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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org/
- Copyright (c) 2000-2011 Torus Knot Software Ltd
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- -----------------------------------------------------------------------------
- */
- // RenderSystem implementation
- // Note that most of this class is abstract since
- // we cannot know how to implement the behaviour without
- // being aware of the 3D API. However there are a few
- // simple functions which can have a base implementation
- #include "CmRenderSystem.h"
- #include "CmViewport.h"
- #include "CmException.h"
- #include "CmRenderTarget.h"
- #include "CmRenderWindow.h"
- #include "CmHardwarePixelBuffer.h"
- #include "CmHardwareOcclusionQuery.h"
- namespace CamelotEngine {
- static const TexturePtr sNullTexPtr;
- //-----------------------------------------------------------------------
- RenderSystem::RenderSystem()
- : mActiveRenderTarget(0)
- , mActiveViewport(0)
- // This means CULL clockwise vertices, i.e. front of poly is counter-clockwise
- // This makes it the same as OpenGL and other right-handed systems
- , mCullingMode(CULL_CLOCKWISE)
- , mVSync(true)
- , mVSyncInterval(1)
- , mWBuffer(false)
- , mInvertVertexWinding(false)
- , mDisabledTexUnitsFrom(0)
- , mCurrentPassIterationCount(0)
- , mDerivedDepthBias(false)
- , mVertexProgramBound(false)
- , mGeometryProgramBound(false)
- , mFragmentProgramBound(false)
- , mClipPlanesDirty(true)
- , mRealCapabilities(0)
- , mCurrentCapabilities(0)
- , mUseCustomCapabilities(false)
- , mTexProjRelative(false)
- , mTexProjRelativeOrigin(Vector3::ZERO)
- {
- }
- //-----------------------------------------------------------------------
- RenderSystem::~RenderSystem()
- {
- shutdown();
- delete mRealCapabilities;
- mRealCapabilities = 0;
- // Current capabilities managed externally
- mCurrentCapabilities = 0;
- }
- //-----------------------------------------------------------------------
- void RenderSystem::_initRenderTargets(void)
- {
- }
- //-----------------------------------------------------------------------
- void RenderSystem::_updateAllRenderTargets(bool swapBuffers)
- {
- // Update all in order of priority
- // This ensures render-to-texture targets get updated before render windows
- RenderTargetPriorityMap::iterator itarg, itargend;
- itargend = mPrioritisedRenderTargets.end();
- for( itarg = mPrioritisedRenderTargets.begin(); itarg != itargend; ++itarg )
- {
- if( itarg->second->isActive())
- itarg->second->update(swapBuffers);
- }
- }
- //-----------------------------------------------------------------------
- void RenderSystem::_swapAllRenderTargetBuffers(bool waitForVSync)
- {
- // Update all in order of priority
- // This ensures render-to-texture targets get updated before render windows
- RenderTargetPriorityMap::iterator itarg, itargend;
- itargend = mPrioritisedRenderTargets.end();
- for( itarg = mPrioritisedRenderTargets.begin(); itarg != itargend; ++itarg )
- {
- if( itarg->second->isActive())
- itarg->second->swapBuffers(waitForVSync);
- }
- }
- //-----------------------------------------------------------------------
- RenderWindow* RenderSystem::_initialise(bool autoCreateWindow, const String& windowTitle)
- {
- // Have I been registered by call to Root::setRenderSystem?
- /** Don't do this anymore, just allow via Root
- RenderSystem* regPtr = Root::getSingleton().getRenderSystem();
- if (!regPtr || regPtr != this)
- // Register self - library user has come to me direct
- Root::getSingleton().setRenderSystem(this);
- */
- // Subclasses should take it from here
- // They should ALL call this superclass method from
- // their own initialise() implementations.
-
- mVertexProgramBound = false;
- mGeometryProgramBound = false;
- mFragmentProgramBound = false;
- return 0;
- }
- //---------------------------------------------------------------------------------------------
- void RenderSystem::useCustomRenderSystemCapabilities(RenderSystemCapabilities* capabilities)
- {
- if (mRealCapabilities != 0)
- {
- CM_EXCEPT(InternalErrorException,
- "Custom render capabilities must be set before the RenderSystem is initialised.");
- }
- mCurrentCapabilities = capabilities;
- mUseCustomCapabilities = true;
- }
- //---------------------------------------------------------------------------------------------
- bool RenderSystem::_createRenderWindows(const RenderWindowDescriptionList& renderWindowDescriptions,
- RenderWindowList& createdWindows)
- {
- unsigned int fullscreenWindowsCount = 0;
- // Grab some information and avoid duplicate render windows.
