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/`.
37 intrude import geometry
::points_and_lines
# For _x, _y and _z
39 import matrix
::projection
40 import more_collections
41 import performance_analysis
44 intrude import gamnit
::cameras
45 intrude import gamnit
::cameras_cache
46 import gamnit
::dynamic_resolution
47 import gamnit
::limit_fps
48 import gamnit
::camera_control
50 # Visible 2D entity in the game world or UI
52 # Similar to `gamnit::Actor` which is in 3D.
54 # Each sprite associates a `texture` to the position `center`.
55 # The appearance is modified by `rotation`, `invert_x`,
56 # `scale`, `red`, `green`, `blue` and `alpha`.
57 # These values can be changed at any time and will trigger an update
58 # of the data on the GPU side, having a small performance cost.
60 # For a sprite to be visible, it must be added to either the world `sprites`
61 # or the `ui_sprites`.
62 # However, an instance of `Sprite` can only belong to a single `SpriteSet`
63 # at a time. The final on-screen position depends on the camera associated
67 # # Load texture and create sprite
68 # var texture = new Texture("path/in/assets.png")
69 # var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0))
71 # # Add sprite to the visible game world
72 # app.sprites.add sprite
74 # # Extra configuration of the sprite
75 # sprite.rotation = pi/2.0
78 # # Show only the blue colors
83 # To add a sprite to the UI it can be anchored to screen borders
84 # with `ui_camera.top_left` and the likes.
87 # # Place it a bit off the top left of the screen
88 # var pos = app.ui_camera.top_left.offset(128.0, -128.0, 0)
90 # # Load texture and create sprite
91 # var texture = new Texture("path/in/assets.png")
92 # var sprite = new Sprite(texture, pos)
94 # # Add it to the UI (above world sprites)
95 # app.ui_sprites.add sprite
99 # Texture drawn to screen
100 var texture
: Texture is writable(texture_direct
=)
102 # Texture drawn to screen
103 fun texture
=(value
: Texture)
105 if isset _texture
and value
!= texture
then
107 if value
.root
!= texture
.root
then needs_remap
109 texture_direct
= value
112 # Center position of this sprite in world coordinates
113 var center
: Point3d[Float] is writable(center_direct
=), noautoinit
115 # Center position of this sprite in world coordinates
116 fun center
=(value
: Point3d[Float]) is autoinit
do
117 if isset _center
and value
!= center
then
119 center
.sprites_remove
self
122 value
.sprites_add
self
123 center_direct
= value
126 # Rotation on the Z axis, positive values turn counterclockwise
127 var rotation
= 0.0 is writable(rotation_direct
=)
129 # Rotation on the Z axis, positive values turn counterclockwise
130 fun rotation
=(value
: Float)
132 if isset _rotation
and value
!= rotation
then needs_update
133 rotation_direct
= value
136 # Mirror `texture` horizontally, inverting each pixel on the X axis
137 var invert_x
= false is writable(invert_x_direct
=)
139 # Mirror `texture` horizontally, inverting each pixel on the X axis
140 fun invert_x
=(value
: Bool)
142 if isset _invert_x
and value
!= invert_x
then needs_update
143 invert_x_direct
= value
146 # Scale applied to this sprite
148 # The basic size of `self` depends on the size in pixels of `texture`.
149 var scale
= 1.0 is writable(scale_direct
=)
151 # Scale applied to this sprite
153 # The basic size of `self` depends on the size in pixels of `texture`.
154 fun scale
=(value
: Float)
156 if isset _scale
and value
!= scale
then needs_update
160 # Red tint applied to `texture` on draw
161 fun red
: Float do return tint
[0]
163 # Red tint applied to `texture` on draw
164 fun red
=(value
: Float)
166 if isset _tint
and value
!= red
then needs_update
170 # Green tint applied to `texture` on draw
171 fun green
: Float do return tint
[1]
173 # Green tint applied to `texture` on draw
174 fun green
=(value
: Float)
176 if isset _tint
and value
!= green
then needs_update
180 # Blue tint applied to `texture` on draw
181 fun blue
: Float do return tint
[2]
183 # Blue tint applied to `texture` on draw
184 fun blue
=(value
: Float)
186 if isset _tint
and value
!= blue
then needs_update
190 # Transparency applied to `texture` on draw
191 fun alpha
: Float do return tint
[3]
193 # Transparency applied to `texture` on draw
194 fun alpha
=(value
: Float)
196 if isset _tint
and value
!= alpha
then needs_update
200 # Tint applied to `texture` on draw
202 # Alternative to the accessors `red, green, blue & alpha`.
