BsGLRenderSystem.cpp 56 KB

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  1. #include "BsGLRenderSystem.h"
  2. #include "BsRenderSystem.h"
  3. #include "BsGLTextureManager.h"
  4. #include "BsGLVertexBuffer.h"
  5. #include "BsGLIndexBuffer.h"
  6. #include "BsGLUtil.h"
  7. #include "BsGLSLGpuProgram.h"
  8. #include "BsException.h"
  9. #include "BsGLOcclusionQuery.h"
  10. #include "BsGLContext.h"
  11. #include "BsGLSupport.h"
  12. #include "BsAsyncOp.h"
  13. #include "BsBlendState.h"
  14. #include "BsRasterizerState.h"
  15. #include "BsDepthStencilState.h"
  16. #include "BsGLRenderTexture.h"
  17. #include "BsGLRenderWindowManager.h"
  18. #include "BsGLSLProgramPipelineManager.h"
  19. #include "BsGLVertexArrayObjectManager.h"
  20. #include "BsRenderStateManager.h"
  21. #include "BsGpuParams.h"
  22. #include "BsGLGpuParamBlockBuffer.h"
  23. #include "BsCoreThread.h"
  24. #include "BsGLQueryManager.h"
  25. #include "BsDebug.h"
  26. #include "BsRenderStats.h"
  27. namespace BansheeEngine
  28. {
  29. String MODULE_NAME = "BansheeGLRenderSystem.dll";
  30. void __stdcall 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 = bs_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. mVideoModeInfo = mGLSupport->getVideoModeInfo();
  90. RenderWindowManager::startUp<GLRenderWindowManager>(this);
  91. RenderStateManager::startUp();
  92. QueryManager::startUp<GLQueryManager>();
  93. // Initialize a window so we have something to create a GL context with
  94. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  95. // Get the context from the window and finish initialization
  96. GLContext *context = nullptr;
  97. primaryWindow->getCustomAttribute("GLCONTEXT", &context);
  98. // Set main and current context
  99. mMainContext = context;
  100. mCurrentContext = mMainContext;
  101. // Set primary context as active
  102. if (mCurrentContext)
  103. mCurrentContext->setCurrent();
  104. checkForErrors();
  105. // Setup GLSupport
  106. mGLSupport->initializeExtensions();
  107. checkForErrors();
  108. Vector<BansheeEngine::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
  109. if (!tokens.empty())
  110. {
  111. mDriverVersion.major = parseInt(tokens[0]);
  112. if (tokens.size() > 1)
  113. mDriverVersion.minor = parseInt(tokens[1]);
  114. if (tokens.size() > 2)
  115. mDriverVersion.release = parseInt(tokens[2]);
  116. }
  117. mDriverVersion.build = 0;
  118. mCurrentCapabilities = createRenderSystemCapabilities();
  119. initFromCaps(mCurrentCapabilities);
  120. GLVertexArrayObjectManager::startUp();
  121. mGLInitialised = true;
  122. RenderSystem::initialize_internal(asyncOp);
  123. asyncOp._completeOperation(primaryWindow);
  124. }
  125. void GLRenderSystem::destroy_internal()
  126. {
  127. RenderSystem::destroy_internal();
  128. GLVertexArrayObjectManager::shutDown();
  129. // Deleting the GLSL program factory
  130. if (mGLSLProgramFactory)
  131. {
  132. // Remove from manager safely
  133. GpuProgramManager::instance().removeFactory(mGLSLProgramFactory);
  134. bs_delete(mGLSLProgramFactory);
  135. mGLSLProgramFactory = nullptr;
  136. }
  137. // Deleting the hardware buffer manager. Has to be done before the mGLSupport->stop().
  138. HardwareBufferManager::shutDown();
  139. GLRTTManager::shutDown();
  140. mBoundVertexBuffers.clear();
  141. mBoundVertexDeclaration = nullptr;
  142. mBoundIndexBuffer = nullptr;
  143. mCurrentVertexProgram = nullptr;
  144. mCurrentFragmentProgram = nullptr;
  145. mCurrentGeometryProgram = nullptr;
  146. mCurrentHullProgram = nullptr;
  147. mCurrentDomainProgram = nullptr;
  148. mGLSupport->stop();
  149. TextureManager::shutDown();
  150. QueryManager::shutDown();
  151. RenderWindowManager::shutDown();
  152. RenderStateManager::shutDown();
  153. mGLInitialised = false;
  154. if(mProgramPipelineManager != nullptr)
  155. bs_delete(mProgramPipelineManager);
  156. if(mGLSupport)
  157. bs_delete(mGLSupport);
  158. if(mTextureTypes != nullptr)
  159. bs_deleteN(mTextureTypes, mNumTextureTypes);
  160. }
  161. void GLRenderSystem::bindGpuProgram(HGpuProgram prg)
  162. {
  163. THROW_IF_NOT_CORE_THREAD;
  164. GLSLGpuProgramPtr glprg = std::static_pointer_cast<GLSLGpuProgram>(prg->getThisPtr());
  165. switch (glprg->getType())
  166. {
  167. case GPT_VERTEX_PROGRAM:
  168. mCurrentVertexProgram = glprg;
  169. break;
  170. case GPT_FRAGMENT_PROGRAM:
  171. mCurrentFragmentProgram = glprg;
  172. break;
  173. case GPT_GEOMETRY_PROGRAM:
  174. mCurrentGeometryProgram = glprg;
  175. break;
  176. case GPT_DOMAIN_PROGRAM:
  177. mCurrentDomainProgram = glprg;
  178. break;
  179. case GPT_HULL_PROGRAM:
  180. mCurrentHullProgram = glprg;
  181. break;
  182. }
  183. RenderSystem::bindGpuProgram(prg);
  184. }
  185. void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype)
  186. {
  187. THROW_IF_NOT_CORE_THREAD;
  188. setActiveProgram(gptype, nullptr);
  189. RenderSystem::unbindGpuProgram(gptype);
  190. }
  191. void GLRenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  192. {
  193. THROW_IF_NOT_CORE_THREAD;
  194. bindableParams->updateHardwareBuffers();
  195. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  196. GLSLGpuProgramPtr activeProgram = getActiveProgram(gptype);
  197. GLuint glProgram = activeProgram->getGLHandle();
  198. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  199. {
  200. HTexture texture = bindableParams->getTexture(iter->second.slot);
  201. if(!texture.isLoaded())
  202. setTexture(gptype, iter->second.slot, false, nullptr);
  203. else
  204. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  205. }
  206. UINT32 texUnit = 0;
  207. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  208. {
  209. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  210. if(samplerState == nullptr)
  211. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  212. else
  213. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  214. glProgramUniform1i(glProgram, iter->second.slot, getGLTextureUnit(gptype, texUnit));
  215. texUnit++;
  216. }
  217. UINT8* uniformBufferData = nullptr;
  218. UINT32 blockBinding = 0;
  219. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  220. {
  221. GpuParamBlockBufferPtr paramBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  222. if(paramBlockBuffer == nullptr)
  223. continue;
  224. if(iter->second.slot == 0)
  225. {
  226. // 0 means uniforms are not in block, in which case we handle it specially
  227. if (uniformBufferData == nullptr && paramBlockBuffer->getSize() > 0)
  228. {
  229. uniformBufferData = (UINT8*)bs_alloc<ScratchAlloc>(paramBlockBuffer->getSize());
  230. paramBlockBuffer->readData(uniformBufferData);
  231. }
  232. continue;
  233. }
  234. const GLGpuParamBlockBuffer* glParamBlockBuffer = static_cast<const GLGpuParamBlockBuffer*>(paramBlockBuffer.get());
  235. UINT32 globalBlockBinding = getGLUniformBlockBinding(gptype, blockBinding);
  236. glUniformBlockBinding(glProgram, iter->second.slot - 1, globalBlockBinding);
  237. glBindBufferRange(GL_UNIFORM_BUFFER, globalBlockBinding, glParamBlockBuffer->getGLHandle(), 0, glParamBlockBuffer->getSize());
  238. blockBinding++;
  239. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  240. }
  241. bool hasBoundAtLeastOne = false;
  242. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  243. {
  244. const GpuParamDataDesc& paramDesc = iter->second;
  245. if(paramDesc.paramBlockSlot != 0) // 0 means uniforms are not in a block
  246. continue;
  247. const UINT8* ptrData = uniformBufferData + paramDesc.cpuMemOffset * sizeof(UINT32);
  248. hasBoundAtLeastOne = true;
  249. switch(paramDesc.type)
  250. {
  251. case GPDT_FLOAT1:
  252. glProgramUniform1fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  253. break;
  254. case GPDT_FLOAT2:
  255. glProgramUniform2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  256. break;
  257. case GPDT_FLOAT3:
  258. glProgramUniform3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  259. break;
  260. case GPDT_FLOAT4:
