 # Defines the default width and height of related sprites.
445 private var vertices
: Array[Float] is lazy
do
448 return [-0.5*w
, 0.5*h
, 0.0,
454 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
455 private var texture_coords
: Array[Float] is lazy
do
458 var b
= offset_bottom
466 # Coordinates of this texture on the `root` texture, inverting the X axis
467 private var texture_coords_invert_x
: Array[Float] is lazy
do
470 var b
= offset_bottom
479 # Graphic program to display simple models with a texture, translation, rotation and scale
480 private class Simple2dProgram
481 super GamnitProgramFromSource
483 redef var vertex_shader_source
= """
484 // Vertex coordinates
485 attribute vec4 coord;
488 attribute vec4 color;
490 // Vertex translation
491 attribute vec4 translation;
494 attribute float scale;
496 // Vertex coordinates on textures
497 attribute vec2 tex_coord;
499 // Model view projection matrix
503 attribute vec4 rotation_row0;
504 attribute vec4 rotation_row1;
505 attribute vec4 rotation_row2;
506 attribute vec4 rotation_row3;
510 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
513 // Output to the fragment shader
514 varying vec4 v_color;
515 varying vec2 v_coord;
519 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
523 """ @ glsl_vertex_shader
525 redef var fragment_shader_source
= """
526 precision mediump float;
528 // Does this object use a texture?
529 uniform bool use_texture;
531 // Texture to apply on this object
532 uniform sampler2D texture0;
534 // Input from the vertex shader
535 varying vec4 v_color;
536 varying vec2 v_coord;
541 gl_FragColor = v_color * texture2D(texture0, v_coord);
542 if (gl_FragColor.a <= 0.01) discard;
544 gl_FragColor = v_color;
547 """ @ glsl_fragment_shader
549 # Vertices coordinates
550 var coord
= attributes
["coord"].as(AttributeVec4) is lazy
552 # Should this program use the texture `texture`?
553 var use_texture
= uniforms
["use_texture"].as(UniformBool) is lazy
555 # Visible texture unit
556 var texture
= uniforms
["texture0"].as(UniformSampler2D) is lazy
558 # Coordinates on the textures, per vertex
559 var tex_coord
= attributes
["tex_coord"].as(AttributeVec2) is lazy
561 # Color tint per vertex
562 var color
= attributes
["color"].as(AttributeVec4) is lazy
564 # Translation applied to each vertex
565 var translation
= attributes
["translation"].as(AttributeVec4) is lazy
567 # Rotation matrix, row 0
568 var rotation_row0
= attributes
["rotation_row0"].as(AttributeVec4) is lazy
570 # Rotation matrix, row 1
571 var rotation_row1
= attributes
["rotation_row1"].as(AttributeVec4) is lazy
573 # Rotation matrix, row 2
574 var rotation_row2
= attributes
["rotation_row2"].as(AttributeVec4) is lazy
576 # Rotation matrix, row 3
577 var rotation_row3
= attributes
["rotation_row3"].as(AttributeVec4) is lazy
580 var scale
= attributes
["scale"].as(AttributeFloat) is lazy
582 # Model view projection matrix
583 var mvp
= uniforms
["mvp"].as(UniformMat4) is lazy
586 redef class Point3d[N
]
587 # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z`
588 fun offset
(x
, y
, z
: Numeric): Point3d[Float]
590 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
)
594 # Associate each point to its sprites
596 private var sprites
: nullable Array[Sprite] = null
598 private fun sprites_add
(sprite
: Sprite)
600 var sprites
= sprites
601 if sprites
== null then
602 sprites
= new Array[Sprite]
603 self.sprites
= sprites
608 private fun sprites_remove
(sprite
: Sprite)
610 var sprites
= sprites
611 assert sprites
!= null
612 sprites
