cbcc2e7fead2d955a62d4c3673cb47e0e6399cd3
[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 import gamnit::cameras_cache
45 import gamnit::dynamic_resolution
46 import gamnit::limit_fps
47 import gamnit::camera_control
48
49 # Visible 2D entity in the game world or UI
50 #
51 # Similar to `gamnit::Actor` which is in 3D.
52 #
53 # Each sprite associates a `texture` to the position `center`.
54 # The appearance is modified by `rotation`, `invert_x`,
55 # `scale`, `red`, `green`, `blue` and `alpha`.
56 # These values can be changed at any time and will trigger an update
57 # of the data on the GPU side, having a small performance cost.
58 #
59 # For a sprite to be visible, it must be added to either the world `sprites`
60 # or the `ui_sprites`.
61 # However, an instance of `Sprite` can only belong to a single `SpriteSet`
62 # at a time. The final on-screen position depends on the camera associated
63 # to the `SpriteSet`.
64 #
65 # ~~~
66 # # Load texture and create sprite
67 # var texture = new Texture("path/in/assets.png")
68 # var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
69 #
70 # # Add sprite to the visible game world
71 # app.sprites.add sprite
72 #
73 # # Extra configuration of the sprite
74 # sprite.rotation = pi/2.0
75 # sprite.scale = 2.0
76 #
77 # # Show only the blue colors
78 # sprite.red = 0.0
79 # sprite.green = 0.0
80 # ~~~
81 #
82 # To add a sprite to the UI it can be anchored to screen borders
83 # with `ui_camera.top_left` and the likes.
84 #
85 # ~~~nitish
86 # # Place it a bit off the top left of the screen
87 # var pos = app.ui_camera.top_left.offset(128.0, -128.0, 0)
88 #
89 # # Load texture and create sprite
90 # var texture = new Texture("path/in/assets.png")
91 # var sprite = new Sprite(texture, pos)
92 #
93 # # Add it to the UI (above world sprites)
94 # app.ui_sprites.add sprite
95 # ~~~
96 class Sprite
97
98 # Texture drawn to screen
99 var texture: Texture is writable(texture_direct=)
100
101 # Texture drawn to screen
102 fun texture=(value: Texture)
103 do
104 if isset _texture and value != texture then
105 needs_update
106 if value.root != texture.root then needs_remap
107 end
108 texture_direct = value
109 end
110
111 # Center position of this sprite in world coordinates
112 var center: Point3d[Float] is writable(center_direct=), noautoinit
113
114 # Center position of this sprite in world coordinates
115 fun center=(value: Point3d[Float]) is autoinit do
116 if isset _center and value != center then
117 needs_update
118 center.sprites_remove self
119 end
120
121 value.sprites_add self
122 center_direct = value
123 end
124
125 # Rotation on the Z axis, positive values turn counterclockwise
126 var rotation = 0.0 is writable(rotation_direct=)
127
128 # Rotation on the Z axis, positive values turn counterclockwise
129 fun rotation=(value: Float)
130 do
131 if isset _rotation and value != rotation then needs_update
132 rotation_direct = value
133 end
134
135 # Mirror `texture` horizontally, inverting each pixel on the X axis
136 var invert_x = false is writable(invert_x_direct=)
137
138 # Mirror `texture` horizontally, inverting each pixel on the X axis
139 fun invert_x=(value: Bool)
140 do
141 if isset _invert_x and value != invert_x then needs_update
142 invert_x_direct = value
143 end
144
145 # Scale applied to this sprite
146 #
147 # The basic size of `self` depends on the size in pixels of `texture`.
148 var scale = 1.0 is writable(scale_direct=)
149
150 # Scale applied to this sprite
151 #
152 # The basic size of `self` depends on the size in pixels of `texture`.
153 fun scale=(value: Float)
154 do
155 if isset _scale and value != scale then needs_update
156 scale_direct = value
157 end
158
159 # Red tint applied to `texture` on draw
160 fun red: Float do return tint[0]
161
162 # Red tint applied to `texture` on draw
163 fun red=(value: Float)
164 do
165 if isset _tint and value != red then needs_update
166 tint[0] = value
167 end
168
169 # Green tint applied to `texture` on draw
170 fun green: Float do return tint[1]
171
172 # Green tint applied to `texture` on draw
173 fun green=(value: Float)
174 do
175 if isset _tint and value != green then needs_update
176 tint[1] = value
177 end
178
179 # Blue tint applied to `texture` on draw
180 fun blue: Float do return tint[2]
181
182 # Blue tint applied to `texture` on draw
183 fun blue=(value: Float)
184 do
185 if isset _tint and value != blue then needs_update
186 tint[2] = value
187 end
188
189 # Transparency applied to `texture` on draw
190 fun alpha: Float do return tint[3]
191
192 # Transparency applied to `texture` on draw
193 fun alpha=(value: Float)
194 do
195 if isset _tint and value != alpha then needs_update
196 tint[3] = value
197 end
198
199 # Tint applied to `texture` on draw
200 #
201 # Alternative to the accessors `red, green, blue & alpha`.
