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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #pragma once
- #include "../Container/ArrayPtr.h"
- #include "../Container/HashSet.h"
- #include "../Core/Mutex.h"
- #include "../Core/Object.h"
- #include "../Graphics/GraphicsDefs.h"
- #include "../Graphics/ShaderVariation.h"
- #include "../Math/Color.h"
- #include "../Math/Plane.h"
- #include "../Math/Rect.h"
- #include "../Resource/Image.h"
- struct SDL_Window;
- namespace Atomic
- {
- class ConstantBuffer;
- class File;
- class Image;
- class IndexBuffer;
- class GPUObject;
- class GraphicsImpl;
- class RenderSurface;
- class Shader;
- class ShaderPrecache;
- class ShaderProgram;
- class ShaderVariation;
- class Texture;
- class Texture2D;
- class Texture2DArray;
- class TextureCube;
- class Vector3;
- class Vector4;
- class VertexBuffer;
- class VertexDeclaration;
- struct ShaderParameter;
- /// CPU-side scratch buffer for vertex data updates.
- struct ScratchBuffer
- {
- ScratchBuffer() :
- size_(0),
- reserved_(false)
- {
- }
- /// Buffer data.
- SharedArrayPtr<unsigned char> data_;
- /// Data size.
- unsigned size_;
- /// Reserved flag.
- bool reserved_;
- };
- /// %Graphics subsystem. Manages the application window, rendering state and GPU resources.
- class ATOMIC_API Graphics : public Object
- {
- ATOMIC_OBJECT(Graphics, Object);
- public:
- /// Construct.
- Graphics(Context* context);
- /// Destruct. Release the Direct3D11 device and close the window.
- virtual ~Graphics();
- /// Set external window handle. Only effective before setting the initial screen mode.
- void SetExternalWindow(void* window);
- /// Set window title.
- void SetWindowTitle(const String& windowTitle);
- /// Set window icon.
- void SetWindowIcon(Image* windowIcon);
- /// Set window position. Sets initial position if window is not created yet.
- void SetWindowPosition(const IntVector2& position);
- /// Set window position. Sets initial position if window is not created yet.
- void SetWindowPosition(int x, int y);
- /// Set screen mode. Return true if successful.
- bool SetMode
- (int width, int height, bool fullscreen, bool borderless, bool resizable, bool highDPI, bool vsync, bool tripleBuffer,
- int multiSample, int monitor, int refreshRate);
- /// Set screen resolution only. Return true if successful.
- bool SetMode(int width, int height);
- /// Set whether the main window uses sRGB conversion on write.
- void SetSRGB(bool enable);
- /// Set whether rendering output is dithered. Default true on OpenGL. No effect on Direct3D.
- void SetDither(bool enable);
- /// Set whether to flush the GPU command buffer to prevent multiple frames being queued and uneven frame timesteps. Default off, may decrease performance if enabled. Not currently implemented on OpenGL.
- void SetFlushGPU(bool enable);
- /// Set forced use of OpenGL 2 even if OpenGL 3 is available. Must be called before setting the screen mode for the first time. Default false. No effect on Direct3D9 & 11.
- void SetForceGL2(bool enable);
- /// Set allowed screen orientations as a space-separated list of "LandscapeLeft", "LandscapeRight", "Portrait" and "PortraitUpsideDown". Affects currently only iOS platform.
- void SetOrientations(const String& orientations);
- /// Toggle between full screen and windowed mode. Return true if successful.
- bool ToggleFullscreen();
- /// Close the window.
- void Close();
- /// Take a screenshot. Return true if successful.
- bool TakeScreenShot(Image* destImage); // ATOMIC FIX: Image* must be a pointer type (for script bindings)
- /// Begin frame rendering. Return true if device available and can render.
- bool BeginFrame();
- /// End frame rendering and swap buffers.
- void EndFrame();
- /// Clear any or all of rendertarget, depth buffer and stencil buffer.
- void Clear(unsigned flags, const Color& color = Color(0.0f, 0.0f, 0.0f, 0.0f), float depth = 1.0f, unsigned stencil = 0);
- /// Resolve multisampled backbuffer to a texture rendertarget. The texture's size should match the viewport size.
- bool ResolveToTexture(Texture2D* destination, const IntRect& viewport);
- /// Resolve a multisampled texture on itself.
