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. namespace BansheeEngine
  27. {
  28. String MODULE_NAME = "CamelotGLRenderSystem.dll";
  29. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
  30. /************************************************************************/
  31. /* PUBLIC INTERFACE */
  32. /************************************************************************/
  33. GLRenderSystem::GLRenderSystem()
  34. : mDepthWrite(true),
  35. mGLSLProgramFactory(nullptr),
  36. mProgramPipelineManager(nullptr),
  37. mActivePipeline(nullptr),
  38. mActiveTextureUnit(0),
  39. mScissorTop(0), mScissorBottom(720), mScissorLeft(0), mScissorRight(1280),
  40. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  41. mStencilReadMask(0xFFFFFFFF),
  42. mStencilWriteMask(0xFFFFFFFF),
  43. mStencilCompareFront(CMPF_ALWAYS_PASS),
  44. mStencilCompareBack(CMPF_ALWAYS_PASS),
  45. mStencilRefValue(0),
  46. mFragmentTexOffset(0),
  47. mVertexTexOffset(0),
  48. mGeometryTexOffset(0),
  49. mTextureTypes(nullptr),
  50. mNumTextureTypes(0),
  51. mFragmentUBOffset(0),
  52. mVertexUBOffset(0),
  53. mGeometryUBOffset(0),
  54. mHullUBOffset(0),
  55. mDomainUBOffset(0),
  56. mComputeUBOffset(0),
  57. mDrawCallInProgress(false),
  58. mCurrentDrawOperation(DOT_TRIANGLE_LIST)
  59. {
  60. // Get our GLSupport
  61. mGLSupport = BansheeEngine::getGLSupport();
  62. mViewMatrix = Matrix4::IDENTITY;
  63. mColorWrite[0] = mColorWrite[1] = mColorWrite[2] = mColorWrite[3] = true;
  64. mCurrentContext = 0;
  65. mMainContext = 0;
  66. mGLInitialised = false;
  67. mMinFilter = FO_LINEAR;
  68. mMipFilter = FO_POINT;
  69. mProgramPipelineManager = bs_new<GLSLProgramPipelineManager>();
  70. }
  71. GLRenderSystem::~GLRenderSystem()
  72. {
  73. }
  74. const String& GLRenderSystem::getName() const
  75. {
  76. static String strName("GLRenderSystem");
  77. return strName;
  78. }
  79. const String& GLRenderSystem::getShadingLanguageName() const
  80. {
  81. static String strName("glsl");
  82. return strName;
  83. }
  84. void GLRenderSystem::initialize_internal(AsyncOp& asyncOp)
  85. {
  86. THROW_IF_NOT_CORE_THREAD;
  87. mGLSupport->start();
  88. mVideoModeInfo = mGLSupport->getVideoModeInfo();
  89. RenderWindowManager::startUp<GLRenderWindowManager>(this);
  90. RenderStateManager::startUp();
  91. QueryManager::startUp<GLQueryManager>();
  92. // Initialize a window so we have something to create a GL context with
  93. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  94. // Get the context from the window and finish initialization
  95. GLContext *context = nullptr;
  96. primaryWindow->getCustomAttribute("GLCONTEXT", &context);
  97. // Set main and current context
  98. mMainContext = context;
  99. mCurrentContext = mMainContext;
  100. // Set primary context as active
  101. if (mCurrentContext)
  102. mCurrentContext->setCurrent();
  103. // Setup GLSupport
  104. mGLSupport->initializeExtensions();
  105. Vector<BansheeEngine::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
  106. if (!tokens.empty())
  107. {
  108. mDriverVersion.major = parseInt(tokens[0]);
  109. if (tokens.size() > 1)
  110. mDriverVersion.minor = parseInt(tokens[1]);
  111. if (tokens.size() > 2)
  112. mDriverVersion.release = parseInt(tokens[2]);
  113. }
  114. mDriverVersion.build = 0;
  115. mCurrentCapabilities = createRenderSystemCapabilities();
  116. initFromCaps(mCurrentCapabilities);
  117. GLVertexArrayObjectManager::startUp();
  118. mGLInitialised = true;
  119. RenderSystem::initialize_internal(asyncOp);
  120. asyncOp._completeOperation(primaryWindow);
  121. }
  122. void GLRenderSystem::destroy_internal()
  123. {
  124. RenderSystem::destroy_internal();
  125. GLVertexArrayObjectManager::shutDown();
  126. // Deleting the GLSL program factory
  127. if (mGLSLProgramFactory)
  128. {
  129. // Remove from manager safely
  130. GpuProgramManager::instance().removeFactory(mGLSLProgramFactory);
  131. bs_delete(mGLSLProgramFactory);
  132. mGLSLProgramFactory = nullptr;
  133. }
  134. // Deleting the hardware buffer manager. Has to be done before the mGLSupport->stop().
  135. HardwareBufferManager::shutDown();
  136. GLRTTManager::shutDown();
  137. mBoundVertexBuffers.clear();
  138. mBoundVertexDeclaration = nullptr;
  139. mBoundIndexBuffer = nullptr;
  140. mCurrentVertexProgram = nullptr;
  141. mCurrentFragmentProgram = nullptr;
  142. mCurrentGeometryProgram = nullptr;
  143. mCurrentHullProgram = nullptr;
  144. mCurrentDomainProgram = nullptr;
  145. mGLSupport->stop();
  146. TextureManager::shutDown();
  147. QueryManager::shutDown();
  148. RenderWindowManager::shutDown();
  149. RenderStateManager::shutDown();
  150. mGLInitialised = false;
  151. if(mProgramPipelineManager != nullptr)
  152. bs_delete(mProgramPipelineManager);
  153. if(mGLSupport)
  154. bs_delete(mGLSupport);
  155. if(mTextureTypes != nullptr)
  156. bs_deleteN(mTextureTypes, mNumTextureTypes);
  157. }
  158. void GLRenderSystem::bindGpuProgram(HGpuProgram prg)
  159. {
  160. THROW_IF_NOT_CORE_THREAD;
  161. GLSLGpuProgramPtr glprg = std::static_pointer_cast<GLSLGpuProgram>(prg->getThisPtr());
  162. switch (glprg->getType())
  163. {
  164. case GPT_VERTEX_PROGRAM:
  165. mCurrentVertexProgram = glprg;
  166. break;
  167. case GPT_FRAGMENT_PROGRAM:
  168. mCurrentFragmentProgram = glprg;
  169. break;
  170. case GPT_GEOMETRY_PROGRAM:
  171. mCurrentGeometryProgram = glprg;
  172. break;
  173. case GPT_DOMAIN_PROGRAM:
  174. mCurrentDomainProgram = glprg;
  175. break;
  176. case GPT_HULL_PROGRAM:
  177. mCurrentHullProgram = glprg;
  178. break;
  179. }
  180. RenderSystem::bindGpuProgram(prg);
  181. }
  182. void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype)
  183. {
  184. THROW_IF_NOT_CORE_THREAD;
  185. setActiveProgram(gptype, nullptr);
  186. RenderSystem::unbindGpuProgram(gptype);
  187. }
  188. void GLRenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  189. {
  190. THROW_IF_NOT_CORE_THREAD;
  191. bindableParams.updateHardwareBuffers();
  192. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  193. GLSLGpuProgramPtr activeProgram = getActiveProgram(gptype);
  194. GLuint glProgram = activeProgram->getGLHandle();
  195. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  196. {
  197. HTexture texture = bindableParams.getTexture(iter->second.slot);
  198. if(!texture.isLoaded())
  199. setTexture(gptype, iter->second.slot, false, nullptr);
  200. else
  201. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  202. }
  203. UINT32 texUnit = 0;
  204. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  205. {
