gamnit: add animations to Sprites
authorAlexis Laferrière <alexis.laf@xymus.net>
Mon, 19 Jun 2017 20:01:44 +0000 (16:01 -0400)
committerAlexis Laferrière <alexis.laf@xymus.net>
Mon, 26 Jun 2017 18:47:24 +0000 (14:47 -0400)
Signed-off-by: Alexis Laferrière <alexis.laf@xymus.net>

lib/gamnit/flat.nit

index b70d010..3c1a42a 100644 (file)
@@ -123,6 +123,55 @@ class Sprite
                center_direct = value
        end
 
+       # Last animation set with `animate`
+       var animation: nullable Animation = null
+
+       # Animation on the shader, if this changes it `needs_remap`
+       private var shader_animation: nullable Animation = null
+
+       # Animation start time, relative to `sprite_set.time`
+       #
+       # At -1.0 if animation started before being assigned a `sprite_set`.
+       private var animation_start = 0.0
+
+       # Number of loops to show `animation`
+       private var animation_loops = 0.0
+
+       # Start the `animation` for `n_loops`, replacing the static `texture`
+       #
+       # By default, if `n_loops` is not set, the animation plays once.
+       # If `n_loops == -1.0` then the animation loops infinitely.
+       # Otherwise, the animation repeats, e.g. it repeats twice and a half
+       # if `n_loops == 2.5`.
+       #
+       # The animation can be stopped using `animate_stop`.
+       fun animate(animation: Animation, n_loops: nullable Float)
+       do
+               if not animation.valid then print_error "{class_name}::animate: invalid animation {animation}"
+
+               var shader_animation = shader_animation
+               if shader_animation == null or animation.frames.first.root != shader_animation.frames.first.root then
+                       # Resort with the new animation texture
+                       needs_remap
+               else
+                       needs_update
+               end
+
+               var sprite_set = sprite_set
+               animation_start = if sprite_set != null then sprite_set.time else -1.0
+               animation_loops = n_loops or else 1.0
+               self.shader_animation = animation
+               self.animation = animation
+       end
+
+       # Stop any active `animation` to display the static `texture`
+       fun animate_stop
+       do
+               if animation == null then return
+               needs_update
+               animation = null
+       end
+
        # Rotation on the Z axis, positive values turn counterclockwise
        var rotation = 0.0 is writable(rotation_direct=)
 
@@ -257,6 +306,44 @@ class Sprite
        private var sprite_set: nullable SpriteSet = null
 end
 
+# Animation for sprites, set with `Sprite.animate`
+#
+# Two main services create animations:
+# * The constructors accepts an array of textures and the number of frames per
+#   seconds: `new Animation(array_of_subtextures, 10.0)`
+# * The method `Texture::to_animation` uses the whole texture
+#   dividing it in frames either on X or Y:
+#   `new Texture("path/in/assets.png").to_animation(30.0, 0, 12)`
+class Animation
+
+       # Frames composing this animation
+       #
+       # All frames must share the same `Texture::root`, be on a vertical or
+       # horizontal line, be spaced equally and share the same dimensions.
+       var frames: SequenceRead[Texture]
+
+       # Frames per seconds, a higher value makes this animation faster
+       #
+       # The animation speed is also affected by `SpriteSet::time_mod`.
+       var fps: Float
+
+       # Are the `frames` valid for an animation? (see the requirements in `frames`)
+       var valid: Bool is lazy do
+               var r: nullable RootTexture = null
+               for f in frames do
+                       if r == null then
+                               r = f.root
+                       else
+                               if r != f.root then return false
+                       end
+               end
+
+               # TODO check for line, constant distance, and same aspect ratio.
+
+               return true
+       end
+end
+
 redef class App
        # Default graphic program to draw `sprites`
        private var simple_2d_program = new Simple2dProgram is lazy
@@ -488,6 +575,34 @@ redef class Texture
                        r, b,
                        l, b]
        end
+
+       # Convert to a sprite animation at `fps` speed with `x` or `y` frames
+       #
+       # The arguments `x` and `y` set the number of frames in the texture.
+       # Use `x` for an horizontal arrangement or `y` for vertical.
+       # One and only one of the arguments must be different than 0,
+       # as an animation can only be on a line and cannot wrap.
+       fun to_animation(fps: Float, x, y: Int): Animation
+       do
+               assert (x == 0) != (y == 0)
+
+               var n_frames = x.max(y)
+               var frames = new Array[Texture]
+
+               var dx = (x/n_frames).to_f/n_frames.to_f
+               var dy = (y/n_frames).to_f/n_frames.to_f
+               var w = if x == 0 then 1.0 else dx
+               var h = if y == 0 then 1.0 else dy
+               var left = 0.0
+               var top = 0.0
+               for i in n_frames.times do
+                       frames.add new RelativeSubtexture(root, left, top, left+w, top+h)
+                       left += dx
+                       top += dy
+               end
+
+               return new Animation(frames, fps)
+       end
 end
 
