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
::limit_fps
46 import android_two_fingers_motion
is conditional
(android
)
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 respect the resolution
221 # of the screen in 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 pixel resolution at level 0
232 # Camera for `ui_sprites` using an orthogonal view
233 var ui_camera
: UICamera = 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 perf_clock_main
.lapse
360 frame_core_world_sprites display
361 perfs
["gamnit flat world_sprites"].add perf_clock_main
.lapse
363 frame_core_ui_sprites display
364 perfs
["gamnit flat ui_sprites"].add perf_clock_main
.lapse
367 private fun frame_core_sprites
(display
: GamnitDisplay, sprite_set
: SpriteSet, camera
: Camera)
369 var simple_2d_program
= app
.simple_2d_program
370 simple_2d_program
.use
371 simple_2d_program
.mvp
.uniform camera
.mvp_matrix
377 # Draw world sprites from `sprites`
378 protected fun frame_core_world_sprites
(display
: GamnitDisplay)
380 frame_core_sprites
(display
, sprites
.as(SpriteSet), world_camera
)
383 # Draw UI sprites from `ui_sprites`
384 protected fun frame_core_ui_sprites
(display
: GamnitDisplay)
386 # Reset only the depth buffer
387 glClear gl_DEPTH_BUFFER_BIT
389 frame_core_sprites
(display
, ui_sprites
.as(SpriteSet), ui_camera
)
395 # Vertices coordinates of the base geometry
397 # Defines the default width and height of related sprites.
398 private var vertices
: Array[Float] is lazy
do
401 return [-0.5*w
, 0.5*h
, 0.0,
407 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
408 private var texture_coords
: Array[Float] is lazy
do
411 var b
= offset_bottom
419 # Coordinates of this texture on the `root` texture, inverting the X axis
420 private var texture_coords_invert_x
: Array[Float] is lazy
do
423 var b
= offset_bottom
432 # Graphic program to display simple models with a texture, translation, rotation and scale
433 private class Simple2dProgram
434 super GamnitProgramFromSource
436 redef var vertex_shader_source
= """
437 // Vertex coordinates
438 attribute vec4 coord;
441 attribute vec4 color;
443 // Vertex translation
444 attribute vec4 translation;
447 attribute float scale;
449 // Vertex coordinates on textures
450 attribute vec2 tex_coord;
452 // Model view projection matrix
456 attribute vec4 rotation_row0;
457 attribute vec4 rotation_row1;
458 attribute vec4 rotation_row2;
459 attribute vec4 rotation_row3;
463 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
466 // Output to the fragment shader
467 varying vec4 v_color;
468 varying vec2 v_coord;
472 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
476 """ @ glsl_vertex_shader
478 redef var fragment_shader_source
= """
479 precision mediump float;
481 // Does this object use a texture?
482 uniform bool use_texture;
484 // Texture to apply on this object
485 uniform sampler2D texture0;
487 // Input from the vertex shader
488 varying vec4 v_color;
489 varying vec2 v_coord;
494 gl_FragColor = v_color * texture2D(texture0, v_coord);
495 if (gl_FragColor.a <= 0.1) discard;
497 gl_FragColor = v_color;
500 """ @ glsl_fragment_shader
502 # Vertices coordinates
503 var coord
= attributes
["coord"].as(AttributeVec4) is lazy
505 # Should this program use the texture `texture`?
