Merge: gamnit: new services and a lot of bug fixes and performance improvements
[nit.git] / lib / gamnit / flat / flat_core.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 # Core services for the `flat` API for 2D games
16 module flat_core
17
18 import glesv2
19 intrude import geometry::points_and_lines # For _x, _y and _z
20 intrude import matrix
21 import matrix::projection
22 import more_collections
23 import performance_analysis
24
25 import gamnit
26 intrude import gamnit::cameras
27 intrude import gamnit::cameras_cache
28 import gamnit::dynamic_resolution
29
30 # Visible 2D entity in the game world or UI
31 #
32 # Similar to `gamnit::Actor` which is in 3D.
33 #
34 # Each sprite associates a `texture` to the position `center`.
35 # The appearance is modified by `rotation`, `invert_x`,
36 # `scale`, `red`, `green`, `blue` and `alpha`.
37 # These values can be changed at any time and will trigger an update
38 # of the data on the GPU side, having a small performance cost.
39 #
40 # For a sprite to be visible, it must be added to either the world `sprites`
41 # or the `ui_sprites`.
42 # However, an instance of `Sprite` can only belong to a single `SpriteSet`
43 # at a time. The final on-screen position depends on the camera associated
44 # to the `SpriteSet`.
45 #
46 # ~~~
47 # # Load texture and create sprite
48 # var texture = new Texture("path/in/assets.png")
49 # var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
50 #
51 # # Add sprite to the visible game world
52 # app.sprites.add sprite
53 #
54 # # Extra configuration of the sprite
55 # sprite.rotation = pi/2.0
56 # sprite.scale = 2.0
57 #
58 # # Show only the blue colors
59 # sprite.red = 0.0
60 # sprite.green = 0.0
61 # ~~~
62 #
63 # To add a sprite to the UI it can be anchored to screen borders
64 # with `ui_camera.top_left` and the likes.
65 #
66 # ~~~nitish
67 # # Place it a bit off the top left of the screen
68 # var pos = app.ui_camera.top_left.offset(128.0, -128.0, 0)
69 #
70 # # Load texture and create sprite
71 # var texture = new Texture("path/in/assets.png")
72 # var sprite = new Sprite(texture, pos)
73 #
74 # # Add it to the UI (above world sprites)
75 # app.ui_sprites.add sprite
76 # ~~~
77 class Sprite
78
79 # Texture drawn to screen
80 var texture: Texture is writable(texture_direct=)
81
82 # Texture drawn to screen
83 fun texture=(texture: Texture)
84 do
85 if isset _texture and texture != self.texture then
86 needs_update
87 if texture.root != self.texture.root then needs_remap
88 end
89 texture_direct = texture
90 end
91
92 # Center position of this sprite in world coordinates
93 var center: Point3d[Float] is writable(center_direct=), noautoinit
94
95 # Center position of this sprite in world coordinates
96 fun center=(center: Point3d[Float]) is autoinit do
97 if isset _center and center != self.center then
98 needs_update
99 self.center.sprites_remove self
100 end
101
102 center.sprites_add self
103 center_direct = center
104 end
105
106 # Last animation set with `animate`
107 var animation: nullable Animation = null
108
109 # Animation on the shader, if this changes it `needs_remap`
110 private var shader_animation: nullable Animation = null
111
112 # Animation start time, relative to `sprite_set.time`
113 #
114 # At -1.0 if animation started before being assigned a `sprite_set`.
115 private var animation_start = 0.0
116
117 # Number of loops to show `animation`
118 private var animation_loops = 0.0
119
120 # Start the `animation` for `n_loops`, replacing the static `texture`
121 #
122 # By default, if `n_loops` is not set, the animation plays once.
123 # If `n_loops == -1.0` then the animation loops infinitely.
124 # Otherwise, the animation repeats, e.g. it repeats twice and a half
125 # if `n_loops == 2.5`.
126 #
127 # The animation can be stopped using `animate_stop`.
128 fun animate(animation: Animation, n_loops: nullable Float)
129 do
130 if not animation.valid then print_error "{class_name}::animate: invalid animation {animation}"
131
132 var shader_animation = shader_animation
133 if shader_animation == null or animation.frames.first.root != shader_animation.frames.first.root then
134 # Resort with the new animation texture
135 needs_remap
136 else
137 needs_update
138 end
139
140 var sprite_set = sprite_set
141 animation_start = if sprite_set != null then sprite_set.time else -1.0
142 animation_loops = n_loops or else 1.0
143 self.shader_animation = animation
144 self.animation = animation
145 end
146
147 # Stop any active `animation` to display the static `texture`
148 fun animate_stop
149 do
150 if animation == null then return
151 needs_update
152 animation = null
153 end
154
155 # Rotation on the Z axis, positive values turn counterclockwise
156 var rotation = 0.0 is writable(rotation_direct=)
157
158 # Rotation on the Z axis, positive values turn counterclockwise
159 fun rotation=(value: Float)
160 do
161 if isset _rotation and value != rotation then needs_update
162 rotation_direct = value
163 end
164
165 # Mirror `texture` horizontally, inverting each pixel on the X axis
166 var invert_x = false is writable(invert_x_direct=)
167
168 # Mirror `texture` horizontally, inverting each pixel on the X axis
169 fun invert_x=(value: Bool)
170 do
171 if isset _invert_x and value != invert_x then needs_update
172 invert_x_direct = value
173 end
174
175 # Scale applied to this sprite
176 #
177 # The basic size of `self` depends on the size in pixels of `texture`.
178 var scale = 1.0 is writable(scale_direct=)
179
180 # Scale applied to this sprite
181 #
182 # The basic size of `self` depends on the size in pixels of `texture`.
183 fun scale=(value: Float)
184 do
185 if isset _scale and value != scale then needs_update
186 scale_direct = value
187 end
188
189 # Red tint applied to `texture` on draw
190 fun red: Float do return tint[0]
191
192 # Red tint applied to `texture` on draw
193 fun red=(value: Float)
194 do
195 if isset _tint and value != red then needs_update
196 tint[0] = value
197 end
198
199 # Green tint applied to `texture` on draw
200 fun green: Float do return tint[1]
201
202 # Green tint applied to `texture` on draw
203 fun green=(value: Float)
204 do
205 if isset _tint and value != green then needs_update
206 tint[1] = value
207 end
208
209 # Blue tint applied to `texture` on draw
210 fun blue: Float do return tint[2]
211
212 # Blue tint applied to `texture` on draw
213 fun blue=(value: Float)
214 do
215 if isset _tint and value != blue then needs_update
216 tint[2] = value
217 end
218
219 # Transparency applied to `texture` on draw
220 fun alpha: Float do return tint[3]
221
222 # Transparency applied to `texture` on draw
223 fun alpha=(value: Float)
224 do
225 if isset _tint and value != alpha then needs_update
226 tint[3] = value
227 end
228
229 # Tint applied to `texture` on draw
230 #
231 # Alternative to the accessors `red, green, blue & alpha`.
232 # Changes inside the array do not automatically set `needs_update`.