  261. glProgramUniform4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  262. break;
  263. case GPDT_MATRIX_2X2:
  264. glProgramUniformMatrix2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  265. GL_FALSE, (GLfloat*)ptrData);
  266. break;
  267. case GPDT_MATRIX_2X3:
  268. glProgramUniformMatrix2x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  269. GL_FALSE, (GLfloat*)ptrData);
  270. break;
  271. case GPDT_MATRIX_2X4:
  272. glProgramUniformMatrix2x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  273. GL_FALSE, (GLfloat*)ptrData);
  274. break;
  275. case GPDT_MATRIX_3X2:
  276. glProgramUniformMatrix3x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  277. GL_FALSE, (GLfloat*)ptrData);
  278. break;
  279. case GPDT_MATRIX_3X3:
  280. glProgramUniformMatrix3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  281. GL_FALSE, (GLfloat*)ptrData);
  282. break;
  283. case GPDT_MATRIX_3X4:
  284. glProgramUniformMatrix3x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  285. GL_FALSE, (GLfloat*)ptrData);
  286. break;
  287. case GPDT_MATRIX_4X2:
  288. glProgramUniformMatrix4x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  289. GL_FALSE, (GLfloat*)ptrData);
  290. break;
  291. case GPDT_MATRIX_4X3:
  292. glProgramUniformMatrix4x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  293. GL_FALSE, (GLfloat*)ptrData);
  294. break;
  295. case GPDT_MATRIX_4X4:
  296. glProgramUniformMatrix4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  297. GL_FALSE, (GLfloat*)ptrData);
  298. break;
  299. case GPDT_INT1:
  300. glProgramUniform1iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  301. break;
  302. case GPDT_INT2:
  303. glProgramUniform2iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  304. break;
  305. case GPDT_INT3:
  306. glProgramUniform3iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  307. break;
  308. case GPDT_INT4:
  309. glProgramUniform4iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  310. break;
  311. case GPDT_BOOL:
  312. glProgramUniform1uiv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLuint*)ptrData);
  313. break;
  314. case GPDT_UNKNOWN:
  315. break;
  316. }
  317. }
  318. if (hasBoundAtLeastOne)
  319. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  320. if(uniformBufferData != nullptr)
  321. {
  322. bs_free<ScratchAlloc>(uniformBufferData);
  323. }
  324. }
  325. void GLRenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  326. {
  327. THROW_IF_NOT_CORE_THREAD;
  328. unit = getGLTextureUnit(gptype, unit);
  329. GLTexturePtr tex = std::static_pointer_cast<GLTexture>(texPtr);
  330. GLenum lastTextureType = mTextureTypes[unit];
  331. if (!activateGLTextureUnit(unit))
  332. return;
  333. if (enabled && tex)
  334. {
  335. mTextureTypes[unit] = tex->getGLTextureTarget();
  336. glBindTexture(mTextureTypes[unit], tex->getGLID());
  337. }
  338. else
  339. {
  340. // TODO - This doesn't actually disable all textures set on this image unit, only the 2D ones
  341. // - If a non-2D sampler is used, the texture will still be displayed
  342. glBindTexture(GL_TEXTURE_2D, 0);
  343. }
  344. activateGLTextureUnit(0);
  345. BS_INC_RENDER_STAT(NumTextureBinds);
  346. }
  347. void GLRenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  348. {
  349. THROW_IF_NOT_CORE_THREAD;
  350. unit = getGLTextureUnit(gptype, unit);
  351. // Set texture layer filtering
  352. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  353. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  354. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  355. // Set texture anisotropy
  356. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  357. // Set mipmap biasing
  358. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  359. // Texture addressing mode
  360. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  361. setTextureAddressingMode(unit, uvw);
  362. // Set border color
  363. setTextureBorderColor(unit, state->getBorderColor());
  364. BS_INC_RENDER_STAT(NumSamplerBinds);
  365. }
  366. void GLRenderSystem::setBlendState(const BlendStatePtr& blendState)
  367. {
  368. THROW_IF_NOT_CORE_THREAD;
  369. // Alpha to coverage
  370. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  371. // Blend states
  372. // OpenGL doesn't allow us to specify blend state per render target, so we just use the first one.
  373. if(blendState->getBlendEnabled(0))
  374. {
  375. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0),
  376. blendState->getAlphaDstBlend(0), blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  377. }
  378. else
  379. {
  380. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  381. }
  382. // Color write mask
  383. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  384. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  385. BS_INC_RENDER_STAT(NumBlendStateChanges);
  386. }
  387. void GLRenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  388. {
  389. THROW_IF_NOT_CORE_THREAD;
  390. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  391. setCullingMode(rasterizerState->getCullMode());
  392. setPolygonMode(rasterizerState->getPolygonMode());
  393. setScissorTestEnable(rasterizerState->getScissorEnable());
  394. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  395. }
  396. void GLRenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  397. {
  398. THROW_IF_NOT_CORE_THREAD;
  399. // Set stencil buffer options
  400. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  401. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  402. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), depthStencilState->getStencilReadMask(), true);
  403. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  404. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), depthStencilState->getStencilReadMask(), false);
  405. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  406. // Set depth buffer options
  407. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  408. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  409. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  410. // Set stencil ref value
  411. setStencilRefValue(stencilRefValue);
  412. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  413. }
  414. void GLRenderSystem::setViewport(Viewport vp)
  415. {
  416. THROW_IF_NOT_CORE_THREAD;
  417. RenderTargetPtr target;
  418. target = vp.getTarget();
  419. setRenderTarget(target);
  420. // Calculate the "lower-left" corner of the viewport
  421. mViewportWidth = vp.getWidth();
  422. mViewportHeight = vp.getHeight();
  423. mViewportLeft = vp.getX();
  424. mViewportTop = vp.getY();
  425. if (!target->requiresTextureFlipping())
  426. {
  427. // Convert "upper-left" corner to "lower-left"
  428. mViewportTop = target->getHeight() - mViewportHeight - mViewportTop;
  429. }
  430. glViewport(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  431. // Configure the viewport clipping
  432. glScissor(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  433. }
  434. void GLRenderSystem::setRenderTarget(RenderTargetPtr target)
  435. {
  436. THROW_IF_NOT_CORE_THREAD;
  437. mActiveRenderTarget = target;
  438. // Switch context if different from current one
  439. GLContext *newContext = 0;
  440. target->getCustomAttribute("GLCONTEXT", &newContext);
  441. if(newContext && mCurrentContext != newContext)
  442. {
  443. switchContext(newContext);
  444. }
  445. GLFrameBufferObject *fbo = 0;
  446. target->getCustomAttribute("FBO", &fbo);
  447. if(fbo)
  448. fbo->bind();
  449. else
  450. // Old style context (window/pbuffer) or copying render texture
  451. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  452. if (GLEW_EXT_framebuffer_sRGB)
  453. {
  454. // Enable / disable sRGB states
  455. if (target->isHwGammaEnabled())
  456. {
  457. glEnable(GL_FRAMEBUFFER_SRGB_EXT);
  458. // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
  459. // enabling, but GL spec says incapable surfaces ignore the setting
  460. // anyway. We test the capability to enable isHardwareGammaEnabled.
