BsRenderSystem.h 12 KB

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  1. #pragma once
  2. #include "BsCorePrerequisites.h"
  3. #include <memory>
  4. #include "BsSamplerState.h"
  5. #include "BsCommandQueue.h"
  6. #include "BsDrawOps.h"
  7. #include "BsRenderSystemCapabilities.h"
  8. #include "BsRenderTarget.h"
  9. #include "BsRenderTexture.h"
  10. #include "BsRenderWindow.h"
  11. #include "BsGpuProgram.h"
  12. #include "BsVertexDeclaration.h"
  13. #include "BsPlane.h"
  14. #include "BsModule.h"
  15. #include "BsEvent.h"
  16. namespace BansheeEngine
  17. {
  18. /**
  19. * @brief Render system provides base functionality for a rendering API like
  20. * DirectX or OpenGL. Most of the class is abstract and specific
  21. * subclass for each rendering API needs to be implemented.
  22. *
  23. * @note Core thread only unless specifically noted otherwise on per-method basis.
  24. */
  25. class BS_CORE_EXPORT RenderSystem : public Module<RenderSystem>
  26. {
  27. public:
  28. RenderSystem();
  29. virtual ~RenderSystem();
  30. /**
  31. * @brief Returns the name of the rendering system.
  32. *
  33. * @note Thread safe.
  34. */
  35. virtual const String& getName() const = 0;
  36. /**
  37. * @brief Gets the name of the primary shading language
  38. * used by the rendering system.
  39. *
  40. * @note Thread safe.
  41. */
  42. virtual const String& getShadingLanguageName() const = 0;
  43. /**
  44. * @brief Sets a sampler state for the specified texture unit.
  45. *
  46. * @see SamplerState
  47. */
  48. virtual void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState) = 0;
  49. /**
  50. * @brief Sets a blend state used for all active render targets.
  51. *
  52. * @see BlendState
  53. */
  54. virtual void setBlendState(const BlendStatePtr& blendState) = 0;
  55. /**
  56. * @brief Sets a state that controls various rasterizer options.
  57. *
  58. * @see RasterizerState
  59. */
  60. virtual void setRasterizerState(const RasterizerStatePtr& rasterizerState) = 0;
  61. /**
  62. * @brief Sets a state that controls depth & stencil buffer options.
  63. *
  64. * @see DepthStencilState
  65. */
  66. virtual void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue) = 0;
  67. /**
  68. * @brief Binds a texture to the pipeline for the specified GPU program type at the specified slot.
  69. * If the slot matches the one configured in the GPU program the program will be able to access
  70. * this texture on the GPU.
  71. */
  72. virtual void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr) = 0;
  73. /**
  74. * @brief Turns off a texture unit.
  75. */
  76. virtual void disableTextureUnit(GpuProgramType gptype, UINT16 texUnit);
  77. /**
  78. * @brief Binds a texture that can be used for random load/store operations from a GPU program.
  79. */
  80. virtual void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled,
  81. const TexturePtr& texPtr, const TextureSurface& surface) = 0;
  82. /**
  83. * @brief Signals that rendering for a specific viewport has started. Any draw calls
  84. * need to be called between beginFrame and endFrame. You may not switch render targets
  85. * until you call endFrame.
  86. */
  87. virtual void beginFrame() = 0;
  88. /**
  89. * @brief Ends that rendering to a specific viewport has ended.
  90. */
  91. virtual void endFrame() = 0;
  92. /**
  93. * @brief Sets the active viewport that will be used for all render operations.
  94. * Viewport will change active render target if needed.
  95. */
  96. virtual void setViewport(Viewport vp) = 0;
  97. /**
  98. * @brief Sets the provided vertex buffers starting at the specified source index.
  99. * Set buffer to nullptr to clear the buffer at the specified index.
  100. */
  101. virtual void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) = 0;
  102. /**
  103. * @brief Sets an index buffer to use when drawing. Indices in an index buffer
  104. * reference vertices in the vertex buffer, which increases cache coherency
  105. * and reduces the size of vertex buffers by eliminating duplicate data.
  106. */
  107. virtual void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) = 0;
  108. /**
  109. * @brief Sets the vertex declaration to use when drawing. Vertex declaration
  110. * is used to decode contents of a single vertex in a vertex buffer.
