gamnit: enable dynamic window resizing on desktop
[nit.git] / lib / gamnit / flat.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
6 #
7 # http://www.apache.org/licenses/LICENSE-2.0
8 #
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
14
15 # Simple API for 2D games, built around `Sprite` and `App::update`
16 #
17 # Client programs should implement `App::update` to execute game logic and
18 # add instances of `Sprite` to `App::sprites` and `App::ui_sprites`.
19 # At each frame, all sprites are drawn to the screen.
20 #
21 # This system relies on two cameras `App::world_camera` and `App::ui_camera`.
22 #
23 # * `App::world_camera` applies a perspective effect to draw the game world.
24 # This camera is designed to be moved around to see the world as well as to
25 # zoom in and out. It is used to position the sprites in `App::sprites`.
26 #
27 # * `App::ui_camera` is a simple orthogonal camera to display UI objects.
28 # This camera should mostly be still, it can still move for chock effects
29 # and the like. It can be used to standardize the size of the UI across
30 # devices. It is used to position the sprites in `App::ui_sprites`.
31 #
32 # See the sample game at `contrib/asteronits/` and the basic project template
33 # at `lib/gamnit/examples/template/`.
34 module flat
35
36 import glesv2
37 intrude import geometry::points_and_lines # For _x, _y and _z
38 intrude import matrix
39 import matrix::projection
40 import more_collections
41 import performance_analysis
42
43 import gamnit
44 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
49
50 # Visible 2D entity in the game world or UI
51 #
52 # Similar to `gamnit::Actor` which is in 3D.
53 #
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.
59 #
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
64 # to the `SpriteSet`.
65 #
66 # ~~~
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))
70 #
71 # # Add sprite to the visible game world
72 # app.sprites.add sprite
73 #
74 # # Extra configuration of the sprite
75 # sprite.rotation = pi/2.0
76 # sprite.scale = 2.0
77 #
78 # # Show only the blue colors
79 # sprite.red = 0.0
80 # sprite.green = 0.0
81 # ~~~
82 #
83 # To add a sprite to the UI it can be anchored to screen borders
84 # with `ui_camera.top_left` and the likes.
85 #
86 # ~~~nitish
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)
89 #
90 # # Load texture and create sprite
91 # var texture = new Texture("path/in/assets.png")
92 # var sprite = new Sprite(texture, pos)
93 #
94 # # Add it to the UI (above world sprites)
95 # app.ui_sprites.add sprite
96 # ~~~
97 class Sprite
98
99 # Texture drawn to screen
100 var texture: Texture is writable(texture_direct=)
101
102 # Texture drawn to screen
103 fun texture=(value: Texture)
104 do
105 if isset _texture and value != texture then
106 needs_update
107 if value.root != texture.root then needs_remap
108 end
109 texture_direct = value
110 end
111
112 # Center position of this sprite in world coordinates
113 var center: Point3d[Float] is writable(center_direct=), noautoinit
114
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
118 needs_update
119 center.sprites_remove self
120 end
121
122 value.sprites_add self
123 center_direct = value
124 end
125
126 # Rotation on the Z axis, positive values turn counterclockwise
127 var rotation = 0.0 is writable(rotation_direct=)
128
129 # Rotation on the Z axis, positive values turn counterclockwise
130 fun rotation=(value: Float)
131 do
132 if isset _rotation and value != rotation then needs_update
133 rotation_direct = value
134 end
135
136 # Mirror `texture` horizontally, inverting each pixel on the X axis
137 var invert_x = false is writable(invert_x_direct=)
138
139 # Mirror `texture` horizontally, inverting each pixel on the X axis
140 fun invert_x=(value: Bool)
141 do
142 if isset _invert_x and value != invert_x then needs_update
143 invert_x_direct = value
144 end
145
146 # Scale applied to this sprite
147 #
148 # The basic size of `self` depends on the size in pixels of `texture`.
149 var scale = 1.0 is writable(scale_direct=)
150
151 # Scale applied to this sprite
152 #
153 # The basic size of `self` depends on the size in pixels of `texture`.
154 fun scale=(value: Float)
155 do
156 if isset _scale and value != scale then needs_update
157 scale_direct = value
158 end
159
160 # Red tint applied to `texture` on draw
161 fun red: Float do return tint[0]
162
163 # Red tint applied to `texture` on draw
164 fun red=(value: Float)
165 do
166 if isset _tint and value != red then needs_update
167 tint[0] = value
168 end
169
170 # Green tint applied to `texture` on draw
171 fun green: Float do return tint[1]
172
173 # Green tint applied to `texture` on draw
174 fun green=(value: Float)
175 do
176 if isset _tint and value != green then needs_update
177 tint[1] = value
178 end
179
180 # Blue tint applied to `texture` on draw
181 fun blue: Float do return tint[2]
182
183 # Blue tint applied to `texture` on draw
184 fun blue=(value: Float)
185 do
186 if isset _tint and value != blue then needs_update
187 tint[2] = value
188 end
189
190 # Transparency applied to `texture` on draw
191 fun alpha: Float do return tint[3]
192
193 # Transparency applied to `texture` on draw
194 fun alpha=(value: Float)
195 do
196 if isset _tint and value != alpha then needs_update
197 tint[3] = value
198 end
199
200 # Tint applied to `texture` on draw
201 #
202 # Alternative to the accessors `red, green, blue & alpha`.