  461. }
  462. else
  463. {
  464. glDisable(GL_FRAMEBUFFER_SRGB_EXT);
  465. }
  466. }
  467. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  468. }
  469. void GLRenderSystem::beginFrame()
  470. {
  471. THROW_IF_NOT_CORE_THREAD;
  472. // Activate the viewport clipping
  473. glEnable(GL_SCISSOR_TEST);
  474. }
  475. void GLRenderSystem::endFrame()
  476. {
  477. THROW_IF_NOT_CORE_THREAD;
  478. // Deactivate the viewport clipping.
  479. glDisable(GL_SCISSOR_TEST);
  480. }
  481. void GLRenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  482. {
  483. THROW_IF_NOT_CORE_THREAD;
  484. if ((index + numBuffers) > (UINT32)mBoundVertexBuffers.size())
  485. mBoundVertexBuffers.resize(index + numBuffers);
  486. for(UINT32 i = 0; i < numBuffers; i++)
  487. {
  488. mBoundVertexBuffers[index + i] = buffers[i];
  489. }
  490. }
  491. void GLRenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  492. {
  493. THROW_IF_NOT_CORE_THREAD;
  494. mBoundVertexDeclaration = vertexDeclaration;
  495. }
  496. void GLRenderSystem::setDrawOperation(DrawOperationType op)
  497. {
  498. THROW_IF_NOT_CORE_THREAD;
  499. mCurrentDrawOperation = op;
  500. }
  501. void GLRenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  502. {
  503. THROW_IF_NOT_CORE_THREAD;
  504. mBoundIndexBuffer = buffer;
  505. }
  506. void GLRenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  507. {
  508. // Find the correct type to render
  509. GLint primType = getGLDrawMode();
  510. beginDraw();
  511. glDrawArrays(primType, vertexOffset, vertexCount);
  512. endDraw();
  513. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  514. BS_INC_RENDER_STAT(NumDrawCalls);
  515. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  516. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  517. }
  518. void GLRenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  519. {
  520. if(mBoundIndexBuffer == nullptr)
  521. {
  522. LOGWRN("Cannot draw indexed because index buffer is not set.");
  523. return;
  524. }
  525. // Find the correct type to render
  526. GLint primType = getGLDrawMode();
  527. beginDraw();
  528. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
  529. static_cast<GLIndexBuffer*>(mBoundIndexBuffer.get())->getGLBufferId());
  530. GLenum indexType = (mBoundIndexBuffer->getType() == IndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
  531. glDrawElementsBaseVertex(primType, indexCount, indexType, (GLvoid*)(mBoundIndexBuffer->getIndexSize() * startIndex), vertexOffset);
  532. endDraw();
  533. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  534. BS_INC_RENDER_STAT(NumDrawCalls);
  535. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  536. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  537. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  538. }
  539. void GLRenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  540. {
  541. THROW_IF_NOT_CORE_THREAD;
  542. mScissorTop = top;
  543. mScissorBottom = bottom;
  544. mScissorLeft = left;
  545. mScissorRight = right;
  546. }
  547. void GLRenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  548. {
  549. if(mActiveRenderTarget == nullptr)
  550. return;
  551. RectI clearRect(0, 0, mActiveRenderTarget->getWidth(), mActiveRenderTarget->getHeight());
  552. clearArea(buffers, color, depth, stencil, clearRect);
  553. }
  554. void GLRenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  555. {
  556. RectI clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  557. clearArea(buffers, color, depth, stencil, clearRect);
  558. }
  559. void GLRenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const RectI& clearRect)
  560. {
  561. THROW_IF_NOT_CORE_THREAD;
  562. if(mActiveRenderTarget == nullptr)
  563. return;
  564. bool colorMask = !mColorWrite[0] || !mColorWrite[1]
  565. || !mColorWrite[2] || !mColorWrite[3];
  566. GLbitfield flags = 0;
  567. if (buffers & FBT_COLOR)
  568. {
  569. flags |= GL_COLOR_BUFFER_BIT;
  570. // Enable buffer for writing if it isn't
  571. if (colorMask)
  572. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  573. glClearColor(color.r, color.g, color.b, color.a);
  574. }
  575. if (buffers & FBT_DEPTH)
  576. {
  577. flags |= GL_DEPTH_BUFFER_BIT;
  578. // Enable buffer for writing if it isn't
  579. if (!mDepthWrite)
  580. glDepthMask(GL_TRUE);
  581. glClearDepth(depth);
  582. }
  583. if (buffers & FBT_STENCIL)
  584. {
  585. flags |= GL_STENCIL_BUFFER_BIT;
  586. // Enable buffer for writing if it isn't
  587. glStencilMask(0xFFFFFFFF);
  588. glClearStencil(stencil);
  589. }
  590. // Disable scissor test as we want to clear the entire render surface
  591. GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
  592. UINT32 oldScissorTop = mScissorTop;
  593. UINT32 oldScissorBottom = mScissorBottom;
  594. UINT32 oldScissorLeft = mScissorLeft;
  595. UINT32 oldScissorRight = mScissorRight;
  596. if (scissorTestEnabled)
  597. {
  598. glDisable(GL_SCISSOR_TEST);
  599. }
  600. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  601. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == mActiveRenderTarget->getWidth() && clearRect.height == mActiveRenderTarget->getHeight());
  602. if(!clearEntireTarget)
  603. {
  604. setScissorRect(clearRect.x, clearRect.y, clearRect.x + clearRect.width, clearRect.y + clearRect.height);
  605. setScissorTestEnable(true);
  606. }
  607. // Clear buffers
  608. glClear(flags);
  609. if(!clearEntireTarget)
  610. {
  611. setScissorTestEnable(false);
  612. }
  613. // Restore scissor test
  614. if (scissorTestEnabled)
  615. {
  616. glEnable(GL_SCISSOR_TEST);
  617. mScissorTop = oldScissorTop;
  618. mScissorBottom = oldScissorBottom;
  619. mScissorLeft = oldScissorLeft;
  620. mScissorRight = oldScissorRight;
  621. }
  622. // Reset buffer write state
  623. if (!mDepthWrite && (buffers & FBT_DEPTH))
  624. {
  625. glDepthMask( GL_FALSE );
  626. }
  627. if (colorMask && (buffers & FBT_COLOR))
  628. {
  629. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  630. }
  631. if (buffers & FBT_STENCIL)
  632. {
  633. glStencilMask(mStencilWriteMask);
  634. }
  635. BS_INC_RENDER_STAT(NumClears);
  636. }
  637. /************************************************************************/
  638. /* PRIVATE */
  639. /************************************************************************/
  640. void GLRenderSystem::setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw)
  641. {
  642. if (!activateGLTextureUnit(stage))
  643. return;
  644. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S,
  645. getTextureAddressingMode(uvw.u));
  646. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T,
  647. getTextureAddressingMode(uvw.v));
  648. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R,
  649. getTextureAddressingMode(uvw.w));
  650. activateGLTextureUnit(0);
  651. }
  652. void GLRenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
  653. {
  654. GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a };
  655. if (activateGLTextureUnit(stage))
  656. {
  657. glTexParameterfv(mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border);
  658. activateGLTextureUnit(0);
  659. }
  660. }
  661. void GLRenderSystem::setTextureMipmapBias(UINT16 stage, float bias)
  662. {
  663. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  664. {
  665. if (activateGLTextureUnit(stage))
  666. {
  667. glTexParameterf(mTextureTypes[stage], GL_TEXTURE_LOD_BIAS, bias);
  668. activateGLTextureUnit(0);
  669. }
  670. }
  671. }
  672. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  673. {
  674. GLint sourceBlend = getBlendMode(sourceFactor);
  675. GLint destBlend = getBlendMode(destFactor);
  676. if(sourceFactor == BF_ONE && destFactor == BF_ZERO)
  677. {
  678. glDisable(GL_BLEND);
  679. }
  680. else
  681. {
  682. glEnable(GL_BLEND);
  683. glBlendFunc(sourceBlend, destBlend);
  684. }
  685. GLint func = GL_FUNC_ADD;
  686. switch(op)
  687. {
  688. case BO_ADD:
  689. func = GL_FUNC_ADD;
  690. break;
  691. case BO_SUBTRACT:
  692. func = GL_FUNC_SUBTRACT;
  693. break;
  694. case BO_REVERSE_SUBTRACT:
  695. func = GL_FUNC_REVERSE_SUBTRACT;
  696. break;
  697. case BO_MIN:
  698. func = GL_MIN;
  699. break;
  700. case BO_MAX:
  701. func = GL_MAX;
  702. break;
  703. }
  704. if(GLEW_VERSION_1_4 || GLEW_ARB_imaging)
  705. {
  706. glBlendEquation(func);
  707. }
  708. else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX))
  709. {
  710. glBlendEquationEXT(func);
  711. }
  712. }
  713. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor,