.remove sprite
616 # Notify `sprites` on attribute modification
618 private fun needs_update
620 var sprites
= sprites
621 if sprites
!= null then for s
in sprites
do s
.needs_update
626 if isset _x
and v
!= x
then needs_update
632 if isset _y
and v
!= y
then needs_update
638 if isset _z
and v
!= z
then needs_update
643 # Set of sprites sorting them into different `SpriteContext`
644 private class SpriteSet
645 super HashSet[Sprite]
647 # Map texture then static vs dynamic to a `SpriteContext`
648 var contexts_map
= new HashMap2[RootTexture, Bool, SpriteContext]
650 # Contexts in `contexts_map`
651 var contexts_items
= new Array[SpriteContext]
653 # Sprites needing resorting in `contexts_map`
654 var sprites_to_remap
= new Array[Sprite]
656 # Add a sprite to the appropriate context
657 fun map_sprite
(sprite
: Sprite)
659 assert sprite
.context
== null else print_error
"Sprite {sprite} belongs to another SpriteSet"
661 var texture
= sprite
.texture
.root
662 var context
= contexts_map
[texture
, sprite
.static
]
664 if context
== null then
665 var usage
= if sprite
.static
then gl_STATIC_DRAW
else gl_DYNAMIC_DRAW
666 context
= new SpriteContext(texture
, usage
)
668 contexts_map
[texture
, sprite
.static
] = context
669 contexts_items
.add context
672 context
.sprites
.add sprite
673 context
.sprites_to_update
.add sprite
675 sprite
.context
= context
676 sprite
.sprite_set
= self
679 # Remove a sprite from its context
680 fun unmap_sprite
(sprite
: Sprite)
682 var context
= sprite
.context
683 assert context
!= null
684 context
.sprites
.remove sprite
686 sprite
.context
= null
687 sprite
.sprite_set
= null
690 # Draw all sprites by all contexts
693 for sprite
in sprites_to_remap
do
697 sprites_to_remap
.clear
699 for context
in contexts_items
do context
.draw
704 if contexts_items
.has
(e
.context
) then return
712 if e
isa Sprite then unmap_sprite e
715 redef fun remove_all
(e
)
717 if not has
(e
) then return
723 for sprite
in self do
724 sprite
.context
= null
725 sprite
.sprite_set
= null
728 for c
in contexts_items
do c
.destroy
734 # Context for calls to `glDrawElements`
736 # Each context has only one `texture` and `usage`, but many sprites.
737 private class SpriteContext
740 # Context config and state
742 # Only root texture drawn by this context
743 var texture
: nullable RootTexture
745 # OpenGL ES usage of `buffer_array` and `buffer_element`
746 var usage
: GLBufferUsage
748 # Sprites drawn by this context
749 var sprites
= new GroupedArray[Sprite]
751 # Sprites to update since last `draw`
752 var sprites_to_update
= new Set[Sprite]
754 # Sprites that have been update and for which `needs_update` can be set to false
755 var updated_sprites
= new Array[Sprite]
757 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
759 # Require: `resize_ratio >= 1.0`
760 var resize_ratio
= 1.2
765 # OpenGL ES buffer name for vertex data
766 var buffer_array
: Int = -1
768 # OpenGL ES buffer name for indices
769 var buffer_element
: Int = -1
771 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
772 var buffer_capacity
= 0
774 # C buffers used to pass the data of a single sprite
775 var local_data_buffer
= new GLfloatArray(float_per_vertex
*4) is lazy
776 var local_indices_buffer
= new CUInt16Array(indices_per_sprite
) is lazy
781 # Number of GL_FLOAT per vertex of `Simple2dProgram`
782 var float_per_vertex
: Int is lazy
do
783 # vec4 translation, vec4 color, vec4 coord,
784 # float scale, vec2 tex_coord, vec4 rotation_row*
789 # Number of bytes per vertex of `Simple2dProgram`
790 var bytes_per_vertex