- bool ResolveToTexture(Texture2D* texture);
- /// Resolve a multisampled cube texture on itself.
- bool ResolveToTexture(TextureCube* texture);
- /// Draw non-indexed geometry.
- void Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount);
- /// Draw indexed geometry.
- void Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount);
- /// Draw indexed geometry with vertex index offset.
- void Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex, unsigned vertexCount);
- /// Draw indexed, instanced geometry. An instancing vertex buffer must be set.
- void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount,
- unsigned instanceCount);
- /// Draw indexed, instanced geometry with vertex index offset.
- void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex,
- unsigned vertexCount, unsigned instanceCount);
- /// Set vertex buffer.
- void SetVertexBuffer(VertexBuffer* buffer);
- /// Set multiple vertex buffers.
- bool SetVertexBuffers(const PODVector<VertexBuffer*>& buffers, unsigned instanceOffset = 0);
- /// Set multiple vertex buffers.
- bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, unsigned instanceOffset = 0);
- /// Set index buffer.
- void SetIndexBuffer(IndexBuffer* buffer);
- /// Set shaders.
- void SetShaders(ShaderVariation* vs, ShaderVariation* ps);
- /// Set shader float constants.
- void SetShaderParameter(StringHash param, const float* data, unsigned count);
- /// Set shader float constant.
- void SetShaderParameter(StringHash param, float value);
- /// Set shader integer constant.
- void SetShaderParameter(StringHash param, int value);
- /// Set shader boolean constant.
- void SetShaderParameter(StringHash param, bool value);
- /// Set shader color constant.
- void SetShaderParameter(StringHash param, const Color& color);
- /// Set shader 2D vector constant.
- void SetShaderParameter(StringHash param, const Vector2& vector);
- /// Set shader 3x3 matrix constant.
- void SetShaderParameter(StringHash param, const Matrix3& matrix);
- /// Set shader 3D vector constant.
- void SetShaderParameter(StringHash param, const Vector3& vector);
- /// Set shader 4x4 matrix constant.
- void SetShaderParameter(StringHash param, const Matrix4& matrix);
- /// Set shader 4D vector constant.
- void SetShaderParameter(StringHash param, const Vector4& vector);
- /// Set shader 3x4 matrix constant.
- void SetShaderParameter(StringHash param, const Matrix3x4& matrix);
- /// Set shader constant from a variant. Supported variant types: bool, float, vector2, vector3, vector4, color.
- void SetShaderParameter(StringHash param, const Variant& value);
- /// Check whether a shader parameter group needs update. Does not actually check whether parameters exist in the shaders.
- bool NeedParameterUpdate(ShaderParameterGroup group, const void* source);
- /// Check whether a shader parameter exists on the currently set shaders.
- bool HasShaderParameter(StringHash param);
- /// Check whether the current vertex or pixel shader uses a texture unit.
- bool HasTextureUnit(TextureUnit unit);
- /// Clear remembered shader parameter source group.
- void ClearParameterSource(ShaderParameterGroup group);
- /// Clear remembered shader parameter sources.
- void ClearParameterSources();
- /// Clear remembered transform shader parameter sources.
- void ClearTransformSources();
- /// Set texture.
- void SetTexture(unsigned index, Texture* texture);
- /// Bind texture unit 0 for update. Called by Texture. Used only on OpenGL.
- void SetTextureForUpdate(Texture* texture);
- /// Dirty texture parameters of all textures (when global settings change.)
- void SetTextureParametersDirty();
- /// Set default texture filtering mode. Called by Renderer before rendering.
- void SetDefaultTextureFilterMode(TextureFilterMode mode);
- /// Set default texture anisotropy level. Called by Renderer before rendering.
- void SetDefaultTextureAnisotropy(unsigned level);
- /// Reset all rendertargets, depth-stencil surface and viewport.
- void ResetRenderTargets();
- /// Reset specific rendertarget.
- void ResetRenderTarget(unsigned index);
- /// Reset depth-stencil surface.
- void ResetDepthStencil();
- /// Set rendertarget.
- void SetRenderTarget(unsigned index, RenderSurface* renderTarget);
- /// Set rendertarget.
- void SetRenderTarget(unsigned index, Texture2D* texture);
- /// Set depth-stencil surface.
- void SetDepthStencil(RenderSurface* depthStencil);
- /// Set depth-stencil surface.
