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@@ -1,616 +1,616 @@
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-//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
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-//**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
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-#pragma once
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-
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-#include "BsGLPrerequisites.h"
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-#include "BsRenderAPI.h"
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-#include "BsGLHardwareBufferManager.h"
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-#include "BsGLSLProgramFactory.h"
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-#include "BsMatrix4.h"
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-
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-namespace BansheeEngine
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-{
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- /**
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- * @brief Implementation of a render system using OpenGL. Provides abstracted
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- * access to various low level OpenGL methods.
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- */
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- class BS_RSGL_EXPORT GLRenderAPI : public RenderAPICore
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- {
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- public:
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- GLRenderAPI();
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- ~GLRenderAPI();
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-
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- /**
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- * @copydoc RenderAPICore::getName()
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- */
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- const StringID& getName() const override;
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-
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- /**
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- * @copydoc RenderAPICore::getShadingLanguageName()
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- */
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- const String& getShadingLanguageName() const override;
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-
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- /**
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- * @copydoc RenderAPICore::setRenderTarget()
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- */
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- void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) override;
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-
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- /**
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- * @copydoc RenderAPICore::setVertexBuffers()
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- */
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- void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
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-
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- /**
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- * @copydoc RenderAPICore::setIndexBuffer()
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- */
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- void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
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-
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- /**
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- * @copydoc RenderAPICore::setVertexDeclaration()
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- */
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- void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
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-
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- /**
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- * @copydoc RenderAPICore::setDrawOperation()
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- */
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- void setDrawOperation(DrawOperationType op) override;
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-
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- /**
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- * @copydoc RenderAPICore::setScissorRect()
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- */
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- void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
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-
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- /**
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- * @copydoc RenderAPICore::setTexture()
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- */
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- void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex) override;
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-
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- /**
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- * @copydoc RenderAPICore::setLoadStoreTexture
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- */
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- void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
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- const TextureSurface& surface) override;
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-
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- /**
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- * @copydoc RenderAPICore::setSamplerState()
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- */
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- void setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state) override;
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-
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- /**
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- * @copydoc RenderAPICore::setBlendState()
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- */
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- void setBlendState(const SPtr<BlendStateCore>& blendState) override;
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-
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- /**
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- * @copydoc RenderAPICore::setRasterizerState()
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- */
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- void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
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-
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- /**
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- * @copydoc RenderAPICore::setDepthStencilState()
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- */
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- void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
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-
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- /**
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- * @copydoc RenderAPICore::setViewport()
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- */
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- void setViewport(const Rect2& area) override;
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-
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- /**
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- * @copydoc RenderAPICore::bindGpuProgram()
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- */
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- void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
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-
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- /**
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- * @copydoc RenderAPICore::unbindGpuProgram()
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- */
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- void unbindGpuProgram(GpuProgramType gptype) override;
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-
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- /**
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- * @copydoc RenderAPICore::setConstantBuffers()
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- */
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- void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) override;
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-
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- /**
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- * @copydoc RenderAPICore::beginFrame()
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- */
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- void beginFrame() override;
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-
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- /**
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- * @copydoc RenderAPICore::endFrame()
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- */
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- void endFrame() override;
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-
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- /**
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- * @copydoc RenderAPICore::draw()
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- */
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- void draw(UINT32 vertexOffset, UINT32 vertexCount) override;
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-
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- /**
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- * @copydoc RenderAPICore::drawIndexed()
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- */
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- void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) override;
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-
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- /**
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- * @copydoc RenderAPICore::drawIndexed()
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- */
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- void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1) override;
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-
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- /**
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- * @copydoc RenderAPICore::clearRenderTarget()
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- */
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- void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
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- UINT8 targetMask = 0xFF) override;
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-
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- /**
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- * @copydoc RenderAPICore::clearViewport()
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- */
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- void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
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- UINT8 targetMask = 0xFF) override;
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-
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- /**
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- * @copydoc RenderAPICore::getColorVertexElementType()
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- */
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- VertexElementType getColorVertexElementType() const override;
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-
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- /**
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- * @copydoc RenderAPICore::getHorizontalTexelOffset()
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- */
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- float getHorizontalTexelOffset() override;
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-
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- /**
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- * @copydoc RenderAPICore::getVerticalTexelOffset()
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- */
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- float getVerticalTexelOffset() override;
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-
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- /**
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- * @copydoc RenderAPICore::getMinimumDepthInputValue()
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- */
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- float getMinimumDepthInputValue() override;
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-
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- /**
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- * @copydoc RenderAPICore::getMaximumDepthInputValue()
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- */
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- float getMaximumDepthInputValue() override;
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-
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- /**
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- * @copydoc RenderAPICore::convertProjectionMatrix()
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- */
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- void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
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-
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- /**
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- * @copydoc RenderAPICore::getGpuProgramHasColumnMajorMatrices
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- */
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- bool getGpuProgramHasColumnMajorMatrices() const override;
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-
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- /**
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- * @copydoc RenderAPICore::generateParamBlockDesc()
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- */
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- GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
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-
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- /************************************************************************/
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- /* Internal use by OpenGL RenderSystem only */
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- /************************************************************************/
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-
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- /**
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- * @brief Query has the main context been initialized.
