#pragma once #include "BsCorePrerequisites.h" #include "BsSamplerState.h" #include "BsCommandQueue.h" #include "BsDrawOps.h" #include "BsRenderAPICapabilities.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 { /** @addtogroup RenderAPI * @{ */ /** * Version of the render API interface usable from the sim thread. All the commands get queued on the accessor provided * to each method and will be executed on the core thread later. * * @see RenderAPICore * * @note Sim thread only. */ class BS_CORE_EXPORT RenderAPI { public: /** @copydoc RenderAPICore::disableTextureUnit() */ static void disableTextureUnit(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit); /** @copydoc RenderAPICore::setTexture() */ static void setTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr); /** @copydoc RenderAPICore::setLoadStoreTexture() */ static void setLoadStoreTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr, const TextureSurface& surface); /** @copydoc RenderAPICore::setSamplerState() */ static void setSamplerState(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState); /** @copydoc RenderAPICore::setBlendState() */ static void setBlendState(CoreAccessor& accessor, const BlendStatePtr& blendState); /** @copydoc RenderAPICore::setRasterizerState() */ static void setRasterizerState(CoreAccessor& accessor, const RasterizerStatePtr& rasterizerState); /** @copydoc RenderAPICore::setRasterizerState() */ static void setDepthStencilState(CoreAccessor& accessor, const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue); /** @copydoc RenderAPICore::setVertexBuffers() */ static void setVertexBuffers(CoreAccessor& accessor, UINT32 index, const Vector& buffers); /** @copydoc RenderAPICore::setIndexBuffer() */ static void setIndexBuffer(CoreAccessor& accessor, const IndexBufferPtr& buffer); /** @copydoc RenderAPICore::setVertexDeclaration() */ static void setVertexDeclaration(CoreAccessor& accessor, const VertexDeclarationPtr& vertexDeclaration); /** @copydoc RenderAPICore::setViewport() */ static void setViewport(CoreAccessor& accessor, const Rect2& vp); /** @copydoc RenderAPICore::setDrawOperation() */ static void setDrawOperation(CoreAccessor& accessor, DrawOperationType op); /** @copydoc RenderAPICore::setClipPlanes() */ static void setClipPlanes(CoreAccessor& accessor, const PlaneList& clipPlanes); /** @copydoc RenderAPICore::addClipPlane(const Plane&) */ static void addClipPlane(CoreAccessor& accessor, const Plane& p); /** @copydoc RenderAPICore::resetClipPlanes() */ static void resetClipPlanes(CoreAccessor& accessor); /** @copydoc RenderAPICore::setScissorTest() */ static void setScissorTest(CoreAccessor& accessor, UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600); /** @copydoc RenderAPICore::setRenderTarget() */ static void setRenderTarget(CoreAccessor& accessor, const RenderTargetPtr& target, bool readOnlyDepthStencil = false); /** @copydoc RenderAPICore::bindGpuProgram() */ static void bindGpuProgram(CoreAccessor& accessor, const GpuProgramPtr& prg); /** @copydoc RenderAPICore::unbindGpuProgram() */ static void unbindGpuProgram(CoreAccessor& accessor, GpuProgramType gptype); /** @copydoc RenderAPICore::setConstantBuffers() */ static void setConstantBuffers(CoreAccessor& accessor, GpuProgramType gptype, const GpuParamsPtr& params); /** @copydoc RenderAPICore::setGpuParams() */ static void setGpuParams(CoreAccessor& accessor, GpuProgramType gptype, const GpuParamsPtr& params); /** @copydoc RenderAPICore::beginFrame() */ static void beginRender(CoreAccessor& accessor); /** @copydoc RenderAPICore::endFrame() */ static void endRender(CoreAccessor& accessor); /** @copydoc RenderAPICore::clearRenderTarget() */ static void clearRenderTarget(CoreAccessor& accessor, UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF); /** @copydoc RenderAPICore::clearViewport() */ static void clearViewport(CoreAccessor& accessor, UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF); /** @copydoc RenderAPICore::swapBuffers() */ static void swapBuffers(CoreAccessor& accessor, const RenderTargetPtr& target); /** @copydoc RenderAPICore::draw() */ static void draw(CoreAccessor& accessor, UINT32 vertexOffset, UINT32 vertexCount); /** @copydoc RenderAPICore::drawIndexed() */ static void drawIndexed(CoreAccessor& accessor, UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount); /** @copydoc RenderAPICore::getVideoModeInfo */ static const VideoModeInfo& getVideoModeInfo(); /** @copydoc RenderAPICore::getColorVertexElementType */ static VertexElementType getColorVertexElementType(); /** @copydoc RenderAPICore::convertProjectionMatrix */ static void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest); /** @copydoc RenderAPICore::getHorizontalTexelOffset */ static float getHorizontalTexelOffset(); /** @copydoc RenderAPICore::getVerticalTexelOffset */ static float getVerticalTexelOffset(); /** @copydoc RenderAPICore::getMinimumDepthInputValue */ static float