506 var use_texture
= uniforms
["use_texture"].as(UniformBool) is lazy
508 # Visible texture unit
509 var texture
= uniforms
["texture0"].as(UniformSampler2D) is lazy
511 # Coordinates on the textures, per vertex
512 var tex_coord
= attributes
["tex_coord"].as(AttributeVec2) is lazy
514 # Color tint per vertex
515 var color
= attributes
["color"].as(AttributeVec4) is lazy
517 # Translation applied to each vertex
518 var translation
= attributes
["translation"].as(AttributeVec4) is lazy
520 # Rotation matrix, row 0
521 var rotation_row0
= attributes
["rotation_row0"].as(AttributeVec4) is lazy
523 # Rotation matrix, row 1
524 var rotation_row1
= attributes
["rotation_row1"].as(AttributeVec4) is lazy
526 # Rotation matrix, row 2
527 var rotation_row2
= attributes
["rotation_row2"].as(AttributeVec4) is lazy
529 # Rotation matrix, row 3
530 var rotation_row3
= attributes
["rotation_row3"].as(AttributeVec4) is lazy
533 var scale
= attributes
["scale"].as(AttributeFloat) is lazy
535 # Model view projection matrix
536 var mvp
= uniforms
["mvp"].as(UniformMat4) is lazy
539 redef class Point3d[N
]
540 # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z`
541 fun offset
(x
, y
, z
: Numeric): Point3d[Float]
543 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
)
547 # Associate each point to its sprites
549 private var sprites
: nullable Array[Sprite] = null
551 private fun sprites_add
(sprite
: Sprite)
553 var sprites
= sprites
554 if sprites
== null then
555 sprites
= new Array[Sprite]
556 self.sprites
= sprites
561 private fun sprites_remove
(sprite
: Sprite)
563 var sprites
= sprites
564 assert sprites
!= null
565 sprites
.remove sprite
569 # Notify `sprites` on attribute modification
571 private fun needs_update
573 var sprites
= sprites
574 if sprites
!= null then for s
in sprites
do s
.needs_update
579 if isset _x
and v
!= x
then needs_update
585 if isset _y
and v
!= y
then needs_update
591 if isset _z
and v
!= z
then needs_update
596 # Set of sprites sorting them into different `SpriteContext`
597 private class SpriteSet
598 super HashSet[Sprite]
600 # Map texture then static vs dynamic to a `SpriteContext`
601 var contexts_map
= new HashMap2[GamnitRootTexture, Bool, SpriteContext]
603 # Contexts in `contexts_map`
604 var contexts_items
= new Array[SpriteContext]
606 # Sprites needing resorting in `contexts_map`
607 var sprites_to_remap
= new Array[Sprite]
609 # Add a sprite to the appropriate context
610 fun map_sprite
(sprite
: Sprite)
612 assert sprite
.context
== null else print_error
"Sprite {sprite} belongs to another SpriteSet"
614 var texture
= sprite
.texture
.root
615 var context
= contexts_map
[texture
, sprite
.static
]
617 if context
== null then
618 var usage
= if sprite
.static
then gl_STATIC_DRAW
else gl_DYNAMIC_DRAW
619 context
= new SpriteContext(texture
, usage
)
621 contexts_map
[texture
, sprite
.static
] = context
622 contexts_items
.add context
625 context
.sprites
.add sprite
626 context
.sprites_to_update
.add sprite
628 sprite
.context
= context
629 sprite
.sprite_set
= self
632 # Remove a sprite from its context
633 fun unmap_sprite
(sprite
: Sprite)
635 var context
= sprite
.context
636 assert context
!= null
637 context
.sprites
.remove sprite
639 sprite
.context
= null
640 sprite
.sprite_set
= null
643 # Draw all sprites by all contexts
646 for sprite
in sprites_to_remap
do
650 sprites_to_remap
.clear
652 for context
in contexts_items
do context
.draw
657 if contexts_items
.has
(e
.context
) then return
665 if e
isa Sprite then unmap_sprite e
668 redef fun remove_all
(e
)
670 if not has
(e
) then return
677 for c
in contexts_items
do c
.destroy
683 # Context for calls to `glDrawElements`
685 # Each context has only one `texture` and `usage`, but many sprites.