  111. */
  112. virtual void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration) = 0;
  113. /**
  114. * @brief Sets the draw operation that determines how to interpret the elements
  115. * of the index or vertex buffers.
  116. */
  117. virtual void setDrawOperation(DrawOperationType op) = 0;
  118. /**
  119. * @brief Draw an object based on currently bound GPU programs, vertex declaration and vertex buffers.
  120. *
  121. * Draws directly from the vertex buffer without using indices.
  122. */
  123. virtual void draw(UINT32 vertexOffset, UINT32 vertexCount) = 0;
  124. /**
  125. * @brief Draw an object based on currently bound GPU programs, vertex declaration, vertex
  126. * and index buffers.
  127. */
  128. virtual void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) = 0;
  129. /**
  130. * @brief Swap the front and back buffer of the specified render target.
  131. */
  132. virtual void swapBuffers(RenderTargetPtr target);
  133. /**
  134. * @brief Gets the capabilities of the render system.
  135. *
  136. * @note Thread safe.
  137. */
  138. const RenderSystemCapabilities* getCapabilities() const;
  139. /**
  140. * @brief Returns information about the driver version.
  141. */
  142. virtual const DriverVersion& getDriverVersion() const;
  143. /**
  144. * @brief Binds the provided GPU program to the pipeline. Any following
  145. * draw operations will use this program.
  146. *
  147. * @note You need to bind at least a vertex and a fragment program in order to draw something.
  148. */
  149. virtual void bindGpuProgram(HGpuProgram prg);
  150. /**
  151. * @brief Binds GPU program parameters. Caller must ensure these match the previously
  152. * bound GPU program.
  153. */
  154. virtual void bindGpuParams(GpuProgramType gptype, GpuParamsPtr params) = 0;
  155. /**
  156. * @brief Unbinds a program of a given type.
  157. */
  158. virtual void unbindGpuProgram(GpuProgramType gptype);
  159. /**
  160. * @brief Query if a GPU program of a given type is currently bound.
  161. */
  162. virtual bool isGpuProgramBound(GpuProgramType gptype);
  163. /**
  164. * @brief Sets up clip planes that will clip drawn geometry on the negative side of the planes.
  165. */
  166. virtual void setClipPlanes(const PlaneList& clipPlanes);
  167. /**
  168. * @brief Adds a new clip plane. All drawn geometry will be clipped to this plane.
  169. */
  170. virtual void addClipPlane(const Plane& p);
  171. /**
  172. * @brief Clears all clip planes.
  173. */
  174. virtual void resetClipPlanes();
  175. /**
  176. * @brief Allows you to set up a region in which rendering can take place. Coordinates are in pixels.
  177. * No rendering will be done to render target pixels outside of the provided region.
  178. */
  179. virtual void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) = 0;
  180. /**
  181. * @brief Clears the currently active render target.
  182. *
  183. * @param buffers Combination of one or more elements of FrameBufferType
  184. * denoting which buffers are to be cleared.
  185. * @param color (optional) The color to clear the color buffer with, if enabled.
  186. * @param depth (optional) The value to initialize the depth buffer with, if enabled.
  187. * @param stencil (optional) The value to initialize the stencil buffer with, if enabled.
  188. */
  189. virtual void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) = 0;
  190. /**
  191. * @brief Clears the currently active viewport (i.e. it clears just a sub-area of a render-target that is covered by the viewport,
  192. * as opposed to clearRenderTarget which always clears the entire render target).
  193. *
  194. * @param buffers Combination of one or more elements of FrameBufferType
  195. * denoting which buffers are to be cleared.
  196. * @param color (optional) The color to clear the color buffer with, if enabled.
  197. * @param depth (optional) The value to initialize the depth buffer with, if enabled.
  198. * @param stencil (optional) The value to initialize the stencil buffer with, if enabled.
  199. */
  200. virtual void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) = 0;
  201. /**
  202. * @brief Change the render target into which we want to draw.
  203. */
  204. virtual void setRenderTarget(RenderTargetPtr target) = 0;
  205. /**
  206. * @brief Updates the resource with the specified data.
  207. *
  208. * @note It is assumed GpuResourceData has been locked before being passed here. Data will be unlocked
  209. * when this method finishes.
  210. */
  211. void writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer, AsyncOp& asyncOp);
  212. /**
  213. * @brief Reads data from a resource into a pre-allocated GpuResourceData instance.
