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. /**
  12. * @brief Implementation of a render system using OpenGL. Provides abstracted
  13. * access to various low level OpenGL methods.
  14. */
  15. class BS_RSGL_EXPORT GLRenderAPI : public RenderAPICore
  16. {
  17. public:
  18. GLRenderAPI();
  19. ~GLRenderAPI();
  20. /**
  21. * @copydoc RenderAPICore::getName()
  22. */
  23. const StringID& getName() const override;
  24. /**
  25. * @copydoc RenderAPICore::getShadingLanguageName()
  26. */
  27. const String& getShadingLanguageName() const override;
  28. /**
  29. * @copydoc RenderAPICore::setRenderTarget()
  30. */
  31. void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) override;
  32. /**
  33. * @copydoc RenderAPICore::setVertexBuffers()
  34. */
  35. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
  36. /**
  37. * @copydoc RenderAPICore::setIndexBuffer()
  38. */
  39. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
  40. /**
  41. * @copydoc RenderAPICore::setVertexDeclaration()
  42. */
  43. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
  44. /**
  45. * @copydoc RenderAPICore::setDrawOperation()
  46. */
  47. void setDrawOperation(DrawOperationType op) override;
  48. /**
  49. * @copydoc RenderAPICore::setScissorRect()
  50. */
  51. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
  52. /**
  53. * @copydoc RenderAPICore::setTexture()
  54. */
  55. void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex) override;
  56. /**
  57. * @copydoc RenderAPICore::setLoadStoreTexture
  58. */
  59. void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  60. const TextureSurface& surface) override;
  61. /**
  62. * @copydoc RenderAPICore::setSamplerState()
  63. */
  64. void setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state) override;
  65. /**
  66. * @copydoc RenderAPICore::setBlendState()
  67. */
  68. void setBlendState(const SPtr<BlendStateCore>& blendState) override;
  69. /**
  70. * @copydoc RenderAPICore::setRasterizerState()
  71. */
  72. void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
  73. /**
  74. * @copydoc RenderAPICore::setDepthStencilState()
  75. */
  76. void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
  77. /**
  78. * @copydoc RenderAPICore::setViewport()
  79. */
  80. void setViewport(const Rect2& area) override;
  81. /**
  82. * @copydoc RenderAPICore::bindGpuProgram()
  83. */
  84. void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
  85. /**
  86. * @copydoc RenderAPICore::unbindGpuProgram()
  87. */
  88. void unbindGpuProgram(GpuProgramType gptype) override;
  89. /**
  90. * @copydoc RenderAPICore::setConstantBuffers()
  91. */
  92. void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) override;
  93. /**
  94. * @copydoc RenderAPICore::beginFrame()
  95. */
  96. void beginFrame() override;
  97. /**
  98. * @copydoc RenderAPICore::endFrame()
  99. */
  100. void endFrame() override;
  101. /**
  102. * @copydoc RenderAPICore::draw()
  103. */
  104. void draw(UINT32 vertexOffset, UINT32 vertexCount) override;
  105. /**
  106. * @copydoc RenderAPICore::drawIndexed()
  107. */
  108. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) override;
  109. /**
  110. * @copydoc RenderAPICore::clearRenderTarget()
  111. */
  112. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  113. UINT8 targetMask = 0xFF) override;
  114. /**
  115. * @copydoc RenderAPICore::clearViewport()
  116. */
  117. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  118. UINT8 targetMask = 0xFF) override;
  119. /**
  120. * @copydoc RenderAPICore::getColorVertexElementType()
  121. */
  122. VertexElementType getColorVertexElementType() const override;
  123. /**
  124. * @copydoc RenderAPICore::getHorizontalTexelOffset()
  125. */
  126. float getHorizontalTexelOffset() override;
  127. /**
  128. * @copydoc RenderAPICore::getVerticalTexelOffset()
  129. */
  130. float getVerticalTexelOffset() override;
  131. /**
  132. * @copydoc RenderAPICore::getMinimumDepthInputValue()
  133. */
  134. float getMinimumDepthInputValue() override;
  135. /**
  136. * @copydoc RenderAPICore::getMaximumDepthInputValue()
  137. */
  138. float getMaximumDepthInputValue() override;
  139. /**
  140. * @copydoc RenderAPICore::convertProjectionMatrix()
  141. */
  142. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  143. /**
  144. * @copydoc RenderAPICore::getGpuProgramHasColumnMajorMatrices
  145. */
  146. bool getGpuProgramHasColumnMajorMatrices() const override;
  147. /**
  148. * @copydoc RenderAPICore::generateParamBlockDesc()
  149. */
  150. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  151. /************************************************************************/
  152. /* Internal use by OpenGL RenderSystem only */
  153. /************************************************************************/
  154. /**
  155. * @brief Query has the main context been initialized.
