gamnit: fix color buffer clearing issues on some computers
[nit.git] / lib / gamnit / dynamic_resolution.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
6 #
7 # http://www.apache.org/licenses/LICENSE-2.0
8 #
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
14
15 # Virtual screen with a resolution independent from the real screen
16 #
17 # The attribute `dynamic_resolution_ratio` sets the size of the virtual screen
18 # in relation to the real screen. See its documentation for more information.
19 #
20 # Reference implementation:
21 # https://software.intel.com/en-us/articles/dynamic-resolution-rendering-on-opengl-es-2
22 module dynamic_resolution
23
24 import performance_analysis
25
26 import gamnit
27
28 redef class App
29 # Resolution of the dynamic screen as ratio of the real screen resolution.
30 #
31 # - At 1.0, the default, the virtual screen is not used and the visuals are
32 # drawn directly to the real screen and pixels.
33 # - When below 1.0, there is less pixels in the dynamic screen than in the
34 # real screen. This reduces the strain on the GPU, especially of high
35 # resolution displays.
36 # - Values above 1.0 are not supported at this point, but they would allow
37 # super-sampling.
38 #
39 # This value must be set either by the user using a video quality slider or
40 # by an heuristic according to the device capabilities.
41 # A lower value should use less battery power on mobile devices.
42 #
43 # This value is applied to both X and Y, so it has an exponential effect on
44 # the number of pixels.
45 var dynamic_resolution_ratio = 1.0
46
47 # Minimum dynamic screen resolution
48 var min_dynamic_resolution_ratio = 0.0125 is writable
49
50 # Maximum dynamic screen resolution, must be set before first draw
51 var max_dynamic_resolution_ratio = 1.0 is writable
52
53 private var dynres_program = new DynamicResolutionProgram
54
55 private var perf_clock_dynamic_resolution = new Clock is lazy
56
57 redef fun on_create
58 do
59 super
60
61 var program = dynres_program
62 program.compile_and_link
63 var error = program.error
64 assert error == null else print_error error
65 end
66
67 # Prepare to draw to the dynamic screen if `dynamic_resolution_ratio != 1.0`
68 protected fun frame_core_dynamic_resolution_before(display: GamnitDisplay)
69 do
70 # TODO autodetect when to lower/increase resolution
71
72 if dynamic_resolution_ratio == 1.0 then
73 # Draw directly to the screen framebuffer
74 glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.screen_framebuffer)
75 glViewport(0, 0, display.width, display.height)
76 glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
77
78 var gl_error = glGetError
79 assert gl_error == gl_NO_ERROR else print_error gl_error
80 return
81 end
82
83 # Draw to our dynamic framebuffer
84 glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.dynamic_framebuffer)
85
86 var ratio = dynamic_resolution_ratio
87 ratio = ratio.clamp(min_dynamic_resolution_ratio, max_dynamic_resolution_ratio)
88 glViewport(0, 0, (display.width.to_f*ratio).to_i,
89 (display.height.to_f*ratio).to_i)
90
91 glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
92
93 var gl_error = glGetError
94 assert gl_error == gl_NO_ERROR else print_error gl_error
95 end
96
97 # Draw the dynamic screen to the real screen if `dynamic_resolution_ratio != 1.0`
98 protected fun frame_core_dynamic_resolution_after(display: GamnitDisplay)
99 do
100 if dynamic_resolution_ratio == 1.0 then return