202 # Changes inside the array do not automatically set `needs_update`.
203 #
204 # Require: `tint.length == 4`
205 var tint: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct=)
206
207 # Tint applied to `texture` on draw, see `tint`
208 fun tint=(value: Array[Float])
209 do
210 if isset _tint and value != tint then needs_update
211 tint_direct = value
212 end
213
214 # Is this sprite static and added in bulk?
215 #
216 # Set to `true` to give a hint to the framework that this sprite won't
217 # change often and that it is added in bulk with other static sprites.
218 # This value can be ignored in the prototyping phase of a game and
219 # added only when better performance are needed.
220 var static = false is writable(static_direct=)
221
222 # Is this sprite static and added in bulk? see `static`
223 fun static=(value: Bool)
224 do
225 if isset _static and value != static then needs_remap
226 static_direct = value
227 end
228
229 # Request an update on the CPU
230 #
231 # This is called automatically on modification of any value of `Sprite`.
232 # However, it can still be set manually if a modification can't be
233 # detected or by subclasses.
234 fun needs_update
235 do
236 var c = context
237 if c != null then c.sprites_to_update.add self
238 end
239
240 # Request a resorting of this sprite in its sprite list
241 #
242 # Resorting is required when `static` or the root of `texture` changes.
243 # This is called automatically when such changes are detected.
244 # However, it can still be set manually if a modification can't be
245 # detected or by subclasses.
246 fun needs_remap
247 do
248 var l = sprite_set
249 if l != null then l.sprites_to_remap.add self
250 end
251
252 # Current context to which `self` was sorted
253 private var context: nullable SpriteContext = null
254
255 # Current context to which `self` belongs
256 private var sprite_set: nullable SpriteSet = null
257 end
258
259 redef class App
260 # Default graphic program to draw `sprites`
261 private var simple_2d_program = new Simple2dProgram is lazy
262
263 # Camera for world `sprites` and `depth::actors` with perspective
264 #
265 # By default, the camera is configured to a height of 1080 units
266 # of world coordinates at `z == 0.0`.
267 var world_camera: EulerCamera is lazy do
268 var camera = new EulerCamera(app.display.as(not null))
269
270 # Aim for full HD pixel resolution at level 0
271 camera.reset_height 1080.0
272 camera.near = 10.0
273
274 return camera
275 end
276
277 # Camera for `ui_sprites` using an orthogonal view
278 var ui_camera = new UICamera(app.display.as(not null)) is lazy
279
280 # World sprites drawn as seen by `world_camera`
281 var sprites: Set[Sprite] = new SpriteSet
282
283 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
284 var ui_sprites: Set[Sprite] = new SpriteSet
285
286 # Main method to refine in clients to update game logic and `sprites`
287 fun update(dt: Float) do end
288
289 # Display `texture` as a splash screen
290 #
291 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
292 fun show_splash_screen(texture: Texture)
293 do
294 texture.load
295
296 ui_camera.reset_height 1080.0
297
298 var splash = new Sprite(texture, ui_camera.center)
299 ui_sprites.add splash
300
301 var display = display
302 assert display != null
303 glClear gl_COLOR_BUFFER_BIT
304 frame_core_ui_sprites display
305 display.flip
306
307 ui_sprites.remove splash
308 end
309
310 # ---
311 # Support and implementation
312
313 # Main clock used to count each frame `dt`, lapsed for `update` only
314 private var clock = new Clock is lazy
315
316 # Performance clock to for `frame_core_draw` operations
317 private var perf_clock_main = new Clock
318
319 # Second performance clock for smaller operations
320 private var perf_clock_sprites = new Clock is lazy
321
322 redef fun on_create
323 do
324 super
325
326 var display = display
327 assert display != null
328
329 var gl_error = glGetError
330 assert gl_error == gl_NO_ERROR else print_error gl_error
331
332 # Prepare program
333 var program = simple_2d_program
334 program.compile_and_link
335
336 var gamnit_error = program.error
337 assert gamnit_error == null else print_error gamnit_error
338
339 # Enable blending
340 gl.capabilities.blend.enable
341 glBlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA)
342
343 # Enable depth test
344 gl.capabilities.depth_test.enable
345 glDepthFunc gl_LEQUAL
346 glDepthMask true
347
348 # Prepare viewport and background color
349 glViewport(0, 0, display.width, display.height)
350 glClearColor(0.0, 0.0, 0.0, 1.0)