- void SetDepthStencil(Texture2D* texture);
- /// Set viewport.
- void SetViewport(const IntRect& rect);
- /// Set blending and alpha-to-coverage modes. Alpha-to-coverage is not supported on Direct3D9.
- void SetBlendMode(BlendMode mode, bool alphaToCoverage = false);
- /// Set color write on/off.
- void SetColorWrite(bool enable);
- /// Set hardware culling mode.
- void SetCullMode(CullMode mode);
- /// Set depth bias.
- void SetDepthBias(float constantBias, float slopeScaledBias);
- /// Set depth compare.
- void SetDepthTest(CompareMode mode);
- /// Set depth write on/off.
- void SetDepthWrite(bool enable);
- /// Set polygon fill mode.
- void SetFillMode(FillMode mode);
- /// Set line antialiasing on/off.
- void SetLineAntiAlias(bool enable);
- /// Set scissor test.
- void SetScissorTest(bool enable, const Rect& rect = Rect::FULL, bool borderInclusive = true);
- /// Set scissor test.
- void SetScissorTest(bool enable, const IntRect& rect);
- /// Set stencil test.
- void SetStencilTest
- (bool enable, CompareMode mode = CMP_ALWAYS, StencilOp pass = OP_KEEP, StencilOp fail = OP_KEEP, StencilOp zFail = OP_KEEP,
- unsigned stencilRef = 0, unsigned compareMask = M_MAX_UNSIGNED, unsigned writeMask = M_MAX_UNSIGNED);
- /// Set a custom clipping plane. The plane is specified in world space, but is dependent on the view and projection matrices.
- void SetClipPlane(bool enable, const Plane& clipPlane = Plane::UP, const Matrix3x4& view = Matrix3x4::IDENTITY,
- const Matrix4& projection = Matrix4::IDENTITY);
- /// Begin dumping shader variation names to an XML file for precaching.
- void BeginDumpShaders(const String& fileName);
- /// End dumping shader variations names.
- void EndDumpShaders();
- /// Precache shader variations from an XML file generated with BeginDumpShaders().
- void PrecacheShaders(Deserializer& source);
- /// Set shader cache directory, Direct3D only. This can either be an absolute path or a path within the resource system.
- void SetShaderCacheDir(const String& path);
- /// Return whether rendering initialized.
- bool IsInitialized() const;
- /// Return graphics implementation, which holds the actual API-specific resources.
- GraphicsImpl* GetImpl() const { return impl_; }
- /// Return OS-specific external window handle. Null if not in use.
- void* GetExternalWindow() const { return externalWindow_; }
- /// Return SDL window.
- SDL_Window* GetWindow() const { return window_; }
- /// Return window title.
- const String& GetWindowTitle() const { return windowTitle_; }
- /// Return graphics API name.
- const String& GetApiName() const { return apiName_; }
- /// Return window position.
- IntVector2 GetWindowPosition() const;
- /// Return window width in pixels.
- int GetWidth() const { return width_; }
- /// Return window height in pixels.
- int GetHeight() const { return height_; }
- /// Return multisample mode (1 = no multisampling.)
- int GetMultiSample() const { return multiSample_; }
- /// Return window size in pixels.
- IntVector2 GetSize() const { return IntVector2(width_, height_); }
- /// Return whether window is fullscreen.
- bool GetFullscreen() const { return fullscreen_; }
- /// Return whether window is borderless.
- bool GetBorderless() const { return borderless_; }
- /// Return whether window is resizable.
- bool GetResizable() const { return resizable_; }
- /// Return whether window is high DPI.
- bool GetHighDPI() const { return highDPI_; }
- /// Return whether vertical sync is on.
- bool GetVSync() const { return vsync_; }
- /// Return refresh rate when using vsync in fullscreen
- int GetRefreshRate() const { return refreshRate_; }
- /// Return the current monitor index. Effective on in fullscreen
- int GetMonitor() const { return monitor_; }
- /// Return whether triple buffering is enabled.
- bool GetTripleBuffer() const { return tripleBuffer_; }
- /// Return whether the main window is using sRGB conversion on write.
- bool GetSRGB() const { return sRGB_; }
-
- /// Return whether rendering output is dithered.
- bool GetDither() const;
- /// Return whether the GPU command buffer is flushed each frame.
