gamnit: intro dynamic resolution support
[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
77 var gl_error = glGetError
78 assert gl_error == gl_NO_ERROR else print_error gl_error
79 return
80 end
81
82 # Draw to our dynamic framebuffer
83 glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.dynamic_framebuffer)
84 glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
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 var gl_error = glGetError
92 assert gl_error == gl_NO_ERROR else print_error gl_error
93 end
94
95 # Draw the dynamic screen to the real screen if `dynamic_resolution_ratio != 1.0`
96 protected fun frame_core_dynamic_resolution_after(display: GamnitDisplay)
97 do
98 if dynamic_resolution_ratio == 1.0 then return
99 perf_clock_dynamic_resolution.lapse
100
101 var ratio = dynamic_resolution_ratio
102 ratio = ratio.clamp(min_dynamic_resolution_ratio, max_dynamic_resolution_ratio)
103
104 glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.screen_framebuffer)
105 glBindBuffer(gl_ARRAY_BUFFER, dynamic_context.buffer_array)
106 glViewport(0, 0, display.width, display.height)
107 glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
108 dynres_program.use
109
110 # Uniforms
111 glActiveTexture gl_TEXTURE0
112 glBindTexture(gl_TEXTURE_2D, dynamic_context.texture)
113 dynres_program.texture.uniform 0
114 dynres_program.ratio.uniform ratio
115
116 # Attributes
117 var sizeof_gl_float = 4
118 var n_floats = 3
119 glEnableVertexAttribArray dynres_program.coord.location
120 glVertexAttribPointeri(dynres_program.coord.location, n_floats, gl_FLOAT, false, 0, 0)
121 var offset = 4 * n_floats * sizeof_gl_float
122
123 n_floats = 2
124 glEnableVertexAttribArray dynres_program.tex_coord.location
125 glVertexAttribPointeri(dynres_program.tex_coord.location, n_floats, gl_FLOAT, false, 0, offset)
126 var gl_error = glGetError
127 assert gl_error == gl_NO_ERROR else print_error gl_error
128
129 # Draw
130 glDrawArrays(gl_TRIANGLE_STRIP, 0, 4)
131
132 gl_error = glGetError
133 assert gl_error == gl_NO_ERROR else print_error gl_error
134
135 sys.perfs["gamnit flat dyn res"].add app.perf_clock_dynamic_resolution.lapse
136 end
137
138 # Framebuffer and texture for dynamic resolution intermediate drawing
139 private var dynamic_context: DynamicContext = create_dynamic_context is lazy
140
141 private fun create_dynamic_context: DynamicContext
142 do
143 # TODO option or flag to regen on real resolution change.
144
145 var display = display
146 assert display != null
147
148 var context = new DynamicContext
149 context.prepare_once(display, max_dynamic_resolution_ratio)
150 return context
151 end
152 end
153
154 # Program drawing the dynamic screen to the real screen
155 private class DynamicContext
156
157 # Real screen framebuffer
158 var screen_framebuffer: Int = -1
159
160 # Dynamic screen framebuffer
161 var dynamic_framebuffer: Int = -1
162
163 # Depth renderbuffer attached to `dynamic_framebuffer`
164 var depth_renderbuffer: Int = -1
165
166 # Texture attached to `dynamic_framebuffer` as color attachment
167 var texture: Int = -1
168
169 # Buffer name for vertex data
170 var buffer_array: Int = -1
171
172 var float_per_vertex: Int is lazy do return 4 + 4 + 3
173
174 # Prepare all attributes once per resolution change
175 fun prepare_once(display: GamnitDisplay, max_dynamic_resolution_ratio: Float)
176 do
177 # TODO enable antialiasing.