686 private class SpriteContext
689 # Context config and state
691 # Only root texture drawn by this context
692 var texture
: nullable GamnitRootTexture
694 # OpenGL ES usage of `buffer_array` and `buffer_element`
695 var usage
: GLBufferUsage
697 # Sprites drawn by this context
698 var sprites
= new GroupedArray[Sprite]
700 # Sprites to update since last `draw`
701 var sprites_to_update
= new Set[Sprite]
703 # Sprites that have been update and for which `needs_update` can be set to false
704 var updated_sprites
= new Array[Sprite]
706 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
708 # Require: `resize_ratio >= 1.0`
709 var resize_ratio
= 1.2
714 # OpenGL ES buffer name for vertex data
715 var buffer_array
: Int = -1
717 # OpenGL ES buffer name for indices
718 var buffer_element
: Int = -1
720 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
721 var buffer_capacity
= 0
723 # C buffers used to pass the data of a single sprite
724 var local_data_buffer
= new GLfloatArray(float_per_vertex
*4) is lazy
725 var local_indices_buffer
= new CUInt16Array(indices_per_sprite
) is lazy
730 # Number of GL_FLOAT per vertex of `Simple2dProgram`
731 var float_per_vertex
: Int is lazy
do
732 # vec4 translation, vec4 color, vec4 coord,
733 # float scale, vec2 tex_coord, vec4 rotation_row*
738 # Number of bytes per vertex of `Simple2dProgram`
739 var bytes_per_vertex
: Int is lazy
do
740 var fs
= 4 # sizeof(GL_FLOAT)
741 return fs
* float_per_vertex
744 # Number of bytes per sprite
745 var bytes_per_sprite
: Int is lazy
do return bytes_per_vertex
* 4
747 # Number of vertex indices per sprite draw call (2 triangles)
748 var indices_per_sprite
= 6
753 # Allocate `buffer_array` and `buffer_element`
756 var bufs
= glGenBuffers
(2)
757 buffer_array
= bufs
[0]
758 buffer_element
= bufs
[1]
760 var gl_error
= glGetError
761 assert gl_error
== gl_NO_ERROR
else print_error gl_error
764 # Destroy `buffer_array` and `buffer_element`
767 glDeleteBuffers
([buffer_array
, buffer_element
])
768 var gl_error
= glGetError
769 assert gl_error
== gl_NO_ERROR
else print_error gl_error
775 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
778 app
.perf_clock_sprites
.lapse
780 # Allocate a bit more space
781 var capacity
= (sprites
.capacity
.to_f
* resize_ratio
).to_i
783 var array_bytes
= capacity
* bytes_per_sprite
784 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
785 assert glIsBuffer
(buffer_array
)
786 glBufferData
(gl_ARRAY_BUFFER
, array_bytes
, new Pointer.nul
, usage
)
787 var gl_error
= glGetError
788 assert gl_error
== gl_NO_ERROR
else print_error gl_error
790 # GL_TRIANGLES 6 vertices * sprite
791 var n_indices
= capacity
* indices_per_sprite
792 var ius
= 2 # sizeof(GL_UNSIGNED_SHORT)
793 var element_bytes
= n_indices
* ius
794 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
795 assert glIsBuffer
(buffer_element
)
796 glBufferData
(gl_ELEMENT_ARRAY_BUFFER
, element_bytes
, new Pointer.nul
, usage
)
797 gl_error
= glGetError
798 assert gl_error
== gl_NO_ERROR
else print_error gl_error
800 buffer_capacity
= capacity
802 sys
.perfs
["gamnit flat gpu resize"].add app
.perf_clock_sprites
.lapse
805 # Update GPU data of `sprite`
806 fun update_sprite
(sprite
: Sprite)
808 var sprite_index
= sprites
.index_of
(sprite
)
809 if sprite_index
== -1 then return
813 var data
= local_data_buffer
817 data
[o
+ 0] = sprite
.center
.x
818 data
[o
+ 1] = sprite
.center
.y
819 data
[o
+ 2] = sprite
.center
.z
823 data
[o
+ 4] = sprite
.tint
[0]
824 data
[o
+ 5] = sprite
.tint
[1]
825 data
[o
+ 6] = sprite
.tint
[2]
826 data
[o
+ 7] = sprite
.tint
[3]
829 data
[o
+ 8] = sprite
.scale
832 data
[o
+ 9] = sprite
.texture
.vertices
[v
*3+0]
833 data
[o
+10] = sprite
.texture
.vertices
[v
*3+1]
834 data
[o
+11] = sprite
.texture
.vertices
[v
*3+2]
838 var texture
= texture
839 if texture
!= null then
840 var tc
= if sprite
.invert_x
then
841 sprite
.texture
.texture_coords_invert_x
842 else sprite
.texture
.texture_coords
843 data
[o
+13] = tc
[v
*2+0]
844 data
[o
+14] = tc
[v
*2+1]
849 if sprite
.rotation
== 0.0 then
850 # Cache the matrix at no rotation
851 rot
= once
new Matrix.identity
(4)
853 rot
= new Matrix.rotation
(sprite
.rotation
, 0.0, 0.0, 1.0)
855 data
.fill_from
(rot
.items
, o
+15)
857 o
+= float_per_vertex
860 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
861 glBufferSubData
(gl_ARRAY_BUFFER
, sprite_index
*bytes_per_sprite
, bytes_per_sprite
, data
.native_array
)
863 var gl_error
= glGetError
864 assert gl_error
== gl_NO_ERROR
else print_error gl_error
873 var indices
= local_indices_buffer
874 var io
= sprite_index
*4
882 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
883 glBufferSubData
(gl_ELEMENT_ARRAY_BUFFER
, sprite_index
*6*2, 6*2, indices
.native_array
)
885 gl_error
= glGetError
886 assert gl_error
== gl_NO_ERROR
else print_error gl_error
891 # Call `resize` and `update_sprite` as needed before actual draw operation.
