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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org
- Copyright (c) 2000-2011 Torus Knot Software Ltd
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- -----------------------------------------------------------------------------
- */
- #ifndef __RenderSystem_H_
- #define __RenderSystem_H_
- // Precompiler options
- #include "CmPrerequisites.h"
- #include <memory>
- #include "CmString.h"
- #include "CmTextureState.h"
- #include "CmCommon.h"
- #include "CmRenderOperation.h"
- #include "CmRenderSystemCapabilities.h"
- #include "CmRenderTarget.h"
- #include "CmRenderTexture.h"
- #include "CmGpuProgram.h"
- #include "CmPlane.h"
- namespace CamelotEngine
- {
- /** \addtogroup Core
- * @{
- */
- /** \addtogroup RenderSystem
- * @{
- */
- typedef map< String, RenderTarget * >::type RenderTargetMap;
- typedef multimap<UINT8, RenderTarget * >::type RenderTargetPriorityMap;
- class TextureManager;
- /// Enum describing the ways to generate texture coordinates
- enum TexCoordCalcMethod
- {
- /// No calculated texture coordinates
- TEXCALC_NONE,
- /// Environment map based on vertex normals
- TEXCALC_ENVIRONMENT_MAP,
- /// Environment map based on vertex positions
- TEXCALC_ENVIRONMENT_MAP_PLANAR,
- TEXCALC_ENVIRONMENT_MAP_REFLECTION,
- TEXCALC_ENVIRONMENT_MAP_NORMAL,
- /// Projective texture
- TEXCALC_PROJECTIVE_TEXTURE
- };
- /// Enum describing the various actions which can be taken onthe stencil buffer
- enum StencilOperation
- {
- /// Leave the stencil buffer unchanged
- SOP_KEEP,
- /// Set the stencil value to zero
- SOP_ZERO,
- /// Set the stencil value to the reference value
- SOP_REPLACE,
- /// Increase the stencil value by 1, clamping at the maximum value
- SOP_INCREMENT,
- /// Decrease the stencil value by 1, clamping at 0
- SOP_DECREMENT,
- /// Increase the stencil value by 1, wrapping back to 0 when incrementing the maximum value
- SOP_INCREMENT_WRAP,
- /// Decrease the stencil value by 1, wrapping when decrementing 0
- SOP_DECREMENT_WRAP,
- /// Invert the bits of the stencil buffer
- SOP_INVERT
- };
- /** Defines the functionality of a 3D API
- @remarks
- The RenderSystem class provides a base interface
- which abstracts the general functionality of the 3D API
- e.g. Direct3D or OpenGL. Whilst a few of the general
- methods have implementations, most of this class is
- abstract, requiring a subclass based on a specific API
- to be constructed to provide the full functionality.
- Note there are 2 levels to the interface - one which
- will be used often by the caller of the Ogre library,
- and one which is at a lower level and will be used by the
- other classes provided by Ogre. These lower level
- methods are prefixed with '_' to differentiate them.
- The advanced user of the library may use these lower
- level methods to access the 3D API at a more fundamental
- level (dealing direct with render states and rendering
- primitives), but still benefiting from Ogre's abstraction
- of exactly which 3D API is in use.
- @author
- Steven Streeting
- @version
- 1.0
- */
- class CM_EXPORT RenderSystem
- {
- public:
- /** Default Constructor.
- */
- RenderSystem();
- /** Destructor.
- */
- virtual ~RenderSystem();
- /** Returns the name of the rendering system.
- */
- virtual const String& getName(void) const = 0;
- /** Sets an option for this API
- @remarks
- Used to confirm the settings (normally chosen by the user) in
- order to make the renderer able to initialise with the settings as required.
- This may be video mode, D3D driver, full screen / windowed etc.
- Called automatically by the default configuration
- dialog, and by the restoration of saved settings.
- These settings are stored and only activated when
- RenderSystem::initialise or RenderSystem::reinitialise
- are called.
- @par
- If using a custom configuration dialog, it is advised that the
- caller calls RenderSystem::getConfigOptions
- again, since some options can alter resulting from a selection.
- @param
- name The name of the option to alter.
- @param
- value The value to set the option to.
- */
- virtual void setConfigOption(const String &name, const String &value) = 0;
- /** Create an object for performing hardware occlusion queries.
- */
- virtual HardwareOcclusionQuery* createHardwareOcclusionQuery(void) = 0;
- /** Destroy a hardware occlusion query object.
- */
- virtual void destroyHardwareOcclusionQuery(HardwareOcclusionQuery *hq);
- /** Validates the options set for the rendering system, returning a message if there are problems.
- @note
- If the returned string is empty, there are no problems.
- */
- virtual String validateConfigOptions(void) = 0;
- /** Start up the renderer using the settings selected (Or the defaults if none have been selected).
- @remarks
- Called by Root::setRenderSystem. Shouldn't really be called
- directly, although this can be done if the app wants to.
- @param
- autoCreateWindow If true, creates a render window
- automatically, based on settings chosen so far. This saves
- an extra call to _createRenderWindow
- for the main render window.
- @par
- If an application has more specific window requirements,
- however (e.g. a level design app), it should specify false
- for this parameter and do it manually.
- @returns
- A pointer to the automatically created window, if requested, otherwise null.
- */
- virtual RenderWindow* _initialise(bool autoCreateWindow, const String& windowTitle = "OGRE Render Window");
- /** Query the real capabilities of the GPU and driver in the RenderSystem*/
- virtual RenderSystemCapabilities* createRenderSystemCapabilities() const = 0;
- /** Force the render system to use the special capabilities. Can only be called
- * before the render system has been fully initializer (before createWindow is called)
- * @param
- * capabilities has to be a subset of the real capabilities and the caller is
- * responsible for deallocating capabilities.
- */
- virtual void useCustomRenderSystemCapabilities(RenderSystemCapabilities* capabilities);
- /** Restart the renderer (normally following a change in settings).
- */
- virtual void reinitialise(void) = 0;
- /** Shutdown the renderer and cleanup resources.
- */
- virtual void shutdown(void);
- /** Sets the colour & strength of the ambient (global directionless) light in the world.
- */
- virtual void setAmbientLight(float r, float g, float b) = 0;
- /** Sets the type of light shading required (default = Gouraud).
- */
- virtual void setShadingType(ShadeOptions so) = 0;
- /** Sets whether or not dynamic lighting is enabled.
- @param
- enabled If true, dynamic lighting is performed on geometry with normals supplied, geometry without
- normals will not be displayed. If false, no lighting is applied and all geometry will be full brightness.
- */
- virtual void setLightingEnabled(bool enabled) = 0;
- /** Sets whether or not W-buffers are enabled if they are available for this renderer.