233 #
234 # Require: `tint.length == 4`
235 var tint: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct=)
236
237 # Tint applied to `texture` on draw, see `tint`
238 fun tint=(value: Array[Float])
239 do
240 if isset _tint and value != tint then needs_update
241 tint_direct = value
242 end
243
244 # Draw order, higher values cause this sprite to be drawn latter
245 #
246 # Change this value to avoid artifacts when drawing non-opaque sprites.
247 # In general, sprites with a non-opaque `texture` and sprites closer to
248 # the camera should have a higher value to be drawn last.
249 #
250 # Sprites sharing a `draw_order` are drawn in the same pass.
251 # The sprite to sprite draw order is undefined and may change when adding
252 # and removing sprites, or changing their attributes.
253 #
254 # ### Warning
255 #
256 # Changing this value may have a negative performance impact if there are
257 # many different `draw_order` values across many sprites.
258 # Sprites sharing some attributes are drawn as group to reduce
259 # the communication overhead between the CPU and GPU,
260 # and changing `draw_order` may break up large groups into smaller groups.
261 var draw_order = 0 is writable(draw_order_direct=)
262
263 # Set draw order, see `draw_order`
264 fun draw_order=(value: Int)
265 do
266 if isset _draw_order and value != draw_order then needs_remap
267 draw_order_direct = value
268 end
269
270 # Is this sprite static and added in bulk?
271 #
272 # Set to `true` to give a hint to the framework that this sprite won't
273 # change often and that it is added in bulk with other static sprites.
274 # This value can be ignored in the prototyping phase of a game and
275 # added only when better performance are needed.
276 var static = false is writable(static_direct=)
277
278 # Is this sprite static and added in bulk? see `static`
279 fun static=(value: Bool)
280 do
281 if isset _static and value != static then needs_remap
282 static_direct = value
283 end
284
285 # Request an update on the CPU
286 #
287 # This is called automatically on modification of any value of `Sprite`.
288 # However, it can still be set manually if a modification can't be
289 # detected or by subclasses.
290 fun needs_update
291 do
292 var c = context
293 if c == null then return
294 if c.last_sprite_to_update == self then return
295 c.sprites_to_update.add self
296 c.last_sprite_to_update = self
297 end
298
299 # Request a resorting of this sprite in its sprite list
300 #
301 # Resorting is required when `static` or the root of `texture` changes.
302 # This is called automatically when such changes are detected.
303 # However, it can still be set manually if a modification can't be
304 # detected or by subclasses.
305 fun needs_remap
306 do
307 var l = sprite_set
308 if l != null then l.sprites_to_remap.add self
309 end
310
311 # Current context to which `self` was sorted
312 private var context: nullable SpriteContext = null
313
314 # Index in `context`
315 private var context_index: Int = -1
316
317 # Current context to which `self` belongs
318 private var sprite_set: nullable SpriteSet = null
319 end
320
321 # Animation for sprites, set with `Sprite.animate`
322 #
323 # Two main services create animations:
324 # * The constructors accepts an array of textures and the number of frames per
325 # seconds: `new Animation(array_of_subtextures, 10.0)`
326 # * The method `Texture::to_animation` uses the whole texture
327 # dividing it in frames either on X or Y:
328 # `new Texture("path/in/assets.png").to_animation(30.0, 0, 12)`
329 class Animation
330
331 # Frames composing this animation
332 #
333 # All frames must share the same `Texture::root`, be on a vertical or
334 # horizontal line, be spaced equally and share the same dimensions.
335 var frames: SequenceRead[Texture]
336
337 # Frames per seconds, a higher value makes this animation faster
338 #
339 # The animation speed is also affected by `SpriteSet::time_mod`.
340 var fps: Float
341
342 # Are the `frames` valid for an animation? (see the requirements in `frames`)
343 var valid: Bool is lazy do
344 var r: nullable RootTexture = null
345 for f in frames do
346 if r == null then
347 r = f.root
348 else
349 if r != f.root then return false
350 end
351 end
352
353 # TODO check for line, constant distance, and same aspect ratio.
354
355 return true
356 end
357 end
358
359 redef class App
360 # Default graphic program to draw `sprites`
361 private var simple_2d_program = new Simple2dProgram is lazy
362
363 # Camera for world `sprites` and `depth::actors` with perspective
364 #
365 # By default, the camera is configured to a height of 1080 units
366 # of world coordinates at `z == 0.0`.
367 var world_camera: EulerCamera is lazy do
368 var camera = new EulerCamera(app.display.as(not null))
369
370 # Aim for full HD pixel resolution at level 0
371 camera.reset_height 1080.0
372 camera.near = 10.0
373
374 return camera
375 end
376
377 # Camera for `ui_sprites` using an orthogonal view
378 var ui_camera = new UICamera(app.display.as(not null)) is lazy
379
380 # World sprites drawn as seen by `world_camera`
381 var sprites = new SpriteSet
382
383 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
384 var ui_sprites = new SpriteSet
385
386 # Main method to refine in clients to update game logic and `sprites`
387 fun update(dt: Float) do end
388
389 # Display `texture` as a splash screen
390 #
391 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
392 fun show_splash_screen(texture: Texture)
393 do
394 texture.load
395
396 var splash = new Sprite(texture, ui_camera.center.offset(0.0, 0.0, 0.0))
397 ui_sprites.add splash
398
399 var display = display
400 assert display != null
401 glClear gl_COLOR_BUFFER_BIT
402 frame_core_ui_sprites display
403 display.flip
404
405 ui_sprites.remove splash
406 end
407
408 # ---
409 # Support and implementation
410
411 # Main clock used to count each frame `dt`, lapsed for `update` only
412 private var clock = new Clock is lazy
413
414 # Performance clock to for `frame_core_draw` operations
415 private var perf_clock_main = new Clock
416
417 # Second performance clock for smaller operations
418 private var perf_clock_sprites = new Clock is lazy
419
420 redef fun create_gamnit
421 do
422 super
423 create_flat
424 end
425
426 # Prepare the flat framework services
427 fun create_flat
428 do
429 var display = display
430 assert display != null
431
432 var gl_error = glGetError
433 assert gl_error == gl_NO_ERROR else print_error gl_error
434
435 # Prepare program
436 var program = simple_2d_program
437 program.compile_and_link
438
439 var gamnit_error = program.error