101 perf_clock_dynamic_resolution.lapse
102
103 var ratio = dynamic_resolution_ratio
104 ratio = ratio.clamp(min_dynamic_resolution_ratio, max_dynamic_resolution_ratio)
105
106 glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.screen_framebuffer)
107 glBindBuffer(gl_ARRAY_BUFFER, dynamic_context.buffer_array)
108 glViewport(0, 0, display.width, display.height)
109 glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
110 dynres_program.use
111
112 # Uniforms
113 glActiveTexture gl_TEXTURE0
114 glBindTexture(gl_TEXTURE_2D, dynamic_context.texture)
115 dynres_program.texture.uniform 0
116 dynres_program.ratio.uniform ratio
117
118 # Attributes
119 var sizeof_gl_float = 4
120 var n_floats = 3
121 glEnableVertexAttribArray dynres_program.coord.location
122 glVertexAttribPointeri(dynres_program.coord.location, n_floats, gl_FLOAT, false, 0, 0)
123 var offset = 4 * n_floats * sizeof_gl_float
124
125 n_floats = 2
126 glEnableVertexAttribArray dynres_program.tex_coord.location
127 glVertexAttribPointeri(dynres_program.tex_coord.location, n_floats, gl_FLOAT, false, 0, offset)
128 var gl_error = glGetError
129 assert gl_error == gl_NO_ERROR else print_error gl_error
130
131 # Draw
132 glDrawArrays(gl_TRIANGLE_STRIP, 0, 4)
133
134 gl_error = glGetError
135 assert gl_error == gl_NO_ERROR else print_error gl_error
136
137 sys.perfs["gamnit flat dyn res"].add app.perf_clock_dynamic_resolution.lapse
138 end
139
140 # Framebuffer and texture for dynamic resolution intermediate drawing
141 private var dynamic_context: DynamicContext = create_dynamic_context is lazy
142
143 private fun create_dynamic_context: DynamicContext
144 do
145 # TODO option or flag to regen on real resolution change.
146
147 var display = display
148 assert display != null
149
150 var context = new DynamicContext
151 context.prepare_once(display, max_dynamic_resolution_ratio)
152 return context
153 end
154 end
155
156 # Program drawing the dynamic screen to the real screen
157 private class DynamicContext
158
159 # Real screen framebuffer
160 var screen_framebuffer: Int = -1
161
162 # Dynamic screen framebuffer
163 var dynamic_framebuffer: Int = -1
164
165 # Depth renderbuffer attached to `dynamic_framebuffer`
166 var depth_renderbuffer: Int = -1
167
168 # Texture attached to `dynamic_framebuffer` as color attachment
169 var texture: Int = -1
170
171 # Buffer name for vertex data
172 var buffer_array: Int = -1
173
174 var float_per_vertex: Int is lazy do return 4 + 4 + 3
175
176 # Prepare all attributes once per resolution change
177 fun prepare_once(display: GamnitDisplay, max_dynamic_resolution_ratio: Float)
178 do
179 # TODO enable antialiasing.
180
181 var width = (display.width.to_f * max_dynamic_resolution_ratio).to_i
182 var height = (display.height.to_f * max_dynamic_resolution_ratio).to_i
183
184 # Set aside the real screen framebuffer name
185 var screen_framebuffer = glGetIntegerv(gl_FRAMEBUFFER_BINDING, 0)
186 self.screen_framebuffer = screen_framebuffer
187
188 # Framebuffer
189 var framebuffer = glGenFramebuffers(1).first
190 glBindFramebuffer(gl_FRAMEBUFFER, framebuffer)
191 assert glIsFramebuffer(framebuffer)
192 self.dynamic_framebuffer = framebuffer
193
194 # Depth
195 var depthbuffer = glGenRenderbuffers(1).first
196 glBindRenderbuffer(gl_RENDERBUFFER, depthbuffer)
197 assert glIsRenderbuffer(depthbuffer)
198 glRenderbufferStorage(gl_RENDERBUFFER, gl_DEPTH_COMPNENT16, width, height)
199 glFramebufferRenderbuffer(gl_FRAMEBUFFER, gl_DEPTH_ATTACHMENT, gl_RENDERBUFFER, depthbuffer)