  714. BlendFactor sourceFactorAlpha, BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp)
  715. {
  716. GLint sourceBlend = getBlendMode(sourceFactor);
  717. GLint destBlend = getBlendMode(destFactor);
  718. GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha);
  719. GLint destBlendAlpha = getBlendMode(destFactorAlpha);
  720. if(sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  721. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  722. {
  723. glDisable(GL_BLEND);
  724. }
  725. else
  726. {
  727. glEnable(GL_BLEND);
  728. glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha);
  729. }
  730. GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD;
  731. switch(op)
  732. {
  733. case BO_ADD:
  734. func = GL_FUNC_ADD;
  735. break;
  736. case BO_SUBTRACT:
  737. func = GL_FUNC_SUBTRACT;
  738. break;
  739. case BO_REVERSE_SUBTRACT:
  740. func = GL_FUNC_REVERSE_SUBTRACT;
  741. break;
  742. case BO_MIN:
  743. func = GL_MIN;
  744. break;
  745. case BO_MAX:
  746. func = GL_MAX;
  747. break;
  748. }
  749. switch(alphaOp)
  750. {
  751. case BO_ADD:
  752. alphaFunc = GL_FUNC_ADD;
  753. break;
  754. case BO_SUBTRACT:
  755. alphaFunc = GL_FUNC_SUBTRACT;
  756. break;
  757. case BO_REVERSE_SUBTRACT:
  758. alphaFunc = GL_FUNC_REVERSE_SUBTRACT;
  759. break;
  760. case BO_MIN:
  761. alphaFunc = GL_MIN;
  762. break;
  763. case BO_MAX:
  764. alphaFunc = GL_MAX;
  765. break;
  766. }
  767. if(GLEW_VERSION_2_0) {
  768. glBlendEquationSeparate(func, alphaFunc);
  769. }
  770. else if(GLEW_EXT_blend_equation_separate) {
  771. glBlendEquationSeparateEXT(func, alphaFunc);
  772. }
  773. }
  774. void GLRenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
  775. {
  776. if(func == CMPF_ALWAYS_PASS)
  777. {
  778. glDisable(GL_ALPHA_TEST);
  779. }
  780. else
  781. {
  782. glEnable(GL_ALPHA_TEST);
  783. glAlphaFunc(convertCompareFunction(func), value / 255.0f);
  784. }
  785. }
  786. void GLRenderSystem::setAlphaToCoverage(bool enable)
  787. {
  788. static bool lasta2c = false;
  789. if (enable != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  790. {
  791. if (enable)
  792. glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  793. else
  794. glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  795. lasta2c = enable;
  796. }
  797. }
  798. void GLRenderSystem::setScissorTestEnable(bool enable)
  799. {
  800. // If request texture flipping, use "upper-left", otherwise use "lower-left"
  801. bool flipping = mActiveRenderTarget->requiresTextureFlipping();
  802. // GL measures from the bottom, not the top
  803. UINT32 targetHeight = mActiveRenderTarget->getHeight();
  804. // Calculate the "lower-left" corner of the viewport
  805. GLsizei x = 0, y = 0, w = 0, h = 0;
  806. if (enable)
  807. {
  808. glEnable(GL_SCISSOR_TEST);
  809. // GL uses width / height rather than right / bottom
  810. x = mScissorLeft;
  811. if (flipping)
  812. y = mScissorTop;
  813. else
  814. y = targetHeight - mScissorBottom;
  815. w = mScissorRight - mScissorLeft;
  816. h = mScissorBottom - mScissorTop;
  817. glScissor(x, y, w, h);
  818. }
  819. else
  820. {
  821. glDisable(GL_SCISSOR_TEST);
  822. // GL requires you to reset the scissor when disabling
  823. w = mViewportWidth;
  824. h = mViewportHeight;
  825. x = mViewportLeft;
  826. if (flipping)
  827. y = mViewportTop;
  828. else
  829. y = targetHeight - mViewportTop - h;
  830. glScissor(x, y, w, h);
  831. }
  832. }
  833. void GLRenderSystem::setCullingMode(CullingMode mode)
  834. {
  835. mCullingMode = mode;
  836. GLenum cullMode;
  837. switch( mode )
  838. {
  839. case CULL_NONE:
  840. glDisable( GL_CULL_FACE );
  841. return;
  842. default:
  843. case CULL_CLOCKWISE:
  844. cullMode = GL_BACK;
  845. break;
  846. case CULL_COUNTERCLOCKWISE:
  847. cullMode = GL_FRONT;
  848. break;
  849. }
  850. glEnable( GL_CULL_FACE );
  851. glCullFace( cullMode );
  852. }
  853. void GLRenderSystem::setDepthBufferCheckEnabled(bool enabled)
  854. {
  855. if (enabled)
  856. {
  857. glClearDepth(1.0f);
  858. glEnable(GL_DEPTH_TEST);
  859. }
  860. else
  861. {
  862. glDisable(GL_DEPTH_TEST);
  863. }
  864. }
  865. void GLRenderSystem::setDepthBufferWriteEnabled(bool enabled)
  866. {
  867. GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
  868. glDepthMask( flag );
  869. // Store for reference in _beginFrame
  870. mDepthWrite = enabled;
  871. }
  872. void GLRenderSystem::setDepthBufferFunction(CompareFunction func)
  873. {
  874. glDepthFunc(convertCompareFunction(func));
  875. }
  876. void GLRenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
  877. {
  878. if (constantBias != 0 || slopeScaleBias != 0)
  879. {
  880. glEnable(GL_POLYGON_OFFSET_FILL);
  881. glEnable(GL_POLYGON_OFFSET_POINT);
  882. glEnable(GL_POLYGON_OFFSET_LINE);
  883. glPolygonOffset(-slopeScaleBias, -constantBias);
  884. }
  885. else
  886. {
  887. glDisable(GL_POLYGON_OFFSET_FILL);
  888. glDisable(GL_POLYGON_OFFSET_POINT);
  889. glDisable(GL_POLYGON_OFFSET_LINE);
  890. }
  891. }
  892. void GLRenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  893. {
  894. glColorMask(red, green, blue, alpha);
  895. // record this
  896. mColorWrite[0] = red;
  897. mColorWrite[1] = blue;
  898. mColorWrite[2] = green;
  899. mColorWrite[3] = alpha;
  900. }
  901. void GLRenderSystem::setPolygonMode(PolygonMode level)
  902. {
  903. GLenum glmode;
  904. switch(level)
  905. {
  906. case PM_WIREFRAME:
  907. glmode = GL_LINE;
  908. break;
  909. default:
  910. case PM_SOLID:
  911. glmode = GL_FILL;
  912. break;
  913. }
  914. glPolygonMode(GL_FRONT_AND_BACK, glmode);
  915. }
  916. void GLRenderSystem::setStencilCheckEnabled(bool enabled)
  917. {
  918. if (enabled)
  919. glEnable(GL_STENCIL_TEST);
  920. else
  921. glDisable(GL_STENCIL_TEST);
  922. }
  923. void GLRenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp,
  924. StencilOperation depthFailOp, StencilOperation passOp, bool front)
  925. {
  926. if (front)
  927. {
  928. glStencilOpSeparate(GL_FRONT,
  929. convertStencilOp(stencilFailOp),
  930. convertStencilOp(depthFailOp),
  931. convertStencilOp(passOp));
  932. }
  933. else
  934. {
  935. glStencilOpSeparate(GL_BACK,
  936. convertStencilOp(stencilFailOp, true),
  937. convertStencilOp(depthFailOp, true),
  938. convertStencilOp(passOp, true));
  939. }
  940. }
  941. void GLRenderSystem::setStencilBufferFunc(CompareFunction func, UINT32 mask, bool front)
  942. {
  943. mStencilReadMask = mask;
  944. if(front)
  945. {
  946. mStencilCompareFront = func;
  947. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  948. }
  949. else
  950. {
  951. mStencilCompareBack = func;
  952. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  953. }
  954. }
  955. void GLRenderSystem::setStencilBufferWriteMask(UINT32 mask)
  956. {
  957. mStencilWriteMask = mask;
  958. glStencilMask(mask);
  959. }
  960. void GLRenderSystem::setStencilRefValue(UINT32 refValue)
  961. {
  962. THROW_IF_NOT_CORE_THREAD;
  963. mStencilRefValue = refValue;
  964. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  965. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  966. }
  967. void GLRenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions fo)
  968. {
  969. if (!activateGLTextureUnit(unit))
  970. return;
  971. switch(ftype)
  972. {
  973. case FT_MIN:
  974. mMinFilter = fo;
  975. // Combine with existing mip filter
  976. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  977. break;
  978. case FT_MAG:
  979. switch (fo)
  980. {
  981. case FO_ANISOTROPIC: // GL treats linear and aniso the same
  982. case FO_LINEAR:
  983. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  984. break;
  985. case FO_POINT:
  986. case FO_NONE:
  987. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  988. break;
  989. }
  990. break;
  991. case FT_MIP:
  992. mMipFilter = fo;
  993. // Combine with existing min filter
  994. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  995. break;
  996. }
  997. activateGLTextureUnit(0);
  998. }
  999. void GLRenderSystem::setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy)
  1000. {
  1001. if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY))
  1002. return;
  1003. if (!activateGLTextureUnit(unit))
  1004. return;
  1005. GLfloat largest_supported_anisotropy = 0;
  1006. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
  1007. if (maxAnisotropy > largest_supported_anisotropy)
  1008. maxAnisotropy = largest_supported_anisotropy ?
