X-Git-Url: http://nitlanguage.org diff --git a/lib/gamnit/flat.nit b/lib/gamnit/flat.nit index 8501ef4..85c702c 100644 --- a/lib/gamnit/flat.nit +++ b/lib/gamnit/flat.nit @@ -12,7 +12,7 @@ # See the License for the specific language governing permissions and # limitations under the License. -# Simple API for 2D games, based around `Sprite` and `App::update` +# Simple API for 2D games, built around `Sprite` and `App::update` # # Client programs should implement `App::update` to execute game logic and # add instances of `Sprite` to `App::sprites` and `App::ui_sprites`. @@ -21,117 +21,309 @@ # This system relies on two cameras `App::world_camera` and `App::ui_camera`. # # * `App::world_camera` applies a perspective effect to draw the game world. -# This camera is designed to be moved around to see the world as well as to zoom in and out. -# It is used to position the sprites in `App::sprites`. +# This camera is designed to be moved around to see the world as well as to +# zoom in and out. It is used to position the sprites in `App::sprites`. # # * `App::ui_camera` is a simple orthogonal camera to display UI objects. -# This camera should mostly be still, it can still move for chock effects and the like. -# It can be used to standardize the size of the UI across devices. -# It is used to position the sprites in `App::ui_sprites`. +# This camera should mostly be still, it can still move for chock effects +# and the like. It can be used to standardize the size of the UI across +# devices. It is used to position the sprites in `App::ui_sprites`. # -# See the sample game at `contrib/asteronits/`. +# See the sample game at `contrib/asteronits/` and the basic project template +# at `lib/gamnit/examples/template/`. module flat import glesv2 - -import geometry::points_and_lines +intrude import geometry::points_and_lines # For _x, _y and _z +intrude import matrix import matrix::projection import more_collections -import realtime +import performance_analysis import gamnit -import gamnit::cameras +intrude import gamnit::cameras +intrude import gamnit::cameras_cache +import gamnit::dynamic_resolution import gamnit::limit_fps +import gamnit::camera_control -import android_two_fingers_motion is conditional(android) - -# Image to draw on screen +# Visible 2D entity in the game world or UI +# +# Similar to `gamnit::Actor` which is in 3D. +# +# Each sprite associates a `texture` to the position `center`. +# The appearance is modified by `rotation`, `invert_x`, +# `scale`, `red`, `green`, `blue` and `alpha`. +# These values can be changed at any time and will trigger an update +# of the data on the GPU side, having a small performance cost. +# +# For a sprite to be visible, it must be added to either the world `sprites` +# or the `ui_sprites`. +# However, an instance of `Sprite` can only belong to a single `SpriteSet` +# at a time. The final on-screen position depends on the camera associated +# to the `SpriteSet`. +# +# ~~~ +# # Load texture and create sprite +# var texture = new Texture("path/in/assets.png") +# var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0)) +# +# # Add sprite to the visible game world +# app.sprites.add sprite +# +# # Extra configuration of the sprite +# sprite.rotation = pi/2.0 +# sprite.scale = 2.0 +# +# # Show only the blue colors +# sprite.red = 0.0 +# sprite.green = 0.0 +# ~~~ +# +# To add a sprite to the UI it can be anchored to screen borders +# with `ui_camera.top_left` and the likes. +# +# ~~~nitish +# # Place it a bit off the top left of the screen +# var pos = app.ui_camera.top_left.offset(128.0, -128.0, 0) +# +# # Load texture and create sprite +# var texture = new Texture("path/in/assets.png") +# var sprite = new Sprite(texture, pos) +# +# # Add it to the UI (above world sprites) +# app.ui_sprites.add sprite +# ~~~ class Sprite # Texture drawn to screen - var texture: Texture is writable + var texture: Texture is writable(texture_direct=) + + # Texture drawn to screen + fun texture=(value: Texture) + do + if isset _texture and value != texture then + needs_update + if value.root != texture.root then needs_remap + end + texture_direct = value + end + + # Center position of this sprite in world coordinates + var center: Point3d[Float] is writable(center_direct=), noautoinit + + # Center position of this sprite in world coordinates + fun center=(value: Point3d[Float]) is autoinit do + if isset _center and value != center then + needs_update + center.sprites_remove self + end + + value.sprites_add self + center_direct = value + end + + # Rotation on the Z axis, positive values turn counterclockwise + var rotation = 0.0 is writable(rotation_direct=) - # Position of this sprite in world coordinates - var center: Point3d[Float] is writable + # Rotation on the Z axis, positive values turn counterclockwise + fun rotation=(value: Float) + do + if isset _rotation and value != rotation then needs_update + rotation_direct = value + end - # Rotation