203 # Changes inside the array do not automatically set `needs_update`.
204 #
205 # Require: `tint.length == 4`
206 var tint: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct=)
207
208 # Tint applied to `texture` on draw, see `tint`
209 fun tint=(value: Array[Float])
210 do
211 if isset _tint and value != tint then needs_update
212 tint_direct = value
213 end
214
215 # Is this sprite static and added in bulk?
216 #
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=)
222
223 # Is this sprite static and added in bulk? see `static`
224 fun static=(value: Bool)
225 do
226 if isset _static and value != static then needs_remap
227 static_direct = value
228 end
229
230 # Request an update on the CPU
231 #
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.
235 fun needs_update
236 do
237 var c = context
238 if c != null then c.sprites_to_update.add self
239 end
240
241 # Request a resorting of this sprite in its sprite list
242 #
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.
247 fun needs_remap
248 do
249 var l = sprite_set
250 if l != null then l.sprites_to_remap.add self
251 end
252
253 # Current context to which `self` was sorted
254 private var context: nullable SpriteContext = null
255
256 # Current context to which `self` belongs
257 private var sprite_set: nullable SpriteSet = null
258 end
259
260 redef class App
261 # Default graphic program to draw `sprites`
262 private var simple_2d_program = new Simple2dProgram is lazy
263
264 # Camera for world `sprites` and `depth::actors` with perspective
265 #
266 # By default, the camera is configured to a height of 1080 units
267 # of world coordinates at `z == 0.0`.
268 var world_camera: EulerCamera is lazy do
269 var camera = new EulerCamera(app.display.as(not null))
270
271 # Aim for full HD pixel resolution at level 0
272 camera.reset_height 1080.0
273 camera.near = 10.0
274
275 return camera
276 end
277
278 # Camera for `ui_sprites` using an orthogonal view
279 var ui_camera = new UICamera(app.display.as(not null)) is lazy
280
281 # World sprites drawn as seen by `world_camera`
282 var sprites: Set[Sprite] = new SpriteSet
283
284 # UI sprites drawn as seen by `ui_camera`, over world `sprites`
285 var ui_sprites: Set[Sprite] = new SpriteSet
286
287 # Main method to refine in clients to update game logic and `sprites`
288 fun update(dt: Float) do end
289
290 # Display `texture` as a splash screen
291 #
292 # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis.
293 fun show_splash_screen(texture: Texture)
294 do
295 texture.load
296
297 var splash = new Sprite(texture, ui_camera.center.offset(0.0, 0.0, 0.0))
298 ui_sprites.add splash
299
300 var display = display
301 assert display != null
302 glClear gl_COLOR_BUFFER_BIT
303 frame_core_ui_sprites display
304 display.flip
305
306 ui_sprites.remove splash
307 end
308
309 # ---
310 # Support and implementation
311
312 # Main clock used to count each frame `dt`, lapsed for `update` only
313 private var clock = new Clock is lazy
314
315 # Performance clock to for `frame_core_draw` operations
316 private var perf_clock_main = new Clock
317
318 # Second performance clock for smaller operations
319 private var perf_clock_sprites = new Clock is lazy
320
321 redef fun on_create
322 do
323 super
324
325 var display = display
326 assert display != null
327
328 var gl_error = glGetError
329 assert gl_error == gl_NO_ERROR else print_error gl_error
330
331 # Prepare program
332 var program = simple_2d_program
333 program.compile_and_link
334
335 var gamnit_error = program.error
336 assert gamnit_error == null else print_error gamnit_error
337
338 # Enable blending
339 gl.capabilities.blend.enable
340 glBlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA)
341
342 # Enable depth test
343 gl.capabilities.depth_test.enable
344 glDepthFunc gl_LEQUAL
345 glDepthMask true
346
347 # Prepare viewport and background color
348 glViewport(0, 0, display.width, display.height)
349 glClearColor(0.0, 0.0, 0.0, 1.0)
350
351 gl_error = glGetError
352 assert gl_error == gl_NO_ERROR else print_error gl_error
353
354 # Prepare to draw
355 for tex in all_root_textures do
356 tex.load
357 gamnit_error = tex.error
358 if gamnit_error != null then print_error gamnit_error
359
360 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
361 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
