BsGLRenderAPI.h 21 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsGLPrerequisites.h"
  5. #include "BsRenderAPI.h"
  6. #include "BsGLHardwareBufferManager.h"
  7. #include "BsGLSLProgramFactory.h"
  8. #include "BsMatrix4.h"
  9. namespace BansheeEngine
  10. {
  11. /** @addtogroup GL
  12. * @{
  13. */
  14. /** Implementation of a render system using OpenGL. Provides abstracted access to various low level OpenGL methods. */
  15. class BS_RSGL_EXPORT GLRenderAPI : public RenderAPICore
  16. {
  17. public:
  18. GLRenderAPI();
  19. ~GLRenderAPI();
  20. /** @copydoc RenderAPICore::getName() */
  21. const StringID& getName() const override;
  22. /** @copydoc RenderAPICore::getShadingLanguageName() */
  23. const String& getShadingLanguageName() const override;
  24. /** @copydoc RenderAPICore::setGraphicsPipeline */
  25. void setGraphicsPipeline(const SPtr<GpuPipelineStateCore>& pipelineState,
  26. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  27. /** @copydoc RenderAPICore::setComputePipeline */
  28. void setComputePipeline(const SPtr<GpuProgramCore>& computeProgram,
  29. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  30. /** @copydoc RenderAPICore::setSamplerState() */
  31. void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState,
  32. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  33. /** @copydoc RenderAPICore::setTexture() */
  34. void setTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr<TextureCore>& texture,
  35. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  36. /** @copydoc RenderAPICore::setLoadStoreTexture */
  37. void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr<TextureCore>& texture,
  38. const TextureSurface& surface, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  39. /** @copydoc RenderAPICore::setBuffer */
  40. void setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr<GpuBufferCore>& buffer, bool loadStore = false,
  41. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  42. /** @copydoc RenderAPICore::beginFrame() */
  43. void beginFrame(const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  44. /** @copydoc RenderAPICore::endFrame() */
  45. void endFrame(const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  46. /** @copydoc RenderAPICore::setViewport() */
  47. void setViewport(const Rect2& area, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  48. /** @copydoc RenderAPICore::setScissorRect() */
  49. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom,
  50. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  51. /** @copydoc RenderAPICore::setStencilRef */
  52. void setStencilRef(UINT32 value, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  53. /** @copydoc RenderAPICore::setVertexBuffers() */
  54. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers,
  55. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  56. /** @copydoc RenderAPICore::setIndexBuffer() */
  57. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer,
  58. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  59. /** @copydoc RenderAPICore::setParamBuffer */
  60. void setParamBuffer(GpuProgramType gptype, UINT32 slot, const SPtr<GpuParamBlockBufferCore>& buffer,
  61. const SPtr<GpuParamDesc>& paramDesc, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  62. /** @copydoc RenderAPICore::setVertexDeclaration() */
  63. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration,
  64. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  65. /** @copydoc RenderAPICore::setDrawOperation() */
  66. void setDrawOperation(DrawOperationType op, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  67. /** @copydoc RenderAPICore::draw() */
  68. void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0,
  69. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  70. /** @copydoc RenderAPICore::drawIndexed() */
  71. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount
  72. , UINT32 instanceCount = 0, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  73. /** @copydoc RenderAPICore::dispatchCompute() */
  74. void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1,
  75. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  76. /** @copydoc RenderAPICore::swapBuffers() */
  77. void swapBuffers(const SPtr<RenderTargetCore>& target,
  78. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  79. /** @copydoc RenderAPICore::setRenderTarget() */
  80. void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false,
  81. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  82. /** @copydoc RenderAPICore::clearRenderTarget() */
  83. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  84. UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  85. /** @copydoc RenderAPICore::clearViewport() */
  86. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  87. UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  88. /** @copydoc RenderAPICore::addCommands() */
  89. void addCommands(const SPtr<CommandBuffer>& commandBuffer, const SPtr<CommandBuffer>& secondary) override;
  90. /** @copydoc RenderAPICore::executeCommands() */