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- */
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- bool _isContextInitialized() const { return mGLInitialised; }
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-
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- /**
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- * @brief Returns main context. Caller must ensure the context has been initialized.
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- */
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- SPtr<GLContext> getMainContext() const { return mMainContext; }
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-
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- /**
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- * @brief Returns a support object you may use for creating
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- */
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- GLSupport* getGLSupport() const { return mGLSupport; }
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-
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- protected:
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- /**
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- * @copydoc RenderAPICore::initializePrepare
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- */
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- void initializePrepare() override;
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-
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- /**
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- * @copydoc RenderAPICore::initializeFinalize
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- */
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- void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
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-
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- /**
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- * @copydoc RenderAPICore::destroy_internal().
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- */
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- void destroyCore() override;
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-
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- /**
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- * @brief Call before doing a draw operation, this method sets everything up.
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- */
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- void beginDraw();
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-
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- /**
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- * @brief Needs to accompany every beginDraw after you are done with a single draw operation.
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- */
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- void endDraw();
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-
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- /**
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- * @brief Clear a part of a render target.
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- */
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- void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
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- const Rect2I& clearArea = Rect2I::EMPTY, UINT8 targetMask = 0xFF);
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-
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- /**
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- * @brief Set up clip planes against which all geometry will get clipped.
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- */
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- void setClipPlanesImpl(const PlaneList& clipPlanes) override;
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-
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- /**
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- * @brief Set up a clip plane at a specific clip plane index. If enabled,
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- * geometry will be clipped against the positive side of the plane.
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- *
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- * @note Valid index range is [0, 5].
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- */
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- void setClipPlane(UINT16 index, float A, float B, float C, float D);
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-
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- /**
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- * @brief Enable or disable clipping against a clip plane at the specified index.
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- *
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- * @note Valid index range is [0, 5].
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- */
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- void enableClipPlane (UINT16 index, bool enable);
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-
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- /**
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- * @brief Changes the currently active texture unit. Any texture related operations
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- * will then be performed on this unit.
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- */
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- bool activateGLTextureUnit(UINT16 unit);
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-
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- /**
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- * @brief Changes the active GPU program.
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- */
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- void setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program);
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-
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- /**
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- * @brief Retrieves the active GPU program of the specified type.
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- */
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- SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
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-
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- /**
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- * @brief Converts Banshee blend mode to OpenGL blend mode.
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- */
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- GLint getBlendMode(BlendFactor blendMode) const;
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-
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- /**
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- * @brief Converts Banshee texture addressing mode to OpenGL texture addressing mode.
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- */
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- GLint getTextureAddressingMode(TextureAddressingMode tam) const;
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-
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- /**
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- * @brief Gets a combined min/mip filter value usable by OpenGL from the currently
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- * set min and mip filters.
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- */
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- GLuint getCombinedMinMipFilter() const;
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-
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- /**
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- * @brief OpenGL shares all texture slots, but the engine prefers to keep textures
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- * separate per-stage. This will convert texture unit that is set per stage
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- * into a global texture unit usable by OpenGL.
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- */
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- UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
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-
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- /**
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- * @brief OpenGL shares all buffer bindings, but the engine prefers to keep buffers
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- * separate per-stage. This will convert block buffer binding that is set per stage
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- * into a global block buffer binding usable by OpenGL.
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- */
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- UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
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-
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- /**
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- * @brief Returns the OpenGL specific mode used for drawing, depending on the
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- * currently set draw operation;
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- */
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- GLint getGLDrawMode() const;
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-
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- /**
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- * @brief Creates render system capabilities that specify which features are
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- * or aren't supported.
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- */
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- RenderAPICapabilities* createRenderSystemCapabilities() const;
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-
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- /**
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- * @brief Finish initialization by setting up any systems dependant on render system
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- * capabilities.
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- */
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- void initFromCaps(RenderAPICapabilities* caps);
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-
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- /**
|
|
|
|
|
- * @brief Switch the currently used OpenGL context. You will need to re-bind
|
|
|
|
|
- * any previously bound values manually. (e.g. textures, gpu programs and such)
|
|
|
|
|
- */
|
|
|
|
|
- void switchContext(const SPtr<GLContext>& context);
|
|
|
|
|
-
|
|
|
|
|
- /************************************************************************/
|
|
|
|
|
- /* Sampler states */
|
|
|
|
|
- /************************************************************************/
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets the texture addressing mode for a texture unit. This determines
|
|
|
|
|
- * how are UV address values outside of [0, 1] range handled when sampling
|
|
|
|
|
- * from texture.
|
|
|
|
|
- */
|
|
|
|
|
- void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets the texture border color for a texture unit. Border color
|
|
|
|
|
- * determines color returned by the texture sampler when border addressing mode
|
|
|
|
|
- * is used and texture address is outside of [0, 1] range.