- bool GetFlushGPU() const { return flushGPU_; }
- /// Return whether OpenGL 2 use is forced. Effective only on OpenGL.
- bool GetForceGL2() const { return forceGL2_; }
- /// Return allowed screen orientations.
- const String& GetOrientations() const { return orientations_; }
- /// Return whether graphics context is lost and can not render or load GPU resources.
- bool IsDeviceLost() const;
- /// Return number of primitives drawn this frame.
- unsigned GetNumPrimitives() const { return numPrimitives_; }
- /// Return number of batches drawn this frame.
- unsigned GetNumBatches() const { return numBatches_; }
- /// Return dummy color texture format for shadow maps. Is "NULL" (consume no video memory) if supported.
- unsigned GetDummyColorFormat() const { return dummyColorFormat_; }
- /// Return shadow map depth texture format, or 0 if not supported.
- unsigned GetShadowMapFormat() const { return shadowMapFormat_; }
- /// Return 24-bit shadow map depth texture format, or 0 if not supported.
- unsigned GetHiresShadowMapFormat() const { return hiresShadowMapFormat_; }
- /// Return whether hardware instancing is supported.
- bool GetInstancingSupport() const { return instancingSupport_; }
- /// Return whether light pre-pass rendering is supported.
- bool GetLightPrepassSupport() const { return lightPrepassSupport_; }
- /// Return whether deferred rendering is supported.
- bool GetDeferredSupport() const { return deferredSupport_; }
- /// Return whether anisotropic texture filtering is supported.
- bool GetAnisotropySupport() const { return anisotropySupport_; }
- /// Return whether shadow map depth compare is done in hardware.
- bool GetHardwareShadowSupport() const { return hardwareShadowSupport_; }
- /// Return whether a readable hardware depth format is available.
- bool GetReadableDepthSupport() const { return GetReadableDepthFormat() != 0; }
- /// Return whether sRGB conversion on texture sampling is supported.
- bool GetSRGBSupport() const { return sRGBSupport_; }
- /// Return whether sRGB conversion on rendertarget writing is supported.
- bool GetSRGBWriteSupport() const { return sRGBWriteSupport_; }
- /// Return supported fullscreen resolutions (third component is refreshRate). Will be empty if listing the resolutions is not supported on the platform (e.g. Web).
- PODVector<IntVector3> GetResolutions(int monitor) const;
- /// Return supported multisampling levels.
- PODVector<int> GetMultiSampleLevels() const;
- /// Return the desktop resolution.
- IntVector2 GetDesktopResolution(int monitor) const;
- /// Return the number of currently connected monitors.
- int GetMonitorCount() const;
- /// Return hardware format for a compressed image format, or 0 if unsupported.
- unsigned GetFormat(CompressedFormat format) const;
- /// Return a shader variation by name and defines.
- ShaderVariation* GetShader(ShaderType type, const String& name, const String& defines = String::EMPTY) const;
- /// Return a shader variation by name and defines.
- ShaderVariation* GetShader(ShaderType type, const char* name, const char* defines) const;
- /// Return current vertex buffer by index.
- VertexBuffer* GetVertexBuffer(unsigned index) const;
- /// Return current index buffer.
- IndexBuffer* GetIndexBuffer() const { return indexBuffer_; }
- /// Return current vertex shader.
- ShaderVariation* GetVertexShader() const { return vertexShader_; }
- /// Return current pixel shader.
- ShaderVariation* GetPixelShader() const { return pixelShader_; }
- /// Return shader program. This is an API-specific class and should not be used by applications.
- ShaderProgram* GetShaderProgram() const;
- /// Return texture unit index by name.
- TextureUnit GetTextureUnit(const String& name);
- /// Return texture unit name by index.
- const String& GetTextureUnitName(TextureUnit unit);
- /// Return current texture by texture unit index.
- Texture* GetTexture(unsigned index) const;
- /// Return default texture filtering mode.
- TextureFilterMode GetDefaultTextureFilterMode() const { return defaultTextureFilterMode_; }
- /// Return default texture max. anisotropy level.
- unsigned GetDefaultTextureAnisotropy() const { return defaultTextureAnisotropy_; }
- /// Return current rendertarget by index.
- RenderSurface* GetRenderTarget(unsigned index) const;
- /// Return current depth-stencil surface.
