gamnit: rewrite implementation to use VBOs
authorAlexis Laferrière <alexis.laf@xymus.net>
Mon, 20 Mar 2017 15:32:02 +0000 (11:32 -0400)
committerAlexis Laferrière <alexis.laf@xymus.net>
Thu, 23 Mar 2017 23:32:55 +0000 (19:32 -0400)
Signed-off-by: Alexis Laferrière <alexis.laf@xymus.net>

lib/gamnit/flat.nit
lib/gamnit/tileset.nit
lib/glesv2/glesv2.nit

index c4c816d..6471c8f 100644 (file)
@@ -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`.
 # 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/`.
 module flat
 
 import glesv2
-
-import geometry::points_and_lines
+intrude import geometry::points_and_lines # For _x, _y and _z
 import matrix::projection
 import more_collections
-import realtime
 import performance_analysis
 
 import gamnit
@@ -46,69 +44,147 @@ import gamnit::limit_fps
 
 import android_two_fingers_motion is conditional(android)
 
-# Image to draw on screen
+# Draw a `texture` at `center`
+#
+# An instance of `Sprite` can only belong to a single `SpriteSet` at
+# a time. The on screen position depends on the camera associated
+# to the `SpriteSet`.
 class Sprite
 
        # Texture drawn to screen
-       var texture: Texture is writable
+       var texture: Texture is writable(texture_direct=)
 
-       # Position of this sprite in world coordinates
-       var center: Point3d[Float] is writable
+       # 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, where 0.0 points right and `0.5*pi` points up
-       var rotation = 0.0 is writable
+       # Rotation on the Z axis, positive values go counterclockwise
+       var rotation = 0.0 is writable(rotation_direct=)
+
+       # Rotation on the Z axis, positive values go counterclockwise
+       fun rotation=(value: Float)
+       do
+               if isset _rotation and value != rotation then needs_update
+               rotation_direct = value
+       end
+
+       # 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
-       var scale = 1.0 is writable
+       #
+       # The default size of `self` depends on the size in pixels of `texture`.
+       var scale = 1.0 is writable(scale_direct=)
 
-       # Transparency applied to the texture on draw
+       # Scale applied to this sprite, see `scale`
+       fun scale=(value: Float)
+       do
+               if isset _scale and value != scale then needs_update
+               scale_direct = 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
-
-               glActiveTexture gl_TEXTURE0
-               glBindTexture(gl_TEXTURE_2D, texture.root.gl_texture)
+               if isset _tint and value != tint then needs_update
+               tint_direct = value
+       end
 
-               simple_2d_program.translation.array_enabled = false
-               simple_2d_program.color.array_enabled = false
-               simple_2d_program.scale.array_enabled = false
+       # 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.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 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 c.sprites_to_update.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)
+       # 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.rotation.uniform new Matrix.rotation(rotation, 0.0, 0.0, -1.0)
+       # Current context to which `self` was sorted
+       private var context: nullable SpriteContext = null
 
-               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`.
@@ -122,20 +198,51 @@ redef class App
                return camera
        end
 
-       # Camera for UI elements using an orthogonal view
+       # Camera for `ui_sprites` using an orthogonal view
        var ui_camera: UICamera = new UICamera(app.display.as(not null)) is lazy
 
-       # Live sprites to draw in reference to `world_camera`
-       var sprites: Sequence[Sprite] = new List[Sprite]
+       # World sprites to draw as seen by `world_camera`
+       var sprites: Set[Sprite] = new SpriteSet
+
+       # UI sprites to draw as seen by `ui_camera`, drawn over world `sprites`
+       var ui_sprites: Set[Sprite] = new SpriteSet
 
-       # UI sprites to draw in reference to `ui_camera`, over world `sprites`
-       var ui_sprites: Sequence[Sprite] = new List[Sprite]
+       # 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
+
+       # ---
+       # 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
@@ -144,7 +251,7 @@ 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
@@ -167,7 +274,7 @@ 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
@@ -180,6 +287,16 @@ redef class App
                end
        end
 
+       redef fun on_stop
+       do
+               # Clean up
+               simple_2d_program.delete
+
+               # Close gamnit
+               var display = display
+               if display != null then display.close
+       end
+
        redef fun frame_core(display)
        do
                # Prepare to draw, clear buffers
@@ -187,7 +304,7 @@ redef class App
 
                # 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
@@ -201,7 +318,7 @@ 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
@@ -216,120 +333,73 @@ redef class App
                perfs["gamnit flat ui_sprites"].add perf_clock_main.lapse
        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 = """
@@ -352,16 +422,24 @@ 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
@@ -383,7 +461,7 @@ class Simple2dProgram
                {
                        if(use_texture) {
                                gl_FragColor = v_color * texture2D(texture0, v_coord);
-                               if (gl_FragColor.a == 0.0) discard;
+                               if (gl_FragColor.a <= 0.1) discard;
                        } else {
                                gl_FragColor = v_color;
                        }
@@ -408,8 +486,17 @@ 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
@@ -424,4 +511,704 @@ redef class Point3d[N]
        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)
        end
+
+       # ---
+       # 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
+
+# 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[GamnitRootTexture, 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
+
+               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
+               map_sprite e
+               super
+       end
+
+       redef fun remove(e)
+       do
+               super
+               if e isa Sprite then unmap_sprite e
+       end
+
+       redef fun clear
+       do
+               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 GamnitRootTexture
+
+       # OpenGL ES usage of `buffer_array` and `buffer_element`
+       var usage: GLBufferUsage
+
+       # Sprites drawn by this context
+       var sprites = new GroupedArray[Sprite]
+
+       # Sprites to update since last `draw`
+       var sprites_to_update = new Set[Sprite]
+
+       # 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
+               var sprite_index = sprites.index_of(sprite)
+               if sprite_index == -1 then return
+
+               # 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(rot.items, 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
+
+                       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`.
+#
+# ~~~
+# 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 == 5
+# 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
+
+       # Index of `item`
+       fun index_of(item: E): Int do return items.index_of(item)
+
+       # 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
+       fun add(item: E)
+       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
+               end
+
+               items.add item
+               if ends.is_empty then
+                       starts.add 0
+                       ends.add 1
+               else ends.last += 1
+       end
+
+       # Remove the first instance of `item`
+       fun remove(item: E)
+       do
+               var i = items.index_of(item)
+               assert i != -1
+               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.
+       #
+       # ~~~
+       # 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]
+                       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
index 6ea42e8..67bd32c 100644 (file)
@@ -134,7 +134,7 @@ class TextSprites
        #
        # Defaults to `app::ui_sprites`, but it could also be set to a
        # `app::sprites` or a custom collection.
-       var target_sprite_set: Sequence[Sprite] = app.ui_sprites is lazy, writable
+       var target_sprite_set: Set[Sprite] = app.ui_sprites is lazy, writable
 
        private var cached_text: nullable Text = ""
 
index 7161422..8acfde1 100644 (file)
@@ -450,11 +450,18 @@ class GLfloatArray
        end
 
        # Fill with the content of `array`
-       fun fill_from(array: Array[Float])
+       #
+       # If `dst_offset` is set, the data is copied to the index `dst_offset`,
+       # otherwise, it is copied the beginning of `self`.
+       #
+       # Require: `length >= array.length + dst_offset or else 0`
+       fun fill_from(array: Array[Float], dst_offset: nullable Int)
        do
-               assert length >= array.length
+               dst_offset = dst_offset or else 0
+
+               assert length >= array.length + dst_offset
                for k in [0..array.length[ do
-                       self[k] = array[k]
+                       self[dst_offset+k] = array[k]
                end
        end
 end