  156. */
  157. bool _isContextInitialized() const { return mGLInitialised; }
  158. /**
  159. * @brief Returns main context. Caller must ensure the context has been initialized.
  160. */
  161. SPtr<GLContext> getMainContext() const { return mMainContext; }
  162. /**
  163. * @brief Returns a support object you may use for creating
  164. */
  165. GLSupport* getGLSupport() const { return mGLSupport; }
  166. protected:
  167. /**
  168. * @copydoc RenderAPICore::initializePrepare
  169. */
  170. void initializePrepare() override;
  171. /**
  172. * @copydoc RenderAPICore::initializeFinalize
  173. */
  174. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
  175. /**
  176. * @copydoc RenderAPICore::destroy_internal().
  177. */
  178. void destroyCore() override;
  179. /**
  180. * @brief Call before doing a draw operation, this method sets everything up.
  181. */
  182. void beginDraw();
  183. /**
  184. * @brief Needs to accompany every beginDraw after you are done with a single draw operation.
  185. */
  186. void endDraw();
  187. /**
  188. * @brief Clear a part of a render target.
  189. */
  190. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  191. const Rect2I& clearArea = Rect2I::EMPTY, UINT8 targetMask = 0xFF);
  192. /**
  193. * @brief Set up clip planes against which all geometry will get clipped.
  194. */
  195. void setClipPlanesImpl(const PlaneList& clipPlanes) override;
  196. /**
  197. * @brief Set up a clip plane at a specific clip plane index. If enabled,
  198. * geometry will be clipped against the positive side of the plane.
  199. *
  200. * @note Valid index range is [0, 5].
  201. */
  202. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  203. /**
  204. * @brief Enable or disable clipping against a clip plane at the specified index.
  205. *
  206. * @note Valid index range is [0, 5].
  207. */
  208. void enableClipPlane (UINT16 index, bool enable);
  209. /**
  210. * @brief Changes the currently active texture unit. Any texture related operations
  211. * will then be performed on this unit.
  212. */
  213. bool activateGLTextureUnit(UINT16 unit);
  214. /**
  215. * @brief Changes the active GPU program.
  216. */
  217. void setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program);
  218. /**
  219. * @brief Retrieves the active GPU program of the specified type.
  220. */
  221. SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
  222. /**
  223. * @brief Converts Banshee blend mode to OpenGL blend mode.
  224. */
  225. GLint getBlendMode(BlendFactor blendMode) const;
  226. /**
  227. * @brief Converts Banshee texture addressing mode to OpenGL texture addressing mode.
  228. */
  229. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  230. /**
  231. * @brief Gets a combined min/mip filter value usable by OpenGL from the currently
  232. * set min and mip filters.
  233. */
  234. GLuint getCombinedMinMipFilter() const;
  235. /**
  236. * @brief OpenGL shares all texture slots, but the engine prefers to keep textures
  237. * separate per-stage. This will convert texture unit that is set per stage
  238. * into a global texture unit usable by OpenGL.
  239. */
  240. UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
  241. /**
  242. * @brief OpenGL shares all buffer bindings, but the engine prefers to keep buffers
  243. * separate per-stage. This will convert block buffer binding that is set per stage
  244. * into a global block buffer binding usable by OpenGL.
  245. */
  246. UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
  247. /**
  248. * @brief Returns the OpenGL specific mode used for drawing, depending on the
  249. * currently set draw operation;
  250. */
  251. GLint getGLDrawMode() const;
  252. /**
  253. * @brief Creates render system capabilities that specify which features are
  254. * or aren't supported.
  255. */
  256. RenderAPICapabilities* createRenderSystemCapabilities() const;
  257. /**
  258. * @brief Finish initialization by setting up any systems dependant on render system
  259. * capabilities.