203 # Changes inside the array do not automatically set `needs_update`.
205 # Require: `tint.length == 4`
206 var tint
: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct
=)
208 # Tint applied to `texture` on draw, see `tint`
209 fun tint
=(value
: Array[Float])
211 if isset _tint
and value
!= tint
then needs_update
215 # Is this sprite static and added in bulk?
217 # Set to `true` to give a hint to the framework that this sprite won't
218 # change often and that it is added in bulk with other static sprites.
219 # This value can be ignored in the prototyping phase of a game and
220 # added only when better performance are needed.
221 var static
= false is writable(static_direct
=)
223 # Is this sprite static and added in bulk? see `static`
224 fun static
=(value
: Bool)
226 if isset _static
and value
!= static
then needs_remap
227 static_direct
= value
230 # Request an update on the CPU
232 # This is called automatically on modification of any value of `Sprite`.
233 # However, it can still be set manually if a modification can't be
234 # detected or by subclasses.
238 if c
!= null then c
.sprites_to_update
.add
self
241 # Request a resorting of this sprite in its sprite list
243 # Resorting is required when `static` or the root of `texture` changes.
244 # This is called automatically when such changes are detected.
245 # However, it can still be set manually if a modification can't be
246 # detected or by subclasses.
250 if l
!= null then l
.sprites_to_remap
.add
self
253 # Current context to which `self` was sorted
254 private var context
: nullable SpriteContext = null
257 private var context_index
: Int = -1
259 # Current context to which `self` belongs
260 private var sprite_set
: nullable SpriteSet = null
264 # Default graphic program to draw `sprites`
265 private var simple_2d_program
= new Simple2dProgram is lazy
267 # Camera for world `sprites` and `depth::actors` with perspective
269 # By default, the camera is configured to a height of 1080 units
270 # of world coordinates at `z == 0.0`.
271 var world_camera
: EulerCamera is lazy
do
272 var camera
= new EulerCamera(app
.display
.as(not null))
274 # Aim for full HD pixel resolution at level 0
275 camera
.reset_height
1080.0
281 # Camera for `ui_sprites` using an orthogonal view
282 var ui_camera
= new UICamera(app
.display
.as(not null)) is lazy
284 # World sprites drawn as seen by `world_camera`
285 var sprites
: Set[Sprite] = new SpriteSet
287 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
288 var ui_sprites
: Set[Sprite] = new SpriteSet
290 # Main method to refine in clients to update game logic and `sprites`
291 fun update
(dt
: Float) do end
293 # Display `texture` as a splash screen
295 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
296 fun show_splash_screen
(texture
: Texture)
300 var splash
= new Sprite(texture
, ui_camera
.center
.offset
(0.0, 0.0, 0.0))
301 ui_sprites
.add splash
303 var display
= display
304 assert display
!= null
305 glClear gl_COLOR_BUFFER_BIT
306 frame_core_ui_sprites display
309 ui_sprites
.remove splash
313 # Support and implementation
315 # Main clock used to count each frame `dt`, lapsed for `update` only
316 private var clock
= new Clock is lazy
318 # Performance clock to for `frame_core_draw` operations
319 private var perf_clock_main
= new Clock
321 # Second performance clock for smaller operations
322 private var perf_clock_sprites
= new Clock is lazy
328 var display
= display
329 assert display
!= null
331 var gl_error
= glGetError
332 assert gl_error
== gl_NO_ERROR
else print_error gl_error
335 var program
= simple_2d_program
336 program
.compile_and_link
338 var gamnit_error
= program
.error
339 assert gamnit_error
== null else print_error gamnit_error
342 gl
.capabilities
.blend
.enable
343 glBlendFunc
(gl_SRC_ALPHA
, gl_ONE_MINUS_SRC_ALPHA
)
346 gl
.capabilities
.depth_test
