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 # Draw a `texture` at `center`
50 # An instance of `Sprite` can only belong to a single `SpriteSet` at
51 # a time. The on screen position depends on the camera associated
55 # Texture drawn to screen
56 var texture
: Texture is writable(texture_direct
=)
58 # Texture drawn to screen
59 fun texture
=(value
: Texture)
61 if isset _texture
and value
!= texture
then
63 if value
.root
!= texture
.root
then needs_remap
65 texture_direct
= value
68 # Center position of this sprite in world coordinates
69 var center
: Point3d[Float] is writable(center_direct
=), noautoinit
71 # Center position of this sprite in world coordinates
72 fun center
=(value
: Point3d[Float]) is autoinit
do
73 if isset _center
and value
!= center
then
75 center
.sprites_remove
self
78 value
.sprites_add
self
82 # Rotation on the Z axis, positive values go counterclockwise
83 var rotation
= 0.0 is writable(rotation_direct
=)
85 # Rotation on the Z axis, positive values go counterclockwise
86 fun rotation
=(value
: Float)
88 if isset _rotation
and value
!= rotation
then needs_update
89 rotation_direct
= value
92 # Mirror `texture` horizontally, inverting each pixel on the X axis
93 var invert_x
= false is writable(invert_x_direct
=)
95 # Mirror `texture` horizontally, inverting each pixel on the X axis
96 fun invert_x
=(value
: Bool)
98 if isset _invert_x
and value
!= invert_x
then needs_update
99 invert_x_direct
= value
102 # Scale applied to this sprite
104 # The default size of `self` depends on the size in pixels of `texture`.
105 var scale
= 1.0 is writable(scale_direct
=)
107 # Scale applied to this sprite, see `scale`
108 fun scale
=(value
: Float)
110 if isset _scale
and value
!= scale
then needs_update
114 # Red tint applied to `texture` on draw
115 fun red
: Float do return tint
[0]
117 # Red tint applied to `texture` on draw
118 fun red
=(value
: Float)
120 if isset _tint
and value
!= red
then needs_update
124 # Green tint applied to `texture` on draw
125 fun green
: Float do return tint
[1]
127 # Green tint applied to `texture` on draw
128 fun green
=(value
: Float)
130 if isset _tint
and value
!= green
then needs_update
134 # Blue tint applied to `texture` on draw
135 fun blue
: Float do return tint
[2]
137 # Blue tint applied to `texture` on draw
138 fun blue
=(value
: Float)
140 if isset _tint
and value
!= blue
then needs_update
144 # Transparency applied to `texture` on draw
145 fun alpha
: Float do return tint
[3]
147 # Transparency applied to `texture` on draw
148 fun alpha
=(value
: Float)
150 if isset _tint
and value
!= alpha
then needs_update
154 # Tint applied to `texture` on draw
156 # Alternative to the accessors `red, green, blue & alpha`.
157 # Changes inside the array do not automatically set `needs_update`.
159 # Require: `tint.length == 4`
160 var tint
: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct
=)
162 # Tint applied to `texture` on draw, see `tint`
163 fun tint
=(value
: Array[Float])
165 if isset _tint
and value
!= tint
then needs_update
169 # Is this sprite static and added in bulk?
171 # Set to `true` to give a hint to the framework that this sprite won't
172 # change often and that it is added in bulk with other static sprites.
173 # This value can be ignored in the prototyping phase of a game and
174 # added only when better performance are needed.
175 var static
= false is writable(static_direct
=)
177 # Is this sprite static and added in bulk? see `static`
178 fun static
=(value
: Bool)
180 if isset _static
and value
!= static
then needs_remap
181 static_direct
= value
184 # Request an update on the CPU
186 # This is called automatically on modification of any value of `Sprite`.
187 # However, it can still be set manually if a modification can't be
188 # detected or by subclasses.
192 if c
!= null then c
.sprites_to_update
.add
self
195 # Request a resorting of this sprite in its sprite list
197 # Resorting is required when `static` or the root of `texture` changes.
198 # This is called automatically when such changes are detected.
199 # However, it can still be set manually if a modification can't be
200 # detected or by subclasses.