  91. void executeCommands(const SPtr<CommandBuffer>& commandBuffer) override;
  92. /** @copydoc RenderAPICore::convertProjectionMatrix() */
  93. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  94. /** @copydoc RenderAPICore::getAPIInfo */
  95. const RenderAPIInfo& getAPIInfo() const override;
  96. /** @copydoc RenderAPICore::generateParamBlockDesc() */
  97. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  98. /************************************************************************/
  99. /* Internal use by OpenGL RenderSystem only */
  100. /************************************************************************/
  101. /** Query has the main context been initialized. */
  102. bool _isContextInitialized() const { return mGLInitialised; }
  103. /** Returns main context. Caller must ensure the context has been initialized. */
  104. SPtr<GLContext> getMainContext() const { return mMainContext; }
  105. /** Returns a support object you may use for creating */
  106. GLSupport* getGLSupport() const { return mGLSupport; }
  107. protected:
  108. /** @copydoc RenderAPICore::initializePrepare */
  109. void initializePrepare() override;
  110. /** @copydoc RenderAPICore::initializeFinalize */
  111. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
  112. /** @copydoc RenderAPICore::destroyCore */
  113. void destroyCore() override;
  114. /** Call before doing a draw operation, this method sets everything up. */
  115. void beginDraw();
  116. /** Needs to accompany every beginDraw after you are done with a single draw operation. */
  117. void endDraw();
  118. /** Clear a part of a render target. */
  119. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  120. const Rect2I& clearArea = Rect2I::EMPTY, UINT8 targetMask = 0xFF);
  121. /**
  122. * Changes the currently active texture unit. Any texture related operations will then be performed on this unit.
  123. */
  124. bool activateGLTextureUnit(UINT16 unit);
  125. /** Retrieves the active GPU program of the specified type. */
  126. SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
  127. /** Converts Banshee blend mode to OpenGL blend mode. */
  128. GLint getBlendMode(BlendFactor blendMode) const;
  129. /** Converts Banshee texture addressing mode to OpenGL texture addressing mode. */
  130. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  131. /** Gets a combined min/mip filter value usable by OpenGL from the currently set min and mip filters. */
  132. GLuint getCombinedMinMipFilter() const;
  133. /**
  134. * Calculates a global texture unit slot for a sampler specific to a GPU program.
  135. *
  136. * @param[in] gptype Type of the GPU program the sampler is a part of.
  137. * @param[in] samplerIdx Index of the sampler uniform.
  138. * @return Unique global texture unit index that can be used for binding a texture to the specified
  139. * sampler.
  140. */
  141. UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 samplerIdx);
  142. /**
  143. * Calculates a global image unit slot based on a uniform index of the image in a GPU program.
  144. *
  145. * @param[in] gptype Type of the GPU program the uniform is a part of.
  146. * @param[in] uniformIdx Index of the image uniform.
  147. * @return Unique global image unit index that can be used for binding a load-store texture to the
  148. * specified uniform.
  149. */
  150. UINT32 getGLImageUnit(GpuProgramType gptype, UINT32 uniformIdx);
  151. /**
  152. * OpenGL shares all buffer bindings, but the engine prefers to keep buffers separate per-stage. This will convert
  153. * block buffer binding that is set per stage into a global block buffer binding usable by OpenGL.
  154. */
  155. UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
  156. /** Returns the OpenGL specific mode used for drawing, depending on the currently set draw operation. */
  157. GLint getGLDrawMode() const;
  158. /** Creates render system capabilities that specify which features are or aren't supported. */
  159. RenderAPICapabilities* createRenderSystemCapabilities() const;
  160. /** Finish initialization by setting up any systems dependant on render systemcapabilities. */
  161. void initFromCaps(RenderAPICapabilities* caps);
  162. /**
  163. * Switch the currently used OpenGL context. You will need to re-bind any previously bound values manually
  164. * (for example textures, gpu programs and such).
  165. */
  166. void switchContext(const SPtr<GLContext>& context);
  167. /************************************************************************/
  168. /* Sampler states */
  169. /************************************************************************/
  170. /**
  171. * Sets the texture addressing mode for a texture unit. This determines how are UV address values outside of [0, 1]
  172. * range handled when sampling from texture.
  173. */
  174. void setTextureAddressingMode(UINT16 unit, const UVWAddressingMode& uvw);
  175. /**
  176. * Sets the texture border color for a texture unit. Border color determines color returned by the texture sampler
  177. * when border addressing mode is used and texture address is outside of [0, 1] range.