- RenderSurface* GetDepthStencil() const { return depthStencil_; }
- /// Return the viewport coordinates.
- IntRect GetViewport() const { return viewport_; }
- /// Return blending mode.
- BlendMode GetBlendMode() const { return blendMode_; }
- /// Return whether alpha-to-coverage is enabled.
- bool GetAlphaToCoverage() const { return alphaToCoverage_; }
- /// Return whether color write is enabled.
- bool GetColorWrite() const { return colorWrite_; }
- /// Return hardware culling mode.
- CullMode GetCullMode() const { return cullMode_; }
- /// Return depth constant bias.
- float GetDepthConstantBias() const { return constantDepthBias_; }
- /// Return depth slope scaled bias.
- float GetDepthSlopeScaledBias() const { return slopeScaledDepthBias_; }
- /// Return depth compare mode.
- CompareMode GetDepthTest() const { return depthTestMode_; }
- /// Return whether depth write is enabled.
- bool GetDepthWrite() const { return depthWrite_; }
- /// Return polygon fill mode.
- FillMode GetFillMode() const { return fillMode_; }
- /// Return whether line antialiasing is enabled.
- bool GetLineAntiAlias() const { return lineAntiAlias_; }
- /// Return whether stencil test is enabled.
- bool GetStencilTest() const { return stencilTest_; }
- /// Return whether scissor test is enabled.
- bool GetScissorTest() const { return scissorTest_; }
- /// Return scissor rectangle coordinates.
- const IntRect& GetScissorRect() const { return scissorRect_; }
- /// Return stencil compare mode.
- CompareMode GetStencilTestMode() const { return stencilTestMode_; }
- /// Return stencil operation to do if stencil test passes.
- StencilOp GetStencilPass() const { return stencilPass_; }
- /// Return stencil operation to do if stencil test fails.
- StencilOp GetStencilFail() const { return stencilFail_; }
- /// Return stencil operation to do if depth compare fails.
- StencilOp GetStencilZFail() const { return stencilZFail_; }
- /// Return stencil reference value.
- unsigned GetStencilRef() const { return stencilRef_; }
- /// Return stencil compare bitmask.
- unsigned GetStencilCompareMask() const { return stencilCompareMask_; }
- /// Return stencil write bitmask.
- unsigned GetStencilWriteMask() const { return stencilWriteMask_; }
- /// Return whether a custom clipping plane is in use.
- bool GetUseClipPlane() const { return useClipPlane_; }
- /// Return shader cache directory, Direct3D only.
- const String& GetShaderCacheDir() const { return shaderCacheDir_; }
- /// Return current rendertarget width and height.
- IntVector2 GetRenderTargetDimensions() const;
- /// Window was resized through user interaction. Called by Input subsystem.
- void OnWindowResized();
- /// Window was moved through user interaction. Called by Input subsystem.
- void OnWindowMoved();
- /// Restore GPU objects and reinitialize state. Requires an open window. Used only on OpenGL.
- void Restore();
- /// Maximize the window.
- void Maximize();
- /// Minimize the window.
- void Minimize();
- /// Add a GPU object to keep track of. Called by GPUObject.
- void AddGPUObject(GPUObject* object);
- /// Remove a GPU object. Called by GPUObject.
- void RemoveGPUObject(GPUObject* object);
- /// Reserve a CPU-side scratch buffer.
- void* ReserveScratchBuffer(unsigned size);
- /// Free a CPU-side scratch buffer.
- void FreeScratchBuffer(void* buffer);
- /// Clean up too large scratch buffers.
- void CleanupScratchBuffers();
- /// Clean up shader parameters when a shader variation is released or destroyed.
- void CleanupShaderPrograms(ShaderVariation* variation);
- /// Clean up a render surface from all FBOs. Used only on OpenGL.
- void CleanupRenderSurface(RenderSurface* surface);
- /// Get or create a constant buffer. Will be shared between shaders if possible.
- ConstantBuffer* GetOrCreateConstantBuffer(ShaderType type, unsigned index, unsigned size);
- /// Mark the FBO needing an update. Used only on OpenGL.
- void MarkFBODirty();
- /// Bind a VBO, avoiding redundant operation. Used only on OpenGL.
- void SetVBO(unsigned object);
- /// Bind a UBO, avoiding redundant operation. Used only on OpenGL.