|
|
|
|
|
- */
|
|
|
|
|
- void setTextureBorderColor(UINT16 stage, const Color& color);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets the mipmap bias value for a given texture unit. Bias allows
|
|
|
|
|
- * you to adjust the mipmap selection calculation. Negative values force a
|
|
|
|
|
- * larger mipmap to be used, and positive values smaller. Units are in values
|
|
|
|
|
- * of mip levels, so -1 means use a mipmap one level higher than default.
|
|
|
|
|
- */
|
|
|
|
|
- void setTextureMipmapBias(UINT16 unit, float bias);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
|
|
|
|
|
- * Different filter types are used for different situations like magnifying or minifying a texture.
|
|
|
|
|
- */
|
|
|
|
|
- void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets anisotropy value for the specified texture unit.
|
|
|
|
|
- */
|
|
|
|
|
- void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Gets anisotropy value for the specified texture unit.
|
|
|
|
|
- */
|
|
|
|
|
- GLfloat getCurrentAnisotropy(UINT16 unit);
|
|
|
|
|
-
|
|
|
|
|
- /************************************************************************/
|
|
|
|
|
- /* Blend states */
|
|
|
|
|
- /************************************************************************/
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
|
|
|
|
|
- * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
|
|
|
|
|
- */
|
|
|
|
|
- void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
|
|
|
|
|
- * Allows you to set up separate blend operations for alpha values.
|
|
|
|
|
- *
|
|
|
|
|
- * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
|
|
|
|
|
- */
|
|
|
|
|
- void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
|
|
|
|
|
- BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
|
|
|
|
|
- * versus the provided reference value.
|
|
|
|
|
- */
|
|
|
|
|
- void setAlphaTest(CompareFunction func, unsigned char value);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
|
|
|
|
|
- * to worry about order of rendering like regular blending does. It requires multi-sampling to
|
|
|
|
|
- * be active in order to work, and you need to supply an alpha texture that determines object transparency.
|
|
|
|
|
- */
|
|
|
|
|
- void setAlphaToCoverage(bool enabled);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Enables or disables writing to certain color channels of the render target.
|
|
|
|
|
- */
|
|
|
|
|
- void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
|
|
|
|
|
-
|
|
|
|
|
- /************************************************************************/
|
|
|
|
|
- /* Rasterizer states */
|
|
|
|
|
- /************************************************************************/
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets vertex winding order. Normally you would use this to cull back facing
|
|
|
|
|
- * polygons.
|
|
|
|
|
- */
|
|
|
|
|
- void setCullingMode(CullingMode mode);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
|
|
|
|
|
- */
|
|
|
|
|
- void setPolygonMode(PolygonMode level);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
|
|
|
|
|
- * Final depth bias value is a combination of the constant depth bias and slope depth bias.
|
|
|
|
|
- * Slope depth bias has more effect the higher the slope of the rendered polygon.
|
|
|
|
|
- *
|
|
|
|
|
- * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
|
|
|
|
|
- */
|
|
|
|
|
- void setDepthBias(float constantBias, float slopeScaleBias);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
|
|
|
|
|
- * identified by the rectangle set by setScissorRect().
|
|
|
|
|
- */
|
|
|
|
|
- void setScissorTestEnable(bool enable);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Enables or disables multisample antialiasing.
|
|
|
|
|
- */
|
|
|
|
|
- void setMultisamplingEnable(bool enable);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Enables or disables depth clipping (i.e. near/fear plane clipping).
|
|
|
|
|
- */
|
|
|
|
|
- void setDepthClipEnable(bool enable);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Enables or disables antialiased line rendering.
|
|
|
|
|
- */
|
|
|
|
|
- void setAntialiasedLineEnable(bool enable);
|
|
|
|
|
-
|
|
|
|
|
- /************************************************************************/
|
|
|
|
|
- /* Depth stencil state */
|
|
|
|
|
- /************************************************************************/
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Should new pixels perform depth testing using the set depth comparison function before
|
|
|
|
|
- * being written.
|
|
|
|
|
- */
|
|
|
|
|
- void setDepthBufferCheckEnabled(bool enabled = true);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Should new pixels write to the depth buffer.
|
|
|
|
|
- */
|
|
|
|
|
- void setDepthBufferWriteEnabled(bool enabled = true);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets comparison function used for depth testing. Determines how are new and existing
|
|
|
|
|
- * pixel values compared - if comparison function returns true the new pixel is written.
|
|
|
|
|
- */
|
|
|
|
|
- void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Turns stencil tests on or off. By default this is disabled.
|
|
|
|
|
- * Stencil testing allow you to mask out a part of the rendered image by using
|
|
|
|
|
- * various stencil operations provided.
|
|
|
|
|
- */
|
|
|
|
|
- void setStencilCheckEnabled(bool enabled);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
|
|
|
|
|
- *
|
|
|
|
|
- * @param stencilFailOp Operation executed when stencil test fails.
|
|
|
|
|
- * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
|
|
|
|
|
- * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
|
|
|
|
|
- * @param front Should the stencil operations be applied to front or back facing polygons.