893 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
896 if buffer_array
== -1 then prepare
898 assert buffer_array
> 0 and buffer_element
> 0 else
899 print_error
"Internal error: {self} was destroyed"
903 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
904 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
906 # Resize GPU buffers?
907 if sprites
.capacity
> buffer_capacity
then
908 # Try to defragment first
909 var moved
= sprites
.defragment
911 if sprites
.capacity
> buffer_capacity
then
912 # Defragmentation wasn't enough, grow
915 # We must update everything
916 for s
in sprites
.items
do if s
!= null then sprites_to_update
.add s
918 # Just update the moved sprites
919 for s
in moved
do sprites_to_update
.add s
921 else if sprites
.available
.not_empty
then
922 # Defragment a bit anyway
923 # TODO defrag only when there's time left on a frame
924 var moved
= sprites
.defragment
(1)
925 for s
in moved
do sprites_to_update
.add s
928 # Update GPU sprites data
929 if sprites_to_update
.not_empty
then
930 app
.perf_clock_sprites
.lapse
932 for sprite
in sprites_to_update
do update_sprite
(sprite
)
933 sprites_to_update
.clear
935 sys
.perfs
["gamnit flat gpu update"].add app
.perf_clock_sprites
.lapse
938 # Update uniforms specific to this context
939 var texture
= texture
940 app
.simple_2d_program
.use_texture
.uniform texture
!= null
941 if texture
!= null then
942 glActiveTexture gl_TEXTURE0
943 glBindTexture
(gl_TEXTURE_2D
, texture
.gl_texture
)
944 app
.simple_2d_program
.texture
.uniform
0
946 var gl_error
= glGetError
947 assert gl_error
== gl_NO_ERROR
else print_error gl_error
949 # Configure attributes, in order:
950 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
952 var p
= app
.simple_2d_program
953 var sizeof_gl_float
= 4 # sizeof(GL_FLOAT)
955 var size
= 4 # Number of floats
956 glEnableVertexAttribArray p
.translation
.location
957 glVertexAttribPointeri
(p
.translation
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
958 offset
+= size
* sizeof_gl_float
959 gl_error
= glGetError
960 assert gl_error
== gl_NO_ERROR
else print_error gl_error
963 glEnableVertexAttribArray p
.color
.location
964 glVertexAttribPointeri
(p
.color
.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
.scale
.location
971 glVertexAttribPointeri
(p
.scale
.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
.coord
.location
978 glVertexAttribPointeri
(p
.coord
.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
.tex_coord
.location
985 glVertexAttribPointeri
(p
.tex_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 for r
in [p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
] do
993 glEnableVertexAttribArray r
.location
994 glVertexAttribPointeri
(r
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
996 offset
+= size
* sizeof_gl_float
997 gl_error
= glGetError
998 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1002 for s
in sprites
.starts
, e
in sprites
.ends
do
1004 glDrawElementsi
(gl_TRIANGLES
, l
*indices_per_sprite
, gl_UNSIGNED_SHORT
, 2*s
*indices_per_sprite
)
1005 gl_error
= glGetError
1006 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1010 for attr
in [p
.translation
, p
.color
, p
.scale
, p
.coord
, p
.tex_coord
,
1011 p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
: Attribute] do
1012 if not attr
.is_active
then continue
1013 glDisableVertexAttribArray
(attr
.location
)
1014 gl_error
= glGetError
1015 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1018 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
1019 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, 0)
1020 gl_error
= glGetError
1021 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1025 # Representation of sprite data on the GPU
1027 # The main purpose of this class is to optimize the use of contiguous
1028 # space in GPU memory. Each contiguous memory block can be drawn in a
1029 # single call. The starts index of each block is kept by `starts,
1030 # and the end + 1 by `ends`.