  206. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  207. if(samplerState == nullptr)
  208. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  209. else
  210. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  211. glProgramUniform1i(glProgram, iter->second.slot, getGLTextureUnit(gptype, texUnit));
  212. texUnit++;
  213. }
  214. UINT8* uniformBufferData = nullptr;
  215. UINT32 blockBinding = 0;
  216. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  217. {
  218. GpuParamBlockBufferPtr paramBlockBuffer = bindableParams.getParamBlockBuffer(iter->second.slot);
  219. if(paramBlockBuffer == nullptr)
  220. continue;
  221. if(iter->second.slot == 0)
  222. {
  223. // 0 means uniforms are not in block, in which case we handle it specially
  224. if (uniformBufferData == nullptr && paramBlockBuffer->getSize() > 0)
  225. {
  226. uniformBufferData = (UINT8*)bs_alloc<ScratchAlloc>(paramBlockBuffer->getSize());
  227. paramBlockBuffer->readData(uniformBufferData);
  228. }
  229. continue;
  230. }
  231. const GLGpuParamBlockBuffer* glParamBlockBuffer = static_cast<const GLGpuParamBlockBuffer*>(paramBlockBuffer.get());
  232. UINT32 globalBlockBinding = getGLUniformBlockBinding(gptype, blockBinding);
  233. glUniformBlockBinding(glProgram, iter->second.slot - 1, globalBlockBinding);
  234. glBindBufferRange(GL_UNIFORM_BUFFER, globalBlockBinding, glParamBlockBuffer->getGLHandle(), 0, glParamBlockBuffer->getSize());
  235. blockBinding++;
  236. mRenderStats.numGpuParamBufferBinds++;
  237. }
  238. bool hasBoundAtLeastOne = false;
  239. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  240. {
  241. const GpuParamDataDesc& paramDesc = iter->second;
  242. if(paramDesc.paramBlockSlot != 0) // 0 means uniforms are not in a block
  243. continue;
  244. const UINT8* ptrData = uniformBufferData + paramDesc.cpuMemOffset * sizeof(UINT32);
  245. hasBoundAtLeastOne = true;
  246. switch(paramDesc.type)
  247. {
  248. case GPDT_FLOAT1:
  249. glProgramUniform1fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  250. break;
  251. case GPDT_FLOAT2:
  252. glProgramUniform2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  253. break;
  254. case GPDT_FLOAT3:
  255. glProgramUniform3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  256. break;
  257. case GPDT_FLOAT4:
  258. glProgramUniform4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  259. break;
  260. case GPDT_MATRIX_2X2:
  261. glProgramUniformMatrix2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  262. GL_FALSE, (GLfloat*)ptrData);
  263. break;
  264. case GPDT_MATRIX_2X3:
  265. glProgramUniformMatrix2x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  266. GL_FALSE, (GLfloat*)ptrData);
  267. break;
  268. case GPDT_MATRIX_2X4:
  269. glProgramUniformMatrix2x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  270. GL_FALSE, (GLfloat*)ptrData);
  271. break;
  272. case GPDT_MATRIX_3X2:
  273. glProgramUniformMatrix3x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  274. GL_FALSE, (GLfloat*)ptrData);
  275. break;
  276. case GPDT_MATRIX_3X3:
  277. glProgramUniformMatrix3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  278. GL_FALSE, (GLfloat*)ptrData);
  279. break;
  280. case GPDT_MATRIX_3X4:
  281. glProgramUniformMatrix3x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  282. GL_FALSE, (GLfloat*)ptrData);
  283. break;
  284. case GPDT_MATRIX_4X2:
  285. glProgramUniformMatrix4x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  286. GL_FALSE, (GLfloat*)ptrData);
  287. break;
  288. case GPDT_MATRIX_4X3:
  289. glProgramUniformMatrix4x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  290. GL_FALSE, (GLfloat*)ptrData);
  291. break;
  292. case GPDT_MATRIX_4X4:
  293. glProgramUniformMatrix4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  294. GL_FALSE, (GLfloat*)ptrData);
  295. break;
  296. case GPDT_INT1:
  297. glProgramUniform1iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  298. break;
  299. case GPDT_INT2:
  300. glProgramUniform2iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  301. break;
  302. case GPDT_INT3:
  303. glProgramUniform3iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  304. break;
  305. case GPDT_INT4:
  306. glProgramUniform4iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  307. break;
  308. case GPDT_BOOL:
  309. glProgramUniform1uiv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLuint*)ptrData);
  310. break;
  311. case GPDT_UNKNOWN:
  312. break;
  313. }
  314. }
  315. if (hasBoundAtLeastOne)
  316. mRenderStats.numGpuParamBufferBinds++;
  317. if(uniformBufferData != nullptr)
  318. {
  319. bs_free<ScratchAlloc>(uniformBufferData);
  320. }
  321. }
  322. void GLRenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  323. {
  324. THROW_IF_NOT_CORE_THREAD;
  325. unit = getGLTextureUnit(gptype, unit);
  326. GLTexturePtr tex = std::static_pointer_cast<GLTexture>(texPtr);
  327. GLenum lastTextureType = mTextureTypes[unit];
  328. if (!activateGLTextureUnit(unit))
  329. return;
  330. if (enabled && tex)
  331. {
  332. mTextureTypes[unit] = tex->getGLTextureTarget();
  333. glBindTexture(mTextureTypes[unit], tex->getGLID());
  334. }
  335. else
  336. {
  337. // TODO - This doesn't actually disable all textures set on this image unit, only the 2D ones
  338. // - If a non-2D sampler is used, the texture will still be displayed
  339. glBindTexture(GL_TEXTURE_2D, 0);
  340. }
  341. activateGLTextureUnit(0);
  342. mRenderStats.numTextureBinds++;
  343. }
  344. void GLRenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  345. {
  346. THROW_IF_NOT_CORE_THREAD;
  347. unit = getGLTextureUnit(gptype, unit);
  348. // Set texture layer filtering
  349. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  350. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  351. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  352. // Set texture anisotropy
  353. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  354. // Set mipmap biasing
  355. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  356. // Texture addressing mode
  357. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  358. setTextureAddressingMode(unit, uvw);
  359. // Set border color
  360. setTextureBorderColor(unit, state->getBorderColor());
  361. mRenderStats.numSamplerBinds++;
  362. }
  363. void GLRenderSystem::setBlendState(const BlendStatePtr& blendState)
  364. {
  365. THROW_IF_NOT_CORE_THREAD;
  366. // Alpha to coverage
  367. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  368. // Blend states
  369. // OpenGL doesn't allow us to specify blend state per render target, so we just use the first one.