: Int is lazy
do
791 var fs
= 4 # sizeof(GL_FLOAT)
792 return fs
* float_per_vertex
795 # Number of bytes per sprite
796 var bytes_per_sprite
: Int is lazy
do return bytes_per_vertex
* 4
798 # Number of vertex indices per sprite draw call (2 triangles)
799 var indices_per_sprite
= 6
804 # Allocate `buffer_array` and `buffer_element`
807 var bufs
= glGenBuffers
(2)
808 buffer_array
= bufs
[0]
809 buffer_element
= bufs
[1]
811 var gl_error
= glGetError
812 assert gl_error
== gl_NO_ERROR
else print_error gl_error
815 # Destroy `buffer_array` and `buffer_element`
818 glDeleteBuffers
([buffer_array
, buffer_element
])
819 var gl_error
= glGetError
820 assert gl_error
== gl_NO_ERROR
else print_error gl_error
826 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
829 app
.perf_clock_sprites
.lapse
831 # Allocate a bit more space
832 var capacity
= (sprites
.capacity
.to_f
* resize_ratio
).to_i
834 var array_bytes
= capacity
* bytes_per_sprite
835 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
836 assert glIsBuffer
(buffer_array
)
837 glBufferData
(gl_ARRAY_BUFFER
, array_bytes
, new Pointer.nul
, usage
)
838 var gl_error
= glGetError
839 assert gl_error
== gl_NO_ERROR
else print_error gl_error
841 # GL_TRIANGLES 6 vertices * sprite
842 var n_indices
= capacity
* indices_per_sprite
843 var ius
= 2 # sizeof(GL_UNSIGNED_SHORT)
844 var element_bytes
= n_indices
* ius
845 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
846 assert glIsBuffer
(buffer_element
)
847 glBufferData
(gl_ELEMENT_ARRAY_BUFFER
, element_bytes
, new Pointer.nul
, usage
)
848 gl_error
= glGetError
849 assert gl_error
== gl_NO_ERROR
else print_error gl_error
851 buffer_capacity
= capacity
853 sys
.perfs
["gamnit flat gpu resize"].add app
.perf_clock_sprites
.lapse
856 # Update GPU data of `sprite`
857 fun update_sprite
(sprite
: Sprite)
859 var sprite_index
= sprites
.index_of
(sprite
)
860 if sprite_index
== -1 then return
864 var data
= local_data_buffer
868 data
[o
+ 0] = sprite
.center
.x
869 data
[o
+ 1] = sprite
.center
.y
870 data
[o
+ 2] = sprite
.center
.z
874 data
[o
+ 4] = sprite
.tint
[0]
875 data
[o
+ 5] = sprite
.tint
[1]
876 data
[o
+ 6] = sprite
.tint
[2]
877 data
[o
+ 7] = sprite
.tint
[3]
880 data
[o
+ 8] = sprite
.scale
883 data
[o
+ 9] = sprite
.texture
.vertices
[v
*3+0]
884 data
[o
+10] = sprite
.texture
.vertices
[v
*3+1]
885 data
[o
+11] = sprite
.texture
.vertices
[v
*3+2]
889 var texture
= texture
890 if texture
!= null then
891 var tc
= if sprite
.invert_x
then
892 sprite
.texture
.texture_coords_invert_x
893 else sprite
.texture
.texture_coords
894 data
[o
+13] = tc
[v
*2+0]
895 data
[o
+14] = tc
[v
*2+1]
900 if sprite
.rotation
== 0.0 then
901 # Cache the matrix at no rotation
902 rot
= once
new Matrix.identity
(4)
904 rot
= new Matrix.rotation
(sprite
.rotation
, 0.0, 0.0, 1.0)
906 data
.fill_from
(rot
.items
, o
+15)
908 o
+= float_per_vertex
911 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
912 glBufferSubData
(gl_ARRAY_BUFFER
, sprite_index
*bytes_per_sprite
, bytes_per_sprite
, data
.native_array
)
914 var gl_error
= glGetError
915 assert gl_error
== gl_NO_ERROR
else print_error gl_error
924 var indices
= local_indices_buffer
925 var io
= sprite_index
*4
933 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
934 glBufferSubData
(gl_ELEMENT_ARRAY_BUFFER
, sprite_index
*6*2, 6*2, indices
.native_array
)
936 gl_error
= glGetError
937 assert gl_error
== gl_NO_ERROR
else print_error gl_error
942 # Call `resize` and `update_sprite` as needed before actual draw operation.
