CmGLRenderSystem.cpp 62 KB

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  1. #include "CmGLRenderSystem.h"
  2. #include "CmRenderSystem.h"
  3. #include "CmGLTextureManager.h"
  4. #include "CmGLVertexBuffer.h"
  5. #include "CmGLIndexBuffer.h"
  6. #include "CmGLUtil.h"
  7. #include "CmGLSLGpuProgram.h"
  8. #include "CmException.h"
  9. #include "CmGLOcclusionQuery.h"
  10. #include "CmGLContext.h"
  11. #include "CmGLSupport.h"
  12. #include "CmAsyncOp.h"
  13. #include "CmBlendState.h"
  14. #include "CmRasterizerState.h"
  15. #include "CmDepthStencilState.h"
  16. #include "CmGLRenderTexture.h"
  17. #include "CmGLRenderWindowManager.h"
  18. #include "CmGLSLProgramPipelineManager.h"
  19. #include "CmRenderStateManager.h"
  20. #include "CmGpuParams.h"
  21. #include "CmGLGpuParamBlockBuffer.h"
  22. #include "CmCoreThread.h"
  23. #include "CmGLQueryManager.h"
  24. #include "CmDebug.h"
  25. // Convenience macro from ARB_vertex_buffer_object spec
  26. #define VBO_BUFFER_OFFSET(i) ((char *)NULL + (i))
  27. namespace BansheeEngine
  28. {
  29. String MODULE_NAME = "CamelotGLRenderSystem.dll";
  30. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
  31. /************************************************************************/
  32. /* PUBLIC INTERFACE */
  33. /************************************************************************/
  34. GLRenderSystem::GLRenderSystem()
  35. : mDepthWrite(true),
  36. mGLSLProgramFactory(nullptr),
  37. mProgramPipelineManager(nullptr),
  38. mActivePipeline(nullptr),
  39. mActiveTextureUnit(0),
  40. mScissorTop(0), mScissorBottom(720), mScissorLeft(0), mScissorRight(1280),
  41. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  42. mStencilReadMask(0xFFFFFFFF),
  43. mStencilWriteMask(0xFFFFFFFF),
  44. mStencilCompareFront(CMPF_ALWAYS_PASS),
  45. mStencilCompareBack(CMPF_ALWAYS_PASS),
  46. mStencilRefValue(0),
  47. mFragmentTexOffset(0),
  48. mVertexTexOffset(0),
  49. mGeometryTexOffset(0),
  50. mTextureTypes(nullptr),
  51. mNumTextureTypes(0),
  52. mFragmentUBOffset(0),
  53. mVertexUBOffset(0),
  54. mGeometryUBOffset(0),
  55. mHullUBOffset(0),
  56. mDomainUBOffset(0),
  57. mComputeUBOffset(0),
  58. mDrawCallInProgress(false),
  59. mCurrentDrawOperation(DOT_TRIANGLE_LIST)
  60. {
  61. // Get our GLSupport
  62. mGLSupport = BansheeEngine::getGLSupport();
  63. mViewMatrix = Matrix4::IDENTITY;
  64. mColorWrite[0] = mColorWrite[1] = mColorWrite[2] = mColorWrite[3] = true;
  65. mCurrentContext = 0;
  66. mMainContext = 0;
  67. mGLInitialised = false;
  68. mMinFilter = FO_LINEAR;
  69. mMipFilter = FO_POINT;
  70. mProgramPipelineManager = cm_new<GLSLProgramPipelineManager>();
  71. }
  72. GLRenderSystem::~GLRenderSystem()
  73. {
  74. }
  75. const String& GLRenderSystem::getName() const
  76. {
  77. static String strName("GLRenderSystem");
  78. return strName;
  79. }
  80. const String& GLRenderSystem::getShadingLanguageName() const
  81. {
  82. static String strName("glsl");
  83. return strName;
  84. }
  85. void GLRenderSystem::initialize_internal(AsyncOp& asyncOp)
  86. {
  87. THROW_IF_NOT_CORE_THREAD;
  88. mGLSupport->start();
  89. RenderWindowManager::startUp(cm_new<GLRenderWindowManager>(this));
  90. RenderStateManager::startUp(cm_new<RenderStateManager>());
  91. QueryManager::startUp(cm_new<GLQueryManager>());
  92. // Initialize a window so we have something to create a GL context with
  93. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  94. // Get the context from the window and finish initialization
  95. GLContext *context = nullptr;
  96. primaryWindow->getCustomAttribute("GLCONTEXT", &context);
  97. // Set main and current context
  98. mMainContext = context;
  99. mCurrentContext = mMainContext;
  100. // Set primary context as active
  101. if (mCurrentContext)
  102. mCurrentContext->setCurrent();
  103. // Setup GLSupport
  104. mGLSupport->initializeExtensions();
  105. Vector<BansheeEngine::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
  106. if (!tokens.empty())
  107. {
  108. mDriverVersion.major = parseInt(tokens[0]);
  109. if (tokens.size() > 1)
  110. mDriverVersion.minor = parseInt(tokens[1]);
  111. if (tokens.size() > 2)
  112. mDriverVersion.release = parseInt(tokens[2]);
  113. }
  114. mDriverVersion.build = 0;
  115. mCurrentCapabilities = createRenderSystemCapabilities();
  116. initFromCaps(mCurrentCapabilities);
  117. mGLInitialised = true;
  118. RenderSystem::initialize_internal(asyncOp);
  119. asyncOp._completeOperation(primaryWindow);
  120. }
  121. void GLRenderSystem::destroy_internal()
  122. {
  123. RenderSystem::destroy_internal();
  124. // Deleting the GLSL program factory
  125. if (mGLSLProgramFactory)
  126. {
  127. // Remove from manager safely
  128. GpuProgramManager::instance().removeFactory(mGLSLProgramFactory);
  129. cm_delete(mGLSLProgramFactory);
  130. mGLSLProgramFactory = nullptr;
  131. }
  132. // Deleting the hardware buffer manager. Has to be done before the mGLSupport->stop().
  133. HardwareBufferManager::shutDown();
  134. GLRTTManager::shutDown();
  135. mBoundVertexBuffers.clear();
  136. mBoundVertexDeclaration = nullptr;
  137. mBoundIndexBuffer = nullptr;
  138. mCurrentVertexProgram = nullptr;
  139. mCurrentFragmentProgram = nullptr;
  140. mCurrentGeometryProgram = nullptr;
  141. mCurrentHullProgram = nullptr;
  142. mCurrentDomainProgram = nullptr;
  143. mGLSupport->stop();
  144. TextureManager::shutDown();
  145. QueryManager::shutDown();
  146. RenderWindowManager::shutDown();
  147. RenderStateManager::shutDown();
  148. mGLInitialised = false;
  149. if(mProgramPipelineManager != nullptr)
  150. cm_delete(mProgramPipelineManager);
  151. if(mGLSupport)
  152. cm_delete(mGLSupport);
  153. if(mTextureTypes != nullptr)
  154. cm_deleteN(mTextureTypes, mNumTextureTypes);
  155. }
  156. void GLRenderSystem::bindGpuProgram(HGpuProgram prg)
  157. {
  158. THROW_IF_NOT_CORE_THREAD;
  159. GLSLGpuProgramPtr glprg = std::static_pointer_cast<GLSLGpuProgram>(prg->getThisPtr());
  160. switch (glprg->getType())
  161. {
  162. case GPT_VERTEX_PROGRAM:
  163. if (mCurrentVertexProgram != glprg)
  164. {
  165. unbindGpuProgram(glprg->getType());
  166. mCurrentVertexProgram = glprg;
  167. }
  168. break;
  169. case GPT_FRAGMENT_PROGRAM:
  170. if (mCurrentFragmentProgram != glprg)
  171. {
  172. unbindGpuProgram(glprg->getType());
  173. mCurrentFragmentProgram = glprg;
  174. }
  175. break;
  176. case GPT_GEOMETRY_PROGRAM:
  177. if (mCurrentGeometryProgram != glprg)
  178. {
  179. unbindGpuProgram(glprg->getType());
  180. mCurrentGeometryProgram = glprg;
  181. }
  182. break;
  183. case GPT_DOMAIN_PROGRAM:
  184. if (mCurrentDomainProgram != glprg)
  185. {
  186. unbindGpuProgram(glprg->getType());
  187. mCurrentDomainProgram = glprg;
  188. }
  189. break;
  190. case GPT_HULL_PROGRAM:
  191. if (mCurrentHullProgram != glprg)
  192. {
  193. unbindGpuProgram(glprg->getType());
  194. mCurrentHullProgram = glprg;
  195. }
  196. break;
  197. }
  198. RenderSystem::bindGpuProgram(prg);
  199. }
  200. void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype)
  201. {
  202. THROW_IF_NOT_CORE_THREAD;
  203. setActiveProgram(gptype, nullptr);
  204. RenderSystem::unbindGpuProgram(gptype);
  205. }
  206. void GLRenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  207. {
  208. THROW_IF_NOT_CORE_THREAD;
  209. bindableParams.updateHardwareBuffers();
  210. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  211. GLSLGpuProgramPtr activeProgram = getActiveProgram(gptype);
  212. GLuint glProgram = activeProgram->getGLHandle();
  213. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  214. {
  215. HTexture texture = bindableParams.getTexture(iter->second.slot);
  216. if(!texture.isLoaded())
  217. setTexture(gptype, iter->second.slot, false, nullptr);
  218. else
  219. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  220. }
  221. UINT32 texUnit = 0;
  222. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  223. {
  224. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  225. if(samplerState == nullptr)
  226. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  227. else
  228. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  229. glProgramUniform1i(glProgram, iter->second.slot, getGLTextureUnit(gptype, texUnit));
  230. texUnit++;
  231. }
  232. UINT8* uniformBufferData = nullptr;
  233. UINT32 blockBinding = 0;
  234. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  235. {
  236. GpuParamBlockBufferPtr paramBlockBuffer = bindableParams.getParamBlockBuffer(iter->second.slot);
  237. if(paramBlockBuffer == nullptr)
  238. continue;
  239. if(iter->second.slot == 0)
  240. {
  241. // 0 means uniforms are not in block, in which case we handle it specially
  242. if (uniformBufferData == nullptr && paramBlockBuffer->getSize() > 0)
  243. {
  244. uniformBufferData = (UINT8*)cm_alloc<ScratchAlloc>(paramBlockBuffer->getSize());
  245. paramBlockBuffer->readData(uniformBufferData);
