#pragma once #include "BsCorePrerequisites.h" #include #include "BsSamplerState.h" #include "BsCommandQueue.h" #include "BsDrawOps.h" #include "BsRenderSystemCapabilities.h" #include "BsRenderTarget.h" #include "BsRenderTexture.h" #include "BsRenderWindow.h" #include "BsGpuProgram.h" #include "BsVertexDeclaration.h" #include "BsPlane.h" #include "BsModule.h" #include "BsEvent.h" namespace BansheeEngine { /** * @brief Render system provides base functionality for a rendering API like * DirectX or OpenGL. Most of the class is abstract and specific * subclass for each rendering API needs to be implemented. * * @note Core thread only unless specifically noted otherwise on per-method basis. */ class BS_CORE_EXPORT RenderSystem : public Module { public: RenderSystem(); virtual ~RenderSystem(); /** * @brief Returns the name of the rendering system. * * @note Thread safe. */ virtual const String& getName() const = 0; /** * @brief Gets the name of the primary shading language * used by the rendering system. * * @note Thread safe. */ virtual const String& getShadingLanguageName() const = 0; /** * @brief Sets a sampler state for the specified texture unit. * * @see SamplerState */ virtual void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState) = 0; /** * @brief Sets a blend state used for all active render targets. * * @see BlendState */ virtual void setBlendState(const BlendStatePtr& blendState) = 0; /** * @brief Sets a state that controls various rasterizer options. * * @see RasterizerState */ virtual void setRasterizerState(const RasterizerStatePtr& rasterizerState) = 0; /** * @brief Sets a state that controls depth & stencil buffer options. * * @see DepthStencilState */ virtual void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue) = 0; /** * @brief Binds a texture to the pipeline for the specified GPU program type at the specified slot. * If the slot matches the one configured in the GPU program the program will be able to access * this texture on the GPU. */ virtual void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr) = 0; /** * @brief Turns off a texture unit. */ virtual void disableTextureUnit(GpuProgramType gptype, UINT16 texUnit); /** * @brief Binds a texture that can be used for random load/store operations from a GPU program. */ virtual void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr, const TextureSurface& surface) = 0; /** * @brief Signals that rendering for a specific viewport has started. Any draw calls * need to be called between beginFrame and endFrame. You may not switch render targets * until you call endFrame. */ virtual void beginFrame() = 0; /** * @brief Ends that rendering to a specific viewport has ended. */ virtual void endFrame() = 0; /** * @brief Sets the active viewport that will be used for all render operations. * Viewport will change active render target if needed. */ virtual void setViewport(Viewport vp) = 0; /** * @brief Sets the provided vertex buffers starting at the specified source index. * Set buffer to nullptr to clear the buffer at the specified index. */ virtual void setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers) = 0; /** * @brief Sets an index buffer to use when drawing. Indices in an index buffer * reference vertices in the vertex buffer, which increases cache coherency * and reduces the size of vertex buffers by eliminating duplicate data. */ virtual void setIndexBuffer(const IndexBufferPtr& buffer) = 0; /** * @brief Sets the vertex declaration to use when drawing. Vertex declaration * is used to decode contents of a single vertex in a vertex buffer. */ virtual void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration) = 0; /** * @brief Sets the draw operation that determines how to interpret the elements * of the index or vertex buffers. */ virtual void setDrawOperation(DrawOperationType op) = 0; /** * @brief A helper method that provides a simple way of rendering a single object. It will * automatically set up vertex declaration, draw operation, vertex and index buffers and * draw them. * * @param mesh The mesh. * @param indexOffset (optional) Offset into the mesh buffer to start drawing from. * @param indexCount (optional) Number of indexes to draw, starting at the offset. Ignored if "drawIndexed" is false. If 0 all indices in the mesh will be drawn. * @param useIndices (optional) If true, drawing is done using the index buffer on the mesh and the provided offset and size, otherwise all mesh vertices are drawn sequentially. * @param drawOp (optional) Draw operation to use when rendering. */ virtual void render(const MeshBasePtr& mesh, UINT32 indexOffset = 0, UINT32 indexCount = 0, bool useIndices = true, DrawOperationType drawOp = DOT_TRIANGLE_LIST); /** * @brief Draw an object based on currently bound GPU programs, vertex declaration and vertex buffers. * * Draws directly from the vertex buffer without using indices. */ virtual void draw(UINT32 vertexOffset, UINT32 vertexCount) = 0; /** * @brief Draw an object based on currently bound GPU programs, vertex declaration, vertex * and index buffers. */ virtual void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) = 0; /** * @brief Swap the front and back buffer of the specified render target. */ virtual void swapBuffers(RenderTargetPtr target); /** * @brief Gets the capabilities of the render system. * * @note Thread safe. */ const RenderSystemCapabilities* getCapabilities() const; /** * @brief Returns information about the driver version. */ virtual const DriverVersion& getDriverVersion() const; /** * @brief Binds the provided GPU program to the pipeline. Any following * draw operations will use this program. * * @note You need to bind at least a vertex and a fragment program in order to draw something. */ virtual void bindGpuProgram(HGpuProgram prg); /** * @brief Binds GPU program parameters. Caller must ensure these match the previously * bound GPU program. */ virtual void