362 end
363 end
364
365 redef fun on_stop
366 do
367 # Clean up
368 simple_2d_program.delete
369
370 # Close gamnit
371 var display = display
372 if display != null then display.close
373 end
374
375 redef fun on_resize(display)
376 do
377 super
378
379 world_camera.mvp_matrix_cache = null
380 ui_camera.mvp_matrix_cache = null
381
382 # Update all sprites in the UI
383 for sprite in ui_sprites do sprite.needs_update
384 end
385
386 redef fun frame_core(display)
387 do
388 # Prepare to draw, clear buffers
389 glClear(gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT)
390
391 # Check errors
392 var gl_error = glGetError
393 assert gl_error == gl_NO_ERROR else print_error gl_error
394
395 # Update game logic and set sprites
396 perf_clock_main.lapse
397 var dt = clock.lapse.to_f
398 update dt
399 sys.perfs["gamnit flat update client"].add perf_clock_main.lapse
400
401 # Draw and flip screen
402 frame_core_draw display
403 display.flip
404
405 # Check errors
406 gl_error = glGetError
407 assert gl_error == gl_NO_ERROR else print_error gl_error
408 end
409
410 # Draw the whole screen, all `glDraw...` calls should be executed here
411 protected fun frame_core_draw(display: GamnitDisplay)
412 do
413 frame_core_dynamic_resolution_before display
414
415 perf_clock_main.lapse
416 frame_core_world_sprites display
417 perfs["gamnit flat world_sprites"].add perf_clock_main.lapse
418
419 frame_core_ui_sprites display
420 perfs["gamnit flat ui_sprites"].add perf_clock_main.lapse
421
422 frame_core_dynamic_resolution_after display
423 end
424
425 private fun frame_core_sprites(display: GamnitDisplay, sprite_set: SpriteSet, camera: Camera)
426 do
427 var simple_2d_program = app.simple_2d_program
428 simple_2d_program.use
429 simple_2d_program.mvp.uniform camera.mvp_matrix
430
431 # draw
432 sprite_set.draw
433 end
434
435 # Draw world sprites from `sprites`
436 protected fun frame_core_world_sprites(display: GamnitDisplay)
437 do
438 frame_core_sprites(display, sprites.as(SpriteSet), world_camera)
439 end
440
441 # Draw UI sprites from `ui_sprites`
442 protected fun frame_core_ui_sprites(display: GamnitDisplay)
443 do
444 # Reset only the depth buffer
445 glClear gl_DEPTH_BUFFER_BIT
446
447 frame_core_sprites(display, ui_sprites.as(SpriteSet), ui_camera)
448 end
449 end
450
451 redef class Texture
452
453 # Vertices coordinates of the base geometry
454 #
455 # Defines the default width and height of related sprites.
456 private var vertices: Array[Float] is lazy do
457 var w = width
458 var h = height
459 return [-0.5*w, 0.5*h, 0.0,
460 0.5*w, 0.5*h, 0.0,
461 -0.5*w, -0.5*h, 0.0,
462 0.5*w, -0.5*h, 0.0]
463 end
464
465 # Coordinates of this texture on the `root` texture, in `[0..1.0]`
466 private var texture_coords: Array[Float] is lazy do
467 var l = offset_left
468 var r = offset_right
469 var b = offset_bottom
470 var t = offset_top
471 return [l, t,
472 r, t,
473 l, b,
474 r, b]
475 end
476
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
479 var l = offset_left
480 var r = offset_right
481 var b = offset_bottom
482 var t = offset_top
483 return [r, t,
484 l, t,
485 r, b,
486 l, b]
487 end
488 end
489
490 # Graphic program to display simple models with a texture, translation, rotation and scale
491 private class Simple2dProgram
492 super GamnitProgramFromSource
493
494 redef var vertex_shader_source = """
495 // Vertex coordinates
496 attribute vec4 coord;
497
498 // Vertex color tint
499 attribute vec4 color;
500
501 // Vertex translation
502 attribute vec4 translation;
503
504 // Vertex scaling
505 attribute float scale;
506
507 // Vertex coordinates on textures
508 attribute vec2 tex_coord;
509
510 // Model view projection matrix
511 uniform mat4 mvp;
512
513 // Rotation matrix
514 attribute vec4 rotation_row0;
515 attribute vec4 rotation_row1;
516 attribute vec4 rotation_row2;
517 attribute vec4 rotation_row3;
518
519 mat4 rotation()
520 {
521 return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
522 }
523
524 // Output to the fragment shader
525 varying vec4 v_color;
526 varying vec2 v_coord;
527
528 void main()
529 {
530 gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
531 v_color = color;
532 v_coord = tex_coord;
533 }
534 """ @ glsl_vertex_shader
535
536 redef var fragment_shader_source = """
537 precision mediump float;
538
539 // Does this object use a texture?