  370. if(blendState->getBlendEnabled(0))
  371. {
  372. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0),
  373. blendState->getAlphaDstBlend(0), blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  374. }
  375. else
  376. {
  377. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  378. }
  379. // Color write mask
  380. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  381. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  382. mRenderStats.numBlendStateChanges++;
  383. }
  384. void GLRenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  385. {
  386. THROW_IF_NOT_CORE_THREAD;
  387. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  388. setCullingMode(rasterizerState->getCullMode());
  389. setPolygonMode(rasterizerState->getPolygonMode());
  390. setScissorTestEnable(rasterizerState->getScissorEnable());
  391. mRenderStats.numRasterizerStateChanges++;
  392. }
  393. void GLRenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  394. {
  395. THROW_IF_NOT_CORE_THREAD;
  396. // Set stencil buffer options
  397. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  398. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  399. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), depthStencilState->getStencilReadMask(), true);
  400. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  401. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), depthStencilState->getStencilReadMask(), false);
  402. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  403. // Set depth buffer options
  404. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  405. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  406. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  407. // Set stencil ref value
  408. setStencilRefValue(stencilRefValue);
  409. mRenderStats.numDepthStencilStateChanges++;
  410. }
  411. void GLRenderSystem::setViewport(Viewport vp)
  412. {
  413. THROW_IF_NOT_CORE_THREAD;
  414. RenderTargetPtr target;
  415. target = vp.getTarget();
  416. setRenderTarget(target);
  417. // Calculate the "lower-left" corner of the viewport
  418. mViewportWidth = vp.getWidth();
  419. mViewportHeight = vp.getHeight();
  420. mViewportLeft = vp.getX();
  421. mViewportTop = vp.getY();
  422. if (!target->requiresTextureFlipping())
  423. {
  424. // Convert "upper-left" corner to "lower-left"
  425. mViewportTop = target->getHeight() - mViewportHeight - mViewportTop;
  426. }
  427. glViewport(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  428. // Configure the viewport clipping
  429. glScissor(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  430. }
  431. void GLRenderSystem::setRenderTarget(RenderTargetPtr target)
  432. {
  433. THROW_IF_NOT_CORE_THREAD;
  434. mActiveRenderTarget = target;
  435. // Switch context if different from current one
  436. GLContext *newContext = 0;
  437. target->getCustomAttribute("GLCONTEXT", &newContext);
  438. if(newContext && mCurrentContext != newContext)
  439. {
  440. switchContext(newContext);
  441. }
  442. GLFrameBufferObject *fbo = 0;
  443. target->getCustomAttribute("FBO", &fbo);
  444. if(fbo)
  445. fbo->bind();
  446. else
  447. // Old style context (window/pbuffer) or copying render texture
  448. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  449. if (GLEW_EXT_framebuffer_sRGB)
  450. {
  451. // Enable / disable sRGB states
  452. if (target->isHwGammaEnabled())
  453. {
  454. glEnable(GL_FRAMEBUFFER_SRGB_EXT);
  455. // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
  456. // enabling, but GL spec says incapable surfaces ignore the setting
  457. // anyway. We test the capability to enable isHardwareGammaEnabled.
  458. }
  459. else
  460. {
  461. glDisable(GL_FRAMEBUFFER_SRGB_EXT);
  462. }
  463. }
  464. mRenderStats.numRenderTargetChanges++;
  465. }
  466. void GLRenderSystem::beginFrame()
  467. {
  468. THROW_IF_NOT_CORE_THREAD;
  469. // Activate the viewport clipping
  470. glEnable(GL_SCISSOR_TEST);
  471. }
  472. void GLRenderSystem::endFrame()
  473. {
  474. THROW_IF_NOT_CORE_THREAD;
  475. // Deactivate the viewport clipping.
  476. glDisable(GL_SCISSOR_TEST);
  477. }
  478. void GLRenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  479. {
  480. THROW_IF_NOT_CORE_THREAD;
  481. if ((index + numBuffers) > (UINT32)mBoundVertexBuffers.size())
  482. mBoundVertexBuffers.resize(index + numBuffers);
  483. for(UINT32 i = 0; i < numBuffers; i++)
  484. {
  485. mBoundVertexBuffers[index + i] = buffers[i];
  486. }
  487. }
  488. void GLRenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  489. {
  490. THROW_IF_NOT_CORE_THREAD;
  491. mBoundVertexDeclaration = vertexDeclaration;
  492. }
  493. void GLRenderSystem::setDrawOperation(DrawOperationType op)
  494. {
  495. THROW_IF_NOT_CORE_THREAD;
  496. mCurrentDrawOperation = op;
  497. }
  498. void GLRenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  499. {
  500. THROW_IF_NOT_CORE_THREAD;
  501. mBoundIndexBuffer = buffer;
  502. }
  503. void GLRenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  504. {
  505. // Find the correct type to render
  506. GLint primType = getGLDrawMode();
  507. beginDraw();
  508. glDrawArrays(primType, vertexOffset, vertexCount);
  509. endDraw();
  510. mRenderStats.numDrawCalls++;
  511. mRenderStats.numVertices += vertexCount;
  512. mRenderStats.numPrimitives += vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  513. }
  514. void GLRenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  515. {
  516. if(mBoundIndexBuffer == nullptr)
  517. {
  518. LOGWRN("Cannot draw indexed because index buffer is not set.");
  519. return;
  520. }
  521. // Find the correct type to render
  522. GLint primType = getGLDrawMode();
  523. beginDraw();
  524. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
  525. static_cast<GLIndexBuffer*>(mBoundIndexBuffer.get())->getGLBufferId());
  526. GLenum indexType = (mBoundIndexBuffer->getType() == IndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
  527. glDrawElementsBaseVertex(primType, indexCount, indexType, (GLvoid*)(mBoundIndexBuffer->getIndexSize() * startIndex), vertexOffset);
  528. endDraw();
  529. mRenderStats.numDrawCalls++;
  530. mRenderStats.numVertices += vertexCount;
  531. mRenderStats.numPrimitives += vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  532. mRenderStats.numIndexBufferBinds++;
  533. }
  534. void GLRenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  535. {
  536. THROW_IF_NOT_CORE_THREAD;
  537. mScissorTop = top;
  538. mScissorBottom = bottom;
  539. mScissorLeft = left;
  540. mScissorRight = right;
  541. }
  542. void GLRenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  543. {
  544. if(mActiveRenderTarget == nullptr)
  545. return;
  546. RectI clearRect(0, 0, mActiveRenderTarget->getWidth(), mActiveRenderTarget->getHeight());
  547. clearArea(buffers, color, depth, stencil, clearRect);