440 assert gamnit_error == null else print_error gamnit_error
441
442 # Enable blending
443 gl.capabilities.blend.enable
444 glBlendFunc(gl_ONE, gl_ONE_MINUS_SRC_ALPHA)
445
446 # Enable depth test
447 gl.capabilities.depth_test.enable
448 glDepthFunc gl_LEQUAL
449 glDepthMask true
450
451 # Prepare viewport and background color
452 glViewport(0, 0, display.width, display.height)
453 glClearColor(0.0, 0.0, 0.0, 1.0)
454
455 gl_error = glGetError
456 assert gl_error == gl_NO_ERROR else print_error gl_error
457
458 # Prepare to draw
459 for tex in all_root_textures do
460 tex.load
461 gamnit_error = tex.error
462 if gamnit_error != null then print_error gamnit_error
463
464 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
465 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
466 end
467
468 sprites.reset
469 ui_sprites.reset
470 end
471
472 redef fun on_stop
473 do
474 super
475
476 # Clean up
477 simple_2d_program.delete
478
479 # Close gamnit
480 var display = display
481 if display != null then display.close
482 end
483
484 redef fun on_resize(display)
485 do
486 super
487
488 world_camera.mvp_matrix_cache = null
489 ui_camera.mvp_matrix_cache = null
490
491 # Update all sprites in the UI
492 for sprite in ui_sprites do sprite.needs_update
493 end
494
495 redef fun frame_core(display)
496 do
497 # Check errors
498 var gl_error = glGetError
499 assert gl_error == gl_NO_ERROR else print_error gl_error
500
501 # Update game logic and set sprites
502 perf_clock_main.lapse
503 var dt = clock.lapse.to_f
504 update dt
505 frame_dt = dt
506 sys.perfs["gamnit flat update client"].add perf_clock_main.lapse
507
508 # Draw and flip screen
509 frame_core_draw display
510 display.flip
511
512 # Check errors
513 gl_error = glGetError
514 assert gl_error == gl_NO_ERROR else print_error gl_error
515 end
516
517 private var frame_dt = 0.0
518
519 # Draw the whole screen, all `glDraw...` calls should be executed here
520 protected fun frame_core_draw(display: GamnitDisplay)
521 do
522 frame_core_dynamic_resolution_before display
523
524 perf_clock_main.lapse
525 frame_core_world_sprites display
526 perfs["gamnit flat world_sprites"].add perf_clock_main.lapse
527
528 frame_core_ui_sprites display
529 perfs["gamnit flat ui_sprites"].add perf_clock_main.lapse
530
531 frame_core_dynamic_resolution_after display
532 end
533
534 private fun frame_core_sprites(display: GamnitDisplay, sprite_set: SpriteSet, camera: Camera)
535 do
536 var simple_2d_program = app.simple_2d_program
537 simple_2d_program.use
538 simple_2d_program.mvp.uniform camera.mvp_matrix
539
540 sprite_set.time += frame_dt*sprite_set.time_mod
541 simple_2d_program.time.uniform sprite_set.time
542
543 # draw
544 sprite_set.draw
545
546 assert glGetError == gl_NO_ERROR
547 end
548
549 # Draw world sprites from `sprites`
550 protected fun frame_core_world_sprites(display: GamnitDisplay)
551 do
552 frame_core_sprites(display, sprites, world_camera)
553 end
554
555 # Draw UI sprites from `ui_sprites`
556 protected fun frame_core_ui_sprites(display: GamnitDisplay)
557 do
558 # Reset only the depth buffer
559 glClear gl_DEPTH_BUFFER_BIT
560
561 frame_core_sprites(display, ui_sprites, ui_camera)
562 end
563 end
564
565 redef class Texture
566
567 # Vertices coordinates of the base geometry
568 #
569 # Defines the default width and height of related sprites.
570 private var vertices: Array[Float] is lazy do
571 var w = width
572 var h = height
573 return [-0.5*w, 0.5*h, 0.0,
574 0.5*w, 0.5*h, 0.0,
575 -0.5*w, -0.5*h, 0.0,
576 0.5*w, -0.5*h, 0.0]
577 end
578
579 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
580 private var texture_coords: Array[Float] is lazy do
581 var l = offset_left
582 var r = offset_right
583 var b = offset_bottom
584 var t = offset_top
585 return [l, t,
586 r, t,
587 l, b,
588 r, b]
589 end
590
591 # Coordinates of this texture on the `root` texture, inverting the X axis
592 private var texture_coords_invert_x: Array[Float] is lazy do
593 var l = offset_left
594 var r = offset_right
595 var b = offset_bottom
596 var t = offset_top
597 return [r, t,
598 l, t,
599 r, b,
600 l, b]
601 end
602
603 # Convert to a sprite animation at `fps` speed with `x` or `y` frames
604 #
605 # The arguments `x` and `y` set the number of frames in the texture.
606 # Use `x` for an horizontal arrangement or `y` for vertical.
607 # One and only one of the arguments must be different than 0,
608 # as an animation can only be on a line and cannot wrap.
609 fun to_animation(fps: Float, x, y: Int): Animation
610 do
611 assert (x == 0) != (y == 0)
612
613 var n_frames = x.max(y)
614 var frames = new Array[Texture]
615
616 var dx = (x/n_frames).to_f/n_frames.to_f
617 var dy = (y/n_frames).to_f/n_frames.to_f
618 var w = if x == 0 then 1.0 else dx
619 var h = if y == 0 then 1.0 else dy
620 var left = 0.0
621 var top = 0.0
622 for i in n_frames.times do
623 frames.add new RelativeSubtexture(root, left, top, left+w, top+h)
624 left += dx
625 top += dy
626 end
627
628 return new Animation(frames, fps)
629 end
630 end
631
632 # Graphic program to display simple models with a texture, translation, rotation and scale
633 private class Simple2dProgram
634 super GamnitProgramFromSource
635
636 redef var vertex_shader_source = """
637 // Vertex coordinates
638 attribute vec4 coord;
639
640 // Vertex color tint
641 attribute vec4 color;
642
643 // Vertex translation
644 attribute vec4 translation;
645
646 // Vertex scaling
647 attribute float scale;
648
649 // Vertex coordinates on textures
650 attribute vec2 tex_coord;
651
652 // Model view projection matrix
653 uniform mat4 mvp;
654
655 // Current world time, in seconds
656 uniform float time;
657
658 // Rotation matrix
659 attribute vec4 rotation_row0;
660 attribute vec4 rotation_row1;
661 attribute vec4 rotation_row2;
662 attribute vec4 rotation_row3;
663
664 // Animation speed, frames per seconds
665 attribute float a_fps;
666
667 // Number of frames in the animation
668 attribute float a_n_frames;
669
670 // World coordinate of the animation (for aspect ratio)
671 attribute vec2 a_coord;
672
673 // Animation texture coordinates of the first frame
674 attribute vec2 a_tex_coord;
675
676 // Animation texture coordinates difference between frames
677 attribute vec2 a_tex_diff;
678
679 // Animation start time, in reference to `time`
680 attribute float a_start;
681
682 // Number of loops to play of the animation
683 attribute float a_loops;
684
685 mat4 rotation()
686 {
687 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
688 }
689
690 // Output to the fragment shader
691 varying vec4 v_color;
692 varying vec2 v_coord;
693
694 // Is there an active animation?