540 uniform bool use_texture;
541
542 // Texture to apply on this object
543 uniform sampler2D texture0;
544
545 // Input from the vertex shader
546 varying vec4 v_color;
547 varying vec2 v_coord;
548
549 void main()
550 {
551 if(use_texture) {
552 gl_FragColor = v_color * texture2D(texture0, v_coord);
553 if (gl_FragColor.a <= 0.01) discard;
554 } else {
555 gl_FragColor = v_color;
556 }
557 }
558 """ @ glsl_fragment_shader
559
560 # Vertices coordinates
561 var coord = attributes["coord"].as(AttributeVec4) is lazy
562
563 # Should this program use the texture `texture`?
564 var use_texture = uniforms["use_texture"].as(UniformBool) is lazy
565
566 # Visible texture unit
567 var texture = uniforms["texture0"].as(UniformSampler2D) is lazy
568
569 # Coordinates on the textures, per vertex
570 var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
571
572 # Color tint per vertex
573 var color = attributes["color"].as(AttributeVec4) is lazy
574
575 # Translation applied to each vertex
576 var translation = attributes["translation"].as(AttributeVec4) is lazy
577
578 # Rotation matrix, row 0
579 var rotation_row0 = attributes["rotation_row0"].as(AttributeVec4) is lazy
580
581 # Rotation matrix, row 1
582 var rotation_row1 = attributes["rotation_row1"].as(AttributeVec4) is lazy
583
584 # Rotation matrix, row 2
585 var rotation_row2 = attributes["rotation_row2"].as(AttributeVec4) is lazy
586
587 # Rotation matrix, row 3
588 var rotation_row3 = attributes["rotation_row3"].as(AttributeVec4) is lazy
589
590 # Scaling per vertex
591 var scale = attributes["scale"].as(AttributeFloat) is lazy
592
593 # Model view projection matrix
594 var mvp = uniforms["mvp"].as(UniformMat4) is lazy
595 end
596
597 redef class Point3d[N]
598 # ---
599 # Associate each point to its sprites
600
601 private var sprites: nullable Array[Sprite] = null
602
603 private fun sprites_add(sprite: Sprite)
604 do
605 var sprites = sprites
606 if sprites == null then
607 sprites = new Array[Sprite]
608 self.sprites = sprites
609 end
610 sprites.add sprite
611 end
612
613 private fun sprites_remove(sprite: Sprite)
614 do
615 var sprites = sprites
616 assert sprites != null
617 sprites.remove sprite
618 end
619
620 # ---
621 # Notify `sprites` on attribute modification
622
623 private fun needs_update
624 do
625 var sprites = sprites
626 if sprites != null then for s in sprites do s.needs_update
627 end
628
629 redef fun x=(v)
630 do
631 if isset _x and v != x then needs_update
632 super
633 end
634
635 redef fun y=(v)
636 do
637 if isset _y and v != y then needs_update
638 super
639 end
640
641 redef fun z=(v)
642 do
643 if isset _z and v != z then needs_update
644 super
645 end
646 end
647
648 redef class OffsetPoint3d
649 redef fun x=(v)
650 do
651 if isset _x and v != x then needs_update
652 super
653 end
654
655 redef fun y=(v)
656 do
657 if isset _y and v != y then needs_update
658 super
659 end
660
661 redef fun z=(v)
662 do
663 if isset _z and v != z then needs_update
664 super
665 end
666 end
667
668 # Set of sprites sorting them into different `SpriteContext`
669 private class SpriteSet
670 super HashSet[Sprite]
671
672 # Map texture then static vs dynamic to a `SpriteContext`
673 var contexts_map = new HashMap2[RootTexture, Bool, SpriteContext]
674
675 # Contexts in `contexts_map`
676 var contexts_items = new Array[SpriteContext]
677
678 # Sprites needing resorting in `contexts_map`
679 var sprites_to_remap = new Array[Sprite]
680
681 # Add a sprite to the appropriate context
682 fun map_sprite(sprite: Sprite)
683 do
684 assert sprite.context == null else print_error "Sprite {sprite} belongs to another SpriteSet"
685
686 var texture = sprite.texture.root
687 var context = contexts_map[texture, sprite.static]
688
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)
692
693 contexts_map[texture, sprite.static] = context
694 contexts_items.add context
695 end
696
697 context.sprites.add sprite
698 context.sprites_to_update.add sprite
699
700 sprite.context = context
701 sprite.sprite_set = self
702 end
703
704 # Remove a sprite from its context
705 fun unmap_sprite(sprite: Sprite)
706 do
707 var context = sprite.context
708 assert context != null
709 context.sprites.remove sprite
710
711 sprite.context = null
712 sprite.sprite_set = null
713 end
714
715 # Draw all sprites by all contexts
716 fun draw
717 do
718 for sprite in sprites_to_remap do
719 unmap_sprite sprite
720 map_sprite sprite
721 end
722 sprites_to_remap.clear
723
724 for context in contexts_items do context.draw
725 end
726
727 redef fun add(e)
728 do
729 if contexts_items.has(e.context) then return
730 map_sprite e
731 super
732 end
733
734 redef fun remove(e)
735 do
736 super
737 if e isa Sprite then unmap_sprite e
738 end
739
740 redef fun remove_all(e)
741 do
742 if not has(e) then return
743 remove e
744 end
745
746 redef fun clear
747 do
748 for sprite in self do
749 sprite.context = null
750 sprite.sprite_set = null
751 end
752 super
753 for c in contexts_items do c.destroy
754 contexts_map.clear
755 contexts_items.clear
756 end
757 end
758
759 # Context for calls to `glDrawElements`
760 #
761 # Each context has only one `texture` and `usage`, but many sprites.