.enable
347 glDepthFunc gl_LEQUAL
350 # Prepare viewport and background color
351 glViewport
(0, 0, display
.width
, display
.height
)
352 glClearColor
(0.0, 0.0, 0.0, 1.0)
354 gl_error
= glGetError
355 assert gl_error
== gl_NO_ERROR
else print_error gl_error
358 for tex
in all_root_textures
do
360 gamnit_error
= tex
.error
361 if gamnit_error
!= null then print_error gamnit_error
363 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MIN_FILTER
, gl_LINEAR
)
364 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, gl_LINEAR
)
371 simple_2d_program
.delete
374 var display
= display
375 if display
!= null then display
.close
378 redef fun on_resize
(display
)
382 world_camera
.mvp_matrix_cache
= null
383 ui_camera
.mvp_matrix_cache
= null
385 # Update all sprites in the UI
386 for sprite
in ui_sprites
do sprite
.needs_update
389 redef fun frame_core
(display
)
392 var gl_error
= glGetError
393 assert gl_error
== gl_NO_ERROR
else print_error gl_error
395 # Update game logic and set sprites
396 perf_clock_main
.lapse
397 var dt
= clock
.lapse
.to_f
399 sys
.perfs
["gamnit flat update client"].add perf_clock_main
.lapse
401 # Draw and flip screen
402 frame_core_draw display
406 gl_error
= glGetError
407 assert gl_error
== gl_NO_ERROR
else print_error gl_error
410 # Draw the whole screen, all `glDraw...` calls should be executed here
411 protected fun frame_core_draw
(display
: GamnitDisplay)
413 frame_core_dynamic_resolution_before display
415 perf_clock_main
.lapse
416 frame_core_world_sprites display
417 perfs
["gamnit flat world_sprites"].add perf_clock_main
.lapse
419 frame_core_ui_sprites display
420 perfs
["gamnit flat ui_sprites"].add perf_clock_main
.lapse
422 frame_core_dynamic_resolution_after display
425 private fun frame_core_sprites
(display
: GamnitDisplay, sprite_set
: SpriteSet, camera
: Camera)
427 var simple_2d_program
= app
.simple_2d_program
428 simple_2d_program
.use
429 simple_2d_program
.mvp
.uniform camera
.mvp_matrix
435 # Draw world sprites from `sprites`
436 protected fun frame_core_world_sprites
(display
: GamnitDisplay)
438 frame_core_sprites
(display
, sprites
.as(SpriteSet), world_camera
)
441 # Draw UI sprites from `ui_sprites`
442 protected fun frame_core_ui_sprites
(display
: GamnitDisplay)
444 # Reset only the depth buffer
445 glClear gl_DEPTH_BUFFER_BIT
447 frame_core_sprites
(display
, ui_sprites
.as(SpriteSet), ui_camera
)
453 # Vertices coordinates of the base geometry
455 # Defines the default width and height of related sprites.
456 private var vertices
: Array[Float] is lazy
do
459 return [-0.5*w
, 0.5*h
, 0.0,
465 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
466 private var texture_coords
: Array[Float] is lazy
do
469 var b
= offset_bottom
477 # Coordinates of this texture on the `root` texture, inverting the X axis
478 private var texture_coords_invert_x
: Array[Float] is lazy
do
481 var b
= offset_bottom
490 # Graphic program to display simple models with a texture, translation, rotation and scale
491 private class Simple2dProgram
492 super GamnitProgramFromSource
494 redef var vertex_shader_source
= """
495 // Vertex coordinates
496 attribute vec4 coord;
499 attribute vec4 color;
501 // Vertex translation
502 attribute vec4 translation;
505 attribute float scale;
507 // Vertex coordinates on textures
508 attribute vec2 tex_coord;
510 // Model view projection matrix
514 attribute vec4 rotation_row0;
515 attribute vec4 rotation_row1;
516 attribute vec4 rotation_row2;
517 attribute vec4 rotation_row3;
521 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
524 // Output to the fragment shader
525 varying vec4 v_color;
526 varying vec2 v_coord;
530 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
534 """ @ glsl_vertex_shader
536 redef var fragment_shader_source
= """
537 precision mediump float;
539 // Does this object use a texture?