 # Graphic program to display simple models with a texture, translation, rotation and scale
@@ -522,6 +637,27 @@ private class Simple2dProgram
                attribute vec4 rotation_row2;
                attribute vec4 rotation_row3;
 
+               // Animation speed, frames per seconds
+               attribute float a_fps;
+
+               // Number of frames in the animation
+               attribute float a_n_frames;
+
+               // World coordinate of the animation (for aspect ratio)
+               attribute vec2 a_coord;
+
+               // Animation texture coordinates of the first frame
+               attribute vec2 a_tex_coord;
+
+               // Animation texture coordinates difference between frames
+               attribute vec2 a_tex_diff;
+
+               // Animation start time, in reference to `time`
+               attribute float a_start;
+
+               // Number of loops to play of the animation
+               attribute float a_loops;
+
                mat4 rotation()
                {
                        return mat4(rotation_row0, rotation_row1, rotation_row2, rotation_row3);
@@ -531,11 +667,29 @@ private class Simple2dProgram
                varying vec4 v_color;
                varying vec2 v_coord;
 
+               // Is there an active animation?
+               varying float v_animated;
+
                void main()
                {
-                       gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation() + translation)* mvp;
+                       vec3 c; // coords
+
+                       float end = a_start + a_loops/a_fps*a_n_frames;
+                       if (a_loops == -1.0 || time < end) {
+                               // in animation
+                               float frame = mod(floor((time-a_start)*a_fps), a_n_frames);
+                               v_coord = a_tex_coord + a_tex_diff*frame;
+                               c = vec3(a_coord, coord.z);
+                               v_animated = 1.0;
+                       } else {
+                               // static
+                               v_coord = tex_coord;
+                               c = coord.xyz;
+                               v_animated = 0.0;
+                       }
+
+                       gl_Position = (vec4(c * scale, 1.0) * rotation() + translation)* mvp;
                        v_color = color;
-                       v_coord = tex_coord;
                }
                """ @ glsl_vertex_shader
 
@@ -548,13 +702,20 @@ private class Simple2dProgram
                // Texture to apply on this object
                uniform sampler2D texture0;
 
+               // Texture to apply on this object
+               uniform sampler2D animation;
+
                // Input from the vertex shader
                varying vec4 v_color;
                varying vec2 v_coord;
+               varying float v_animated;
 
                void main()
                {
-                       if(use_texture) {
+                       if (v_animated > 0.5) {
+                               gl_FragColor = v_color * texture2D(animation, v_coord);
+                               if (gl_FragColor.a <= 0.01) discard;
+                       } else if (use_texture) {
                                gl_FragColor = v_color * texture2D(texture0, v_coord);
                                if (gl_FragColor.a <= 0.01) discard;
                        } else {
@@ -598,6 +759,36 @@ private class Simple2dProgram
 
        # Model view projection matrix
        var mvp = uniforms["mvp"].as(UniformMat4) is lazy
+
+       # World time, in seconds
+       var time = uniforms["time"].as(UniformFloat) is lazy
+
+       # ---
+       # Animations
+
+       # Texture of all the frames of the animation
+       var animation_texture = uniforms["animation"].as(UniformSampler2D) is lazy
+
+       # Frame per second of the animation
+       var animation_fps = attributes["a_fps"].as(AttributeFloat) is lazy
+
+       # Number of frames in the animation
+       var animation_n_frames = attributes["a_n_frames"].as(AttributeFloat) is lazy
+
+       # Coordinates of each frame (mush be shared by all frames)
+       var animation_coord = attributes["a_coord"].as(AttributeVec2) is lazy
+
+       # Texture coordinates of the first frame
+       var animation_tex_coord = attributes["a_tex_coord"].as(AttributeVec2) is lazy
+
+       # Coordinate difference between each frame
+       var animation_tex_diff = attributes["a_tex_diff"].as(AttributeVec2) is lazy
+
+       # Animation start time, in seconds and in reference to `dt`
+       var animation_start = attributes["a_start"].as(AttributeFloat) is lazy
+
+       # Number of loops of the animation, -1 for infinite
+       var animation_loops = attributes["a_loops"].as(AttributeFloat) is lazy
 end
 
 redef class Point3d[N]
@@ -676,7 +867,7 @@ private class SpriteSet
        super HashSet[Sprite]
 
        # Map texture then static vs dynamic to a `SpriteContext`
-       var contexts_map = new HashMap2[RootTexture, Bool, SpriteContext]
+       var contexts_map = new HashMap3[RootTexture, nullable RootTexture, Bool, SpriteContext]
 