351
352 gl_error = glGetError
353 assert gl_error == gl_NO_ERROR else print_error gl_error
354
355 # Prepare to draw
356 for tex in all_root_textures do
357 tex.load
358 gamnit_error = tex.error
359 if gamnit_error != null then print_error gamnit_error
360
361 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
362 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
363 end
364 end
365
366 redef fun on_stop
367 do
368 # Clean up
369 simple_2d_program.delete
370
371 # Close gamnit
372 var display = display
373 if display != null then display.close
374 end
375
376 redef fun frame_core(display)
377 do
378 # Prepare to draw, clear buffers
379 glClear(gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT)
380
381 # Check errors
382 var gl_error = glGetError
383 assert gl_error == gl_NO_ERROR else print_error gl_error
384
385 # Update game logic and set sprites
386 perf_clock_main.lapse
387 var dt = clock.lapse.to_f
388 update dt
389 sys.perfs["gamnit flat update client"].add perf_clock_main.lapse
390
391 # Draw and flip screen
392 frame_core_draw display
393 display.flip
394
395 # Check errors
396 gl_error = glGetError
397 assert gl_error == gl_NO_ERROR else print_error gl_error
398 end
399
400 # Draw the whole screen, all `glDraw...` calls should be executed here
401 protected fun frame_core_draw(display: GamnitDisplay)
402 do
403 frame_core_dynamic_resolution_before display
404
405 perf_clock_main.lapse
406 frame_core_world_sprites display
407 perfs["gamnit flat world_sprites"].add perf_clock_main.lapse
408
409 frame_core_ui_sprites display
410 perfs["gamnit flat ui_sprites"].add perf_clock_main.lapse
411
412 frame_core_dynamic_resolution_after display
413 end
414
415 private fun frame_core_sprites(display: GamnitDisplay, sprite_set: SpriteSet, camera: Camera)
416 do
417 var simple_2d_program = app.simple_2d_program
418 simple_2d_program.use
419 simple_2d_program.mvp.uniform camera.mvp_matrix
420
421 # draw
422 sprite_set.draw
423 end
424
425 # Draw world sprites from `sprites`
426 protected fun frame_core_world_sprites(display: GamnitDisplay)
427 do
428 frame_core_sprites(display, sprites.as(SpriteSet), world_camera)
429 end
430
431 # Draw UI sprites from `ui_sprites`
432 protected fun frame_core_ui_sprites(display: GamnitDisplay)
433 do
434 # Reset only the depth buffer
435 glClear gl_DEPTH_BUFFER_BIT
436
437 frame_core_sprites(display, ui_sprites.as(SpriteSet), ui_camera)
438 end
439 end
440
441 redef class Texture
442
443 # Vertices coordinates of the base geometry
444 #
445 # Defines the default width and height of related sprites.
446 private var vertices: Array[Float] is lazy do
447 var w = width
448 var h = height
449 return [-0.5*w, 0.5*h, 0.0,
450 0.5*w, 0.5*h, 0.0,
451 -0.5*w, -0.5*h, 0.0,
452 0.5*w, -0.5*h, 0.0]
453 end
454
455 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
456 private var texture_coords: Array[Float] is lazy do
457 var l = offset_left
458 var r = offset_right
459 var b = offset_bottom
460 var t = offset_top
461 return [l, t,
462 r, t,
463 l, b,
464 r, b]
465 end
466
467 # Coordinates of this texture on the `root` texture, inverting the X axis
468 private var texture_coords_invert_x: Array[Float] is lazy do
469 var l = offset_left
470 var r = offset_right
471 var b = offset_bottom
472 var t = offset_top
473 return [r, t,
474 l, t,
475 r, b,
476 l, b]
477 end
478 end
479
480 # Graphic program to display simple models with a texture, translation, rotation and scale
481 private class Simple2dProgram
482 super GamnitProgramFromSource
483
484 redef var vertex_shader_source = """
485 // Vertex coordinates
486 attribute vec4 coord;
487
488 // Vertex color tint
489 attribute vec4 color;
490
491 // Vertex translation
492 attribute vec4 translation;
493
494 // Vertex scaling
495 attribute float scale;
496
497 // Vertex coordinates on textures
498 attribute vec2 tex_coord;
499
500 // Model view projection matrix
501 uniform mat4 mvp;
502
503 // Rotation matrix
504 attribute vec4 rotation_row0;
505 attribute vec4 rotation_row1;
506 attribute vec4 rotation_row2;
507 attribute vec4 rotation_row3;
508
509 mat4 rotation()
510 {
511 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
512 }
513
514 // Output to the fragment shader
515 varying vec4 v_color;
516 varying vec2 v_coord;
517
518 void main()
519 {
520 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
521 v_color = color;
522 v_coord = tex_coord;
523 }
524 """ @ glsl_vertex_shader
525
526 redef var fragment_shader_source = """
527 precision mediump float;
528
529 // Does this object use a texture?