|
|
|
|
|
- */
|
|
|
|
|
- void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
|
|
|
|
|
- StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
|
|
|
|
|
- bool front = true);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
|
|
|
|
|
- * depending on whether the test fails, succeeds but with the depth buffer check still failing,
|
|
|
|
|
- * or succeeds with the depth buffer check passing too.
|
|
|
|
|
- *
|
|
|
|
|
- * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
|
|
|
|
|
- * gets compared to the value already in the buffer using this function.
|
|
|
|
|
- * @param mask The bitmask applied to both the stencil value and the reference value
|
|
|
|
|
- * before comparison
|
|
|
|
|
- * @param ccw If set to true, the stencil operations will be applied to counterclockwise
|
|
|
|
|
- * faces. Otherwise they will be applied to clockwise faces.
|
|
|
|
|
- */
|
|
|
|
|
- void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool front = true);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
|
|
|
|
|
- */
|
|
|
|
|
- void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Sets a reference values used for stencil buffer comparisons.
|
|
|
|
|
- * Actual comparison function and stencil operations are set by setting the DepthStencilState.
|
|
|
|
|
- */
|
|
|
|
|
- void setStencilRefValue(UINT32 refValue);
|
|
|
|
|
-
|
|
|
|
|
- /************************************************************************/
|
|
|
|
|
- /* UTILITY METHODS */
|
|
|
|
|
- /************************************************************************/
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Recalculates actual viewport dimensions based on currently
|
|
|
|
|
- * set viewport normalized dimensions and render target and applies
|
|
|
|
|
- * them for further rendering.
|
|
|
|
|
- */
|
|
|
|
|
- void applyViewport();
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Converts the provided matrix m into a representation usable by OpenGL.
|
|
|
|
|
- */
|
|
|
|
|
- void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Converts the engine depth/stencil compare function into OpenGL representation.
|
|
|
|
|
- */
|
|
|
|
|
- GLint convertCompareFunction(CompareFunction func) const;
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Convers the engine stencil operation in OpenGL representation. Optionally inverts
|
|
|
|
|
- * the operation (increment becomes decrement, etc.).
|
|
|
|
|
- */
|
|
|
|
|
- GLint convertStencilOp(StencilOperation op, bool invert = false) const;
|
|
|
|
|
-
|
|
|
|
|
- /**
|
|
|
|
|
- * @brief Checks if there are any OpenGL errors and prints them to the log.
|
|
|
|
|
- */
|
|
|
|
|
- bool checkForErrors() const;
|
|
|
|
|
-
|
|
|
|
|
- private:
|
|
|
|
|
- Rect2 mViewportNorm;
|
|
|
|
|
- UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
|
|
|
|
|
- UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
|
|
|
|
|
-
|
|
|
|
|
- UINT32 mStencilReadMask;
|
|
|
|
|
- UINT32 mStencilWriteMask;
|
|
|
|
|
- UINT32 mStencilRefValue;
|
|
|
|
|
- CompareFunction mStencilCompareFront;
|
|
|
|
|
- CompareFunction mStencilCompareBack;
|
|
|
|
|
-
|
|
|
|
|
- // View matrix to set world against
|
|
|
|
|
- Matrix4 mViewMatrix;
|
|
|
|
|
-
|
|
|
|
|
- // Last min & mip filtering options, so we can combine them
|
|
|
|
|
- FilterOptions mMinFilter;
|
|
|
|
|
- FilterOptions mMipFilter;
|
|
|
|
|
-
|
|
|
|
|
- // Holds texture type settings for every stage
|
|
|
|
|
- UINT32 mNumTextureTypes;
|
|
|
|
|
- GLenum* mTextureTypes;
|
|
|
|
|
-
|
|
|
|
|
- bool mDepthWrite;
|
|
|
|
|
- bool mColorWrite[4];
|
|
|
|
|
-
|
|
|
|
|
- GLSupport* mGLSupport;
|
|
|
|
|
- bool mGLInitialised;
|
|
|
|
|
-
|
|
|
|
|
- GLSLProgramFactory* mGLSLProgramFactory;
|
|
|
|
|
- GLSLProgramPipelineManager* mProgramPipelineManager;
|
|
|
|
|
-
|
|
|
|
|
- SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
|
|
|
|
|
- SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
|
|
|
|
|
- SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
|
|
|
|
|
- SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
|
|
|
|
|
- SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
|
|
|
|
|
- SPtr<GLSLGpuProgramCore> mCurrentComputeProgram;
|
|
|
|
|
-
|
|
|
|
|
- const GLSLProgramPipeline* mActivePipeline;
|
|
|
|
|
-
|
|
|
|
|
- UINT32 mFragmentTexOffset;
|
|
|
|
|
- UINT32 mVertexTexOffset;
|
|
|
|
|
- UINT32 mGeometryTexOffset;
|
|
|
|
|
-
|
|
|
|
|
- UINT32 mFragmentUBOffset;
|
|
|
|
|
- UINT32 mVertexUBOffset;
|
|
|
|
|
- UINT32 mGeometryUBOffset;
|
|
|
|
|
- UINT32 mHullUBOffset;
|
|
|
|
|
- UINT32 mDomainUBOffset;
|
|
|
|
|
- UINT32 mComputeUBOffset;
|
|
|
|
|
-
|
|
|
|
|
- Vector<SPtr<VertexBufferCore>> mBoundVertexBuffers;
|
|
|
|
|
- SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
|
|
|
|
|
- SPtr<IndexBufferCore> mBoundIndexBuffer;
|
|
|
|
|
- DrawOperationType mCurrentDrawOperation;
|
|
|
|
|
-
|
|
|
|
|
- SPtr<GLContext> mMainContext;
|
|
|
|
|
- SPtr<GLContext> mCurrentContext;
|
|
|
|
|
-
|
|
|
|
|
- bool mDrawCallInProgress;
|
|
|
|
|
-
|
|
|
|
|
- UINT16 mActiveTextureUnit;
|
|
|
|
|
- };
|
|
|
|
|
-}
|
|
|
|
|
|
|