- for (unsigned int nWindow=0; nWindow < renderWindowDescriptions.size(); ++nWindow)
- {
- const RenderWindowDescription* curDesc = &renderWindowDescriptions[nWindow];
- // Count full screen windows.
- if (curDesc->useFullScreen)
- fullscreenWindowsCount++;
- bool renderWindowFound = false;
- if (mRenderTargets.find(curDesc->name) != mRenderTargets.end())
- renderWindowFound = true;
- else
- {
- for (unsigned int nSecWindow = nWindow + 1 ; nSecWindow < renderWindowDescriptions.size(); ++nSecWindow)
- {
- if (curDesc->name == renderWindowDescriptions[nSecWindow].name)
- {
- renderWindowFound = true;
- break;
- }
- }
- }
- // Make sure we don't already have a render target of the
- // same name as the one supplied
- if(renderWindowFound)
- {
- String msg;
- msg = "A render target of the same name '" + String(curDesc->name) + "' already "
- "exists. You cannot create a new window with this name.";
- CM_EXCEPT(InternalErrorException, msg);
- }
- }
-
- // Case we have to create some full screen rendering windows.
- if (fullscreenWindowsCount > 0)
- {
- // Can not mix full screen and windowed rendering windows.
- if (fullscreenWindowsCount != renderWindowDescriptions.size())
- {
- CM_EXCEPT(InvalidParametersException,
- "Can not create mix of full screen and windowed rendering windows");
- }
- }
- return true;
- }
- //---------------------------------------------------------------------------------------------
- void RenderSystem::destroyRenderWindow(const String& name)
- {
- destroyRenderTarget(name);
- }
- //---------------------------------------------------------------------------------------------
- void RenderSystem::destroyRenderTexture(const String& name)
- {
- destroyRenderTarget(name);
- }
- //---------------------------------------------------------------------------------------------
- void RenderSystem::destroyRenderTarget(const String& name)
- {
- RenderTarget* rt = detachRenderTarget(name);
- delete rt;
- }
- //---------------------------------------------------------------------------------------------
- void RenderSystem::attachRenderTarget( RenderTarget &target )
- {
- assert( target.getPriority() < OGRE_NUM_RENDERTARGET_GROUPS );
- mRenderTargets.insert( RenderTargetMap::value_type( target.getName(), &target ) );
- mPrioritisedRenderTargets.insert(
- RenderTargetPriorityMap::value_type(target.getPriority(), &target ));
- }
- //---------------------------------------------------------------------------------------------
- RenderTarget * RenderSystem::getRenderTarget( const String &name )
- {
- RenderTargetMap::iterator it = mRenderTargets.find( name );
- RenderTarget *ret = NULL;
- if( it != mRenderTargets.end() )
- {
- ret = it->second;
- }
- return ret;
- }
- //---------------------------------------------------------------------------------------------
- RenderTarget * RenderSystem::detachRenderTarget( const String &name )
- {
- RenderTargetMap::iterator it = mRenderTargets.find( name );
- RenderTarget *ret = NULL;
- if( it != mRenderTargets.end() )
- {
- ret = it->second;
-
- /* Remove the render target from the priority groups. */
- RenderTargetPriorityMap::iterator itarg, itargend;
- itargend = mPrioritisedRenderTargets.end();
- for( itarg = mPrioritisedRenderTargets.begin(); itarg != itargend; ++itarg )
- {
- if( itarg->second == ret ) {
- mPrioritisedRenderTargets.erase( itarg );
- break;
- }
- }
- mRenderTargets.erase( it );
- }
- /// If detached render target is the active render target, reset active render target
- if(ret == mActiveRenderTarget)
- mActiveRenderTarget = 0;
- return ret;
- }
- //-----------------------------------------------------------------------
- Viewport* RenderSystem::_getViewport(void)
- {
- return mActiveViewport;
- }
- //-----------------------------------------------------------------------
- void RenderSystem::_setTextureUnitSettings(size_t texUnit, const TexturePtr& tex, TextureState& tl)
- {
- // This method is only ever called to set a texture unit to valid details
- // The method _disableTextureUnit is called to turn a unit off
- // Vertex texture binding?