695 varying float v_animated;
696
697 void main()
698 {
699 vec3 c; // coords
700
701 float end = a_start + a_loops/a_fps*a_n_frames;
702 if (a_fps != 0.0 && (a_loops == -1.0 || time < end)) {
703 // in animation
704 float frame = mod(floor((time-a_start)*a_fps), a_n_frames);
705 v_coord = a_tex_coord + a_tex_diff*frame;
706 c = vec3(a_coord, coord.z);
707 v_animated = 1.0;
708 } else {
709 // static
710 v_coord = tex_coord;
711 c = coord.xyz;
712 v_animated = 0.0;
713 }
714
715 gl_Position = (vec4(c * scale, 1.0) * rotation() + translation)* mvp;
716 v_color = vec4(color.rgb*color.a, color.a);
717 }
718 """ @ glsl_vertex_shader
719
720 redef var fragment_shader_source = """
721 precision mediump float;
722
723 // Does this object use a texture?
724 uniform bool use_texture;
725
726 // Texture to apply on this object
727 uniform sampler2D texture0;
728
729 // Texture to apply on this object
730 uniform sampler2D animation;
731
732 // Input from the vertex shader
733 varying vec4 v_color;
734 varying vec2 v_coord;
735 varying float v_animated;
736
737 void main()
738 {
739 if (v_animated > 0.5) {
740 gl_FragColor = v_color * texture2D(animation, v_coord);
741 if (gl_FragColor.a <= 0.01) discard;
742 } else if (use_texture) {
743 gl_FragColor = v_color * texture2D(texture0, v_coord);
744 if (gl_FragColor.a <= 0.01) discard;
745 } else {
746 gl_FragColor = v_color;
747 }
748 }
749 """ @ glsl_fragment_shader
750
751 # Vertices coordinates
752 var coord = attributes["coord"].as(AttributeVec4) is lazy
753
754 # Should this program use the texture `texture`?
755 var use_texture = uniforms["use_texture"].as(UniformBool) is lazy
756
757 # Visible texture unit
758 var texture = uniforms["texture0"].as(UniformSampler2D) is lazy
759
760 # Coordinates on the textures, per vertex
761 var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
762
763 # Color tint per vertex
764 var color = attributes["color"].as(AttributeVec4) is lazy
765
766 # Translation applied to each vertex
767 var translation = attributes["translation"].as(AttributeVec4) is lazy
768
769 # Rotation matrix, row 0
770 var rotation_row0 = attributes["rotation_row0"].as(AttributeVec4) is lazy
771
772 # Rotation matrix, row 1
773 var rotation_row1 = attributes["rotation_row1"].as(AttributeVec4) is lazy
774
775 # Rotation matrix, row 2
776 var rotation_row2 = attributes["rotation_row2"].as(AttributeVec4) is lazy
777
778 # Rotation matrix, row 3
779 var rotation_row3 = attributes["rotation_row3"].as(AttributeVec4) is lazy
780
781 # Scaling per vertex
782 var scale = attributes["scale"].as(AttributeFloat) is lazy
783
784 # Model view projection matrix
785 var mvp = uniforms["mvp"].as(UniformMat4) is lazy
786
787 # World time, in seconds
788 var time = uniforms["time"].as(UniformFloat) is lazy
789
790 # ---
791 # Animations
792
793 # Texture of all the frames of the animation
794 var animation_texture = uniforms["animation"].as(UniformSampler2D) is lazy
795
796 # Frame per second of the animation
797 var animation_fps = attributes["a_fps"].as(AttributeFloat) is lazy
798
799 # Number of frames in the animation
800 var animation_n_frames = attributes["a_n_frames"].as(AttributeFloat) is lazy
801
802 # Coordinates of each frame (mush be shared by all frames)
803 var animation_coord = attributes["a_coord"].as(AttributeVec2) is lazy
804
805 # Texture coordinates of the first frame
806 var animation_tex_coord = attributes["a_tex_coord"].as(AttributeVec2) is lazy
807
808 # Coordinate difference between each frame
809 var animation_tex_diff = attributes["a_tex_diff"].as(AttributeVec2) is lazy
810
811 # Animation start time, in seconds and in reference to `dt`
812 var animation_start = attributes["a_start"].as(AttributeFloat) is lazy
813
814 # Number of loops of the animation, -1 for infinite
815 var animation_loops = attributes["a_loops"].as(AttributeFloat) is lazy
816 end
817
818 redef class Point3d[N]
819 # ---
820 # Associate each point to its sprites
821
822 private var sprites: nullable Array[Sprite] = null
823
824 private fun sprites_add(sprite: Sprite)
825 do
826 var sprites = sprites
827 if sprites == null then
828 sprites = new Array[Sprite]
829 self.sprites = sprites
830 end
831 sprites.add sprite
832 end
833
834 private fun sprites_remove(sprite: Sprite)
835 do
836 var sprites = sprites
837 assert sprites != null
838 sprites.remove sprite
839 end
840
841 # ---
842 # Notify `sprites` on attribute modification
843
844 private fun needs_update
845 do
846 var sprites = sprites
847 if sprites != null then for s in sprites do s.needs_update
848 end
849
850 redef fun x=(v)
851 do
852 if isset _x and v != x then needs_update
853 super
854 end
855
856 redef fun y=(v)
857 do
858 if isset _y and v != y then needs_update
859 super
860 end
861
862 redef fun z=(v)
863 do
864 if isset _z and v != z then needs_update
865 super
866 end
867 end
868
869 redef class OffsetPoint3d
870 redef fun x=(v)
871 do
872 if isset _x and v != x then needs_update
873 super
874 end
875
876 redef fun y=(v)
877 do
878 if isset _y and v != y then needs_update
879 super
880 end
881
882 redef fun z=(v)
883 do
884 if isset _z and v != z then needs_update
885 super
886 end
887 end
888
889 # Set of sprites sorting them into different `SpriteContext`
890 class SpriteSet
891 super HashSet[Sprite]
892
893 # Animation speed multiplier (0.0 to pause, 1.0 for normal speed, etc.)