- @param
- enabled If true and the renderer supports them W-buffers will be used. If false
- W-buffers will not be used even if available. W-buffers are enabled by default
- for 16bit depth buffers and disabled for all other depths.
- */
- void setWBufferEnabled(bool enabled);
- /** Returns true if the renderer will try to use W-buffers when avalible.
- */
- bool getWBufferEnabled(void) const;
- /** Creates a new rendering window.
- @remarks
- This method creates a new rendering window as specified
- by the paramteters. The rendering system could be
- responible for only a single window (e.g. in the case
- of a game), or could be in charge of multiple ones (in the
- case of a level editor). The option to create the window
- as a child of another is therefore given.
- This method will create an appropriate subclass of
- RenderWindow depending on the API and platform implementation.
- @par
- After creation, this window can be retrieved using getRenderTarget().
- @param
- name The name of the window. Used in other methods
- later like setRenderTarget and getRenderTarget.
- @param
- width The width of the new window.
- @param
- height The height of the new window.
- @param
- fullScreen Specify true to make the window full screen
- without borders, title bar or menu bar.
- @param
- miscParams A NameValuePairList describing the other parameters for the new rendering window.
- Options are case sensitive. Unrecognised parameters will be ignored silently.
- These values might be platform dependent, but these are present for all platforms unless
- indicated otherwise:
- <table>
- <tr>
- <td><b>Key</b></td>
- <td><b>Type/Values</b></td>
- <td><b>Default</b></td>
- <td><b>Description</b></td>
- <td><b>Notes</b></td>
- </tr>
- <tr>
- <td>title</td>
- <td>Any string</td>
- <td>RenderTarget name</td>
- <td>The title of the window that will appear in the title bar</td>
- <td> </td>
- </tr>
- <tr>
- <td>colourDepth</td>
- <td>16, 32</td>
- <td>Desktop depth</td>
- <td>Colour depth of the resulting rendering window; only applies if fullScreen</td>
- <td>Win32 Specific</td>
- </tr>
- <tr>
- <td>left</td>
- <td>Positive integers</td>
- <td>Centred</td>
- <td>Screen x coordinate from left</td>
- <td> </td>
- </tr>
- <tr>
- <td>top</td>
- <td>Positive integers</td>
- <td>Centred</td>
- <td>Screen y coordinate from left</td>
- <td> </td>
- </tr>
- <tr>
- <td>depthBuffer</td>
- <td>true, false</td>
- <td>true</td>
- <td>Use depth buffer</td>
- <td>DirectX9 specific</td>
- </tr>
- <tr>
- <td>externalWindowHandle</td>
- <td>Win32: HWND as integer<br/>
- GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*)</td>
- <td>0 (none)</td>
- <td>External window handle, for embedding the OGRE render in an existing window</td>
- <td> </td>
- </tr>
- <tr>
- <td>externalGLControl</td>
- <td>true, false</td>
- <td>false</td>
- <td>Let the external window control OpenGL i.e. don't select a pixel format for the window,
- do not change v-sync and do not swap buffer. When set to true, the calling application
- is responsible of OpenGL initialization and buffer swapping. It should also create an
- OpenGL context for its own rendering, Ogre will create one for its use. Then the calling
- application must also enable Ogre OpenGL context before calling any Ogre function and
- restore its OpenGL context after these calls.</td>
- <td>OpenGL specific</td>
- </tr>
- <tr>
- <td>externalGLContext</td>
- <td>Context as Unsigned Long</td>
- <td>0 (create own context)</td>
- <td>Use an externally created GL context</td>
- <td>OpenGL Specific</td>
- </tr>
- <tr>
- <td>parentWindowHandle</td>
- <td>Win32: HWND as integer<br/>
- GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*)</td>
- <td>0 (none)</td>
- <td>Parent window handle, for embedding the OGRE in a child of an external window</td>
- <td> </td>
- </tr>
- <tr>
- <td>macAPI</td>
- <td>String: "cocoa" or "carbon"</td>
- <td>"carbon"</td>
- <td>Specifies the type of rendering window on the Mac Platform.</td>
- <td> </td>
- </tr>
- <tr>
- <td>macAPICocoaUseNSView</td>
- <td>bool "true" or "false"</td>
- <td>"false"</td>
- <td>On the Mac platform the most diffused method to embed OGRE in a custom application is to use Interface Builder
- and add to the interface an instance of OgreView.
- The pointer to this instance is then used as "externalWindowHandle".
- However, there are cases where you are NOT using Interface Builder and you get the Cocoa NSView* of an existing interface.
- For example, this is happens when you want to render into a Java/AWT interface.
- In short, by setting this flag to "true" the Ogre::Root::createRenderWindow interprets the "externalWindowHandle" as a NSView*
- instead of an OgreView*. See OgreOSXCocoaView.h/mm.
- </td>
- <td> </td>
- </tr>
- <tr>
- <td>contentScalingFactor</td>
- <td>Positive Float greater than 1.0</td>
- <td>The default content scaling factor of the screen</td>
- <td>Specifies the CAEAGLLayer content scaling factor. Only supported on iOS 4 or greater.
- This can be useful to limit the resolution of the OpenGL ES backing store. For example, the iPhone 4's
- native resolution is 960 x 640. Windows are always 320 x 480, if you would like to limit the display
- to 720 x 480, specify 1.5 as the scaling factor.
- </td>
- <td> </td>
- </tr>
- <tr>
- <td>FSAA</td>
- <td>Positive integer (usually 0, 2, 4, 8, 16)</td>
- <td>0</td>
- <td>Full screen antialiasing factor</td>
- <td> </td>
- </tr>
- <tr>
- <td>FSAAHint</td>
- <td>Depends on RenderSystem and hardware. Currently supports:<br/>
- "Quality": on systems that have an option to prefer higher AA quality over speed, use it</td>
- <td>Blank</td>
- <td>Full screen antialiasing hint</td>
- <td> </td>
- </tr>
- <tr>
- <td>displayFrequency</td>
- <td>Refresh rate in Hertz (e.g. 60, 75, 100)</td>
- <td>Desktop vsync rate</td>
- <td>Display frequency rate, for fullscreen mode</td>
- <td> </td>
- </tr>
- <tr>
- <td>vsync</td>
- <td>true, false</td>
- <td>false</td>
- <td>Synchronize buffer swaps to monitor vsync, eliminating tearing at the expense of a fixed frame rate</td>
- <td> </td>
- </tr>
- <tr>
- <td>vsyncInterval</td>
- <td>1, 2, 3, 4</td>
- <td>1</td>
- <td>If vsync is enabled, the minimum number of vertical blanks that should occur between renders.