- void SetUBO(unsigned object);
- /// Return the API-specific alpha texture format.
- static unsigned GetAlphaFormat();
- /// Return the API-specific luminance texture format.
- static unsigned GetLuminanceFormat();
- /// Return the API-specific luminance alpha texture format.
- static unsigned GetLuminanceAlphaFormat();
- /// Return the API-specific RGB texture format.
- static unsigned GetRGBFormat();
- /// Return the API-specific RGBA texture format.
- static unsigned GetRGBAFormat();
- /// Return the API-specific RGBA 16-bit texture format.
- static unsigned GetRGBA16Format();
- /// Return the API-specific RGBA 16-bit float texture format.
- static unsigned GetRGBAFloat16Format();
- /// Return the API-specific RGBA 32-bit float texture format.
- static unsigned GetRGBAFloat32Format();
- /// Return the API-specific RG 16-bit texture format.
- static unsigned GetRG16Format();
- /// Return the API-specific RG 16-bit float texture format.
- static unsigned GetRGFloat16Format();
- /// Return the API-specific RG 32-bit float texture format.
- static unsigned GetRGFloat32Format();
- /// Return the API-specific single channel 16-bit float texture format.
- static unsigned GetFloat16Format();
- /// Return the API-specific single channel 32-bit float texture format.
- static unsigned GetFloat32Format();
- /// Return the API-specific linear depth texture format.
- static unsigned GetLinearDepthFormat();
- /// Return the API-specific hardware depth-stencil texture format.
- static unsigned GetDepthStencilFormat();
- /// Return the API-specific readable hardware depth format, or 0 if not supported.
- static unsigned GetReadableDepthFormat();
- /// Return the API-specific texture format from a textual description, for example "rgb".
- static unsigned GetFormat(const String& formatName);
- /// Return UV offset required for pixel perfect rendering.
- static const Vector2& GetPixelUVOffset() { return pixelUVOffset; }
- /// Return maximum number of supported bones for skinning.
- static unsigned GetMaxBones();
- /// Return whether is using an OpenGL 3 context. Return always false on Direct3D9 & Direct3D11.
- static bool GetGL3Support();
- // ATOMIC BEGIN
- /// Get the SDL_Window as a void* to avoid having to include the graphics implementation
- void* GetSDLWindow() { return window_; }
- int GetCurrentMonitor();
- int GetNumMonitors();
- bool GetMaximized();
- IntVector2 GetMonitorResolution(int monitorId) const;
- void RaiseWindow();
-
- /// Return number of passes drawn this frame
- static unsigned GetNumPasses() { return numPasses_; }
- /// Set number of passes drawn this frame
- static void SetNumPasses(unsigned value) { numPasses_ = value; }
- /// Return number of single render pass primitives drawn this frame (D3D9 Only)
- static unsigned GetSinglePassPrimitives() { return numSinglePassPrimitives_; }
- /// Set number of single render pass primitives drawn this frame (D3D9 Only)
- static void SetSinglePassPrimitives(unsigned value) { numSinglePassPrimitives_ = value; }
-
- // ATOMIC END
- private:
- /// Create the application window.
- bool OpenWindow(int width, int height, bool resizable, bool borderless);
- /// Create the application window icon.
- void CreateWindowIcon();
- /// Adjust the window for new resolution and fullscreen mode.
- void AdjustWindow(int& newWidth, int& newHeight, bool& newFullscreen, bool& newBorderless, int& monitor);
- /// Create the Direct3D11 device and swap chain. Requires an open window. Can also be called again to recreate swap chain. Return true on success.
- bool CreateDevice(int width, int height, int multiSample);
- /// Update Direct3D11 swap chain state for a new mode and create views for the backbuffer & default depth buffer. Return true on success.
- bool UpdateSwapChain(int width, int height);
- /// Create the Direct3D9 interface.
- bool CreateInterface();
- /// Create the Direct3D9 device.
- bool CreateDevice(unsigned adapter, unsigned deviceType);
- /// Reset the Direct3D9 device.
- void ResetDevice();
- /// Notify all GPU resources so they can release themselves as needed. Used only on Direct3D9.
- void OnDeviceLost();
- /// Notify all GPU resources so they can recreate themselves as needed. Used only on Direct3D9.
- void OnDeviceReset();
- /// Set vertex buffer stream frequency. Used only on Direct3D9.
