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- #pragma once
- #include "BsGLPrerequisites.h"
- #include "BsRenderSystem.h"
- #include "BsGLHardwareBufferManager.h"
- #include "BsGLSLProgramFactory.h"
- #include "BsVector4.h"
- namespace BansheeEngine
- {
- /**
- * @brief Implementation of a render system using OpenGL. Provides abstracted
- * access to various low level OpenGL methods.
- */
- class BS_RSGL_EXPORT GLRenderSystem : public RenderSystem
- {
- public:
- GLRenderSystem();
- ~GLRenderSystem();
- /**
- * @copydoc RenderSystem::getName()
- */
- const String& getName() const;
- /**
- * @copydoc RenderSystem::getShadingLanguageName()
- */
- const String& getShadingLanguageName() const;
- /**
- * @copydoc RenderSystem::setRenderTarget()
- */
- void setRenderTarget(const SPtr<RenderTargetCore>& target);
- /**
- * @copydoc RenderSystem::setVertexBuffers()
- */
- void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers);
- /**
- * @copydoc RenderSystem::setIndexBuffer()
- */
- void setIndexBuffer(const SPtr<IndexBufferCore>& buffer);
- /**
- * @copydoc RenderSystem::setVertexDeclaration()
- */
- void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration);
- /**
- * @copydoc RenderSystem::setDrawOperation()
- */
- void setDrawOperation(DrawOperationType op);
- /**
- * @copydoc RenderSystem::setScissorRect()
- */
- void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom);
- /**
- * @copydoc RenderSystem::setTexture()
- */
- void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex);
- /**
- * @copydoc RenderSystem::setLoadStoreTexture
- */
- void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
- const TextureSurface& surface);
-
- /**
- * @copydoc RenderSystem::setSamplerState()
- */
- void setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state);
- /**
- * @copydoc RenderSystem::setBlendState()
- */
- void setBlendState(const SPtr<BlendStateCore>& blendState);
- /**
- * @copydoc RenderSystem::setRasterizerState()
- */
- void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState);
- /**
- * @copydoc RenderSystem::setDepthStencilState()
- */
- void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue);
- /**
- * @copydoc RenderSystem::setViewport()
- */
- void setViewport(const Rect2& area);
- /**
- * @copydoc RenderSystem::bindGpuProgram()
- */
- void bindGpuProgram(const SPtr<GpuProgramCore>& prg);
- /**
- * @copydoc RenderSystem::unbindGpuProgram()
- */
- void unbindGpuProgram(GpuProgramType gptype);
- /**
- * @copydoc RenderSystem::bindGpuParams()
- */
- void bindGpuParams(GpuProgramType gptype, GpuParamsPtr params);
- /**
- * @copydoc RenderSystem::beginFrame()
- */
- void beginFrame(void);
- /**
- * @copydoc RenderSystem::endFrame()
- */
- void endFrame(void);
- /**
- * @copydoc RenderSystem::draw()
- */
- void draw(UINT32 vertexOffset, UINT32 vertexCount);
- /**
- * @copydoc RenderSystem::drawIndexed()
- */
- void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount);
- /**
- * @copydoc RenderSystem::clearRenderTarget()
- */
- void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
- /**
- * @copydoc RenderSystem::clearViewport()
- */
- void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
- /**
- * @copydoc RenderSystem::getColorVertexElementType()
- */
- VertexElementType getColorVertexElementType() const;
- /**
- * @copydoc RenderSystem::getHorizontalTexelOffset()
- */
- float getHorizontalTexelOffset();
- /**
- * @copydoc RenderSystem::getVerticalTexelOffset()
- */
- float getVerticalTexelOffset();
- /**
- * @copydoc RenderSystem::getMinimumDepthInputValue()
- */
- float getMinimumDepthInputValue();
- /**
- * @copydoc RenderSystem::getMaximumDepthInputValue()
- */
- float getMaximumDepthInputValue();
- /**
- * @copydoc RenderSystem::convertProjectionMatrix()
- */
- void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest);
- /************************************************************************/
- /* Internal use by OpenGL RenderSystem only */
- /************************************************************************/
- /**
- * @brief Query has the main context been initialized.
- */
- bool _isContextInitialized() const { return mGLInitialised; }
- /**
- * @brief Returns main context. Caller must ensure the context has been initialized.
- */
- GLContext* getMainContext() const { return mMainContext; }
- /**
- * @brief Returns a support object you may use for creating
- */
- GLSupport* getGLSupport() const { return mGLSupport; }
- protected:
- /**
- * @copydoc RenderSystem::initializePrepare
- */
- void initializePrepare();
- /**
- * @copydoc RenderSystem::initializeFinalize
- */
- void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow);
- /**
- * @copydoc RenderSystem::destroy_internal().
- */
- void destroy_internal(void);
- /**
- * @brief Call before doing a draw operation, this method sets everything up.
- */
- void beginDraw();
- /**
- * @brief Needs to accompany every beginDraw after you are done with a single draw operation.