- if (mCurrentCapabilities->hasCapability(RSC_VERTEX_TEXTURE_FETCH) &&
- !mCurrentCapabilities->getVertexTextureUnitsShared())
- {
- if (tl.getBindingType() == TextureState::BT_VERTEX)
- {
- // Bind vertex texture
- _setVertexTexture(texUnit, tex);
- // bind nothing to fragment unit (hardware isn't shared but fragment
- // unit can't be using the same index
- _setTexture(texUnit, true, sNullTexPtr);
- }
- else
- {
- // vice versa
- _setVertexTexture(texUnit, sNullTexPtr);
- _setTexture(texUnit, true, tex);
- }
- }
- else
- {
- // Shared vertex / fragment textures or no vertex texture support
- // Bind texture (may be blank)
- _setTexture(texUnit, true, tex);
- }
- // Set texture layer filtering
- _setTextureUnitFiltering(texUnit,
- tl.getTextureFiltering(FT_MIN),
- tl.getTextureFiltering(FT_MAG),
- tl.getTextureFiltering(FT_MIP));
- // Set texture layer filtering
- _setTextureLayerAnisotropy(texUnit, tl.getTextureAnisotropy());
- // Set mipmap biasing
- _setTextureMipmapBias(texUnit, tl.getTextureMipmapBias());
- // Texture addressing mode
- const TextureState::UVWAddressingMode& uvw = tl.getTextureAddressingMode();
- _setTextureAddressingMode(texUnit, uvw);
- }
- //-----------------------------------------------------------------------
- void RenderSystem::_setVertexTexture(size_t unit, const TexturePtr& tex)
- {
- CM_EXCEPT(NotImplementedException,
- "This rendersystem does not support separate vertex texture samplers, "
- "you should use the regular texture samplers which are shared between "
- "the vertex and fragment units.");
- }
- //-----------------------------------------------------------------------
- void RenderSystem::_disableTextureUnit(size_t texUnit)
- {
- _setTexture(texUnit, false, sNullTexPtr);
- }
- //---------------------------------------------------------------------
- void RenderSystem::_disableTextureUnitsFrom(size_t texUnit)
- {
- size_t disableTo = CM_MAX_TEXTURE_LAYERS;
- if (disableTo > mDisabledTexUnitsFrom)
- disableTo = mDisabledTexUnitsFrom;
- mDisabledTexUnitsFrom = texUnit;
- for (size_t i = texUnit; i < disableTo; ++i)
- {
- _disableTextureUnit(i);
- }
- }
- //-----------------------------------------------------------------------
- void RenderSystem::_setTextureUnitFiltering(size_t unit, FilterOptions minFilter,
- FilterOptions magFilter, FilterOptions mipFilter)
- {
- _setTextureUnitFiltering(unit, FT_MIN, minFilter);
- _setTextureUnitFiltering(unit, FT_MAG, magFilter);
- _setTextureUnitFiltering(unit, FT_MIP, mipFilter);
- }
- //-----------------------------------------------------------------------
- CullingMode RenderSystem::_getCullingMode(void) const
- {
- return mCullingMode;
- }
- //-----------------------------------------------------------------------
- bool RenderSystem::getWaitForVerticalBlank(void) const
- {
- return mVSync;
- }
- //-----------------------------------------------------------------------
- void RenderSystem::setWaitForVerticalBlank(bool enabled)
- {
- mVSync = enabled;
- }
- bool RenderSystem::getWBufferEnabled(void) const
- {
- return mWBuffer;
- }
- //-----------------------------------------------------------------------
- void RenderSystem::setWBufferEnabled(bool enabled)
- {
- mWBuffer = enabled;
- }
- //-----------------------------------------------------------------------
- void RenderSystem::shutdown(void)
- {
- // Remove occlusion queries
- for (HardwareOcclusionQueryList::iterator i = mHwOcclusionQueries.begin();
- i != mHwOcclusionQueries.end(); ++i)
- {
- delete *i;
- }
- mHwOcclusionQueries.clear();
- // Remove all the render targets.