- void SetStreamFrequency(unsigned index, unsigned frequency);
- /// Reset stream frequencies. Used only on Direct3D9.
- void ResetStreamFrequencies();
- /// Check supported rendering features.
- void CheckFeatureSupport();
- /// Reset cached rendering state.
- void ResetCachedState();
- /// Initialize texture unit mappings.
- void SetTextureUnitMappings();
- /// Process dirtied state before draw.
- void PrepareDraw();
- /// Create intermediate texture for multisampled backbuffer resolve. No-op if already exists.
- void CreateResolveTexture();
- /// Clean up all framebuffers. Called when destroying the context. Used only on OpenGL.
- void CleanupFramebuffers();
- /// Create a framebuffer using either extension or core functionality. Used only on OpenGL.
- unsigned CreateFramebuffer();
- /// Delete a framebuffer using either extension or core functionality. Used only on OpenGL.
- void DeleteFramebuffer(unsigned fbo);
- /// Bind a framebuffer using either extension or core functionality. Used only on OpenGL.
- void BindFramebuffer(unsigned fbo);
- /// Bind a framebuffer color attachment using either extension or core functionality. Used only on OpenGL.
- void BindColorAttachment(unsigned index, unsigned target, unsigned object, bool isRenderBuffer);
- /// Bind a framebuffer depth attachment using either extension or core functionality. Used only on OpenGL.
- void BindDepthAttachment(unsigned object, bool isRenderBuffer);
- /// Bind a framebuffer stencil attachment using either extension or core functionality. Used only on OpenGL.
- void BindStencilAttachment(unsigned object, bool isRenderBuffer);
- /// Check FBO completeness using either extension or core functionality. Used only on OpenGL.
- bool CheckFramebuffer();
- /// Set vertex attrib divisor. No-op if unsupported. Used only on OpenGL.
- void SetVertexAttribDivisor(unsigned location, unsigned divisor);
- /// Release/clear GPU objects and optionally close the window. Used only on OpenGL.
- void Release(bool clearGPUObjects, bool closeWindow);
- /// Mutex for accessing the GPU objects vector from several threads.
- Mutex gpuObjectMutex_;
- /// Implementation.
- GraphicsImpl* impl_;
- /// SDL window.
- SDL_Window* window_;
- /// Window title.
- String windowTitle_;
- /// Window icon image.
- WeakPtr<Image> windowIcon_;
- /// External window, null if not in use (default.)
- void* externalWindow_;
- /// Window width in pixels.
- int width_;
- /// Window height in pixels.
- int height_;
- /// Window position.
- IntVector2 position_;
- /// Multisampling mode.
- int multiSample_;
- /// Fullscreen flag.
- bool fullscreen_;
- /// Borderless flag.
- bool borderless_;
- /// Resizable flag.
- bool resizable_;
- /// High DPI flag.
- bool highDPI_;
- /// Vertical sync flag.
- bool vsync_;
- /// Refresh rate in Hz. Only used in fullscreen, 0 when windowed
- int refreshRate_;
- /// Monitor index. Only used in fullscreen, 0 when windowed
- int monitor_;
- /// Triple buffering flag.
- bool tripleBuffer_;
- /// Flush GPU command buffer flag.
- bool flushGPU_;
- /// Force OpenGL 2 flag. Only used on OpenGL.
- bool forceGL2_;
- /// sRGB conversion on write flag for the main window.
- bool sRGB_;
- /// Light pre-pass rendering support flag.
- bool lightPrepassSupport_;
- /// Deferred rendering support flag.
- bool deferredSupport_;
- /// Anisotropic filtering support flag.
- bool anisotropySupport_;
- /// DXT format support flag.
- bool dxtTextureSupport_;
- /// ETC1 format support flag.
- bool etcTextureSupport_;
- /// PVRTC formats support flag.
- bool pvrtcTextureSupport_;
- /// Hardware shadow map depth compare support flag.
- bool hardwareShadowSupport_;
- /// Instancing support flag.
- bool instancingSupport_;
- /// sRGB conversion on read support flag.
- bool sRGBSupport_;
- /// sRGB conversion on write support flag.
- bool sRGBWriteSupport_;
- /// Number of primitives this frame.
- unsigned numPrimitives_;
- /// Number of batches this frame.