200 self.depth_renderbuffer = depthbuffer
201
202 # Texture
203 var texture = glGenTextures(1).first
204 glBindTexture(gl_TEXTURE_2D, texture)
205 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
206 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
207 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
208 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
209 glTexImage2D(gl_TEXTURE_2D, 0, gl_RGB, width, height,
210 0, gl_RGB, gl_UNSIGNED_BYTE, new Pointer.nul)
211 glFramebufferTexture2D(gl_FRAMEBUFFER, gl_COLOR_ATTACHMENT0, gl_TEXTURE_2D, texture, 0)
212 self.texture = texture
213
214 var gl_error = glGetError
215 assert gl_error == gl_NO_ERROR else print_error gl_error
216 assert glCheckFramebufferStatus(gl_FRAMEBUFFER) == gl_FRAMEBUFFER_COMPLETE
217
218 # Take down
219 glBindRenderbuffer(gl_RENDERBUFFER, 0)
220 glBindFramebuffer(gl_FRAMEBUFFER, 0)
221
222 # Array buffer
223 buffer_array = glGenBuffers(1).first
224 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
225 assert glIsBuffer(buffer_array)
226 gl_error = glGetError
227 assert gl_error == gl_NO_ERROR else print_error gl_error
228
229 ## coord
230 var data = new Array[Float]
231 data.add_all([-1.0, -1.0, 0.0,
232 1.0, -1.0, 0.0,
233 -1.0, 1.0, 0.0,
234 1.0, 1.0, 0.0])
235 ## tex_coord
236 data.add_all([0.0, 0.0,
237 1.0, 0.0,
238 0.0, 1.0,
239 1.0, 1.0])
240 var c_data = new GLfloatArray.from(data)
241 glBufferData(gl_ARRAY_BUFFER, data.length*4, c_data.native_array, gl_STATIC_DRAW)
242
243 glBindBuffer(gl_ARRAY_BUFFER, 0)
244
245 gl_error = glGetError
246 assert gl_error == gl_NO_ERROR else print_error gl_error
247 end
248
249 var destroyed = false
250 fun destroy
251 do
252 if destroyed then return
253 destroyed = true
254
255 # Free the buffer
256 glDeleteBuffers([buffer_array])
257 var gl_error = glGetError
258 assert gl_error == gl_NO_ERROR else print_error gl_error
259 buffer_array = -1
260
261 # Free the dynamic framebuffer and its attachments
262 glDeleteBuffers([buffer_array])
263 glDeleteFramebuffers([dynamic_framebuffer])
264 glDeleteRenderbuffers([depth_renderbuffer])
265 glDeleteTextures([texture])
266 end
267 end
268
269 private class DynamicResolutionProgram
270 super GamnitProgramFromSource
271
272 redef var vertex_shader_source = """
273 // Vertex coordinates
274 attribute vec3 coord;
275
276 // Vertex coordinates on textures
277 attribute vec2 tex_coord;
278
279 // Output to the fragment shader
280 varying vec2 v_coord;
281
282 void main()
283 {
284 gl_Position = vec4(coord, 1.0);
285 v_coord = tex_coord;
286 }
287 """ @ glsl_vertex_shader
288
289 redef var fragment_shader_source = """
290 precision mediump float;
291
292 // Virtual screen texture / color attachment
293 uniform sampler2D texture0;
294
295 // Input from the vertex shader
296 varying vec2 v_coord;
297
298 // Ratio of the virtual screen to draw
299 uniform float ratio;
300
301 void main()
302 {
303 gl_FragColor = texture2D(texture0, v_coord*ratio);
304 }
305 """ @ glsl_fragment_shader
306
307 # Vertices coordinates
308 var coord = attributes["coord"].as(AttributeVec3) is lazy
309
310 # Coordinates on the textures, per vertex
311 var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
312
313 # Virtual screen texture / color attachment
314 var texture = uniforms["texture0"].as(UniformSampler2D) is lazy
315
316 # Ratio of the virtual screen to draw
317 var ratio = uniforms["ratio"].as(UniformFloat) is lazy
318 end