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 <= 0.01) 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
679 for sprite
in self do
680 sprite
.context
= null
681 sprite
.sprite_set
= null
684 for c
in contexts_items
do c
.destroy
690 # Context for calls to `glDrawElements`
692 # Each context has only one `texture` and `usage`, but many sprites.
693 private class SpriteContext
696 # Context config and state
698 # Only root texture drawn by this context
699 var texture
: nullable GamnitRootTexture
701 # OpenGL ES usage of `buffer_array` and `buffer_element`
702 var usage
: GLBufferUsage
704 # Sprites drawn by this context
705 var sprites
= new GroupedArray[Sprite]
707 # Sprites to update since last `draw`
708 var sprites_to_update
= new Set[Sprite]
710 # Sprites that have been update and for which `needs_update` can be set to false
711 var updated_sprites
= new Array[Sprite]
713 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
715 # Require: `resize_ratio >= 1.0`
716 var resize_ratio
= 1.2
721 # OpenGL ES buffer name for vertex data
722 var buffer_array
: Int = -1
724 # OpenGL ES buffer name for indices
725 var buffer_element
: Int = -1
727 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
728 var buffer_capacity
= 0
730 # C buffers used to pass the data of a single sprite
731 var local_data_buffer
= new GLfloatArray(float_per_vertex
*4) is lazy
732 var local_indices_buffer
= new CUInt16Array(indices_per_sprite
) is lazy
737 # Number of GL_FLOAT per vertex of `Simple2dProgram`
738 var float_per_vertex
: Int is lazy
do
739 # vec4 translation, vec4 color, vec4 coord,
740 # float scale, vec2 tex_coord, vec4 rotation_row*
745 # Number of bytes per vertex of `Simple2dProgram`
746 var bytes_per_vertex
: Int is lazy
do
747 var fs
= 4 # sizeof(GL_FLOAT)
748 return fs
* float_per_vertex
751 # Number of bytes per sprite
752 var bytes_per_sprite
: Int is lazy
do return bytes_per_vertex
* 4
754 # Number of vertex indices per sprite draw call (2 triangles)
755 var indices_per_sprite
= 6
760 # Allocate `buffer_array` and `buffer_element`
763 var bufs
= glGenBuffers
(2)
764 buffer_array
= bufs
[0]
765 buffer_element
= bufs
[1]
767 var gl_error
= glGetError
768 assert gl_error
== gl_NO_ERROR
else print_error gl_error
771 # Destroy `buffer_array` and `buffer_element`
774 glDeleteBuffers
([buffer_array
, buffer_element
])
775 var gl_error
= glGetError
776 assert gl_error
== gl_NO_ERROR
else print_error gl_error
782 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
785 app
.perf_clock_sprites
.lapse
787 # Allocate a bit more space
788 var capacity
= (sprites
.capacity
.to_f
* resize_ratio
).to_i
790 var array_bytes
= capacity
* bytes_per_sprite
791 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
792 assert glIsBuffer
(buffer_array
)
793 glBufferData
(gl_ARRAY_BUFFER
, array_bytes
, new Pointer.nul
, usage
)
794 var gl_error
= glGetError
795 assert gl_error
== gl_NO_ERROR
else print_error gl_error
797 # GL_TRIANGLES 6 vertices * sprite
798 var n_indices
= capacity
* indices_per_sprite
799 var ius
= 2 # sizeof(GL_UNSIGNED_SHORT)
800 var element_bytes
= n_indices
* ius
801 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
802 assert glIsBuffer
(buffer_element
)
803 glBufferData
(gl_ELEMENT_ARRAY_BUFFER
, element_bytes
, new Pointer.nul
, usage
)
804 gl_error
= glGetError
805 assert gl_error
== gl_NO_ERROR
else print_error gl_error
807 buffer_capacity
= capacity
809 sys
.perfs
["gamnit flat gpu resize"].add app
.perf_clock_sprites
.lapse
812 # Update GPU data of `sprite`
813 fun update_sprite
(sprite
: Sprite)
815 var sprite_index
= sprites
.index_of
(sprite
)
816 if sprite_index
== -1 then return
820 var data
= local_data_buffer
824 data
[o
+ 0] = sprite
.center
.x
825 data
[o
+ 1] = sprite
.center
.y
826 data
[o
+ 2] = sprite
.center
.z
830 data
[o
+ 4] = sprite
.tint
[0]
831 data
[o
+ 5] = sprite
.tint
[1]
832 data
[o
+ 6] = sprite
.tint
[2]
833 data
[o
+ 7] = sprite
.tint
[3]
836 data
[o
+ 8] = sprite
.scale
839 data
[o
+ 9] = sprite
.texture
.vertices
[v
*3+0]
840 data
[o
+10] = sprite
.texture
.vertices
[v
*3+1]
841 data
[o
+11] = sprite
.texture
.vertices
[v
*3+2]
845 var texture
= texture
846 if texture
!= null then
847 var tc
= if sprite
.invert_x
then
848 sprite
.texture
.texture_coords_invert_x
849 else sprite
.texture
.texture_coords
850 data
[o
+13] = tc
[v
*2+0]
851 data
[o
+14] = tc
[v
*2+1]
856 if sprite
.rotation
== 0.0 then
857 # Cache the matrix at no rotation
858 rot
= once
new Matrix.identity
(4)
860 rot
= new Matrix.rotation
(sprite
.rotation
, 0.0, 0.0, 1.0)
862 data
.fill_from
(rot
.items
, o
+15)
864 o
+= float_per_vertex
867 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
868 glBufferSubData
(gl_ARRAY_BUFFER
, sprite_index
*bytes_per_sprite
, bytes_per_sprite
, data
.native_array
)
870 var gl_error
= glGetError
871 assert gl_error
== gl_NO_ERROR
else print_error gl_error
880 var indices
= local_indices_buffer
