1 # This file is part of NIT ( http://www.nitlanguage.org ).
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
7 # http://www.apache.org/licenses/LICENSE-2.0
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.
15 # Virtual screen with a resolution independent from the real screen
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.
20 # Reference implementation:
21 # https://software.intel.com/en-us/articles/dynamic-resolution-rendering-on-opengl-es-2
22 module dynamic_resolution
24 import performance_analysis
29 # Resolution of the dynamic screen as ratio of the real screen resolution.
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
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.
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
47 # Minimum dynamic screen resolution
48 var min_dynamic_resolution_ratio
= 0.0125 is writable
50 # Maximum dynamic screen resolution, must be set before first draw
51 var max_dynamic_resolution_ratio
= 1.0 is writable
53 private var dynres_program
= new DynamicResolutionProgram
55 private var perf_clock_dynamic_resolution
= new Clock is lazy
57 redef fun create_scene
61 var program
= dynres_program
62 program
.compile_and_link
63 var error
= program
.error
64 assert error
== null else print_error error
67 redef fun on_resize
(display
)
69 dynamic_context
.resize
(display
, max_dynamic_resolution_ratio
)
73 # Prepare to draw to the dynamic screen if `dynamic_resolution_ratio != 1.0`
74 protected fun frame_core_dynamic_resolution_before
(display
: GamnitDisplay)
76 # TODO autodetect when to lower/increase resolution
78 if dynamic_resolution_ratio
== 1.0 then
79 # Draw directly to the screen framebuffer
80 glBindFramebuffer
(gl_FRAMEBUFFER
, dynamic_context
.screen_framebuffer
)
81 glViewport
(0, 0, display
.width
, display
.height
)
82 glClear gl_COLOR_BUFFER_BIT
| gl_DEPTH_BUFFER_BIT
84 var gl_error
= glGetError
85 assert gl_error
== gl_NO_ERROR
else print_error gl_error
89 # Draw to our dynamic framebuffer
90 glBindFramebuffer
(gl_FRAMEBUFFER
, dynamic_context
.dynamic_framebuffer
)
92 var ratio
= dynamic_resolution_ratio
93 ratio
= ratio
.clamp
(min_dynamic_resolution_ratio
, max_dynamic_resolution_ratio
)
94 glViewport
(0, 0, (display
.width
.to_f
*ratio
).to_i
,
95 (display
.height
.to_f
*ratio
).to_i
)
97 glClear gl_COLOR_BUFFER_BIT
| gl_DEPTH_BUFFER_BIT
99 var gl_error
= glGetError
100 assert gl_error
== gl_NO_ERROR
else print_error gl_error
103 # Draw the dynamic screen to the real screen if `dynamic_resolution_ratio != 1.0`
104 protected fun frame_core_dynamic_resolution_after
(display
: GamnitDisplay)
106 if dynamic_resolution_ratio
== 1.0 then return
107 perf_clock_dynamic_resolution
.lapse
109 var ratio
= dynamic_resolution_ratio
110 ratio
= ratio
.clamp
(min_dynamic_resolution_ratio
, max_dynamic_resolution_ratio
)
112 glBindFramebuffer
(gl_FRAMEBUFFER
, dynamic_context
.screen_framebuffer
)
113 glBindBuffer
(gl_ARRAY_BUFFER
, dynamic_context
.buffer_array
)
114 glViewport
(0, 0, display
.width
, display
.height
)
115 glClear gl_COLOR_BUFFER_BIT
| gl_DEPTH_BUFFER_BIT
119 glActiveTexture gl_TEXTURE0
120 glBindTexture
(gl_TEXTURE_2D
, dynamic_context
.texture
)
121 dynres_program
.texture
.uniform
0
122 dynres_program
.ratio
.uniform ratio
125 var sizeof_gl_float
= 4
127 glEnableVertexAttribArray dynres_program
.coord
.location
128 glVertexAttribPointeri
(dynres_program
.coord
.location
, n_floats
, gl_FLOAT
, false, 0, 0)
129 var offset
= 4 * n_floats
* sizeof_gl_float
132 glEnableVertexAttribArray dynres_program
.tex_coord
.location
133 glVertexAttribPointeri
(dynres_program
.tex_coord
.location
, n_floats
, gl_FLOAT
, false, 0, offset
)
134 var gl_error
= glGetError
135 assert gl_error
== gl_NO_ERROR
else print_error gl_error
138 glDrawArrays
(gl_TRIANGLE_STRIP
, 0, 4)
139 gl_error
= glGetError
140 assert gl_error
== gl_NO_ERROR
else print_error gl_error
143 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
144 gl_error
= glGetError
145 assert gl_error
== gl_NO_ERROR
else print_error gl_error
147 sys
.perfs
["gamnit flat dyn res"].add app
.perf_clock_dynamic_resolution
.lapse
150 # Framebuffer and texture for dynamic resolution intermediate drawing
151 private var dynamic_context
: DynamicContext = create_dynamic_context
is lazy
153 private fun create_dynamic_context
: DynamicContext
155 # TODO option or flag to regen on real resolution change.