- */
- void endDraw();
- /**
- * @brief Clear a part of a render target.
- */
- void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, const Rect2I& clearArea = Rect2I::EMPTY);
- /**
- * @brief Set up clip planes against which all geometry will get clipped.
- */
- void setClipPlanesImpl(const PlaneList& clipPlanes);
- /**
- * @brief Set up a clip plane at a specific clip plane index. If enabled,
- * geometry will be clipped against the positive side of the plane.
- *
- * @note Valid index range is [0, 5].
- */
- void setClipPlane(UINT16 index, float A, float B, float C, float D);
- /**
- * @brief Enable or disable clipping against a clip plane at the specified index.
- *
- * @note Valid index range is [0, 5].
- */
- void enableClipPlane (UINT16 index, bool enable);
- /**
- * @brief Changes the currently active texture unit. Any texture related operations
- * will then be performed on this unit.
- */
- bool activateGLTextureUnit(UINT16 unit);
- /**
- * @brief Changes the active GPU program.
- */
- void setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program);
- /**
- * @brief Retrieves the active GPU program of the specified type.
- */
- SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
- /**
- * @brief Converts Banshee blend mode to OpenGL blend mode.
- */
- GLint getBlendMode(BlendFactor blendMode) const;
- /**
- * @brief Converts Banshee texture addressing mode to OpenGL texture addressing mode.
- */
- GLint getTextureAddressingMode(TextureAddressingMode tam) const;
- /**
- * @brief Gets a combined min/mip filter value usable by OpenGL from the currently
- * set min and mip filters.
- */
- GLuint getCombinedMinMipFilter() const;
- /**
- * @brief OpenGL shares all texture slots, but the engine prefers to keep textures
- * separate per-stage. This will convert texture unit that is set per stage
- * into a global texture unit usable by OpenGL.
- */
- UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
- /**
- * @brief OpenGL shares all buffer bindings, but the engine prefers to keep buffers
- * separate per-stage. This will convert block buffer binding that is set per stage
- * into a global block buffer binding usable by OpenGL.
- */
- UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
- /**
- * @brief Returns the OpenGL specific mode used for drawing, depending on the
- * currently set draw operation;
- */
- GLint getGLDrawMode() const;
- /**
- * @brief Creates render system capabilities that specify which features are
- * or aren't supported.
- */
- RenderSystemCapabilities* createRenderSystemCapabilities() const;
- /**
- * @brief Finish initialization by setting up any systems dependant on render system
- * capabilities.
- */
- void initFromCaps(RenderSystemCapabilities* caps);
- /**
- * @brief Switch the currently used OpenGL context. You will need to re-bind
- * any previously bound values manually. (e.g. textures, gpu programs and such)
- */
- void switchContext(GLContext* context);
- /************************************************************************/
- /* Sampler states */
- /************************************************************************/
- /**
- * @brief Sets the texture addressing mode for a texture unit. This determines
- * how are UV address values outside of [0, 1] range handled when sampling
- * from texture.
- */
- void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
- /**
- * @brief Sets the texture border color for a texture unit. Border color
- * determines color returned by the texture sampler when border addressing mode
- * is used and texture address is outside of [0, 1] range.
- */
- void setTextureBorderColor(UINT16 stage, const Color& color);
- /**
- * @brief Sets the mipmap bias value for a given texture unit. Bias allows
- * you to adjust the mipmap selection calculation. Negative values force a
- * larger mipmap to be used, and positive values smaller. Units are in values
- * of mip levels, so -1 means use a mipmap one level higher than default.
- */
- void setTextureMipmapBias(UINT16 unit, float bias);
- /**
- * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
- * Different filter types are used for different situations like magnifying or minifying a texture.
- */
- void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
- /**
- * @brief Sets anisotropy value for the specified texture unit.
- */
- void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
- /**
- * @brief Gets anisotropy value for the specified texture unit.
- */
- GLfloat getCurrentAnisotropy(UINT16 unit);
- /************************************************************************/
- /* Blend states */
- /************************************************************************/
- /**
- * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
- * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
- */
- void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
- /**
- * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
- * Allows you to set up separate blend operations for alpha values.
- *
- * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
- */
- void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
- BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
- /**
- * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
- * versus the provided reference value.
- */
- void setAlphaTest(CompareFunction func, unsigned char value);
- /**
- * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
- * to worry about order of rendering like regular blending does. It requires multi-sampling to
- * be active in order to work, and you need to supply an alpha texture that determines object transparency.
- */
- void setAlphaToCoverage(bool enabled);
- /**
- * @brief Enables or disables writing to certain color channels of the render target.
- */
- void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
- /************************************************************************/
- /* Rasterizer states */
- /************************************************************************/
- /**
- * @brief Sets vertex winding order. Normally you would use this to cull back facing
- * polygons.
- */
- void setCullingMode(CullingMode mode);
- /**
- * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
- */
- void setPolygonMode(PolygonMode level);
- /**
- * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
- * Final depth bias value is a combination of the constant depth bias and slope depth bias.