881 var io
= sprite_index
*4
889 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
890 glBufferSubData
(gl_ELEMENT_ARRAY_BUFFER
, sprite_index
*6*2, 6*2, indices
.native_array
)
892 gl_error
= glGetError
893 assert gl_error
== gl_NO_ERROR
else print_error gl_error
898 # Call `resize` and `update_sprite` as needed before actual draw operation.
900 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
903 if buffer_array
== -1 then prepare
905 assert buffer_array
> 0 and buffer_element
> 0 else
906 print_error
"Internal error: {self} was destroyed"
910 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
911 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
913 # Resize GPU buffers?
914 if sprites
.capacity
> buffer_capacity
then
915 # Try to defragment first
916 var moved
= sprites
.defragment
918 if sprites
.capacity
> buffer_capacity
then
919 # Defragmentation wasn't enough, grow
922 # We must update everything
923 for s
in sprites
.items
do if s
!= null then sprites_to_update
.add s
925 # Just update the moved sprites
926 for s
in moved
do sprites_to_update
.add s
928 else if sprites
.available
.not_empty
then
929 # Defragment a bit anyway
930 # TODO defrag only when there's time left on a frame
931 var moved
= sprites
.defragment
(1)
932 for s
in moved
do sprites_to_update
.add s
935 # Update GPU sprites data
936 if sprites_to_update
.not_empty
then
937 app
.perf_clock_sprites
.lapse
939 for sprite
in sprites_to_update
do update_sprite
(sprite
)
940 sprites_to_update
.clear
942 sys
.perfs
["gamnit flat gpu update"].add app
.perf_clock_sprites
.lapse
945 # Update uniforms specific to this context
946 var texture
= texture
947 app
.simple_2d_program
.use_texture
.uniform texture
!= null
948 if texture
!= null then
949 glActiveTexture gl_TEXTURE0
950 glBindTexture
(gl_TEXTURE_2D
, texture
.gl_texture
)
951 app
.simple_2d_program
.texture
.uniform
0
953 var gl_error
= glGetError
954 assert gl_error
== gl_NO_ERROR
else print_error gl_error
956 # Configure attributes, in order:
957 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
959 var p
= app
.simple_2d_program
960 var sizeof_gl_float
= 4 # sizeof(GL_FLOAT)
962 var size
= 4 # Number of floats
963 glEnableVertexAttribArray p
.translation
.location
964 glVertexAttribPointeri
(p
.translation
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
965 offset
+= size
* sizeof_gl_float
966 gl_error
= glGetError
967 assert gl_error
== gl_NO_ERROR
else print_error gl_error
970 glEnableVertexAttribArray p
.color
.location
971 glVertexAttribPointeri
(p
.color
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
972 offset
+= size
* sizeof_gl_float
973 gl_error
= glGetError
974 assert gl_error
== gl_NO_ERROR
else print_error gl_error
977 glEnableVertexAttribArray p
.scale
.location
978 glVertexAttribPointeri
(p
.scale
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
979 offset
+= size
* sizeof_gl_float
980 gl_error
= glGetError
981 assert gl_error
== gl_NO_ERROR
else print_error gl_error
984 glEnableVertexAttribArray p
.coord
.location
985 glVertexAttribPointeri
(p
.coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
986 offset
+= size
* sizeof_gl_float
987 gl_error
= glGetError
988 assert gl_error
== gl_NO_ERROR
else print_error gl_error
991 glEnableVertexAttribArray p
.tex_coord
.location
992 glVertexAttribPointeri
(p
.tex_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
993 offset
+= size
* sizeof_gl_float
994 gl_error
= glGetError
995 assert gl_error
== gl_NO_ERROR
else print_error gl_error
998 for r
in [p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
] do
1000 glEnableVertexAttribArray r
.location
1001 glVertexAttribPointeri
(r
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1003 offset
+= size
* sizeof_gl_float
1004 gl_error
= glGetError
1005 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1009 for s
in sprites
.starts
, e
in sprites
.ends
do
1011 glDrawElementsi
(gl_TRIANGLES
, l
*indices_per_sprite
, gl_UNSIGNED_SHORT
, 2*s
*indices_per_sprite
)
1012 gl_error
= glGetError
1013 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1017 for attr
in [p
.translation
, p
.color
, p
.scale
, p
.coord
, p
.tex_coord
,
1018 p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
: Attribute] do
1019 if not attr
.is_active
then continue
1020 glDisableVertexAttribArray
(attr
.location
)
1021 gl_error
= glGetError
1022 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1025 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
1026 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, 0)
1027 gl_error
= glGetError
1028 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1032 # Representation of sprite data on the GPU
1034 # The main purpose of this class is to optimize the use of contiguous
1035 # space in GPU memory. Each contiguous memory block can be drawn in a
1036 # single call. The starts index of each block is kept by `starts,
1037 # and the end + 1 by `ends`.
