intrude import gamnit::cameras
intrude import gamnit::cameras_cache
import gamnit::dynamic_resolution
-import gamnit::limit_fps
-import gamnit::camera_control
# Visible 2D entity in the game world or UI
#
tint_direct = value
end
+ # Draw order, higher values cause this sprite to be drawn latter
+ #
+ # Change this value to avoid artifacts when drawing non-opaque sprites.
+ # In general, sprites with a non-opaque `texture` and sprites closer to
+ # the camera should have a higher value to be drawn last.
+ #
+ # Sprites sharing a `draw_order` are drawn in the same pass.
+ # The sprite to sprite draw order is undefined and may change when adding
+ # and removing sprites, or changing their attributes.
+ #
+ # ### Warning
+ #
+ # Changing this value may have a negative performance impact if there are
+ # many different `draw_order` values across many sprites.
+ # Sprites sharing some attributes are drawn as group to reduce
+ # the communication overhead between the CPU and GPU,
+ # and changing `draw_order` may break up large groups into smaller groups.
+ var draw_order = 0 is writable(draw_order_direct=)
+
+ # Set draw order, see `draw_order`
+ fun draw_order=(value: Int)
+ do
+ if isset _draw_order and value != draw_order then needs_remap
+ draw_order_direct = value
+ end
+
# Is this sprite static and added in bulk?
#
# Set to `true` to give a hint to the framework that this sprite won't
var ui_camera = new UICamera(app.display.as(not null)) is lazy
# World sprites drawn as seen by `world_camera`
- var sprites: Set[Sprite] = new SpriteSet
+ var sprites = new SpriteSet
# UI sprites drawn as seen by `ui_camera`, over world `sprites`
- var ui_sprites: Set[Sprite] = new SpriteSet
+ var ui_sprites = new SpriteSet
# Main method to refine in clients to update game logic and `sprites`
fun update(dt: Float) do end
# Draw world sprites from `sprites`
protected fun frame_core_world_sprites(display: GamnitDisplay)
do
- frame_core_sprites(display, sprites.as(SpriteSet), world_camera)
+ frame_core_sprites(display, sprites, world_camera)
end
# Draw UI sprites from `ui_sprites`
# Reset only the depth buffer
glClear gl_DEPTH_BUFFER_BIT
- frame_core_sprites(display, ui_sprites.as(SpriteSet), ui_camera)
+ frame_core_sprites(display, ui_sprites, ui_camera)
end
end
end
# Set of sprites sorting them into different `SpriteContext`
-private class SpriteSet
+class SpriteSet
super HashSet[Sprite]
- # Map texture then static vs dynamic to a `SpriteContext`
- var contexts_map = new HashMap3[RootTexture, nullable RootTexture, Bool, Array[SpriteContext]]
-
- # Contexts in `contexts_map`
- var contexts_items = new Array[SpriteContext]
-
- # Sprites needing resorting in `contexts_map`
- var sprites_to_remap = new Array[Sprite]
-
# Animation speed multiplier (0.0 to pause, 1.0 for normal speed, etc.)
var time_mod = 1.0 is writable
# Seconds elapsed since the launch of the program, in world time responding to `time_mod`
var time = 0.0
+ # Map texture then static vs dynamic to a `SpriteContext`
+ private var contexts_map = new HashMap4[RootTexture, nullable RootTexture, Bool, Int, Array[SpriteContext]]
+
+ # Contexts in `contexts_map`, sorted by draw order
+ private var contexts_items = new Array[SpriteContext]
+
+ # Sprites needing resorting in `contexts_map`
+ private var sprites_to_remap = new Array[Sprite]
+
# Add a sprite to the appropriate context
- fun map_sprite(sprite: Sprite)
+ private fun map_sprite(sprite: Sprite)
do
assert sprite.context == null else print_error "Sprite {sprite} belongs to another SpriteSet"
var animation = sprite.animation
var animation_texture = if animation != null then
animation.frames.first.root else null
- var contexts = contexts_map[texture, animation_texture, sprite.static]
+ var draw_order = sprite.draw_order
+ var contexts = contexts_map[texture, animation_texture, sprite.static, draw_order]
var context = null
if contexts != null then
if context == null then
var usage = if sprite.static then gl_STATIC_DRAW else gl_DYNAMIC_DRAW
- context = new SpriteContext(texture, animation_texture, usage)
+ context = new SpriteContext(texture, animation_texture, usage, draw_order)
if contexts == null then
contexts = new Array[SpriteContext]
- contexts_map[texture, animation_texture, sprite.static] = contexts
+ contexts_map[texture, animation_texture, sprite.static, draw_order] = contexts
end
contexts.add context
+
contexts_items.add context
+ sprite_draw_order_sorter.sort(contexts_items)
end
context.sprites.add sprite
end
# Remove a sprite from its context
- fun unmap_sprite(sprite: Sprite)
+ private fun unmap_sprite(sprite: Sprite)
do
var context = sprite.context
assert context != null
end
# Draw all sprites by all contexts
- fun draw
+ private fun draw
do
+ # Remap sprites that may need to change context
for sprite in sprites_to_remap do
unmap_sprite sprite
map_sprite sprite
end
sprites_to_remap.clear
+ # Sort by draw order
for context in contexts_items do context.draw
end
# OpenGL ES usage of `buffer_array` and `buffer_element`
var usage: GLBufferUsage
+ # Draw order shared by all `sprites`
+ var draw_order: Int
+
# Sprites drawn by this context
var sprites = new GroupedSprites
data[o+36] = tc[v*2+1]
# a_tex_diff
- var dx = animation.frames[1].texture_coords[0] - animation.frames[0].texture_coords[0]
- var dy = animation.frames[1].texture_coords[1] - animation.frames[0].texture_coords[1]
+ var dx = 0.0
+ var dy = 0.0
+ if animation.frames.length > 1 then
+ dx = animation.frames[1].texture_coords[0] - animation.frames[0].texture_coords[0]
+ dy = animation.frames[1].texture_coords[1] - animation.frames[0].texture_coords[1]
+ end
data[o+37] = dx
data[o+38] = dy
self[i+dst_offset] = (GLfloat)matrix[i];
`}
end
+
+redef class Sys
+ private var sprite_draw_order_sorter = new DrawOrderComparator is lazy
+end
+
+# Sort `SpriteContext` by their `draw_order`
+private class DrawOrderComparator
+ super Comparator
+
+ # This class can't set COMPARED because
+ # `the public property cannot contain the private type...`
+ #redef type COMPARED: SpriteContext
+
+ # Require: `a isa SpriteContext and b isa SpriteContext`
+ redef fun compare(a, b)
+ do return a.as(SpriteContext).draw_order <=> b.as(SpriteContext).draw_order
+end