- For example if vsync is enabled, the refresh rate is 60 and this is set to 2, then the
- frame rate will be locked at 30.</td>
- <td> </td>
- </tr>
- <tr>
- <td>border</td>
- <td>none, fixed, resize</td>
- <td>resize</td>
- <td>The type of window border (in windowed mode)</td>
- <td> </td>
- </tr>
- <tr>
- <td>outerDimensions</td>
- <td>true, false</td>
- <td>false</td>
- <td>Whether the width/height is expressed as the size of the
- outer window, rather than the content area</td>
- <td> </td>
- </tr>
- <tr>
- <td>useNVPerfHUD</td>
- <td>true, false</td>
- <td>false</td>
- <td>Enable the use of nVidia NVPerfHUD</td>
- <td> </td>
- </tr>
- <tr>
- <td>gamma</td>
- <td>true, false</td>
- <td>false</td>
- <td>Enable hardware conversion from linear colour space to gamma
- colour space on rendering to the window.</td>
- <td> </td>
- </tr>
- */
- virtual RenderWindow* _createRenderWindow(const String &name, unsigned int width, unsigned int height,
- bool fullScreen, const NameValuePairList *miscParams = 0) = 0;
- /** Creates multiple rendering windows.
- @param
- renderWindowDescriptions Array of structures containing the descriptions of each render window.
- The structure's members are the same as the parameters of _createRenderWindow:
- * name
- * width
- * height
- * fullScreen
- * miscParams
- See _createRenderWindow for details about each member.
- @param
- createdWindows This array will hold the created render windows.
- @returns
- true on success.
- */
- virtual bool _createRenderWindows(const RenderWindowDescriptionList& renderWindowDescriptions,
- RenderWindowList& createdWindows);
-
- /** Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures
- at once. Surfaces can be bound and unbound at will.
- This fails if mCapabilities->getNumMultiRenderTargets() is smaller than 2.
- */
- virtual MultiRenderTarget * createMultiRenderTarget(const String & name) = 0;
- /** Destroys a render window */
- virtual void destroyRenderWindow(const String& name);
- /** Destroys a render texture */
- virtual void destroyRenderTexture(const String& name);
- /** Destroys a render target of any sort */
- virtual void destroyRenderTarget(const String& name);
- /** Attaches the passed render target to the render system.
- */
- virtual void attachRenderTarget( RenderTarget &target );
- /** Returns a pointer to the render target with the passed name, or NULL if that
- render target cannot be found.
- */
- virtual RenderTarget * getRenderTarget( const String &name );
- /** Detaches the render target with the passed name from the render system and
- returns a pointer to it.
- @note
- If the render target cannot be found, NULL is returned.
- */
- virtual RenderTarget * detachRenderTarget( const String &name );
- /// Iterator over RenderTargets
- typedef CamelotEngine::RenderTargetMap::iterator RenderTargetIterator;
- /** Returns a specialised MapIterator over all render targets attached to the RenderSystem. */
- virtual RenderTargetIterator getRenderTargetIterator(void) {
- return mRenderTargets.begin();
- }
- /** Returns a description of an error code.
- */
- virtual String getErrorDescription(long errorNumber) const = 0;
- /** Defines whether or now fullscreen render windows wait for the vertical blank before flipping buffers.
- @remarks
- By default, all rendering windows wait for a vertical blank (when the CRT beam turns off briefly to move
- from the bottom right of the screen back to the top left) before flipping the screen buffers. This ensures
- that the image you see on the screen is steady. However it restricts the frame rate to the refresh rate of
- the monitor, and can slow the frame rate down. You can speed this up by not waiting for the blank, but
- this has the downside of introducing 'tearing' artefacts where part of the previous frame is still displayed
- as the buffers are switched. Speed vs quality, you choose.
- @note
- Has NO effect on windowed mode render targets. Only affects fullscreen mode.
- @param
- enabled If true, the system waits for vertical blanks - quality over speed. If false it doesn't - speed over quality.
- */
- void setWaitForVerticalBlank(bool enabled);
- /** Returns true if the system is synchronising frames with the monitor vertical blank.
- */
- bool getWaitForVerticalBlank(void) const;
- // ------------------------------------------------------------------------
- // Internal Rendering Access
- // All methods below here are normally only called by other OGRE classes
- // They can be called by library user if required
- // ------------------------------------------------------------------------
- /** Are fixed-function lights provided in view space? Affects optimisation.
- */
- virtual bool areFixedFunctionLightsInViewSpace() const { return false; }
- /** Sets the world transform matrix. */
- virtual void _setWorldMatrix(const Matrix4 &m) = 0;
- /** Sets multiple world matrices (vertex blending). */
- virtual void _setWorldMatrices(const Matrix4* m, unsigned short count);
- /** Sets the view transform matrix */
- virtual void _setViewMatrix(const Matrix4 &m) = 0;
- /** Sets the projection transform matrix */
- virtual void _setProjectionMatrix(const Matrix4 &m) = 0;
- /** Utility function for setting all the properties of a texture unit at once.
- This method is also worth using over the individual texture unit settings because it
- only sets those settings which are different from the current settings for this
- unit, thus minimising render state changes.
- */
- virtual void _setTextureUnitSettings(size_t texUnit, const TexturePtr& texture, TextureState& tl);
- /** Turns off a texture unit. */
- virtual void _disableTextureUnit(size_t texUnit);
- /** Disables all texture units from the given unit upwards */
- virtual void _disableTextureUnitsFrom(size_t texUnit);
- /** Sets the surface properties to be used for future rendering.
- This method sets the the properties of the surfaces of objects
- to be rendered after it. In this context these surface properties
- are the amount of each type of light the object reflects (determining
- it's colour under different types of light), whether it emits light
- itself, and how shiny it is. Textures are not dealt with here,
- see the _setTetxure method for details.
- This method is used by _setMaterial so does not need to be called
- direct if that method is being used.
- @param ambient The amount of ambient (sourceless and directionless)
- light an object reflects. Affected by the colour/amount of ambient light in the scene.
- @param diffuse The amount of light from directed sources that is
- reflected (affected by colour/amount of point, directed and spot light sources)
- @param specular The amount of specular light reflected. This is also
- affected by directed light sources but represents the colour at the
- highlights of the object.
- @param emissive The colour of light emitted from the object. Note that
- this will make an object seem brighter and not dependent on lights in
- the scene, but it will not act as a light, so will not illuminate other
- objects. Use a light attached to the same SceneNode as the object for this purpose.
- @param shininess A value which only has an effect on specular highlights (so
- specular must be non-black). The higher this value, the smaller and crisper the
- specular highlights will be, imitating a more highly polished surface.
- This value is not constrained to 0.0-1.0, in fact it is likely to
- be more (10.0 gives a modest sheen to an object).