204 if l
!= null then l
.sprites_to_remap
.add
self
207 # Current context to which `self` was sorted
208 private var context
: nullable SpriteContext = null
210 # Current context to which `self` belongs
211 private var sprite_set
: nullable SpriteSet = null
215 # Default graphic program to draw `sprites`
216 private var simple_2d_program
= new Simple2dProgram is lazy
218 # Camera for world `sprites` and `depth::actors` with perspective
220 # By default, the camera is configured to a height of 1080 units
221 # of world coordinates at `z == 0.0`.
222 var world_camera
: EulerCamera is lazy
do
223 var camera
= new EulerCamera(app
.display
.as(not null))
225 # Aim for full HD pixel resolution at level 0
226 camera
.reset_height
1080.0
232 # Camera for `ui_sprites` using an orthogonal view
233 var ui_camera
= new UICamera(app
.display
.as(not null)) is lazy
235 # World sprites to draw as seen by `world_camera`
236 var sprites
: Set[Sprite] = new SpriteSet
238 # UI sprites to draw as seen by `ui_camera`, drawn over world `sprites`
239 var ui_sprites
: Set[Sprite] = new SpriteSet
241 # Main method to refine in clients to update game logic and `sprites`
242 fun update
(dt
: Float) do end
244 # Display `texture` as a splash screen
246 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
247 fun show_splash_screen
(texture
: Texture)
251 ui_camera
.reset_height
1080.0
253 var splash
= new Sprite(texture
, ui_camera
.center
)
254 ui_sprites
.add splash
256 var display
= display
257 assert display
!= null
258 glClear gl_COLOR_BUFFER_BIT
259 frame_core_ui_sprites display
262 ui_sprites
.remove splash
266 # Support and implementation
268 # Main clock used to count each frame `dt`, lapsed for `update` only
269 private var clock
= new Clock is lazy
271 # Performance clock to for `frame_core_draw` operations
272 private var perf_clock_main
= new Clock
274 # Second performance clock for smaller operations
275 private var perf_clock_sprites
= new Clock is lazy
281 var display
= display
282 assert display
!= null
284 var gl_error
= glGetError
285 assert gl_error
== gl_NO_ERROR
else print_error gl_error
288 var program
= simple_2d_program
289 program
.compile_and_link
291 var gamnit_error
= program
.error
292 assert gamnit_error
== null else print_error gamnit_error
295 gl
.capabilities
.blend
.enable
296 glBlendFunc
(gl_SRC_ALPHA
, gl_ONE_MINUS_SRC_ALPHA
)
299 gl
.capabilities
.depth_test
.enable
300 glDepthFunc gl_LEQUAL
303 # Prepare viewport and background color
304 glViewport
(0, 0, display
.width
, display
.height
)
305 glClearColor
(0.0, 0.0, 0.0, 1.0)
307 gl_error
= glGetError
308 assert gl_error
== gl_NO_ERROR
else print_error gl_error
311 for tex
in all_root_textures
do
313 gamnit_error
= tex
.error
314 if gamnit_error
!= null then print_error gamnit_error
316 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MIN_FILTER
, gl_LINEAR
)
317 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, gl_LINEAR
)
324 simple_2d_program
.delete
327 var display
= display
328 if display
!= null then display
.close
331 redef fun frame_core
(display
)
333 # Prepare to draw, clear buffers
334 glClear
(gl_COLOR_BUFFER_BIT
| gl_DEPTH_BUFFER_BIT
)
337 var gl_error
= glGetError
338 assert gl_error
== gl_NO_ERROR
else print_error gl_error
340 # Update game logic and set sprites
341 perf_clock_main
.lapse
342 var dt
= clock
.lapse
.to_f
344 sys
.perfs
["gamnit flat update client"].add perf_clock_main
.lapse
346 # Draw and flip screen
347 frame_core_draw display
351 gl_error
= glGetError
352 assert gl_error
== gl_NO_ERROR
else print_error gl_error
355 # Draw the whole screen, all `glDraw...` calls should be executed here
356 protected fun frame_core_draw
(display
: GamnitDisplay)
358 frame_core_dynamic_resolution_before display
360 perf_clock_main
.lapse
361 frame_core_world_sprites display
362 perfs
["gamnit flat world_sprites"].add perf_clock_main
.lapse
364 frame_core_ui_sprites display
365 perfs
["gamnit flat ui_sprites"].add perf_clock_main
.lapse
367 frame_core_dynamic_resolution_after display
370 private fun frame_core_sprites
(display
: GamnitDisplay, sprite_set
: SpriteSet, camera
: Camera)
372 var simple_2d_program
= app
.simple_2d_program
373 simple_2d_program
.use
374 simple_2d_program
.mvp
.uniform camera
.mvp_matrix
380 # Draw world sprites from `sprites`
381 protected fun frame_core_world_sprites
(display
: GamnitDisplay)
383 frame_core_sprites
(display
, sprites
.as(SpriteSet), world_camera
)
386 # Draw UI sprites from `ui_sprites`
387 protected fun frame_core_ui_sprites
(display
: GamnitDisplay)
389 # Reset only the depth buffer
390 glClear gl_DEPTH_BUFFER_BIT
392 frame_core_sprites
(display
, ui_sprites
.as(SpriteSet), ui_camera
)
398 # Vertices coordinates of the base geometry
400 # Defines the default width and height of related sprites.