  1009. static_cast<UINT32>(largest_supported_anisotropy) : 1;
  1010. if(maxAnisotropy < 1)
  1011. maxAnisotropy = 1;
  1012. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  1013. glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy);
  1014. activateGLTextureUnit(0);
  1015. }
  1016. void GLRenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  1017. {
  1018. size_t i = 0;
  1019. size_t numClipPlanes;
  1020. GLdouble clipPlane[4];
  1021. numClipPlanes = clipPlanes.size();
  1022. for (i = 0; i < numClipPlanes; ++i)
  1023. {
  1024. GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
  1025. const Plane& plane = clipPlanes[i];
  1026. if (i >= 6)
  1027. {
  1028. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1029. }
  1030. clipPlane[0] = plane.normal.x;
  1031. clipPlane[1] = plane.normal.y;
  1032. clipPlane[2] = plane.normal.z;
  1033. clipPlane[3] = plane.d;
  1034. glClipPlane(clipPlaneId, clipPlane);
  1035. glEnable(clipPlaneId);
  1036. }
  1037. // Disable remaining clip planes
  1038. for (; i < 6; ++i)
  1039. {
  1040. glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
  1041. }
  1042. }
  1043. bool GLRenderSystem::activateGLTextureUnit(UINT16 unit)
  1044. {
  1045. if (mActiveTextureUnit != unit)
  1046. {
  1047. if (unit < getCapabilities()->getNumCombinedTextureUnits())
  1048. {
  1049. glActiveTexture(GL_TEXTURE0 + unit);
  1050. mActiveTextureUnit = unit;
  1051. return true;
  1052. }
  1053. else if (!unit)
  1054. {
  1055. // always ok to use the first unit
  1056. return true;
  1057. }
  1058. else
  1059. {
  1060. LOGWRN("Provided texture unit index is higher than OpenGL supports. Provided: " + toString(unit) +
  1061. ". Supported range: 0 .. " + toString(getCapabilities()->getNumCombinedTextureUnits() - 1));
  1062. return false;
  1063. }
  1064. }
  1065. else
  1066. {
  1067. return true;
  1068. }
  1069. }
  1070. void GLRenderSystem::beginDraw()
  1071. {
  1072. if(mDrawCallInProgress)
  1073. BS_EXCEPT(InternalErrorException, "Calling beginDraw without finishing previous draw call. Please call endDraw().");
  1074. mDrawCallInProgress = true;
  1075. if(mCurrentVertexProgram == nullptr)
  1076. {
  1077. LOGWRN("Cannot render without a set vertex shader.");
  1078. return;
  1079. }
  1080. if(mBoundVertexDeclaration == nullptr)
  1081. {
  1082. LOGWRN("Cannot render without a set vertex declaration.");
  1083. return;
  1084. }
  1085. const GLSLProgramPipeline* pipeline = mProgramPipelineManager->getPipeline(mCurrentVertexProgram.get(),
  1086. mCurrentFragmentProgram.get(), mCurrentGeometryProgram.get(), mCurrentHullProgram.get(), mCurrentDomainProgram.get());
  1087. if(mActivePipeline != pipeline)
  1088. {
  1089. glBindProgramPipeline(pipeline->glHandle);
  1090. mActivePipeline = pipeline;
  1091. }
  1092. const GLVertexArrayObject& vao = GLVertexArrayObjectManager::instance().getVAO(mCurrentVertexProgram, mBoundVertexDeclaration, mBoundVertexBuffers);
  1093. glBindVertexArray(vao.getGLHandle());
  1094. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  1095. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  1096. }
  1097. void GLRenderSystem::endDraw()
  1098. {
  1099. if(!mDrawCallInProgress)
  1100. return;
  1101. mDrawCallInProgress = false;
  1102. }
  1103. GLfloat GLRenderSystem::getCurrentAnisotropy(UINT16 unit)
  1104. {
  1105. GLfloat curAniso = 0;
  1106. glGetTexParameterfv(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
  1107. return curAniso ? curAniso : 1;
  1108. }
  1109. GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const
  1110. {
  1111. switch (op)
  1112. {
  1113. case SOP_KEEP:
  1114. return GL_KEEP;
  1115. case SOP_ZERO:
  1116. return GL_ZERO;
  1117. case SOP_REPLACE:
  1118. return GL_REPLACE;
  1119. case SOP_INCREMENT:
  1120. return invert ? GL_DECR : GL_INCR;
  1121. case SOP_DECREMENT:
  1122. return invert ? GL_INCR : GL_DECR;
  1123. case SOP_INCREMENT_WRAP:
  1124. return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
  1125. case SOP_DECREMENT_WRAP:
  1126. return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
  1127. case SOP_INVERT:
  1128. return GL_INVERT;
  1129. };
  1130. // to keep compiler happy
  1131. return SOP_KEEP;
  1132. }
  1133. GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const
  1134. {
  1135. switch (func)
  1136. {
  1137. case CMPF_ALWAYS_FAIL:
  1138. return GL_NEVER;
  1139. case CMPF_ALWAYS_PASS:
  1140. return GL_ALWAYS;
  1141. case CMPF_LESS:
  1142. return GL_LESS;
  1143. case CMPF_LESS_EQUAL:
  1144. return GL_LEQUAL;
  1145. case CMPF_EQUAL:
  1146. return GL_EQUAL;
  1147. case CMPF_NOT_EQUAL:
  1148. return GL_NOTEQUAL;
  1149. case CMPF_GREATER_EQUAL:
  1150. return GL_GEQUAL;
  1151. case CMPF_GREATER:
  1152. return GL_GREATER;
  1153. };
  1154. return GL_ALWAYS;
  1155. }
  1156. GLuint GLRenderSystem::getCombinedMinMipFilter() const
  1157. {
  1158. switch (mMinFilter)
  1159. {
  1160. case FO_ANISOTROPIC:
  1161. case FO_LINEAR:
  1162. switch (mMipFilter)
  1163. {
  1164. case FO_ANISOTROPIC:
  1165. case FO_LINEAR:
  1166. // Linear min, linear mip
  1167. return GL_LINEAR_MIPMAP_LINEAR;
  1168. case FO_POINT:
  1169. // Linear min, point mip
  1170. return GL_LINEAR_MIPMAP_NEAREST;
  1171. case FO_NONE:
  1172. // Linear min, no mip
  1173. return GL_LINEAR;
  1174. }
  1175. break;
  1176. case FO_POINT:
  1177. case FO_NONE:
  1178. switch (mMipFilter)
  1179. {
  1180. case FO_ANISOTROPIC:
  1181. case FO_LINEAR:
  1182. // Nearest min, linear mip
  1183. return GL_NEAREST_MIPMAP_LINEAR;
  1184. case FO_POINT:
  1185. // Nearest min, point mip
  1186. return GL_NEAREST_MIPMAP_NEAREST;
  1187. case FO_NONE:
  1188. // Nearest min, no mip
  1189. return GL_NEAREST;
  1190. }
  1191. break;
  1192. }
  1193. // Should never get here
  1194. return 0;
  1195. }
  1196. GLint GLRenderSystem::getBlendMode(BlendFactor blendMode) const
  1197. {
  1198. switch (blendMode)
  1199. {
  1200. case BF_ONE:
  1201. return GL_ONE;
  1202. case BF_ZERO:
  1203. return GL_ZERO;
  1204. case BF_DEST_COLOR:
  1205. return GL_DST_COLOR;
  1206. case BF_SOURCE_COLOR:
  1207. return GL_SRC_COLOR;
  1208. case BF_INV_DEST_COLOR:
  1209. return GL_ONE_MINUS_DST_COLOR;
  1210. case BF_INV_SOURCE_COLOR:
  1211. return GL_ONE_MINUS_SRC_COLOR;
  1212. case BF_DEST_ALPHA:
  1213. return GL_DST_ALPHA;
  1214. case BF_SOURCE_ALPHA:
  1215. return GL_SRC_ALPHA;
  1216. case BF_INV_DEST_ALPHA:
  1217. return GL_ONE_MINUS_DST_ALPHA;
  1218. case BF_INV_SOURCE_ALPHA:
  1219. return GL_ONE_MINUS_SRC_ALPHA;
  1220. };
  1221. return GL_ONE;
  1222. }
  1223. GLint GLRenderSystem::getTextureAddressingMode(TextureAddressingMode tam) const