178
179 var width = (display.width.to_f * max_dynamic_resolution_ratio).to_i
180 var height = (display.height.to_f * max_dynamic_resolution_ratio).to_i
181
182 # Set aside the real screen framebuffer name
183 var screen_framebuffer = glGetIntegerv(gl_FRAMEBUFFER_BINDING, 0)
184 self.screen_framebuffer = screen_framebuffer
185
186 # Framebuffer
187 var framebuffer = glGenFramebuffers(1).first
188 glBindFramebuffer(gl_FRAMEBUFFER, framebuffer)
189 assert glIsFramebuffer(framebuffer)
190 self.dynamic_framebuffer = framebuffer
191
192 # Depth
193 var depthbuffer = glGenRenderbuffers(1).first
194 glBindRenderbuffer(gl_RENDERBUFFER, depthbuffer)
195 assert glIsRenderbuffer(depthbuffer)
196 glRenderbufferStorage(gl_RENDERBUFFER, gl_DEPTH_COMPNENT16, width, height)
197 glFramebufferRenderbuffer(gl_FRAMEBUFFER, gl_DEPTH_ATTACHMENT, gl_RENDERBUFFER, depthbuffer)
198 self.depth_renderbuffer = depthbuffer
199
200 # Texture
201 var texture = glGenTextures(1).first
202 glBindTexture(gl_TEXTURE_2D, texture)
203 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
204 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
205 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
206 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
207 glTexImage2D(gl_TEXTURE_2D, 0, gl_RGB, width, height,
208 0, gl_RGB, gl_UNSIGNED_BYTE, new Pointer.nul)
209 glFramebufferTexture2D(gl_FRAMEBUFFER, gl_COLOR_ATTACHMENT0, gl_TEXTURE_2D, texture, 0)
210 self.texture = texture
211
212 var gl_error = glGetError
213 assert gl_error == gl_NO_ERROR else print_error gl_error
214 assert glCheckFramebufferStatus(gl_FRAMEBUFFER) == gl_FRAMEBUFFER_COMPLETE
215
216 # Take down
217 glBindRenderbuffer(gl_RENDERBUFFER, 0)
218 glBindFramebuffer(gl_FRAMEBUFFER, 0)
219
220 # Array buffer
221 buffer_array = glGenBuffers(1).first
222 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
223 assert glIsBuffer(buffer_array)
224 gl_error = glGetError
225 assert gl_error == gl_NO_ERROR else print_error gl_error
226
227 ## coord
228 var data = new Array[Float]
229 data.add_all([-1.0, -1.0, 0.0,
230 1.0, -1.0, 0.0,
231 -1.0, 1.0, 0.0,
232 1.0, 1.0, 0.0])
233 ## tex_coord
234 data.add_all([0.0, 0.0,
235 1.0, 0.0,
236 0.0, 1.0,
237 1.0, 1.0])
238 var c_data = new GLfloatArray.from(data)
239 glBufferData(gl_ARRAY_BUFFER, data.length*4, c_data.native_array, gl_STATIC_DRAW)
240
241 glBindBuffer(gl_ARRAY_BUFFER, 0)
242
243 gl_error = glGetError
244 assert gl_error == gl_NO_ERROR else print_error gl_error
245 end
246
247 var destroyed = false
248 fun destroy
249 do
250 if destroyed then return
251 destroyed = true
252
253 # Free the buffer
254 glDeleteBuffers([buffer_array])
255 var gl_error = glGetError
256 assert gl_error == gl_NO_ERROR else print_error gl_error
257 buffer_array = -1
258
259 # Free the dynamic framebuffer and its attachments
260 glDeleteBuffers([buffer_array])
261 glDeleteFramebuffers([dynamic_framebuffer])
262 glDeleteRenderbuffers([depth_renderbuffer])
263 glDeleteTextures([texture])
264 end
265 end
266
267 private class DynamicResolutionProgram
268 super GamnitProgramFromSource
269
270 redef var vertex_shader_source = """
271 // Vertex coordinates
272 attribute vec3 coord;
273
274 // Vertex coordinates on textures
275 attribute vec2 tex_coord;
276
277 // Output to the fragment shader
278 varying vec2 v_coord;
279
280 void main()
281 {
282 gl_Position = vec4(coord, 1.0);
283 v_coord = tex_coord;
284 }
285 """ @ glsl_vertex_shader
286
287 redef var fragment_shader_source = """
288 precision mediump float;
289
290 // Virtual screen texture / color attachment
291 uniform sampler2D texture0;
292
293 // Input from the vertex shader
294 varying vec2 v_coord;
295
296 // Ratio of the virtual screen to draw
297 uniform float ratio;
298
299 void main()
300 {
301 gl_FragColor = texture2D(texture0, v_coord*ratio);
302 }
303 """ @ glsl_fragment_shader
304
305 # Vertices coordinates
306 var coord = attributes["coord"].as(AttributeVec3) is lazy
307
308 # Coordinates on the textures, per vertex
309 var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
310
311 # Virtual screen texture / color attachment
312 var texture = uniforms["texture0"].as(UniformSampler2D) is lazy
313
314 # Ratio of the virtual screen to draw
315 var ratio = uniforms["ratio"].as(UniformFloat) is lazy
316 end