CmDeferredRenderContext.cpp 9.5 KB

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  1. #include "CmDeferredRenderContext.h"
  2. #include "CmCommandQueue.h"
  3. #include "CmRenderSystemManager.h"
  4. #include "CmRenderSystem.h"
  5. namespace CamelotEngine
  6. {
  7. DeferredRenderContext::DeferredRenderContext(RenderSystem* rs, CM_THREAD_ID_TYPE threadId)
  8. :mCommandQueue(new CommandQueue(threadId))
  9. , mWaitForVerticalBlank(true)
  10. , mInvertVertexWinding(false)
  11. , mCullingMode(CULL_CLOCKWISE)
  12. , mRenderSystem(rs)
  13. {
  14. assert(mRenderSystem != nullptr);
  15. }
  16. DeferredRenderContext::~DeferredRenderContext()
  17. {
  18. delete mCommandQueue;
  19. }
  20. void DeferredRenderContext::swapAllRenderTargetBuffers(bool waitForVSync)
  21. {
  22. mCommandQueue->queue(boost::bind(&RenderSystem::swapAllRenderTargetBuffers, mRenderSystem, waitForVSync));
  23. }
  24. void DeferredRenderContext::setViewport(const Viewport& vp)
  25. {
  26. mCommandQueue->queue(boost::bind(&RenderSystem::setViewport, mRenderSystem, vp));
  27. }
  28. void DeferredRenderContext::setSamplerState(UINT16 texUnit, const SamplerState& samplerState)
  29. {
  30. mCommandQueue->queue(boost::bind(&RenderSystem::setSamplerState, mRenderSystem, texUnit, samplerState));
  31. }
  32. void DeferredRenderContext::setTexture(UINT16 unit, bool enabled, const TexturePtr &texPtr)
  33. {
  34. mCommandQueue->queue(boost::bind(&RenderSystem::setTexture, mRenderSystem, unit, enabled, texPtr));
  35. }
  36. void DeferredRenderContext::disableTextureUnit(UINT16 texUnit)
  37. {
  38. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnit, mRenderSystem, texUnit));
  39. }
  40. void DeferredRenderContext::disableTextureUnitsFrom(UINT16 texUnit)
  41. {
  42. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnitsFrom, mRenderSystem, texUnit));
  43. }
  44. void DeferredRenderContext::setTextureFiltering(UINT16 unit, FilterOptions minFilter,
  45. FilterOptions magFilter, FilterOptions mipFilter)
  46. {
  47. mCommandQueue->queue(boost::bind(&RenderSystem::setTextureFiltering, mRenderSystem, unit, minFilter, magFilter, mipFilter));
  48. }
  49. void DeferredRenderContext::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
  50. {
  51. mCommandQueue->queue(boost::bind(&RenderSystem::setTextureAnisotropy, mRenderSystem, unit, maxAnisotropy));
  52. }
  53. void DeferredRenderContext::setTextureAddressingMode(UINT16 unit, const UVWAddressingMode& uvw)
  54. {
  55. mCommandQueue->queue(boost::bind(&RenderSystem::setTextureAddressingMode, mRenderSystem, unit, uvw));
  56. }
  57. void DeferredRenderContext::setTextureBorderColor(UINT16 unit, const Color& color)
  58. {
  59. mCommandQueue->queue(boost::bind(&RenderSystem::setTextureBorderColor, mRenderSystem, unit, color));
  60. }
  61. void DeferredRenderContext::setTextureMipmapBias(UINT16 unit, float bias)
  62. {
  63. mCommandQueue->queue(boost::bind(&RenderSystem::setTextureMipmapBias, mRenderSystem, unit, bias));
  64. }
  65. void DeferredRenderContext::setPointParameters(float size, bool attenuationEnabled,
  66. float constant, float linear, float quadratic, float minSize, float maxSize)
  67. {
  68. mCommandQueue->queue(boost::bind(&RenderSystem::setPointParameters, mRenderSystem, size, attenuationEnabled, constant, linear, quadratic, minSize, maxSize));
  69. }
  70. void DeferredRenderContext::setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op)
  71. {
  72. mCommandQueue->queue(boost::bind(&RenderSystem::setSceneBlending, mRenderSystem, sourceFactor, destFactor, op));
  73. }
  74. void DeferredRenderContext::setSeparateSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha,
  75. SceneBlendFactor destFactorAlpha, SceneBlendOperation op, SceneBlendOperation alphaOp)
  76. {
  77. mCommandQueue->queue(boost::bind(&RenderSystem::setSeparateSceneBlending, mRenderSystem, sourceFactor, destFactor, sourceFactorAlpha, destFactorAlpha, op, alphaOp));
  78. }
  79. void DeferredRenderContext::setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverage)
  80. {
  81. mCommandQueue->queue(boost::bind(&RenderSystem::setAlphaRejectSettings, mRenderSystem, func, value, alphaToCoverage));
  82. }
  83. void DeferredRenderContext::setScissorTest(bool enabled, UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  84. {
  85. mCommandQueue->queue(boost::bind(&RenderSystem::setScissorTest, mRenderSystem, enabled, left, top, right, bottom));
  86. }
  87. bool DeferredRenderContext::getWaitForVerticalBlank(void) const
  88. {
  89. return mWaitForVerticalBlank;
  90. }
  91. void DeferredRenderContext::setWaitForVerticalBlank(bool enabled)
  92. {
  93. mWaitForVerticalBlank = enabled;
  94. mCommandQueue->queue(boost::bind(&RenderSystem::setWaitForVerticalBlank, mRenderSystem, enabled));
  95. }
  96. void DeferredRenderContext::setInvertVertexWinding(bool invert)
  97. {
  98. mInvertVertexWinding = invert;
  99. mCommandQueue->queue(boost::bind(&RenderSystem::setInvertVertexWinding_, mRenderSystem, invert));
  100. }
  101. bool DeferredRenderContext::getInvertVertexWinding(void) const