  246. }
  247. continue;
  248. }
  249. const GLGpuParamBlockBuffer* glParamBlockBuffer = static_cast<const GLGpuParamBlockBuffer*>(paramBlockBuffer.get());
  250. UINT32 globalBlockBinding = getGLUniformBlockBinding(gptype, blockBinding);
  251. glUniformBlockBinding(glProgram, iter->second.slot - 1, globalBlockBinding);
  252. glBindBufferRange(GL_UNIFORM_BUFFER, globalBlockBinding, glParamBlockBuffer->getGLHandle(), 0, glParamBlockBuffer->getSize());
  253. blockBinding++;
  254. }
  255. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  256. {
  257. const GpuParamDataDesc& paramDesc = iter->second;
  258. if(paramDesc.paramBlockSlot != 0) // 0 means uniforms are not in a block
  259. continue;
  260. const UINT8* ptrData = uniformBufferData + paramDesc.cpuMemOffset * sizeof(UINT32);
  261. switch(paramDesc.type)
  262. {
  263. case GCT_FLOAT1:
  264. glProgramUniform1fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  265. break;
  266. case GCT_FLOAT2:
  267. glProgramUniform2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  268. break;
  269. case GCT_FLOAT3:
  270. glProgramUniform3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  271. break;
  272. case GCT_FLOAT4:
  273. glProgramUniform4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  274. break;
  275. case GCT_MATRIX_2X2:
  276. glProgramUniformMatrix2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  277. GL_FALSE, (GLfloat*)ptrData);
  278. break;
  279. case GCT_MATRIX_2X3:
  280. glProgramUniformMatrix2x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  281. GL_FALSE, (GLfloat*)ptrData);
  282. break;
  283. case GCT_MATRIX_2X4:
  284. glProgramUniformMatrix2x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  285. GL_FALSE, (GLfloat*)ptrData);
  286. break;
  287. case GCT_MATRIX_3X2:
  288. glProgramUniformMatrix3x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  289. GL_FALSE, (GLfloat*)ptrData);
  290. break;
  291. case GCT_MATRIX_3X3:
  292. glProgramUniformMatrix3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  293. GL_FALSE, (GLfloat*)ptrData);
  294. break;
  295. case GCT_MATRIX_3X4:
  296. glProgramUniformMatrix3x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  297. GL_FALSE, (GLfloat*)ptrData);
  298. break;
  299. case GCT_MATRIX_4X2:
  300. glProgramUniformMatrix4x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  301. GL_FALSE, (GLfloat*)ptrData);
  302. break;
  303. case GCT_MATRIX_4X3:
  304. glProgramUniformMatrix4x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  305. GL_FALSE, (GLfloat*)ptrData);
  306. break;
  307. case GCT_MATRIX_4X4:
  308. glProgramUniformMatrix4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  309. GL_FALSE, (GLfloat*)ptrData);
  310. break;
  311. case GCT_INT1:
  312. glProgramUniform1iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  313. break;
  314. case GCT_INT2:
  315. glProgramUniform2iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  316. break;
  317. case GCT_INT3:
  318. glProgramUniform3iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  319. break;
  320. case GCT_INT4:
  321. glProgramUniform4iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  322. break;
  323. case GPDT_BOOL:
  324. glProgramUniform1uiv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLuint*)ptrData);
  325. break;
  326. case GCT_UNKNOWN:
  327. break;
  328. }
  329. }
  330. if(uniformBufferData != nullptr)
  331. {
  332. cm_free<ScratchAlloc>(uniformBufferData);
  333. }
  334. }
  335. void GLRenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  336. {
  337. THROW_IF_NOT_CORE_THREAD;
  338. unit = getGLTextureUnit(gptype, unit);
  339. GLTexturePtr tex = std::static_pointer_cast<GLTexture>(texPtr);
  340. GLenum lastTextureType = mTextureTypes[unit];
  341. if (!activateGLTextureUnit(unit))
  342. return;
  343. if (enabled && tex)
  344. {
  345. mTextureTypes[unit] = tex->getGLTextureTarget();
  346. glBindTexture(mTextureTypes[unit], tex->getGLID());
  347. }
  348. else
  349. {
  350. // TODO - This doesn't actually disable all textures set on this image unit, only the 2D ones
  351. // - If a non-2D sampler is used, the texture will still be displayed
  352. glBindTexture(GL_TEXTURE_2D, 0);
  353. }
  354. activateGLTextureUnit(0);
  355. }
  356. void GLRenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  357. {
  358. THROW_IF_NOT_CORE_THREAD;
  359. unit = getGLTextureUnit(gptype, unit);
  360. // Set texture layer filtering
  361. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  362. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  363. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  364. // Set texture anisotropy
  365. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  366. // Set mipmap biasing
  367. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  368. // Texture addressing mode
  369. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  370. setTextureAddressingMode(unit, uvw);
  371. // Set border color
  372. setTextureBorderColor(unit, state->getBorderColor());
  373. }
  374. void GLRenderSystem::setBlendState(const BlendStatePtr& blendState)
  375. {
  376. THROW_IF_NOT_CORE_THREAD;
  377. // Alpha to coverage
  378. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  379. // Blend states
  380. // OpenGL doesn't allow us to specify blend state per render target, so we just use the first one.
  381. if(blendState->getBlendEnabled(0))
  382. {
  383. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0),
  384. blendState->getAlphaDstBlend(0), blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  385. }
  386. else
  387. {
  388. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  389. }
  390. // Color write mask
  391. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  392. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  393. }
  394. void GLRenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  395. {
  396. THROW_IF_NOT_CORE_THREAD;
  397. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  398. setCullingMode(rasterizerState->getCullMode());
  399. setPolygonMode(rasterizerState->getPolygonMode());
  400. setScissorTestEnable(rasterizerState->getScissorEnable());
  401. }
  402. void GLRenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  403. {
  404. THROW_IF_NOT_CORE_THREAD;
  405. // Set stencil buffer options
  406. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  407. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  408. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), depthStencilState->getStencilReadMask(), true);
  409. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  410. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), depthStencilState->getStencilReadMask(), false);
  411. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  412. // Set depth buffer options
  413. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  414. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  415. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  416. // Set stencil ref value
  417. setStencilRefValue(stencilRefValue);
  418. }
  419. void GLRenderSystem::setViewport(const ViewportPtr& vp)
  420. {
  421. THROW_IF_NOT_CORE_THREAD;
  422. assert(vp != nullptr);
  423. RenderTargetPtr target;
  424. target = vp->getTarget();
  425. setRenderTarget(target);
  426. // Calculate the "lower-left" corner of the viewport
  427. mViewportWidth = vp->getWidth();
  428. mViewportHeight = vp->getHeight();
  429. mViewportLeft = vp->getX();
  430. mViewportTop = vp->getY();
  431. if (!target->requiresTextureFlipping())
  432. {
  433. // Convert "upper-left" corner to "lower-left"
  434. mViewportTop = target->getHeight() - mViewportHeight - mViewportTop;
  435. }
  436. glViewport(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  437. // Configure the viewport clipping
  438. glScissor(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  439. }
  440. void GLRenderSystem::setRenderTarget(RenderTargetPtr target)
  441. {
  442. THROW_IF_NOT_CORE_THREAD;
  443. mActiveRenderTarget = target;
  444. // Switch context if different from current one
  445. GLContext *newContext = 0;
  446. target->getCustomAttribute("GLCONTEXT", &newContext);
  447. if(newContext && mCurrentContext != newContext)
  448. {
  449. switchContext(newContext);
  450. }
  451. GLFrameBufferObject *fbo = 0;
  452. target->getCustomAttribute("FBO", &fbo);
  453. if(fbo)
  454. fbo->bind();
  455. else
  456. // Old style context (window/pbuffer) or copying render texture
  457. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  458. if (GLEW_EXT_framebuffer_sRGB)
  459. {
  460. // Enable / disable sRGB states
  461. if (target->isHwGammaEnabled())
  462. {
  463. glEnable(GL_FRAMEBUFFER_SRGB_EXT);
  464. // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
  465. // enabling, but GL spec says incapable surfaces ignore the setting
  466. // anyway. We test the capability to enable isHardwareGammaEnabled.