- * Slope depth bias has more effect the higher the slope of the rendered polygon.
- *
- * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
- */
- void setDepthBias(float constantBias, float slopeScaleBias);
- /**
- * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
- * identified by the rectangle set by setScissorRect().
- */
- void setScissorTestEnable(bool enable);
- /**
- * @brief Enables or disables multisample antialiasing.
- */
- void setMultisamplingEnable(bool enable);
- /**
- * @brief Enables or disables depth clipping (i.e. near/fear plane clipping).
- */
- void setDepthClipEnable(bool enable);
- /**
- * @brief Enables or disables antialiased line rendering.
- */
- void setAntialiasedLineEnable(bool enable);
- /************************************************************************/
- /* Depth stencil state */
- /************************************************************************/
-
- /**
- * @brief Should new pixels perform depth testing using the set depth comparison function before
- * being written.
- */
- void setDepthBufferCheckEnabled(bool enabled = true);
- /**
- * @brief Should new pixels write to the depth buffer.
- */
- void setDepthBufferWriteEnabled(bool enabled = true);
- /**
- * @brief Sets comparison function used for depth testing. Determines how are new and existing
- * pixel values compared - if comparison function returns true the new pixel is written.
- */
- void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
- /**
- * @brief Turns stencil tests on or off. By default this is disabled.
- * Stencil testing allow you to mask out a part of the rendered image by using
- * various stencil operations provided.
- */
- void setStencilCheckEnabled(bool enabled);
- /**
- * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
- *
- * @param stencilFailOp Operation executed when stencil test fails.
- * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
- * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
- * @param front Should the stencil operations be applied to front or back facing polygons.
- */
- void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
- StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
- bool front = true);
- /**
- * @brief Sets a stencil buffer comparison function. 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.
- *
- * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
- * gets compared to the value already in the buffer using this function.
- * @param mask The bitmask applied to both the stencil value and the reference value
- * before comparison
- * @param ccw If set to true, the stencil operations will be applied to counterclockwise
- * faces. Otherwise they will be applied to clockwise faces.
- */
- void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool front = true);
- /**
- * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
- */
- void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
- /**
- * @brief Sets a reference values used for stencil buffer comparisons.
- * Actual comparison function and stencil operations are set by setting the DepthStencilState.
- */
- void setStencilRefValue(UINT32 refValue);
- /************************************************************************/
- /* UTILITY METHODS */
- /************************************************************************/
- /**
- * @brief Recalculates actual viewport dimensions based on currently
- * set viewport normalized dimensions and render target and applies
- * them for further rendering.
- */
- void applyViewport();
- /**
- * @brief Converts the provided matrix m into a representation usable by OpenGL.
- */
- void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
- /**
- * @brief Converts the engine depth/stencil compare function into OpenGL representation.
- */
- GLint convertCompareFunction(CompareFunction func) const;
- /**
- * @brief Convers the engine stencil operation in OpenGL representation. Optionally inverts
- * the operation (increment becomes decrement, etc.).
- */
- GLint convertStencilOp(StencilOperation op, bool invert = false) const;
- /**
- * @brief Checks if there are any OpenGL errors and prints them to the log.
- */
- bool checkForErrors() const;
- private:
- Rect2 mViewportNorm;
- UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
- UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
- UINT32 mStencilReadMask;
- UINT32 mStencilWriteMask;
- UINT32 mStencilRefValue;
- CompareFunction mStencilCompareFront;
- CompareFunction mStencilCompareBack;
- // View matrix to set world against
- Matrix4 mViewMatrix;
- // Last min & mip filtering options, so we can combine them
- FilterOptions mMinFilter;
- FilterOptions mMipFilter;
- // Holds texture type settings for every stage
- UINT32 mNumTextureTypes;
- GLenum* mTextureTypes;
- bool mDepthWrite;
- bool mColorWrite[4];
- GLSupport* mGLSupport;
- bool mGLInitialised;
- GLSLProgramFactory* mGLSLProgramFactory;
- GLSLProgramPipelineManager* mProgramPipelineManager;
- SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
- SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
- SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
- SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
- SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
- const GLSLProgramPipeline* mActivePipeline;
- UINT32 mFragmentTexOffset;
- UINT32 mVertexTexOffset;
- UINT32 mGeometryTexOffset;
- UINT32 mFragmentUBOffset;
- UINT32 mVertexUBOffset;
- UINT32 mGeometryUBOffset;
- UINT32 mHullUBOffset;
- UINT32 mDomainUBOffset;
- UINT32 mComputeUBOffset;
- Vector<SPtr<VertexBufferCore>> mBoundVertexBuffers;
- VertexDeclarationPtr mBoundVertexDeclaration;
- SPtr<IndexBufferCore> mBoundIndexBuffer;
- DrawOperationType mCurrentDrawOperation;
- GLContext* mMainContext;
- GLContext* mCurrentContext;
- bool mDrawCallInProgress;
- UINT16 mActiveTextureUnit;
- };
- }
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