  214. *
  215. * @note It is assumed GpuResourceData has been locked before being passed here. Data will be unlocked
  216. * when this method finishes.
  217. */
  218. void readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, GpuResourceDataPtr& data, AsyncOp& asyncOp);
  219. /**
  220. * @brief Returns information about available output devices and their video modes.
  221. *
  222. * @note Thread safe.
  223. */
  224. const VideoModeInfo& getVideoModeInfo() const { return *mVideoModeInfo; }
  225. /************************************************************************/
  226. /* UTILITY METHODS */
  227. /************************************************************************/
  228. /**
  229. * @brief Gets the native type used for vertex colors.
  230. *
  231. * @note Thread safe.
  232. */
  233. virtual VertexElementType getColorVertexElementType() const = 0;
  234. /**
  235. * @brief Contains a default matrix into a matrix suitable for use
  236. * by this specific render system.
  237. *
  238. * @note Thread safe.
  239. */
  240. virtual void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) = 0;
  241. /**
  242. * @brief Gets horizontal texel offset used for mapping texels to pixels
  243. * in this render system.
  244. *
  245. * @note Thread safe.
  246. */
  247. virtual float getHorizontalTexelOffset() = 0;
  248. /**
  249. * @brief Gets vertical texel offset used for mapping texels to pixels
  250. * in this render system.
  251. *
  252. * @note Thread safe.
  253. */
  254. virtual float getVerticalTexelOffset() = 0;
  255. /**
  256. * @brief Gets the minimum (closest) depth value used by this
  257. * render system.
  258. *
  259. * @note Thread safe.
  260. */
  261. virtual float getMinimumDepthInputValue() = 0;
  262. /**
  263. * @brief Gets the maximum (farthest) depth value used by this
  264. * render system.
  265. *
  266. * @note Thread safe.
  267. */
  268. virtual float getMaximumDepthInputValue() = 0;
  269. /**
  270. * @brief Checks if vertex color needs to be flipped before sent to the shader.
  271. *
  272. * @note Thread safe.
  273. */
  274. virtual bool getVertexColorFlipRequired() const { return false; }
  275. /************************************************************************/
  276. /* INTERNAL METHODS */
  277. /************************************************************************/
  278. protected:
  279. /**
  280. * @brief Initializes the render system and creates a primary render window.
  281. *
  282. * @note Although I'd like otherwise, due to the nature of some render system implementations,
  283. * you cannot initialize the render system without a window.
  284. *
  285. * Sim thread.
  286. */
  287. RenderWindowPtr initialize(const RENDER_WINDOW_DESC& primaryWindowDesc);
  288. /**
  289. * @brief Performs second part of the initialization (on Core thread), first part
  290. * being in initialize().
  291. */
  292. virtual void initialize_internal(AsyncOp& asyncOp);
  293. /**
  294. * @brief Shuts down the render system and cleans up all resources.
  295. *
  296. * @note Sim thread.
  297. */
  298. void destroy();
  299. /**
  300. * @brief Performs second part of render system shutdown on the core thread.
  301. */
  302. virtual void destroy_internal();
  303. /**
  304. * @copydoc setClipPlanes.
  305. */
  306. virtual void setClipPlanesImpl(const PlaneList& clipPlanes) = 0;
  307. /************************************************************************/
  308. /* INTERNAL DATA */
  309. /************************************************************************/
  310. protected:
  311. friend class RenderSystemManager;
  312. RenderTargetPtr mActiveRenderTarget;
  313. DriverVersion mDriverVersion;
  314. CullingMode mCullingMode;
  315. UINT16 mDisabledTexUnitsFrom;
  316. bool mVertexProgramBound;
  317. bool mGeometryProgramBound;
  318. bool mFragmentProgramBound;
  319. bool mDomainProgramBound;
  320. bool mHullProgramBound;
  321. bool mComputeProgramBound;
  322. PlaneList mClipPlanes;
  323. bool mClipPlanesDirty;
  324. RenderSystemCapabilities* mCurrentCapabilities;
  325. VideoModeInfoPtr mVideoModeInfo;
  326. // TODO - Only used between initialize and initialize_internal. Handle it better?
  327. RENDER_WINDOW_DESC mPrimaryWindowDesc;
  328. };
  329. }