944 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
947 if buffer_array
== -1 then prepare
949 assert buffer_array
> 0 and buffer_element
> 0 else
950 print_error
"Internal error: {self} was destroyed"
954 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
955 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
957 # Resize GPU buffers?
958 if sprites
.capacity
> buffer_capacity
then
959 # Try to defragment first
960 var moved
= sprites
.defragment
962 if sprites
.capacity
> buffer_capacity
then
963 # Defragmentation wasn't enough, grow
966 # We must update everything
967 for s
in sprites
.items
do if s
!= null then sprites_to_update
.add s
969 # Just update the moved sprites
970 for s
in moved
do sprites_to_update
.add s
972 else if sprites
.available
.not_empty
then
973 # Defragment a bit anyway
974 # TODO defrag only when there's time left on a frame
975 var moved
= sprites
.defragment
(1)
976 for s
in moved
do sprites_to_update
.add s
979 # Update GPU sprites data
980 if sprites_to_update
.not_empty
then
981 app
.perf_clock_sprites
.lapse
983 for sprite
in sprites_to_update
do update_sprite
(sprite
)
984 sprites_to_update
.clear
986 sys
.perfs
["gamnit flat gpu update"].add app
.perf_clock_sprites
.lapse
989 # Update uniforms specific to this context
990 var texture
= texture
991 app
.simple_2d_program
.use_texture
.uniform texture
!= null
992 if texture
!= null then
993 glActiveTexture gl_TEXTURE0
994 glBindTexture
(gl_TEXTURE_2D
, texture
.gl_texture
)
995 app
.simple_2d_program
.texture
.uniform
0
997 var gl_error
= glGetError
998 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1000 # Configure attributes, in order:
1001 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
1003 var p
= app
.simple_2d_program
1004 var sizeof_gl_float
= 4 # sizeof(GL_FLOAT)
1006 var size
= 4 # Number of floats
1007 glEnableVertexAttribArray p
.translation
.location
1008 glVertexAttribPointeri
(p
.translation
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1009 offset
+= size
* sizeof_gl_float
1010 gl_error
= glGetError
1011 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1014 glEnableVertexAttribArray p
.color
.location
1015 glVertexAttribPointeri
(p
.color
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1016 offset
+= size
* sizeof_gl_float
1017 gl_error
= glGetError
1018 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1021 glEnableVertexAttribArray p
.scale
.location
1022 glVertexAttribPointeri
(p
.scale
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1023 offset
+= size
* sizeof_gl_float
1024 gl_error
= glGetError
1025 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1028 glEnableVertexAttribArray p
.coord
.location
1029 glVertexAttribPointeri
(p
.coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1030 offset
+= size
* sizeof_gl_float
1031 gl_error
= glGetError
1032 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1035 glEnableVertexAttribArray p
.tex_coord
.location
1036 glVertexAttribPointeri
(p
.tex_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1037 offset
+= size
* sizeof_gl_float
1038 gl_error
= glGetError
1039 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1042 for r
in [p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
] do
1044 glEnableVertexAttribArray r
.location
1045 glVertexAttribPointeri
(r
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1047 offset
+= size
* sizeof_gl_float
1048 gl_error
= glGetError
1049 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1053 for s
in sprites
.starts
, e
in sprites
.ends
do
1055 glDrawElementsi
(gl_TRIANGLES
, l
*indices_per_sprite
, gl_UNSIGNED_SHORT
, 2*s
*indices_per_sprite
)
1056 gl_error
= glGetError
1057 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1061 for attr
in [p
.translation
, p
.color
, p
.scale
, p
.coord
, p
.tex_coord
,
1062 p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
: Attribute] do
1063 if not attr
.is_active
then continue
1064 glDisableVertexAttribArray
(attr
.location
)
1065 gl_error
= glGetError
1066 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1069 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
1070 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, 0)
1071 gl_error
= glGetError
1072 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1076 # Representation of sprite data on the GPU
1078 # The main purpose of this class is to optimize the use of contiguous
1079 # space in GPU memory. Each contiguous memory block can be drawn in a
1080 # single call. The starts index of each block is kept by `starts,
1081 # and the end + 1 by `ends`.