- // (destroy primary target last since others may depend on it)
- RenderTarget* primary = 0;
- for (RenderTargetMap::iterator it = mRenderTargets.begin(); it != mRenderTargets.end(); ++it)
- {
- if (!primary && it->second->isPrimary())
- primary = it->second;
- else
- delete it->second;
- }
- delete primary;
- mRenderTargets.clear();
- mPrioritisedRenderTargets.clear();
- }
- //-----------------------------------------------------------------------
- void RenderSystem::_beginGeometryCount(void)
- {
- mBatchCount = mFaceCount = mVertexCount = 0;
- }
- //-----------------------------------------------------------------------
- unsigned int RenderSystem::_getFaceCount(void) const
- {
- return static_cast< unsigned int >( mFaceCount );
- }
- //-----------------------------------------------------------------------
- unsigned int RenderSystem::_getBatchCount(void) const
- {
- return static_cast< unsigned int >( mBatchCount );
- }
- //-----------------------------------------------------------------------
- unsigned int RenderSystem::_getVertexCount(void) const
- {
- return static_cast< unsigned int >( mVertexCount );
- }
- //-----------------------------------------------------------------------
- void RenderSystem::convertColourValue(const Color& colour, UINT32* pDest)
- {
- *pDest = VertexElement::convertColourValue(colour, getColourVertexElementType());
- }
- //-----------------------------------------------------------------------
- void RenderSystem::_setWorldMatrices(const Matrix4* m, unsigned short count)
- {
- // Do nothing with these matrices here, it never used for now,
- // derived class should take care with them if required.
- // Set hardware matrix to nothing
- _setWorldMatrix(Matrix4::IDENTITY);
- }
- //-----------------------------------------------------------------------
- void RenderSystem::_render(const RenderOperation& op)
- {
- // Update stats
- size_t val;
- if (op.useIndexes)
- val = op.indexData->indexCount;
- else
- val = op.vertexData->vertexCount;
- // account for a pass having multiple iterations
- if (mCurrentPassIterationCount > 1)
- val *= mCurrentPassIterationCount;
- mCurrentPassIterationNum = 0;
- switch(op.operationType)
- {
- case RenderOperation::OT_TRIANGLE_LIST:
- mFaceCount += val / 3;
- break;
- case RenderOperation::OT_TRIANGLE_STRIP:
- case RenderOperation::OT_TRIANGLE_FAN:
- mFaceCount += val - 2;
- break;
- case RenderOperation::OT_POINT_LIST:
- case RenderOperation::OT_LINE_LIST:
- case RenderOperation::OT_LINE_STRIP:
- break;
- }
- mVertexCount += op.vertexData->vertexCount;
- mBatchCount += mCurrentPassIterationCount;
- // sort out clip planes
- // have to do it here in case of matrix issues
- if (mClipPlanesDirty)
- {
- setClipPlanesImpl(mClipPlanes);
- mClipPlanesDirty = false;
- }
- }
- //-----------------------------------------------------------------------
- void RenderSystem::setInvertVertexWinding(bool invert)
- {
- mInvertVertexWinding = invert;
- }
- //-----------------------------------------------------------------------
- bool RenderSystem::getInvertVertexWinding(void) const
- {
- return mInvertVertexWinding;
- }
- //---------------------------------------------------------------------
- void RenderSystem::addClipPlane (const Plane &p)
- {
- mClipPlanes.push_back(p);
- mClipPlanesDirty = true;
- }
- //---------------------------------------------------------------------
- void RenderSystem::addClipPlane (float A, float B, float C, float D)
- {
- addClipPlane(Plane(A, B, C, D));
- }
- //---------------------------------------------------------------------
- void RenderSystem::setClipPlanes(const PlaneList& clipPlanes)
- {
- if (clipPlanes != mClipPlanes)
- {
- mClipPlanes = clipPlanes;
- mClipPlanesDirty = true;
- }
- }
- //---------------------------------------------------------------------
- void RenderSystem::resetClipPlanes()
- {
- if (!mClipPlanes.empty())
- {
- mClipPlanes.clear();
- mClipPlanesDirty = true;
- }
- }
- //-----------------------------------------------------------------------
- void RenderSystem::_notifyCameraRemoved(const Camera* cam)