  1224. {
  1225. switch (tam)
  1226. {
  1227. default:
  1228. case TAM_WRAP:
  1229. return GL_REPEAT;
  1230. case TAM_MIRROR:
  1231. return GL_MIRRORED_REPEAT;
  1232. case TAM_CLAMP:
  1233. return GL_CLAMP_TO_EDGE;
  1234. case TAM_BORDER:
  1235. return GL_CLAMP_TO_BORDER;
  1236. }
  1237. }
  1238. GLint GLRenderSystem::getGLDrawMode() const
  1239. {
  1240. GLint primType;
  1241. // Use adjacency if there is a geometry program and it requested adjacency info
  1242. bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
  1243. switch (mCurrentDrawOperation)
  1244. {
  1245. case DOT_POINT_LIST:
  1246. primType = GL_POINTS;
  1247. break;
  1248. case DOT_LINE_LIST:
  1249. primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
  1250. break;
  1251. case DOT_LINE_STRIP:
  1252. primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
  1253. break;
  1254. default:
  1255. case DOT_TRIANGLE_LIST:
  1256. primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
  1257. break;
  1258. case DOT_TRIANGLE_STRIP:
  1259. primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
  1260. break;
  1261. case DOT_TRIANGLE_FAN:
  1262. primType = GL_TRIANGLE_FAN;
  1263. break;
  1264. }
  1265. return primType;
  1266. }
  1267. UINT32 GLRenderSystem::getGLTextureUnit(GpuProgramType gptype, UINT32 unit)
  1268. {
  1269. if (gptype != GPT_VERTEX_PROGRAM && gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_GEOMETRY_PROGRAM)
  1270. {
  1271. BS_EXCEPT(InvalidParametersException, "OpenGL cannot assign textures to this gpu program type: " + toString(gptype));
  1272. }
  1273. UINT32 numSupportedUnits = mCurrentCapabilities->getNumTextureUnits(gptype);
  1274. if (unit < 0 || unit >= numSupportedUnits)
  1275. {
  1276. BS_EXCEPT(InvalidParametersException, "Invalid texture unit index for the provided stage. Unit index: " + toString(unit) + ". Stage: " +
  1277. toString(gptype) + ". Supported range is 0 .. " + toString(numSupportedUnits - 1));
  1278. }
  1279. switch (gptype)
  1280. {
  1281. case GPT_FRAGMENT_PROGRAM:
  1282. return mFragmentTexOffset + unit;
  1283. case GPT_VERTEX_PROGRAM:
  1284. return mVertexTexOffset + unit;
  1285. case GPT_GEOMETRY_PROGRAM:
  1286. return mGeometryTexOffset + unit;
  1287. default:
  1288. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1289. }
  1290. }
  1291. UINT32 GLRenderSystem::getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding)
  1292. {
  1293. UINT32 maxNumBindings = mCurrentCapabilities->getNumGpuParamBlockBuffers(gptype);
  1294. if (binding < 0 || binding >= maxNumBindings)
  1295. {
  1296. BS_EXCEPT(InvalidParametersException, "Invalid buffer binding for the provided stage. Buffer binding: " + toString(binding) + ". Stage: " +
  1297. toString(gptype) + ". Supported range is 0 .. " + toString(maxNumBindings - 1));
  1298. }
  1299. switch (gptype)
  1300. {
  1301. case GPT_FRAGMENT_PROGRAM:
  1302. return mFragmentUBOffset + binding;
  1303. case GPT_VERTEX_PROGRAM:
  1304. return mVertexUBOffset + binding;
  1305. case GPT_GEOMETRY_PROGRAM:
  1306. return mGeometryUBOffset + binding;
  1307. case GPT_HULL_PROGRAM:
  1308. return mHullUBOffset + binding;
  1309. case GPT_DOMAIN_PROGRAM:
  1310. return mDomainUBOffset + binding;
  1311. case GPT_COMPUTE_PROGRAM:
  1312. return mComputeUBOffset + binding;
  1313. default:
  1314. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1315. }
  1316. }
  1317. void GLRenderSystem::setActiveProgram(GpuProgramType gptype, GLSLGpuProgramPtr program)
  1318. {
  1319. switch (gptype)
  1320. {
  1321. case GPT_VERTEX_PROGRAM:
  1322. mCurrentVertexProgram = program;
  1323. break;
  1324. case GPT_FRAGMENT_PROGRAM:
  1325. mCurrentFragmentProgram = program;
  1326. break;
  1327. case GPT_GEOMETRY_PROGRAM:
  1328. mCurrentGeometryProgram = program;
  1329. break;
  1330. case GPT_DOMAIN_PROGRAM:
  1331. mCurrentDomainProgram = program;
  1332. break;
  1333. case GPT_HULL_PROGRAM:
  1334. mCurrentHullProgram = program;
  1335. break;
  1336. }
  1337. }
  1338. GLSLGpuProgramPtr GLRenderSystem::getActiveProgram(GpuProgramType gptype) const
  1339. {
  1340. switch (gptype)
  1341. {
  1342. case GPT_VERTEX_PROGRAM:
  1343. return mCurrentVertexProgram;
  1344. break;
  1345. case GPT_FRAGMENT_PROGRAM:
  1346. return mCurrentFragmentProgram;
  1347. break;
  1348. case GPT_GEOMETRY_PROGRAM:
  1349. return mCurrentGeometryProgram;
  1350. break;
  1351. case GPT_DOMAIN_PROGRAM:
  1352. return mCurrentDomainProgram;
  1353. break;
  1354. case GPT_HULL_PROGRAM:
  1355. return mCurrentHullProgram;
  1356. break;
  1357. default:
  1358. BS_EXCEPT(InvalidParametersException, "Insupported gpu program type: " + toString(gptype));
  1359. }
  1360. }
  1361. void GLRenderSystem::initFromCaps(RenderSystemCapabilities* caps)
  1362. {
  1363. if(caps->getRenderSystemName() != getName())
  1364. {
  1365. BS_EXCEPT(InvalidParametersException,
  1366. "Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support OpenGL");
  1367. }
  1368. #if BS_DEBUG_MODE
  1369. if (mGLSupport->checkExtension("GL_ARB_debug_output"))
  1370. {
  1371. glDebugMessageCallback(&openGlErrorCallback, 0);
  1372. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  1373. }
  1374. #endif
  1375. HardwareBufferManager::startUp<GLHardwareBufferManager>();
  1376. // GPU Program Manager setup
  1377. if(caps->isShaderProfileSupported("glsl"))
  1378. {
  1379. mGLSLProgramFactory = bs_new<GLSLProgramFactory>();
  1380. GpuProgramManager::instance().addFactory(mGLSLProgramFactory);
  1381. }
  1382. // Check for framebuffer object extension
  1383. if(caps->hasCapability(RSC_FBO))
  1384. {
  1385. if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
  1386. {
  1387. // Create FBO manager
  1388. GLRTTManager::startUp<GLRTTManager>();
  1389. }
  1390. }
  1391. else
  1392. {
  1393. BS_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
  1394. }
  1395. mFragmentTexOffset = 0;
  1396. mVertexTexOffset = caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1397. mGeometryTexOffset = mVertexTexOffset + caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1398. UINT16 numCombinedTexUnits = caps->getNumCombinedTextureUnits();
  1399. UINT32 totalNumTexUnits = caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1400. totalNumTexUnits += caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1401. totalNumTexUnits += caps->getNumTextureUnits(GPT_GEOMETRY_PROGRAM);
  1402. totalNumTexUnits += caps->getNumTextureUnits(GPT_HULL_PROGRAM);
  1403. totalNumTexUnits += caps->getNumTextureUnits(GPT_DOMAIN_PROGRAM);
  1404. totalNumTexUnits += caps->getNumTextureUnits(GPT_COMPUTE_PROGRAM);