  548. }
  549. void GLRenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  550. {
  551. RectI clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  552. clearArea(buffers, color, depth, stencil, clearRect);
  553. }
  554. void GLRenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const RectI& clearRect)
  555. {
  556. THROW_IF_NOT_CORE_THREAD;
  557. if(mActiveRenderTarget == nullptr)
  558. return;
  559. bool colorMask = !mColorWrite[0] || !mColorWrite[1]
  560. || !mColorWrite[2] || !mColorWrite[3];
  561. GLbitfield flags = 0;
  562. if (buffers & FBT_COLOR)
  563. {
  564. flags |= GL_COLOR_BUFFER_BIT;
  565. // Enable buffer for writing if it isn't
  566. if (colorMask)
  567. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  568. glClearColor(color.r, color.g, color.b, color.a);
  569. }
  570. if (buffers & FBT_DEPTH)
  571. {
  572. flags |= GL_DEPTH_BUFFER_BIT;
  573. // Enable buffer for writing if it isn't
  574. if (!mDepthWrite)
  575. glDepthMask(GL_TRUE);
  576. glClearDepth(depth);
  577. }
  578. if (buffers & FBT_STENCIL)
  579. {
  580. flags |= GL_STENCIL_BUFFER_BIT;
  581. // Enable buffer for writing if it isn't
  582. glStencilMask(0xFFFFFFFF);
  583. glClearStencil(stencil);
  584. }
  585. // Disable scissor test as we want to clear the entire render surface
  586. GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
  587. UINT32 oldScissorTop = mScissorTop;
  588. UINT32 oldScissorBottom = mScissorBottom;
  589. UINT32 oldScissorLeft = mScissorLeft;
  590. UINT32 oldScissorRight = mScissorRight;
  591. if (scissorTestEnabled)
  592. {
  593. glDisable(GL_SCISSOR_TEST);
  594. }
  595. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  596. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == mActiveRenderTarget->getWidth() && clearRect.height == mActiveRenderTarget->getHeight());
  597. if(!clearEntireTarget)
  598. {
  599. setScissorRect(clearRect.x, clearRect.y, clearRect.x + clearRect.width, clearRect.y + clearRect.height);
  600. setScissorTestEnable(true);
  601. }
  602. // Clear buffers
  603. glClear(flags);
  604. if(!clearEntireTarget)
  605. {
  606. setScissorTestEnable(false);
  607. }
  608. // Restore scissor test
  609. if (scissorTestEnabled)
  610. {
  611. glEnable(GL_SCISSOR_TEST);
  612. mScissorTop = oldScissorTop;
  613. mScissorBottom = oldScissorBottom;
  614. mScissorLeft = oldScissorLeft;
  615. mScissorRight = oldScissorRight;
  616. }
  617. // Reset buffer write state
  618. if (!mDepthWrite && (buffers & FBT_DEPTH))
  619. {
  620. glDepthMask( GL_FALSE );
  621. }
  622. if (colorMask && (buffers & FBT_COLOR))
  623. {
  624. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  625. }
  626. if (buffers & FBT_STENCIL)
  627. {
  628. glStencilMask(mStencilWriteMask);
  629. }
  630. mRenderStats.numClears++;
  631. }
  632. /************************************************************************/
  633. /* PRIVATE */
  634. /************************************************************************/
  635. void GLRenderSystem::setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw)
  636. {
  637. if (!activateGLTextureUnit(stage))
  638. return;
  639. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S,
  640. getTextureAddressingMode(uvw.u));
  641. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T,
  642. getTextureAddressingMode(uvw.v));
  643. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R,
  644. getTextureAddressingMode(uvw.w));
  645. activateGLTextureUnit(0);
  646. }
  647. void GLRenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
  648. {
  649. GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a };
  650. if (activateGLTextureUnit(stage))
  651. {
  652. glTexParameterfv(mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border);
  653. activateGLTextureUnit(0);
  654. }
  655. }
  656. void GLRenderSystem::setTextureMipmapBias(UINT16 stage, float bias)
  657. {
  658. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  659. {
  660. if (activateGLTextureUnit(stage))
  661. {
  662. glTexParameterf(mTextureTypes[stage], GL_TEXTURE_LOD_BIAS, bias);
  663. activateGLTextureUnit(0);
  664. }
  665. }
  666. }
  667. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  668. {
  669. GLint sourceBlend = getBlendMode(sourceFactor);
  670. GLint destBlend = getBlendMode(destFactor);
  671. if(sourceFactor == BF_ONE && destFactor == BF_ZERO)
  672. {
  673. glDisable(GL_BLEND);
  674. }
  675. else
  676. {
  677. glEnable(GL_BLEND);
  678. glBlendFunc(sourceBlend, destBlend);
  679. }
  680. GLint func = GL_FUNC_ADD;
  681. switch(op)
  682. {
  683. case BO_ADD:
  684. func = GL_FUNC_ADD;
  685. break;
  686. case BO_SUBTRACT:
  687. func = GL_FUNC_SUBTRACT;
  688. break;
  689. case BO_REVERSE_SUBTRACT:
  690. func = GL_FUNC_REVERSE_SUBTRACT;
  691. break;
  692. case BO_MIN:
  693. func = GL_MIN;
  694. break;
  695. case BO_MAX:
  696. func = GL_MAX;
  697. break;
  698. }
  699. if(GLEW_VERSION_1_4 || GLEW_ARB_imaging)
  700. {
  701. glBlendEquation(func);
  702. }
  703. else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX))
  704. {
  705. glBlendEquationEXT(func);
  706. }
  707. }
  708. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor,
  709. BlendFactor sourceFactorAlpha, BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp)
  710. {
  711. GLint sourceBlend = getBlendMode(sourceFactor);
  712. GLint destBlend = getBlendMode(destFactor);
  713. GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha);
  714. GLint destBlendAlpha = getBlendMode(destFactorAlpha);
  715. if(sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  716. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  717. {
  718. glDisable(GL_BLEND);
  719. }
  720. else
  721. {
  722. glEnable(GL_BLEND);
  723. glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha);
  724. }
  725. GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD;
  726. switch(op)
  727. {
  728. case BO_ADD:
  729. func = GL_FUNC_ADD;
  730. break;
  731. case BO_SUBTRACT:
  732. func = GL_FUNC_SUBTRACT;
  733. break;
  734. case BO_REVERSE_SUBTRACT:
  735. func = GL_FUNC_REVERSE_SUBTRACT;
  736. break;
  737. case BO_MIN:
  738. func = GL_MIN;
  739. break;
  740. case BO_MAX:
  741. func = GL_MAX;
  742. break;
  743. }
  744. switch(alphaOp)
  745. {
  746. case BO_ADD:
  747. alphaFunc = GL_FUNC_ADD;
  748. break;
  749. case BO_SUBTRACT:
  750. alphaFunc = GL_FUNC_SUBTRACT;
  751. break;
  752. case BO_REVERSE_SUBTRACT:
  753. alphaFunc = GL_FUNC_REVERSE_SUBTRACT;
  754. break;
  755. case BO_MIN:
  756. alphaFunc = GL_MIN;
  757. break;
  758. case BO_MAX:
  759. alphaFunc = GL_MAX;
  760. break;
  761. }
  762. if(GLEW_VERSION_2_0) {
  763. glBlendEquationSeparate(func, alphaFunc);
  764. }
  765. else if(GLEW_EXT_blend_equation_separate) {
  766. glBlendEquationSeparateEXT(func, alphaFunc);
  767. }
  768. }