        # Contexts in `contexts_map`
        var contexts_items = new Array[SpriteContext]
@@ -695,14 +886,18 @@ private class SpriteSet
        do
                assert sprite.context == null else print_error "Sprite {sprite} belongs to another SpriteSet"
 
+               # Sort by texture and animation texture
                var texture = sprite.texture.root
-               var context = contexts_map[texture, sprite.static]
+               var animation = sprite.animation
+               var animation_texture = if animation != null then
+                       animation.frames.first.root else null
+               var context = contexts_map[texture, animation_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)
+                       context = new SpriteContext(texture, animation_texture, usage)
 
-                       contexts_map[texture, sprite.static] = context
+                       contexts_map[texture, animation_texture, sprite.static] = context
                        contexts_items.add context
                end
 
@@ -711,6 +906,11 @@ private class SpriteSet
 
                sprite.context = context
                sprite.sprite_set = self
+
+               if animation != null and sprite.animation_start == -1.0 then
+                       # Start animation
+                       sprite.animation_start = time
+               end
        end
 
        # Remove a sprite from its context
@@ -779,6 +979,9 @@ private class SpriteContext
        # Only root texture drawn by this context
        var texture: nullable RootTexture
 
+       # Only animation texture drawn by this context
+       var animation_texture: nullable RootTexture
+
        # OpenGL ES usage of `buffer_array` and `buffer_element`
        var usage: GLBufferUsage
 
@@ -817,10 +1020,11 @@ private class SpriteContext
 
        # 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
+               return 4 + 4 + 4 +   # vec4 translation, vec4 color, vec4 coord,
+                      1 + 2 + 4*4 + # float scale, vec2 tex_coord, vec4 rotation_row*,
+                      1 + 1 +       # float a_fps, float a_n_frames,
+                      2 + 2 + 2 +   # vec2 a_coord, vec2 a_tex_coord, vec2 a_tex_diff,
+                      1 + 1         # float a_start, float a_loops
        end
 
        # Number of bytes per vertex of `Simple2dProgram`
@@ -942,6 +1146,40 @@ private class SpriteContext
                        end
                        data.fill_from_matrix(rot, o+15)
 
+                       var animation = sprite.animation
+                       if animation == null then
+                               for i in [31..40] do data[o+i] = 0.0
+                       else
+                               # a_fps
+                               data[o+31] = animation.fps
+
+                               # a_n_frames
+                               data[o+32] = animation.frames.length.to_f
+
+                               # a_coord
+                               data[o+33] = animation.frames.first.vertices[v*3+0]
+                               data[o+34] = animation.frames.first.vertices[v*3+1]
+
+                               # a_tex_coord
+                               var tc = if sprite.invert_x then
+                                               animation.frames.first.texture_coords_invert_x
+                                       else animation.frames.first.texture_coords
+                               data[o+35] = tc[v*2]
+                               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]
+                               data[o+37] = dx
+                               data[o+38] = dy
+
+                               # a_start
+                               data[o+39] = sprite.animation_start
+
+                               # a_loops
+                               data[o+40] = sprite.animation_loops
+                       end
+
                        o += float_per_vertex
                end
 
@@ -1034,8 +1272,19 @@ private class SpriteContext
                var gl_error = glGetError
                assert gl_error == gl_NO_ERROR else print_error gl_error
 
+               var animation = animation_texture
+               if animation != null then
+                       glActiveTexture gl_TEXTURE1
+                       glBindTexture(gl_TEXTURE_2D, animation.gl_texture)
+                       app.simple_2d_program.animation_texture.uniform 1
+               end
+               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*
+               # vec4 translation, vec4 color, float scale, vec4 coord, vec2 tex_coord, vec4 rotation_row*,
+               # a_fps, a_n_frames, a_coord, a_tex_coord, a_tex_diff, a_start, a_loops
+
                var offset = 0
                var p = app.simple_2d_program
                var sizeof_gl_float = 4 # sizeof(GL_FLOAT)
@@ -1086,6 +1335,55 @@ private class SpriteContext
                        assert gl_error == gl_NO_ERROR else print_error gl_error
                end
 
+               size = 1
+               glEnableVertexAttribArray p.animation_fps.location
+               glVertexAttribPointeri(p.animation_fps.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.animation_n_frames.location
+               glVertexAttribPointeri(p.animation_n_frames.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.animation_coord.location
+               glVertexAttribPointeri(p.animation_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.animation_tex_coord.location
+               glVertexAttribPointeri(p.animation_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 = 2
+               glEnableVertexAttribArray p.animation_tex_diff.location
+               glVertexAttribPointeri(p.animation_tex_diff.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.animation_start.location
+               glVertexAttribPointeri(p.animation_start.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.animation_loops.location
+               glVertexAttribPointeri(p.animation_loops.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
+
                # Actual draw
                for s in sprites.starts, e in sprites.ends do
                        var l = e-s