  467. }
  468. else
  469. {
  470. glDisable(GL_FRAMEBUFFER_SRGB_EXT);
  471. }
  472. }
  473. }
  474. void GLRenderSystem::beginFrame()
  475. {
  476. THROW_IF_NOT_CORE_THREAD;
  477. // Activate the viewport clipping
  478. glEnable(GL_SCISSOR_TEST);
  479. }
  480. void GLRenderSystem::endFrame()
  481. {
  482. THROW_IF_NOT_CORE_THREAD;
  483. // Deactivate the viewport clipping.
  484. glDisable(GL_SCISSOR_TEST);
  485. }
  486. void GLRenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  487. {
  488. THROW_IF_NOT_CORE_THREAD;
  489. for(UINT32 i = 0; i < numBuffers; i++)
  490. {
  491. mBoundVertexBuffers[index + i] = buffers[i];
  492. }
  493. }
  494. void GLRenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  495. {
  496. THROW_IF_NOT_CORE_THREAD;
  497. mBoundVertexDeclaration = vertexDeclaration;
  498. }
  499. void GLRenderSystem::setDrawOperation(DrawOperationType op)
  500. {
  501. THROW_IF_NOT_CORE_THREAD;
  502. mCurrentDrawOperation = op;
  503. }
  504. void GLRenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  505. {
  506. THROW_IF_NOT_CORE_THREAD;
  507. mBoundIndexBuffer = buffer;
  508. }
  509. void GLRenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  510. {
  511. // Find the correct type to render
  512. GLint primType = getGLDrawMode();
  513. beginDraw();
  514. glDrawArrays(primType, vertexOffset, vertexCount);
  515. endDraw();
  516. }
  517. void GLRenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  518. {
  519. if(mBoundIndexBuffer == nullptr)
  520. {
  521. LOGWRN("Cannot draw indexed because index buffer is not set.");
  522. return;
  523. }
  524. // Find the correct type to render
  525. GLint primType = getGLDrawMode();
  526. beginDraw();
  527. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
  528. static_cast<GLIndexBuffer*>(mBoundIndexBuffer.get())->getGLBufferId());
  529. GLenum indexType = (mBoundIndexBuffer->getType() == IndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
  530. glDrawElementsBaseVertex(primType, indexCount, indexType, (GLvoid*)(mBoundIndexBuffer->getIndexSize() * startIndex), vertexOffset);
  531. endDraw();
  532. }
  533. void GLRenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  534. {
  535. THROW_IF_NOT_CORE_THREAD;
  536. mScissorTop = top;
  537. mScissorBottom = bottom;
  538. mScissorLeft = left;
  539. mScissorRight = right;
  540. }
  541. void GLRenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  542. {
  543. if(mActiveRenderTarget == nullptr)
  544. return;
  545. RectI clearRect(0, 0, mActiveRenderTarget->getWidth(), mActiveRenderTarget->getHeight());
  546. clearArea(buffers, color, depth, stencil, clearRect);
  547. }
  548. void GLRenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  549. {
  550. RectI clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  551. clearArea(buffers, color, depth, stencil, clearRect);
  552. }
  553. void GLRenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const RectI& clearRect)
  554. {
  555. THROW_IF_NOT_CORE_THREAD;
  556. if(mActiveRenderTarget == nullptr)
  557. return;
  558. bool colorMask = !mColorWrite[0] || !mColorWrite[1]
  559. || !mColorWrite[2] || !mColorWrite[3];
  560. GLbitfield flags = 0;
  561. if (buffers & FBT_COLOR)
  562. {
  563. flags |= GL_COLOR_BUFFER_BIT;
  564. // Enable buffer for writing if it isn't
  565. if (colorMask)
  566. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  567. glClearColor(color.r, color.g, color.b, color.a);
  568. }
  569. if (buffers & FBT_DEPTH)
  570. {
  571. flags |= GL_DEPTH_BUFFER_BIT;
  572. // Enable buffer for writing if it isn't
  573. if (!mDepthWrite)
  574. glDepthMask(GL_TRUE);
  575. glClearDepth(depth);
  576. }
  577. if (buffers & FBT_STENCIL)
  578. {
  579. flags |= GL_STENCIL_BUFFER_BIT;
  580. // Enable buffer for writing if it isn't
  581. glStencilMask(0xFFFFFFFF);
  582. glClearStencil(stencil);
  583. }
  584. // Disable scissor test as we want to clear the entire render surface
  585. GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
  586. UINT32 oldScissorTop = mScissorTop;
  587. UINT32 oldScissorBottom = mScissorBottom;
  588. UINT32 oldScissorLeft = mScissorLeft;
  589. UINT32 oldScissorRight = mScissorRight;
  590. if (scissorTestEnabled)
  591. {
  592. glDisable(GL_SCISSOR_TEST);
  593. }
  594. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  595. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == mActiveRenderTarget->getWidth() && clearRect.height == mActiveRenderTarget->getHeight());
  596. if(!clearEntireTarget)
  597. {
  598. setScissorRect(clearRect.x, clearRect.y, clearRect.x + clearRect.width, clearRect.y + clearRect.height);
  599. setScissorTestEnable(true);
  600. }
  601. // Clear buffers
  602. glClear(flags);
  603. if(!clearEntireTarget)
  604. {
  605. setScissorTestEnable(false);
  606. }
  607. // Restore scissor test
  608. if (scissorTestEnabled)
  609. {
  610. glEnable(GL_SCISSOR_TEST);
  611. mScissorTop = oldScissorTop;
  612. mScissorBottom = oldScissorBottom;
  613. mScissorLeft = oldScissorLeft;
  614. mScissorRight = oldScissorRight;
  615. }
  616. // Reset buffer write state
  617. if (!mDepthWrite && (buffers & FBT_DEPTH))
  618. {
  619. glDepthMask( GL_FALSE );
  620. }
  621. if (colorMask && (buffers & FBT_COLOR))
  622. {
  623. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  624. }
  625. if (buffers & FBT_STENCIL)
  626. {
  627. glStencilMask(mStencilWriteMask);
  628. }
  629. }
  630. /************************************************************************/
  631. /* PRIVATE */
  632. /************************************************************************/
  633. void GLRenderSystem::setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw)
  634. {
  635. if (!activateGLTextureUnit(stage))
  636. return;
  637. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S,
  638. getTextureAddressingMode(uvw.u));
  639. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T,
  640. getTextureAddressingMode(uvw.v));
  641. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R,
  642. getTextureAddressingMode(uvw.w));
  643. activateGLTextureUnit(0);
  644. }
  645. void GLRenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
  646. {
  647. GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a };
  648. if (activateGLTextureUnit(stage))
  649. {
  650. glTexParameterfv(mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border);
  651. activateGLTextureUnit(0);
  652. }
  653. }
  654. void GLRenderSystem::setTextureMipmapBias(UINT16 stage, float bias)
  655. {
  656. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  657. {
  658. if (activateGLTextureUnit(stage))
  659. {
  660. glTexParameterf(mTextureTypes[stage], GL_TEXTURE_LOD_BIAS, bias);
  661. activateGLTextureUnit(0);
  662. }
  663. }
  664. }
  665. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  666. {
  667. GLint sourceBlend = getBlendMode(sourceFactor);
  668. GLint destBlend = getBlendMode(destFactor);
  669. if(sourceFactor == BF_ONE && destFactor == BF_ZERO)
  670. {
  671. glDisable(GL_BLEND);
  672. }
  673. else
  674. {
  675. glEnable(GL_BLEND);
  676. glBlendFunc(sourceBlend, destBlend);
  677. }
  678. GLint func = GL_FUNC_ADD;
  679. switch(op)
  680. {
  681. case BO_ADD:
  682. func = GL_FUNC_ADD;
  683. break;
  684. case BO_SUBTRACT:
  685. func = GL_FUNC_SUBTRACT;
  686. break;
  687. case BO_REVERSE_SUBTRACT:
  688. func = GL_FUNC_REVERSE_SUBTRACT;
  689. break;
  690. case BO_MIN:
  691. func = GL_MIN;
  692. break;
  693. case BO_MAX:
  694. func = GL_MAX;
  695. break;
  696. }
  697. if(GLEW_VERSION_1_4 || GLEW_ARB_imaging)
  698. {
  699. glBlendEquation(func);
  700. }
  701. else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX))
  702. {
  703. glBlendEquationEXT(func);
  704. }
  705. }
  706. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor,
  707. BlendFactor sourceFactorAlpha, BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp)
  708. {
  709. GLint sourceBlend = getBlendMode(sourceFactor);
  710. GLint destBlend = getBlendMode(destFactor);
  711. GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha);
  712. GLint destBlendAlpha = getBlendMode(destFactorAlpha);
