CmDeferredRenderContext.cpp 5.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165
  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(UINT16 texUnit, const SamplerState& samplerState)
  30. {
  31. mCommandQueue->queue(boost::bind(&RenderSystem::setSamplerState, mRenderSystem, 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(UINT16 unit, bool enabled, const TexturePtr& texPtr)
  50. {
  51. mCommandQueue->queue(boost::bind(&RenderSystem::setTexture, mRenderSystem, unit, enabled, texPtr));
  52. }
  53. void DeferredRenderContext::disableTextureUnit(UINT16 texUnit)
  54. {
  55. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnit, mRenderSystem, texUnit));
  56. }
  57. void DeferredRenderContext::disableTextureUnitsFrom(UINT16 texUnit)
  58. {
  59. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnitsFrom, mRenderSystem, texUnit));
  60. }
  61. void DeferredRenderContext::setScissorTest(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  62. {
  63. mCommandQueue->queue(boost::bind(&RenderSystem::setScissorRect, mRenderSystem, left, top, right, bottom));
  64. }
  65. bool DeferredRenderContext::getWaitForVerticalBlank(void) const
  66. {
  67. return mWaitForVerticalBlank;
  68. }
  69. void DeferredRenderContext::setWaitForVerticalBlank(bool enabled)
  70. {
  71. mWaitForVerticalBlank = enabled;
  72. mCommandQueue->queue(boost::bind(&RenderSystem::setWaitForVerticalBlank, mRenderSystem, enabled));
  73. }
  74. void DeferredRenderContext::addClipPlane(const Plane &p)
  75. {
  76. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, p));
  77. }
  78. void DeferredRenderContext::addClipPlane(float A, float B, float C, float D)
  79. {
  80. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, A, B, C, D));
  81. }
  82. void DeferredRenderContext::setClipPlanes(const PlaneList& clipPlanes)
  83. {
  84. mCommandQueue->queue(boost::bind(&RenderSystem::setClipPlanes, mRenderSystem, clipPlanes));
  85. }
  86. void DeferredRenderContext::resetClipPlanes()
  87. {
  88. mCommandQueue->queue(boost::bind(&RenderSystem::resetClipPlanes, mRenderSystem));
  89. }
  90. void DeferredRenderContext::bindGpuProgram(GpuProgramHandle prg)
  91. {
  92. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgram, mRenderSystem, prg));
  93. }
  94. void DeferredRenderContext::unbindGpuProgram(GpuProgramType gptype)
  95. {
  96. mCommandQueue->queue(boost::bind(&RenderSystem::unbindGpuProgram, mRenderSystem, gptype));
  97. }
  98. void DeferredRenderContext::bindGpuProgramParameters(GpuProgramType gptype,
  99. GpuProgramParametersSharedPtr params, UINT16 variabilityMask)
  100. {
  101. GpuProgramParametersSharedPtr paramCopy = GpuProgramParametersSharedPtr(new GpuProgramParameters(*params));
  102. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgramParameters, mRenderSystem, gptype, paramCopy, variabilityMask));
  103. }
  104. void DeferredRenderContext::bindGpuParams(GpuProgramType gptype, GpuParamsPtr params)
  105. {
  106. GpuParamsPtr paramCopy = params->clone();
  107. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuParams, mRenderSystem, gptype, paramCopy));
  108. }
  109. void DeferredRenderContext::setRenderTarget(RenderTarget* target)
  110. {
  111. mCommandQueue->queue(boost::bind(&RenderSystem::setRenderTarget, mRenderSystem, target));
  112. }
  113. void DeferredRenderContext::clearFrameBuffer(unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  114. {
  115. mCommandQueue->queue(boost::bind(&RenderSystem::clearFrameBuffer, mRenderSystem, buffers, color, depth, stencil));
  116. }
  117. void DeferredRenderContext::beginFrame()
  118. {
  119. mCommandQueue->queue(boost::bind(&RenderSystem::beginFrame, mRenderSystem));
  120. }
  121. void DeferredRenderContext::endFrame()
  122. {
  123. mCommandQueue->queue(boost::bind(&RenderSystem::endFrame, mRenderSystem));
  124. }
  125. void DeferredRenderContext::render(const RenderOperation& op)
  126. {
  127. mCommandQueue->queue(boost::bind(&RenderSystem::render, mRenderSystem, op));
  128. }
  129. void DeferredRenderContext::submitToGpu()
  130. {
  131. vector<CommandQueue::Command>::type* commands = mCommandQueue->flush();
  132. RenderSystem* rs = RenderSystem::instancePtr();
  133. rs->queueCommand(boost::bind(&CommandQueue::playback, mCommandQueue, commands));
  134. }
  135. }