on the Z axis, where 0.0 points right and `0.5*pi` points up - var rotation = 0.0 is writable + # Mirror `texture` horizontally, inverting each pixel on the X axis + var invert_x = false is writable(invert_x_direct=) # Mirror `texture` horizontally, inverting each pixel on the X axis - var invert_x = false is writable + fun invert_x=(value: Bool) + do + if isset _invert_x and value != invert_x then needs_update + invert_x_direct = value + end + + # Scale applied to this sprite + # + # The basic size of `self` depends on the size in pixels of `texture`. + var scale = 1.0 is writable(scale_direct=) # Scale applied to this sprite - var scale = 1.0 is writable + # + # The basic size of `self` depends on the size in pixels of `texture`. + fun scale=(value: Float) + do + if isset _scale and value != scale then needs_update + scale_direct = value + end + + # Red tint applied to `texture` on draw + fun red: Float do return tint[0] - # Transparency applied to the texture on draw + # Red tint applied to `texture` on draw + fun red=(value: Float) + do + if isset _tint and value != red then needs_update + tint[0] = value + end + + # Green tint applied to `texture` on draw + fun green: Float do return tint[1] + + # Green tint applied to `texture` on draw + fun green=(value: Float) + do + if isset _tint and value != green then needs_update + tint[1] = value + end + + # Blue tint applied to `texture` on draw + fun blue: Float do return tint[2] + + # Blue tint applied to `texture` on draw + fun blue=(value: Float) + do + if isset _tint and value != blue then needs_update + tint[2] = value + end + + # Transparency applied to `texture` on draw fun alpha: Float do return tint[3] - # Transparency applied to the texture on draw - fun alpha=(value: Float) do tint[3] = value + # Transparency applied to `texture` on draw + fun alpha=(value: Float) + do + if isset _tint and value != alpha then needs_update + tint[3] = value + end - # Tint applied to the texture on draw + # Tint applied to `texture` on draw + # + # Alternative to the accessors `red, green, blue & alpha`. + # Changes inside the array do not automatically set `needs_update`. # # Require: `tint.length == 4` - var tint: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable + var tint: Array[Float] = [1.0, 1.0, 1.0, 1.0] is writable(tint_direct=) - private fun draw + # Tint applied to `texture` on draw, see `tint` + fun tint=(value: Array[Float]) do - var simple_2d_program = app.simple_2d_program + if isset _tint and value != tint then needs_update + tint_direct = value + end - glActiveTexture gl_TEXTURE0 - glBindTexture(gl_TEXTURE_2D, texture.root.gl_texture) + # Is this sprite static and added in bulk? + # + # Set to `true` to give a hint to the framework that this sprite won't + # change often and that it is added in bulk with other static sprites. + # This value can be ignored in the prototyping phase of a game and + # added only when better performance are needed. + var static = false is writable(static_direct=) + + # Is this sprite static and added in bulk? see `static` + fun static=(value: Bool) + do + if isset _static and value != static then needs_remap + static_direct = value + end - simple_2d_program.translation.array_enabled = false - simple_2d_program.color.array_enabled = false - simple_2d_program.scale.array_enabled = false + # Request an update on the CPU + # + # This is called automatically on modification of any value of `Sprite`. + # However, it can still be set manually if a modification can't be + # detected or by subclasses. + fun needs_update + do + var c = context + if c == null then return + if c.last_sprite_to_update == self then return + c.sprites_to_update.add self + c.last_sprite_to_update = self + end - simple_2d_program.translation.uniform(center.x, center.y, center.z, 0.0) - simple_2d_program.color.uniform(tint[0], tint[1], tint[2], tint[3]) - simple_2d_program.scale.uniform scale + # Request a resorting of this sprite in its sprite list + # + # Resorting is required when `static` or the root of `texture` changes. + # This is called automatically when such changes are detected. + # However, it can still be set manually if a modification can't be + # detected or by subclasses. + fun needs_remap + do + var l = sprite_set + if l != null then l.sprites_to_remap.add self + end - simple_2d_program.use_texture.uniform true - simple_2d_program.texture.uniform 0 - simple_2d_program.tex_coord.array( - if invert_x then - texture.texture_coords_invert_x - else texture.texture_coords, 2) - simple_2d_program.coord.array(texture.vertices, 3) + # Current context to which `self` was sorted + private var context: nullable SpriteContext = null - simple_2d_program.rotation.uniform new Matrix.rotation(rotation, 0.0, 0.0, -1.0) + # Index in `context` + private var context_index: Int = -1 - glDrawArrays(gl_TRIANGLE_STRIP, 0, 4) - end + # Current context to which `self` belongs + private var sprite_set: nullable SpriteSet = null end redef class App # Default graphic program to draw `sprites` - var simple_2d_program = new Simple2dProgram is lazy # TODO private + private var simple_2d_program = new Simple2dProgram is lazy - # Camera for world objects with perspective + # Camera for world `sprites` and `depth::actors` with perspective # - # By default, the camera is configured to respect the resolution - # of the screen in world coordinates at `z == 0.0`. + # By default, the camera is configured to a height of 1080 units + # of world coordinates at `z == 0.0`. var world_camera: EulerCamera is lazy do var camera = new EulerCamera(app.display.as(not null)) - # Aim for pixel resolution at level 0 - camera.reset_height - camera.near = 100.0 + # Aim for full HD pixel resolution at level 0 + camera.reset_height 1080.0 + camera.near = 10.0 return camera end - # Camera for UI elements using an orthogonal view - var ui_camera: UICamera = new UICamera(app.display.as(not null)) is lazy + # Camera for `ui_sprites` using an orthogonal view + 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 + + # UI sprites drawn as seen by `ui_camera`, over world `sprites` + var ui_sprites: Set[Sprite] = new SpriteSet + + # Main method to refine in clients to update game logic and `sprites` + fun update(dt: Float) do end + + # Display `texture` as a splash screen + # + # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis. + fun show_splash_screen(texture: Texture) + do + texture.load + + var splash = new Sprite(texture, ui_camera.center.offset(0.0, 0.0, 0.0)) + ui_sprites.add splash + + var display = display + assert display != null + glClear gl_COLOR_BUFFER_BIT + frame_core_ui_sprites display + display.flip - # Live sprites to draw in reference to `world_camera` - var sprites: Sequence[Sprite] = new List[Sprite] + ui_sprites.remove splash + end - # UI sprites to draw in reference to `ui_camera`, over world `sprites` - var ui_sprites: Sequence[Sprite] = new List[Sprite] + # --- + # Support and implementation + # Main clock used to count each frame `dt`, lapsed for `update` only private var clock = new Clock is lazy + # Performance clock to for `frame_core_draw` operations + private var perf_clock_main = new Clock + + # Second performance clock for smaller operations + private var perf_clock_sprites = new Clock is lazy + redef fun on_create do super @@ -140,7 +332,7 @@ redef class App assert display != null var gl_error = glGetError - assert gl_error == gl_NO_ERROR else print gl_error + assert gl_error == gl_NO_ERROR else print_error gl_error # Prepare program var program = simple_2d_program @@ -163,7 +355,7 @@ redef class App glClearColor(0.0, 0.0, 0.0, 1.0) gl_error = glGetError - assert gl_error == gl_NO_ERROR else print gl_error + assert gl_error == gl_NO_ERROR else print_error gl_error # Prepare to draw for tex in all_root_textures do @@ -176,18 +368,38 @@ redef class App end end - redef fun frame_core(display) + redef fun on_stop do - # Prepare to draw, clear buffers - glClear(gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT) + # Clean up + simple_2d_program.delete + # Close gamnit + var display = display + if display != null then display.close + end + + redef fun on_resize(display) + do + super + + world_camera.mvp_matrix_cache = null + ui_camera.mvp_matrix_cache = null + + # Update all sprites in the UI + for sprite in ui_sprites do sprite.needs_update + end + + redef fun frame_core(display) + do # Check errors var gl_error = glGetError - assert gl_error == gl_NO_ERROR else print gl_error + assert gl_error == gl_NO_ERROR else print_error gl_error # Update game logic and set sprites + perf_clock_main.lapse var dt = clock.lapse.to_f update dt + sys.perfs["gamnit flat update client"].add perf_clock_main.lapse # Draw and flip screen frame_core_draw display @@ -195,129 +407,91 @@ redef class App # Check errors gl_error = glGetError - assert gl_error == gl_NO_ERROR else print gl_error + assert gl_error == gl_NO_ERROR else print_error gl_error end # Draw the whole screen, all `glDraw...` calls should be executed here protected fun frame_core_draw(display: GamnitDisplay) do + frame_core_dynamic_resolution_before display + + perf_clock_main.lapse frame_core_world_sprites display + perfs["gamnit flat world_sprites"].add perf_clock_main.lapse + frame_core_ui_sprites display + perfs["gamnit flat ui_sprites"].add perf_clock_main.lapse + + frame_core_dynamic_resolution_after display end - # Draw world sprites from `sprites` - protected fun frame_core_world_sprites(display: GamnitDisplay) + private fun frame_core_sprites(display: GamnitDisplay, sprite_set: SpriteSet, camera: Camera) do + var simple_2d_program = app.simple_2d_program simple_2d_program.use + simple_2d_program.mvp.uniform camera.mvp_matrix - # Set constant configs - simple_2d_program.coord.array_enabled = true - simple_2d_program.tex_coord.array_enabled = true - simple_2d_program.color.array_enabled = false + # draw + sprite_set.draw + end - # TODO optimize this draw to store constant values on the GPU - # World sprites - simple_2d_program.mvp.uniform world_camera.mvp_matrix - for sprite in sprites do sprite.draw + # Draw world sprites from `sprites` + protected fun frame_core_world_sprites(display: GamnitDisplay) + do + frame_core_sprites(display, sprites.as(SpriteSet), world_camera) end # Draw UI sprites from `ui_sprites` protected fun frame_core_ui_sprites(display: GamnitDisplay) do - simple_2d_program.use - - # Set constant configs - simple_2d_program.coord.array_enabled = true - simple_2d_program.tex_coord.array_enabled = true - simple_2d_program.color.array_enabled = false - # Reset only the depth buffer glClear gl_DEPTH_BUFFER_BIT - # UI sprites - simple_2d_program.mvp.uniform ui_camera.mvp_matrix - for sprite in ui_sprites do sprite.draw - end - - # Main method to refine in clients to update game logic and `sprites` - fun update(dt: Float) do end - - # Display `texture` as a splash screen - # - # Load `texture` if needed and resets `ui_camera` to 1080 units on the Y axis. - fun show_splash_screen(texture: Texture) - do - texture.load - - ui_camera.reset_height 1080.0 - - var splash = new Sprite(texture, ui_camera.center) - ui_sprites.add splash - - var display = display - assert display != null - glClear gl_COLOR_BUFFER_BIT - frame_core_ui_sprites display - display.flip - - ui_sprites.remove splash - end - - redef fun on_stop - do - # Clean up - simple_2d_program.delete - - # Close gamnit - var display = display - if display != null then display.close + frame_core_sprites(display, ui_sprites.as(SpriteSet), ui_camera) end end redef class Texture # Vertices coordinates of the base geometry + # + # Defines the default width and height of related sprites. private var vertices: Array[Float] is lazy do - var mod = 1.0 - var w = width * mod - var h = height * mod - var a = [-0.5*w, -0.5*h, 0.0] - var b = [ 0.5*w, -0.5*h, 0.0] - var c = [-0.5*w, 0.5*h, 0.0] - var d = [ 0.5*w, 0.5*h, 0.0] - - var vertices = new Array[Float] - for v in [c, d, a, b] do vertices.add_all v - return vertices + var w = width + var h = height + return [-0.5*w, 0.5*h, 0.0, + 0.5*w, 0.5*h, 0.0, + -0.5*w, -0.5*h, 0.0, + 0.5*w, -0.5*h, 0.0] end - # Coordinates of this texture on the `root` texture, with `[0..1.0]` + # Coordinates of this texture on the `root` texture, in `[0..1.0]` private var texture_coords: Array[Float] is lazy do - var a = [offset_left, offset_bottom] - var b = [offset_right, offset_bottom] - var c = [offset_left, offset_top] - var d = [offset_right, offset_top] - - var texture_coords = new Array[Float] - for v in [c, d, a, b] do texture_coords.add_all v - return texture_coords + var l = offset_left + var r = offset_right + var b = offset_bottom + var t = offset_top + return [l, t, + r, t, + l, b, + r, b] end - # Coordinates of this texture on the `root` texture, with the X axis inverted + # Coordinates of this texture on the `root` texture, inverting the X axis private var texture_coords_invert_x: Array[Float] is lazy do - var a = [offset_left, offset_bottom] - var b = [offset_right, offset_bottom] - var c = [offset_left, offset_top] - var d = [offset_right, offset_top] - - var texture_coords = new Array[Float] - for v in [d, c, b, a] do texture_coords.add_all v - return texture_coords + var l = offset_left + var r = offset_right + var b = offset_bottom + var t = offset_top + return [r, t, + l, t, + r, b, + l, b] end end # Graphic program to display simple models with a texture, translation, rotation and scale -class Simple2dProgram +private class Simple2dProgram super GamnitProgramFromSource redef var vertex_shader_source = """ @@ -340,16 +514,24 @@ class Simple2dProgram uniform mat4 mvp; // Rotation matrix - uniform mat4 rotation; + attribute vec4 rotation_row0; + attribute vec4 rotation_row1; + attribute vec4 rotation_row2; + attribute vec4 rotation_row3; + + mat4 rotation() + { + return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3); + } - // Output for the fragment shader + // Output to the fragment shader varying vec4 v_color; varying vec2 v_coord; void main() { + gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp; v_color = color; - gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation + translation) * mvp; v_coord = tex_coord; } """ @ glsl_vertex_shader @@ -361,7 +543,7 @@ class Simple2dProgram uniform bool use_texture; // Texture to apply on this object - uniform sampler2D texture; + uniform sampler2D texture0; // Input from the vertex shader varying vec4 v_color; @@ -370,8 +552,8 @@ class Simple2dProgram void main() { if(use_texture) { - gl_FragColor = v_color * texture2D(texture, v_coord); - if (gl_FragColor.a == 0.0) discard; + gl_FragColor = v_color * texture2D(texture0, v_coord); + if (gl_FragColor.a <= 0.01) discard; } else { gl_FragColor = v_color; } @@ -385,7 +567,7 @@ class Simple2dProgram var use_texture = uniforms["use_texture"].as(UniformBool) is