  1405. if(totalNumTexUnits > numCombinedTexUnits)
  1406. BS_EXCEPT(InternalErrorException, "Number of combined texture units less than the number of individual units!?");
  1407. mNumTextureTypes = numCombinedTexUnits;
  1408. mTextureTypes = bs_newN<GLenum>(mNumTextureTypes);
  1409. for(UINT16 i = 0; i < numCombinedTexUnits; i++)
  1410. mTextureTypes[i] = 0;
  1411. mVertexUBOffset = 0;
  1412. UINT32 totalNumUniformBlocks = caps->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM);
  1413. mFragmentUBOffset = totalNumUniformBlocks;
  1414. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM);
  1415. mGeometryUBOffset = totalNumUniformBlocks;
  1416. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM);
  1417. mHullUBOffset = totalNumUniformBlocks;
  1418. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM);
  1419. mDomainUBOffset = totalNumUniformBlocks;
  1420. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM);
  1421. mComputeUBOffset = totalNumUniformBlocks;
  1422. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM);
  1423. UINT16 numCombinedUniformBlocks = caps->getNumCombinedGpuParamBlockBuffers();
  1424. if(totalNumUniformBlocks > numCombinedUniformBlocks)
  1425. BS_EXCEPT(InternalErrorException, "Number of combined uniform block buffers less than the number of individual per-stage buffers!?");
  1426. TextureManager::startUp<GLTextureManager>(std::ref(*mGLSupport));
  1427. // Check for multisample support
  1428. // Enable the extension if it was enabled by the GLSupport
  1429. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1430. {
  1431. int multisampleActive = false;
  1432. glGetIntegerv(GL_SAMPLE_BUFFERS_ARB, (GLint*)&multisampleActive);
  1433. if (multisampleActive)
  1434. {
  1435. glEnable(GL_MULTISAMPLE_ARB);
  1436. }
  1437. }
  1438. }
  1439. void GLRenderSystem::switchContext(GLContext *context)
  1440. {
  1441. // Unbind GPU programs and rebind to new context later, because
  1442. // scene manager treat render system as ONE 'context' ONLY, and it
  1443. // cached the GPU programs using state.
  1444. unbindGpuProgram(GPT_VERTEX_PROGRAM);
  1445. unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  1446. unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  1447. unbindGpuProgram(GPT_HULL_PROGRAM);
  1448. unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  1449. // It's ready for switching
  1450. if (mCurrentContext)
  1451. mCurrentContext->endCurrent();
  1452. mCurrentContext = context;
  1453. mCurrentContext->setCurrent();
  1454. // Must reset depth/colour write mask to according with user desired, otherwise,
  1455. // clearFrameBuffer would be wrong because the value we are recorded may be
  1456. // difference with the really state stored in GL context.
  1457. glDepthMask(mDepthWrite);
  1458. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  1459. glStencilMask(mStencilWriteMask);
  1460. }
  1461. RenderSystemCapabilities* GLRenderSystem::createRenderSystemCapabilities() const
  1462. {
  1463. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  1464. rsc->setDriverVersion(mDriverVersion);
  1465. const char* deviceName = (const char*)glGetString(GL_RENDERER);
  1466. const char* vendorName = (const char*)glGetString(GL_VENDOR);
  1467. rsc->setDeviceName(deviceName);
  1468. rsc->setRenderSystemName(getName());
  1469. // determine vendor
  1470. if (strstr(vendorName, "NVIDIA"))
  1471. rsc->setVendor(GPU_NVIDIA);
  1472. else if (strstr(vendorName, "ATI"))
  1473. rsc->setVendor(GPU_AMD);
  1474. else if (strstr(vendorName, "AMD"))
  1475. rsc->setVendor(GPU_AMD);
  1476. else if (strstr(vendorName, "Intel"))
  1477. rsc->setVendor(GPU_INTEL);
  1478. else
  1479. rsc->setVendor(GPU_UNKNOWN);
  1480. // Check for hardware mipmapping support.
  1481. if(GLEW_VERSION_1_4)
  1482. {
  1483. rsc->setCapability(RSC_AUTOMIPMAP);
  1484. }
  1485. // Check for Anisotropy support
  1486. if (getGLSupport()->checkExtension("GL_EXT_texture_filter_anisotropic"))
  1487. {
  1488. rsc->setCapability(RSC_ANISOTROPY);
  1489. }
  1490. // Check for cube mapping
  1491. if(GLEW_VERSION_1_3 ||
  1492. getGLSupport()->checkExtension("GL_ARB_texture_cube_map") ||
  1493. getGLSupport()->checkExtension("GL_EXT_texture_cube_map"))
  1494. {
  1495. rsc->setCapability(RSC_CUBEMAPPING);
  1496. }
  1497. // Point sprites
  1498. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_point_sprite"))
  1499. {
  1500. rsc->setCapability(RSC_POINT_SPRITES);
  1501. }
  1502. // Check for hardware stencil support and set bit depth
  1503. GLint stencil;
  1504. glGetIntegerv(GL_STENCIL_BITS, &stencil);
  1505. if(stencil)
  1506. {
  1507. rsc->setStencilBufferBitDepth(stencil);
  1508. }
  1509. if (GLEW_VERSION_2_0 ||
  1510. (getGLSupport()->checkExtension("GL_ARB_shading_language_100") &&
  1511. getGLSupport()->checkExtension("GL_ARB_shader_objects") &&
  1512. getGLSupport()->checkExtension("GL_ARB_fragment_shader") &&
  1513. getGLSupport()->checkExtension("GL_ARB_vertex_shader")))
  1514. {
  1515. rsc->addShaderProfile("glsl");
  1516. }
  1517. // Check if geometry shaders are supported
  1518. if (GLEW_VERSION_2_0 &&
  1519. getGLSupport()->checkExtension("GL_EXT_geometry_shader4"))
  1520. {
  1521. rsc->setCapability(RSC_GEOMETRY_PROGRAM);
  1522. rsc->setGeometryProgramConstantBoolCount(0);
  1523. rsc->setGeometryProgramConstantIntCount(0);
  1524. GLint floatConstantCount = 0;
  1525. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
  1526. rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
  1527. GLint maxOutputVertices;
  1528. glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
  1529. rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
  1530. }
  1531. //Check if render to vertex buffer (transform feedback in OpenGL)
  1532. if (GLEW_VERSION_2_0 && getGLSupport()->checkExtension("GL_EXT_transform_feedback"))
  1533. {
  1534. rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
  1535. }
  1536. // Check for texture compression
  1537. if (GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_compression"))
  1538. {
  1539. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1540. // Check for dxt compression
  1541. if (getGLSupport()->checkExtension("GL_EXT_texture_compression_s3tc"))
  1542. {
  1543. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1544. }
  1545. // Check for vtc compression
  1546. if (getGLSupport()->checkExtension("GL_NV_texture_compression_vtc"))
  1547. {
  1548. rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
  1549. }
  1550. }
  1551. // As are user clipping planes
  1552. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1553. // 2-sided stencil?
