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authorDavid Thompson <dthompson2@worcester.edu>2020-12-05 15:41:03 -0500
committerDavid Thompson <dthompson2@worcester.edu>2020-12-09 17:00:21 -0500
commitef98f8085b12314cf9dc57c71c20707aa21fa7ad (patch)
tree08ad731cfe702ddba9afc727886797b09f62a241
parent56b450c2268f2f18fc678c6943ee10a867b42dcd (diff)
graphics: sprite: Use dynamic geometry type.
-rw-r--r--chickadee/graphics/sprite.scm280
-rw-r--r--examples/sprite-batch.scm4
2 files changed, 86 insertions, 198 deletions
diff --git a/chickadee/graphics/sprite.scm b/chickadee/graphics/sprite.scm
index 7c36623..4f0d809 100644
--- a/chickadee/graphics/sprite.scm
+++ b/chickadee/graphics/sprite.scm
@@ -1,5 +1,5 @@
;;; Chickadee Game Toolkit
-;;; Copyright © 2016, 2019 David Thompson <davet@gnu.org>
+;;; Copyright © 2016, 2019, 2020 David Thompson <davet@gnu.org>
;;;
;;; Chickadee is free software: you can redistribute it and/or modify
;;; it under the terms of the GNU General Public License as published
@@ -93,40 +93,15 @@ void main (void) {
}
")))
+(define-geometry-type <sprite-vertex>
+ sprite-vertex-ref
+ sprite-vertex-set!
+ sprite-vertex-append!
+ (position vec2)
+ (texture vec2))
+
(define draw-sprite*
- (let* ((stride 16) ; 4 f32s, 2 for vertex, 2 for texcoord
- (buffer (delay
- (make-buffer #f
- #:name "unbatched sprite buffer"
- #:length (* stride 4)
- #:stride stride
- #:usage 'stream)))
- (pos (delay
- (make-buffer-view #:name "unbatched sprite vertices"
- #:buffer (force buffer)
- #:type 'vec2
- #:component-type 'float
- #:length 4)))
- (tex (delay
- (make-buffer-view #:name "unbatched sprite texcoords"
- #:buffer (force buffer)
- #:type 'vec2
- #:component-type 'float
- #:length 4
- #:offset 8)))
- (indices
- (delay
- (make-buffer-view #:name "unbatched sprite indices"
- #:type 'scalar
- #:component-type 'unsigned-int
- #:buffer (make-buffer (u32vector 0 3 2 0 2 1)
- #:target 'index))))
- (vertex-array
- (delay
- (make-vertex-array #:indices (force indices)
- #:attributes
- `((0 . ,(force pos))
- (1 . ,(force tex))))))
+ (let* ((geometry (delay (make-geometry <sprite-vertex> 4 #:index-capacity 6)))
(mvp (make-null-matrix4)))
(lambda* (texture
rect
@@ -135,44 +110,35 @@ void main (void) {
(tint white)
(blend-mode 'alpha)
(texcoords (texture-gl-tex-rect texture)))
- (with-mapped-buffer-view (force pos)
- (let* ((x1 (rect-x rect))
- (y1 (rect-y rect))
- (x2 (+ x1 (rect-width rect)))
- (y2 (+ y1 (rect-height rect)))
- (s1 (rect-x texcoords))
- (t1 (rect-y texcoords))
- (s2 (+ (rect-x texcoords) (rect-width texcoords)))
- (t2 (+ (rect-y texcoords) (rect-height texcoords)))
- (bv (buffer-view-data (force pos))))
- ;; Texture origin is at the top-left, so we need to flip the Y
- ;; coordinate relative to the vertices.