401 private var vertices
: Array[Float] is lazy
do
404 return [-0.5*w
, 0.5*h
, 0.0,
410 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
411 private var texture_coords
: Array[Float] is lazy
do
414 var b
= offset_bottom
422 # Coordinates of this texture on the `root` texture, inverting the X axis
423 private var texture_coords_invert_x
: Array[Float] is lazy
do
426 var b
= offset_bottom
435 # Graphic program to display simple models with a texture, translation, rotation and scale
436 private class Simple2dProgram
437 super GamnitProgramFromSource
439 redef var vertex_shader_source
= """
440 // Vertex coordinates
441 attribute vec4 coord;
444 attribute vec4 color;
446 // Vertex translation
447 attribute vec4 translation;
450 attribute float scale;
452 // Vertex coordinates on textures
453 attribute vec2 tex_coord;
455 // Model view projection matrix
459 attribute vec4 rotation_row0;
460 attribute vec4 rotation_row1;
461 attribute vec4 rotation_row2;
462 attribute vec4 rotation_row3;
466 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
469 // Output to the fragment shader
470 varying vec4 v_color;
471 varying vec2 v_coord;
475 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
479 """ @ glsl_vertex_shader
481 redef var fragment_shader_source
= """
482 precision mediump float;
484 // Does this object use a texture?
485 uniform bool use_texture;
487 // Texture to apply on this object
488 uniform sampler2D texture0;
490 // Input from the vertex shader
491 varying vec4 v_color;
492 varying vec2 v_coord;
497 gl_FragColor = v_color * texture2D(texture0, v_coord);
498 if (gl_FragColor.a <= 0.1) discard;
500 gl_FragColor = v_color;
503 """ @ glsl_fragment_shader
505 # Vertices coordinates
506 var coord
= attributes
["coord"].as(AttributeVec4) is lazy
508 # Should this program use the texture `texture`?
509 var use_texture
= uniforms
["use_texture"].as(UniformBool) is lazy
511 # Visible texture unit
512 var texture
= uniforms
["texture0"].as(UniformSampler2D) is lazy
514 # Coordinates on the textures, per vertex
515 var tex_coord
= attributes
["tex_coord"].as(AttributeVec2) is lazy
517 # Color tint per vertex
518 var color
= attributes
["color"].as(AttributeVec4) is lazy
520 # Translation applied to each vertex
521 var translation
= attributes
["translation"].as(AttributeVec4) is lazy
523 # Rotation matrix, row 0
524 var rotation_row0
= attributes
["rotation_row0"].as(AttributeVec4) is lazy
526 # Rotation matrix, row 1
527 var rotation_row1
= attributes
["rotation_row1"].as(AttributeVec4) is lazy
529 # Rotation matrix, row 2
530 var rotation_row2
= attributes
["rotation_row2"].as(AttributeVec4) is lazy
532 # Rotation matrix, row 3
533 var rotation_row3
= attributes
["rotation_row3"].as(AttributeVec4) is lazy
536 var scale
= attributes
["scale"].as(AttributeFloat) is lazy
538 # Model view projection matrix
539 var mvp
= uniforms
["mvp"].as(UniformMat4) is lazy
542 redef class Point3d[N
]
543 # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z`
544 fun offset
(x
, y
, z
: Numeric): Point3d[Float]
546 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
)
550 # Associate each point to its sprites
552 private var sprites
: nullable Array[Sprite] = null
554 private fun sprites_add
(sprite
: Sprite)
556 var sprites
= sprites
557 if sprites
== null then
558 sprites
= new Array[Sprite]
559 self.sprites
= sprites
564 private fun sprites_remove
(sprite
: Sprite)
566 var sprites
= sprites
567 assert sprites
!= null
568 sprites
.remove sprite