- @param tracking A bit field that describes which of the ambient, diffuse, specular
- and emissive colours follow the vertex colour of the primitive. When a bit in this field is set
- its ColourValue is ignored. This is a combination of TVC_AMBIENT, TVC_DIFFUSE, TVC_SPECULAR(note that the shininess value is still
- taken from shininess) and TVC_EMISSIVE. TVC_NONE means that there will be no material property
- tracking the vertex colours.
- */
- virtual void _setSurfaceParams(const Color &ambient,
- const Color &diffuse, const Color &specular,
- const Color &emissive, float shininess,
- TrackVertexColourType tracking = TVC_NONE) = 0;
- /** Sets whether or not rendering points using OT_POINT_LIST will
- render point sprites (textured quads) or plain points.
- @param enabled True enables point sprites, false returns to normal
- point rendering.
- */
- virtual void _setPointSpritesEnabled(bool enabled) = 0;
- /** Sets the size of points and how they are attenuated with distance.
- @remarks
- When performing point rendering or point sprite rendering,
- point size can be attenuated with distance. The equation for
- doing this is attenuation = 1 / (constant + linear * dist + quadratic * d^2) .
- @par
- For example, to disable distance attenuation (constant screensize)
- you would set constant to 1, and linear and quadratic to 0. A
- standard perspective attenuation would be 0, 1, 0 respectively.
- */
- virtual void _setPointParameters(float size, bool attenuationEnabled,
- float constant, float linear, float quadratic, float minSize, float maxSize) = 0;
- /**
- Sets the texture to bind to a given texture unit.
- User processes would not normally call this direct unless rendering
- primitives themselves.
- @param unit The index of the texture unit to modify. Multitexturing
- hardware can support multiple units (see
- RenderSystemCapabilites::getNumTextureUnits)
- @param enabled Boolean to turn the unit on/off
- @param texPtr Pointer to the texture to use.
- */
- virtual void _setTexture(size_t unit, bool enabled,
- const TexturePtr &texPtr) = 0;
- /** Binds a texture to a vertex sampler.
- @remarks
- Not all rendersystems support separate vertex samplers. For those that
- do, you can set a texture for them, separate to the regular texture
- samplers, using this method. For those that don't, you should use the
- regular texture samplers which are shared between the vertex and
- fragment units; calling this method will throw an exception.
- @see RenderSystemCapabilites::getVertexTextureUnitsShared
- */
- virtual void _setVertexTexture(size_t unit, const TexturePtr& tex);
- /**
- Sets the texture coordinate set to use for a texture unit.
- Meant for use internally - not generally used directly by apps - the Material and TextureUnitState
- classes let you manage textures far more easily.
- @param unit Texture unit as above
- @param index The index of the texture coordinate set to use.
- */
- virtual void _setTextureCoordSet(size_t unit, size_t index) = 0;
- /**
- Sets a method for automatically calculating texture coordinates for a stage.
- Should not be used by apps - for use by Ogre only.
- @param unit Texture unit as above
- @param m Calculation method to use
- @param frustum Optional Frustum param, only used for projective effects
- */
- virtual void _setTextureCoordCalculation(size_t unit, TexCoordCalcMethod m,
- const Frustum* frustum = 0) = 0;
- /** Sets the filtering options for a given texture unit.
- @param unit The texture unit to set the filtering options for
- @param minFilter The filter used when a texture is reduced in size
- @param magFilter The filter used when a texture is magnified
- @param mipFilter The filter used between mipmap levels, FO_NONE disables mipmapping
- */
- virtual void _setTextureUnitFiltering(size_t unit, FilterOptions minFilter,
- FilterOptions magFilter, FilterOptions mipFilter);
- /** Sets a single filter for a given texture unit.
- @param unit The texture unit to set the filtering options for
- @param ftype The filter type
- @param filter The filter to be used
- */
- virtual void _setTextureUnitFiltering(size_t unit, FilterType ftype, FilterOptions filter) = 0;
- /** Sets the maximal anisotropy for the specified texture unit.*/
- virtual void _setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy) = 0;
- /** Sets the texture addressing mode for a texture unit.*/
- virtual void _setTextureAddressingMode(size_t unit, const TextureState::UVWAddressingMode& uvw) = 0;
- /** Sets the texture border colour for a texture unit.*/
- virtual void _setTextureBorderColour(size_t unit, const Color& colour) = 0;
- /** Sets the mipmap bias value for a given texture unit.
- @remarks
- This allows you to adjust the mipmap calculation up or down for a
- given texture unit. Negative values force a larger mipmap to be used,
- positive values force a smaller mipmap to be used. Units are in numbers
- of levels, so +1 forces the mipmaps to one smaller level.
- @note Only does something if render system has capability RSC_MIPMAP_LOD_BIAS.
- */
- virtual void _setTextureMipmapBias(size_t unit, float bias) = 0;
- /** Sets the texture coordinate transformation matrix for a texture unit.
- @param unit Texture unit to affect
- @param xform The 4x4 matrix
- */
- virtual void _setTextureMatrix(size_t unit, const Matrix4& xform) = 0;
- /** Sets the global blending factors for combining subsequent renders with the existing frame contents.
- The result of the blending operation is:</p>
- <p align="center">final = (texture * sourceFactor) + (pixel * destFactor)</p>
- Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
- enumerated type.
- By changing the operation you can change addition between the source and destination pixels to a different operator.
- @param sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
- @param destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
- @param op The blend operation mode for combining pixels
- */
- virtual void _setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op = SBO_ADD) = 0;
- /** Sets the global blending factors for combining subsequent renders with the existing frame contents.
- The result of the blending operation is:</p>
- <p align="center">final = (texture * sourceFactor) + (pixel * destFactor)</p>
- Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
- enumerated type.
- @param sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
- @param destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
- @param sourceFactorAlpha The source factor in the above calculation for the alpha channel, i.e. multiplied by the texture alpha components.
- @param destFactorAlpha The destination factor in the above calculation for the alpha channel, i.e. multiplied by the pixel alpha components.
- @param op The blend operation mode for combining pixels
- @param alphaOp The blend operation mode for combining pixel alpha values
- */
- virtual void _setSeparateSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha,
- SceneBlendFactor destFactorAlpha, SceneBlendOperation op = SBO_ADD, SceneBlendOperation alphaOp = SBO_ADD) = 0;
- /** Sets the global alpha rejection approach for future renders.
- By default images are rendered regardless of texture alpha. This method lets you change that.
- @param func The comparison function which must pass for a pixel to be written.
- @param val The value to compare each pixels alpha value to (0-255)
- @param alphaToCoverage Whether to enable alpha to coverage, if supported
- */
- virtual void _setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverage) = 0;
- /** Notify the rendersystem that it should adjust texture projection to be
- relative to a different origin.
- */
- virtual void _setTextureProjectionRelativeTo(bool enabled, const Vector3& pos);
- /**
- * Signifies the beginning of a frame, i.e. the start of rendering on a single viewport. Will occur
- * several times per complete frame if multiple viewports exist.