+//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
|
|
|
|
|
+//**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
|
|
|
|
|
+#pragma once
|
|
|
|
|
+
|
|
|
|
|
+#include "BsGLPrerequisites.h"
|
|
|
|
|
+#include "BsRenderAPI.h"
|
|
|
|
|
+#include "BsGLHardwareBufferManager.h"
|
|
|
|
|
+#include "BsGLSLProgramFactory.h"
|
|
|
|
|
+#include "BsMatrix4.h"
|
|
|
|
|
+
|
|
|
|
|
+namespace BansheeEngine
|
|
|
|
|
+{
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Implementation of a render system using OpenGL. Provides abstracted
|
|
|
|
|
+ * access to various low level OpenGL methods.
|
|
|
|
|
+ */
|
|
|
|
|
+ class BS_RSGL_EXPORT GLRenderAPI : public RenderAPICore
|
|
|
|
|
+ {
|
|
|
|
|
+ public:
|
|
|
|
|
+ GLRenderAPI();
|
|
|
|
|
+ ~GLRenderAPI();
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::getName()
|
|
|
|
|
+ */
|
|
|
|
|
+ const StringID& getName() const override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::getShadingLanguageName()
|
|
|
|
|
+ */
|
|
|
|
|
+ const String& getShadingLanguageName() const override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setRenderTarget()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setVertexBuffers()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setIndexBuffer()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setVertexDeclaration()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setDrawOperation()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setDrawOperation(DrawOperationType op) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setScissorRect()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setTexture()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setLoadStoreTexture
|
|
|
|
|
+ */
|
|
|
|
|
+ void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
|
|
|
|
|
+ const TextureSurface& surface) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setSamplerState()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setBlendState()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setBlendState(const SPtr<BlendStateCore>& blendState) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setRasterizerState()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setDepthStencilState()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setViewport()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setViewport(const Rect2& area) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::bindGpuProgram()
|
|
|
|
|
+ */
|
|
|
|
|
+ void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::unbindGpuProgram()
|
|
|
|
|
+ */
|
|
|
|
|
+ void unbindGpuProgram(GpuProgramType gptype) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::setConstantBuffers()
|
|
|
|
|
+ */
|
|
|
|
|
+ void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::beginFrame()
|
|
|
|
|
+ */
|
|
|
|
|
+ void beginFrame() override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::endFrame()
|
|
|
|
|
+ */
|
|
|
|
|
+ void endFrame() override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::draw()
|
|
|
|
|
+ */
|
|
|
|
|
+ void draw(UINT32 vertexOffset, UINT32 vertexCount) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::drawIndexed()
|
|
|
|
|
+ */
|
|
|
|
|
+ void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::dispatchCompute()
|
|
|
|
|
+ */
|
|
|
|
|
+ void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::clearRenderTarget()
|
|
|
|
|
+ */
|
|
|
|
|
+ void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
|
|
|
|
|
+ UINT8 targetMask = 0xFF) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::clearViewport()
|
|
|
|
|
+ */
|
|
|
|
|
+ void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
|
|
|
|
|
+ UINT8 targetMask = 0xFF) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::getColorVertexElementType()
|
|
|
|
|
+ */
|
|
|
|
|
+ VertexElementType getColorVertexElementType() const override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::getHorizontalTexelOffset()
|
|
|
|
|
+ */
|
|
|
|
|
+ float getHorizontalTexelOffset() override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::getVerticalTexelOffset()
|
|
|
|
|
+ */
|
|
|
|
|
+ float getVerticalTexelOffset() override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::getMinimumDepthInputValue()
|
|
|
|
|
+ */
|
|
|
|
|
+ float getMinimumDepthInputValue() override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::getMaximumDepthInputValue()
|
|
|
|
|
+ */
|
|
|
|
|
+ float getMaximumDepthInputValue() override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::convertProjectionMatrix()
|
|
|
|
|
+ */
|
|
|
|
|
+ void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::getGpuProgramHasColumnMajorMatrices
|
|
|
|
|
+ */
|
|
|
|
|
+ bool getGpuProgramHasColumnMajorMatrices() const override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::generateParamBlockDesc()
|
|
|
|
|
+ */
|
|
|
|
|
+ GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
|
|
|
|
|
+
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+ /* Internal use by OpenGL RenderSystem only */
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Query has the main context been initialized.