894 var time_mod = 1.0 is writable
895
896 # Seconds elapsed since the launch of the program, in world time responding to `time_mod`
897 var time = 0.0
898
899 # Map texture then static vs dynamic to a `SpriteContext`
900 private var contexts_map = new HashMap4[RootTexture, nullable RootTexture, Bool, Int, Array[SpriteContext]]
901
902 # Contexts in `contexts_map`, sorted by draw order
903 private var contexts_items = new Array[SpriteContext]
904
905 # Sprites needing resorting in `contexts_map`
906 private var sprites_to_remap = new Array[Sprite]
907
908 # Add a sprite to the appropriate context
909 private fun map_sprite(sprite: Sprite)
910 do
911 assert sprite.context == null else print_error "Sprite {sprite} belongs to another SpriteSet"
912
913 # Sort by texture and animation texture
914 var texture = sprite.texture.root
915 var animation = sprite.animation
916 var animation_texture = if animation != null then
917 animation.frames.first.root else null
918 var draw_order = sprite.draw_order
919 var contexts = contexts_map[texture, animation_texture, sprite.static, draw_order]
920
921 var context = null
922 if contexts != null then
923 for c in contexts.reverse_iterator do
924 var size = c.sprites.length + 1
925 if size * 4 <= 0xffff then
926 context = c
927 break
928 end
929 end
930 end
931
932 if context == null then
933 var usage = if sprite.static then gl_STATIC_DRAW else gl_DYNAMIC_DRAW
934 context = new SpriteContext(texture, animation_texture, usage, draw_order)
935
936 if contexts == null then
937 contexts = new Array[SpriteContext]
938 contexts_map[texture, animation_texture, sprite.static, draw_order] = contexts
939 end
940
941 contexts.add context
942
943 contexts_items.add context
944 sprite_draw_order_sorter.sort(contexts_items)
945 end
946
947 context.sprites.add sprite
948 context.sprites_to_update.add sprite
949 context.last_sprite_to_update = sprite
950
951 sprite.context = context
952 sprite.sprite_set = self
953
954 if animation != null and sprite.animation_start == -1.0 then
955 # Start animation
956 sprite.animation_start = time
957 end
958 end
959
960 # Remove a sprite from its context
961 private fun unmap_sprite(sprite: Sprite)
962 do
963 var context = sprite.context
964 assert context != null
965 context.sprites.remove sprite
966
967 sprite.context = null
968 sprite.sprite_set = null
969 end
970
971 # Draw all sprites by all contexts
972 private fun draw
973 do
974 # Remap sprites that may need to change context
975 for sprite in sprites_to_remap do
976
977 # Skip if it was removed from this set after being modified
978 if sprite.sprite_set != self then continue
979
980 unmap_sprite sprite
981 map_sprite sprite
982 end
983 sprites_to_remap.clear
984
985 # Sort by draw order
986 for context in contexts_items do context.draw
987 end
988
989 redef fun add(e)
990 do
991 if contexts_items.has(e.context) then return
992 map_sprite e
993 super
994 end
995
996 redef fun remove(e)
997 do
998 super
999 if e isa Sprite then unmap_sprite e
1000 end
1001
1002 redef fun remove_all(e)
1003 do
1004 if not has(e) then return
1005 remove e
1006 end
1007
1008 redef fun clear
1009 do
1010 for sprite in self do
1011 sprite.context = null
1012 sprite.sprite_set = null
1013 end
1014 super
1015 for c in contexts_items do c.destroy
1016 contexts_map.clear
1017 contexts_items.clear
1018 sprites_to_remap.clear
1019 end
1020
1021 private fun reset
1022 do
1023 for sprite in self do
1024 sprite.context = null
1025 end
1026
1027 for c in contexts_items do c.destroy
1028 contexts_map.clear
1029 contexts_items.clear
1030 sprites_to_remap.clear
1031
1032 for sprite in self do
1033 map_sprite sprite
1034 end
1035 end
1036 end
1037
1038 # Context for calls to `glDrawElements`
1039 #
1040 # Each context has only one `texture` and `usage`, but many sprites.
1041 private class SpriteContext
1042
1043 # ---
1044 # Context config and state
1045
1046 # Only root texture drawn by this context
1047 var texture: nullable RootTexture
1048
1049 # Only animation texture drawn by this context
1050 var animation_texture: nullable RootTexture
1051
1052 # OpenGL ES usage of `buffer_array` and `buffer_element`
1053 var usage: GLBufferUsage
1054
1055 # Draw order shared by all `sprites`
1056 var draw_order: Int
1057
1058 # Sprites drawn by this context
1059 var sprites = new GroupedSprites
1060
1061 # Sprites to update since last `draw`
1062 var sprites_to_update = new Set[Sprite]
1063
1064 # Cache of the last `Sprite` added to `sprites_to_update` since the last call to `draw`
1065 var last_sprite_to_update: nullable Sprite = null
1066
1067 # Sprites that have been update and for which `needs_update` can be set to false
1068 var updated_sprites = new Array[Sprite]
1069
1070 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
1071 #
1072 # Require: `resize_ratio >= 1.0`
1073 var resize_ratio = 1.2
1074
1075 # ---
1076 # OpenGL ES data
1077
1078 # OpenGL ES buffer name for vertex data
1079 var buffer_array: Int = -1
1080
1081 # OpenGL ES buffer name for indices
1082 var buffer_element: Int = -1
1083
1084 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
1085 var buffer_capacity = 0
1086
1087 # C buffers used to pass the data of a single sprite
1088 var local_data_buffer = new GLfloatArray(float_per_vertex*4) is lazy
1089 var local_indices_buffer = new CUInt16Array(indices_per_sprite) is lazy
1090
1091 # ---
1092 # Constants
1093
1094 # Number of GL_FLOAT per vertex of `Simple2dProgram`
1095 var float_per_vertex: Int is lazy do
1096 return 4 + 4 + 4 + # vec4 translation, vec4 color, vec4 coord,
1097 1 + 2 + 4*4 + # float scale, vec2 tex_coord, vec4 rotation_row*,
1098 1 + 1 + # float a_fps, float a_n_frames,
1099 2 + 2 + 2 + # vec2 a_coord, vec2 a_tex_coord, vec2 a_tex_diff,
1100 1 + 1 # float a_start, float a_loops
1101 end
1102
1103 # Number of bytes per vertex of `Simple2dProgram`
1104 var bytes_per_vertex: Int is lazy do