762 private class SpriteContext
763
764 # ---
765 # Context config and state
766
767 # Only root texture drawn by this context
768 var texture: nullable RootTexture
769
770 # OpenGL ES usage of `buffer_array` and `buffer_element`
771 var usage: GLBufferUsage
772
773 # Sprites drawn by this context
774 var sprites = new GroupedArray[Sprite]
775
776 # Sprites to update since last `draw`
777 var sprites_to_update = new Set[Sprite]
778
779 # Sprites that have been update and for which `needs_update` can be set to false
780 var updated_sprites = new Array[Sprite]
781
782 # Buffer size to preallocate at `resize`, multiplied by `sprites.length`
783 #
784 # Require: `resize_ratio >= 1.0`
785 var resize_ratio = 1.2
786
787 # ---
788 # OpenGL ES data
789
790 # OpenGL ES buffer name for vertex data
791 var buffer_array: Int = -1
792
793 # OpenGL ES buffer name for indices
794 var buffer_element: Int = -1
795
796 # Current capacity, in sprites, of `buffer_array` and `buffer_element`
797 var buffer_capacity = 0
798
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
802
803 # ---
804 # Constants
805
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*
810 return 4 + 4 + 4 +
811 1 + 2 + 4*4
812 end
813
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
818 end
819
820 # Number of bytes per sprite
821 var bytes_per_sprite: Int is lazy do return bytes_per_vertex * 4
822
823 # Number of vertex indices per sprite draw call (2 triangles)
824 var indices_per_sprite = 6
825
826 # ---
827 # Main services
828
829 # Allocate `buffer_array` and `buffer_element`
830 fun prepare
831 do
832 var bufs = glGenBuffers(2)
833 buffer_array = bufs[0]
834 buffer_element = bufs[1]
835
836 var gl_error = glGetError
837 assert gl_error == gl_NO_ERROR else print_error gl_error
838 end
839
840 # Destroy `buffer_array` and `buffer_element`
841 fun destroy
842 do
843 glDeleteBuffers([buffer_array, buffer_element])
844 var gl_error = glGetError
845 assert gl_error == gl_NO_ERROR else print_error gl_error
846
847 buffer_array = -1
848 buffer_element = -1
849 end
850
851 # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more)
852 fun resize
853 do
854 app.perf_clock_sprites.lapse
855
856 # Allocate a bit more space
857 var capacity = (sprites.capacity.to_f * resize_ratio).to_i
858
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
865
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
875
876 buffer_capacity = capacity
877
878 sys.perfs["gamnit flat gpu resize"].add app.perf_clock_sprites.lapse
879 end
880
881 # Update GPU data of `sprite`
882 fun update_sprite(sprite: Sprite)
883 do
884 var sprite_index = sprites.index_of(sprite)
885 if sprite_index == -1 then return
886
887 # Vertices data
888
889 var data = local_data_buffer
890 var o = 0
891 for v in [0..4[ do
892 # vec4 translation
893 data[o+ 0] = sprite.center.x
894 data[o+ 1] = sprite.center.y
895 data[o+ 2] = sprite.center.z
896 data[o+ 3] = 0.0
897
898 # vec4 color
899 data[o+ 4] = sprite.tint[0]
900 data[o+ 5] = sprite.tint[1]
901 data[o+ 6] = sprite.tint[2]
902 data[o+ 7] = sprite.tint[3]
903
904 # float scale
905 data[o+ 8] = sprite.scale
906
907 # vec4 coord
908 data[o+ 9] = sprite.texture.vertices[v*3+0]
909 data[o+10] = sprite.texture.vertices[v*3+1]
910 data[o+11] = sprite.texture.vertices[v*3+2]
911 data[o+12] = 0.0
912
913 # vec2 tex_coord
914 var texture = texture
915 if texture != null then
916 var tc = if sprite.invert_x then
917 sprite.texture.texture_coords_invert_x
918 else sprite.texture.texture_coords
919 data[o+13] = tc[v*2+0]
920 data[o+14] = tc[v*2+1]
921 end
922
923 # mat4 rotation
924 var rot
925 if sprite.rotation == 0.0 then
926 # Cache the matrix at no rotation
927 rot = once new Matrix.identity(4)
928 else
929 rot = new Matrix.rotation(sprite.rotation, 0.0, 0.0, 1.0)
930 end
931 data.fill_from_matrix(rot, o+15)
932
933 o += float_per_vertex
934 end
935