540 uniform bool use_texture;
542 // Texture to apply on this object
543 uniform sampler2D texture0;
545 // Input from the vertex shader
546 varying vec4 v_color;
547 varying vec2 v_coord;
552 gl_FragColor = v_color * texture2D(texture0, v_coord);
553 if (gl_FragColor.a <= 0.01) discard;
555 gl_FragColor = v_color;
558 """ @ glsl_fragment_shader
560 # Vertices coordinates
561 var coord
= attributes
["coord"].as(AttributeVec4) is lazy
563 # Should this program use the texture `texture`?
564 var use_texture
= uniforms
["use_texture"].as(UniformBool) is lazy
566 # Visible texture unit
567 var texture
= uniforms
["texture0"].as(UniformSampler2D) is lazy
569 # Coordinates on the textures, per vertex
570 var tex_coord
= attributes
["tex_coord"].as(AttributeVec2) is lazy
572 # Color tint per vertex
573 var color
= attributes
["color"].as(AttributeVec4) is lazy
575 # Translation applied to each vertex
576 var translation
= attributes
["translation"].as(AttributeVec4) is lazy
578 # Rotation matrix, row 0
579 var rotation_row0
= attributes
["rotation_row0"].as(AttributeVec4) is lazy
581 # Rotation matrix, row 1
582 var rotation_row1
= attributes
["rotation_row1"].as(AttributeVec4) is lazy
584 # Rotation matrix, row 2
585 var rotation_row2
= attributes
["rotation_row2"].as(AttributeVec4) is lazy
587 # Rotation matrix, row 3
588 var rotation_row3
= attributes
["rotation_row3"].as(AttributeVec4) is lazy
591 var scale
= attributes
["scale"].as(AttributeFloat) is lazy
593 # Model view projection matrix
594 var mvp
= uniforms
["mvp"].as(UniformMat4) is lazy
597 redef class Point3d[N
]
599 # Associate each point to its sprites
601 private var sprites
: nullable Array[Sprite] = null
603 private fun sprites_add
(sprite
: Sprite)
605 var sprites
= sprites
606 if sprites
== null then
607 sprites
= new Array[Sprite]
608 self.sprites
= sprites
613 private fun sprites_remove
(sprite
: Sprite)
615 var sprites
= sprites
616 assert sprites
!= null
617 sprites
.remove sprite
621 # Notify `sprites` on attribute modification
623 private fun needs_update
625 var sprites
= sprites
626 if sprites
!= null then for s
in sprites
do s
.needs_update
631 if isset _x
and v
!= x
then needs_update
637 if isset _y
and v
!= y
then needs_update
643 if isset _z
and v
!= z
then needs_update
648 redef class OffsetPoint3d
651 if isset _x
and v
!= x
then needs_update
657 if isset _y
and v
!= y
then needs_update
663 if isset _z
and v
!= z
then needs_update
668 # Set of sprites sorting them into different `SpriteContext`
669 private class SpriteSet
670 super HashSet[Sprite]
672 # Map texture then static vs dynamic to a `SpriteContext`
673 var contexts_map
= new HashMap2[RootTexture, Bool, SpriteContext]
675 # Contexts in `contexts_map`
676 var contexts_items
= new Array[SpriteContext]
678 # Sprites needing resorting in `contexts_map`
679 var sprites_to_remap
= new Array[Sprite]
681 # Add a sprite to the appropriate context
682 fun map_sprite
(sprite
: Sprite)
684 assert sprite
.context
== null else print_error
"Sprite {sprite} belongs to another SpriteSet"
686 var texture
= sprite
.texture
.root
687 var context
= contexts_map
[texture
, sprite
.static
]
689 if context
== null then
690 var usage
= if sprite
.static
then gl_STATIC_DRAW
else gl_DYNAMIC_DRAW
691 context
= new SpriteContext(texture
, usage
)
693 contexts_map
[texture
, sprite
.static
] = context
694 contexts_items
.add context
697 context
.sprites
.add sprite
698 context
.sprites_to_update
.add sprite
700 sprite
.context
= context
701 sprite
.sprite_set
= self
704 # Remove a sprite from its context
705 fun unmap_sprite
(sprite
: Sprite)
707 var context
= sprite
.context
708 assert context
!= null
709 context
.sprites
.remove sprite
711 sprite
.context
= null
712 sprite
.sprite_set
= null
715 # Draw all sprites by all contexts
718 for sprite
in sprites_to_remap
do
722 sprites_to_remap
.clear
724 for context
in contexts_items
do context
.draw
729 if contexts_items
.has
(e
.context
) then return
737 if e
isa Sprite then unmap_sprite e
740 redef fun remove_all
(e
)
742 if not has
(e
) then return
748 for sprite
in self do
749 sprite
.context
= null
750 sprite
.sprite_set
= null
753 for c
in contexts_items
do c
.destroy
759 # Context for calls to `glDrawElements`
761 # Each context has only one `texture` and `usage`, but many sprites.