|
|
|
|
|
+ */
|
|
|
|
|
+ bool _isContextInitialized() const { return mGLInitialised; }
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Returns main context. Caller must ensure the context has been initialized.
|
|
|
|
|
+ */
|
|
|
|
|
+ SPtr<GLContext> getMainContext() const { return mMainContext; }
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Returns a support object you may use for creating
|
|
|
|
|
+ */
|
|
|
|
|
+ GLSupport* getGLSupport() const { return mGLSupport; }
|
|
|
|
|
+
|
|
|
|
|
+ protected:
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::initializePrepare
|
|
|
|
|
+ */
|
|
|
|
|
+ void initializePrepare() override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::initializeFinalize
|
|
|
|
|
+ */
|
|
|
|
|
+ void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @copydoc RenderAPICore::destroy_internal().
|
|
|
|
|
+ */
|
|
|
|
|
+ void destroyCore() override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Call before doing a draw operation, this method sets everything up.
|
|
|
|
|
+ */
|
|
|
|
|
+ void beginDraw();
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Needs to accompany every beginDraw after you are done with a single draw operation.
|
|
|
|
|
+ */
|
|
|
|
|
+ void endDraw();
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Clear a part of a render target.
|
|
|
|
|
+ */
|
|
|
|
|
+ void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
|
|
|
|
|
+ const Rect2I& clearArea = Rect2I::EMPTY, UINT8 targetMask = 0xFF);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Set up clip planes against which all geometry will get clipped.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setClipPlanesImpl(const PlaneList& clipPlanes) override;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Set up a clip plane at a specific clip plane index. If enabled,
|
|
|
|
|
+ * geometry will be clipped against the positive side of the plane.
|
|
|
|
|
+ *
|
|
|
|
|
+ * @note Valid index range is [0, 5].
|
|
|
|
|
+ */
|
|
|
|
|
+ void setClipPlane(UINT16 index, float A, float B, float C, float D);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Enable or disable clipping against a clip plane at the specified index.
|
|
|
|
|
+ *
|
|
|
|
|
+ * @note Valid index range is [0, 5].
|
|
|
|
|
+ */
|
|
|
|
|
+ void enableClipPlane (UINT16 index, bool enable);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Changes the currently active texture unit. Any texture related operations
|
|
|
|
|
+ * will then be performed on this unit.
|
|
|
|
|
+ */
|
|
|
|
|
+ bool activateGLTextureUnit(UINT16 unit);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Changes the active GPU program.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Retrieves the active GPU program of the specified type.
|
|
|
|
|
+ */
|
|
|
|
|
+ SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Converts Banshee blend mode to OpenGL blend mode.
|
|
|
|
|
+ */
|
|
|
|
|
+ GLint getBlendMode(BlendFactor blendMode) const;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Converts Banshee texture addressing mode to OpenGL texture addressing mode.
|
|
|
|
|
+ */
|
|
|
|
|
+ GLint getTextureAddressingMode(TextureAddressingMode tam) const;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Gets a combined min/mip filter value usable by OpenGL from the currently
|
|
|
|
|
+ * set min and mip filters.
|
|
|
|
|
+ */
|
|
|
|
|
+ GLuint getCombinedMinMipFilter() const;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief OpenGL shares all texture slots, but the engine prefers to keep textures
|
|
|
|
|
+ * separate per-stage. This will convert texture unit that is set per stage
|
|
|
|
|
+ * into a global texture unit usable by OpenGL.
|
|
|
|
|
+ */
|
|
|
|
|
+ UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief OpenGL shares all buffer bindings, but the engine prefers to keep buffers
|
|
|
|
|
+ * separate per-stage. This will convert block buffer binding that is set per stage
|
|
|
|
|
+ * into a global block buffer binding usable by OpenGL.
|
|
|
|
|
+ */
|
|
|
|
|
+ UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Returns the OpenGL specific mode used for drawing, depending on the
|
|
|
|
|
+ * currently set draw operation;
|
|
|
|
|
+ */
|
|
|
|
|
+ GLint getGLDrawMode() const;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Creates render system capabilities that specify which features are
|
|
|
|
|
+ * or aren't supported.
|
|
|
|
|
+ */
|
|
|
|
|
+ RenderAPICapabilities* createRenderSystemCapabilities() const;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Finish initialization by setting up any systems dependant on render system
|
|
|
|
|
+ * capabilities.