  178. */
  179. void setTextureBorderColor(UINT16 unit, const Color& color);
  180. /**
  181. * Sets the mipmap bias value for a given texture unit. Bias allows you to adjust the mipmap selection calculation.
  182. * Negative values force a larger mipmap to be used, and positive values smaller. Units are in values of mip levels,
  183. * so -1 means use a mipmap one level higher than default.
  184. */
  185. void setTextureMipmapBias(UINT16 unit, float bias);
  186. /**
  187. * Allows you to specify how is the texture bound to the specified texture unit filtered. Different filter types are
  188. * used for different situations like magnifying or minifying a texture.
  189. */
  190. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  191. /** Sets anisotropy value for the specified texture unit. */
  192. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  193. /** Gets anisotropy value for the specified texture unit. */
  194. GLfloat getCurrentAnisotropy(UINT16 unit);
  195. /************************************************************************/
  196. /* Blend states */
  197. /************************************************************************/
  198. /**
  199. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  200. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  201. */
  202. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  203. /**
  204. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  205. * Allows you to set up separate blend operations for alpha values.
  206. *
  207. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  208. */
  209. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  210. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  211. /**
  212. * Sets alpha test that allows you to reject pixels that fail the comparison function versus the provided reference
  213. * value.
  214. */
  215. void setAlphaTest(CompareFunction func, unsigned char value);
  216. /**
  217. * Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing to worry about order
  218. * of rendering like regular blending does. It requires multi-sampling to be active in order to work, and you need
  219. * to supply an alpha texture that determines object transparency.
  220. */
  221. void setAlphaToCoverage(bool enabled);
  222. /** Enables or disables writing to certain color channels of the render target. */
  223. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  224. /************************************************************************/
  225. /* Rasterizer states */
  226. /************************************************************************/
  227. /** Sets vertex winding order. Normally you would use this to cull back facing polygons. */
  228. void setCullingMode(CullingMode mode);
  229. /** Sets the polygon rasterization mode. Determines how are polygons interpreted. */
  230. void setPolygonMode(PolygonMode level);
  231. /**
  232. * Sets a depth bias that will offset the depth values of new pixels by the specified amount. Final depth bias value
  233. * is a combination of the constant depth bias and slope depth bias. Slope depth bias has more effect the higher
  234. * the slope of the rendered polygon.
  235. *
  236. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  237. */
  238. void setDepthBias(float constantBias, float slopeScaleBias);
  239. /**
  240. * Scissor test allows you to mask off rendering in all but a given rectangular area identified by the rectangle
  241. * set by setScissorRect().
  242. */
  243. void setScissorTestEnable(bool enable);
  244. /** Enables or disables multisample antialiasing. */
  245. void setMultisamplingEnable(bool enable);
  246. /** Enables or disables depth clipping (near/fear plane clipping). */
  247. void setDepthClipEnable(bool enable);
  248. /** Enables or disables antialiased line rendering. */
  249. void setAntialiasedLineEnable(bool enable);
  250. /************************************************************************/
  251. /* Depth stencil state */
  252. /************************************************************************/
  253. /** Should new pixels perform depth testing using the set depth comparison function before being written. */
  254. void setDepthBufferCheckEnabled(bool enabled = true);
  255. /** Should new pixels write to the depth buffer. */
  256. void setDepthBufferWriteEnabled(bool enabled = true);
  257. /**
  258. * Sets comparison function used for depth testing. Determines how are new and existing pixel values compared - if
  259. * comparison function returns true the new pixel is written.
  260. */
  261. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  262. /**
  263. * Turns stencil tests on or off. By default this is disabled. Stencil testing allow you to mask out a part of the
  264. * rendered image by using various stencil operations provided.
  265. */
  266. void setStencilCheckEnabled(bool enabled);
  267. /**
  268. * Allows you to set stencil operations that are performed when stencil test passes or fails.
  269. *
  270. * @param[in] stencilFailOp Operation executed when stencil test fails.
  271. * @param[in] depthFailOp Operation executed when stencil test succeeds but depth test fails.