  769. void GLRenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
  770. {
  771. if(func == CMPF_ALWAYS_PASS)
  772. {
  773. glDisable(GL_ALPHA_TEST);
  774. }
  775. else
  776. {
  777. glEnable(GL_ALPHA_TEST);
  778. glAlphaFunc(convertCompareFunction(func), value / 255.0f);
  779. }
  780. }
  781. void GLRenderSystem::setAlphaToCoverage(bool enable)
  782. {
  783. static bool lasta2c = false;
  784. if (enable != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  785. {
  786. if (enable)
  787. glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  788. else
  789. glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  790. lasta2c = enable;
  791. }
  792. }
  793. void GLRenderSystem::setScissorTestEnable(bool enable)
  794. {
  795. // If request texture flipping, use "upper-left", otherwise use "lower-left"
  796. bool flipping = mActiveRenderTarget->requiresTextureFlipping();
  797. // GL measures from the bottom, not the top
  798. UINT32 targetHeight = mActiveRenderTarget->getHeight();
  799. // Calculate the "lower-left" corner of the viewport
  800. GLsizei x = 0, y = 0, w = 0, h = 0;
  801. if (enable)
  802. {
  803. glEnable(GL_SCISSOR_TEST);
  804. // GL uses width / height rather than right / bottom
  805. x = mScissorLeft;
  806. if (flipping)
  807. y = mScissorTop;
  808. else
  809. y = targetHeight - mScissorBottom;
  810. w = mScissorRight - mScissorLeft;
  811. h = mScissorBottom - mScissorTop;
  812. glScissor(x, y, w, h);
  813. }
  814. else
  815. {
  816. glDisable(GL_SCISSOR_TEST);
  817. // GL requires you to reset the scissor when disabling
  818. w = mViewportWidth;
  819. h = mViewportHeight;
  820. x = mViewportLeft;
  821. if (flipping)
  822. y = mViewportTop;
  823. else
  824. y = targetHeight - mViewportTop - h;
  825. glScissor(x, y, w, h);
  826. }
  827. }
  828. void GLRenderSystem::setCullingMode(CullingMode mode)
  829. {
  830. mCullingMode = mode;
  831. GLenum cullMode;
  832. switch( mode )
  833. {
  834. case CULL_NONE:
  835. glDisable( GL_CULL_FACE );
  836. return;
  837. default:
  838. case CULL_CLOCKWISE:
  839. cullMode = GL_BACK;
  840. break;
  841. case CULL_COUNTERCLOCKWISE:
  842. cullMode = GL_FRONT;
  843. break;
  844. }
  845. glEnable( GL_CULL_FACE );
  846. glCullFace( cullMode );
  847. }
  848. void GLRenderSystem::setDepthBufferCheckEnabled(bool enabled)
  849. {
  850. if (enabled)
  851. {
  852. glClearDepth(1.0f);
  853. glEnable(GL_DEPTH_TEST);
  854. }
  855. else
  856. {
  857. glDisable(GL_DEPTH_TEST);
  858. }
  859. }
  860. void GLRenderSystem::setDepthBufferWriteEnabled(bool enabled)
  861. {
  862. GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
  863. glDepthMask( flag );
  864. // Store for reference in _beginFrame
  865. mDepthWrite = enabled;
  866. }
  867. void GLRenderSystem::setDepthBufferFunction(CompareFunction func)
  868. {
  869. glDepthFunc(convertCompareFunction(func));
  870. }
  871. void GLRenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
  872. {
  873. if (constantBias != 0 || slopeScaleBias != 0)
  874. {
  875. glEnable(GL_POLYGON_OFFSET_FILL);
  876. glEnable(GL_POLYGON_OFFSET_POINT);
  877. glEnable(GL_POLYGON_OFFSET_LINE);
  878. glPolygonOffset(-slopeScaleBias, -constantBias);
  879. }
  880. else
  881. {
  882. glDisable(GL_POLYGON_OFFSET_FILL);
  883. glDisable(GL_POLYGON_OFFSET_POINT);
  884. glDisable(GL_POLYGON_OFFSET_LINE);
  885. }
  886. }
  887. void GLRenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  888. {
  889. glColorMask(red, green, blue, alpha);
  890. // record this
  891. mColorWrite[0] = red;
  892. mColorWrite[1] = blue;
  893. mColorWrite[2] = green;
  894. mColorWrite[3] = alpha;
  895. }
  896. void GLRenderSystem::setPolygonMode(PolygonMode level)
  897. {
  898. GLenum glmode;
  899. switch(level)
  900. {
  901. case PM_WIREFRAME:
  902. glmode = GL_LINE;
  903. break;
  904. default:
  905. case PM_SOLID:
  906. glmode = GL_FILL;
  907. break;
  908. }
  909. glPolygonMode(GL_FRONT_AND_BACK, glmode);
  910. }
  911. void GLRenderSystem::setStencilCheckEnabled(bool enabled)
  912. {
  913. if (enabled)
  914. glEnable(GL_STENCIL_TEST);
  915. else
  916. glDisable(GL_STENCIL_TEST);
  917. }
  918. void GLRenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp,
  919. StencilOperation depthFailOp, StencilOperation passOp, bool front)
  920. {
  921. if (front)
  922. {
  923. glStencilOpSeparate(GL_FRONT,
  924. convertStencilOp(stencilFailOp),
  925. convertStencilOp(depthFailOp),
  926. convertStencilOp(passOp));
  927. }
  928. else
  929. {
  930. glStencilOpSeparate(GL_BACK,
  931. convertStencilOp(stencilFailOp, true),
  932. convertStencilOp(depthFailOp, true),
  933. convertStencilOp(passOp, true));
  934. }
  935. }
  936. void GLRenderSystem::setStencilBufferFunc(CompareFunction func, UINT32 mask, bool front)
  937. {
  938. mStencilReadMask = mask;
  939. if(front)
  940. {
  941. mStencilCompareFront = func;
  942. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  943. }
  944. else
  945. {
  946. mStencilCompareBack = func;
  947. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  948. }
  949. }
  950. void GLRenderSystem::setStencilBufferWriteMask(UINT32 mask)
  951. {
  952. mStencilWriteMask = mask;
  953. glStencilMask(mask);
  954. }
  955. void GLRenderSystem::setStencilRefValue(UINT32 refValue)
  956. {
  957. THROW_IF_NOT_CORE_THREAD;
  958. mStencilRefValue = refValue;
  959. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  960. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  961. }
  962. void GLRenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions fo)
  963. {
  964. if (!activateGLTextureUnit(unit))
  965. return;
  966. switch(ftype)
  967. {
  968. case FT_MIN:
  969. mMinFilter = fo;
  970. // Combine with existing mip filter
  971. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  972. break;
  973. case FT_MAG:
  974. switch (fo)
  975. {
  976. case FO_ANISOTROPIC: // GL treats linear and aniso the same
  977. case FO_LINEAR:
  978. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  979. break;
  980. case FO_POINT:
  981. case FO_NONE:
  982. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  983. break;
  984. }
  985. break;
  986. case FT_MIP:
  987. mMipFilter = fo;
  988. // Combine with existing min filter
  989. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  990. break;
  991. }
  992. activateGLTextureUnit(0);
  993. }
  994. void GLRenderSystem::setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy)
  995. {
  996. if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY))
  997. return;
  998. if (!activateGLTextureUnit(unit))
  999. return;
  1000. GLfloat largest_supported_anisotropy = 0;
  1001. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
  1002. if (maxAnisotropy > largest_supported_anisotropy)
  1003. maxAnisotropy = largest_supported_anisotropy ?