- unsigned numBatches_;
- /// Largest scratch buffer request this frame.
- unsigned maxScratchBufferRequest_;
- /// GPU objects.
- PODVector<GPUObject*> gpuObjects_;
- /// Scratch buffers.
- Vector<ScratchBuffer> scratchBuffers_;
- /// Shadow map dummy color texture format.
- unsigned dummyColorFormat_;
- /// Shadow map depth texture format.
- unsigned shadowMapFormat_;
- /// Shadow map 24-bit depth texture format.
- unsigned hiresShadowMapFormat_;
- /// Vertex buffers in use.
- VertexBuffer* vertexBuffers_[MAX_VERTEX_STREAMS];
- /// Index buffer in use.
- IndexBuffer* indexBuffer_;
- /// Current vertex declaration hash.
- unsigned long long vertexDeclarationHash_;
- /// Current primitive type.
- unsigned primitiveType_;
- /// Vertex shader in use.
- ShaderVariation* vertexShader_;
- /// Pixel shader in use.
- ShaderVariation* pixelShader_;
- /// Textures in use.
- Texture* textures_[MAX_TEXTURE_UNITS];
- /// Texture unit mappings.
- HashMap<String, TextureUnit> textureUnits_;
- /// Rendertargets in use.
- RenderSurface* renderTargets_[MAX_RENDERTARGETS];
- /// Depth-stencil surface in use.
- RenderSurface* depthStencil_;
- /// Viewport coordinates.
- IntRect viewport_;
- /// Default texture filtering mode.
- TextureFilterMode defaultTextureFilterMode_;
- /// Default texture max. anisotropy level.
- unsigned defaultTextureAnisotropy_;
- /// Blending mode.
- BlendMode blendMode_;
- /// Alpha-to-coverage enable.
- bool alphaToCoverage_;
- /// Color write enable.
- bool colorWrite_;
- /// Hardware culling mode.
- CullMode cullMode_;
- /// Depth constant bias.
- float constantDepthBias_;
- /// Depth slope scaled bias.
- float slopeScaledDepthBias_;
- /// Depth compare mode.
- CompareMode depthTestMode_;
- /// Depth write enable flag.
- bool depthWrite_;
- /// Line antialiasing enable flag.
- bool lineAntiAlias_;
- /// Polygon fill mode.
- FillMode fillMode_;
- /// Scissor test enable flag.
- bool scissorTest_;
- /// Scissor test rectangle.
- IntRect scissorRect_;
- /// Stencil test compare mode.
- CompareMode stencilTestMode_;
- /// Stencil operation on pass.
- StencilOp stencilPass_;
- /// Stencil operation on fail.
- StencilOp stencilFail_;
- /// Stencil operation on depth fail.
- StencilOp stencilZFail_;
- /// Stencil test reference value.
- unsigned stencilRef_;
- /// Stencil compare bitmask.
- unsigned stencilCompareMask_;
- /// Stencil write bitmask.
- unsigned stencilWriteMask_;
- /// Current custom clip plane in post-projection space.
- Vector4 clipPlane_;
- /// Stencil test enable flag.
- bool stencilTest_;
- /// Custom clip plane enable flag.
- bool useClipPlane_;
- /// Remembered shader parameter sources.
- const void* shaderParameterSources_[MAX_SHADER_PARAMETER_GROUPS];
- /// Base directory for shaders.
- String shaderPath_;
- /// Cache directory for Direct3D binary shaders.
- String shaderCacheDir_;
- /// File extension for shaders.
- String shaderExtension_;
- /// Last used shader in shader variation query.
- mutable WeakPtr<Shader> lastShader_;
- /// Last used shader name in shader variation query.
- mutable String lastShaderName_;
- /// Shader precache utility.
- SharedPtr<ShaderPrecache> shaderPrecache_;
- /// Allowed screen orientations.
- String orientations_;
- /// Graphics API name.
- String apiName_;
- /// Pixel perfect UV offset.
- static const Vector2 pixelUVOffset;
- /// OpenGL3 support flag.
- static bool gl3Support;
- // ATOMIC BEGIN
- static unsigned numPasses_;
- static unsigned numSinglePassPrimitives_;
- // ATOMIC END
- };
- /// Register Graphics library objects.
- void ATOMIC_API RegisterGraphicsLibrary(Context* context);
- }
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