|
|
|
|
|
+ */
|
|
|
|
|
+ void initFromCaps(RenderAPICapabilities* caps);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Switch the currently used OpenGL context. You will need to re-bind
|
|
|
|
|
+ * any previously bound values manually. (e.g. textures, gpu programs and such)
|
|
|
|
|
+ */
|
|
|
|
|
+ void switchContext(const SPtr<GLContext>& context);
|
|
|
|
|
+
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+ /* Sampler states */
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets the texture addressing mode for a texture unit. This determines
|
|
|
|
|
+ * how are UV address values outside of [0, 1] range handled when sampling
|
|
|
|
|
+ * from texture.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets the texture border color for a texture unit. Border color
|
|
|
|
|
+ * determines color returned by the texture sampler when border addressing mode
|
|
|
|
|
+ * is used and texture address is outside of [0, 1] range.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setTextureBorderColor(UINT16 stage, const Color& color);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets the mipmap bias value for a given texture unit. Bias allows
|
|
|
|
|
+ * you to adjust the mipmap selection calculation. Negative values force a
|
|
|
|
|
+ * larger mipmap to be used, and positive values smaller. Units are in values
|
|
|
|
|
+ * of mip levels, so -1 means use a mipmap one level higher than default.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setTextureMipmapBias(UINT16 unit, float bias);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
|
|
|
|
|
+ * Different filter types are used for different situations like magnifying or minifying a texture.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets anisotropy value for the specified texture unit.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Gets anisotropy value for the specified texture unit.
|
|
|
|
|
+ */
|
|
|
|
|
+ GLfloat getCurrentAnisotropy(UINT16 unit);
|
|
|
|
|
+
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+ /* Blend states */
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
|
|
|
|
|
+ * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
|
|
|
|
|
+ */
|
|
|
|
|
+ void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
|
|
|
|
|
+ * Allows you to set up separate blend operations for alpha values.
|
|
|
|
|
+ *
|
|
|
|
|
+ * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
|
|
|
|
|
+ */
|
|
|
|
|
+ void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
|
|
|
|
|
+ BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
|
|
|
|
|
+ * versus the provided reference value.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setAlphaTest(CompareFunction func, unsigned char value);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
|
|
|
|
|
+ * to worry about order of rendering like regular blending does. It requires multi-sampling to
|
|
|
|
|
+ * be active in order to work, and you need to supply an alpha texture that determines object transparency.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setAlphaToCoverage(bool enabled);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Enables or disables writing to certain color channels of the render target.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
|
|
|
|
|
+
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+ /* Rasterizer states */
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets vertex winding order. Normally you would use this to cull back facing
|
|
|
|
|
+ * polygons.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setCullingMode(CullingMode mode);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setPolygonMode(PolygonMode level);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
|
|
|
|
|
+ * Final depth bias value is a combination of the constant depth bias and slope depth bias.
|
|
|
|
|
+ * Slope depth bias has more effect the higher the slope of the rendered polygon.
|
|
|
|
|
+ *
|
|
|
|
|
+ * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setDepthBias(float constantBias, float slopeScaleBias);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
|
|
|
|
|
+ * identified by the rectangle set by setScissorRect().
|
|
|
|
|
+ */
|
|
|
|
|
+ void setScissorTestEnable(bool enable);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Enables or disables multisample antialiasing.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setMultisamplingEnable(bool enable);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Enables or disables depth clipping (i.e. near/fear plane clipping).
|
|
|
|
|
+ */
|
|
|
|
|
+ void setDepthClipEnable(bool enable);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Enables or disables antialiased line rendering.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setAntialiasedLineEnable(bool enable);
|
|
|
|
|
+
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+ /* Depth stencil state */
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Should new pixels perform depth testing using the set depth comparison function before
|
|
|
|
|
+ * being written.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setDepthBufferCheckEnabled(bool enabled = true);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Should new pixels write to the depth buffer.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setDepthBufferWriteEnabled(bool enabled = true);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets comparison function used for depth testing. Determines how are new and existing
|
|
|
|
|
+ * pixel values compared - if comparison function returns true the new pixel is written.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Turns stencil tests on or off. By default this is disabled.
|
|
|
|
|
+ * Stencil testing allow you to mask out a part of the rendered image by using
|
|
|
|
|
+ * various stencil operations provided.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setStencilCheckEnabled(bool enabled);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
|
|
|
|
|
+ *
|
|
|
|
|
+ * @param stencilFailOp Operation executed when stencil test fails.
|
|
|
|
|
+ * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
|
|
|
|
|
+ * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
|
|
|
|
|
+ * @param front Should the stencil operations be applied to front or back facing polygons.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
|
|
|
|
|
+ StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
|
|
|
|
|
+ bool front = true);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
|
|
|
|
|
+ * depending on whether the test fails, succeeds but with the depth buffer check still failing,
|
|
|
|
|
+ * or succeeds with the depth buffer check passing too.
|
|
|
|
|
+ *
|
|
|
|
|
+ * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
|
|
|
|
|
+ * gets compared to the value already in the buffer using this function.
|
|
|
|
|
+ * @param mask The bitmask applied to both the stencil value and the reference value
|
|
|
|
|
+ * before comparison
|
|
|
|
|
+ * @param ccw If set to true, the stencil operations will be applied to counterclockwise
|
|
|
|
|
+ * faces. Otherwise they will be applied to clockwise faces.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool front = true);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Sets a reference values used for stencil buffer comparisons.
|
|
|
|
|
+ * Actual comparison function and stencil operations are set by setting the DepthStencilState.