  1004. static_cast<UINT32>(largest_supported_anisotropy) : 1;
  1005. if(maxAnisotropy < 1)
  1006. maxAnisotropy = 1;
  1007. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  1008. glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy);
  1009. activateGLTextureUnit(0);
  1010. }
  1011. void GLRenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  1012. {
  1013. size_t i = 0;
  1014. size_t numClipPlanes;
  1015. GLdouble clipPlane[4];
  1016. numClipPlanes = clipPlanes.size();
  1017. for (i = 0; i < numClipPlanes; ++i)
  1018. {
  1019. GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
  1020. const Plane& plane = clipPlanes[i];
  1021. if (i >= 6)
  1022. {
  1023. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1024. }
  1025. clipPlane[0] = plane.normal.x;
  1026. clipPlane[1] = plane.normal.y;
  1027. clipPlane[2] = plane.normal.z;
  1028. clipPlane[3] = plane.d;
  1029. glClipPlane(clipPlaneId, clipPlane);
  1030. glEnable(clipPlaneId);
  1031. }
  1032. // Disable remaining clip planes
  1033. for (; i < 6; ++i)
  1034. {
  1035. glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
  1036. }
  1037. }
  1038. bool GLRenderSystem::activateGLTextureUnit(UINT16 unit)
  1039. {
  1040. if (mActiveTextureUnit != unit)
  1041. {
  1042. if (unit < getCapabilities()->getNumCombinedTextureUnits())
  1043. {
  1044. glActiveTexture(GL_TEXTURE0 + unit);
  1045. mActiveTextureUnit = unit;
  1046. return true;
  1047. }
  1048. else if (!unit)
  1049. {
  1050. // always ok to use the first unit
  1051. return true;
  1052. }
  1053. else
  1054. {
  1055. LOGWRN("Provided texture unit index is higher than OpenGL supports. Provided: " + toString(unit) +
  1056. ". Supported range: 0 .. " + toString(getCapabilities()->getNumCombinedTextureUnits() - 1));
  1057. return false;
  1058. }
  1059. }
  1060. else
  1061. {
  1062. return true;
  1063. }
  1064. }
  1065. void GLRenderSystem::beginDraw()
  1066. {
  1067. if(mDrawCallInProgress)
  1068. BS_EXCEPT(InternalErrorException, "Calling beginDraw without finishing previous draw call. Please call endDraw().");
  1069. mDrawCallInProgress = true;
  1070. if(mCurrentVertexProgram == nullptr)
  1071. {
  1072. LOGWRN("Cannot render without a set vertex shader.");
  1073. return;
  1074. }
  1075. if(mBoundVertexDeclaration == nullptr)
  1076. {
  1077. LOGWRN("Cannot render without a set vertex declaration.");
  1078. return;
  1079. }
  1080. const GLSLProgramPipeline* pipeline = mProgramPipelineManager->getPipeline(mCurrentVertexProgram.get(),
  1081. mCurrentFragmentProgram.get(), mCurrentGeometryProgram.get(), mCurrentHullProgram.get(), mCurrentDomainProgram.get());
  1082. if(mActivePipeline != pipeline)
  1083. {
  1084. glBindProgramPipeline(pipeline->glHandle);
  1085. mActivePipeline = pipeline;
  1086. }
  1087. const GLVertexArrayObject& vao = GLVertexArrayObjectManager::instance().getVAO(mCurrentVertexProgram, mBoundVertexDeclaration, mBoundVertexBuffers);
  1088. glBindVertexArray(vao.getGLHandle());
  1089. mRenderStats.numVertexBufferBinds++;
  1090. mRenderStats.numGpuProgramBinds++;
  1091. }
  1092. void GLRenderSystem::endDraw()
  1093. {
  1094. if(!mDrawCallInProgress)
  1095. return;
  1096. mDrawCallInProgress = false;
  1097. }
  1098. GLfloat GLRenderSystem::getCurrentAnisotropy(UINT16 unit)
  1099. {
  1100. GLfloat curAniso = 0;
  1101. glGetTexParameterfv(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
  1102. return curAniso ? curAniso : 1;
  1103. }
  1104. GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const
  1105. {
  1106. switch (op)
  1107. {
  1108. case SOP_KEEP:
  1109. return GL_KEEP;
  1110. case SOP_ZERO:
  1111. return GL_ZERO;
  1112. case SOP_REPLACE:
  1113. return GL_REPLACE;
  1114. case SOP_INCREMENT:
  1115. return invert ? GL_DECR : GL_INCR;
  1116. case SOP_DECREMENT:
  1117. return invert ? GL_INCR : GL_DECR;
  1118. case SOP_INCREMENT_WRAP:
  1119. return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
  1120. case SOP_DECREMENT_WRAP:
  1121. return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
  1122. case SOP_INVERT:
  1123. return GL_INVERT;
  1124. };
  1125. // to keep compiler happy
  1126. return SOP_KEEP;
  1127. }
  1128. GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const
  1129. {
  1130. switch (func)
  1131. {
  1132. case CMPF_ALWAYS_FAIL:
  1133. return GL_NEVER;
  1134. case CMPF_ALWAYS_PASS:
  1135. return GL_ALWAYS;
  1136. case CMPF_LESS:
  1137. return GL_LESS;
  1138. case CMPF_LESS_EQUAL:
  1139. return GL_LEQUAL;
  1140. case CMPF_EQUAL:
  1141. return GL_EQUAL;
  1142. case CMPF_NOT_EQUAL:
  1143. return GL_NOTEQUAL;
  1144. case CMPF_GREATER_EQUAL:
  1145. return GL_GEQUAL;
  1146. case CMPF_GREATER:
  1147. return GL_GREATER;
  1148. };
  1149. return GL_ALWAYS;
  1150. }
  1151. GLuint GLRenderSystem::getCombinedMinMipFilter() const
  1152. {
  1153. switch (mMinFilter)
  1154. {
  1155. case FO_ANISOTROPIC:
  1156. case FO_LINEAR:
  1157. switch (mMipFilter)
  1158. {
  1159. case FO_ANISOTROPIC:
  1160. case FO_LINEAR:
  1161. // Linear min, linear mip
  1162. return GL_LINEAR_MIPMAP_LINEAR;
  1163. case FO_POINT:
  1164. // Linear min, point mip
  1165. return GL_LINEAR_MIPMAP_NEAREST;
  1166. case FO_NONE:
  1167. // Linear min, no mip
  1168. return GL_LINEAR;
  1169. }
  1170. break;
  1171. case FO_POINT:
  1172. case FO_NONE:
  1173. switch (mMipFilter)
  1174. {
  1175. case FO_ANISOTROPIC:
  1176. case FO_LINEAR:
  1177. // Nearest min, linear mip
  1178. return GL_NEAREST_MIPMAP_LINEAR;
  1179. case FO_POINT:
  1180. // Nearest min, point mip
  1181. return GL_NEAREST_MIPMAP_NEAREST;
  1182. case FO_NONE:
  1183. // Nearest min, no mip
  1184. return GL_NEAREST;
  1185. }
  1186. break;
  1187. }
  1188. // Should never get here
  1189. return 0;
  1190. }
  1191. GLint GLRenderSystem::getBlendMode(BlendFactor blendMode) const
  1192. {
  1193. switch (blendMode)
  1194. {
  1195. case BF_ONE:
  1196. return GL_ONE;