1032 # The data can be compressed by a call to `defragment`.
1035 # var array = new GroupedArray[String]
1036 # assert array.to_s == ""
1044 # assert array.to_s == "[a,b,c,d,e,f]"
1045 # assert array.capacity == 6
1048 # assert array.to_s == "[b,c,d,e,f]"
1051 # assert array.to_s == "[c,d,e,f]"
1054 # assert array.to_s == "[c,d,e]"
1057 # assert array.to_s == "[c][e]"
1060 # assert array.to_s == "[A][c][e]"
1063 # assert array.to_s == "[A,B,c][e]"
1066 # assert array.to_s == "[A,B,c]"
1069 # assert array.to_s == "[A,B,c,D]"
1072 # assert array.to_s == "[A,B,c,D,E]"
1073 # assert array.capacity == 5
1074 # assert array.length == 5
1081 # assert array.to_s == ""
1084 # assert array.to_s == "[a]"
1086 private class GroupedArray[E
]
1088 # Memory with actual objects, and null in empty slots
1089 var items
= new Array[nullable E
]
1091 # Number of items in the array
1094 # Number of item slots in the array
1095 fun capacity
: Int do return items
.length
1098 fun index_of
(item
: E
): Int do return items
.index_of
(item
)
1100 # List of available slots
1101 var available
= new MinHeap[Int].default
1103 # Start index of filled chunks
1104 var starts
= new List[Int]
1106 # Index of the spots after filled chunks
1107 var ends
= new List[Int]
1109 # Add `item` to the first available slot
1114 if available
.not_empty
then
1115 # starts & ends can't be empty
1117 var i
= available
.take
1120 if i
== starts
.first
- 1 then
1121 # slot 0 free, 1 taken
1124 # slot 0 and more free
1127 else if starts
.length
>= 2 and ends
.first
+ 1 == starts
[1] then
1132 # at end of first chunk
1139 if ends
.is_empty
then
1145 # Remove the first instance of `item`
1148 var i
= items
.index_of
(item
)
1154 for s
in starts
, e
in ends
do
1155 if s
<= i
and i
< e
then
1161 if starts
.is_empty
then
1166 else if e-1
== i
then
1167 # last item of chunk
1171 # first item of chunk
1175 ends
.insert
(ends
[ii
], ii
+1)
1177 starts
.insert
(i
+1, ii
+1)
1189 # Defragment and compress everything into a single chunks beginning at 0
1191 # Returns the elements that moved as a list.
1194 # var array = new GroupedArray[String]
1201 # assert array.to_s == "[b][d]"
1203 # var moved = array.defragment
1204 # assert moved.to_s == "[d]"
1205 # assert array.to_s == "[d,b]"
1206 # assert array.length == 2
1207 # assert array.capacity == 2
1211 # assert array.to_s == "[d,b,e,f]"
1213 fun defragment
(max
: nullable Int): Array[E
]
1215 app
.perf_clock_sprites
.lapse
1216 max
= max
or else length
1218 var moved
= new Array[E
]
1219 while max
> 0 and (starts
.length
> 1 or starts
.first
!= 0) do
1220 var i
= ends
.last
- 1
1228 if starts
.length
== 1 and starts
.first
== 0 then
1229 for i
in [length
..capacity
[ do items
.pop
1233 sys
.perfs
["gamnit flat gpu defrag"].add app
.perf_clock_sprites
.lapse
1239 var ss
= new Array[String]
1240 for s
in starts
, e
in ends
do
1243 var item
: nullable Object = items
[i
]
1244 if item
== null then item
= "null"
1246 if i
!= e-1
then ss
.add
","