  1554. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_EXT_stencil_two_side"))
  1555. {
  1556. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1557. }
  1558. // stencil wrapping?
  1559. if (GLEW_VERSION_1_4 || getGLSupport()->checkExtension("GL_EXT_stencil_wrap"))
  1560. {
  1561. rsc->setCapability(RSC_STENCIL_WRAP);
  1562. }
  1563. // Check for hardware occlusion support
  1564. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_occlusion_query"))
  1565. {
  1566. rsc->setCapability(RSC_HWOCCLUSION);
  1567. }
  1568. // UBYTE4 always supported
  1569. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1570. // Infinite far plane always supported
  1571. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1572. // Check for non-power-of-2 texture support
  1573. if (getGLSupport()->checkExtension("GL_ARB_texture_non_power_of_two"))
  1574. {
  1575. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1576. }
  1577. // Check for Float textures
  1578. if (getGLSupport()->checkExtension("GL_ATI_texture_float") || getGLSupport()->checkExtension("GL_ARB_texture_float"))
  1579. {
  1580. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1581. }
  1582. // 3D textures should always be supported
  1583. rsc->setCapability(RSC_TEXTURE_3D);
  1584. // Check for framebuffer object extension
  1585. if (getGLSupport()->checkExtension("GL_ARB_framebuffer_object"))
  1586. {
  1587. // Probe number of draw buffers
  1588. // Only makes sense with FBO support, so probe here
  1589. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_draw_buffers") || getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1590. {
  1591. GLint buffers;
  1592. glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
  1593. rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1594. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1595. rsc->setCapability(RSC_FBO);
  1596. }
  1597. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1598. }
  1599. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1600. rsc->setCapability(RSC_PBUFFER);
  1601. // Point size
  1602. float ps;
  1603. glGetFloatv(GL_POINT_SIZE_MAX, &ps);
  1604. rsc->setMaxPointSize(ps);
  1605. // Max number of fragment shader textures
  1606. GLint units;
  1607. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &units);
  1608. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, static_cast<UINT16>(units));
  1609. // Max number of vertex shader textures
  1610. GLint vUnits;
  1611. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vUnits);
  1612. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, static_cast<UINT16>(vUnits));
  1613. if (vUnits > 0)
  1614. {
  1615. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1616. }
  1617. GLint numUniformBlocks;
  1618. glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &numUniformBlocks);
  1619. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, numUniformBlocks);
  1620. glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &numUniformBlocks);
  1621. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, numUniformBlocks);
  1622. if (mGLSupport->checkExtension("GL_ARB_geometry_shader4"))
  1623. {
  1624. GLint geomUnits;
  1625. glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &geomUnits);
  1626. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, static_cast<UINT16>(geomUnits));
  1627. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &numUniformBlocks);
  1628. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, numUniformBlocks);
  1629. }
  1630. if (mGLSupport->checkExtension("GL_ARB_tessellation_shader"))
  1631. {
  1632. rsc->setCapability(RSC_TESSELLATION_PROGRAM);
  1633. glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &numUniformBlocks);
  1634. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, numUniformBlocks);
  1635. glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &numUniformBlocks);
  1636. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, numUniformBlocks);
  1637. }
  1638. if (mGLSupport->checkExtension("GL_ARB_compute_shader"))
  1639. {
  1640. rsc->setCapability(RSC_COMPUTE_PROGRAM);
  1641. GLint computeUnits;
  1642. glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &computeUnits);
  1643. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, static_cast<UINT16>(computeUnits));
  1644. glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &numUniformBlocks);
  1645. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, numUniformBlocks);
  1646. }
  1647. GLint combinedTexUnits;
  1648. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &combinedTexUnits);
  1649. rsc->setNumCombinedTextureUnits(static_cast<UINT16>(combinedTexUnits));
  1650. GLint combinedUniformBlockUnits;
  1651. glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &combinedUniformBlockUnits);
  1652. rsc->setNumCombinedGpuParamBlockBuffers(static_cast<UINT16>(combinedUniformBlockUnits));
  1653. // Mipmap LOD biasing
  1654. if (mGLSupport->checkExtension("GL_EXT_texture_lod_bias"))
  1655. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1656. // Alpha to coverage?
  1657. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1658. {
  1659. // Alpha to coverage always 'supported' when MSAA is available
  1660. // although card may ignore it if it doesn't specifically support A2C
  1661. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1662. }
  1663. // Advanced blending operations
  1664. if(GLEW_VERSION_2_0)
  1665. {
  1666. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1667. }
  1668. return rsc;
  1669. }
  1670. bool GLRenderSystem::checkForErrors() const
  1671. {
  1672. GLenum glErr = glGetError();
  1673. bool errorsFound = false;
  1674. String msg;
  1675. while (glErr != GL_NO_ERROR)
  1676. {
  1677. const char* glerrStr = (const char*)gluErrorString(glErr);
  1678. if (glerrStr)
  1679. {
  1680. msg += String(glerrStr);
  1681. }
  1682. glErr = glGetError();
  1683. errorsFound = true;
  1684. }
  1685. if (errorsFound)
  1686. LOGWRN("OpenGL error: " + msg);
  1687. return errorsFound;
  1688. }
  1689. void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
  1690. {
  1691. UINT32 x = 0;
  1692. for (UINT32 i = 0; i < 4; i++)
  1693. {
  1694. for (UINT32 j = 0; j < 4; j++)
  1695. {
  1696. gl_matrix[x] = m[j][i];
  1697. x++;
  1698. }
  1699. }
  1700. }
  1701. /************************************************************************/
  1702. /* UTILITY */
  1703. /************************************************************************/
  1704. float GLRenderSystem::getMinimumDepthInputValue()
  1705. {
  1706. return -1.0f;
  1707. }
  1708. float GLRenderSystem::getMaximumDepthInputValue()
  1709. {
  1710. return 1.0f;
  1711. }
  1712. float GLRenderSystem::getHorizontalTexelOffset()
  1713. {
  1714. return 0.0f;
  1715. }
  1716. float GLRenderSystem::getVerticalTexelOffset()
  1717. {
  1718. return 0.0f;
  1719. }
  1720. VertexElementType GLRenderSystem::getColorVertexElementType() const
  1721. {
  1722. return VET_COLOR_ABGR;
  1723. }
  1724. void GLRenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  1725. {
  1726. dest = matrix;
  1727. }
  1728. void __stdcall openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam)
  1729. {
  1730. BS_EXCEPT(RenderingAPIException, "OpenGL error: " + String(message));
  1731. }
  1732. }