  1197. case BF_ZERO:
  1198. return GL_ZERO;
  1199. case BF_DEST_COLOR:
  1200. return GL_DST_COLOR;
  1201. case BF_SOURCE_COLOR:
  1202. return GL_SRC_COLOR;
  1203. case BF_INV_DEST_COLOR:
  1204. return GL_ONE_MINUS_DST_COLOR;
  1205. case BF_INV_SOURCE_COLOR:
  1206. return GL_ONE_MINUS_SRC_COLOR;
  1207. case BF_DEST_ALPHA:
  1208. return GL_DST_ALPHA;
  1209. case BF_SOURCE_ALPHA:
  1210. return GL_SRC_ALPHA;
  1211. case BF_INV_DEST_ALPHA:
  1212. return GL_ONE_MINUS_DST_ALPHA;
  1213. case BF_INV_SOURCE_ALPHA:
  1214. return GL_ONE_MINUS_SRC_ALPHA;
  1215. };
  1216. return GL_ONE;
  1217. }
  1218. GLint GLRenderSystem::getTextureAddressingMode(TextureAddressingMode tam) const
  1219. {
  1220. switch (tam)
  1221. {
  1222. default:
  1223. case TAM_WRAP:
  1224. return GL_REPEAT;
  1225. case TAM_MIRROR:
  1226. return GL_MIRRORED_REPEAT;
  1227. case TAM_CLAMP:
  1228. return GL_CLAMP_TO_EDGE;
  1229. case TAM_BORDER:
  1230. return GL_CLAMP_TO_BORDER;
  1231. }
  1232. }
  1233. GLint GLRenderSystem::getGLDrawMode() const
  1234. {
  1235. GLint primType;
  1236. // Use adjacency if there is a geometry program and it requested adjacency info
  1237. bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
  1238. switch (mCurrentDrawOperation)
  1239. {
  1240. case DOT_POINT_LIST:
  1241. primType = GL_POINTS;
  1242. break;
  1243. case DOT_LINE_LIST:
  1244. primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
  1245. break;
  1246. case DOT_LINE_STRIP:
  1247. primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
  1248. break;
  1249. default:
  1250. case DOT_TRIANGLE_LIST:
  1251. primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
  1252. break;
  1253. case DOT_TRIANGLE_STRIP:
  1254. primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
  1255. break;
  1256. case DOT_TRIANGLE_FAN:
  1257. primType = GL_TRIANGLE_FAN;
  1258. break;
  1259. }
  1260. return primType;
  1261. }
  1262. UINT32 GLRenderSystem::getGLTextureUnit(GpuProgramType gptype, UINT32 unit)
  1263. {
  1264. if (gptype != GPT_VERTEX_PROGRAM && gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_GEOMETRY_PROGRAM)
  1265. {
  1266. BS_EXCEPT(InvalidParametersException, "OpenGL cannot assign textures to this gpu program type: " + toString(gptype));
  1267. }
  1268. UINT32 numSupportedUnits = mCurrentCapabilities->getNumTextureUnits(gptype);
  1269. if (unit < 0 || unit >= numSupportedUnits)
  1270. {
  1271. BS_EXCEPT(InvalidParametersException, "Invalid texture unit index for the provided stage. Unit index: " + toString(unit) + ". Stage: " +
  1272. toString(gptype) + ". Supported range is 0 .. " + toString(numSupportedUnits - 1));
  1273. }
  1274. switch (gptype)
  1275. {
  1276. case GPT_FRAGMENT_PROGRAM:
  1277. return mFragmentTexOffset + unit;
  1278. case GPT_VERTEX_PROGRAM:
  1279. return mVertexTexOffset + unit;
  1280. case GPT_GEOMETRY_PROGRAM:
  1281. return mGeometryTexOffset + unit;
  1282. default:
  1283. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1284. }
  1285. }
  1286. UINT32 GLRenderSystem::getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding)
  1287. {
  1288. UINT32 maxNumBindings = mCurrentCapabilities->getNumGpuParamBlockBuffers(gptype);
  1289. if (binding < 0 || binding >= maxNumBindings)
  1290. {
  1291. BS_EXCEPT(InvalidParametersException, "Invalid buffer binding for the provided stage. Buffer binding: " + toString(binding) + ". Stage: " +
  1292. toString(gptype) + ". Supported range is 0 .. " + toString(maxNumBindings - 1));
  1293. }
  1294. switch (gptype)
  1295. {
  1296. case GPT_FRAGMENT_PROGRAM:
  1297. return mFragmentUBOffset + binding;
  1298. case GPT_VERTEX_PROGRAM:
  1299. return mVertexUBOffset + binding;
  1300. case GPT_GEOMETRY_PROGRAM:
  1301. return mGeometryUBOffset + binding;
  1302. case GPT_HULL_PROGRAM:
  1303. return mHullUBOffset + binding;
  1304. case GPT_DOMAIN_PROGRAM:
  1305. return mDomainUBOffset + binding;
  1306. case GPT_COMPUTE_PROGRAM:
  1307. return mComputeUBOffset + binding;
  1308. default:
  1309. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1310. }
  1311. }
  1312. void GLRenderSystem::setActiveProgram(GpuProgramType gptype, GLSLGpuProgramPtr program)
  1313. {
  1314. switch (gptype)
  1315. {
  1316. case GPT_VERTEX_PROGRAM:
  1317. mCurrentVertexProgram = program;
  1318. break;
  1319. case GPT_FRAGMENT_PROGRAM:
  1320. mCurrentFragmentProgram = program;
  1321. break;
  1322. case GPT_GEOMETRY_PROGRAM:
  1323. mCurrentGeometryProgram = program;
  1324. break;
  1325. case GPT_DOMAIN_PROGRAM:
  1326. mCurrentDomainProgram = program;
  1327. break;
  1328. case GPT_HULL_PROGRAM:
  1329. mCurrentHullProgram = program;
  1330. break;
  1331. }
  1332. }
  1333. GLSLGpuProgramPtr GLRenderSystem::getActiveProgram(GpuProgramType gptype) const
  1334. {
  1335. switch (gptype)
  1336. {
  1337. case GPT_VERTEX_PROGRAM:
  1338. return mCurrentVertexProgram;
  1339. break;
  1340. case GPT_FRAGMENT_PROGRAM:
  1341. return mCurrentFragmentProgram;
  1342. break;
  1343. case GPT_GEOMETRY_PROGRAM:
  1344. return mCurrentGeometryProgram;
  1345. break;
  1346. case GPT_DOMAIN_PROGRAM:
  1347. return mCurrentDomainProgram;
  1348. break;
  1349. case GPT_HULL_PROGRAM:
  1350. return mCurrentHullProgram;
  1351. break;
  1352. default:
  1353. BS_EXCEPT(InvalidParametersException, "Insupported gpu program type: " + toString(gptype));
  1354. }
  1355. }
  1356. void GLRenderSystem::initFromCaps(RenderSystemCapabilities* caps)
  1357. {
  1358. if(caps->getRenderSystemName() != getName())
  1359. {
  1360. BS_EXCEPT(InvalidParametersException,
  1361. "Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support OpenGL");
  1362. }
  1363. HardwareBufferManager::startUp<GLHardwareBufferManager>();
  1364. checkForErrors();
  1365. // GPU Program Manager setup
  1366. if(caps->isShaderProfileSupported("glsl"))
  1367. {
  1368. mGLSLProgramFactory = bs_new<GLSLProgramFactory>();