- (f32vector-set! bv 0 x1)
- (f32vector-set! bv 1 y1)
- (f32vector-set! bv 2 s1)
- (f32vector-set! bv 3 t2)
- (f32vector-set! bv 4 x2)
- (f32vector-set! bv 5 y1)
- (f32vector-set! bv 6 s2)
- (f32vector-set! bv 7 t2)
- (f32vector-set! bv 8 x2)
- (f32vector-set! bv 9 y2)
- (f32vector-set! bv 10 s2)
- (f32vector-set! bv 11 t1)
- (f32vector-set! bv 12 x1)
- (f32vector-set! bv 13 y2)
- (f32vector-set! bv 14 s1)
- (f32vector-set! bv 15 t1)))
- (with-blend-mode blend-mode
- (with-texture 0 texture
- (gpu-apply (force unbatched-sprite-shader) (force vertex-array)
- #:tint tint
- #:mvp (if matrix
- (begin
- (matrix4-mult! mvp matrix
- (current-projection))
- mvp)
- (current-projection))))))))
+ (let ((geometry (force geometry)))
+ (with-geometry geometry
+ (let* ((x1 (rect-x rect))
+ (y1 (rect-y rect))
+ (x2 (+ x1 (rect-width rect)))
+ (y2 (+ y1 (rect-height rect)))
+ (s1 (rect-x texcoords))
+ (t1 (rect-y texcoords))
+ (s2 (+ (rect-x texcoords) (rect-width texcoords)))
+ (t2 (+ (rect-y texcoords) (rect-height texcoords))))
+ ;; Texture origin is at the top-left, so we need to flip the Y
+ ;; coordinate relative to the vertices.
+ (sprite-vertex-append! geometry
+ (x1 y1 s1 t2)
+ (x2 y1 s2 t2)
+ (x2 y2 s2 t1)
+ (x1 y2 s1 t1))
+ (geometry-index-append! geometry 0 3 2 0 2 1)))
+ (with-blend-mode blend-mode
+ (with-texture 0 texture
+ (gpu-apply (force unbatched-sprite-shader)
+ (geometry-vertex-array geometry)
+ #:tint tint
+ #:mvp (if matrix
+ (begin
+ (matrix4-mult! mvp matrix
+ (current-projection))
+ mvp)
+ (current-projection)))))))))
(define %null-vec2 (vec2 0.0 0.0))
(define %default-scale (vec2 1.0 1.0))
@@ -214,94 +180,37 @@ BLEND-MODE."
;;; Sprite Batches
;;;
+(define-geometry-type <batched-sprite-vertex>
+ batched-sprite-ref
+ batched-sprite-set!
+ batched-sprite-append!
+ (position vec2)
+ (texture vec2)
+ (tint vec4))
+
(define-record-type <sprite-batch>
- (%make-sprite-batch texture size capacity vertex-buffer vertex-array)
+ (%make-sprite-batch texture geometry size)
sprite-batch?
(texture sprite-batch-texture set-sprite-batch-texture!)
- (size sprite-batch-size set-sprite-batch-size!)
- (capacity sprite-batch-capacity set-sprite-batch-capacity!)
- (vertex-buffer sprite-batch-vertex-buffer set-sprite-batch-vertex-buffer!)
- (vertex-array sprite-batch-vertex-array set-sprite-batch-vertex-array!))
-
-(define (init-sprite-batch batch capacity)
- (let* ((index-data (let ((bv (make-u32vector (* capacity 6))))
- (let loop ((i 0))
- (when (< i capacity)
- (let ((index-offset (* i 6))
- (vertex-offset (* i 4)))
- (u32vector-set! bv index-offset vertex-offset)
- (u32vector-set! bv (+ index-offset 1) (+ vertex-offset 3))
- (u32vector-set! bv (+ index-offset 2) (+ vertex-offset 2))
- (u32vector-set! bv (+ index-offset 3) vertex-offset)
- (u32vector-set! bv (+ index-offset 4) (+ vertex-offset 2))
- (u32vector-set! bv (+ index-offset 5) (+ vertex-offset 1))
- (loop (+ i 1)))))
- bv))
- (index-buffer (make-buffer index-data
- #:name "indices"
- #:target 'index))
- (indices (make-buffer-view #:name "indices"
- #:buffer index-buffer
- #:type 'scalar
- #:component-type 'unsigned-int))
- (stride 32) ; 8 f32s, 2 for vertex, 2 for texcoord, 4 for tint color
- (buffer (make-buffer #f
- #:name "sprite batch buffer"
- #:length (* capacity stride 4)
- #:stride stride
- #:usage 'stream))
- (pos (make-buffer-view #:name "sprite batch vertices"
- #:buffer buffer
- #:type 'vec2
- #:component-type 'float
- #:length (* capacity 4)))
- (tex (make-buffer-view #:name "sprite batch texture coordinates"
- #:buffer buffer
- #:type 'vec2
- #:component-type 'float
- #:length (* capacity 4)
- #:offset 8))
- (tint (make-buffer-view #:name "sprite batch tint colors"
- #:buffer buffer
- #:type 'vec4
- #:component-type 'float
- #:length (* capacity 4)
- #:offset 16))
- (va (make-vertex-array #:indices indices
- #:attributes `((0 . ,pos)
- (1 . ,tex)
- (2 . ,tint)))))
- (set-sprite-batch-capacity! batch capacity)
- (set-sprite-batch-vertex-buffer! batch buffer)
- (set-sprite-batch-vertex-array! batch va)))
+ (geometry sprite-batch-geometry)
+ (size sprite-batch-size set-sprite-batch-size!))