  713. if(sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  714. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  715. {
  716. glDisable(GL_BLEND);
  717. }
  718. else
  719. {
  720. glEnable(GL_BLEND);
  721. glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha);
  722. }
  723. GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD;
  724. switch(op)
  725. {
  726. case BO_ADD:
  727. func = GL_FUNC_ADD;
  728. break;
  729. case BO_SUBTRACT:
  730. func = GL_FUNC_SUBTRACT;
  731. break;
  732. case BO_REVERSE_SUBTRACT:
  733. func = GL_FUNC_REVERSE_SUBTRACT;
  734. break;
  735. case BO_MIN:
  736. func = GL_MIN;
  737. break;
  738. case BO_MAX:
  739. func = GL_MAX;
  740. break;
  741. }
  742. switch(alphaOp)
  743. {
  744. case BO_ADD:
  745. alphaFunc = GL_FUNC_ADD;
  746. break;
  747. case BO_SUBTRACT:
  748. alphaFunc = GL_FUNC_SUBTRACT;
  749. break;
  750. case BO_REVERSE_SUBTRACT:
  751. alphaFunc = GL_FUNC_REVERSE_SUBTRACT;
  752. break;
  753. case BO_MIN:
  754. alphaFunc = GL_MIN;
  755. break;
  756. case BO_MAX:
  757. alphaFunc = GL_MAX;
  758. break;
  759. }
  760. if(GLEW_VERSION_2_0) {
  761. glBlendEquationSeparate(func, alphaFunc);
  762. }
  763. else if(GLEW_EXT_blend_equation_separate) {
  764. glBlendEquationSeparateEXT(func, alphaFunc);
  765. }
  766. }
  767. void GLRenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
  768. {
  769. if(func == CMPF_ALWAYS_PASS)
  770. {
  771. glDisable(GL_ALPHA_TEST);
  772. }
  773. else
  774. {
  775. glEnable(GL_ALPHA_TEST);
  776. glAlphaFunc(convertCompareFunction(func), value / 255.0f);
  777. }
  778. }
  779. void GLRenderSystem::setAlphaToCoverage(bool enable)
  780. {
  781. static bool lasta2c = false;
  782. if (enable != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  783. {
  784. if (enable)
  785. glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  786. else
  787. glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  788. lasta2c = enable;
  789. }
  790. }
  791. void GLRenderSystem::setScissorTestEnable(bool enable)
  792. {
  793. // If request texture flipping, use "upper-left", otherwise use "lower-left"
  794. bool flipping = mActiveRenderTarget->requiresTextureFlipping();
  795. // GL measures from the bottom, not the top
  796. UINT32 targetHeight = mActiveRenderTarget->getHeight();
  797. // Calculate the "lower-left" corner of the viewport
  798. GLsizei x = 0, y = 0, w = 0, h = 0;
  799. if (enable)
  800. {
  801. glEnable(GL_SCISSOR_TEST);
  802. // GL uses width / height rather than right / bottom
  803. x = mScissorLeft;
  804. if (flipping)
  805. y = mScissorTop;
  806. else
  807. y = targetHeight - mScissorBottom;
  808. w = mScissorRight - mScissorLeft;
  809. h = mScissorBottom - mScissorTop;
  810. glScissor(x, y, w, h);
  811. }
  812. else
  813. {
  814. glDisable(GL_SCISSOR_TEST);
  815. // GL requires you to reset the scissor when disabling
  816. w = mViewportWidth;
  817. h = mViewportHeight;
  818. x = mViewportLeft;
  819. if (flipping)
  820. y = mViewportTop;
  821. else
  822. y = targetHeight - mViewportTop - h;
  823. glScissor(x, y, w, h);
  824. }
  825. }
  826. void GLRenderSystem::setCullingMode(CullingMode mode)
  827. {
  828. mCullingMode = mode;
  829. GLenum cullMode;
  830. switch( mode )
  831. {
  832. case CULL_NONE:
  833. glDisable( GL_CULL_FACE );
  834. return;
  835. default:
  836. case CULL_CLOCKWISE:
  837. cullMode = GL_BACK;
  838. break;
  839. case CULL_COUNTERCLOCKWISE:
  840. cullMode = GL_FRONT;
  841. break;
  842. }
  843. glEnable( GL_CULL_FACE );
  844. glCullFace( cullMode );
  845. }
  846. void GLRenderSystem::setDepthBufferCheckEnabled(bool enabled)
  847. {
  848. if (enabled)
  849. {
  850. glClearDepth(1.0f);
  851. glEnable(GL_DEPTH_TEST);
  852. }
  853. else
  854. {
  855. glDisable(GL_DEPTH_TEST);
  856. }
  857. }
  858. void GLRenderSystem::setDepthBufferWriteEnabled(bool enabled)
  859. {
  860. GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
  861. glDepthMask( flag );
  862. // Store for reference in _beginFrame
  863. mDepthWrite = enabled;
  864. }
  865. void GLRenderSystem::setDepthBufferFunction(CompareFunction func)
  866. {
  867. glDepthFunc(convertCompareFunction(func));
  868. }
  869. void GLRenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
  870. {
  871. if (constantBias != 0 || slopeScaleBias != 0)
  872. {
  873. glEnable(GL_POLYGON_OFFSET_FILL);
  874. glEnable(GL_POLYGON_OFFSET_POINT);
  875. glEnable(GL_POLYGON_OFFSET_LINE);
  876. glPolygonOffset(-slopeScaleBias, -constantBias);
  877. }
  878. else
  879. {
  880. glDisable(GL_POLYGON_OFFSET_FILL);
  881. glDisable(GL_POLYGON_OFFSET_POINT);
  882. glDisable(GL_POLYGON_OFFSET_LINE);
  883. }
  884. }
  885. void GLRenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  886. {
  887. glColorMask(red, green, blue, alpha);
  888. // record this
  889. mColorWrite[0] = red;
  890. mColorWrite[1] = blue;
  891. mColorWrite[2] = green;
  892. mColorWrite[3] = alpha;
  893. }
  894. void GLRenderSystem::setPolygonMode(PolygonMode level)
  895. {
  896. GLenum glmode;
  897. switch(level)
  898. {
  899. case PM_WIREFRAME:
  900. glmode = GL_LINE;
  901. break;
  902. default:
  903. case PM_SOLID:
  904. glmode = GL_FILL;
  905. break;
  906. }
  907. glPolygonMode(GL_FRONT_AND_BACK, glmode);
  908. }
  909. void GLRenderSystem::setStencilCheckEnabled(bool enabled)
  910. {
  911. if (enabled)
  912. glEnable(GL_STENCIL_TEST);
  913. else
  914. glDisable(GL_STENCIL_TEST);
  915. }
  916. void GLRenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp,
  917. StencilOperation depthFailOp, StencilOperation passOp, bool front)
  918. {
  919. if (front)
  920. {
  921. glStencilOpSeparate(GL_FRONT,
  922. convertStencilOp(stencilFailOp),
  923. convertStencilOp(depthFailOp),
  924. convertStencilOp(passOp));
  925. }
  926. else
  927. {
  928. glStencilOpSeparate(GL_BACK,
  929. convertStencilOp(stencilFailOp, true),
  930. convertStencilOp(depthFailOp, true),
  931. convertStencilOp(passOp, true));
  932. }
  933. }
  934. void GLRenderSystem::setStencilBufferFunc(CompareFunction func, UINT32 mask, bool front)
  935. {
  936. mStencilReadMask = mask;
  937. if(front)
  938. {
  939. mStencilCompareFront = func;
  940. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  941. }
  942. else
  943. {
  944. mStencilCompareBack = func;
  945. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  946. }
  947. }
  948. void GLRenderSystem::setStencilBufferWriteMask(UINT32 mask)
  949. {
  950. mStencilWriteMask = mask;
  951. glStencilMask(mask);
  952. }
  953. void GLRenderSystem::setStencilRefValue(UINT32 refValue)
  954. {
  955. THROW_IF_NOT_CORE_THREAD;
  956. mStencilRefValue = refValue;
  957. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  958. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  959. }
  960. void GLRenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions fo)
  961. {
  962. if (!activateGLTextureUnit(unit))
  963. return;
  964. switch(ftype)
  965. {
  966. case FT_MIN:
  967. mMinFilter = fo;
  968. // Combine with existing mip filter
  969. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  970. break;
  971. case FT_MAG:
  972. switch (fo)
  973. {
  974. case FO_ANISOTROPIC: // GL treats linear and aniso the same
  975. case FO_LINEAR:
  976. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  977. break;
  978. case FO_POINT:
  979. case FO_NONE:
  980. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  981. break;
  982. }
  983. break;
  984. case FT_MIP:
  985. mMipFilter = fo;
  986. // Combine with existing min filter
  987. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  988. break;
  989. }
  990. activateGLTextureUnit(0);
  991. }
  992. void GLRenderSystem::setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy)
  993. {
  994. if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY))
  995. return;
  996. if (!activateGLTextureUnit(unit))
  997. return;
  998. GLfloat largest_supported_anisotropy = 0;
  999. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
  1000. if (maxAnisotropy > largest_supported_anisotropy)
  1001. maxAnisotropy = largest_supported_anisotropy ?