572 # Notify `sprites` on attribute modification
574 private fun needs_update
576 var sprites
= sprites
577 if sprites
!= null then for s
in sprites
do s
.needs_update
582 if isset _x
and v
!= x
then needs_update
588 if isset _y
and v
!= y
then needs_update
594 if isset _z
and v
!= z
then needs_update
599 # Set of sprites sorting them into different `SpriteContext`
600 private class SpriteSet
601 super HashSet[Sprite]
603 # Map texture then static vs dynamic to a `SpriteContext`
604 var contexts_map
= new HashMap2[GamnitRootTexture, Bool, SpriteContext]
606 # Contexts in `contexts_map`
607 var contexts_items
= new Array[SpriteContext]
609 # Sprites needing resorting in `contexts_map`
610 var sprites_to_remap
= new Array[Sprite]
612 # Add a sprite to the appropriate context
613 fun map_sprite
(sprite
: Sprite)
615 assert sprite
.context
== null else print_error
"Sprite {sprite} belongs to another SpriteSet"
617 var texture
= sprite
.texture
.root
618 var context
= contexts_map
[texture
, sprite
.static
]
620 if context
== null then
621 var usage
= if sprite
.static
then gl_STATIC_DRAW
else gl_DYNAMIC_DRAW
622 context
= new SpriteContext(texture
, usage
)
624 contexts_map
[texture
, sprite
.static
] = context
625 contexts_items
.add context
628 context
.sprites
.add sprite
629 context
.sprites_to_update
.add sprite
631 sprite
.context
= context
632 sprite
.sprite_set
= self
635 # Remove a sprite from its context
636 fun unmap_sprite
(sprite
: Sprite)
638 var context
= sprite
.context
639 assert context
!= null
640 context
.sprites
.remove sprite
642 sprite
.context
= null
643 sprite
.sprite_set
= null
646 # Draw all sprites by all contexts
649 for sprite
in sprites_to_remap
do
653 sprites_to_remap
.clear
655 for context
in contexts_items
do context
.draw
660 if contexts_items
.has
(e
.context
) then return
668 if e
isa Sprite then unmap_sprite e
671 redef fun remove_all
(e
)
673 if not has
(e
) then return
680 for c
in contexts_items
do c
.destroy
686 # Context for calls to `glDrawElements`
688 # Each context has only one `texture` and `usage`, but many sprites.
689 private class SpriteContext
692 # Context config and state
694 # Only root texture drawn by this context
695 var texture
: nullable GamnitRootTexture
697 # OpenGL ES usage of `buffer_array` and `buffer_element`
698 var usage
: GLBufferUsage
700 # Sprites drawn by this context
701 var sprites
= new GroupedArray[Sprite]
703 # Sprites to update since last `draw`
704 var sprites_to_update
= new Set[Sprite]
706 # Sprites that have been update and for which `needs_update` can be set to false
707 var updated_sprites
= new Array[Sprite]
709 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
711 # Require: `resize_ratio >= 1.0`
712 var resize_ratio
= 1.2
717 # OpenGL ES buffer name for vertex data
718 var buffer_array
: Int = -1
720 # OpenGL ES buffer name for indices
721 var buffer_element
: Int = -1
723 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
724 var buffer_capacity
= 0
726 # C buffers used to pass the data of a single sprite
727 var local_data_buffer
= new GLfloatArray(float_per_vertex
*4) is lazy
728 var local_indices_buffer
= new CUInt16Array(indices_per_sprite
) is lazy
733 # Number of GL_FLOAT per vertex of `Simple2dProgram`
734 var float_per_vertex
: Int is lazy
do
735 # vec4 translation, vec4 color, vec4 coord,
736 # float scale, vec2 tex_coord, vec4 rotation_row*
741 # Number of bytes per vertex of `Simple2dProgram`
742 var bytes_per_vertex
: Int is lazy
do
743 var fs