530 uniform bool use_texture;
531
532 // Texture to apply on this object
533 uniform sampler2D texture0;
534
535 // Input from the vertex shader
536 varying vec4 v_color;
537 varying vec2 v_coord;
538
539 void main()
540 {
541 if(use_texture) {
542 gl_FragColor = v_color * texture2D(texture0, v_coord);
543 if (gl_FragColor.a <= 0.01) discard;
544 } else {
545 gl_FragColor = v_color;
546 }
547 }
548 """ @ glsl_fragment_shader
549
550 # Vertices coordinates
551 var coord = attributes["coord"].as(AttributeVec4) is lazy
552
553 # Should this program use the texture `texture`?
554 var use_texture = uniforms["use_texture"].as(UniformBool) is lazy
555
556 # Visible texture unit
557 var texture = uniforms["texture0"].as(UniformSampler2D) is lazy
558
559 # Coordinates on the textures, per vertex
560 var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
561
562 # Color tint per vertex
563 var color = attributes["color"].as(AttributeVec4) is lazy
564
565 # Translation applied to each vertex
566 var translation = attributes["translation"].as(AttributeVec4) is lazy
567
568 # Rotation matrix, row 0
569 var rotation_row0 = attributes["rotation_row0"].as(AttributeVec4) is lazy
570
571 # Rotation matrix, row 1
572 var rotation_row1 = attributes["rotation_row1"].as(AttributeVec4) is lazy
573
574 # Rotation matrix, row 2
575 var rotation_row2 = attributes["rotation_row2"].as(AttributeVec4) is lazy
576
577 # Rotation matrix, row 3
578 var rotation_row3 = attributes["rotation_row3"].as(AttributeVec4) is lazy
579
580 # Scaling per vertex
581 var scale = attributes["scale"].as(AttributeFloat) is lazy
582
583 # Model view projection matrix
584 var mvp = uniforms["mvp"].as(UniformMat4) is lazy
585 end
586
587 redef class Point3d[N]
588 # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z`
589 fun offset(x, y, z: Numeric): Point3d[Float]
590 do
591 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)
592 end
593
594 # ---
595 # Associate each point to its sprites
596
597 private var sprites: nullable Array[Sprite] = null
598
599 private fun sprites_add(sprite: Sprite)
600 do
601 var sprites = sprites
602 if sprites == null then
603 sprites = new Array[Sprite]
604 self.sprites = sprites
605 end
606 sprites.add sprite
607 end
608
609 private fun sprites_remove(sprite: Sprite)
610 do
611 var sprites = sprites
612 assert sprites != null
613 sprites.remove sprite
614 end
615
616 # ---
617 # Notify `sprites` on attribute modification
618
619 private fun needs_update
620 do
621 var sprites = sprites
622 if sprites != null then for s in sprites do s.needs_update
623 end
624
625 redef fun x=(v)
626 do
627 if isset _x and v != x then needs_update
628 super
629 end
630
631 redef fun y=(v)
632 do
633 if isset _y and v != y then needs_update
634 super
635 end
636
637 redef fun z=(v)
638 do
639 if isset _z and v != z then needs_update
640 super
641 end
642 end
643
644 # Set of sprites sorting them into different `SpriteContext`
645 private class SpriteSet
646 super HashSet[Sprite]
647
648 # Map texture then static vs dynamic to a `SpriteContext`
649 var contexts_map = new HashMap2[RootTexture, Bool, SpriteContext]
650
651 # Contexts in `contexts_map`
652 var contexts_items = new Array[SpriteContext]
653
654 # Sprites needing resorting in `contexts_map`
655 var sprites_to_remap = new Array[Sprite]
656
657 # Add a sprite to the appropriate context
658 fun map_sprite(sprite: Sprite)
659 do
660 assert sprite.context == null else print_error "Sprite {sprite} belongs to another SpriteSet"
661
662 var texture = sprite.texture.root
663 var context = contexts_map[texture, sprite.static]
664
665 if context == null then
666 var usage = if sprite.static then gl_STATIC_DRAW else gl_DYNAMIC_DRAW
667 context = new SpriteContext(texture, usage)
668
669 contexts_map[texture, sprite.static] = context
670 contexts_items.add context
671 end
672
673 context.sprites.add sprite
674 context.sprites_to_update.add sprite
675
676 sprite.context = context
677 sprite.sprite_set = self
678 end
679
680 # Remove a sprite from its context
681 fun unmap_sprite(sprite: Sprite)
682 do
683 var context = sprite.context
684 assert context != null
685 context.sprites.remove sprite
686
687 sprite.context = null
688 sprite.sprite_set = null
689 end
690
691 # Draw all sprites by all contexts
692 fun draw
693 do
694 for sprite in sprites_to_remap do
695 unmap_sprite sprite
696 map_sprite sprite
697 end
698 sprites_to_remap.clear
699
700 for context in contexts_items do context.draw
701 end
702
703 redef fun add(e)
704 do
705 if contexts_items.has(e.context) then return
706 map_sprite e
707 super
708 end
709
710 redef fun remove(e)
711 do
712 super
713 if e isa Sprite then unmap_sprite e
714 end
715
716 redef fun remove_all(e)
717 do
718 if not has(e) then return
719 remove e
720 end
721
722 redef fun clear
723 do
724 for sprite in self do
725 sprite.context = null
726 sprite.sprite_set = null
727 end
728 super
729 for c in contexts_items do c.destroy
730 contexts_map.clear
731 contexts_items.clear
732 end
733 end
734
735 # Context for calls to `glDrawElements`
736 #
737 # Each context has only one `texture` and `usage`, but many sprites.