  1002. static_cast<UINT32>(largest_supported_anisotropy) : 1;
  1003. if(maxAnisotropy < 1)
  1004. maxAnisotropy = 1;
  1005. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  1006. glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy);
  1007. activateGLTextureUnit(0);
  1008. }
  1009. void GLRenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  1010. {
  1011. size_t i = 0;
  1012. size_t numClipPlanes;
  1013. GLdouble clipPlane[4];
  1014. numClipPlanes = clipPlanes.size();
  1015. for (i = 0; i < numClipPlanes; ++i)
  1016. {
  1017. GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
  1018. const Plane& plane = clipPlanes[i];
  1019. if (i >= 6)
  1020. {
  1021. CM_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1022. }
  1023. clipPlane[0] = plane.normal.x;
  1024. clipPlane[1] = plane.normal.y;
  1025. clipPlane[2] = plane.normal.z;
  1026. clipPlane[3] = plane.d;
  1027. glClipPlane(clipPlaneId, clipPlane);
  1028. glEnable(clipPlaneId);
  1029. }
  1030. // Disable remaining clip planes
  1031. for (; i < 6; ++i)
  1032. {
  1033. glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
  1034. }
  1035. }
  1036. bool GLRenderSystem::activateGLTextureUnit(UINT16 unit)
  1037. {
  1038. if (mActiveTextureUnit != unit)
  1039. {
  1040. if (unit < getCapabilities()->getNumCombinedTextureUnits())
  1041. {
  1042. glActiveTexture(GL_TEXTURE0 + unit);
  1043. mActiveTextureUnit = unit;
  1044. return true;
  1045. }
  1046. else if (!unit)
  1047. {
  1048. // always ok to use the first unit
  1049. return true;
  1050. }
  1051. else
  1052. {
  1053. LOGWRN("Provided texture unit index is higher than OpenGL supports. Provided: " + toString(unit) +
  1054. ". Supported range: 0 .. " + toString(getCapabilities()->getNumCombinedTextureUnits() - 1));
  1055. return false;
  1056. }
  1057. }
  1058. else
  1059. {
  1060. return true;
  1061. }
  1062. }
  1063. void GLRenderSystem::beginDraw()
  1064. {
  1065. if(mDrawCallInProgress)
  1066. CM_EXCEPT(InternalErrorException, "Calling beginDraw without finishing previous draw call. Please call endDraw().");
  1067. mDrawCallInProgress = true;
  1068. if(mCurrentVertexProgram == nullptr)
  1069. {
  1070. LOGWRN("Cannot render without a set vertex shader.");
  1071. return;
  1072. }
  1073. if(mBoundVertexDeclaration == nullptr)
  1074. {
  1075. LOGWRN("Cannot render without a set vertex declaration.");
  1076. return;
  1077. }
  1078. const GLSLProgramPipeline* pipeline = mProgramPipelineManager->getPipeline(mCurrentVertexProgram.get(),
  1079. mCurrentFragmentProgram.get(), mCurrentGeometryProgram.get(), mCurrentHullProgram.get(), mCurrentDomainProgram.get());
  1080. if(mActivePipeline != pipeline)
  1081. {
  1082. glBindProgramPipeline(pipeline->glHandle);
  1083. mActivePipeline = pipeline;
  1084. }
  1085. void* pBufferData = 0;
  1086. const VertexDeclaration::VertexElementList& decl = mBoundVertexDeclaration->getElements();
  1087. VertexDeclaration::VertexElementList::const_iterator elem, elemEnd;
  1088. elemEnd = decl.end();
  1089. const VertexDeclaration::VertexElementList& inputAttributes = mCurrentVertexProgram->getInputAttributes().getElements();
  1090. GLuint VAOID[1];
  1091. glGenVertexArrays(1, &VAOID[0]);
  1092. glBindVertexArray(VAOID[0]); // DEBUG ONLY!!! - Store these somewhere and just rebind them when needed
  1093. for (elem = decl.begin(); elem != elemEnd; ++elem)
  1094. {
  1095. auto iterFind = mBoundVertexBuffers.find(elem->getStreamIdx());
  1096. if(iterFind == mBoundVertexBuffers.end() || iterFind->second == nullptr)
  1097. continue; // skip unbound elements
  1098. VertexBufferPtr vertexBuffer = iterFind->second;
  1099. bool foundSemantic = false;
  1100. GLint attribLocation = 0;
  1101. for(auto iter = inputAttributes.begin(); iter != inputAttributes.end(); ++iter)
  1102. {
  1103. if(iter->getSemantic() == elem->getSemantic() && iter->getSemanticIdx() == elem->getSemanticIdx())
  1104. {
  1105. foundSemantic = true;
  1106. attribLocation = iter->getOffset();
  1107. break;
  1108. }
  1109. }
  1110. if(!foundSemantic) // Shader needs to have a matching input attribute, otherwise we skip it
  1111. continue;
  1112. // TODO - We might also want to check the size of input and buffer, and make sure they match? Or does OpenGL handle that internally?
  1113. glBindBuffer(GL_ARRAY_BUFFER, static_cast<const GLVertexBuffer*>(vertexBuffer.get())->getGLBufferId());
  1114. pBufferData = VBO_BUFFER_OFFSET(elem->getOffset());
  1115. unsigned int i = 0;
  1116. VertexElementSemantic sem = elem->getSemantic();
  1117. unsigned short typeCount = VertexElement::getTypeCount(elem->getType());
  1118. GLboolean normalised = GL_FALSE;
  1119. switch(elem->getType())
  1120. {
  1121. case VET_COLOR:
  1122. case VET_COLOR_ABGR:
  1123. case VET_COLOR_ARGB:
  1124. normalised = GL_TRUE;
  1125. break;
  1126. default:
  1127. break;
  1128. };
  1129. glVertexAttribPointer(
  1130. attribLocation,
  1131. typeCount,
  1132. GLHardwareBufferManager::getGLType(elem->getType()),
  1133. normalised,
  1134. static_cast<GLsizei>(vertexBuffer->getVertexSize()),
  1135. pBufferData);
  1136. glEnableVertexAttribArray(attribLocation);
  1137. mBoundAttributes.push_back(attribLocation);
  1138. }
  1139. }
  1140. void GLRenderSystem::endDraw()
  1141. {
  1142. if(!mDrawCallInProgress)
  1143. return;
  1144. mDrawCallInProgress = false;
  1145. // unbind any custom attributes
  1146. for (auto ai = mBoundAttributes.begin(); ai != mBoundAttributes.end(); ++ai)
  1147. {
  1148. glDisableVertexAttribArray(*ai);
  1149. }
  1150. mBoundAttributes.clear();
  1151. }
  1152. GLfloat GLRenderSystem::getCurrentAnisotropy(UINT16 unit)
  1153. {
  1154. GLfloat curAniso = 0;
  1155. glGetTexParameterfv(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
  1156. return curAniso ? curAniso : 1;
  1157. }
  1158. GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const
  1159. {
  1160. switch (op)
  1161. {
  1162. case SOP_KEEP:
  1163. return GL_KEEP;
  1164. case SOP_ZERO:
  1165. return GL_ZERO;
  1166. case SOP_REPLACE:
  1167. return GL_REPLACE;
  1168. case SOP_INCREMENT:
  1169. return invert ? GL_DECR : GL_INCR;
  1170. case SOP_DECREMENT:
  1171. return invert ? GL_INCR : GL_DECR;
  1172. case SOP_INCREMENT_WRAP:
  1173. return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
  1174. case SOP_DECREMENT_WRAP:
  1175. return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
  1176. case SOP_INVERT:
  1177. return GL_INVERT;
  1178. };
  1179. // to keep compiler happy
  1180. return SOP_KEEP;
  1181. }
  1182. GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const
  1183. {
  1184. switch (func)
  1185. {
  1186. case CMPF_ALWAYS_FAIL:
  1187. return GL_NEVER;
  1188. case CMPF_ALWAYS_PASS:
  1189. return GL_ALWAYS;
  1190. case CMPF_LESS:
  1191. return GL_LESS;
  1192. case CMPF_LESS_EQUAL:
  1193. return GL_LEQUAL;
  1194. case CMPF_EQUAL:
  1195. return GL_EQUAL;
  1196. case CMPF_NOT_EQUAL:
  1197. return GL_NOTEQUAL;
  1198. case CMPF_GREATER_EQUAL:
  1199. return GL_GEQUAL;
  1200. case CMPF_GREATER:
  1201. return GL_GREATER;
  1202. };
  1203. return GL_ALWAYS;
  1204. }
  1205. GLuint GLRenderSystem::getCombinedMinMipFilter() const
  1206. {
  1207. switch (mMinFilter)
  1208. {
  1209. case FO_ANISOTROPIC:
  1210. case FO_LINEAR:
  1211. switch (mMipFilter)
  1212. {
  1213. case FO_ANISOTROPIC:
  1214. case FO_LINEAR:
  1215. // Linear min, linear mip
  1216. return GL_LINEAR_MIPMAP_LINEAR;
  1217. case FO_POINT:
  1218. // Linear min, point mip
  1219. return GL_LINEAR_MIPMAP_NEAREST;
  1220. case FO_NONE:
  1221. // Linear min, no mip
  1222. return GL_LINEAR;
  1223. }
  1224. break;
  1225. case FO_POINT:
  1226. case FO_NONE:
  1227. switch (mMipFilter)
  1228. {
  1229. case FO_ANISOTROPIC:
  1230. case FO_LINEAR:
  1231. // Nearest min, linear mip
  1232. return GL_NEAREST_MIPMAP_LINEAR;
  1233. case FO_POINT:
  1234. // Nearest min, point mip
  1235. return GL_NEAREST_MIPMAP_NEAREST;
  1236. case FO_NONE:
  1237. // Nearest min, no mip
  1238. return GL_NEAREST;
  1239. }
  1240. break;
  1241. }
  1242. // Should never get here
  1243. return 0;
  1244. }
  1245. GLint GLRenderSystem::getBlendMode(BlendFactor blendMode) const
  1246. {
  1247. switch (blendMode)