1105 var fs = 4 # sizeof(GL_FLOAT)
1106 return fs * float_per_vertex
1107 end
1108
1109 # Number of bytes per sprite
1110 var bytes_per_sprite: Int is lazy do return bytes_per_vertex * 4
1111
1112 # Number of vertex indices per sprite draw call (2 triangles)
1113 var indices_per_sprite = 6
1114
1115 # ---
1116 # Main services
1117
1118 # Allocate `buffer_array` and `buffer_element`
1119 fun prepare
1120 do
1121 var bufs = glGenBuffers(2)
1122 buffer_array = bufs[0]
1123 buffer_element = bufs[1]
1124
1125 var gl_error = glGetError
1126 assert gl_error == gl_NO_ERROR else print_error gl_error
1127 end
1128
1129 # Destroy `buffer_array` and `buffer_element`
1130 fun destroy
1131 do
1132 glDeleteBuffers([buffer_array, buffer_element])
1133 var gl_error = glGetError
1134 assert gl_error == gl_NO_ERROR else print_error gl_error
1135
1136 buffer_array = -1
1137 buffer_element = -1
1138 end
1139
1140 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
1141 fun resize
1142 do
1143 app.perf_clock_sprites.lapse
1144
1145 # Allocate a bit more space
1146 var capacity = (sprites.capacity.to_f * resize_ratio).to_i
1147
1148 var array_bytes = capacity * bytes_per_sprite
1149 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
1150 assert glIsBuffer(buffer_array)
1151 glBufferData(gl_ARRAY_BUFFER, array_bytes, new Pointer.nul, usage)
1152 var gl_error = glGetError
1153 assert gl_error == gl_NO_ERROR else print_error gl_error
1154
1155 # GL_TRIANGLES 6 vertices * sprite
1156 var n_indices = capacity * indices_per_sprite
1157 var ius = 2 # sizeof(GL_UNSIGNED_SHORT)
1158 var element_bytes = n_indices * ius
1159 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
1160 assert glIsBuffer(buffer_element)
1161 glBufferData(gl_ELEMENT_ARRAY_BUFFER, element_bytes, new Pointer.nul, usage)
1162 gl_error = glGetError
1163 assert gl_error == gl_NO_ERROR else print_error gl_error
1164
1165 buffer_capacity = capacity
1166
1167 sys.perfs["gamnit flat gpu resize"].add app.perf_clock_sprites.lapse
1168 end
1169
1170 # Update GPU data of `sprite`
1171 fun update_sprite(sprite: Sprite)
1172 do
1173 var context = sprite.context
1174 if context != self then return
1175
1176 var sprite_index = sprite.context_index
1177 assert sprite_index != -1
1178
1179 # Vertices data
1180
1181 var data = local_data_buffer
1182 var o = 0
1183 for v in [0..4[ do
1184 # vec4 translation
1185 data[o+ 0] = sprite.center.x
1186 data[o+ 1] = sprite.center.y
1187 data[o+ 2] = sprite.center.z
1188 data[o+ 3] = 0.0
1189
1190 # vec4 color
1191 data[o+ 4] = sprite.tint[0]
1192 data[o+ 5] = sprite.tint[1]
1193 data[o+ 6] = sprite.tint[2]
1194 data[o+ 7] = sprite.tint[3]
1195
1196 # float scale
1197 data[o+ 8] = sprite.scale
1198
1199 # vec4 coord
1200 data[o+ 9] = sprite.texture.vertices[v*3+0]
1201 data[o+10] = sprite.texture.vertices[v*3+1]
1202 data[o+11] = sprite.texture.vertices[v*3+2]
1203 data[o+12] = 0.0
1204
1205 # vec2 tex_coord
1206 var texture = texture
1207 if texture != null then
1208 var tc = if sprite.invert_x then
1209 sprite.texture.texture_coords_invert_x
1210 else sprite.texture.texture_coords
1211 data[o+13] = tc[v*2+0]
1212 data[o+14] = tc[v*2+1]
1213 end
1214
1215 # mat4 rotation
1216 var rot
1217 if sprite.rotation == 0.0 then
1218 # Cache the matrix at no rotation
1219 rot = once new Matrix.identity(4)
1220 else
1221 rot = new Matrix.rotation(sprite.rotation, 0.0, 0.0, 1.0)
1222 end
1223 data.fill_from_matrix(rot, o+15)
1224
1225 var animation = sprite.animation
1226 if animation == null then
1227 for i in [31..40] do data[o+i] = 0.0
1228 else
1229 # a_fps
1230 data[o+31] = animation.fps
1231
1232 # a_n_frames
1233 data[o+32] = animation.frames.length.to_f
1234
1235 # a_coord
1236 data[o+33] = animation.frames.first.vertices[v*3+0]
1237 data[o+34] = animation.frames.first.vertices[v*3+1]
1238
1239 # a_tex_coord
1240 var tc = if sprite.invert_x then
1241 animation.frames.first.texture_coords_invert_x
1242 else animation.frames.first.texture_coords
1243 data[o+35] = tc[v*2]
1244 data[o+36] = tc[v*2+1]
1245
1246 # a_tex_diff
1247 var dx = 0.0
1248 var dy = 0.0
1249 if animation.frames.length > 1 then
1250 dx = animation.frames[1].texture_coords[0] - animation.frames[0].texture_coords[0]
1251 dy = animation.frames[1].texture_coords[1] - animation.frames[0].texture_coords[1]
1252 end
1253 data[o+37] = dx
1254 data[o+38] = dy
1255
1256 # a_start
1257 data[o+39] = sprite.animation_start
1258
1259 # a_loops
1260 data[o+40] = sprite.animation_loops
1261 end
1262
1263 o += float_per_vertex
1264 end
1265
1266 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
1267 glBufferSubData(gl_ARRAY_BUFFER, sprite_index*bytes_per_sprite, bytes_per_sprite, data.native_array)
1268
1269 var gl_error = glGetError
1270 assert gl_error == gl_NO_ERROR else print_error gl_error
1271
1272 # Element / indices
1273 #
1274 # 0--1
1275 # | /|
1276 # |/ |
1277 # 2--3
1278
1279 var indices = local_indices_buffer
1280 var io = sprite_index*4
1281 indices[0] = io+0
1282 indices[1] = io+2
1283 indices[2] = io+1
1284 indices[3] = io+1
1285 indices[4] = io+2
1286 indices[5] = io+3
1287
1288 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
1289 glBufferSubData(gl_ELEMENT_ARRAY_BUFFER, sprite_index*6*2, 6*2, indices.native_array)
1290
1291 gl_error = glGetError
1292 assert gl_error == gl_NO_ERROR else print_error gl_error
1293 end
1294
1295 # Draw all `sprites`
1296 #
1297 # Call `resize` and `update_sprite` as needed before actual draw operation.
1298 #
1299 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
1300 fun draw
1301 do
1302 if buffer_array == -1 then prepare
1303
1304 assert buffer_array > 0 and buffer_element > 0 else
1305 print_error "Internal error: {self} was destroyed"
1306 end
1307
1308 # Setup
1309 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
1310 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
1311
1312 # Resize GPU buffers?