  102. {
  103. return mInvertVertexWinding;
  104. }
  105. void DeferredRenderContext::setDepthBufferParams(bool depthTest, bool depthWrite, CompareFunction depthFunction)
  106. {
  107. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferParams, mRenderSystem, depthTest, depthWrite, depthFunction));
  108. }
  109. void DeferredRenderContext::setDepthBufferCheckEnabled(bool enabled)
  110. {
  111. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferCheckEnabled, mRenderSystem, enabled));
  112. }
  113. void DeferredRenderContext::setDepthBufferWriteEnabled(bool enabled)
  114. {
  115. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferWriteEnabled, mRenderSystem, enabled));
  116. }
  117. void DeferredRenderContext::setDepthBufferFunction(CompareFunction func)
  118. {
  119. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferFunction, mRenderSystem, func));
  120. }
  121. void DeferredRenderContext::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  122. {
  123. mCommandQueue->queue(boost::bind(&RenderSystem::setColorBufferWriteEnabled, mRenderSystem, red, green, blue, alpha));
  124. }
  125. void DeferredRenderContext::setDepthBias(float constantBias, float slopeScaleBias)
  126. {
  127. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBias, mRenderSystem, constantBias, slopeScaleBias));
  128. }
  129. void DeferredRenderContext::setPolygonMode(PolygonMode level)
  130. {
  131. mCommandQueue->queue(boost::bind(&RenderSystem::setPolygonMode, mRenderSystem, level));
  132. }
  133. void DeferredRenderContext::setStencilCheckEnabled(bool enabled)
  134. {
  135. mCommandQueue->queue(boost::bind(&RenderSystem::setStencilCheckEnabled, mRenderSystem, enabled));
  136. }
  137. void DeferredRenderContext::setStencilBufferParams(CompareFunction func, UINT32 refValue, UINT32 mask, StencilOperation stencilFailOp,
  138. StencilOperation depthFailOp, StencilOperation passOp, bool twoSidedOperation)
  139. {
  140. mCommandQueue->queue(boost::bind(&RenderSystem::setStencilBufferParams, mRenderSystem, func, refValue, mask, stencilFailOp, depthFailOp, passOp, twoSidedOperation));
  141. }
  142. void DeferredRenderContext::setCullingMode(CullingMode mode)
  143. {
  144. mCullingMode = mode;
  145. mCommandQueue->queue(boost::bind(&RenderSystem::setCullingMode, mRenderSystem, mode));
  146. }
  147. CullingMode DeferredRenderContext::getCullingMode(void) const
  148. {
  149. return mCullingMode;
  150. }
  151. void DeferredRenderContext::addClipPlane(const Plane &p)
  152. {
  153. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, p));
  154. }
  155. void DeferredRenderContext::addClipPlane(float A, float B, float C, float D)
  156. {
  157. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, A, B, C, D));
  158. }
  159. void DeferredRenderContext::setClipPlanes(const PlaneList& clipPlanes)
  160. {
  161. mCommandQueue->queue(boost::bind(&RenderSystem::setClipPlanes, mRenderSystem, clipPlanes));
  162. }
  163. void DeferredRenderContext::resetClipPlanes()
  164. {
  165. mCommandQueue->queue(boost::bind(&RenderSystem::resetClipPlanes, mRenderSystem));
  166. }
  167. void DeferredRenderContext::bindGpuProgram(GpuProgramHandle prg)
  168. {
  169. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgram, mRenderSystem, prg));
  170. }
  171. void DeferredRenderContext::unbindGpuProgram(GpuProgramType gptype)
  172. {
  173. mCommandQueue->queue(boost::bind(&RenderSystem::unbindGpuProgram, mRenderSystem, gptype));
  174. }
  175. void DeferredRenderContext::bindGpuProgramParameters(GpuProgramType gptype,
  176. GpuProgramParametersSharedPtr params, UINT16 variabilityMask)
  177. {
  178. GpuProgramParametersSharedPtr paramCopy = GpuProgramParametersSharedPtr(new GpuProgramParameters(*params));
  179. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgramParameters, mRenderSystem, gptype, paramCopy, variabilityMask));
  180. }
  181. void DeferredRenderContext::setRenderTarget(RenderTarget *target)
  182. {
  183. mCommandQueue->queue(boost::bind(&RenderSystem::setRenderTarget, mRenderSystem, target));
  184. }
  185. void DeferredRenderContext::clearFrameBuffer(unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  186. {
  187. mCommandQueue->queue(boost::bind(&RenderSystem::clearFrameBuffer, mRenderSystem, buffers, color, depth, stencil));
  188. }
  189. void DeferredRenderContext::beginFrame()
  190. {
  191. mCommandQueue->queue(boost::bind(&RenderSystem::beginFrame, mRenderSystem));
  192. }
  193. void DeferredRenderContext::endFrame()
  194. {
  195. mCommandQueue->queue(boost::bind(&RenderSystem::endFrame, mRenderSystem));
  196. }
  197. void DeferredRenderContext::render(const RenderOperation& op)
  198. {
  199. mCommandQueue->queue(boost::bind(&RenderSystem::render, mRenderSystem, op));
  200. }
  201. void DeferredRenderContext::submitToGpu()
  202. {
  203. vector<CommandQueue::Command>::type* commands = mCommandQueue->flush();
  204. RenderSystem* rs = RenderSystemManager::getActive();
  205. rs->queueCommand(boost::bind(&CommandQueue::playback, mCommandQueue, commands));
  206. }
  207. }