(define* (make-sprite-batch texture #:key (capacity 256))
- "Make a sprite batch that can hold CAPACITY sprites."
- (let ((batch (%make-sprite-batch texture 0 0 #f #f)))
- (init-sprite-batch batch capacity)
- batch))
-
-(define (sprite-batch-full? batch)
- (= (sprite-batch-capacity batch) (sprite-batch-size batch)))
-
-(define (double-sprite-batch-size! batch)
- (let* ((old-verts (sprite-batch-vertex-buffer batch))
- (old-vertex-data (buffer-data old-verts)))
- (unmap-buffer! old-verts)
- (init-sprite-batch batch (* (sprite-batch-capacity batch) 2))
- (let ((new-verts (sprite-batch-vertex-buffer batch)))
- (map-buffer! new-verts 'write-only)
- (bytevector-copy! old-vertex-data 0
- (buffer-data new-verts) 0
- (bytevector-length old-vertex-data)))))
+ "Make a sprite batch that can hold CAPACITY sprites before needing
+to resize."
+ (%make-sprite-batch texture
+ (make-geometry <batched-sprite-vertex> (* capacity 4)
+ #:index-capacity (* capacity 6))
+ 0))
(define (sprite-batch-clear! batch)
"Reset BATCH to size 0."
- (set-sprite-batch-size! batch 0))
+ (set-sprite-batch-size! batch 0)
+ (geometry-begin! (sprite-batch-geometry batch)))
(define (sprite-batch-flush! batch)
"Submit the contents of BATCH to the GPU."
- (unmap-buffer! (sprite-batch-vertex-buffer batch)))
+ (geometry-end! (sprite-batch-geometry batch)))
(define* (sprite-batch-add* batch rect matrix
#:key
@@ -310,13 +219,8 @@ BLEND-MODE."
"Add RECT, transformed by MATRIX, to BATCH. To render a subsection
of the batch's texture, a texture object whose parent is the batch
texture may be specified via the TEXTURE-REGION argument."
- ;; Expand the buffers when necessary.
- (when (sprite-batch-full? batch)
- (double-sprite-batch-size! batch))
- (map-buffer! (sprite-batch-vertex-buffer batch) 'write-only)
- (let* ((size (sprite-batch-size batch))
- (vertices (buffer-data (sprite-batch-vertex-buffer batch)))
- (offset (* size 32)) ; each sprite is 32 floats in size
+ (let* ((geometry (sprite-batch-geometry batch))
+ (vertex-offset (geometry-vertex-count geometry <batched-sprite-vertex>))
(minx (rect-x rect))
(miny (rect-y rect))
(maxx (+ minx (rect-width rect)))
@@ -335,41 +239,24 @@ texture may be specified via the TEXTURE-REGION argument."
(s1 (rect-x texcoords))
(t1 (rect-y texcoords))
(s2 (+ (rect-x texcoords) (rect-width texcoords)))
- (t2 (+ (rect-y texcoords) (rect-height texcoords))))
- ;; Add vertices.