  260. */
  261. void initFromCaps(RenderAPICapabilities* caps);
  262. /**
  263. * @brief Switch the currently used OpenGL context. You will need to re-bind
  264. * any previously bound values manually. (e.g. textures, gpu programs and such)
  265. */
  266. void switchContext(const SPtr<GLContext>& context);
  267. /************************************************************************/
  268. /* Sampler states */
  269. /************************************************************************/
  270. /**
  271. * @brief Sets the texture addressing mode for a texture unit. This determines
  272. * how are UV address values outside of [0, 1] range handled when sampling
  273. * from texture.
  274. */
  275. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  276. /**
  277. * @brief Sets the texture border color for a texture unit. Border color
  278. * determines color returned by the texture sampler when border addressing mode
  279. * is used and texture address is outside of [0, 1] range.
  280. */
  281. void setTextureBorderColor(UINT16 stage, const Color& color);
  282. /**
  283. * @brief Sets the mipmap bias value for a given texture unit. Bias allows
  284. * you to adjust the mipmap selection calculation. Negative values force a
  285. * larger mipmap to be used, and positive values smaller. Units are in values
  286. * of mip levels, so -1 means use a mipmap one level higher than default.
  287. */
  288. void setTextureMipmapBias(UINT16 unit, float bias);
  289. /**
  290. * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
  291. * Different filter types are used for different situations like magnifying or minifying a texture.
  292. */
  293. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  294. /**
  295. * @brief Sets anisotropy value for the specified texture unit.
  296. */
  297. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  298. /**
  299. * @brief Gets anisotropy value for the specified texture unit.
  300. */
  301. GLfloat getCurrentAnisotropy(UINT16 unit);
  302. /************************************************************************/
  303. /* Blend states */
  304. /************************************************************************/
  305. /**
  306. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  307. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  308. */
  309. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  310. /**
  311. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  312. * Allows you to set up separate blend operations for alpha values.
  313. *
  314. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  315. */
  316. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  317. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  318. /**
  319. * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
  320. * versus the provided reference value.
  321. */
  322. void setAlphaTest(CompareFunction func, unsigned char value);
  323. /**
  324. * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
  325. * to worry about order of rendering like regular blending does. It requires multi-sampling to
  326. * be active in order to work, and you need to supply an alpha texture that determines object transparency.
  327. */
  328. void setAlphaToCoverage(bool enabled);
  329. /**
  330. * @brief Enables or disables writing to certain color channels of the render target.
  331. */
  332. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  333. /************************************************************************/
  334. /* Rasterizer states */
  335. /************************************************************************/
  336. /**
  337. * @brief Sets vertex winding order. Normally you would use this to cull back facing
  338. * polygons.
  339. */
  340. void setCullingMode(CullingMode mode);
  341. /**
  342. * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
  343. */
  344. void setPolygonMode(PolygonMode level);
  345. /**
  346. * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
  347. * Final depth bias value is a combination of the constant depth bias and slope depth bias.
  348. * Slope depth bias has more effect the higher the slope of the rendered polygon.
  349. *
  350. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  351. */
  352. void setDepthBias(float constantBias, float slopeScaleBias);
  353. /**
  354. * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
  355. * identified by the rectangle set by setScissorRect().
  356. */
  357. void setScissorTestEnable(bool enable);
  358. /**
  359. * @brief Enables or disables multisample antialiasing.
  360. */
  361. void setMultisamplingEnable(bool enable);
  362. /**
  363. * @brief Enables or disables depth clipping (i.e. near/fear plane clipping).
  364. */
  365. void setDepthClipEnable(bool enable);
  366. /**
  367. * @brief Enables or disables antialiased line rendering.
  368. */
  369. void setAntialiasedLineEnable(bool enable);
  370. /************************************************************************/
  371. /* Depth stencil state */
  372. /************************************************************************/
  373. /**
  374. * @brief Should new pixels perform depth testing using the set depth comparison function before
  375. * being written.
  376. */
  377. void setDepthBufferCheckEnabled(bool enabled = true);
  378. /**
  379. * @brief Should new pixels write to the depth buffer.
  380. */
  381. void setDepthBufferWriteEnabled(bool enabled = true);
  382. /**
  383. * @brief Sets comparison function used for depth testing. Determines how are new and existing
  384. * pixel values compared - if comparison function returns true the new pixel is written.