157 var display
= display
158 assert display
!= null
160 var context
= new DynamicContext
161 context
.prepare_once
(display
, max_dynamic_resolution_ratio
)
166 # Handles to reused GL buffers and texture
167 private class DynamicContext
169 # Real screen framebuffer
170 var screen_framebuffer
: Int = -1
172 # Dynamic screen framebuffer
173 var dynamic_framebuffer
: Int = -1
175 # Depth renderbuffer attached to `dynamic_framebuffer`
176 var depth_renderbuffer
: Int = -1
178 # Texture attached to `dynamic_framebuffer` as color attachment
179 var texture
: Int = -1
181 # Buffer name for vertex data
182 var buffer_array
: Int = -1
184 # Prepare all attributes once per resolution change
185 fun prepare_once
(display
: GamnitDisplay, max_dynamic_resolution_ratio
: Float)
187 # TODO enable antialiasing.
189 # Set aside the real screen framebuffer name
190 var screen_framebuffer
= glGetIntegerv
(gl_FRAMEBUFFER_BINDING
, 0)
191 self.screen_framebuffer
= screen_framebuffer
194 var framebuffer
= glGenFramebuffers
(1).first
195 glBindFramebuffer
(gl_FRAMEBUFFER
, framebuffer
)
196 assert glIsFramebuffer
(framebuffer
)
197 self.dynamic_framebuffer
= framebuffer
198 var gl_error
= glGetError
199 assert gl_error
== gl_NO_ERROR
else print_error gl_error
201 # Depth & texture/color
202 var depthbuffer
= glGenRenderbuffers
(1).first
203 self.depth_renderbuffer
= depthbuffer
204 var texture
= glGenTextures
(1).first
205 self.texture
= texture
206 gl_error
= glGetError
207 assert gl_error
== gl_NO_ERROR
else print_error gl_error
209 resize
(display
, max_dynamic_resolution_ratio
)
210 assert glCheckFramebufferStatus
(gl_FRAMEBUFFER
) == gl_FRAMEBUFFER_COMPLETE
213 buffer_array
= glGenBuffers
(1).first
214 glBindBuffer
(gl_ARRAY_BUFFER
, buffer_array
)
215 assert glIsBuffer
(buffer_array
)
216 gl_error
= glGetError
217 assert gl_error
== gl_NO_ERROR
else print_error gl_error
220 var data
= new Array[Float]
221 data
.add_all
([-1.0, -1.0, 0.0,
226 data
.add_all
([0.0, 0.0,
230 var c_data
= new GLfloatArray.from
(data
)
231 glBufferData
(gl_ARRAY_BUFFER
, data
.length
*4, c_data
.native_array
, gl_STATIC_DRAW
)
233 glBindBuffer
(gl_ARRAY_BUFFER
, 0)
235 gl_error
= glGetError
236 assert gl_error
== gl_NO_ERROR
else print_error gl_error
239 # Init size or resize `depth_renderbuffer` and `texture`
240 fun resize
(display
: GamnitDisplay, max_dynamic_resolution_ratio
: Float)
242 var width
= (display
.width
.to_f
* max_dynamic_resolution_ratio
).to_i
243 var height
= (display
.height
.to_f
* max_dynamic_resolution_ratio
).to_i
245 glBindFramebuffer
(gl_FRAMEBUFFER
, dynamic_framebuffer
)
247 var depthbuffer
= self.depth_renderbuffer
248 var texture
= self.texture
251 glBindRenderbuffer
(gl_RENDERBUFFER