738 private class SpriteContext
739
740 # ---
741 # Context config and state
742
743 # Only root texture drawn by this context
744 var texture: nullable RootTexture
745
746 # OpenGL ES usage of `buffer_array` and `buffer_element`
747 var usage: GLBufferUsage
748
749 # Sprites drawn by this context
750 var sprites = new GroupedArray[Sprite]
751
752 # Sprites to update since last `draw`
753 var sprites_to_update = new Set[Sprite]
754
755 # Sprites that have been update and for which `needs_update` can be set to false
756 var updated_sprites = new Array[Sprite]
757
758 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
759 #
760 # Require: `resize_ratio >= 1.0`
761 var resize_ratio = 1.2
762
763 # ---
764 # OpenGL ES data
765
766 # OpenGL ES buffer name for vertex data
767 var buffer_array: Int = -1
768
769 # OpenGL ES buffer name for indices
770 var buffer_element: Int = -1
771
772 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
773 var buffer_capacity = 0
774
775 # C buffers used to pass the data of a single sprite
776 var local_data_buffer = new GLfloatArray(float_per_vertex*4) is lazy
777 var local_indices_buffer = new CUInt16Array(indices_per_sprite) is lazy
778
779 # ---
780 # Constants
781
782 # Number of GL_FLOAT per vertex of `Simple2dProgram`
783 var float_per_vertex: Int is lazy do
784 # vec4 translation, vec4 color, vec4 coord,
785 # float scale, vec2 tex_coord, vec4 rotation_row*
786 return 4 + 4 + 4 +
787 1 + 2 + 4*4
788 end
789
790 # Number of bytes per vertex of `Simple2dProgram`
791 var bytes_per_vertex: Int is lazy do
792 var fs = 4 # sizeof(GL_FLOAT)
793 return fs * float_per_vertex
794 end
795
796 # Number of bytes per sprite
797 var bytes_per_sprite: Int is lazy do return bytes_per_vertex * 4
798
799 # Number of vertex indices per sprite draw call (2 triangles)
800 var indices_per_sprite = 6
801
802 # ---
803 # Main services
804
805 # Allocate `buffer_array` and `buffer_element`
806 fun prepare
807 do
808 var bufs = glGenBuffers(2)
809 buffer_array = bufs[0]
810 buffer_element = bufs[1]
811
812 var gl_error = glGetError
813 assert gl_error == gl_NO_ERROR else print_error gl_error
814 end
815
816 # Destroy `buffer_array` and `buffer_element`
817 fun destroy
818 do
819 glDeleteBuffers([buffer_array, buffer_element])
820 var gl_error = glGetError
821 assert gl_error == gl_NO_ERROR else print_error gl_error
822
823 buffer_array = -1
824 buffer_element = -1
825 end
826
827 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
828 fun resize
829 do
830 app.perf_clock_sprites.lapse
831
832 # Allocate a bit more space
833 var capacity = (sprites.capacity.to_f * resize_ratio).to_i
834
835 var array_bytes = capacity * bytes_per_sprite
836 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
837 assert glIsBuffer(buffer_array)
838 glBufferData(gl_ARRAY_BUFFER, array_bytes, new Pointer.nul, usage)
839 var gl_error = glGetError
840 assert gl_error == gl_NO_ERROR else print_error gl_error
841
842 # GL_TRIANGLES 6 vertices * sprite
843 var n_indices = capacity * indices_per_sprite
844 var ius = 2 # sizeof(GL_UNSIGNED_SHORT)
845 var element_bytes = n_indices * ius
846 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
847 assert glIsBuffer(buffer_element)
848 glBufferData(gl_ELEMENT_ARRAY_BUFFER, element_bytes, new Pointer.nul, usage)
849 gl_error = glGetError
850 assert gl_error == gl_NO_ERROR else print_error gl_error
851
852 buffer_capacity = capacity
853
854 sys.perfs["gamnit flat gpu resize"].add app.perf_clock_sprites.lapse
855 end
856
857 # Update GPU data of `sprite`
858 fun update_sprite(sprite: Sprite)
859 do
860 var sprite_index = sprites.index_of(sprite)
861 if sprite_index == -1 then return
862
863 # Vertices data
864
865 var data = local_data_buffer
866 var o = 0
867 for v in [0..4[ do
868 # vec4 translation
869 data[o+ 0] = sprite.center.x
870 data[o+ 1] = sprite.center.y
871 data[o+ 2] = sprite.center.z
872 data[o+ 3] = 0.0
873
874 # vec4 color
875 data[o+ 4] = sprite.tint[0]
876 data[o+ 5] = sprite.tint[1]
877 data[o+ 6] = sprite.tint[2]
878 data[o+ 7] = sprite.tint[3]
879
880 # float scale
881 data[o+ 8] = sprite.scale