936 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
937 glBufferSubData(gl_ARRAY_BUFFER, sprite_index*bytes_per_sprite, bytes_per_sprite, data.native_array)
938
939 var gl_error = glGetError
940 assert gl_error == gl_NO_ERROR else print_error gl_error
941
942 # Element / indices
943 #
944 # 0--1
945 # | /|
946 # |/ |
947 # 2--3
948
949 var indices = local_indices_buffer
950 var io = sprite_index*4
951 indices[0] = io+0
952 indices[1] = io+2
953 indices[2] = io+1
954 indices[3] = io+1
955 indices[4] = io+2
956 indices[5] = io+3
957
958 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
959 glBufferSubData(gl_ELEMENT_ARRAY_BUFFER, sprite_index*6*2, 6*2, indices.native_array)
960
961 gl_error = glGetError
962 assert gl_error == gl_NO_ERROR else print_error gl_error
963 end
964
965 # Draw all `sprites`
966 #
967 # Call `resize` and `update_sprite` as needed before actual draw operation.
968 #
969 # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU
970 fun draw
971 do
972 if buffer_array == -1 then prepare
973
974 assert buffer_array > 0 and buffer_element > 0 else
975 print_error "Internal error: {self} was destroyed"
976 end
977
978 # Setup
979 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
980 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element)
981
982 # Resize GPU buffers?
983 if sprites.capacity > buffer_capacity then
984 # Try to defragment first
985 var moved = sprites.defragment
986
987 if sprites.capacity > buffer_capacity then
988 # Defragmentation wasn't enough, grow
989 resize
990
991 # We must update everything
992 for s in sprites.items do if s != null then sprites_to_update.add s
993 else
994 # Just update the moved sprites
995 for s in moved do sprites_to_update.add s
996 end
997 else if sprites.available.not_empty then
998 # Defragment a bit anyway
999 # TODO defrag only when there's time left on a frame
1000 var moved = sprites.defragment(1)
1001 for s in moved do sprites_to_update.add s
1002 end
1003
1004 # Update GPU sprites data
1005 if sprites_to_update.not_empty then
1006 app.perf_clock_sprites.lapse
1007
1008 for sprite in sprites_to_update do update_sprite(sprite)
1009 sprites_to_update.clear
1010
1011 sys.perfs["gamnit flat gpu update"].add app.perf_clock_sprites.lapse
1012 end
1013
1014 # Update uniforms specific to this context
1015 var texture = texture
1016 app.simple_2d_program.use_texture.uniform texture != null
1017 if texture != null then
1018 glActiveTexture gl_TEXTURE0
1019 glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
1020 app.simple_2d_program.texture.uniform 0
1021 end
1022 var gl_error = glGetError
1023 assert gl_error == gl_NO_ERROR else print_error gl_error
1024
1025 # Configure attributes, in order:
1026 # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*
1027 var offset = 0
1028 var p = app.simple_2d_program
1029 var sizeof_gl_float = 4 # sizeof(GL_FLOAT)
1030
1031 var size = 4 # Number of floats
1032 glEnableVertexAttribArray p.translation.location
1033 glVertexAttribPointeri(p.translation.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1034 offset += size * sizeof_gl_float
1035 gl_error = glGetError
1036 assert gl_error == gl_NO_ERROR else print_error gl_error
1037
1038 size = 4
1039 glEnableVertexAttribArray p.color.location
1040 glVertexAttribPointeri(p.color.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1041 offset += size * sizeof_gl_float
1042 gl_error = glGetError
1043 assert gl_error == gl_NO_ERROR else print_error gl_error
1044
1045 size = 1
1046 glEnableVertexAttribArray p.scale.location
1047 glVertexAttribPointeri(p.scale.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1048 offset += size * sizeof_gl_float
1049 gl_error = glGetError
1050 assert gl_error == gl_NO_ERROR else print_error gl_error
1051
1052 size = 4
1053 glEnableVertexAttribArray p.coord.location