bindGpuParams(GpuProgramType gptype, GpuParamsPtr params) = 0; /** * @brief Unbinds a program of a given type. */ virtual void unbindGpuProgram(GpuProgramType gptype); /** * @brief Query if a GPU program of a given type is currently bound. */ virtual bool isGpuProgramBound(GpuProgramType gptype); /** * @brief Sets up clip planes that will clip drawn geometry on the negative side of the planes. */ virtual void setClipPlanes(const PlaneList& clipPlanes); /** * @brief Adds a new clip plane. All drawn geometry will be clipped to this plane. */ virtual void addClipPlane(const Plane& p); /** * @brief Clears all clip planes. */ virtual void resetClipPlanes(); /** * @brief Allows you to set up a region in which rendering can take place. Coordinates are in pixels. * No rendering will be done to render target pixels outside of the provided region. */ virtual void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) = 0; /** * @brief Clears the currently active render target. * * @param buffers Combination of one or more elements of FrameBufferType * denoting which buffers are to be cleared. * @param color (optional) The color to clear the color buffer with, if enabled. * @param depth (optional) The value to initialize the depth buffer with, if enabled. * @param stencil (optional) The value to initialize the stencil buffer with, if enabled. */ virtual void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) = 0; /** * @brief Clears the currently active viewport (i.e. it clears just a sub-area of a render-target that is covered by the viewport, * as opposed to clearRenderTarget which always clears the entire render target). * * @param buffers Combination of one or more elements of FrameBufferType * denoting which buffers are to be cleared. * @param color (optional) The color to clear the color buffer with, if enabled. * @param depth (optional) The value to initialize the depth buffer with, if enabled. * @param stencil (optional) The value to initialize the stencil buffer with, if enabled. */ virtual void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) = 0; /** * @brief Change the render target into which we want to draw. */ virtual void setRenderTarget(RenderTargetPtr target) = 0; /** * @brief Updates the resource with the specified data. * * @note It is assumed GpuResourceData has been locked before being passed here. Data will be unlocked * when this method finishes. */ void writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer, AsyncOp& asyncOp); /** * @brief Reads data from a resource into a pre-allocated GpuResourceData instance. * * @note It is assumed GpuResourceData has been locked before being passed here. Data will be unlocked * when this method finishes. */ void readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, GpuResourceDataPtr& data, AsyncOp& asyncOp); /** * @brief Returns information about available output devices and their video modes. * * @note Thread safe. */ const VideoModeInfo& getVideoModeInfo() const { return *mVideoModeInfo; } /************************************************************************/ /* UTILITY METHODS */ /************************************************************************/ /** * @brief Gets the native type used for vertex colors. * * @note Thread safe. */ virtual VertexElementType getColorVertexElementType() const = 0; /** * @brief Contains a default matrix into a matrix suitable for use * by this specific render system. * * @note Thread safe. */ virtual void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) = 0; /** * @brief Gets horizontal texel offset used for mapping texels to pixels * in this render system. * * @note Thread safe. */ virtual float getHorizontalTexelOffset() = 0; /** * @brief Gets vertical texel offset used for mapping texels to pixels * in this render system. * * @note Thread safe. */ virtual float getVerticalTexelOffset() = 0; /** * @brief Gets the minimum (closest) depth value used by this * render system. * * @note Thread safe. */ virtual float getMinimumDepthInputValue() = 0; /** * @brief Gets the maximum (farthest) depth value used by this * render system. * * @note Thread safe. */ virtual float getMaximumDepthInputValue() = 0; /************************************************************************/ /* INTERNAL METHODS */ /************************************************************************/ protected: /** * @brief Initializes the render system and creates a primary render window. * * @note Although I'd like otherwise, due to the nature of some render system implementations, * you cannot initialize the render system without a window. * * Sim thread. */ RenderWindowPtr initialize(const RENDER_WINDOW_DESC& primaryWindowDesc); /** * @brief Performs second part of the initialization (on Core thread), first part * being in initialize(). */ virtual void initialize_internal(AsyncOp& asyncOp); /** * @brief Shuts down the render system and cleans up all resources. * * @note Sim thread. */ void destroy(); /** * @brief Performs second part of render system shutdown on the core thread. */ virtual void destroy_internal(); /** * @copydoc setClipPlanes. */ virtual void setClipPlanesImpl(const PlaneList& clipPlanes) = 0; /************************************************************************/ /* INTERNAL DATA */ /************************************************************************/ protected: friend class RenderSystemManager; RenderTargetPtr mActiveRenderTarget; DriverVersion mDriverVersion; CullingMode mCullingMode; UINT16 mDisabledTexUnitsFrom; bool mVertexProgramBound; bool mGeometryProgramBound; bool mFragmentProgramBound; bool mDomainProgramBound; bool mHullProgramBound; bool mComputeProgramBound; PlaneList mClipPlanes; bool mClipPlanesDirty; RenderSystemCapabilities* mCurrentCapabilities; VideoModeInfoPtr mVideoModeInfo; // TODO - Only used between initialize and initialize_internal. Handle it better? RENDER_WINDOW_DESC mPrimaryWindowDesc; }; }