882
883 # vec4 coord
884 data[o+ 9] = sprite.texture.vertices[v*3+0]
885 data[o+10] = sprite.texture.vertices[v*3+1]
886 data[o+11] = sprite.texture.vertices[v*3+2]
887 data[o+12] = 0.0
888
889 # vec2 tex_coord
890 var texture = texture
891 if texture != null then
892 var tc = if sprite.invert_x then
893 sprite.texture.texture_coords_invert_x
894 else sprite.texture.texture_coords
895 data[o+13] = tc[v*2+0]
896 data[o+14] = tc[v*2+1]
897 end
898
899 # mat4 rotation
900 var rot
901 if sprite.rotation == 0.0 then
902 # Cache the matrix at no rotation
903 rot = once new Matrix.identity(4)
904 else
905 rot = new Matrix.rotation(sprite.rotation, 0.0, 0.0, 1.0)
906 end
907 data.fill_from_matrix(rot, o+15)
908
909 o += float_per_vertex
910 end
911
912 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
913 glBufferSubData(gl_ARRAY_BUFFER, sprite_index*bytes_per_sprite, bytes_per_sprite, data.native_array)
914
915 var gl_error = glGetError
916 assert gl_error == gl_NO_ERROR else print_error gl_error
917
918 # Element / indices
919 #
920 # 0--1
921 # | /|
922 # |/ |
923 # 2--3
924
925 var indices = local_indices_buffer
926 var io = sprite_index*4
927 indices[0] = io+0
928 indices[1] = io+2
929 indices[2] = io+1
930 indices[3] = io+1
931 indices[4] = io+2
932 indices[5] = io+3
933
934 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
935 glBufferSubData(gl_ELEMENT_ARRAY_BUFFER, sprite_index*6*2, 6*2, indices.native_array)
936
937 gl_error = glGetError
938 assert gl_error == gl_NO_ERROR else print_error gl_error
939 end
940
941 # Draw all `sprites`
942 #
943 # Call `resize` and `update_sprite` as needed before actual draw operation.
944 #
945 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
946 fun draw
947 do
948 if buffer_array == -1 then prepare
949
950 assert buffer_array > 0 and buffer_element > 0 else
951 print_error "Internal error: {self} was destroyed"
952 end
953
954 # Setup
955 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
956 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
957
958 # Resize GPU buffers?
959 if sprites.capacity > buffer_capacity then
960 # Try to defragment first
961 var moved = sprites.defragment
962
963 if sprites.capacity > buffer_capacity then
964 # Defragmentation wasn't enough, grow
965 resize
966
967 # We must update everything
968 for s in sprites.items do if s != null then sprites_to_update.add s
969 else
970 # Just update the moved sprites
971 for s in moved do sprites_to_update.add s
972 end
973 else if sprites.available.not_empty then
974 # Defragment a bit anyway
975 # TODO defrag only when there's time left on a frame
976 var moved = sprites.defragment(1)
977 for s in moved do sprites_to_update.add s
978 end
979
980 # Update GPU sprites data
981 if sprites_to_update.not_empty then
982 app.perf_clock_sprites.lapse
983
984 for sprite in sprites_to_update do update_sprite(sprite)
985 sprites_to_update.clear
986
987 sys.perfs["gamnit flat gpu update"].add app.perf_clock_sprites.lapse
988 end
989
990 # Update uniforms specific to this context
991 var texture = texture
992 app.simple_2d_program.use_texture.uniform texture != null
993 if texture != null then
994 glActiveTexture gl_TEXTURE0
995 glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
996 app.simple_2d_program.texture.uniform 0
997 end
998 var gl_error = glGetError
999 assert gl_error == gl_NO_ERROR else print_error gl_error
1000
1001 # Configure attributes, in order:
1002 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
1003 var offset = 0
1004 var p = app.simple_2d_program
1005 var sizeof_gl_float = 4 # sizeof(GL_FLOAT)
1006
1007 var size = 4 # Number of floats
1008 glEnableVertexAttribArray p.translation.location
1009 glVertexAttribPointeri(p.translation.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1010 offset += size * sizeof_gl_float
1011 gl_error = glGetError
1012 assert gl_error == gl_NO_ERROR else print_error gl_error
1013
1014 size = 4
1015 glEnableVertexAttribArray p.color.location
1016 glVertexAttribPointeri(p.color.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1017 offset += size * sizeof_gl_float