1054 glVertexAttribPointeri(p.coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1055 offset += size * sizeof_gl_float
1056 gl_error = glGetError
1057 assert gl_error == gl_NO_ERROR else print_error gl_error
1058
1059 size = 2
1060 glEnableVertexAttribArray p.tex_coord.location
1061 glVertexAttribPointeri(p.tex_coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1062 offset += size * sizeof_gl_float
1063 gl_error = glGetError
1064 assert gl_error == gl_NO_ERROR else print_error gl_error
1065
1066 size = 4
1067 for r in [p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3] do
1068 if r.is_active then
1069 glEnableVertexAttribArray r.location
1070 glVertexAttribPointeri(r.location, size, gl_FLOAT, false, bytes_per_vertex, offset)
1071 end
1072 offset += size * sizeof_gl_float
1073 gl_error = glGetError
1074 assert gl_error == gl_NO_ERROR else print_error gl_error
1075 end
1076
1077 # Actual draw
1078 for s in sprites.starts, e in sprites.ends do
1079 var l = e-s
1080 glDrawElementsi(gl_TRIANGLES, l*indices_per_sprite, gl_UNSIGNED_SHORT, 2*s*indices_per_sprite)
1081 gl_error = glGetError
1082 assert gl_error == gl_NO_ERROR else print_error gl_error
1083 end
1084
1085 # Take down
1086 for attr in [p.translation, p.color, p.scale, p.coord, p.tex_coord,
1087 p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3: Attribute] do
1088 if not attr.is_active then continue
1089 glDisableVertexAttribArray(attr.location)
1090 gl_error = glGetError
1091 assert gl_error == gl_NO_ERROR else print_error gl_error
1092 end
1093
1094 glBindBuffer(gl_ARRAY_BUFFER, 0)
1095 glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, 0)
1096 gl_error = glGetError
1097 assert gl_error == gl_NO_ERROR else print_error gl_error
1098 end
1099 end
1100
1101 # Representation of sprite data on the GPU
1102 #
1103 # The main purpose of this class is to optimize the use of contiguous
1104 # space in GPU memory. Each contiguous memory block can be drawn in a
1105 # single call. The starts index of each block is kept by `starts,
1106 # and the end + 1 by `ends`.
1107 #
1108 # The data can be compressed by a call to `defragment`.
1109 #
1110 # ~~~
1111 # intrude import gamnit::flat
1112 #
1113 # var array = new GroupedArray[String]
1114 # assert array.to_s == ""
1115 #
1116 # array.add "a"
1117 # array.add "b"
1118 # array.add "c"
1119 # array.add "d"
1120 # array.add "e"
1121 # array.add "f"
1122 # assert array.to_s == "[a,b,c,d,e,f]"
1123 # assert array.capacity == 6
1124 #
1125 # array.remove "a"
1126 # assert array.to_s == "[b,c,d,e,f]"
1127 #
1128 # array.remove "b"
1129 # assert array.to_s == "[c,d,e,f]"
1130 #
1131 # array.remove "f"
1132 # assert array.to_s == "[c,d,e]"
1133 #
1134 # array.remove "d"
1135 # assert array.to_s == "[c][e]"
1136 #
1137 # array.add "A"
1138 # assert array.to_s == "[A][c][e]"
1139 #
1140 # array.add "B"
1141 # assert array.to_s == "[A,B,c][e]"
1142 #
1143 # array.remove "e"
1144 # assert array.to_s == "[A,B,c]"
1145 #
1146 # array.add "D"
1147 # assert array.to_s == "[A,B,c,D]"
1148 #
1149 # array.add "E"
1150 # assert array.to_s == "[A,B,c,D,E]"
1151 # assert array.capacity == 6
1152 # assert array.length == 5
1153 #
1154 # array.remove "A"
1155 # array.remove "B"
1156 # array.remove "c"
1157 # array.remove "D"
1158 # array.remove "E"
1159 # assert array.to_s == ""
1160 #
1161 # array.add "a"
1162 # assert array.to_s == "[a]"
1163 # ~~~
1164 private class GroupedArray[E]
1165
1166 # Memory with actual objects, and null in empty slots
1167 var items = new Array[nullable E]
1168
1169 # Number of items in the array
1170 var length = 0
1171
1172 # Number of item slots in the array
1173 fun capacity: Int do return items.length
1174
1175 # Index of `item`
1176 fun index_of(item: E): Int do return items.index_of(item)
1177
1178 # List of available slots
1179 var available = new MinHeap[Int].default
1180
1181 # Start index of filled chunks