  385. */
  386. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  387. /**
  388. * @brief Turns stencil tests on or off. By default this is disabled.
  389. * Stencil testing allow you to mask out a part of the rendered image by using
  390. * various stencil operations provided.
  391. */
  392. void setStencilCheckEnabled(bool enabled);
  393. /**
  394. * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
  395. *
  396. * @param stencilFailOp Operation executed when stencil test fails.
  397. * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
  398. * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
  399. * @param front Should the stencil operations be applied to front or back facing polygons.
  400. */
  401. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  402. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  403. bool front = true);
  404. /**
  405. * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
  406. * depending on whether the test fails, succeeds but with the depth buffer check still failing,
  407. * or succeeds with the depth buffer check passing too.
  408. *
  409. * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
  410. * gets compared to the value already in the buffer using this function.
  411. * @param mask The bitmask applied to both the stencil value and the reference value
  412. * before comparison
  413. * @param ccw If set to true, the stencil operations will be applied to counterclockwise
  414. * faces. Otherwise they will be applied to clockwise faces.
  415. */
  416. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool front = true);
  417. /**
  418. * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
  419. */
  420. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  421. /**
  422. * @brief Sets a reference values used for stencil buffer comparisons.
  423. * Actual comparison function and stencil operations are set by setting the DepthStencilState.
  424. */
  425. void setStencilRefValue(UINT32 refValue);
  426. /************************************************************************/
  427. /* UTILITY METHODS */
  428. /************************************************************************/
  429. /**
  430. * @brief Recalculates actual viewport dimensions based on currently
  431. * set viewport normalized dimensions and render target and applies
  432. * them for further rendering.
  433. */
  434. void applyViewport();
  435. /**
  436. * @brief Converts the provided matrix m into a representation usable by OpenGL.
  437. */
  438. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  439. /**
  440. * @brief Converts the engine depth/stencil compare function into OpenGL representation.
  441. */
  442. GLint convertCompareFunction(CompareFunction func) const;
  443. /**
  444. * @brief Convers the engine stencil operation in OpenGL representation. Optionally inverts
  445. * the operation (increment becomes decrement, etc.).
  446. */
  447. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  448. /**
  449. * @brief Checks if there are any OpenGL errors and prints them to the log.
  450. */
  451. bool checkForErrors() const;
  452. private:
  453. Rect2 mViewportNorm;
  454. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  455. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  456. UINT32 mStencilReadMask;
  457. UINT32 mStencilWriteMask;
  458. UINT32 mStencilRefValue;
  459. CompareFunction mStencilCompareFront;
  460. CompareFunction mStencilCompareBack;
  461. // View matrix to set world against
  462. Matrix4 mViewMatrix;
  463. // Last min & mip filtering options, so we can combine them
  464. FilterOptions mMinFilter;
  465. FilterOptions mMipFilter;
  466. // Holds texture type settings for every stage
  467. UINT32 mNumTextureTypes;
  468. GLenum* mTextureTypes;
  469. bool mDepthWrite;
  470. bool mColorWrite[4];
  471. GLSupport* mGLSupport;
  472. bool mGLInitialised;
  473. GLSLProgramFactory* mGLSLProgramFactory;
  474. GLSLProgramPipelineManager* mProgramPipelineManager;
  475. SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
  476. SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
  477. SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
  478. SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
  479. SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
  480. const GLSLProgramPipeline* mActivePipeline;
  481. UINT32 mFragmentTexOffset;
  482. UINT32 mVertexTexOffset;
  483. UINT32 mGeometryTexOffset;
  484. UINT32 mFragmentUBOffset;
  485. UINT32 mVertexUBOffset;
  486. UINT32 mGeometryUBOffset;
  487. UINT32 mHullUBOffset;
  488. UINT32 mDomainUBOffset;
  489. UINT32 mComputeUBOffset;
  490. Vector<SPtr<VertexBufferCore>> mBoundVertexBuffers;
  491. SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
  492. SPtr<IndexBufferCore> mBoundIndexBuffer;
  493. DrawOperationType mCurrentDrawOperation;
  494. SPtr<GLContext> mMainContext;
  495. SPtr<GLContext> mCurrentContext;
  496. bool mDrawCallInProgress;
  497. UINT16 mActiveTextureUnit;
  498. };
  499. }