762 private class SpriteContext
765 # Context config and state
767 # Only root texture drawn by this context
768 var texture
: nullable RootTexture
770 # OpenGL ES usage of `buffer_array` and `buffer_element`
771 var usage
: GLBufferUsage
773 # Sprites drawn by this context
774 var sprites
= new GroupedSprites
776 # Sprites to update since last `draw`
777 var sprites_to_update
= new Set[Sprite]
779 # Sprites that have been update and for which `needs_update` can be set to false
780 var updated_sprites
= new Array[Sprite]
782 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
784 # Require: `resize_ratio >= 1.0`
785 var resize_ratio
= 1.2
790 # OpenGL ES buffer name for vertex data
791 var buffer_array
: Int = -1
793 # OpenGL ES buffer name for indices
794 var buffer_element
: Int = -1
796 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
797 var buffer_capacity
= 0
799 # C buffers used to pass the data of a single sprite
800 var local_data_buffer
= new GLfloatArray(float_per_vertex
*4) is lazy
801 var local_indices_buffer
= new CUInt16Array(indices_per_sprite
) is lazy
806 # Number of GL_FLOAT per vertex of `Simple2dProgram`
807 var float_per_vertex
: Int is lazy
do
808 # vec4 translation, vec4 color, vec4 coord,
809 # float scale, vec2 tex_coord, vec4 rotation_row*
814 # Number of bytes per vertex of `Simple2dProgram`
815 var bytes_per_vertex
: Int is lazy
do
816 var fs
= 4 # sizeof(GL_FLOAT)
817 return fs
* float_per_vertex
820 # Number of bytes per sprite
821 var bytes_per_sprite
: Int is lazy
do return bytes_per_vertex
* 4
823 # Number of vertex indices per sprite draw call (2 triangles)
824 var indices_per_sprite
= 6
829 # Allocate `buffer_array` and `buffer_element`
832 var bufs
= glGenBuffers
(2)
833 buffer_array
= bufs
[0]
834 buffer_element
= bufs
[1]
836 var gl_error
= glGetError
837 assert gl_error
== gl_NO_ERROR
else print_error gl_error
840 # Destroy `buffer_array` and `buffer_element`
843 glDeleteBuffers
([buffer_array
, buffer_element
])
844 var gl_error
= glGetError
845 assert gl_error
== gl_NO_ERROR
else print_error gl_error
851 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
854 app
.perf_clock_sprites
.lapse
856 # Allocate a bit more space
857 var capacity
= (sprites
.capacity
.to_f
* resize_ratio
).to_i
859 var array_bytes
= capacity
* bytes_per_sprite
860 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
861 assert glIsBuffer
(buffer_array
)
862 glBufferData
(gl_ARRAY_BUFFER
, array_bytes
, new Pointer.nul
, usage
)
863 var gl_error
= glGetError
864 assert gl_error
== gl_NO_ERROR
else print_error gl_error
866 # GL_TRIANGLES 6 vertices * sprite
867 var n_indices
= capacity
* indices_per_sprite