1313 var update_everything = false
1314 if sprites.capacity > buffer_capacity then
1315 # Try to defragment first
1316 var moved = sprites.defragment
1317
1318 if sprites.capacity > buffer_capacity then
1319 # Defragmentation wasn't enough, grow
1320 resize
1321
1322 # We must update everything
1323 update_everything = true
1324 for s in sprites.items do if s != null then sprites_to_update.add s
1325 else
1326 # Just update the moved sprites
1327 for s in moved do sprites_to_update.add s
1328 end
1329 else if sprites.available.not_empty then
1330 # Defragment a bit anyway
1331 # TODO defrag only when there's time left on a frame
1332 var moved = sprites.defragment(1)
1333 for s in moved do sprites_to_update.add s
1334 end
1335
1336 # Update GPU sprites data
1337 if sprites_to_update.not_empty or update_everything then
1338 app.perf_clock_sprites.lapse
1339
1340 if update_everything then
1341 for sprite in sprites.items do if sprite != null then
1342 update_sprite(sprite)
1343 end
1344 else
1345 for sprite in sprites_to_update do update_sprite(sprite)
1346 end
1347
1348 sprites_to_update.clear
1349 last_sprite_to_update = null
1350
1351 sys.perfs["gamnit flat gpu update"].add app.perf_clock_sprites.lapse
1352 end
1353
1354 # Update uniforms specific to this context
1355 var texture = texture
1356 app.simple_2d_program.use_texture.uniform texture != null
1357 if texture != null then
1358 glActiveTexture gl_TEXTURE0
1359 glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
1360 app.simple_2d_program.texture.uniform 0
1361 end
1362 var gl_error = glGetError
1363 assert gl_error == gl_NO_ERROR else print_error gl_error
1364
1365 var animation = animation_texture
1366 if animation != null then
1367 glActiveTexture gl_TEXTURE1
1368 glBindTexture(gl_TEXTURE_2D, animation.gl_texture)
1369 app.simple_2d_program.animation_texture.uniform 1
1370 end
1371 gl_error = glGetError
1372 assert gl_error == gl_NO_ERROR else print_error gl_error
1373
1374 # Configure attributes, in order:
1375 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*,
1376 # a_fps, a_n_frames, a_coord, a_tex_coord, a_tex_diff, a_start, a_loops
1377
1378 var offset = 0
1379 var p = app.simple_2d_program
1380 var sizeof_gl_float = 4 # sizeof(GL_FLOAT)
1381
1382 var size = 4 # Number of floats
1383 glEnableVertexAttribArray p.translation.location
1384 glVertexAttribPointeri(p.translation.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1385 offset += size * sizeof_gl_float
1386 gl_error = glGetError
1387 assert gl_error == gl_NO_ERROR else print_error gl_error
1388
1389 size = 4
1390 glEnableVertexAttribArray p.color.location
1391 glVertexAttribPointeri(p.color.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1392 offset += size * sizeof_gl_float
1393 gl_error = glGetError
1394 assert gl_error == gl_NO_ERROR else print_error gl_error
1395
1396 size = 1
1397 glEnableVertexAttribArray p.scale.location
1398 glVertexAttribPointeri(p.scale.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1399 offset += size * sizeof_gl_float
1400 gl_error = glGetError
1401 assert gl_error == gl_NO_ERROR else print_error gl_error
1402
1403 size = 4
1404 glEnableVertexAttribArray p.coord.location
1405 glVertexAttribPointeri(p.coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1406 offset += size * sizeof_gl_float
1407 gl_error = glGetError
1408 assert gl_error == gl_NO_ERROR else print_error gl_error
1409
1410 size = 2
1411 glEnableVertexAttribArray p.tex_coord.location
1412 glVertexAttribPointeri(p.tex_coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1413 offset += size * sizeof_gl_float
1414 gl_error = glGetError
1415 assert gl_error == gl_NO_ERROR else print_error gl_error
1416
1417 size = 4
1418 for r in [p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3] do
1419 if r.is_active then
1420 glEnableVertexAttribArray r.location
1421 glVertexAttribPointeri(r.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1422 end
1423 offset += size * sizeof_gl_float
1424 gl_error = glGetError
1425 assert gl_error == gl_NO_ERROR else print_error gl_error
1426 end
1427
1428 size = 1
1429 glEnableVertexAttribArray p.animation_fps.location
1430 glVertexAttribPointeri(p.animation_fps.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1431 offset += size * sizeof_gl_float
1432 gl_error = glGetError
1433 assert gl_error == gl_NO_ERROR else print_error gl_error
1434
1435 size = 1
1436 glEnableVertexAttribArray p.animation_n_frames.location
1437 glVertexAttribPointeri(p.animation_n_frames.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1438 offset += size * sizeof_gl_float
1439 gl_error = glGetError
1440 assert gl_error == gl_NO_ERROR else print_error gl_error
1441
1442 size = 2
1443 glEnableVertexAttribArray p.animation_coord.location
1444 glVertexAttribPointeri(p.animation_coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1445 offset += size * sizeof_gl_float
1446 gl_error = glGetError
1447 assert gl_error == gl_NO_ERROR else print_error gl_error
1448
1449 size = 2
1450 glEnableVertexAttribArray p.animation_tex_coord.location
1451 glVertexAttribPointeri(p.animation_tex_coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1452 offset += size * sizeof_gl_float
1453 gl_error = glGetError
1454 assert gl_error == gl_NO_ERROR else print_error gl_error
1455
1456 size = 2
1457 glEnableVertexAttribArray p.animation_tex_diff.location
1458 glVertexAttribPointeri(p.animation_tex_diff.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1459 offset += size * sizeof_gl_float
1460 gl_error = glGetError
1461 assert gl_error == gl_NO_ERROR else print_error gl_error
1462
1463 size = 1
1464 glEnableVertexAttribArray p.animation_start.location
1465 glVertexAttribPointeri(p.animation_start.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1466 offset += size * sizeof_gl_float
1467 gl_error = glGetError
1468 assert gl_error == gl_NO_ERROR else print_error gl_error
1469
1470 size = 1
1471 glEnableVertexAttribArray p.animation_loops.location
1472 glVertexAttribPointeri(p.animation_loops.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1473 offset += size * sizeof_gl_float
1474 gl_error = glGetError
1475 assert gl_error == gl_NO_ERROR else print_error gl_error
1476
1477 # Actual draw
1478 for s in sprites.starts, e in sprites.ends do
1479 var l = e-s
1480 glDrawElementsi(gl_TRIANGLES, l*indices_per_sprite, gl_UNSIGNED_SHORT, 2*s*indices_per_sprite)
1481 gl_error = glGetError
1482 assert gl_error == gl_NO_ERROR else print_error gl_error
1483 end
1484
1485 # Take down
1486 for attr in [p.translation, p.color, p.scale, p.coord, p.tex_coord,
1487 p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3: Attribute] do
1488 if not attr.is_active then continue
1489 glDisableVertexAttribArray(attr.location)
1490 gl_error = glGetError
1491 assert gl_error == gl_NO_ERROR else print_error gl_error
1492 end
1493
1494 glBindBuffer(gl_ARRAY_BUFFER, 0)
1495 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, 0)
1496 gl_error = glGetError
1497 assert gl_error == gl_NO_ERROR else print_error gl_error
1498 end
1499 end
1500
1501 # Representation of sprite data on the GPU
1502 #
1503 # The main purpose of this class is to optimize the use of contiguous
1504 # space in GPU memory. Each contiguous memory block can be drawn in a
1505 # single call. The starts index of each block is kept by `starts,
1506 # and the end + 1 by `ends`.
1507 #
1508 # The data can be compressed by a call to `defragment`.