getMinimumDepthInputValue(); /** @copydoc RenderAPICore::getMaximumDepthInputValue */ static float getMaximumDepthInputValue(); /** @copydoc RenderAPICore::getVertexColorFlipRequired */ static bool getVertexColorFlipRequired(); }; /** @cond INTERNAL */ /** * 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 RenderAPICore : public Module { public: RenderAPICore(); virtual ~RenderAPICore(); /** * Returns the name of the rendering system. * * @note Thread safe. */ virtual const StringID& getName() const = 0; /** * Gets the name of the primary shading language used by the rendering system. * * @note Thread safe. */ virtual const String& getShadingLanguageName() const = 0; /** * Sets a sampler state for the specified texture unit. * * @see SamplerState */ virtual void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr& samplerState) = 0; /** * Sets a blend state used for all active render targets. * * @see BlendState */ virtual void setBlendState(const SPtr& blendState) = 0; /** * Sets a state that controls various rasterizer options. * * @see RasterizerState */ virtual void setRasterizerState(const SPtr& rasterizerState) = 0; /** * Sets a state that controls depth & stencil buffer options. * * @see DepthStencilState */ virtual void setDepthStencilState(const SPtr& depthStencilState, UINT32 stencilRefValue) = 0; /** * 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 SPtr& texPtr) = 0; /** Turns off a texture unit. */ virtual void disableTextureUnit(GpuProgramType gptype, UINT16 texUnit); /** 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 SPtr& texPtr, const TextureSurface& surface) = 0; /** * Signals that rendering for a specific viewport has started. Any draw calls need to be called between beginFrame() * and endFrame(). */ virtual void beginFrame() = 0; /** Ends that rendering to a specific viewport has ended. */ virtual void endFrame() = 0; /** * Sets the active viewport that will be used for all render operations. * * @param[in] area Area of the viewport, in normalized ([0,1] range) coordinates. */ virtual void setViewport(const Rect2& area) = 0; /** * 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, SPtr* buffers, UINT32 numBuffers) = 0; /** * 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 SPtr& buffer) = 0; /** * 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(const SPtr& vertexDeclaration) = 0; /** Sets the draw operation that determines how to interpret the elements of the index or vertex buffers. */ virtual void setDrawOperation(DrawOperationType op) = 0; /** * 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; /** 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; /** Swap the front and back buffer of the specified render target. */ virtual void swapBuffers(const SPtr& target); /** * Gets the capabilities of the render system. * * @note Thread safe. */ const RenderAPICapabilities* getCapabilities() const; /** Returns information about the driver version. */ virtual const DriverVersion& getDriverVersion() const; /** * 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(const SPtr& prg); /** * Binds constant(uniform) GPU program parameters. Caller must ensure these match the previously bound GPU program. */ virtual void setConstantBuffers(GpuProgramType gptype, const SPtr& params) = 0; /** Binds all specified GPU program parameters. Caller must ensure these match the previously bound GPU program. */ virtual void setGpuParams(GpuProgramType gptype, const SPtr& params); /** Unbinds a program of a given type. */ virtual void unbindGpuProgram(GpuProgramType gptype); /** Query if a GPU program of a given type is currently bound. */ virtual bool isGpuProgramBound(GpuProgramType gptype); /** Sets up clip planes that will clip drawn geometry on the negative side of the planes. */ virtual void setClipPlanes(const PlaneList& clipPlanes); /** Adds a new clip plane. All drawn geometry will be clipped to this plane. */ virtual void addClipPlane(const Plane& p); /** Clears all clip planes. */ virtual void resetClipPlanes(); /** * 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; /** * Clears the currently active render target. * * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are * to be cleared. * @param[in] color (optional) The color to clear the color buffer with, if enabled. * @param[in] depth (optional) The value to initialize the depth buffer with, if enabled. * @param[in] stencil (optional) The value to initialize the stencil buffer with, if enabled. * @param[in] targetMask (optional) In case multiple render targets are bound, this allows you to control * which ones to clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations). */ virtual void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF) = 0; /** * 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[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are to be * cleared. * @param[in] color (optional) The color to clear the color