- */
- virtual void _beginFrame(void) = 0;
-
- //Dummy structure for render system contexts - implementing RenderSystems can extend
- //as needed
- struct RenderSystemContext { };
- /**
- * Pause rendering for a frame. This has to be called after _beginFrame and before _endFrame.
- * Will usually be called by the SceneManager, don't use this manually unless you know what
- * you are doing.
- */
- virtual RenderSystemContext* _pauseFrame(void);
- /**
- * Resume rendering for a frame. This has to be called after a _pauseFrame call
- * Will usually be called by the SceneManager, don't use this manually unless you know what
- * you are doing.
- * @param context the render system context, as returned by _pauseFrame
- */
- virtual void _resumeFrame(RenderSystemContext* context);
- /**
- * Ends rendering of a frame to the current viewport.
- */
- virtual void _endFrame(void) = 0;
- /**
- Sets the provided viewport as the active one for future
- rendering operations. This viewport is aware of it's own
- camera and render target. Must be implemented by subclass.
- @param target Pointer to the appropriate viewport.
- */
- virtual void _setViewport(Viewport *vp) = 0;
- /** Get the current active viewport for rendering. */
- virtual Viewport* _getViewport(void);
- /** Sets the culling mode for the render system based on the 'vertex winding'.
- A typical way for the rendering engine to cull triangles is based on the
- 'vertex winding' of triangles. Vertex winding refers to the direction in
- which the vertices are passed or indexed to in the rendering operation as viewed
- from the camera, and will wither be clockwise or anticlockwise (that's 'counterclockwise' for
- you Americans out there ;) The default is CULL_CLOCKWISE i.e. that only triangles whose vertices
- are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models
- for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing.
- You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex
- winding is uncertain.
- */
- virtual void _setCullingMode(CullingMode mode) = 0;
- virtual CullingMode _getCullingMode(void) const;
- /** Sets the mode of operation for depth buffer tests from this point onwards.
- Sometimes you may wish to alter the behaviour of the depth buffer to achieve
- special effects. Because it's unlikely that you'll set these options for an entire frame,
- but rather use them to tweak settings between rendering objects, this is an internal
- method (indicated by the '_' prefix) which will be used by a SceneManager implementation
- rather than directly from the client application.
- If this method is never called the settings are automatically the same as the default parameters.
- @param depthTest If true, the depth buffer is tested for each pixel and the frame buffer is only updated
- if the depth function test succeeds. If false, no test is performed and pixels are always written.
- @param depthWrite If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds.
- If false, the depth buffer is left unchanged even if a new pixel is written.
- @param depthFunction Sets the function required for the depth test.
- */
- virtual void _setDepthBufferParams(bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL) = 0;
- /** Sets whether or not the depth buffer check is performed before a pixel write.
- @param enabled If true, the depth buffer is tested for each pixel and the frame buffer is only updated
- if the depth function test succeeds. If false, no test is performed and pixels are always written.
- */
- virtual void _setDepthBufferCheckEnabled(bool enabled = true) = 0;
- /** Sets whether or not the depth buffer is updated after a pixel write.
- @param enabled If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds.
- If false, the depth buffer is left unchanged even if a new pixel is written.
- */
- virtual void _setDepthBufferWriteEnabled(bool enabled = true) = 0;
- /** Sets the comparison function for the depth buffer check.
- Advanced use only - allows you to choose the function applied to compare the depth values of
- new and existing pixels in the depth buffer. Only an issue if the deoth buffer check is enabled
- (see _setDepthBufferCheckEnabled)
- @param func The comparison between the new depth and the existing depth which must return true
- for the new pixel to be written.
- */
- virtual void _setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL) = 0;
- /** Sets whether or not colour buffer writing is enabled, and for which channels.
- @remarks
- For some advanced effects, you may wish to turn off the writing of certain colour
- channels, or even all of the colour channels so that only the depth buffer is updated
- in a rendering pass. However, the chances are that you really want to use this option
- through the Material class.
- @param red, green, blue, alpha Whether writing is enabled for each of the 4 colour channels. */
- virtual void _setColourBufferWriteEnabled(bool red, bool green, bool blue, bool alpha) = 0;
- /** Sets the depth bias, NB you should use the Material version of this.
- @remarks
- When polygons are coplanar, you can get problems with 'depth fighting' where
- the pixels from the two polys compete for the same screen pixel. This is particularly
- a problem for decals (polys attached to another surface to represent details such as
- bulletholes etc.).
- @par
- A way to combat this problem is to use a depth bias to adjust the depth buffer value
- used for the decal such that it is slightly higher than the true value, ensuring that
- the decal appears on top.
- @note
- The final bias value is a combination of a constant bias and a bias proportional
- to the maximum depth slope of the polygon being rendered. The final bias
- is constantBias + slopeScaleBias * maxslope. Slope scale biasing is
- generally preferable but is not available on older hardware.
- @param constantBias The constant bias value, expressed as a value in
- homogeneous depth coordinates.
- @param slopeScaleBias The bias value which is factored by the maximum slope
- of the polygon, see the description above. This is not supported by all
- cards.
- */
- virtual void _setDepthBias(float constantBias, float slopeScaleBias = 0.0f) = 0;
- /** Sets the fogging mode for future geometry.
- @param mode Set up the mode of fog as described in the FogMode enum, or set to FOG_NONE to turn off.
- @param colour The colour of the fog. Either set this to the same as your viewport background colour,
- or to blend in with a skydome or skybox.
- @param expDensity The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. The default is 1. i.e. completely opaque, lower values can mean
- that fog never completely obscures the scene.
- @param linearStart Distance at which linear fog starts to encroach. The distance must be passed
- as a parametric value between 0 and 1, with 0 being the near clipping plane, and 1 being the far clipping plane. Only applicable if mode is FOG_LINEAR.
- @param linearEnd Distance at which linear fog becomes completely opaque.The distance must be passed
- as a parametric value between 0 and 1, with 0 being the near clipping plane, and 1 being the far clipping plane. Only applicable if mode is FOG_LINEAR.
- */
- virtual void _setFog(FogMode mode = FOG_NONE, const Color& colour = Color::White, float expDensity = 1.0, float linearStart = 0.0, float linearEnd = 1.0) = 0;
- /** The RenderSystem will keep a count of tris rendered, this resets the count. */
- virtual void _beginGeometryCount(void);
- /** Reports the number of tris rendered since the last _beginGeometryCount call. */
- virtual unsigned int _getFaceCount(void) const;
- /** Reports the number of batches rendered since the last _beginGeometryCount call. */
- virtual unsigned int _getBatchCount(void) const;
- /** Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. */
- virtual unsigned int _getVertexCount(void) const;
- /** Generates a packed data version of the passed in ColourValue suitable for
- use as with this RenderSystem.