868 var ius
= 2 # sizeof(GL_UNSIGNED_SHORT)
869 var element_bytes
= n_indices
* ius
870 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
871 assert glIsBuffer
(buffer_element
)
872 glBufferData
(gl_ELEMENT_ARRAY_BUFFER
, element_bytes
, new Pointer.nul
, usage
)
873 gl_error
= glGetError
874 assert gl_error
== gl_NO_ERROR
else print_error gl_error
876 buffer_capacity
= capacity
878 sys
.perfs
["gamnit flat gpu resize"].add app
.perf_clock_sprites
.lapse
881 # Update GPU data of `sprite`
882 fun update_sprite
(sprite
: Sprite)
884 var context
= sprite
.context
885 if context
!= self then return
887 var sprite_index
= sprite
.context_index
888 assert sprite_index
!= -1
892 var data
= local_data_buffer
896 data
[o
+ 0] = sprite
.center
.x
897 data
[o
+ 1] = sprite
.center
.y
898 data
[o
+ 2] = sprite
.center
.z
902 data
[o
+ 4] = sprite
.tint
[0]
903 data
[o
+ 5] = sprite
.tint
[1]
904 data
[o
+ 6] = sprite
.tint
[2]
905 data
[o
+ 7] = sprite
.tint
[3]
908 data
[o
+ 8] = sprite
.scale
911 data
[o
+ 9] = sprite
.texture
.vertices
[v
*3+0]
912 data
[o
+10] = sprite
.texture
.vertices
[v
*3+1]
913 data
[o
+11] = sprite
.texture
.vertices
[v
*3+2]
917 var texture
= texture
918 if texture
!= null then
919 var tc
= if sprite
.invert_x
then
920 sprite
.texture
.texture_coords_invert_x
921 else sprite
.texture
.texture_coords
922 data
[o
+13] = tc
[v
*2+0]
923 data
[o
+14] = tc
[v
*2+1]
928 if sprite
.rotation
== 0.0 then
929 # Cache the matrix at no rotation
930 rot
= once
new Matrix.identity
(4)
932 rot
= new Matrix.rotation
(sprite
.rotation
, 0.0, 0.0, 1.0)
934 data
.fill_from_matrix
(rot
, o
+15)
936 o
+= float_per_vertex
939 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
940 glBufferSubData
(gl_ARRAY_BUFFER
, sprite_index
*bytes_per_sprite
, bytes_per_sprite
, data
.native_array
)
942 var gl_error
= glGetError
943 assert gl_error
== gl_NO_ERROR
else print_error gl_error
952 var indices
= local_indices_buffer
953 var io
= sprite_index
*4
961 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
962 glBufferSubData
(gl_ELEMENT_ARRAY_BUFFER
, sprite_index
*6*2, 6*2, indices
.native_array
)
964 gl_error
= glGetError
965 assert gl_error
== gl_NO_ERROR
else print_error gl_error
970 # Call `resize` and `update_sprite` as needed before actual draw operation.
972 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
975 if buffer_array
== -1 then prepare
977 assert buffer_array
> 0 and buffer_element
> 0 else
978 print_error
"Internal error: {self} was destroyed"
982 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
983 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, buffer_element
)
985 # Resize GPU buffers?