1018 gl_error = glGetError
1019 assert gl_error == gl_NO_ERROR else print_error gl_error
1020
1021 size = 1
1022 glEnableVertexAttribArray p.scale.location
1023 glVertexAttribPointeri(p.scale.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1024 offset += size * sizeof_gl_float
1025 gl_error = glGetError
1026 assert gl_error == gl_NO_ERROR else print_error gl_error
1027
1028 size = 4
1029 glEnableVertexAttribArray p.coord.location
1030 glVertexAttribPointeri(p.coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1031 offset += size * sizeof_gl_float
1032 gl_error = glGetError
1033 assert gl_error == gl_NO_ERROR else print_error gl_error
1034
1035 size = 2
1036 glEnableVertexAttribArray p.tex_coord.location
1037 glVertexAttribPointeri(p.tex_coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1038 offset += size * sizeof_gl_float
1039 gl_error = glGetError
1040 assert gl_error == gl_NO_ERROR else print_error gl_error
1041
1042 size = 4
1043 for r in [p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3] do
1044 if r.is_active then
1045 glEnableVertexAttribArray r.location
1046 glVertexAttribPointeri(r.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1047 end
1048 offset += size * sizeof_gl_float
1049 gl_error = glGetError
1050 assert gl_error == gl_NO_ERROR else print_error gl_error
1051 end
1052
1053 # Actual draw
1054 for s in sprites.starts, e in sprites.ends do
1055 var l = e-s
1056 glDrawElementsi(gl_TRIANGLES, l*indices_per_sprite, gl_UNSIGNED_SHORT, 2*s*indices_per_sprite)
1057 gl_error = glGetError
1058 assert gl_error == gl_NO_ERROR else print_error gl_error
1059 end
1060
1061 # Take down
1062 for attr in [p.translation, p.color, p.scale, p.coord, p.tex_coord,
1063 p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3: Attribute] do
1064 if not attr.is_active then continue
1065 glDisableVertexAttribArray(attr.location)
1066 gl_error = glGetError
1067 assert gl_error == gl_NO_ERROR else print_error gl_error
1068 end
1069
1070 glBindBuffer(gl_ARRAY_BUFFER, 0)
1071 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, 0)
1072 gl_error = glGetError
1073 assert gl_error == gl_NO_ERROR else print_error gl_error
1074 end
1075 end
1076
1077 # Representation of sprite data on the GPU
1078 #
1079 # The main purpose of this class is to optimize the use of contiguous
1080 # space in GPU memory. Each contiguous memory block can be drawn in a
1081 # single call. The starts index of each block is kept by `starts,
1082 # and the end + 1 by `ends`.
1083 #
1084 # The data can be compressed by a call to `defragment`.
1085 #
1086 # ~~~
1087 # intrude import gamnit::flat
1088 #
1089 # var array = new GroupedArray[String]
1090 # assert array.to_s == ""
1091 #
1092 # array.add "a"
1093 # array.add "b"
1094 # array.add "c"
1095 # array.add "d"
1096 # array.add "e"
1097 # array.add "f"
1098 # assert array.to_s == "[a,b,c,d,e,f]"
1099 # assert array.capacity == 6
1100 #
1101 # array.remove "a"
1102 # assert array.to_s == "[b,c,d,e,f]"
1103 #
1104 # array.remove "b"
1105 # assert array.to_s == "[c,d,e,f]"
1106 #
1107 # array.remove "f"
1108 # assert array.to_s == "[c,d,e]"
1109 #
1110 # array.remove "d"
1111 # assert array.to_s == "[c][e]"
1112 #
1113 # array.add "A"
1114 # assert array.to_s == "[A][c][e]"
1115 #
1116 # array.add "B"
1117 # assert array.to_s == "[A,B,c][e]"
1118 #
1119 # array.remove "e"
1120 # assert array.to_s == "[A,B,c]"
1121 #
1122 # array.add "D"
1123 # assert array.to_s == "[A,B,c,D]"
1124 #
1125 # array.add "E"
1126 # assert array.to_s == "[A,B,c,D,E]"
1127 # assert array.capacity == 6
1128 # assert array.length == 5
1129 #
1130 # array.remove "A"
1131 # array.remove "B"
1132 # array.remove "c"
1133 # array.remove "D"
1134 # array.remove "E"
1135 # assert array.to_s == ""
1136 #
1137 # array.add "a"
1138 # assert array.to_s == "[a]"
1139 # ~~~
1140 private class GroupedArray[E]
1141
1142 # Memory with actual objects, and null in empty slots
1143 var items = new Array[nullable E]
1144
1145 # Number of items in the array
1146 var length = 0
1147
1148 # Number of item slots in the array
1149 fun capacity: Int do return items.length