buffer with, if enabled. * @param[in] depth (optional) The value to initialize the depth buffer with, if enabled. * @param[in] stencil (optional) The value to initialize the stencil buffer with, if enabled. * @param[in] targetMask (optional) In case multiple render targets are bound, this allows you to control * which ones to clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations). */ virtual void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF) = 0; /** * Change the render target into which we want to draw. * * @param[in] target Render target to draw to. * @param[in] readOnlyDepthStencil If true the caller guarantees he won't write to the depth/stencil buffer * (if any was provided). This allows the depth buffer to be bound for depth * testing, as well as reading in a shader, at the same time. */ virtual void setRenderTarget(const SPtr& target, bool readOnlyDepthStencil = false) = 0; /** * Returns information about available output devices and their video modes. * * @note Thread safe. */ const VideoModeInfo& getVideoModeInfo() const { return *mVideoModeInfo; } /************************************************************************/ /* UTILITY METHODS */ /************************************************************************/ /** * Gets the native type used for vertex colors. * * @note Thread safe. */ virtual VertexElementType getColorVertexElementType() const = 0; /** * 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; /** * Gets horizontal texel offset used for mapping texels to pixels in this render system. * * @note Thread safe. */ virtual float getHorizontalTexelOffset() = 0; /** * Gets vertical texel offset used for mapping texels to pixels in this render system. * * @note Thread safe. */ virtual float getVerticalTexelOffset() = 0; /** * Gets the minimum (closest) depth value used by this render system. * * @note Thread safe. */ virtual float getMinimumDepthInputValue() = 0; /** * Gets the maximum (farthest) depth value used by this render system. * * @note Thread safe. */ virtual float getMaximumDepthInputValue() = 0; /** * Checks if vertex color needs to be flipped before sent to the shader. * * @note Thread safe. */ virtual bool getVertexColorFlipRequired() const { return false; } /** Checks whether GPU programs expect matrices in column major format. */ virtual bool getGpuProgramHasColumnMajorMatrices() const { return false; } /** * Generates a parameter block description and calculates per-parameter offsets for the provided gpu data * parameters. The offsets are render API specific and correspond to std140 layout for OpenGL, and the default * layout in DirectX. * * @param[in] name Name to assign the parameter block. * @param[in] params List of parameters in the parameter block. Only name, type and array size fields need to be * populated, the rest will be populated when the method returns. * @return Descriptor for the parameter block holding the provided parameters as laid out by the * default render API layout. */ virtual GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector& params) = 0; /************************************************************************/ /* INTERNAL METHODS */ /************************************************************************/ protected: /** * Initializes the render API system and creates a primary render window. * * @note * Although I'd like otherwise, due to the nature of some render API implementations, you cannot initialize the * render system without a window. * @note * Sim thread. */ RenderWindowPtr initialize(const RENDER_WINDOW_DESC& primaryWindowDesc); /** * Prepares the initialization of the render API system on the core thread. After the system is prepared a render * window can be created and initialization finalized. */ virtual void initializePrepare(); /** * Finalizes the initialization of the render API system on the core thread. Should be called after the primary * render window is created. */ virtual void initializeFinalize(const SPtr& primaryWindow); /** * Shuts down the render API system and cleans up all resources. * * @note Sim thread. */ void destroy(); /** Performs render API system shutdown on the core thread. */ virtual void destroyCore(); /** @copydoc setClipPlanes */ virtual void setClipPlanesImpl(const PlaneList& clipPlanes) = 0; /************************************************************************/ /* INTERNAL DATA */ /************************************************************************/ protected: friend class RenderAPIManager; SPtr mActiveRenderTarget; DriverVersion mDriverVersion; CullingMode mCullingMode; UINT16 mDisabledTexUnitsFrom; bool mVertexProgramBound; bool mGeometryProgramBound; bool mFragmentProgramBound; bool mDomainProgramBound; bool mHullProgramBound; bool mComputeProgramBound; PlaneList mClipPlanes; bool mClipPlanesDirty; RenderAPICapabilities* mCurrentCapabilities; VideoModeInfoPtr mVideoModeInfo; }; /** @endcond */ /** @} */ }