= 4 # sizeof(GL_FLOAT)
744 return fs
* float_per_vertex
747 # Number of bytes per sprite
748 var bytes_per_sprite
: Int is lazy
do return bytes_per_vertex
* 4
750 # Number of vertex indices per sprite draw call (2 triangles)
751 var indices_per_sprite
= 6
756 # Allocate `buffer_array` and `buffer_element`
759 var bufs
= glGenBuffers
(2)
760 buffer_array
= bufs
[0]
761 buffer_element
= bufs
[1]
763 var gl_error
= glGetError
764 assert gl_error
== gl_NO_ERROR
else print_error gl_error
767 # Destroy `buffer_array` and `buffer_element`
770 glDeleteBuffers
([buffer_array
, buffer_element
])
771 var gl_error
= glGetError
772 assert gl_error
== gl_NO_ERROR
else print_error gl_error
778 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
781 app
.perf_clock_sprites
.lapse
783 # Allocate a bit more space
784 var capacity
= (sprites
.capacity
.to_f
* resize_ratio
).to_i
786 var array_bytes
= capacity
* bytes_per_sprite
787 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
788 assert glIsBuffer
(buffer_array
)
789 glBufferData
(gl_ARRAY_BUFFER
, array_bytes
, new Pointer.nul
, usage
)
790 var gl_error
= glGetError
791 assert gl_error
== gl_NO_ERROR
else print_error gl_error
793 # GL_TRIANGLES 6 vertices * sprite
794 var n_indices
= capacity
* indices_per_sprite
795 var ius
= 2 # sizeof(GL_UNSIGNED_SHORT)
796 var element_bytes
= n_indices
* ius
797 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
798 assert glIsBuffer
(buffer_element
)
799 glBufferData
(gl_ELEMENT_ARRAY_BUFFER
, element_bytes
, new Pointer.nul
, usage
)
800 gl_error
= glGetError
801 assert gl_error
== gl_NO_ERROR
else print_error gl_error
803 buffer_capacity
= capacity
805 sys
.perfs
["gamnit flat gpu resize"].add app
.perf_clock_sprites
.lapse
808 # Update GPU data of `sprite`
809 fun update_sprite
(sprite
: Sprite)
811 var sprite_index
= sprites
.index_of
(sprite
)
812 if sprite_index
== -1 then return
816 var data
= local_data_buffer
820 data
[o
+ 0] = sprite
.center
.x
821 data
[o
+ 1] = sprite
.center
.y
822 data
[o
+ 2] = sprite
.center
.z
826 data
[o
+ 4] = sprite
.tint
[0]
827 data
[o
+ 5] = sprite
.tint
[1]
828 data
[o
+ 6] = sprite
.tint
[2]
829 data
[o
+ 7] = sprite
.tint
[3]
832 data
[o
+ 8] = sprite
.scale
835 data
[o
+ 9] = sprite
.texture
.vertices
[v
*3+0]
836 data
[o
+10] = sprite
.texture
.vertices
[v
*3+1]
837 data
[o
+11] = sprite
.texture
.vertices
[v
*3+2]
841 var texture
= texture
842 if texture
!= null then
843 var tc
= if sprite
.invert_x
then
844 sprite
.texture
.texture_coords_invert_x
845 else sprite
.texture
.texture_coords
846 data
[o
+13] = tc
[v
*2+0]
847 data
[o
+14] = tc
[v
*2+1]
852 if sprite
.rotation
== 0.0 then
853 # Cache the matrix at no rotation
854 rot
= once
new Matrix.identity
(4)
856 rot
= new Matrix.rotation
(sprite
.rotation
, 0.0, 0.0, 1.0)
858 data
.fill_from
(rot
.items
, o
+15)
860 o
+= float_per_vertex
863 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
864 glBufferSubData
(gl_ARRAY_BUFFER
, sprite_index
*bytes_per_sprite
, bytes_per_sprite
, data
.native_array
)
866 var gl_error
= glGetError
867 assert gl_error
== gl_NO_ERROR
else print_error gl_error
876 var indices
= local_indices_buffer
877 var io
= sprite_index
*4
885 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
886 glBufferSubData
(gl_ELEMENT_ARRAY_BUFFER
, sprite_index
*6*2, 6*2, indices
.native_array
)
888 gl_error
= glGetError
889 assert gl_error
== gl_NO_ERROR
else print_error gl_error
894 # Call `resize` and `update_sprite` as needed before actual draw operation.