986 if sprites
.capacity
> buffer_capacity
then
987 # Try to defragment first
988 var moved
= sprites
.defragment
990 if sprites
.capacity
> buffer_capacity
then
991 # Defragmentation wasn't enough, grow
994 # We must update everything
995 for s
in sprites
.items
do if s
!= null then sprites_to_update
.add s
997 # Just update the moved sprites
998 for s
in moved
do sprites_to_update
.add s
1000 else if sprites
.available
.not_empty
then
1001 # Defragment a bit anyway
1002 # TODO defrag only when there's time left on a frame
1003 var moved
= sprites
.defragment
(1)
1004 for s
in moved
do sprites_to_update
.add s
1007 # Update GPU sprites data
1008 if sprites_to_update
.not_empty
then
1009 app
.perf_clock_sprites
.lapse
1011 for sprite
in sprites_to_update
do update_sprite
(sprite
)
1012 sprites_to_update
.clear
1014 sys
.perfs
["gamnit flat gpu update"].add app
.perf_clock_sprites
.lapse
1017 # Update uniforms specific to this context
1018 var texture
= texture
1019 app
.simple_2d_program
.use_texture
.uniform texture
!= null
1020 if texture
!= null then
1021 glActiveTexture gl_TEXTURE0
1022 glBindTexture
(gl_TEXTURE_2D
, texture
.gl_texture
)
1023 app
.simple_2d_program
.texture
.uniform
0
1025 var gl_error
= glGetError
1026 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1028 # Configure attributes, in order:
1029 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
1031 var p
= app
.simple_2d_program
1032 var sizeof_gl_float
= 4 # sizeof(GL_FLOAT)
1034 var size
= 4 # Number of floats
1035 glEnableVertexAttribArray p
.translation
.location
1036 glVertexAttribPointeri
(p
.translation
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1037 offset
+= size
* sizeof_gl_float
1038 gl_error
= glGetError
1039 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1042 glEnableVertexAttribArray p
.color
.location
1043 glVertexAttribPointeri
(p
.color
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1044 offset
+= size
* sizeof_gl_float
1045 gl_error
= glGetError
1046 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1049 glEnableVertexAttribArray p
.scale
.location
1050 glVertexAttribPointeri
(p
.scale
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1051 offset
+= size
* sizeof_gl_float
1052 gl_error
= glGetError
1053 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1056 glEnableVertexAttribArray p
.coord
.location
1057 glVertexAttribPointeri
(p
.coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1058 offset
+= size
* sizeof_gl_float
1059 gl_error
= glGetError
1060 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1063 glEnableVertexAttribArray p
.tex_coord
.location
1064 glVertexAttribPointeri
(p
.tex_coord
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1065 offset
+= size
* sizeof_gl_float
1066 gl_error
= glGetError
1067 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1070 for r
in [p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
] do
1072 glEnableVertexAttribArray r
.location
1073 glVertexAttribPointeri
(r
.location
, size
, gl_FLOAT
, false, bytes_per_vertex
, offset
)
1075 offset
+= size
* sizeof_gl_float
1076 gl_error
= glGetError
1077 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1081 for s
in sprites
.starts
, e
in sprites
.ends
do
1083 glDrawElementsi
(gl_TRIANGLES
, l
*indices_per_sprite
, gl_UNSIGNED_SHORT
, 2*s
*indices_per_sprite
)
1084 gl_error
= glGetError
1085 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1089 for attr
in [p
.translation
, p
.color
, p
.scale
, p
.coord
, p
.tex_coord
,
1090 p
.rotation_row0
, p
.rotation_row1
, p
.rotation_row2
, p
.rotation_row3
: Attribute] do
1091 if not attr
.is_active
then continue
1092 glDisableVertexAttribArray
(attr
.location
)
1093 gl_error
= glGetError
1094 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1097 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
1098 glBindBuffer
(gl_ELEMENT_ARRAY_BUFFER
, 0)
1099 gl_error
= glGetError
1100 assert gl_error
== gl_NO_ERROR
else print_error gl_error
1104 # Representation of sprite data on the GPU
1106 # The main purpose of this class is to optimize the use of contiguous
1107 # space in GPU memory. Each contiguous memory block can be drawn in a
1108 # single call. The starts index of each block is kept by `starts,
1109 # and the end + 1 by `ends`.
1111 # The data can be compressed by a call to `defragment`.
