Files
beyond/Assets/Scripts/Utils/DynamicResolution.cs
2024-11-20 15:21:28 +01:00

132 lines
4.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using TMPro;
using UnityEngine;
namespace Beyond
{
public class DynamicResolution : MonoBehaviour
{
public TextMeshProUGUI screenText;
FrameTiming[] frameTimings = new FrameTiming[3];
public float maxResolutionWidthScale = 1.0f;
public float maxResolutionHeightScale = 1.0f;
public float minResolutionWidthScale = 0.3f;
public float minResolutionHeightScale = 0.3f;
public float scaleWidthIncrement = 0.1f;
public float scaleHeightIncrement = 0.1f;
public float startScale = 0.5f;
float m_widthScale = 1.0f;
float m_heightScale = 1.0f;
// Variables for dynamic resolution algorithm that persist across frames
uint m_frameCount = 0;
const uint kNumFrameTimings = 2;
double m_gpuFrameTime;
double m_cpuFrameTime;
// Use this for initialization
void Start()
{
ScalableBufferManager.ResizeBuffers(startScale,startScale);
int rezWidth = (int)Mathf.Ceil(ScalableBufferManager.widthScaleFactor * Screen.currentResolution.width);
int rezHeight = (int)Mathf.Ceil(ScalableBufferManager.heightScaleFactor * Screen.currentResolution.height);
var rezText = string.Format("Scale: {0:F3}x{1:F3}\nResolution: {2}x{3}\n",
m_widthScale,
m_heightScale,
rezWidth,
rezHeight);
if (screenText)
screenText.text = rezText;
Debug.Log(rezText);
}
[Button]
void ScaleUp()
{
m_heightScale = Mathf.Max(minResolutionHeightScale, m_heightScale + scaleHeightIncrement);
m_widthScale = Mathf.Max(minResolutionWidthScale, m_widthScale + scaleWidthIncrement);
ScalableBufferManager.ResizeBuffers(m_widthScale, m_heightScale);
}
[Button]
void ScaleDown()
{
m_heightScale = Mathf.Max(minResolutionHeightScale, m_heightScale - scaleHeightIncrement);
m_widthScale = Mathf.Max(minResolutionWidthScale, m_widthScale - scaleWidthIncrement);
ScalableBufferManager.ResizeBuffers(m_widthScale, m_heightScale);
}
// Update is called once per frame
void Update()
{
float oldWidthScale = m_widthScale;
float oldHeightScale = m_heightScale;
// // One finger lowers the resolution
// if (Input.GetButtonDown("Fire1"))
// {
// m_heightScale = Mathf.Max(minResolutionHeightScale, m_heightScale - scaleHeightIncrement);
// m_widthScale = Mathf.Max(minResolutionWidthScale, m_widthScale - scaleWidthIncrement);
// }
//
// // Two fingers raises the resolution
// if (Input.GetButtonDown("Fire2"))
// {
// m_heightScale = Mathf.Min(maxResolutionHeightScale, m_heightScale + scaleHeightIncrement);
// m_widthScale = Mathf.Min(maxResolutionWidthScale, m_widthScale + scaleWidthIncrement);
// }
if (m_widthScale != oldWidthScale || m_heightScale != oldHeightScale)
{
ScalableBufferManager.ResizeBuffers(m_widthScale, m_heightScale);
}
DetermineResolution();
int rezWidth = (int)Mathf.Ceil(ScalableBufferManager.widthScaleFactor * Screen.currentResolution.width);
int rezHeight = (int)Mathf.Ceil(ScalableBufferManager.heightScaleFactor * Screen.currentResolution.height);
var rezText = string.Format("Scale: {0:F3}x{1:F3}\nResolution: {2}x{3}\nScaleFactor: {4:F3}x{5:F3}\nGPU: {6:F3} CPU: {7:F3}",
m_widthScale,
m_heightScale,
rezWidth,
rezHeight,
ScalableBufferManager.widthScaleFactor,
ScalableBufferManager.heightScaleFactor,
m_gpuFrameTime,
m_cpuFrameTime);
//Debug.Log(rezText);
if (screenText)
screenText.text = rezText;
}
// Estimate the next frame time and update the resolution scale if necessary.
private void DetermineResolution()
{
++m_frameCount;
if (m_frameCount <= kNumFrameTimings)
{
return;
}
FrameTimingManager.CaptureFrameTimings();
FrameTimingManager.GetLatestTimings(kNumFrameTimings, frameTimings);
if (frameTimings.Length < kNumFrameTimings)
{
Debug.LogFormat("Skipping frame {0}, didn't get enough frame timings.",
m_frameCount);
return;
}
m_gpuFrameTime = (double)frameTimings[0].gpuFrameTime;
m_cpuFrameTime = (double)frameTimings[0].cpuFrameTime;
}
}
}