- @remarks
- Since different render systems have different colour data formats (eg
- RGBA for GL, ARGB for D3D) this method allows you to use 1 method for all.
- @param colour The colour to convert
- @param pDest Pointer to location to put the result.
- */
- virtual void convertColourValue(const Color& colour, UINT32* pDest);
- /** Get the native VertexElementType for a compact 32-bit colour value
- for this rendersystem.
- */
- virtual VertexElementType getColourVertexElementType(void) const = 0;
- /** Converts a uniform projection matrix to suitable for this render system.
- @remarks
- Because different APIs have different requirements (some incompatible) for the
- projection matrix, this method allows each to implement their own correctly and pass
- back a generic OGRE matrix for storage in the engine.
- */
- virtual void _convertProjectionMatrix(const Matrix4& matrix,
- Matrix4& dest, bool forGpuProgram = false) = 0;
- /** Builds a perspective projection matrix suitable for this render system.
- @remarks
- Because different APIs have different requirements (some incompatible) for the
- projection matrix, this method allows each to implement their own correctly and pass
- back a generic OGRE matrix for storage in the engine.
- */
- virtual void _makeProjectionMatrix(const Radian& fovy, float aspect, float nearPlane, float farPlane,
- Matrix4& dest, bool forGpuProgram = false) = 0;
- /** Builds a perspective projection matrix for the case when frustum is
- not centered around camera.
- @remarks
- Viewport coordinates are in camera coordinate frame, i.e. camera is
- at the origin.
- */
- virtual void _makeProjectionMatrix(float left, float right, float bottom, float top,
- float nearPlane, float farPlane, Matrix4& dest, bool forGpuProgram = false) = 0;
- /** Builds an orthographic projection matrix suitable for this render system.
- @remarks
- Because different APIs have different requirements (some incompatible) for the
- projection matrix, this method allows each to implement their own correctly and pass
- back a generic OGRE matrix for storage in the engine.
- */
- virtual void _makeOrthoMatrix(const Radian& fovy, float aspect, float nearPlane, float farPlane,
- Matrix4& dest, bool forGpuProgram = false) = 0;
- /** Update a perspective projection matrix to use 'oblique depth projection'.
- @remarks
- This method can be used to change the nature of a perspective
- transform in order to make the near plane not perpendicular to the
- camera view direction, but to be at some different orientation.
- This can be useful for performing arbitrary clipping (e.g. to a
- reflection plane) which could otherwise only be done using user
- clip planes, which are more expensive, and not necessarily supported
- on all cards.
- @param matrix The existing projection matrix. Note that this must be a
- perspective transform (not orthographic), and must not have already
- been altered by this method. The matrix will be altered in-place.
- @param plane The plane which is to be used as the clipping plane. This
- plane must be in CAMERA (view) space.
- @param forGpuProgram Is this for use with a Gpu program or fixed-function
- */
- virtual void _applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane,
- bool forGpuProgram) = 0;
- /** Sets how to rasterise triangles, as points, wireframe or solid polys. */
- virtual void _setPolygonMode(PolygonMode level) = 0;
- /** Turns stencil buffer checking on or off.
- @remarks
- Stencilling (masking off areas of the rendering target based on the stencil
- buffer) can be turned on or off using this method. By default, stencilling is
- disabled.
- */
- virtual void setStencilCheckEnabled(bool enabled) = 0;
- /** Determines if this system supports hardware accelerated stencil buffer.
- @remarks
- Note that the lack of this function doesn't mean you can't do stencilling, but
- the stencilling operations will be provided in software, which will NOT be
- fast.
- @par
- Generally hardware stencils are only supported in 32-bit colour modes, because
- the stencil buffer shares the memory of the z-buffer, and in most cards the
- z-buffer has to be the same depth as the colour buffer. This means that in 32-bit
- mode, 24 bits of the z-buffer are depth and 8 bits are stencil. In 16-bit mode there
- is no room for a stencil (although some cards support a 15:1 depth:stencil option,
- this isn't useful for very much) so 8 bits of stencil are provided in software.
- This can mean that if you use stencilling, your applications may be faster in
- 32-but colour than in 16-bit, which may seem odd to some people.
- */
- /*virtual bool hasHardwareStencil(void) = 0;*/
- /** This method allows you to set all the stencil buffer parameters in one call.
- @remarks
- The stencil buffer is used to mask out pixels in the render target, allowing
- you to do effects like mirrors, cut-outs, stencil shadows and more. Each of
- your batches of rendering is likely to ignore the stencil buffer,
- update it with new values, or apply it to mask the output of the render.
- The stencil test is:<PRE>
- (Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)</PRE>
- The result of this will cause one of 3 actions depending on whether the test fails,
- succeeds but with the depth buffer check still failing, or succeeds with the
- depth buffer check passing too.
- @par
- Unlike other render states, stencilling is left for the application to turn
- on and off when it requires. This is because you are likely to want to change
- parameters between batches of arbitrary objects and control the ordering yourself.
- In order to batch things this way, you'll want to use OGRE's separate render queue
- groups (see RenderQueue) and register a RenderQueueListener to get notifications
- between batches.
- @par
- There are individual state change methods for each of the parameters set using
- this method.
- Note that the default values in this method represent the defaults at system
- start up too.
- @param func The comparison function applied.
- @param refValue The reference value used in the comparison
- @param mask The bitmask applied to both the stencil value and the reference value
- before comparison
- @param stencilFailOp The action to perform when the stencil check fails
- @param depthFailOp The action to perform when the stencil check passes, but the
- depth buffer check still fails
- @param passOp The action to take when both the stencil and depth check pass.
- @param twoSidedOperation If set to true, then if you render both back and front faces
- (you'll have to turn off culling) then these parameters will apply for front faces,
- and the inverse of them will happen for back faces (keep remains the same).
- */
- virtual void setStencilBufferParams(CompareFunction func = CMPF_ALWAYS_PASS,
- UINT32 refValue = 0, UINT32 mask = 0xFFFFFFFF,
- StencilOperation stencilFailOp = SOP_KEEP,
- StencilOperation depthFailOp = SOP_KEEP,
- StencilOperation passOp = SOP_KEEP,
- bool twoSidedOperation = false) = 0;
- /** Sets the current vertex declaration, ie the source of vertex data. */
- virtual void setVertexDeclaration(VertexDeclaration* decl) = 0;
- /** Sets the current vertex buffer binding state. */
- virtual void setVertexBufferBinding(VertexBufferBinding* binding) = 0;
- /** Sets whether or not normals are to be automatically normalised.
- @remarks
- This is useful when, for example, you are scaling SceneNodes such that
- normals may not be unit-length anymore. Note though that this has an
- overhead so should not be turn on unless you really need it.