lazy # Visible texture unit - var texture = uniforms["texture"].as(UniformSampler2D) is lazy + var texture = uniforms["texture0"].as(UniformSampler2D) is lazy # Coordinates on the textures, per vertex var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy @@ -396,8 +578,17 @@ class Simple2dProgram # Translation applied to each vertex var translation = attributes["translation"].as(AttributeVec4) is lazy - # Rotation matrix - var rotation = uniforms["rotation"].as(UniformMat4) is lazy + # Rotation matrix, row 0 + var rotation_row0 = attributes["rotation_row0"].as(AttributeVec4) is lazy + + # Rotation matrix, row 1 + var rotation_row1 = attributes["rotation_row1"].as(AttributeVec4) is lazy + + # Rotation matrix, row 2 + var rotation_row2 = attributes["rotation_row2"].as(AttributeVec4) is lazy + + # Rotation matrix, row 3 + var rotation_row3 = attributes["rotation_row3"].as(AttributeVec4) is lazy # Scaling per vertex var scale = attributes["scale"].as(AttributeFloat) is lazy @@ -407,9 +598,783 @@ class Simple2dProgram end redef class Point3d[N] - # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z` - fun offset(x, y, z: Numeric): Point3d[Float] + # --- + # Associate each point to its sprites + + private var sprites: nullable Array[Sprite] = null + + private fun sprites_add(sprite: Sprite) + do + var sprites = sprites + if sprites == null then + sprites = new Array[Sprite] + self.sprites = sprites + end + sprites.add sprite + end + + private fun sprites_remove(sprite: Sprite) + do + var sprites = sprites + assert sprites != null + sprites.remove sprite + end + + # --- + # Notify `sprites` on attribute modification + + private fun needs_update + do + var sprites = sprites + if sprites != null then for s in sprites do s.needs_update + end + + redef fun x=(v) + do + if isset _x and v != x then needs_update + super + end + + redef fun y=(v) + do + if isset _y and v != y then needs_update + super + end + + redef fun z=(v) + do + if isset _z and v != z then needs_update + super + end +end + +redef class OffsetPoint3d + redef fun x=(v) + do + if isset _x and v != x then needs_update + super + end + + redef fun y=(v) + do + if isset _y and v != y then needs_update + super + end + + redef fun z=(v) + do + if isset _z and v != z then needs_update + super + end +end + +# Set of sprites sorting them into different `SpriteContext` +private class SpriteSet + super HashSet[Sprite] + + # Map texture then static vs dynamic to a `SpriteContext` + var contexts_map = new HashMap2[RootTexture, Bool, SpriteContext] + + # Contexts in `contexts_map` + var contexts_items = new Array[SpriteContext] + + # Sprites needing resorting in `contexts_map` + var sprites_to_remap = new Array[Sprite] + + # Add a sprite to the appropriate context + fun map_sprite(sprite: Sprite) + do + assert sprite.context == null else print_error "Sprite {sprite} belongs to another SpriteSet" + + var texture = sprite.texture.root + var context = contexts_map[texture, sprite.static] + + if context == null then + var usage = if sprite.static then gl_STATIC_DRAW else gl_DYNAMIC_DRAW + context = new SpriteContext(texture, usage) + + contexts_map[texture, sprite.static] = context + contexts_items.add context + end + + context.sprites.add sprite + context.sprites_to_update.add sprite + context.last_sprite_to_update = sprite + + sprite.context = context + sprite.sprite_set = self + end + + # Remove a sprite from its context + fun unmap_sprite(sprite: Sprite) + do + var context = sprite.context + assert context != null + context.sprites.remove sprite + + sprite.context = null + sprite.sprite_set = null + end + + # Draw all sprites by all contexts + fun draw + do + for sprite in sprites_to_remap do + unmap_sprite sprite + map_sprite sprite + end + sprites_to_remap.clear + + for context in contexts_items do context.draw + end + + redef fun add(e) + do + if contexts_items.has(e.context) then return + map_sprite e + super + end + + redef fun remove(e) + do + super + if e isa Sprite then unmap_sprite e + end + + redef fun remove_all(e) + do + if not has(e) then return + remove e + end + + redef fun clear + do + for sprite in self do + sprite.context = null + sprite.sprite_set = null + end + super + for c in contexts_items do c.destroy + contexts_map.clear + contexts_items.clear + end +end + +# Context for calls to `glDrawElements` +# +# Each context has only one `texture` and `usage`, but many sprites. +private class SpriteContext + + # --- + # Context config and state + + # Only root texture drawn by this context + var texture: nullable RootTexture + + # OpenGL ES usage of `buffer_array` and `buffer_element` + var usage: GLBufferUsage + + # Sprites drawn by this context + var sprites = new GroupedSprites + + # Sprites to update since last `draw` + var sprites_to_update = new Set[Sprite] + + # Cache of the last `Sprite` added to `sprites_to_update` since the last call to `draw` + var last_sprite_to_update: nullable Sprite = null + + # Sprites that have been update and for which `needs_update` can be set to false + var updated_sprites = new Array[Sprite] + + # Buffer size to preallocate at `resize`, multiplied by `sprites.length` + # + # Require: `resize_ratio >= 1.0` + var resize_ratio = 1.2 + + # --- + # OpenGL ES data + + # OpenGL ES buffer name for vertex data + var buffer_array: Int = -1 + + # OpenGL ES buffer name for indices + var buffer_element: Int = -1 + + # Current capacity, in sprites, of `buffer_array` and `buffer_element` + var buffer_capacity = 0 + + # C buffers used to pass the data of a single sprite + var local_data_buffer = new GLfloatArray(float_per_vertex*4) is lazy + var local_indices_buffer = new CUInt16Array(indices_per_sprite) is lazy + + # --- + # Constants + + # Number of GL_FLOAT per vertex of `Simple2dProgram` + var float_per_vertex: Int is lazy do + # vec4 translation, vec4 color, vec4 coord, + # float scale, vec2 tex_coord, vec4 rotation_row* + return 4 + 4 + 4 + + 1 + 2 + 4*4 + end + + # Number of bytes per vertex of `Simple2dProgram` + var bytes_per_vertex: Int is lazy do + var fs = 4 # sizeof(GL_FLOAT) + return fs * float_per_vertex + end + + # Number of bytes per sprite + var bytes_per_sprite: Int is lazy do return bytes_per_vertex * 4 + + # Number of vertex indices per sprite draw call (2 triangles) + var indices_per_sprite = 6 + + # --- + # Main services + + # Allocate `buffer_array` and `buffer_element` + fun prepare + do + var bufs = glGenBuffers(2) + buffer_array = bufs[0] + buffer_element = bufs[1] + + var gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + end + + # Destroy `buffer_array` and `buffer_element` + fun destroy + do + glDeleteBuffers([buffer_array, buffer_element]) + var gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + + buffer_array = -1 + buffer_element = -1 + end + + # Resize `buffer_array` and `buffer_element` to fit all `sprites` (and more) + fun resize + do + app.perf_clock_sprites.lapse + + # Allocate a bit more space + var capacity = (sprites.capacity.to_f * resize_ratio).to_i + + var array_bytes = capacity * bytes_per_sprite + glBindBuffer(gl_ARRAY_BUFFER, buffer_array) + assert glIsBuffer(buffer_array) + glBufferData(gl_ARRAY_BUFFER, array_bytes, new Pointer.nul, usage) + var gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + + # GL_TRIANGLES 6 vertices * sprite + var n_indices = capacity * indices_per_sprite + var ius = 2 # sizeof(GL_UNSIGNED_SHORT) + var element_bytes = n_indices * ius + glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element) + assert glIsBuffer(buffer_element) + glBufferData(gl_ELEMENT_ARRAY_BUFFER, element_bytes, new Pointer.nul, usage) + gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + + buffer_capacity = capacity + + sys.perfs["gamnit flat gpu resize"].add app.perf_clock_sprites.lapse + end + + # Update GPU data of `sprite` + fun update_sprite(sprite: Sprite) do - return new Point3d[Float](self.x.to_f+x.to_f, self.y.to_f+y.to_f, self.z.to_f+z.to_f) + var context = sprite.context + if context != self then return + + var sprite_index = sprite.context_index + assert sprite_index != -1 + + # Vertices data + + var data = local_data_buffer + var o = 0 + for v in [0..4[ do + # vec4 translation + data[o+ 0] = sprite.center.x + data[o+ 1] = sprite.center.y + data[o+ 2] = sprite.center.z + data[o+ 3] = 0.0 + + # vec4 color + data[o+ 4] = sprite.tint[0] + data[o+ 5] = sprite.tint[1] + data[o+ 6] = sprite.tint[2] + data[o+ 7] = sprite.tint[3] + + # float scale + data[o+ 8] = sprite.scale + + # vec4 coord + data[o+ 9] = sprite.texture.vertices[v*3+0] + data[o+10] = sprite.texture.vertices[v*3+1] + data[o+11] = sprite.texture.vertices[v*3+2] + data[o+12] = 0.0 + + # vec2 tex_coord + var texture = texture + if texture != null then + var tc = if sprite.invert_x then + sprite.texture.texture_coords_invert_x + else sprite.texture.texture_coords + data[o+13] = tc[v*2+0] + data[o+14] = tc[v*2+1] + end + + # mat4 rotation + var rot + if sprite.rotation == 0.0 then + # Cache the matrix at no rotation + rot = once new Matrix.identity(4) + else + rot = new Matrix.rotation(sprite.rotation, 0.0, 0.0, 1.0) + end + data.fill_from_matrix(rot, o+15) + + o += float_per_vertex + end + + glBindBuffer(gl_ARRAY_BUFFER, buffer_array) + glBufferSubData(gl_ARRAY_BUFFER, sprite_index*bytes_per_sprite, bytes_per_sprite, data.native_array) + + var gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + + # Element / indices + # + # 0--1 + # | /| + # |/ | + # 2--3 + + var indices = local_indices_buffer + var io = sprite_index*4 + indices[0] = io+0 + indices[1] = io+2 + indices[2] = io+1 + indices[3] = io+1 + indices[4] = io+2 + indices[5] = io+3 + + glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element) + glBufferSubData(gl_ELEMENT_ARRAY_BUFFER, sprite_index*6*2, 6*2, indices.native_array) + + gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error end + + # Draw all `sprites` + # + # Call `resize` and `update_sprite` as needed before actual draw operation. + # + # Require: `app.simple_2d_program` and `mvp` must be bound on the GPU + fun draw + do + if buffer_array == -1 then prepare + + assert buffer_array > 0 and buffer_element > 0 else + print_error "Internal error: {self} was destroyed" + end + + # Setup + glBindBuffer(gl_ARRAY_BUFFER, buffer_array) + glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, buffer_element) + + # Resize GPU buffers? + if sprites.capacity > buffer_capacity then + # Try to defragment first + var moved = sprites.defragment + + if sprites.capacity > buffer_capacity then + # Defragmentation wasn't enough, grow + resize + + # We must update everything + for s in sprites.items do if s != null then sprites_to_update.add s + else + # Just update the moved sprites + for s in moved do sprites_to_update.add s + end + else if sprites.available.not_empty then + # Defragment a bit anyway + # TODO defrag only when there's time left on a frame + var moved = sprites.defragment(1) + for s in moved do sprites_to_update.add s + end + + # Update GPU sprites data + if sprites_to_update.not_empty then + app.perf_clock_sprites.lapse + + for sprite in sprites_to_update do update_sprite(sprite) + sprites_to_update.clear + last_sprite_to_update = null + + sys.perfs["gamnit flat gpu update"].add app.perf_clock_sprites.lapse + end + + # Update uniforms specific to this context + var texture = texture + app.simple_2d_program.use_texture.uniform texture != null + if texture != null then + glActiveTexture gl_TEXTURE0 + glBindTexture(gl_TEXTURE_2D, texture.gl_texture) + app.simple_2d_program.texture.uniform 0 + end + var gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + + # Configure attributes, in order: + # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row* + var offset = 0 + var p = app.simple_2d_program + var sizeof_gl_float = 4 # sizeof(GL_FLOAT) + + var size = 4 # Number of floats + glEnableVertexAttribArray p.translation.location + glVertexAttribPointeri(p.translation.location, size, gl_FLOAT, false, bytes_per_vertex, offset) + offset += size * sizeof_gl_float + gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + + size = 4 + glEnableVertexAttribArray p.color.location + glVertexAttribPointeri(p.color.location, size, gl_FLOAT, false, bytes_per_vertex, offset) + offset += size * sizeof_gl_float + gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + + size = 1 + glEnableVertexAttribArray p.scale.location + glVertexAttribPointeri(p.scale.location, size, gl_FLOAT, false, bytes_per_vertex, offset) + offset += size * sizeof_gl_float + gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + + size = 4 + glEnableVertexAttribArray p.coord.location + glVertexAttribPointeri(p.coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset) + offset += size * sizeof_gl_float + gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + + size = 2 + glEnableVertexAttribArray p.tex_coord.location + glVertexAttribPointeri(p.tex_coord.location, size, gl_FLOAT, false, bytes_per_vertex, offset) + offset += size * sizeof_gl_float + gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + + size = 4 + for r in [p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3] do + if r.is_active then + glEnableVertexAttribArray r.location + glVertexAttribPointeri(r.location, size, gl_FLOAT, false, bytes_per_vertex, offset) + end + offset += size * sizeof_gl_float + gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + end + + # Actual draw + for s in sprites.starts, e in sprites.ends do + var l = e-s + glDrawElementsi(gl_TRIANGLES, l*indices_per_sprite, gl_UNSIGNED_SHORT, 2*s*indices_per_sprite) + gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + end + + # Take down + for attr in [p.translation, p.color, p.scale, p.coord, p.tex_coord, + p.rotation_row0, p.rotation_row1, p.rotation_row2, p.rotation_row3: Attribute] do + if not attr.is_active then continue + glDisableVertexAttribArray(attr.location) + gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + end + + glBindBuffer(gl_ARRAY_BUFFER, 0) + glBindBuffer(gl_ELEMENT_ARRAY_BUFFER, 0) + gl_error = glGetError + assert gl_error == gl_NO_ERROR else print_error gl_error + end +end + +# Representation of sprite data on the GPU +# +# The main purpose of this class is to optimize the use of contiguous +# space in GPU memory. Each contiguous memory block can be drawn in a +# single call. The starts index of each block is kept by `starts, +# and the end + 1 by `ends`. +# +# The data can be compressed by a call to `defragment`. +# +# ~~~ +# intrude import gamnit::flat +# +# var array = new GroupedArray[String] +# assert array.to_s == "" +# +# array.add "a" +# array.add "b" +# array.add "c" +# array.add "d" +# array.add "e" +# array.add "f" +# assert array.to_s == "[a,b,c,d,e,f]" +# assert array.capacity == 6 +# +# array.remove "a" +# assert array.to_s == "[b,c,d,e,f]" +# +# array.remove "b" +# assert array.to_s == "[c,d,e,f]" +# +# array.remove "f" +# assert array.to_s == "[c,d,e]" +# +# array.remove "d" +# assert array.to_s == "[c][e]" +# +# array.add "A" +# assert array.to_s == "[A][c][e]" +# +# array.add "B" +# assert array.to_s == "[A,B,c][e]" +# +# array.remove "e" +# assert array.to_s == "[A,B,c]" +# +# array.add "D" +# assert array.to_s == "[A,B,c,D]" +# +# array.add "E" +# assert array.to_s == "[A,B,c,D,E]" +# assert array.capacity == 6 +# assert array.length == 5 +# +# array.remove "A" +# array.remove "B" +# array.remove "c" +# array.remove "D" +# array.remove "E" +# assert array.to_s == "" +# +# array.add "a" +# assert array.to_s == "[a]" +# ~~~ +private class GroupedArray[E] + + # Memory with actual objects, and null in empty slots + var items = new Array[nullable E] + + # Number of items in the array + var length = 0 + + # Number of item slots in the array + fun capacity: Int do return items.length + + # List of available slots + var available = new MinHeap[Int].default + + # Start index of filled chunks + var starts = new List[Int] + + # Index of the spots after filled chunks + var ends = new List[Int] + + # Add `item` to the first available slot and return its index + fun add(item: E): Int + do + length += 1 + + if available.not_empty then + # starts & ends can't be empty + + var i = available.take + items[i] = item + + if i == starts.first - 1 then + # slot 0 free, 1 taken + starts.first -= 1 + else if i == 0 then + # slot 0 and more free + starts.unshift 0 + ends.unshift 1 + else if starts.length >= 2 and ends.first + 1 == starts[1] then + # merge 2 chunks + ends.remove_at 0 + starts.remove_at 1 + else + # at end of first chunk + ends.first += 1 + end + return i + end + + items.add item + if ends.is_empty then + starts.add 0 + ends.add 1 + else ends.last += 1 + return ends.last - 1 + end + + # Remove the first instance of `item` + fun remove(item: E) + do + var index = items.index_of(item) + remove_at(item, index) + end + + # Remove `item` at `index` + fun remove_at(item: E, index: Int) + do + var i = index + length -= 1 + items[i] = null + + var ii = 0 + for s in starts, e in ends do + if s <= i and i < e then + if s == e-1 then + # single item chunk + starts.remove_at ii + ends.remove_at ii + + if starts.is_empty then + items.clear + available.clear + return + end + else if e-1 == i then + # last item of chunk + ends[ii] -= 1 + + else if s == i then + # first item of chunk + starts[ii] += 1 + else + # break up chunk + ends.insert(ends[ii], ii+1) + ends[ii] = i + starts.insert(i+1, ii+1) + end + + available.add i + return + end + ii += 1 + end + + abort + end + + # Defragment and compress everything into a single chunks beginning at 0 + # + # Returns the elements that moved as a list. + # + # ~~~ + # intrude import gamnit::flat + # + # var array = new GroupedArray[String] + # array.add "a" + # array.add "b" + # array.add "c" + # array.add "d" + # array.remove "c" + # array.remove "a" + # assert array.to_s == "[b][d]" + # + # var moved = array.defragment + # assert moved.to_s == "[d]" + # assert array.to_s == "[d,b]" + # assert array.length == 2 + # assert array.capacity == 2 + # + # array.add "e" + # array.add "f" + # assert array.to_s == "[d,b,e,f]" + # ~~~ + fun defragment(max: nullable Int): Array[E] + do + app.perf_clock_sprites.lapse + max = max or else length + + var moved = new Array[E] + while max > 0 and (starts.length > 1 or starts.first != 0) do + var i = ends.last - 1 + var e = items[i] + assert e != null + remove e + add e + moved.add e + max -= 1 + end + + if starts.length == 1 and starts.first == 0 then + for i in [length..capacity[ do items.pop + available.clear + end + + sys.perfs["gamnit flat gpu defrag"].add app.perf_clock_sprites.lapse + return moved + end + + redef fun to_s + do + var ss = new Array[String] + for s in starts, e in ends do + ss.add "[" + for i in [s..e[ do + var item: nullable Object = items[i] + if item == null then item = "null" + ss.add item.to_s + if i != e-1 then ss.add "," + end + ss.add "]" + end + return ss.join + end +end + +# Optimized `GroupedArray` to use `Sprite::context_index` and avoid using `index_of` +private class GroupedSprites + super GroupedArray[Sprite] + + redef fun add(item) + do + var index = super + item.context_index = index + return index + end + + redef fun remove(item) do remove_at(item, item.context_index) +end + +redef class GLfloatArray + private fun fill_from_matrix(matrix: Matrix, dst_offset: nullable Int) + do + dst_offset = dst_offset or else 0 + var mat_len = matrix.width*matrix.height + assert length >= mat_len + dst_offset + native_array.fill_from_matrix_native(matrix.items, dst_offset, mat_len) + end +end + +redef class NativeGLfloatArray + private fun fill_from_matrix_native(matrix: matrix::NativeDoubleArray, dst_offset, len: Int) `{ + int i; + for (i = 0; i < len; i ++) + self[i+dst_offset] = (GLfloat)matrix[i]; + `} end