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- #pragma once
- #include "BsCorePrerequisites.h"
- #include <memory>
- #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
- {
- /**
- * @brief 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<VertexBufferPtr>& 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);
- /** @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);
- /** @copydoc RenderAPICore::clearViewport() */
- static void clearViewport(CoreAccessor& accessor, UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
- /** @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();
- };
- /**
- * @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 RenderAPICore : public Module<RenderAPICore>
- {
- public:
- RenderAPICore();
- virtual ~RenderAPICore();
- /**
- * @brief Returns the name of the rendering system.
- *
- * @note Thread safe.
- */
- virtual const StringID& 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 SPtr<SamplerStateCore>& samplerState) = 0;
- /**
- * @brief Sets a blend state used for all active render targets.
- *
- * @see BlendState
- */
- virtual void setBlendState(const SPtr<BlendStateCore>& blendState) = 0;
- /**
- * @brief Sets a state that controls various rasterizer options.
- *
- * @see RasterizerState
- */
- virtual void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) = 0;
- /**
- * @brief Sets a state that controls depth & stencil buffer options.
- *
- * @see DepthStencilState
- */
- virtual void setDepthStencilState(const SPtr<DepthStencilStateCore>& 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 SPtr<TextureCore>& 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 SPtr<TextureCore>& 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.
- *
- * @param area Area of the viewport, in normalized ([0,1] range) coordinates.
- */
- virtual void setViewport(const Rect2& area) = 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, SPtr<VertexBufferCore>* 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 SPtr<IndexBufferCore>& 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(const SPtr<VertexDeclarationCore>& 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 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(const SPtr<RenderTargetCore>& target);
- /**
- * @brief Gets the capabilities of the render system.
- *
- * @note Thread safe.
- */
- const RenderAPICapabilities* 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(const SPtr<GpuProgramCore>& prg);
- /**
- * @brief Binds constant(uniform) GPU program parameters. Caller must ensure these match the previously
- * bound GPU program.
- */
- virtual void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) = 0;
- /**
- * @brief Binds all specified GPU program parameters. Caller must ensure these match the previously
- * bound GPU program.
- */
- virtual void setGpuParams(GpuProgramType gptype, const SPtr<GpuParamsCore>& params);
- /**
- * @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(const SPtr<RenderTargetCore>& target) = 0;
- /**
- * @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;
- /**
- * @brief Checks if vertex color needs to be flipped before sent to the shader.
- *
- * @note Thread safe.
- */
- virtual bool getVertexColorFlipRequired() const { return false; }
- /**
- * @brief Checks whether GPU programs expect matrices in column major format.
- */
- virtual bool getGpuProgramHasColumnMajorMatrices() const { return false; }
- /**
- * @brief 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 name Name to assign the parameter block.
- * @param 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.
- *
- * @returns 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<GpuParamDataDesc>& params) = 0;
- /************************************************************************/
- /* INTERNAL METHODS */
- /************************************************************************/
- protected:
- /**
- * @brief 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.
- *
- * Sim thread.
- */
- RenderWindowPtr initialize(const RENDER_WINDOW_DESC& primaryWindowDesc);
- /**
- * @brief 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();
- /**
- * @brief 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<RenderWindowCore>& primaryWindow);
- /**
- * @brief Shuts down the render API system and cleans up all resources.
- *
- * @note Sim thread.
- */
- void destroy();
- /**
- * @brief 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<RenderTargetCore> 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;
- };
- }
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