- @par
- You should not normally call this direct unless you are rendering
- world geometry; set it on the Renderable because otherwise it will be
- overridden by material settings.
- */
- virtual void setNormaliseNormals(bool normalise) = 0;
- /**
- Render something to the active viewport.
- Low-level rendering interface to perform rendering
- operations. Unlikely to be used directly by client
- applications, since the SceneManager and various support
- classes will be responsible for calling this method.
- Can only be called between _beginScene and _endScene
- @param op A rendering operation instance, which contains
- details of the operation to be performed.
- */
- virtual void _render(const RenderOperation& op);
- /** Gets the capabilities of the render system. */
- const RenderSystemCapabilities* getCapabilities(void) const { return mCurrentCapabilities; }
- /** Returns the driver version.
- */
- virtual const DriverVersion& getDriverVersion(void) const { return mDriverVersion; }
- /** Binds a given GpuProgram (but not the parameters).
- @remarks Only one GpuProgram of each type can be bound at once, binding another
- one will simply replace the existing one.
- */
- virtual void bindGpuProgram(GpuProgram* prg);
- /** Bind Gpu program parameters.
- @param gptype The type of program to bind the parameters to
- @param params The parameters to bind
- @param variabilityMask A mask of GpuParamVariability identifying which params need binding
- */
- virtual void bindGpuProgramParameters(GpuProgramType gptype,
- GpuProgramParametersSharedPtr params, UINT16 variabilityMask) = 0;
- /** Only binds Gpu program parameters used for passes that have more than one iteration rendering
- */
- virtual void bindGpuProgramPassIterationParameters(GpuProgramType gptype) = 0;
- /** Unbinds GpuPrograms of a given GpuProgramType.
- @remarks
- This returns the pipeline to fixed-function processing for this type.
- */
- virtual void unbindGpuProgram(GpuProgramType gptype);
- /** Returns whether or not a Gpu program of the given type is currently bound. */
- virtual bool isGpuProgramBound(GpuProgramType gptype);
- /** Sets the user clipping region.
- */
- virtual void setClipPlanes(const PlaneList& clipPlanes);
- /** Add a user clipping plane. */
- virtual void addClipPlane (const Plane &p);
- /** Add a user clipping plane. */
- virtual void addClipPlane (float A, float B, float C, float D);
- /** Clears the user clipping region.
- */
- virtual void resetClipPlanes();
- /** Utility method for initialising all render targets attached to this rendering system. */
- virtual void _initRenderTargets(void);
- /** Utility method to notify all render targets that a camera has been removed,
- in case they were referring to it as their viewer.
- */
- virtual void _notifyCameraRemoved(const Camera* cam);
- /** Internal method for updating all render targets attached to this rendering system. */
- virtual void _updateAllRenderTargets(bool swapBuffers = true);
- /** Internal method for swapping all the buffers on all render targets,
- if _updateAllRenderTargets was called with a 'false' parameter. */
- virtual void _swapAllRenderTargetBuffers(bool waitForVsync = true);
- /** Sets whether or not vertex windings set should be inverted; this can be important
- for rendering reflections. */
- virtual void setInvertVertexWinding(bool invert);
- /** Indicates whether or not the vertex windings set will be inverted for the current render (e.g. reflections)
- @see RenderSystem::setInvertVertexWinding
- */
- virtual bool getInvertVertexWinding(void) const;
- /** Sets the 'scissor region' ie the region of the target in which rendering can take place.
- @remarks
- This method allows you to 'mask off' rendering in all but a given rectangular area
- as identified by the parameters to this method.
- @note
- Not all systems support this method. Check the RenderSystemCapabilities for the
- RSC_SCISSOR_TEST capability to see if it is supported.
- @param enabled True to enable the scissor test, false to disable it.
- @param left, top, right, bottom The location of the corners of the rectangle, expressed in
- <i>pixels</i>.
- */
- virtual void setScissorTest(bool enabled, size_t left = 0, size_t top = 0,
- size_t right = 800, size_t bottom = 600) = 0;
- /** Clears one or more frame buffers on the active render target.
- @param buffers Combination of one or more elements of FrameBufferType
- denoting which buffers are to be cleared
- @param colour The colour to clear the colour buffer with, if enabled
- @param depth The value to initialise the depth buffer with, if enabled
- @param stencil The value to initialise the stencil buffer with, if enabled.
- */
- virtual void clearFrameBuffer(unsigned int buffers,
- const Color& colour = Color::Black,
- float depth = 1.0f, unsigned short stencil = 0) = 0;
- /** Returns the horizontal texel offset value required for mapping
- texel origins to pixel origins in this rendersystem.
- @remarks
- Since rendersystems sometimes disagree on the origin of a texel,
- mapping from texels to pixels can sometimes be problematic to
- implement generically. This method allows you to retrieve the offset
- required to map the origin of a texel to the origin of a pixel in
- the horizontal direction.
- */
- virtual float getHorizontalTexelOffset(void) = 0;
- /** Returns the vertical texel offset value required for mapping
- texel origins to pixel origins in this rendersystem.
- @remarks
- Since rendersystems sometimes disagree on the origin of a texel,
- mapping from texels to pixels can sometimes be problematic to
- implement generically. This method allows you to retrieve the offset
- required to map the origin of a texel to the origin of a pixel in
- the vertical direction.
- */
- virtual float getVerticalTexelOffset(void) = 0;
- /** Gets the minimum (closest) depth value to be used when rendering
- using identity transforms.
- @remarks
- When using identity transforms you can manually set the depth
- of a vertex; however the input values required differ per
- rendersystem. This method lets you retrieve the correct value.
- @see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection
- */
- virtual float getMinimumDepthInputValue(void) = 0;
- /** Gets the maximum (farthest) depth value to be used when rendering
- using identity transforms.
- @remarks
- When using identity transforms you can manually set the depth
- of a vertex; however the input values required differ per
- rendersystem. This method lets you retrieve the correct value.
- @see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection
- */
- virtual float getMaximumDepthInputValue(void) = 0;
- /** set the current multi pass count value. This must be set prior to
- calling _render() if multiple renderings of the same pass state are
- required.
- @param count Number of times to render the current state.
- */
- virtual void setCurrentPassIterationCount(const size_t count) { mCurrentPassIterationCount = count; }
- /** Tell the render system whether to derive a depth bias on its own based on
- the values passed to it in setCurrentPassIterationCount.