  1248. {
  1249. case BF_ONE:
  1250. return GL_ONE;
  1251. case BF_ZERO:
  1252. return GL_ZERO;
  1253. case BF_DEST_COLOR:
  1254. return GL_DST_COLOR;
  1255. case BF_SOURCE_COLOR:
  1256. return GL_SRC_COLOR;
  1257. case BF_INV_DEST_COLOR:
  1258. return GL_ONE_MINUS_DST_COLOR;
  1259. case BF_INV_SOURCE_COLOR:
  1260. return GL_ONE_MINUS_SRC_COLOR;
  1261. case BF_DEST_ALPHA:
  1262. return GL_DST_ALPHA;
  1263. case BF_SOURCE_ALPHA:
  1264. return GL_SRC_ALPHA;
  1265. case BF_INV_DEST_ALPHA:
  1266. return GL_ONE_MINUS_DST_ALPHA;
  1267. case BF_INV_SOURCE_ALPHA:
  1268. return GL_ONE_MINUS_SRC_ALPHA;
  1269. };
  1270. return GL_ONE;
  1271. }
  1272. GLint GLRenderSystem::getTextureAddressingMode(TextureAddressingMode tam) const
  1273. {
  1274. switch (tam)
  1275. {
  1276. default:
  1277. case TAM_WRAP:
  1278. return GL_REPEAT;
  1279. case TAM_MIRROR:
  1280. return GL_MIRRORED_REPEAT;
  1281. case TAM_CLAMP:
  1282. return GL_CLAMP_TO_EDGE;
  1283. case TAM_BORDER:
  1284. return GL_CLAMP_TO_BORDER;
  1285. }
  1286. }
  1287. GLint GLRenderSystem::getGLDrawMode() const
  1288. {
  1289. GLint primType;
  1290. // Use adjacency if there is a geometry program and it requested adjacency info
  1291. bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
  1292. switch (mCurrentDrawOperation)
  1293. {
  1294. case DOT_POINT_LIST:
  1295. primType = GL_POINTS;
  1296. break;
  1297. case DOT_LINE_LIST:
  1298. primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
  1299. break;
  1300. case DOT_LINE_STRIP:
  1301. primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
  1302. break;
  1303. default:
  1304. case DOT_TRIANGLE_LIST:
  1305. primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
  1306. break;
  1307. case DOT_TRIANGLE_STRIP:
  1308. primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
  1309. break;
  1310. case DOT_TRIANGLE_FAN:
  1311. primType = GL_TRIANGLE_FAN;
  1312. break;
  1313. }
  1314. return primType;
  1315. }
  1316. UINT32 GLRenderSystem::getGLTextureUnit(GpuProgramType gptype, UINT32 unit)
  1317. {
  1318. if (gptype != GPT_VERTEX_PROGRAM && gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_GEOMETRY_PROGRAM)
  1319. {
  1320. CM_EXCEPT(InvalidParametersException, "OpenGL cannot assign textures to this gpu program type: " + toString(gptype));
  1321. }
  1322. UINT32 numSupportedUnits = mCurrentCapabilities->getNumTextureUnits(gptype);
  1323. if (unit < 0 || unit >= numSupportedUnits)
  1324. {
  1325. CM_EXCEPT(InvalidParametersException, "Invalid texture unit index for the provided stage. Unit index: " + toString(unit) + ". Stage: " +
  1326. toString(gptype) + ". Supported range is 0 .. " + toString(numSupportedUnits - 1));
  1327. }
  1328. switch (gptype)
  1329. {
  1330. case GPT_FRAGMENT_PROGRAM:
  1331. return mFragmentTexOffset + unit;
  1332. case GPT_VERTEX_PROGRAM:
  1333. return mVertexTexOffset + unit;
  1334. case GPT_GEOMETRY_PROGRAM:
  1335. return mGeometryTexOffset + unit;
  1336. default:
  1337. CM_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1338. }
  1339. }
  1340. UINT32 GLRenderSystem::getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding)
  1341. {
  1342. UINT32 maxNumBindings = mCurrentCapabilities->getNumUniformBlockBuffers(gptype);
  1343. if (binding < 0 || binding >= maxNumBindings)
  1344. {
  1345. CM_EXCEPT(InvalidParametersException, "Invalid buffer binding for the provided stage. Buffer binding: " + toString(binding) + ". Stage: " +
  1346. toString(gptype) + ". Supported range is 0 .. " + toString(maxNumBindings - 1));
  1347. }
  1348. switch (gptype)
  1349. {
  1350. case GPT_FRAGMENT_PROGRAM:
  1351. return mFragmentUBOffset + binding;
  1352. case GPT_VERTEX_PROGRAM:
  1353. return mVertexUBOffset + binding;
  1354. case GPT_GEOMETRY_PROGRAM:
  1355. return mGeometryUBOffset + binding;
  1356. case GPT_HULL_PROGRAM:
  1357. return mHullUBOffset + binding;
  1358. case GPT_DOMAIN_PROGRAM:
  1359. return mDomainUBOffset + binding;
  1360. case GPT_COMPUTE_PROGRAM:
  1361. return mComputeUBOffset + binding;
  1362. default:
  1363. CM_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1364. }
  1365. }
  1366. void GLRenderSystem::setActiveProgram(GpuProgramType gptype, GLSLGpuProgramPtr program)
  1367. {
  1368. switch (gptype)
  1369. {
  1370. case GPT_VERTEX_PROGRAM:
  1371. mCurrentVertexProgram = program;
  1372. break;
  1373. case GPT_FRAGMENT_PROGRAM:
  1374. mCurrentFragmentProgram = program;
  1375. break;
  1376. case GPT_GEOMETRY_PROGRAM:
  1377. mCurrentGeometryProgram = program;
  1378. break;
  1379. case GPT_DOMAIN_PROGRAM:
  1380. mCurrentDomainProgram = program;
  1381. break;
  1382. case GPT_HULL_PROGRAM:
  1383. mCurrentHullProgram = program;
  1384. break;
  1385. }
  1386. }
  1387. GLSLGpuProgramPtr GLRenderSystem::getActiveProgram(GpuProgramType gptype) const
  1388. {
  1389. switch (gptype)
  1390. {
  1391. case GPT_VERTEX_PROGRAM:
  1392. return mCurrentVertexProgram;
  1393. break;
  1394. case GPT_FRAGMENT_PROGRAM:
  1395. return mCurrentFragmentProgram;
  1396. break;
  1397. case GPT_GEOMETRY_PROGRAM:
  1398. return mCurrentGeometryProgram;
  1399. break;
  1400. case GPT_DOMAIN_PROGRAM:
  1401. return mCurrentDomainProgram;
  1402. break;
  1403. case GPT_HULL_PROGRAM:
  1404. return mCurrentHullProgram;
  1405. break;
  1406. default:
  1407. CM_EXCEPT(InvalidParametersException, "Insupported gpu program type: " + toString(gptype));
  1408. }
  1409. }
  1410. void GLRenderSystem::initFromCaps(RenderSystemCapabilities* caps)
  1411. {
  1412. if(caps->getRenderSystemName() != getName())
  1413. {
  1414. CM_EXCEPT(InvalidParametersException,
  1415. "Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support OpenGL");
  1416. }
  1417. if(caps->hasCapability(RSC_GL1_5_NOVBO))
  1418. {
  1419. // Assign ARB functions same to GL 1.5 version since
  1420. // interface identical
  1421. glBindBufferARB = glBindBuffer;
  1422. glBufferDataARB = glBufferData;
  1423. glBufferSubDataARB = glBufferSubData;
  1424. glDeleteBuffersARB = glDeleteBuffers;
  1425. glGenBuffersARB = glGenBuffers;
  1426. glGetBufferParameterivARB = glGetBufferParameteriv;
  1427. glGetBufferPointervARB = glGetBufferPointerv;
  1428. glGetBufferSubDataARB = glGetBufferSubData;
  1429. glIsBufferARB = glIsBuffer;
  1430. glMapBufferARB = glMapBuffer;
  1431. glUnmapBufferARB = glUnmapBuffer;
  1432. }
  1433. HardwareBufferManager::startUp(cm_new<GLHardwareBufferManager>());
  1434. checkForErrors();
  1435. // GPU Program Manager setup
  1436. checkForErrors();
  1437. if(caps->isShaderProfileSupported("glsl"))
  1438. {
  1439. mGLSLProgramFactory = cm_new<GLSLProgramFactory>();
  1440. GpuProgramManager::instance().addFactory(mGLSLProgramFactory);
  1441. checkForErrors();
  1442. }
  1443. if(caps->hasCapability(RSC_HWOCCLUSION))
  1444. {
  1445. if(caps->hasCapability(RSC_GL1_5_NOHWOCCLUSION))
  1446. {
  1447. // Assign ARB functions same to GL 1.5 version since
  1448. // interface identical
  1449. glBeginQueryARB = glBeginQuery;
  1450. glDeleteQueriesARB = glDeleteQueries;
  1451. glEndQueryARB = glEndQuery;
  1452. glGenQueriesARB = glGenQueries;
  1453. glGetQueryObjectivARB = glGetQueryObjectiv;
  1454. glGetQueryObjectuivARB = glGetQueryObjectuiv;
  1455. glGetQueryivARB = glGetQueryiv;
  1456. glIsQueryARB = glIsQuery;
  1457. }
  1458. }
  1459. // Check for framebuffer object extension
  1460. if(caps->hasCapability(RSC_FBO))
  1461. {
  1462. // Before GL version 2.0, we need to get one of the extensions
  1463. if(caps->hasCapability(RSC_FBO_ARB))
  1464. GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersARB;
  1465. else if(caps->hasCapability(RSC_FBO_ATI))
  1466. GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersATI;
  1467. if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
  1468. {
  1469. // Create FBO manager
  1470. GLRTTManager::startUp(cm_new<GLRTTManager>());
  1471. checkForErrors();
  1472. }
  1473. }
  1474. else
  1475. {
  1476. CM_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
  1477. }
  1478. mFragmentTexOffset = 0;
  1479. mVertexTexOffset = caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1480. mGeometryTexOffset = mVertexTexOffset + caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1481. UINT16 numCombinedTexUnits = caps->getNumCombinedTextureUnits();