1150
1151 # Index of `item`
1152 fun index_of(item: E): Int do return items.index_of(item)
1153
1154 # List of available slots
1155 var available = new MinHeap[Int].default
1156
1157 # Start index of filled chunks
1158 var starts = new List[Int]
1159
1160 # Index of the spots after filled chunks
1161 var ends = new List[Int]
1162
1163 # Add `item` to the first available slot
1164 fun add(item: E)
1165 do
1166 length += 1
1167
1168 if available.not_empty then
1169 # starts & ends can't be empty
1170
1171 var i = available.take
1172 items[i] = item
1173
1174 if i == starts.first - 1 then
1175 # slot 0 free, 1 taken
1176 starts.first -= 1
1177 else if i == 0 then
1178 # slot 0 and more free
1179 starts.unshift 0
1180 ends.unshift 1
1181 else if starts.length >= 2 and ends.first + 1 == starts[1] then
1182 # merge 2 chunks
1183 ends.remove_at 0
1184 starts.remove_at 1
1185 else
1186 # at end of first chunk
1187 ends.first += 1
1188 end
1189 return
1190 end
1191
1192 items.add item
1193 if ends.is_empty then
1194 starts.add 0
1195 ends.add 1
1196 else ends.last += 1
1197 end
1198
1199 # Remove the first instance of `item`
1200 fun remove(item: E)
1201 do
1202 var i = items.index_of(item)
1203 assert i != -1
1204 length -= 1
1205 items[i] = null
1206
1207 var ii = 0
1208 for s in starts, e in ends do
1209 if s <= i and i < e then
1210 if s == e-1 then
1211 # single item chunk
1212 starts.remove_at ii
1213 ends.remove_at ii
1214
1215 if starts.is_empty then
1216 items.clear
1217 available.clear
1218 return
1219 end
1220 else if e-1 == i then
1221 # last item of chunk
1222 ends[ii] -= 1
1223
1224 else if s == i then
1225 # first item of chunk
1226 starts[ii] += 1
1227 else
1228 # break up chunk
1229 ends.insert(ends[ii], ii+1)
1230 ends[ii] = i
1231 starts.insert(i+1, ii+1)
1232 end
1233
1234 available.add i
1235 return
1236 end
1237 ii += 1
1238 end
1239
1240 abort
1241 end
1242
1243 # Defragment and compress everything into a single chunks beginning at 0
1244 #
1245 # Returns the elements that moved as a list.
1246 #
1247 # ~~~
1248 # intrude import gamnit::flat
1249 #
1250 # var array = new GroupedArray[String]
1251 # array.add "a"
1252 # array.add "b"
1253 # array.add "c"
1254 # array.add "d"
1255 # array.remove "c"
1256 # array.remove "a"
1257 # assert array.to_s == "[b][d]"
1258 #
1259 # var moved = array.defragment
1260 # assert moved.to_s == "[d]"
1261 # assert array.to_s == "[d,b]"
1262 # assert array.length == 2
1263 # assert array.capacity == 2
1264 #
1265 # array.add "e"
1266 # array.add "f"
1267 # assert array.to_s == "[d,b,e,f]"
1268 # ~~~
1269 fun defragment(max: nullable Int): Array[E]
1270 do
1271 app.perf_clock_sprites.lapse
1272 max = max or else length
1273
1274 var moved = new Array[E]
1275 while max > 0 and (starts.length > 1 or starts.first != 0) do
1276 var i = ends.last - 1
1277 var e = items[i]
1278 remove e
1279 add e
1280 moved.add e
1281 max -= 1
1282 end
1283
1284 if starts.length == 1 and starts.first == 0 then
1285 for i in [length..capacity[ do items.pop
1286 available.clear
1287 end
1288
1289 sys.perfs["gamnit flat gpu defrag"].add app.perf_clock_sprites.lapse
1290 return moved
1291 end
1292
1293 redef fun to_s
1294 do
1295 var ss = new Array[String]
1296 for s in starts, e in ends do
1297 ss.add "["
1298 for i in [s..e[ do
1299 var item: nullable Object = items[i]
1300 if item == null then item = "null"
1301 ss.add item.to_s
1302 if i != e-1 then ss.add ","
1303 end
1304 ss.add "]"
1305 end
1306 return ss.join
1307 end
1308 end
1309
1310 redef class GLfloatArray
1311 private fun fill_from_matrix(matrix: Matrix, dst_offset: nullable Int)
1312 do
1313 dst_offset = dst_offset or else 0
1314 var mat_len = matrix.width*matrix.height
1315 assert length >= mat_len + dst_offset
1316 native_array.fill_from_matrix_native(matrix.items, dst_offset, mat_len)
1317 end
1318 end
1319
1320 redef class NativeGLfloatArray
1321 private fun fill_from_matrix_native(matrix: matrix::NativeDoubleArray, dst_offset, len: Int) `{
1322 int i;
1323 for (i = 0; i < len; i ++)
1324 self[i+dst_offset] = (GLfloat)matrix[i];
1325 `}
1326 end