CmDeferredRenderContext.cpp 5.2 KB

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  1. #include "CmDeferredRenderContext.h"
  2. #include "CmCommandQueue.h"
  3. #include "CmRenderSystem.h"
  4. #include "CmBlendState.h"
  5. #include "CmRasterizerState.h"
  6. #include "CmDepthStencilState.h"
  7. #include "CmGpuParams.h"
  8. namespace CamelotEngine
  9. {
  10. DeferredRenderContext::DeferredRenderContext(RenderSystem* rs, CM_THREAD_ID_TYPE threadId)
  11. :mCommandQueue(new CommandQueue(threadId))
  12. , mWaitForVerticalBlank(true)
  13. , mRenderSystem(rs)
  14. {
  15. assert(mRenderSystem != nullptr);
  16. }
  17. DeferredRenderContext::~DeferredRenderContext()
  18. {
  19. delete mCommandQueue;
  20. }
  21. void DeferredRenderContext::swapAllRenderTargetBuffers(bool waitForVSync)
  22. {
  23. mCommandQueue->queue(boost::bind(&RenderSystem::swapAllRenderTargetBuffers, mRenderSystem, waitForVSync));
  24. }
  25. void DeferredRenderContext::setViewport(const Viewport& vp)
  26. {
  27. mCommandQueue->queue(boost::bind(&RenderSystem::setViewport, mRenderSystem, vp));
  28. }
  29. void DeferredRenderContext::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerState& samplerState)
  30. {
  31. mCommandQueue->queue(boost::bind(&RenderSystem::setSamplerState, mRenderSystem, gptype, texUnit, samplerState));
  32. }
  33. void DeferredRenderContext::setBlendState(const BlendState& blendState)
  34. {
  35. mCommandQueue->queue(boost::bind(&RenderSystem::setBlendState, mRenderSystem, blendState));
  36. }
  37. void DeferredRenderContext::setRasterizerState(const RasterizerState& rasterizerState)
  38. {
  39. mCommandQueue->queue(boost::bind(&RenderSystem::setRasterizerState, mRenderSystem, rasterizerState));
  40. }
  41. void DeferredRenderContext::setDepthStencilState(const DepthStencilState& depthStencilState)
  42. {
  43. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthStencilState, mRenderSystem, depthStencilState));
  44. }
  45. void DeferredRenderContext::setStencilRefValue(UINT32 refValue)
  46. {
  47. mCommandQueue->queue(boost::bind(&RenderSystem::setStencilRefValue, mRenderSystem, refValue));
  48. }
  49. void DeferredRenderContext::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr)
  50. {
  51. mCommandQueue->queue(boost::bind(&RenderSystem::setTexture, mRenderSystem, gptype, unit, enabled, texPtr));
  52. }
  53. void DeferredRenderContext::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  54. {
  55. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnit, mRenderSystem, gptype, texUnit));
  56. }
  57. void DeferredRenderContext::setScissorTest(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  58. {
  59. mCommandQueue->queue(boost::bind(&RenderSystem::setScissorRect, mRenderSystem, left, top, right, bottom));
  60. }
  61. bool DeferredRenderContext::getWaitForVerticalBlank(void) const
  62. {
  63. return mWaitForVerticalBlank;
  64. }
  65. void DeferredRenderContext::setWaitForVerticalBlank(bool enabled)
  66. {
  67. mWaitForVerticalBlank = enabled;
  68. mCommandQueue->queue(boost::bind(&RenderSystem::setWaitForVerticalBlank, mRenderSystem, enabled));
  69. }
  70. void DeferredRenderContext::addClipPlane(const Plane &p)
  71. {
  72. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, p));
  73. }
  74. void DeferredRenderContext::addClipPlane(float A, float B, float C, float D)
  75. {
  76. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, A, B, C, D));
  77. }
  78. void DeferredRenderContext::setClipPlanes(const PlaneList& clipPlanes)
  79. {
  80. mCommandQueue->queue(boost::bind(&RenderSystem::setClipPlanes, mRenderSystem, clipPlanes));
  81. }
  82. void DeferredRenderContext::resetClipPlanes()
  83. {
  84. mCommandQueue->queue(boost::bind(&RenderSystem::resetClipPlanes, mRenderSystem));
  85. }
  86. void DeferredRenderContext::bindGpuProgram(GpuProgramHandle prg)
  87. {
  88. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgram, mRenderSystem, prg));
  89. }
  90. void DeferredRenderContext::unbindGpuProgram(GpuProgramType gptype)
  91. {
  92. mCommandQueue->queue(boost::bind(&RenderSystem::unbindGpuProgram, mRenderSystem, gptype));
  93. }
  94. void DeferredRenderContext::bindGpuParams(GpuProgramType gptype, GpuParamsPtr params)
  95. {
  96. GpuParamsPtr paramCopy = params->clone();
  97. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuParams, mRenderSystem, gptype, paramCopy));
  98. }
  99. void DeferredRenderContext::setRenderTarget(RenderTarget* target)
  100. {
  101. mCommandQueue->queue(boost::bind(&RenderSystem::setRenderTarget, mRenderSystem, target));
  102. }
  103. void DeferredRenderContext::clearFrameBuffer(unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  104. {
  105. mCommandQueue->queue(boost::bind(&RenderSystem::clearFrameBuffer, mRenderSystem, buffers, color, depth, stencil));
  106. }
  107. void DeferredRenderContext::beginFrame()
  108. {
  109. mCommandQueue->queue(boost::bind(&RenderSystem::beginFrame, mRenderSystem));
  110. }
  111. void DeferredRenderContext::endFrame()
  112. {
  113. mCommandQueue->queue(boost::bind(&RenderSystem::endFrame, mRenderSystem));
  114. }
  115. void DeferredRenderContext::render(const RenderOperation& op)
  116. {
  117. mCommandQueue->queue(boost::bind(&RenderSystem::render, mRenderSystem, op));
  118. }
  119. void DeferredRenderContext::submitToGpu()
  120. {
  121. vector<CommandQueue::Command>::type* commands = mCommandQueue->flush();
  122. RenderSystem* rs = RenderSystem::instancePtr();
  123. rs->queueCommand(boost::bind(&CommandQueue::playback, mCommandQueue, commands));
  124. }
  125. }