|
|
|
|
|
+ */
|
|
|
|
|
+ void setStencilRefValue(UINT32 refValue);
|
|
|
|
|
+
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+ /* UTILITY METHODS */
|
|
|
|
|
+ /************************************************************************/
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Recalculates actual viewport dimensions based on currently
|
|
|
|
|
+ * set viewport normalized dimensions and render target and applies
|
|
|
|
|
+ * them for further rendering.
|
|
|
|
|
+ */
|
|
|
|
|
+ void applyViewport();
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Converts the provided matrix m into a representation usable by OpenGL.
|
|
|
|
|
+ */
|
|
|
|
|
+ void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Converts the engine depth/stencil compare function into OpenGL representation.
|
|
|
|
|
+ */
|
|
|
|
|
+ GLint convertCompareFunction(CompareFunction func) const;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Convers the engine stencil operation in OpenGL representation. Optionally inverts
|
|
|
|
|
+ * the operation (increment becomes decrement, etc.).
|
|
|
|
|
+ */
|
|
|
|
|
+ GLint convertStencilOp(StencilOperation op, bool invert = false) const;
|
|
|
|
|
+
|
|
|
|
|
+ /**
|
|
|
|
|
+ * @brief Checks if there are any OpenGL errors and prints them to the log.
|
|
|
|
|
+ */
|
|
|
|
|
+ bool checkForErrors() const;
|
|
|
|
|
+
|
|
|
|
|
+ private:
|
|
|
|
|
+ Rect2 mViewportNorm;
|
|
|
|
|
+ UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
|
|
|
|
|
+ UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
|
|
|
|
|
+
|
|
|
|
|
+ UINT32 mStencilReadMask;
|
|
|
|
|
+ UINT32 mStencilWriteMask;
|
|
|
|
|
+ UINT32 mStencilRefValue;
|
|
|
|
|
+ CompareFunction mStencilCompareFront;
|
|
|
|
|
+ CompareFunction mStencilCompareBack;
|
|
|
|
|
+
|
|
|
|
|
+ // View matrix to set world against
|
|
|
|
|
+ Matrix4 mViewMatrix;
|
|
|
|
|
+
|
|
|
|
|
+ // Last min & mip filtering options, so we can combine them
|
|
|
|
|
+ FilterOptions mMinFilter;
|
|
|
|
|
+ FilterOptions mMipFilter;
|
|
|
|
|
+
|
|
|
|
|
+ // Holds texture type settings for every stage
|
|
|
|
|
+ UINT32 mNumTextureTypes;
|
|
|
|
|
+ GLenum* mTextureTypes;
|
|
|
|
|
+
|
|
|
|
|
+ bool mDepthWrite;
|
|
|
|
|
+ bool mColorWrite[4];
|
|
|
|
|
+
|
|
|
|
|
+ GLSupport* mGLSupport;
|
|
|
|
|
+ bool mGLInitialised;
|
|
|
|
|
+
|
|
|
|
|
+ GLSLProgramFactory* mGLSLProgramFactory;
|
|
|
|
|
+ GLSLProgramPipelineManager* mProgramPipelineManager;
|
|
|
|
|
+
|
|
|
|
|
+ SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
|
|
|
|
|
+ SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
|
|
|
|
|
+ SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
|
|
|
|
|
+ SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
|
|
|
|
|
+ SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
|
|
|
|
|
+ SPtr<GLSLGpuProgramCore> mCurrentComputeProgram;
|
|
|
|
|
+
|
|
|
|
|
+ const GLSLProgramPipeline* mActivePipeline;
|
|
|
|
|
+
|
|
|
|
|
+ UINT32 mFragmentTexOffset;
|
|
|
|
|
+ UINT32 mVertexTexOffset;
|
|
|
|
|
+ UINT32 mGeometryTexOffset;
|
|
|
|
|
+
|
|
|
|
|
+ UINT32 mFragmentUBOffset;
|
|
|
|
|
+ UINT32 mVertexUBOffset;
|
|
|
|
|
+ UINT32 mGeometryUBOffset;
|
|
|
|
|
+ UINT32 mHullUBOffset;
|
|
|
|
|
+ UINT32 mDomainUBOffset;
|
|
|
|
|
+ UINT32 mComputeUBOffset;
|
|
|
|
|
+
|
|
|
|
|
+ Vector<SPtr<VertexBufferCore>> mBoundVertexBuffers;
|
|
|
|
|
+ SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
|
|
|
|
|
+ SPtr<IndexBufferCore> mBoundIndexBuffer;
|
|
|
|
|
+ DrawOperationType mCurrentDrawOperation;
|
|
|
|
|
+
|
|
|
|
|
+ SPtr<GLContext> mMainContext;
|
|
|
|
|
+ SPtr<GLContext> mCurrentContext;
|
|
|
|
|
+
|
|
|
|
|
+ bool mDrawCallInProgress;
|
|
|
|
|
+
|
|
|
|
|
+ UINT16 mActiveTextureUnit;
|
|
|
|
|
+ };
|
|
|
|
|
+}
|