, depthbuffer
)
252 assert glIsRenderbuffer
(depthbuffer
)
253 glRenderbufferStorage
(gl_RENDERBUFFER
, gl_DEPTH_COMPONENT16
, width
, height
)
254 glFramebufferRenderbuffer
(gl_FRAMEBUFFER
, gl_DEPTH_ATTACHMENT
, gl_RENDERBUFFER
, depthbuffer
)
255 var gl_error
= glGetError
256 assert gl_error
== gl_NO_ERROR
else print_error gl_error
259 glBindTexture
(gl_TEXTURE_2D
, texture
)
260 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MIN_FILTER
, gl_LINEAR
)
261 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_MAG_FILTER
, gl_LINEAR
)
262 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_WRAP_S
, gl_CLAMP_TO_EDGE
)
263 glTexParameteri
(gl_TEXTURE_2D
, gl_TEXTURE_WRAP_T
, gl_CLAMP_TO_EDGE
)
264 glTexImage2D
(gl_TEXTURE_2D
, 0, gl_RGB
, width
, height
,
265 0, gl_RGB
, gl_UNSIGNED_BYTE
, new Pointer.nul
)
266 glFramebufferTexture2D
(gl_FRAMEBUFFER
, gl_COLOR_ATTACHMENT0
, gl_TEXTURE_2D
, texture
, 0)
268 gl_error
= glGetError
269 assert gl_error
== gl_NO_ERROR
else print_error gl_error
272 glBindRenderbuffer
(gl_RENDERBUFFER
, 0)
273 glBindFramebuffer
(gl_FRAMEBUFFER
, 0)
275 gl_error
= glGetError
276 assert gl_error
== gl_NO_ERROR
else print_error gl_error
279 var destroyed
= false
282 if destroyed
then return
286 glDeleteBuffers
([buffer_array
])
287 var gl_error
= glGetError
288 assert gl_error
== gl_NO_ERROR
else print_error gl_error
291 # Free the dynamic framebuffer and its attachments
292 glDeleteBuffers
([buffer_array
])
293 glDeleteFramebuffers
([dynamic_framebuffer
])
294 glDeleteRenderbuffers
([depth_renderbuffer
])
295 glDeleteTextures
([texture
])
299 private class DynamicResolutionProgram
300 super GamnitProgramFromSource
302 redef var vertex_shader_source
= """
303 // Vertex coordinates
304 attribute vec3 coord;
306 // Vertex coordinates on textures
307 attribute vec2 tex_coord;
309 // Output to the fragment shader
310 varying vec2 v_coord;
314 gl_Position = vec4(coord, 1.0);
317 """ @ glsl_vertex_shader
319 redef var fragment_shader_source
= """
320 precision mediump float;
322 // Virtual screen texture / color attachment
323 uniform sampler2D texture0;
325 // Input from the vertex shader
326 varying vec2 v_coord;
328 // Ratio of the virtual screen to draw
333 gl_FragColor = texture2D(texture0, v_coord*ratio);
335 """ @ glsl_fragment_shader
337 # Vertices coordinates
338 var coord
= attributes
["coord"].as(AttributeVec3) is lazy
340 # Coordinates on the textures, per vertex
341 var tex_coord
= attributes
["tex_coord"].as(AttributeVec2) is lazy
343 # Virtual screen texture / color attachment
344 var texture
= uniforms
["texture0"].as(UniformSampler2D) is lazy
346 # Ratio of the virtual screen to draw
347 var ratio
= uniforms
["ratio"].as(UniformFloat) is lazy