1083 # The data can be compressed by a call to `defragment`.
1086 # intrude import gamnit::flat
1088 # var array = new GroupedArray[String]
1089 # assert array.to_s == ""
1097 # assert array.to_s == "[a,b,c,d,e,f]"
1098 # assert array.capacity == 6
1101 # assert array.to_s == "[b,c,d,e,f]"
1104 # assert array.to_s == "[c,d,e,f]"
1107 # assert array.to_s == "[c,d,e]"
1110 # assert array.to_s == "[c][e]"
1113 # assert array.to_s == "[A][c][e]"
1116 # assert array.to_s == "[A,B,c][e]"
1119 # assert array.to_s == "[A,B,c]"
1122 # assert array.to_s == "[A,B,c,D]"
1125 # assert array.to_s == "[A,B,c,D,E]"
1126 # assert array.capacity == 5
1127 # assert array.length == 5
1134 # assert array.to_s == ""
1137 # assert array.to_s == "[a]"
1139 private class GroupedArray[E
]
1141 # Memory with actual objects, and null in empty slots
1142 var items
= new Array[nullable E
]
1144 # Number of items in the array
1147 # Number of item slots in the array
1148 fun capacity
: Int do return items
.length
1151 fun index_of
(item
: E
): Int do return items
.index_of
(item
)
1153 # List of available slots
1154 var available
= new MinHeap[Int].default
1156 # Start index of filled chunks
1157 var starts
= new List[Int]
1159 # Index of the spots after filled chunks
1160 var ends
= new List[Int]
1162 # Add `item` to the first available slot
1167 if available
.not_empty
then
1168 # starts & ends can't be empty
1170 var i
= available
.take
1173 if i
== starts
.first
- 1 then
1174 # slot 0 free, 1 taken
1177 # slot 0 and more free
1180 else if starts
.length
>= 2 and ends
.first
+ 1 == starts
[1] then
1185 # at end of first chunk
1192 if ends
.is_empty
then
1198 # Remove the first instance of `item`
1201 var i
= items
.index_of
(item
)
1207 for s
in starts
, e
in ends
do
1208 if s
<= i
and i
< e
then
1214 if starts
.is_empty
then
1219 else if e-1
== i
then
1220 # last item of chunk
1224 # first item of chunk
1228 ends
.insert
(ends
[ii
], ii
+1)
1230 starts
.insert
(i
+1, ii
+1)
1242 # Defragment and compress everything into a single chunks beginning at 0
1244 # Returns the elements that moved as a list.
1247 # intrude import gamnit::flat
1249 # var array = new GroupedArray[String]
1256 # assert array.to_s == "[b][d]"
1258 # var moved = array.defragment
1259 # assert moved.to_s == "[d]"
1260 # assert array.to_s == "[d,b]"
1261 # assert array.length == 2
1262 # assert array.capacity == 2
1266 # assert array.to_s == "[d,b,e,f]"
1268 fun defragment
(max
: nullable Int): Array[E
]
1270 app
.perf_clock_sprites
.lapse
1271 max
= max
or else length
1273 var moved
= new Array[E
]
1274 while max
> 0 and (starts
.length
> 1 or starts
.first
!= 0) do
1275 var i
= ends
.last
- 1
1283 if starts
.length
== 1 and starts
.first
== 0 then
1284 for i
in [length
..capacity
[ do items
.pop
1288 sys
.perfs
["gamnit flat gpu defrag"].add app
.perf_clock_sprites
.lapse
1294 var ss
= new Array[String]
1295 for s
in starts
, e
in ends
do
1298 var item
: nullable Object = items
[i
]
1299 if item
== null then item
= "null"
1301 if i
!= e-1
then ss
.add
","