1114 # intrude import gamnit::flat
1116 # var array = new GroupedArray[String]
1117 # assert array.to_s == ""
1125 # assert array.to_s == "[a,b,c,d,e,f]"
1126 # assert array.capacity == 6
1129 # assert array.to_s == "[b,c,d,e,f]"
1132 # assert array.to_s == "[c,d,e,f]"
1135 # assert array.to_s == "[c,d,e]"
1138 # assert array.to_s == "[c][e]"
1141 # assert array.to_s == "[A][c][e]"
1144 # assert array.to_s == "[A,B,c][e]"
1147 # assert array.to_s == "[A,B,c]"
1150 # assert array.to_s == "[A,B,c,D]"
1153 # assert array.to_s == "[A,B,c,D,E]"
1154 # assert array.capacity == 6
1155 # assert array.length == 5
1162 # assert array.to_s == ""
1165 # assert array.to_s == "[a]"
1167 private class GroupedArray[E
]
1169 # Memory with actual objects, and null in empty slots
1170 var items
= new Array[nullable E
]
1172 # Number of items in the array
1175 # Number of item slots in the array
1176 fun capacity
: Int do return items
.length
1178 # List of available slots
1179 var available
= new MinHeap[Int].default
1181 # Start index of filled chunks
1182 var starts
= new List[Int]
1184 # Index of the spots after filled chunks
1185 var ends
= new List[Int]
1187 # Add `item` to the first available slot and return its index
1188 fun add
(item
: E
): Int
1192 if available
.not_empty
then
1193 # starts & ends can't be empty
1195 var i
= available
.take
1198 if i
== starts
.first
- 1 then
1199 # slot 0 free, 1 taken
1202 # slot 0 and more free
1205 else if starts
.length
>= 2 and ends
.first
+ 1 == starts
[1] then
1210 # at end of first chunk
1217 if ends
.is_empty
then
1221 return ends
.last
- 1
1224 # Remove the first instance of `item`
1227 var index
= items
.index_of
(item
)
1228 remove_at
(item
, index
)
1231 # Remove `item` at `index`
1232 fun remove_at
(item
: E
, index
: Int)
1239 for s
in starts
, e
in ends
do
1240 if s
<= i
and i
< e
then
1246 if starts
.is_empty
then
1251 else if e-1
== i
then
1252 # last item of chunk
1256 # first item of chunk
1260 ends
.insert
(ends
[ii
], ii
+1)
1262 starts
.insert
(i
+1, ii
+1)
1274 # Defragment and compress everything into a single chunks beginning at 0
1276 # Returns the elements that moved as a list.
1279 # intrude import gamnit::flat
1281 # var array = new GroupedArray[String]
1288 # assert array.to_s == "[b][d]"
1290 # var moved = array.defragment
1291 # assert moved.to_s == "[d]"
1292 # assert array.to_s == "[d,b]"
1293 # assert array.length == 2
1294 # assert array.capacity == 2
1298 # assert array.to_s == "[d,b,e,f]"
1300 fun defragment
(max
: nullable Int): Array[E
]
1302 app
.perf_clock_sprites
.lapse
1303 max
= max
or else length
1305 var moved
= new Array[E
]
1306 while max
> 0 and (starts
.length
> 1 or starts
.first
!= 0) do
1307 var i
= ends
.last
- 1
1316 if starts
.length
== 1 and starts
.first
== 0 then
1317 for i
in [length
..capacity
[ do items
.pop
1321 sys
.perfs
["gamnit flat gpu defrag"].add app
.perf_clock_sprites
.lapse
1327 var ss
= new Array[String]
1328 for s
in starts
, e
in ends
do
1331 var item
: nullable Object = items
[i
]
1332 if item
== null then item
= "null"
1334 if i
!= e-1
then ss
.add
","
1342 # Optimized `GroupedArray` to use `Sprite::context_index` and avoid using `index_of`
1343 private class GroupedSprites
1344 super GroupedArray[Sprite]
1349 item
.context_index
= index
1353 redef fun remove
(item
) do remove_at
(item
, item
.context_index
)
1356 redef class GLfloatArray
1357 private fun fill_from_matrix
(matrix
: Matrix, dst_offset
: nullable Int)
1359 dst_offset
= dst_offset
or else 0
1360 var mat_len
= matrix
.width
*matrix
.height
1361 assert length
>= mat_len
+ dst_offset
1362 native_array
.fill_from_matrix_native
(matrix
.items
, dst_offset
, mat_len
)
1366 redef class NativeGLfloatArray
1367 private fun fill_from_matrix_native
(matrix
: matrix
::NativeDoubleArray, dst_offset
, len
: Int) `{
1369 for (i = 0; i < len; i ++)
1370 self[i+dst_offset] = (GLfloat)matrix[i];