1039 # The data can be compressed by a call to `defragment`.
1042 # var array = new GroupedArray[String]
1043 # assert array.to_s == ""
1051 # assert array.to_s == "[a,b,c,d,e,f]"
1052 # assert array.capacity == 6
1055 # assert array.to_s == "[b,c,d,e,f]"
1058 # assert array.to_s == "[c,d,e,f]"
1061 # assert array.to_s == "[c,d,e]"
1064 # assert array.to_s == "[c][e]"
1067 # assert array.to_s == "[A][c][e]"
1070 # assert array.to_s == "[A,B,c][e]"
1073 # assert array.to_s == "[A,B,c]"
1076 # assert array.to_s == "[A,B,c,D]"
1079 # assert array.to_s == "[A,B,c,D,E]"
1080 # assert array.capacity == 5
1081 # assert array.length == 5
1088 # assert array.to_s == ""
1091 # assert array.to_s == "[a]"
1093 private class GroupedArray[E
]
1095 # Memory with actual objects, and null in empty slots
1096 var items
= new Array[nullable E
]
1098 # Number of items in the array
1101 # Number of item slots in the array
1102 fun capacity
: Int do return items
.length
1105 fun index_of
(item
: E
): Int do return items
.index_of
(item
)
1107 # List of available slots
1108 var available
= new MinHeap[Int].default
1110 # Start index of filled chunks
1111 var starts
= new List[Int]
1113 # Index of the spots after filled chunks
1114 var ends
= new List[Int]
1116 # Add `item` to the first available slot
1121 if available
.not_empty
then
1122 # starts & ends can't be empty
1124 var i
= available
.take
1127 if i
== starts
.first
- 1 then
1128 # slot 0 free, 1 taken
1131 # slot 0 and more free
1134 else if starts
.length
>= 2 and ends
.first
+ 1 == starts
[1] then
1139 # at end of first chunk
1146 if ends
.is_empty
then
1152 # Remove the first instance of `item`
1155 var i
= items
.index_of
(item
)
1161 for s
in starts
, e
in ends
do
1162 if s
<= i
and i
< e
then
1168 if starts
.is_empty
then
1173 else if e-1
== i
then
1174 # last item of chunk
1178 # first item of chunk
1182 ends
.insert
(ends
[ii
], ii
+1)
1184 starts
.insert
(i
+1, ii
+1)
1196 # Defragment and compress everything into a single chunks beginning at 0
1198 # Returns the elements that moved as a list.
1201 # var array = new GroupedArray[String]
1208 # assert array.to_s == "[b][d]"
1210 # var moved = array.defragment
1211 # assert moved.to_s == "[d]"
1212 # assert array.to_s == "[d,b]"
1213 # assert array.length == 2
1214 # assert array.capacity == 2
1218 # assert array.to_s == "[d,b,e,f]"
1220 fun defragment
(max
: nullable Int): Array[E
]
1222 app
.perf_clock_sprites
.lapse
1223 max
= max
or else length
1225 var moved
= new Array[E
]
1226 while max
> 0 and (starts
.length
> 1 or starts
.first
!= 0) do
1227 var i
= ends
.last
- 1
1235 if starts
.length
== 1 and starts
.first
== 0 then
1236 for i
in [length
..capacity
[ do items
.pop
1240 sys
.perfs
["gamnit flat gpu defrag"].add app
.perf_clock_sprites
.lapse
1246 var ss
= new Array[String]
1247 for s
in starts
, e
in ends
do
1250 var item
: nullable Object = items
[i
]
1251 if item
== null then item
= "null"
1253 if i
!= e-1
then ss
.add
","