Merge branch 'explain-assert' into master
[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 is writable
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 # Real screen framebuffer
58 private var screen_framebuffer_cache: Int = -1
59
60 # Real screen framebuffer name
61 fun screen_framebuffer: Int
62 do
63 var cache = screen_framebuffer_cache
64 if cache != -1 then return cache
65
66 cache = glGetIntegerv(gl_FRAMEBUFFER_BINDING, 0)
67 self.screen_framebuffer_cache = cache
68 return cache
69 end
70
71 redef fun create_gamnit
72 do
73 super
74
75 var program = dynres_program
76 program.compile_and_link
77 var error = program.error
78 assert error == null else print_error error
79
80 dynamic_context_cache = null
81 end
82
83 redef fun on_resize(display)
84 do
85 if dynamic_context_cache != null then dynamic_context.resize(display, max_dynamic_resolution_ratio)
86 super
87 end
88
89 # Prepare to draw to the dynamic screen if `dynamic_resolution_ratio != 1.0`
90 protected fun frame_core_dynamic_resolution_before(display: GamnitDisplay)
91 do
92 # TODO autodetect when to lower/increase resolution
93
94 if dynamic_resolution_ratio == 1.0 then
95 # Draw directly to the screen framebuffer
96 bind_screen_framebuffer screen_framebuffer
97 glViewport(0, 0, display.width, display.height)
98 glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
99
100 assert glGetError == gl_NO_ERROR
101 return
102 end
103
104 # Draw to our dynamic framebuffer
105 glBindFramebuffer(gl_FRAMEBUFFER, dynamic_context.dynamic_framebuffer)
106
107 var ratio = dynamic_resolution_ratio
108 ratio = ratio.clamp(min_dynamic_resolution_ratio, max_dynamic_resolution_ratio)
109 glViewport(0, 0, (display.width.to_f*ratio).to_i,
110 (display.height.to_f*ratio).to_i)
111
112 glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
113
114 assert glGetError == gl_NO_ERROR
115 end
116
117 # Draw the dynamic screen to the real screen if `dynamic_resolution_ratio != 1.0`
118 protected fun frame_core_dynamic_resolution_after(display: GamnitDisplay)
119 do
120 if dynamic_resolution_ratio == 1.0 then return
121 perf_clock_dynamic_resolution.lapse
122
123 var ratio = dynamic_resolution_ratio
124 ratio = ratio.clamp(min_dynamic_resolution_ratio, max_dynamic_resolution_ratio)
125
126 bind_screen_framebuffer screen_framebuffer
127 glBindBuffer(gl_ARRAY_BUFFER, dynamic_context.buffer_array)
128 glViewport(0, 0, display.width, display.height)
129 glClear gl_COLOR_BUFFER_BIT | gl_DEPTH_BUFFER_BIT
130 dynres_program.use
131
132 # Uniforms
133 glActiveTexture gl_TEXTURE0
134 glBindTexture(gl_TEXTURE_2D, dynamic_context.texture)
135 dynres_program.texture.uniform 0
136 dynres_program.ratio.uniform ratio
137
138 # Attributes
139 var sizeof_gl_float = 4
140 var n_floats = 3
141 glEnableVertexAttribArray dynres_program.coord.location
142 glVertexAttribPointeri(dynres_program.coord.location, n_floats, gl_FLOAT, false, 0, 0)
143 var offset = 4 * n_floats * sizeof_gl_float
144
145 n_floats = 2
146 glEnableVertexAttribArray dynres_program.tex_coord.location
147 glVertexAttribPointeri(dynres_program.tex_coord.location, n_floats, gl_FLOAT, false, 0, offset)
148 assert glGetError == gl_NO_ERROR
149
150 # Draw
151 glDrawArrays(gl_TRIANGLE_STRIP, 0, 4)
152 assert glGetError == gl_NO_ERROR
153
154 # Take down
155 glBindBuffer(gl_ARRAY_BUFFER, 0)
156 assert glGetError == gl_NO_ERROR
157
158 sys.perfs["gamnit flat dyn res"].add app.perf_clock_dynamic_resolution.lapse
159 end
160
161 # Framebuffer and texture for dynamic resolution intermediate drawing
162 private fun dynamic_context: DynamicContext
163 do
164 var cache = dynamic_context_cache
165 if cache != null then return cache
166
167 cache = create_dynamic_context
168 dynamic_context_cache = cache
169 return cache
170 end
171
172 private var dynamic_context_cache: nullable DynamicContext = null
173
174 private fun create_dynamic_context: DynamicContext
175 do
176 # TODO option or flag to regen on real resolution change.
177
178 var display = display
179 assert display != null
180
181 var context = new DynamicContext
182 context.prepare_once(display, max_dynamic_resolution_ratio)
183 return context
184 end
185 end
186
187 # Handles to reused GL buffers and texture
188 private class DynamicContext
189
190 # Dynamic screen framebuffer
191 var dynamic_framebuffer: Int = -1
192
193 # Depth renderbuffer attached to `dynamic_framebuffer`
194 var depth_renderbuffer: Int = -1
195
196 # Texture attached to `dynamic_framebuffer` as color attachment
197 var texture: Int = -1
198
199 # Buffer name for vertex data
200 var buffer_array: Int = -1
201
202 # Prepare all attributes once per resolution change
203 fun prepare_once(display: GamnitDisplay, max_dynamic_resolution_ratio: Float)
204 do
205 # TODO enable antialiasing.