1509 #
1510 # ~~~
1511 # intrude import gamnit::flat
1512 #
1513 # var array = new GroupedArray[String]
1514 # assert array.to_s == ""
1515 #
1516 # array.add "a"
1517 # array.add "b"
1518 # array.add "c"
1519 # array.add "d"
1520 # array.add "e"
1521 # array.add "f"
1522 # assert array.to_s == "[a,b,c,d,e,f]"
1523 # assert array.capacity == 6
1524 #
1525 # array.remove "a"
1526 # assert array.to_s == "[b,c,d,e,f]"
1527 #
1528 # array.remove "b"
1529 # assert array.to_s == "[c,d,e,f]"
1530 #
1531 # array.remove "f"
1532 # assert array.to_s == "[c,d,e]"
1533 #
1534 # array.remove "d"
1535 # assert array.to_s == "[c][e]"
1536 #
1537 # array.add "A"
1538 # assert array.to_s == "[A][c][e]"
1539 #
1540 # array.add "B"
1541 # assert array.to_s == "[A,B,c][e]"
1542 #
1543 # array.remove "e"
1544 # assert array.to_s == "[A,B,c]"
1545 #
1546 # array.add "D"
1547 # assert array.to_s == "[A,B,c,D]"
1548 #
1549 # array.add "E"
1550 # assert array.to_s == "[A,B,c,D,E]"
1551 # assert array.capacity == 6
1552 # assert array.length == 5
1553 #
1554 # array.remove "A"
1555 # array.remove "B"
1556 # array.remove "c"
1557 # array.remove "D"
1558 # array.remove "E"
1559 # assert array.to_s == ""
1560 #
1561 # array.add "a"
1562 # assert array.to_s == "[a]"
1563 # ~~~
1564 private class GroupedArray[E]
1565
1566 # Memory with actual objects, and null in empty slots
1567 var items = new Array[nullable E]
1568
1569 # Number of items in the array
1570 var length = 0
1571
1572 # Number of item slots in the array
1573 fun capacity: Int do return items.length
1574
1575 # List of available slots
1576 var available = new MinHeap[Int].default
1577
1578 # Start index of filled chunks
1579 var starts = new List[Int]
1580
1581 # Index of the spots after filled chunks
1582 var ends = new List[Int]
1583
1584 # Add `item` to the first available slot and return its index
1585 fun add(item: E): Int
1586 do
1587 length += 1
1588
1589 if available.not_empty then
1590 # starts & ends can't be empty
1591
1592 var i = available.take
1593 items[i] = item
1594
1595 if i == starts.first - 1 then
1596 # slot 0 free, 1 taken
1597 starts.first -= 1
1598 else if i == 0 then
1599 # slot 0 and more free
1600 starts.unshift 0
1601 ends.unshift 1
1602 else if starts.length >= 2 and ends.first + 1 == starts[1] then
1603 # merge 2 chunks
1604 ends.remove_at 0
1605 starts.remove_at 1
1606 else
1607 # at end of first chunk
1608 ends.first += 1
1609 end
1610 return i
1611 end
1612
1613 items.add item
1614 if ends.is_empty then
1615 starts.add 0
1616 ends.add 1
1617 else ends.last += 1
1618 return ends.last - 1
1619 end
1620
1621 # Remove the first instance of `item`
1622 fun remove(item: E)
1623 do
1624 var index = items.index_of(item)
1625 remove_at(item, index)
1626 end
1627
1628 # Remove `item` at `index`
1629 fun remove_at(item: E, index: Int)
1630 do
1631 var i = index
1632 length -= 1
1633 items[i] = null
1634
1635 var ii = 0
1636 for s in starts, e in ends do
1637 if s <= i and i < e then
1638 if s == e-1 then
1639 # single item chunk
1640 starts.remove_at ii
1641 ends.remove_at ii
1642
1643 if starts.is_empty then
1644 items.clear
1645 available.clear
1646 return
1647 end
1648 else if e-1 == i then
1649 # last item of chunk
1650 ends[ii] -= 1
1651
1652 else if s == i then
1653 # first item of chunk
1654 starts[ii] += 1
1655 else
1656 # break up chunk
1657 ends.insert(ends[ii], ii+1)
1658 ends[ii] = i
1659 starts.insert(i+1, ii+1)
1660 end
1661
1662 available.add i
1663 return
1664 end
1665 ii += 1
1666 end
1667
1668 abort
1669 end
1670
1671 # Defragment and compress everything into a single chunks beginning at 0
1672 #
1673 # Returns the elements that moved as a list.
1674 #
1675 # ~~~
1676 # intrude import gamnit::flat
1677 #
1678 # var array = new GroupedArray[String]
1679 # array.add "a"
1680 # array.add "b"
1681 # array.add "c"
1682 # array.add "d"
1683 # array.remove "c"
1684 # array.remove "a"
1685 # assert array.to_s == "[b][d]"
1686 #
1687 # var moved = array.defragment
1688 # assert moved.to_s == "[d]"
1689 # assert array.to_s == "[d,b]"
1690 # assert array.length == 2
1691 # assert array.capacity == 2
1692 #
1693 # array.add "e"
1694 # array.add "f"
1695 # assert array.to_s == "[d,b,e,f]"
1696 # ~~~
1697 fun defragment(max: nullable Int): Array[E]
1698 do
1699 app.perf_clock_sprites.lapse
1700 max = max or else length
1701
1702 var moved = new Array[E]
1703 while max > 0 and (starts.length > 1 or starts.first != 0) do
1704 var i = ends.last - 1
1705 var e = items[i]
1706 assert e != null
1707 remove e
1708 add e
1709 moved.add e
1710 max -= 1
1711 end
1712
1713 if starts.length == 1 and starts.first == 0 then
1714 for i in [length..capacity[ do items.pop
1715 available.clear
1716 end
1717
1718 sys.perfs["gamnit flat gpu defrag"].add app.perf_clock_sprites.lapse
1719 return moved
1720 end
1721
1722 redef fun to_s
1723 do
1724 var ss = new Array[String]
1725 for s in starts, e in ends do
1726 ss.add "["
1727 for i in [s..e[ do
1728 var item: nullable Object = items[i]
1729 if item == null then item = "null"
1730 ss.add item.to_s
1731 if i != e-1 then ss.add ","
1732 end
1733 ss.add "]"
1734 end
1735 return ss.join
1736 end
1737 end
1738
1739 # Optimized `GroupedArray` to use `Sprite::context_index` and avoid using `index_of`
1740 private class GroupedSprites
1741 super GroupedArray[Sprite]
1742
1743 redef fun add(item)
1744 do
1745 var index = super
1746 item.context_index = index
1747 return index
1748 end
1749
1750 redef fun remove(item) do remove_at(item, item.context_index)
1751 end
1752
1753 redef class GLfloatArray
1754 private fun fill_from_matrix(matrix: Matrix, dst_offset: nullable Int)
1755 do
1756 dst_offset = dst_offset or else add_index
1757 var mat_len = matrix.width*matrix.height
1758 assert length >= mat_len + dst_offset
1759 native_array.fill_from_matrix_native(matrix.items, dst_offset, mat_len)
1760 add_index += mat_len
1761 end
1762 end
1763
1764 redef class NativeGLfloatArray
1765 private fun fill_from_matrix_native(matrix: matrix::NativeDoubleArray, dst_offset, len: Int) `{
1766 int i;
1767 for (i = 0; i < len; i ++)
1768 self[i+dst_offset] = (GLfloat)matrix[i];
1769 `}
1770 end
1771
1772 redef class Sys
1773 private var sprite_draw_order_sorter = new DrawOrderComparator is lazy
1774 end
1775
1776 # Sort `SpriteContext` by their `draw_order`
1777 private class DrawOrderComparator
1778 super Comparator
1779
1780 # This class can't set COMPARED because
1781 # `the public property cannot contain the private type...`
1782 #redef type COMPARED: SpriteContext
1783
1784 # Require: `a isa SpriteContext and b isa SpriteContext`
1785 redef fun compare(a, b)
1786 do return a.as(SpriteContext).draw_order <=> b.as(SpriteContext).draw_order
1787 end