- ;; Bottom-left
- (f32vector-set! vertices offset x1)
- (f32vector-set! vertices (+ offset 1) y1)
- ;; Bottom-right
- (f32vector-set! vertices (+ offset 8) x2)
- (f32vector-set! vertices (+ offset 9) y2)
- ;; Top-right
- (f32vector-set! vertices (+ offset 16) x3)
- (f32vector-set! vertices (+ offset 17) y3)
- ;; Top-left
- (f32vector-set! vertices (+ offset 24) x4)
- (f32vector-set! vertices (+ offset 25) y4)
- ;; Add texture coordinates.
- ;; Bottom-left
- (f32vector-set! vertices (+ offset 2) s1)
- (f32vector-set! vertices (+ offset 3) t2)
- ;; Bottom-right
- (f32vector-set! vertices (+ offset 10) s2)
- (f32vector-set! vertices (+ offset 11) t2)
- ;; Top-right
- (f32vector-set! vertices (+ offset 18) s2)
- (f32vector-set! vertices (+ offset 19) t1)
- ;; Top-left
- (f32vector-set! vertices (+ offset 26) s1)
- (f32vector-set! vertices (+ offset 27) t1)
- ;; Add tint.
- (let ((bv ((@@ (chickadee graphics color) unwrap-color) tint))
- (byte-offset (* offset 4)))
- (bytevector-copy! bv 0 vertices (+ byte-offset 16) 16)
- (bytevector-copy! bv 0 vertices (+ byte-offset 48) 16)
- (bytevector-copy! bv 0 vertices (+ byte-offset 80) 16)
- (bytevector-copy! bv 0 vertices (+ byte-offset 112) 16))
- (set-sprite-batch-size! batch (1+ size))))
+ (t2 (+ (rect-y texcoords) (rect-height texcoords)))
+ (r (color-r tint))
+ (g (color-g tint))
+ (b (color-b tint))
+ (a (color-a tint)))
+ (batched-sprite-append! geometry
+ (x1 y1 s1 t2 r g b a)
+ (x2 y2 s2 t2 r g b a)
+ (x3 y3 s2 t1 r g b a)
+ (x4 y4 s1 t1 r g b a))
+ (geometry-index-append! geometry
+ vertex-offset
+ (+ vertex-offset 3)
+ (+ vertex-offset 2)
+ vertex-offset
+ (+ vertex-offset 2)
+ (+ vertex-offset 1))
+ (set-sprite-batch-size! batch (+ (sprite-batch-size batch) 1))))
(define sprite-batch-add!
(let ((matrix (make-null-matrix4)))
@@ -458,11 +345,12 @@ void main (void) {
(matrix4-mult! mvp matrix (current-projection))
(with-blend-mode blend-mode
(with-texture 0 (sprite-batch-texture batch)
- (gpu-apply* (force batched-sprite-shader)
- (sprite-batch-vertex-array batch)
- 0
- (* (sprite-batch-size batch) 6)
- #:mvp mvp))))))
+ (let ((geometry (sprite-batch-geometry batch)))
+ (gpu-apply* (force batched-sprite-shader)
+ (geometry-vertex-array geometry)
+ 0
+ (geometry-index-count geometry)
+ #:mvp mvp)))))))
(define draw-sprite-batch
(let ((matrix (make-null-matrix4)))
diff --git a/examples/sprite-batch.scm b/examples/sprite-batch.scm
index 30d8167..4b8d433 100644
--- a/examples/sprite-batch.scm
+++ b/examples/sprite-batch.scm
@@ -38,11 +38,11 @@
(define (load)
(set! *random-state* (random-state-from-platform))
(set! texture (load-image "images/shot.png"))
- (set! batch (make-sprite-batch texture #:capacity 8000))
+ (set! batch (make-sprite-batch texture #:capacity num-sprites))
(script
(forever
(sleep 60)
- (set! stats-text (stats-message)))))
+ (set! stats-text (pk 'stats (stats-message))))))
(define stats-text-pos (vec2 4.0 464.0))
(define (draw alpha)