896 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
899 if buffer_array
== -1 then prepare
901 assert buffer_array
> 0 and buffer_element
> 0 else
902 print_error
"Internal error: {self} was destroyed"
906 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
907 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
909 # Resize GPU buffers?
910 if sprites
.capacity
> buffer_capacity
then
911 # Try to defragment first
912 var moved
= sprites
.defragment
914 if sprites
.capacity
> buffer_capacity
then
915 # Defragmentation wasn't enough, grow
918 # We must update everything
919 for s
in sprites
.items
do if s
!= null then sprites_to_update
.add s
921 # Just update the moved sprites
922 for s
in moved
do sprites_to_update
.add s
924 else if sprites
.available
.not_empty
then
925 # Defragment a bit anyway
926 # TODO defrag only when there's time left on a frame
927 var moved
= sprites
.defragment
(1)
928 for s
in moved
do sprites_to_update
.add s
931 # Update GPU sprites data
932 if sprites_to_update
.not_empty
then
933 app
.perf_clock_sprites
.lapse
935 for sprite
in sprites_to_update
do update_sprite
(sprite
)
936 sprites_to_update
.clear
938 sys
.perfs
["gamnit flat gpu update"].add app
.perf_clock_sprites
.lapse
941 # Update uniforms specific to this context
942 var texture
= texture
943 app
.simple_2d_program
.use_texture
.uniform texture
!= null
944 if texture
!= null then
945 glActiveTexture gl_TEXTURE0
946 glBindTexture
(gl_TEXTURE_2D
, texture
.gl_texture
)
947 app
.simple_2d_program
.texture
.uniform
0
949 var gl_error
= glGetError
950 assert gl_error
== gl_NO_ERROR
else print_error gl_error
952 # Configure attributes, in order:
953 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
955 var p
= app
.simple_2d_program
956 var sizeof_gl_float
= 4 # sizeof(GL_FLOAT)
958 var size
= 4 # Number of floats
959 glEnableVertexAttribArray p
.translation
.location
960 glVertexAttribPointeri
(p
.translation
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
961 offset
+= size
* sizeof_gl_float
962 gl_error
= glGetError
963 assert gl_error
== gl_NO_ERROR
else print_error gl_error
966 glEnableVertexAttribArray p
.color
.location
967 glVertexAttribPointeri
(p
.color
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
968 offset
+= size
* sizeof_gl_float
969 gl_error
= glGetError
970 assert gl_error
== gl_NO_ERROR
else print_error gl_error
973 glEnableVertexAttribArray p
.scale
.location
974 glVertexAttribPointeri
(p
.scale
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
975 offset
+= size
* sizeof_gl_float
976 gl_error
= glGetError
977 assert gl_error
== gl_NO_ERROR
else print_error gl_error
980 glEnableVertexAttribArray p
.coord
.location
981 glVertexAttribPointeri
(p
.coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
982 offset
+= size
* sizeof_gl_float
983 gl_error
= glGetError
984 assert gl_error
== gl_NO_ERROR
else print_error gl_error
987 glEnableVertexAttribArray p
.tex_coord
.location
988 glVertexAttribPointeri
(p
.tex_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
989 offset
+= size
* sizeof_gl_float
990 gl_error
= glGetError
991 assert gl_error
== gl_NO_ERROR
else print_error gl_error
994 for r
in [p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
] do
996 glEnableVertexAttribArray r
.location
997 glVertexAttribPointeri
(r
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
999 offset
+= size
* sizeof_gl_float
1000 gl_error
= glGetError
1001 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1005 for s
in sprites
.starts
, e
in sprites
.ends
do
1007 glDrawElementsi
(gl_TRIANGLES
, l
*indices_per_sprite
, gl_UNSIGNED_SHORT
, 2*s
*indices_per_sprite
)
1008 gl_error
= glGetError
1009 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1013 for attr
in [p
.translation
, p
.color
, p
.scale
, p
.coord
, p
.tex_coord
,
1014 p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
: Attribute] do
1015 if not attr
.is_active
then continue
1016 glDisableVertexAttribArray
(attr
.location
)
1017 gl_error
= glGetError
1018 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1021 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
1022 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, 0)
1023 gl_error
= glGetError
1024 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1028 # Representation of sprite data on the GPU
1030 # The main purpose of this class is to optimize the use of contiguous
1031 # space in GPU memory. Each contiguous memory block can be drawn in a
1032 # single call. The starts index of each block is kept by `starts,
1033 # and the end + 1 by `ends`.