1182 var starts = new List[Int]
1183
1184 # Index of the spots after filled chunks
1185 var ends = new List[Int]
1186
1187 # Add `item` to the first available slot
1188 fun add(item: E)
1189 do
1190 length += 1
1191
1192 if available.not_empty then
1193 # starts & ends can't be empty
1194
1195 var i = available.take
1196 items[i] = item
1197
1198 if i == starts.first - 1 then
1199 # slot 0 free, 1 taken
1200 starts.first -= 1
1201 else if i == 0 then
1202 # slot 0 and more free
1203 starts.unshift 0
1204 ends.unshift 1
1205 else if starts.length >= 2 and ends.first + 1 == starts[1] then
1206 # merge 2 chunks
1207 ends.remove_at 0
1208 starts.remove_at 1
1209 else
1210 # at end of first chunk
1211 ends.first += 1
1212 end
1213 return
1214 end
1215
1216 items.add item
1217 if ends.is_empty then
1218 starts.add 0
1219 ends.add 1
1220 else ends.last += 1
1221 end
1222
1223 # Remove the first instance of `item`
1224 fun remove(item: E)
1225 do
1226 var i = items.index_of(item)
1227 assert i != -1
1228 length -= 1
1229 items[i] = null
1230
1231 var ii = 0
1232 for s in starts, e in ends do
1233 if s <= i and i < e then
1234 if s == e-1 then
1235 # single item chunk
1236 starts.remove_at ii
1237 ends.remove_at ii
1238
1239 if starts.is_empty then
1240 items.clear
1241 available.clear
1242 return
1243 end
1244 else if e-1 == i then
1245 # last item of chunk
1246 ends[ii] -= 1
1247
1248 else if s == i then
1249 # first item of chunk
1250 starts[ii] += 1
1251 else
1252 # break up chunk
1253 ends.insert(ends[ii], ii+1)
1254 ends[ii] = i
1255 starts.insert(i+1, ii+1)
1256 end
1257
1258 available.add i
1259 return
1260 end
1261 ii += 1
1262 end
1263
1264 abort
1265 end
1266
1267 # Defragment and compress everything into a single chunks beginning at 0
1268 #
1269 # Returns the elements that moved as a list.
1270 #
1271 # ~~~
1272 # intrude import gamnit::flat
1273 #
1274 # var array = new GroupedArray[String]
1275 # array.add "a"
1276 # array.add "b"
1277 # array.add "c"
1278 # array.add "d"
1279 # array.remove "c"
1280 # array.remove "a"
1281 # assert array.to_s == "[b][d]"
1282 #
1283 # var moved = array.defragment
1284 # assert moved.to_s == "[d]"
1285 # assert array.to_s == "[d,b]"
1286 # assert array.length == 2
1287 # assert array.capacity == 2
1288 #
1289 # array.add "e"
1290 # array.add "f"
1291 # assert array.to_s == "[d,b,e,f]"
1292 # ~~~
1293 fun defragment(max: nullable Int): Array[E]
1294 do
1295 app.perf_clock_sprites.lapse
1296 max = max or else length
1297
1298 var moved = new Array[E]
1299 while max > 0 and (starts.length > 1 or starts.first != 0) do
1300 var i = ends.last - 1
1301 var e = items[i]
1302 remove e
1303 add e
1304 moved.add e
1305 max -= 1
1306 end
1307
1308 if starts.length == 1 and starts.first == 0 then
1309 for i in [length..capacity[ do items.pop
1310 available.clear
1311 end
1312
1313 sys.perfs["gamnit flat gpu defrag"].add app.perf_clock_sprites.lapse
1314 return moved
1315 end
1316
1317 redef fun to_s
1318 do
1319 var ss = new Array[String]
1320 for s in starts, e in ends do
1321 ss.add "["
1322 for i in [s..e[ do
1323 var item: nullable Object = items[i]
1324 if item == null then item = "null"
1325 ss.add item.to_s
1326 if i != e-1 then ss.add ","
1327 end
1328 ss.add "]"
1329 end
1330 return ss.join
1331 end
1332 end
1333
1334 redef class GLfloatArray
1335 private fun fill_from_matrix(matrix: Matrix, dst_offset: nullable Int)
1336 do
1337 dst_offset = dst_offset or else 0
1338 var mat_len = matrix.width*matrix.height
1339 assert length >= mat_len + dst_offset
1340 native_array.fill_from_matrix_native(matrix.items, dst_offset, mat_len)
1341 end
1342 end
1343
1344 redef class NativeGLfloatArray
1345 private fun fill_from_matrix_native(matrix: matrix::NativeDoubleArray, dst_offset, len: Int) `{
1346 int i;
1347 for (i = 0; i < len; i ++)
1348 self[i+dst_offset] = (GLfloat)matrix[i];
1349 `}
1350 end