206
207 # Framebuffer
208 var framebuffer = glGenFramebuffers(1).first
209 glBindFramebuffer(gl_FRAMEBUFFER, framebuffer)
210 assert glIsFramebuffer(framebuffer)
211 self.dynamic_framebuffer = framebuffer
212 assert glGetError == gl_NO_ERROR
213
214 # Depth & texture/color
215 var depthbuffer = glGenRenderbuffers(1).first
216 self.depth_renderbuffer = depthbuffer
217 var texture = glGenTextures(1).first
218 self.texture = texture
219 assert glGetError == gl_NO_ERROR
220
221 resize(display, max_dynamic_resolution_ratio)
222 assert glCheckFramebufferStatus(gl_FRAMEBUFFER) == gl_FRAMEBUFFER_COMPLETE
223
224 # Array buffer
225 buffer_array = glGenBuffers(1).first
226 glBindBuffer(gl_ARRAY_BUFFER, buffer_array)
227 assert glIsBuffer(buffer_array)
228 assert glGetError == gl_NO_ERROR
229
230 ## coord
231 var data = new Array[Float]
232 data.add_all([-1.0, -1.0, 0.0,
233 1.0, -1.0, 0.0,
234 -1.0, 1.0, 0.0,
235 1.0, 1.0, 0.0])
236 ## tex_coord
237 data.add_all([0.0, 0.0,
238 1.0, 0.0,
239 0.0, 1.0,
240 1.0, 1.0])
241 var c_data = new GLfloatArray.from(data)
242 glBufferData(gl_ARRAY_BUFFER, data.length*4, c_data.native_array, gl_STATIC_DRAW)
243
244 glBindBuffer(gl_ARRAY_BUFFER, 0)
245
246 assert glGetError == gl_NO_ERROR
247 end
248
249 # Init size or resize `depth_renderbuffer` and `texture`
250 fun resize(display: GamnitDisplay, max_dynamic_resolution_ratio: Float)
251 do
252 var width = (display.width.to_f * max_dynamic_resolution_ratio).to_i
253 var height = (display.height.to_f * max_dynamic_resolution_ratio).to_i
254
255 glBindFramebuffer(gl_FRAMEBUFFER, dynamic_framebuffer)
256
257 var depthbuffer = self.depth_renderbuffer
258 var texture = self.texture
259
260 # Depth
261 glBindRenderbuffer(gl_RENDERBUFFER, depthbuffer)
262 assert glIsRenderbuffer(depthbuffer)
263 glRenderbufferStorage(gl_RENDERBUFFER, gl_DEPTH_COMPONENT16, width, height)
264 glFramebufferRenderbuffer(gl_FRAMEBUFFER, gl_DEPTH_ATTACHMENT, gl_RENDERBUFFER, depthbuffer)
265 assert glGetError == gl_NO_ERROR
266
267 # Texture
268 glBindTexture(gl_TEXTURE_2D, texture)
269 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, gl_LINEAR)
270 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, gl_LINEAR)
271 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE)
272 glTexParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE)
273 glTexImage2D(gl_TEXTURE_2D, 0, gl_RGB, width, height,
274 0, gl_RGB, gl_UNSIGNED_BYTE, new Pointer.nul)
275 glFramebufferTexture2D(gl_FRAMEBUFFER, gl_COLOR_ATTACHMENT0, gl_TEXTURE_2D, texture, 0)
276
277 assert glGetError == gl_NO_ERROR
278
279 # Take down
280 glBindRenderbuffer(gl_RENDERBUFFER, 0)
281 glBindFramebuffer(gl_FRAMEBUFFER, 0)
282
283 assert glGetError == gl_NO_ERROR
284 end
285
286 var destroyed = false
287 fun destroy
288 do
289 if destroyed then return
290 destroyed = true
291
292 # Free the buffer
293 glDeleteBuffers([buffer_array])
294 assert glGetError == gl_NO_ERROR
295 buffer_array = -1
296
297 # Free the dynamic framebuffer and its attachments
298 glDeleteBuffers([buffer_array])
299 glDeleteFramebuffers([dynamic_framebuffer])
300 glDeleteRenderbuffers([depth_renderbuffer])
301 glDeleteTextures([texture])
302 end
303 end
304
305 private class DynamicResolutionProgram
306 super GamnitProgramFromSource
307
308 redef var vertex_shader_source = """
309 // Vertex coordinates
310 attribute vec3 coord;
311
312 // Vertex coordinates on textures
313 attribute vec2 tex_coord;
314
315 // Output to the fragment shader
316 varying vec2 v_coord;
317
318 void main()
319 {
320 gl_Position = vec4(coord, 1.0);
321 v_coord = tex_coord;
322 }
323 """ @ glsl_vertex_shader
324
325 redef var fragment_shader_source = """
326 precision mediump float;
327
328 // Virtual screen texture / color attachment
329 uniform sampler2D texture0;
330
331 // Input from the vertex shader
332 varying vec2 v_coord;
333
334 // Ratio of the virtual screen to draw
335 uniform float ratio;
336
337 void main()
338 {
339 gl_FragColor = texture2D(texture0, v_coord*ratio);
340 }
341 """ @ glsl_fragment_shader
342
343 # Vertices coordinates
344 var coord = attributes["coord"].as(AttributeVec3) is lazy
345
346 # Coordinates on the textures, per vertex
347 var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
348
349 # Virtual screen texture / color attachment
350 var texture = uniforms["texture0"].as(UniformSampler2D) is lazy
351
352 # Ratio of the virtual screen to draw
353 var ratio = uniforms["ratio"].as(UniformFloat) is lazy
354 end