- {
- // TODO PORT - Not used in the port. Should probably be removed
- }
- //---------------------------------------------------------------------
- bool RenderSystem::updatePassIterationRenderState(void)
- {
- if (mCurrentPassIterationCount <= 1)
- return false;
- --mCurrentPassIterationCount;
- ++mCurrentPassIterationNum;
- if (mActiveVertexGpuProgramParameters != nullptr)
- {
- mActiveVertexGpuProgramParameters->incPassIterationNumber();
- bindGpuProgramPassIterationParameters(GPT_VERTEX_PROGRAM);
- }
- if (mActiveGeometryGpuProgramParameters != nullptr)
- {
- mActiveGeometryGpuProgramParameters->incPassIterationNumber();
- bindGpuProgramPassIterationParameters(GPT_GEOMETRY_PROGRAM);
- }
- if (mActiveFragmentGpuProgramParameters != nullptr)
- {
- mActiveFragmentGpuProgramParameters->incPassIterationNumber();
- bindGpuProgramPassIterationParameters(GPT_FRAGMENT_PROGRAM);
- }
- return true;
- }
- //-----------------------------------------------------------------------
- void RenderSystem::addListener(Listener* l)
- {
- mEventListeners.push_back(l);
- }
- //-----------------------------------------------------------------------
- void RenderSystem::removeListener(Listener* l)
- {
- mEventListeners.remove(l);
- }
- //-----------------------------------------------------------------------
- void RenderSystem::fireEvent(const String& name, const NameValuePairList* params)
- {
- for(ListenerList::iterator i = mEventListeners.begin();
- i != mEventListeners.end(); ++i)
- {
- (*i)->eventOccurred(name, params);
- }
- }
- //-----------------------------------------------------------------------
- void RenderSystem::destroyHardwareOcclusionQuery( HardwareOcclusionQuery *hq)
- {
- HardwareOcclusionQueryList::iterator i =
- std::find(mHwOcclusionQueries.begin(), mHwOcclusionQueries.end(), hq);
- if (i != mHwOcclusionQueries.end())
- {
- mHwOcclusionQueries.erase(i);
- delete hq;
- }
- }
- //-----------------------------------------------------------------------
- void RenderSystem::bindGpuProgram(GpuProgram* prg)
- {
- switch(prg->getType())
- {
- case GPT_VERTEX_PROGRAM:
- // mark clip planes dirty if changed (programmable can change space)
- if (!mVertexProgramBound && !mClipPlanes.empty())
- mClipPlanesDirty = true;
- mVertexProgramBound = true;
- break;
- case GPT_GEOMETRY_PROGRAM:
- mGeometryProgramBound = true;
- break;
- case GPT_FRAGMENT_PROGRAM:
- mFragmentProgramBound = true;
- break;
- }
- }
- //-----------------------------------------------------------------------
- void RenderSystem::unbindGpuProgram(GpuProgramType gptype)
- {
- switch(gptype)
- {
- case GPT_VERTEX_PROGRAM:
- // mark clip planes dirty if changed (programmable can change space)
- if (mVertexProgramBound && !mClipPlanes.empty())
- mClipPlanesDirty = true;
- mVertexProgramBound = false;
- break;
- case GPT_GEOMETRY_PROGRAM:
- mGeometryProgramBound = false;
- break;
- case GPT_FRAGMENT_PROGRAM:
- mFragmentProgramBound = false;
- break;
- }
- }
- //-----------------------------------------------------------------------
- bool RenderSystem::isGpuProgramBound(GpuProgramType gptype)
- {
- switch(gptype)
- {
- case GPT_VERTEX_PROGRAM:
- return mVertexProgramBound;
- case GPT_GEOMETRY_PROGRAM:
- return mGeometryProgramBound;
- case GPT_FRAGMENT_PROGRAM:
- return mFragmentProgramBound;
- }
- // Make compiler happy
- return false;
- }
- //---------------------------------------------------------------------
- void RenderSystem::_setTextureProjectionRelativeTo(bool enabled, const Vector3& pos)
- {
- mTexProjRelative = enabled;
- mTexProjRelativeOrigin = pos;
- }
- //---------------------------------------------------------------------
- RenderSystem::RenderSystemContext* RenderSystem::_pauseFrame(void)
- {
- _endFrame();
- return new RenderSystem::RenderSystemContext;
- }
- //---------------------------------------------------------------------
- void RenderSystem::_resumeFrame(RenderSystemContext* context)
- {
- _beginFrame();
- delete context;
- }
- }
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