  272. * @param[in] passOp Operation executed when stencil test succeeds and depth test succeeds.
  273. * @param[in] front Should the stencil operations be applied to front or back facing polygons.
  274. */
  275. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  276. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  277. bool front = true);
  278. /**
  279. * Sets a stencil buffer comparison function. The result of this will cause one of 3 actions depending on whether
  280. * the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check
  281. * passing too.
  282. *
  283. * @param[in] func Comparison function that determines whether a stencil test fails or passes. Reference value
  284. * gets compared to the value already in the buffer using this function.
  285. * @param[in] mask The bitmask applied to both the stencil value and the reference value
  286. * before comparison
  287. * @param[in] ccw If set to true, the stencil operations will be applied to counterclockwise
  288. * faces. Otherwise they will be applied to clockwise faces.
  289. */
  290. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool ccw = true);
  291. /** The bitmask applied to the stencil value before writing it to the stencil buffer. */
  292. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  293. /**
  294. * Sets a reference values used for stencil buffer comparisons. Actual comparison function and stencil operations
  295. * are set by setting the DepthStencilState.
  296. */
  297. void setStencilRefValue(UINT32 refValue);
  298. /************************************************************************/
  299. /* UTILITY METHODS */
  300. /************************************************************************/
  301. /**
  302. * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target
  303. * and applies them for further rendering.
  304. */
  305. void applyViewport();
  306. /** Converts the provided matrix m into a representation usable by OpenGL. */
  307. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  308. /** Converts the engine depth/stencil compare function into OpenGL representation. */
  309. GLint convertCompareFunction(CompareFunction func) const;
  310. /**
  311. * Convers the engine stencil operation in OpenGL representation. Optionally inverts the operation (increment
  312. * becomes decrement, etc.).
  313. */
  314. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  315. /** Checks if there are any OpenGL errors and prints them to the log. */
  316. bool checkForErrors() const;
  317. private:
  318. /** Information about a currently bound texture. */
  319. struct TextureInfo
  320. {
  321. UINT32 samplerIdx;
  322. GLenum type;
  323. };
  324. /** Information about a currently bound load-store texture (image in OpenGL lingo). */
  325. struct ImageInfo
  326. {
  327. UINT32 uniformIdx;
  328. };
  329. static const UINT32 MAX_VB_COUNT = 32;
  330. Rect2 mViewportNorm;
  331. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  332. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  333. UINT32 mStencilReadMask;
  334. UINT32 mStencilWriteMask;
  335. UINT32 mStencilRefValue;
  336. CompareFunction mStencilCompareFront;
  337. CompareFunction mStencilCompareBack;
  338. // Last min & mip filtering options, so we can combine them
  339. FilterOptions mMinFilter;
  340. FilterOptions mMipFilter;
  341. // Holds texture type settings for every stage
  342. UINT32 mNumTextureUnits;
  343. TextureInfo* mTextureInfos;
  344. UINT32 mNumImageUnits;
  345. ImageInfo* mImageInfos;
  346. bool mDepthWrite;
  347. bool mColorWrite[4];
  348. GLSupport* mGLSupport;
  349. bool mGLInitialised;
  350. GLSLProgramFactory* mGLSLProgramFactory;
  351. GLSLProgramPipelineManager* mProgramPipelineManager;
  352. SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
  353. SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
  354. SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
  355. SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
  356. SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
  357. SPtr<GLSLGpuProgramCore> mCurrentComputeProgram;
  358. const GLSLProgramPipeline* mActivePipeline;
  359. UINT32 mTextureUnitOffsets[6];
  360. UINT32 mMaxBoundTexUnits[6];
  361. UINT32 mMaxBoundImageUnits[6];
  362. UINT32 mUBOffsets[6];
  363. std::array<SPtr<VertexBufferCore>, MAX_VB_COUNT> mBoundVertexBuffers;
  364. SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
  365. SPtr<IndexBufferCore> mBoundIndexBuffer;
  366. DrawOperationType mCurrentDrawOperation;
  367. SPtr<GLContext> mMainContext;
  368. SPtr<GLContext> mCurrentContext;
  369. bool mDrawCallInProgress;
  370. UINT16 mActiveTextureUnit;
  371. };
  372. /** @} */
  373. }