  1482. UINT32 totalNumTexUnits = caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1483. totalNumTexUnits += caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1484. totalNumTexUnits += caps->getNumTextureUnits(GPT_GEOMETRY_PROGRAM);
  1485. totalNumTexUnits += caps->getNumTextureUnits(GPT_HULL_PROGRAM);
  1486. totalNumTexUnits += caps->getNumTextureUnits(GPT_DOMAIN_PROGRAM);
  1487. totalNumTexUnits += caps->getNumTextureUnits(GPT_COMPUTE_PROGRAM);
  1488. if(totalNumTexUnits > numCombinedTexUnits)
  1489. CM_EXCEPT(InternalErrorException, "Number of combined texture units less than the number of individual units!?");
  1490. mNumTextureTypes = numCombinedTexUnits;
  1491. mTextureTypes = cm_newN<GLenum>(mNumTextureTypes);
  1492. for(UINT16 i = 0; i < numCombinedTexUnits; i++)
  1493. mTextureTypes[i] = 0;
  1494. mVertexUBOffset = 0;
  1495. UINT32 totalNumUniformBlocks = caps->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM);
  1496. mFragmentUBOffset = totalNumUniformBlocks;
  1497. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM);
  1498. mGeometryUBOffset = totalNumUniformBlocks;
  1499. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM);
  1500. mHullUBOffset = totalNumUniformBlocks;
  1501. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_HULL_PROGRAM);
  1502. mDomainUBOffset = totalNumUniformBlocks;
  1503. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM);
  1504. mComputeUBOffset = totalNumUniformBlocks;
  1505. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM);
  1506. UINT16 numCombinedUniformBlocks = caps->getNumCombinedUniformBlockBuffers();
  1507. if(totalNumUniformBlocks > numCombinedUniformBlocks)
  1508. CM_EXCEPT(InternalErrorException, "Number of combined uniform block buffers less than the number of individual per-stage buffers!?");
  1509. TextureManager::startUp(cm_new<GLTextureManager>(std::ref(*mGLSupport)));
  1510. // Check for FSAA
  1511. // Enable the extension if it was enabled by the GLSupport
  1512. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1513. {
  1514. int fsaa_active = false;
  1515. glGetIntegerv(GL_SAMPLE_BUFFERS_ARB, (GLint*)&fsaa_active);
  1516. if (fsaa_active)
  1517. {
  1518. glEnable(GL_MULTISAMPLE_ARB);
  1519. }
  1520. }
  1521. #if CM_DEBUG_MODE
  1522. if (mGLSupport->checkExtension("GL_ARB_debug_output"))
  1523. {
  1524. glDebugMessageCallback(&openGlErrorCallback, 0);
  1525. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  1526. }
  1527. #endif
  1528. checkForErrors();
  1529. }
  1530. void GLRenderSystem::switchContext(GLContext *context)
  1531. {
  1532. // Unbind GPU programs and rebind to new context later, because
  1533. // scene manager treat render system as ONE 'context' ONLY, and it
  1534. // cached the GPU programs using state.
  1535. unbindGpuProgram(GPT_VERTEX_PROGRAM);
  1536. unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  1537. unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  1538. unbindGpuProgram(GPT_HULL_PROGRAM);
  1539. unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  1540. // It's ready for switching
  1541. if (mCurrentContext)
  1542. mCurrentContext->endCurrent();
  1543. mCurrentContext = context;
  1544. mCurrentContext->setCurrent();
  1545. // Must reset depth/colour write mask to according with user desired, otherwise,
  1546. // clearFrameBuffer would be wrong because the value we are recorded may be
  1547. // difference with the really state stored in GL context.
  1548. glDepthMask(mDepthWrite);
  1549. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  1550. glStencilMask(mStencilWriteMask);
  1551. }
  1552. RenderSystemCapabilities* GLRenderSystem::createRenderSystemCapabilities() const
  1553. {
  1554. RenderSystemCapabilities* rsc = cm_new<RenderSystemCapabilities>();
  1555. rsc->setCategoryRelevant(CAPS_CATEGORY_GL, true);
  1556. rsc->setDriverVersion(mDriverVersion);
  1557. const char* deviceName = (const char*)glGetString(GL_RENDERER);
  1558. const char* vendorName = (const char*)glGetString(GL_VENDOR);
  1559. rsc->setDeviceName(deviceName);
  1560. rsc->setRenderSystemName(getName());
  1561. // determine vendor
  1562. if (strstr(vendorName, "NVIDIA"))
  1563. rsc->setVendor(GPU_NVIDIA);
  1564. else if (strstr(vendorName, "ATI"))
  1565. rsc->setVendor(GPU_AMD);
  1566. else if (strstr(vendorName, "AMD"))
  1567. rsc->setVendor(GPU_AMD);
  1568. else if (strstr(vendorName, "Intel"))
  1569. rsc->setVendor(GPU_INTEL);
  1570. else
  1571. rsc->setVendor(GPU_UNKNOWN);
  1572. // Check for hardware mipmapping support.
  1573. if(GLEW_VERSION_1_4)
  1574. {
  1575. rsc->setCapability(RSC_AUTOMIPMAP);
  1576. }
  1577. // Check for blending support
  1578. if(GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_env_combine")
  1579. || getGLSupport()->checkExtension("GL_EXT_texture_env_combine"))
  1580. {
  1581. rsc->setCapability(RSC_BLENDING);
  1582. }
  1583. // Check for Anisotropy support
  1584. if (getGLSupport()->checkExtension("GL_EXT_texture_filter_anisotropic"))
  1585. {
  1586. rsc->setCapability(RSC_ANISOTROPY);
  1587. }
  1588. // Check for DOT3 support
  1589. if(GLEW_VERSION_1_3 ||
  1590. getGLSupport()->checkExtension("GL_ARB_texture_env_dot3") ||
  1591. getGLSupport()->checkExtension("GL_EXT_texture_env_dot3"))
  1592. {
  1593. rsc->setCapability(RSC_DOT3);
  1594. }
  1595. // Check for cube mapping
  1596. if(GLEW_VERSION_1_3 ||
  1597. getGLSupport()->checkExtension("GL_ARB_texture_cube_map") ||
  1598. getGLSupport()->checkExtension("GL_EXT_texture_cube_map"))
  1599. {
  1600. rsc->setCapability(RSC_CUBEMAPPING);
  1601. }
  1602. // Point sprites
  1603. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_point_sprite"))
  1604. {
  1605. rsc->setCapability(RSC_POINT_SPRITES);
  1606. }
  1607. // Check for hardware stencil support and set bit depth
  1608. GLint stencil;
  1609. glGetIntegerv(GL_STENCIL_BITS, &stencil);
  1610. if(stencil)
  1611. {
  1612. rsc->setCapability(RSC_HWSTENCIL);
  1613. rsc->setStencilBufferBitDepth(stencil);
  1614. }
  1615. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_vertex_buffer_object"))
  1616. {
  1617. rsc->setCapability(RSC_VBO);
  1618. }
  1619. rsc->setCapability(RSC_VERTEX_PROGRAM);
  1620. rsc->setCapability(RSC_FRAGMENT_PROGRAM);
  1621. if (GLEW_VERSION_2_0 ||
  1622. (getGLSupport()->checkExtension("GL_ARB_shading_language_100") &&
  1623. getGLSupport()->checkExtension("GL_ARB_shader_objects") &&
  1624. getGLSupport()->checkExtension("GL_ARB_fragment_shader") &&
  1625. getGLSupport()->checkExtension("GL_ARB_vertex_shader")))
  1626. {
  1627. rsc->addShaderProfile("glsl");
  1628. }
  1629. // Check if geometry shaders are supported
  1630. if (GLEW_VERSION_2_0 &&
  1631. getGLSupport()->checkExtension("GL_EXT_geometry_shader4"))
  1632. {
  1633. rsc->setCapability(RSC_GEOMETRY_PROGRAM);
  1634. rsc->setGeometryProgramConstantBoolCount(0);
  1635. rsc->setGeometryProgramConstantIntCount(0);
  1636. GLint floatConstantCount = 0;
  1637. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
  1638. rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
  1639. GLint maxOutputVertices;
  1640. glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
  1641. rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
  1642. }
  1643. //Check if render to vertex buffer (transform feedback in OpenGL)
  1644. if (GLEW_VERSION_2_0 && getGLSupport()->checkExtension("GL_EXT_transform_feedback"))
  1645. {
  1646. rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
  1647. }
  1648. // Check for texture compression
  1649. if (GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_compression"))
  1650. {
  1651. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1652. // Check for dxt compression
  1653. if (getGLSupport()->checkExtension("GL_EXT_texture_compression_s3tc"))
  1654. {
  1655. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1656. }
  1657. // Check for vtc compression
  1658. if (getGLSupport()->checkExtension("GL_NV_texture_compression_vtc"))
  1659. {
  1660. rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
  1661. }
  1662. }
  1663. // Scissor test is standard in GL 1.2 (is it emulated on some cards though?)