- The depth bias set will be baseValue + iteration * multiplier
- @param derive True to tell the RS to derive this automatically
- @param baseValue The base value to which the multiplier should be
- added
- @param multiplier The amount of depth bias to apply per iteration
- @param slopeScale The constant slope scale bias for completeness
- */
- virtual void setDeriveDepthBias(bool derive, float baseValue = 0.0f,
- float multiplier = 0.0f, float slopeScale = 0.0f)
- {
- mDerivedDepthBias = derive;
- mDerivedDepthBiasBase = baseValue;
- mDerivedDepthBiasMultiplier = multiplier;
- mDerivedDepthBiasSlopeScale = slopeScale;
- }
- /**
- * Set current render target to target, enabling its device context if needed
- */
- virtual void _setRenderTarget(RenderTarget *target) = 0;
- /** Defines a listener on the custom events that this render system
- can raise.
- @see RenderSystem::addListener
- */
- class CM_EXPORT Listener
- {
- public:
- Listener() {}
- virtual ~Listener() {}
- /** A rendersystem-specific event occurred.
- @param eventName The name of the event which has occurred
- @param parameters A list of parameters that may belong to this event,
- may be null if there are no parameters
- */
- virtual void eventOccurred(const String& eventName,
- const NameValuePairList* parameters = 0) = 0;
- };
- /** Adds a listener to the custom events that this render system can raise.
- @remarks
- Some render systems have quite specific, internally generated events
- that the application may wish to be notified of. Many applications
- don't have to worry about these events, and can just trust OGRE to
- handle them, but if you want to know, you can add a listener here.
- @par
- Events are raised very generically by string name. Perhaps the most
- common example of a render system specific event is the loss and
- restoration of a device in DirectX; which OGRE deals with, but you
- may wish to know when it happens.
- @see RenderSystem::getRenderSystemEvents
- */
- virtual void addListener(Listener* l);
- /** Remove a listener to the custom events that this render system can raise.
- */
- virtual void removeListener(Listener* l);
- /** Gets a list of the rendersystem specific events that this rendersystem
- can raise.
- @see RenderSystem::addListener
- */
- virtual const std::vector<CamelotEngine::String>& getRenderSystemEvents(void) const { return mEventNames; }
- /** Tell the rendersystem to perform any prep tasks it needs to directly
- before other threads which might access the rendering API are registered.
- @remarks
- Call this from your main thread before starting your other threads
- (which themselves should call registerThread()). Note that if you
- start your own threads, there is a specific startup sequence which
- must be respected and requires synchronisation between the threads:
- <ol>
- <li>[Main thread]Call preExtraThreadsStarted</li>
- <li>[Main thread]Start other thread, wait</li>
- <li>[Other thread]Call registerThread, notify main thread & continue</li>
- <li>[Main thread]Wake up & call postExtraThreadsStarted</li>
- </ol>
- Once this init sequence is completed the threads are independent but
- this startup sequence must be respected.
- */
- virtual void preExtraThreadsStarted() = 0;
- /* Tell the rendersystem to perform any tasks it needs to directly
- after other threads which might access the rendering API are registered.
- @see RenderSystem::preExtraThreadsStarted
- */
- virtual void postExtraThreadsStarted() = 0;
- /** Register the an additional thread which may make calls to rendersystem-related
- objects.
- @remarks
- This method should only be called by additional threads during their
- initialisation. If they intend to use hardware rendering system resources
- they should call this method before doing anything related to the render system.
- Some rendering APIs require a per-thread setup and this method will sort that
- out. It is also necessary to call unregisterThread before the thread shuts down.
- @note
- This method takes no parameters - it must be called from the thread being
- registered and that context is enough.
- */
- virtual void registerThread() = 0;
- /** Unregister an additional thread which may make calls to rendersystem-related objects.
- @see RenderSystem::registerThread
- */
- virtual void unregisterThread() = 0;
- /**
- * Gets the number of display monitors.
- @see Root::getDisplayMonitorCount
- */
- virtual unsigned int getDisplayMonitorCount() const = 0;
- protected:
- /** The render targets. */
- RenderTargetMap mRenderTargets;
- /** The render targets, ordered by priority. */
- RenderTargetPriorityMap mPrioritisedRenderTargets;
- /** The Active render target. */
- RenderTarget * mActiveRenderTarget;
- /** The Active GPU programs and gpu program parameters*/
- GpuProgramParametersSharedPtr mActiveVertexGpuProgramParameters;
- GpuProgramParametersSharedPtr mActiveGeometryGpuProgramParameters;
- GpuProgramParametersSharedPtr mActiveFragmentGpuProgramParameters;
- // Active viewport (dest for future rendering operations)
- Viewport* mActiveViewport;
- CullingMode mCullingMode;
- bool mVSync;
- unsigned int mVSyncInterval;
- bool mWBuffer;
- size_t mBatchCount;
- size_t mFaceCount;
- size_t mVertexCount;
- /// Saved manual colour blends
- Color mManualBlendColours[CM_MAX_TEXTURE_LAYERS][2];
- bool mInvertVertexWinding;
- /// Texture units from this upwards are disabled
- size_t mDisabledTexUnitsFrom;
- /// number of times to render the current state
- size_t mCurrentPassIterationCount;
- size_t mCurrentPassIterationNum;
- /// Whether to update the depth bias per render call
- bool mDerivedDepthBias;
- float mDerivedDepthBiasBase;
- float mDerivedDepthBiasMultiplier;
- float mDerivedDepthBiasSlopeScale;
- /** updates pass iteration rendering state including bound gpu program parameter
- pass iteration auto constant entry
- @returns True if more iterations are required
- */
- bool updatePassIterationRenderState(void);
- /// List of names of events this rendersystem may raise
- std::vector<CamelotEngine::String> mEventNames;
- /// Internal method for firing a rendersystem event
- virtual void fireEvent(const String& name, const NameValuePairList* params = 0);
- typedef list<Listener*>::type ListenerList;
- ListenerList mEventListeners;
- typedef list<HardwareOcclusionQuery*>::type HardwareOcclusionQueryList;
- HardwareOcclusionQueryList mHwOcclusionQueries;
- bool mVertexProgramBound;
- bool mGeometryProgramBound;
- bool mFragmentProgramBound;
- // Recording user clip planes
- PlaneList mClipPlanes;
- // Indicator that we need to re-set the clip planes on next render call
- bool mClipPlanesDirty;
- /// Used to store the capabilities of the graphics card
- RenderSystemCapabilities* mRealCapabilities;
- RenderSystemCapabilities* mCurrentCapabilities;
- bool mUseCustomCapabilities;
- /// Internal method used to set the underlying clip planes when needed
- virtual void setClipPlanesImpl(const PlaneList& clipPlanes) = 0;
- /** Initialize the render system from the capabilities*/
- virtual void initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps, RenderTarget* primary) = 0;
- DriverVersion mDriverVersion;
- bool mTexProjRelative;
- Vector3 mTexProjRelativeOrigin;
- };
- /** @} */
- /** @} */
- }
- #endif
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