1035 # The data can be compressed by a call to `defragment`.
1038 # var array = new GroupedArray[String]
1039 # assert array.to_s == ""
1047 # assert array.to_s == "[a,b,c,d,e,f]"
1048 # assert array.capacity == 6
1051 # assert array.to_s == "[b,c,d,e,f]"
1054 # assert array.to_s == "[c,d,e,f]"
1057 # assert array.to_s == "[c,d,e]"
1060 # assert array.to_s == "[c][e]"
1063 # assert array.to_s == "[A][c][e]"
1066 # assert array.to_s == "[A,B,c][e]"
1069 # assert array.to_s == "[A,B,c]"
1072 # assert array.to_s == "[A,B,c,D]"
1075 # assert array.to_s == "[A,B,c,D,E]"
1076 # assert array.capacity == 5
1077 # assert array.length == 5
1084 # assert array.to_s == ""
1087 # assert array.to_s == "[a]"
1089 private class GroupedArray[E
]
1091 # Memory with actual objects, and null in empty slots
1092 var items
= new Array[nullable E
]
1094 # Number of items in the array
1097 # Number of item slots in the array
1098 fun capacity
: Int do return items
.length
1101 fun index_of
(item
: E
): Int do return items
.index_of
(item
)
1103 # List of available slots
1104 var available
= new MinHeap[Int].default
1106 # Start index of filled chunks
1107 var starts
= new List[Int]
1109 # Index of the spots after filled chunks
1110 var ends
= new List[Int]
1112 # Add `item` to the first available slot
1117 if available
.not_empty
then
1118 # starts & ends can't be empty
1120 var i
= available
.take
1123 if i
== starts
.first
- 1 then
1124 # slot 0 free, 1 taken
1127 # slot 0 and more free
1130 else if starts
.length
>= 2 and ends
.first
+ 1 == starts
[1] then
1135 # at end of first chunk
1142 if ends
.is_empty
then
1148 # Remove the first instance of `item`
1151 var i
= items
.index_of
(item
)
1157 for s
in starts
, e
in ends
do
1158 if s
<= i
and i
< e
then
1164 if starts
.is_empty
then
1169 else if e-1
== i
then
1170 # last item of chunk
1174 # first item of chunk
1178 ends
.insert
(ends
[ii
], ii
+1)
1180 starts
.insert
(i
+1, ii
+1)
1192 # Defragment and compress everything into a single chunks beginning at 0
1194 # Returns the elements that moved as a list.
1197 # var array = new GroupedArray[String]
1204 # assert array.to_s == "[b][d]"
1206 # var moved = array.defragment
1207 # assert moved.to_s == "[d]"
1208 # assert array.to_s == "[d,b]"
1209 # assert array.length == 2
1210 # assert array.capacity == 2
1214 # assert array.to_s == "[d,b,e,f]"
1216 fun defragment
(max
: nullable Int): Array[E
]
1218 app
.perf_clock_sprites
.lapse
1219 max
= max
or else length
1221 var moved
= new Array[E
]
1222 while max
> 0 and (starts
.length
> 1 or starts
.first
!= 0) do
1223 var i
= ends
.last
- 1
1231 if starts
.length
== 1 and starts
.first
== 0 then
1232 for i
in [length
..capacity
[ do items
.pop
1236 sys
.perfs
["gamnit flat gpu defrag"].add app
.perf_clock_sprites
.lapse
1242 var ss
= new Array[String]
1243 for s
in starts
, e
in ends
do
1246 var item
: nullable Object = items
[i
]
1247 if item
== null then item
= "null"
1249 if i
!= e-1
then ss
.add
","