  1664. rsc->setCapability(RSC_SCISSOR_TEST);
  1665. // As are user clipping planes
  1666. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1667. // 2-sided stencil?
  1668. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_EXT_stencil_two_side"))
  1669. {
  1670. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1671. }
  1672. // stencil wrapping?
  1673. if (GLEW_VERSION_1_4 || getGLSupport()->checkExtension("GL_EXT_stencil_wrap"))
  1674. {
  1675. rsc->setCapability(RSC_STENCIL_WRAP);
  1676. }
  1677. // Check for hardware occlusion support
  1678. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_occlusion_query"))
  1679. {
  1680. rsc->setCapability(RSC_HWOCCLUSION);
  1681. }
  1682. // UBYTE4 always supported
  1683. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1684. // Infinite far plane always supported
  1685. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1686. // Check for non-power-of-2 texture support
  1687. if (getGLSupport()->checkExtension("GL_ARB_texture_non_power_of_two"))
  1688. {
  1689. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1690. }
  1691. // Check for Float textures
  1692. if (getGLSupport()->checkExtension("GL_ATI_texture_float") || getGLSupport()->checkExtension("GL_ARB_texture_float"))
  1693. {
  1694. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1695. }
  1696. // 3D textures should always be supported
  1697. rsc->setCapability(RSC_TEXTURE_3D);
  1698. // Check for framebuffer object extension
  1699. if (getGLSupport()->checkExtension("GL_ARB_framebuffer_object"))
  1700. {
  1701. // Probe number of draw buffers
  1702. // Only makes sense with FBO support, so probe here
  1703. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_draw_buffers") || getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1704. {
  1705. GLint buffers;
  1706. glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
  1707. rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)CM_MAX_MULTIPLE_RENDER_TARGETS));
  1708. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1709. if(!GLEW_VERSION_2_0)
  1710. {
  1711. // Before GL version 2.0, we need to get one of the extensions
  1712. if (getGLSupport()->checkExtension("GL_ARB_draw_buffers"))
  1713. rsc->setCapability(RSC_FBO_ARB);
  1714. if (getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1715. rsc->setCapability(RSC_FBO_ATI);
  1716. }
  1717. // Set FBO flag for all 3 'subtypes'
  1718. rsc->setCapability(RSC_FBO);
  1719. }
  1720. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1721. }
  1722. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1723. rsc->setCapability(RSC_PBUFFER);
  1724. // Point size
  1725. float ps;
  1726. glGetFloatv(GL_POINT_SIZE_MAX, &ps);
  1727. rsc->setMaxPointSize(ps);
  1728. // Max number of fragment shader textures
  1729. GLint units;
  1730. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &units);
  1731. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, static_cast<UINT16>(units));
  1732. // Max number of vertex shader textures
  1733. GLint vUnits;
  1734. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vUnits);
  1735. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, static_cast<UINT16>(vUnits));
  1736. if (vUnits > 0)
  1737. {
  1738. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1739. }
  1740. GLint numUniformBlocks;
  1741. glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &numUniformBlocks);
  1742. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, numUniformBlocks);
  1743. glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &numUniformBlocks);
  1744. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, numUniformBlocks);
  1745. if (mGLSupport->checkExtension("GL_ARB_geometry_shader4"))
  1746. {
  1747. GLint geomUnits;
  1748. glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &geomUnits);
  1749. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, static_cast<UINT16>(geomUnits));
  1750. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &numUniformBlocks);
  1751. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, numUniformBlocks);
  1752. }
  1753. if (mGLSupport->checkExtension("GL_ARB_tessellation_shader"))
  1754. {
  1755. rsc->setCapability(RSC_TESSELLATION_PROGRAM);
  1756. glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &numUniformBlocks);
  1757. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, numUniformBlocks);
  1758. glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &numUniformBlocks);
  1759. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, numUniformBlocks);
  1760. }
  1761. if (mGLSupport->checkExtension("GL_ARB_compute_shader"))
  1762. {
  1763. rsc->setCapability(RSC_COMPUTE_PROGRAM);
  1764. GLint computeUnits;
  1765. glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &computeUnits);
  1766. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, static_cast<UINT16>(computeUnits));
  1767. glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &numUniformBlocks);
  1768. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, numUniformBlocks);
  1769. }
  1770. GLint combinedTexUnits;
  1771. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &combinedTexUnits);
  1772. rsc->setNumCombinedTextureUnits(static_cast<UINT16>(combinedTexUnits));
  1773. GLint combinedUniformBlockUnits;
  1774. glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &combinedUniformBlockUnits);
  1775. rsc->setNumCombinedUniformBlockBuffers(static_cast<UINT16>(combinedUniformBlockUnits));
  1776. // Mipmap LOD biasing
  1777. if (mGLSupport->checkExtension("GL_EXT_texture_lod_bias"))
  1778. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1779. // Alpha to coverage?
  1780. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1781. {
  1782. // Alpha to coverage always 'supported' when MSAA is available
  1783. // although card may ignore it if it doesn't specifically support A2C
  1784. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1785. }
  1786. // Advanced blending operations
  1787. if(GLEW_VERSION_2_0)
  1788. {
  1789. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1790. }
  1791. return rsc;
  1792. }
  1793. bool GLRenderSystem::checkForErrors() const
  1794. {
  1795. GLenum glErr = glGetError();
  1796. bool errorsFound = false;
  1797. String msg;
  1798. while (glErr != GL_NO_ERROR)
  1799. {
  1800. const char* glerrStr = (const char*)gluErrorString(glErr);
  1801. if (glerrStr)
  1802. {
  1803. msg += String(glerrStr);
  1804. }
  1805. glErr = glGetError();
  1806. errorsFound = true;
  1807. }
  1808. if (errorsFound)
  1809. LOGWRN("OpenGL error: " + msg);
  1810. return errorsFound;
  1811. }
  1812. void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
  1813. {
  1814. UINT32 x = 0;
  1815. for (UINT32 i = 0; i < 4; i++)
  1816. {
  1817. for (UINT32 j = 0; j < 4; j++)
  1818. {
  1819. gl_matrix[x] = m[j][i];
  1820. x++;
  1821. }
  1822. }
  1823. }
  1824. /************************************************************************/
  1825. /* UTILITY */
  1826. /************************************************************************/
  1827. float GLRenderSystem::getMinimumDepthInputValue()
  1828. {
  1829. return -1.0f;
  1830. }
  1831. float GLRenderSystem::getMaximumDepthInputValue()
  1832. {
  1833. return 1.0f;
  1834. }
  1835. float GLRenderSystem::getHorizontalTexelOffset()
  1836. {
  1837. return 0.0f;
  1838. }
  1839. float GLRenderSystem::getVerticalTexelOffset()
  1840. {
  1841. return 0.0f;
  1842. }
  1843. VertexElementType GLRenderSystem::getColorVertexElementType() const
  1844. {
  1845. return VET_COLOR_ABGR;
  1846. }
  1847. void GLRenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  1848. {
  1849. dest = matrix;
  1850. }
  1851. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam)
  1852. {
  1853. CM_EXCEPT(RenderingAPIException, "OpenGL error: " + String(message));
  1854. }
  1855. }