  1369. GpuProgramManager::instance().addFactory(mGLSLProgramFactory);
  1370. checkForErrors();
  1371. }
  1372. // Check for framebuffer object extension
  1373. if(caps->hasCapability(RSC_FBO))
  1374. {
  1375. if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
  1376. {
  1377. // Create FBO manager
  1378. GLRTTManager::startUp<GLRTTManager>();
  1379. checkForErrors();
  1380. }
  1381. }
  1382. else
  1383. {
  1384. BS_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
  1385. }
  1386. mFragmentTexOffset = 0;
  1387. mVertexTexOffset = caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1388. mGeometryTexOffset = mVertexTexOffset + caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1389. UINT16 numCombinedTexUnits = caps->getNumCombinedTextureUnits();
  1390. UINT32 totalNumTexUnits = caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1391. totalNumTexUnits += caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1392. totalNumTexUnits += caps->getNumTextureUnits(GPT_GEOMETRY_PROGRAM);
  1393. totalNumTexUnits += caps->getNumTextureUnits(GPT_HULL_PROGRAM);
  1394. totalNumTexUnits += caps->getNumTextureUnits(GPT_DOMAIN_PROGRAM);
  1395. totalNumTexUnits += caps->getNumTextureUnits(GPT_COMPUTE_PROGRAM);
  1396. if(totalNumTexUnits > numCombinedTexUnits)
  1397. BS_EXCEPT(InternalErrorException, "Number of combined texture units less than the number of individual units!?");
  1398. mNumTextureTypes = numCombinedTexUnits;
  1399. mTextureTypes = bs_newN<GLenum>(mNumTextureTypes);
  1400. for(UINT16 i = 0; i < numCombinedTexUnits; i++)
  1401. mTextureTypes[i] = 0;
  1402. mVertexUBOffset = 0;
  1403. UINT32 totalNumUniformBlocks = caps->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM);
  1404. mFragmentUBOffset = totalNumUniformBlocks;
  1405. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM);
  1406. mGeometryUBOffset = totalNumUniformBlocks;
  1407. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM);
  1408. mHullUBOffset = totalNumUniformBlocks;
  1409. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM);
  1410. mDomainUBOffset = totalNumUniformBlocks;
  1411. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM);
  1412. mComputeUBOffset = totalNumUniformBlocks;
  1413. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM);
  1414. UINT16 numCombinedUniformBlocks = caps->getNumCombinedGpuParamBlockBuffers();
  1415. if(totalNumUniformBlocks > numCombinedUniformBlocks)
  1416. BS_EXCEPT(InternalErrorException, "Number of combined uniform block buffers less than the number of individual per-stage buffers!?");
  1417. TextureManager::startUp<GLTextureManager>(std::ref(*mGLSupport));
  1418. // Check for multisample support
  1419. // Enable the extension if it was enabled by the GLSupport
  1420. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1421. {
  1422. int multisampleActive = false;
  1423. glGetIntegerv(GL_SAMPLE_BUFFERS_ARB, (GLint*)&multisampleActive);
  1424. if (multisampleActive)
  1425. {
  1426. glEnable(GL_MULTISAMPLE_ARB);
  1427. }
  1428. }
  1429. #if BS_DEBUG_MODE
  1430. if (mGLSupport->checkExtension("GL_ARB_debug_output"))
  1431. {
  1432. glDebugMessageCallback(&openGlErrorCallback, 0);
  1433. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  1434. }
  1435. #endif
  1436. checkForErrors();
  1437. }
  1438. void GLRenderSystem::switchContext(GLContext *context)
  1439. {
  1440. // Unbind GPU programs and rebind to new context later, because
  1441. // scene manager treat render system as ONE 'context' ONLY, and it
  1442. // cached the GPU programs using state.
  1443. unbindGpuProgram(GPT_VERTEX_PROGRAM);
  1444. unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  1445. unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  1446. unbindGpuProgram(GPT_HULL_PROGRAM);
  1447. unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  1448. // It's ready for switching
  1449. if (mCurrentContext)
  1450. mCurrentContext->endCurrent();
  1451. mCurrentContext = context;
  1452. mCurrentContext->setCurrent();
  1453. // Must reset depth/colour write mask to according with user desired, otherwise,
  1454. // clearFrameBuffer would be wrong because the value we are recorded may be
  1455. // difference with the really state stored in GL context.
  1456. glDepthMask(mDepthWrite);
  1457. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  1458. glStencilMask(mStencilWriteMask);
  1459. }
  1460. RenderSystemCapabilities* GLRenderSystem::createRenderSystemCapabilities() const
  1461. {
  1462. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  1463. rsc->setDriverVersion(mDriverVersion);
  1464. const char* deviceName = (const char*)glGetString(GL_RENDERER);
  1465. const char* vendorName = (const char*)glGetString(GL_VENDOR);
  1466. rsc->setDeviceName(deviceName);
  1467. rsc->setRenderSystemName(getName());
  1468. // determine vendor
  1469. if (strstr(vendorName, "NVIDIA"))
  1470. rsc->setVendor(GPU_NVIDIA);
  1471. else if (strstr(vendorName, "ATI"))
  1472. rsc->setVendor(GPU_AMD);
  1473. else if (strstr(vendorName, "AMD"))
  1474. rsc->setVendor(GPU_AMD);
  1475. else if (strstr(vendorName, "Intel"))
  1476. rsc->setVendor(GPU_INTEL);
  1477. else
  1478. rsc->setVendor(GPU_UNKNOWN);
  1479. // Check for hardware mipmapping support.
  1480. if(GLEW_VERSION_1_4)
  1481. {
  1482. rsc->setCapability(RSC_AUTOMIPMAP);
  1483. }
  1484. // Check for Anisotropy support
  1485. if (getGLSupport()->checkExtension("GL_EXT_texture_filter_anisotropic"))
  1486. {
  1487. rsc->setCapability(RSC_ANISOTROPY);
  1488. }
  1489. // Check for cube mapping
  1490. if(GLEW_VERSION_1_3 ||
  1491. getGLSupport()->checkExtension("GL_ARB_texture_cube_map") ||
  1492. getGLSupport()->checkExtension("GL_EXT_texture_cube_map"))
  1493. {
  1494. rsc->setCapability(RSC_CUBEMAPPING);
  1495. }
  1496. // Point sprites
  1497. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_point_sprite"))
  1498. {
  1499. rsc->setCapability(RSC_POINT_SPRITES);
  1500. }
  1501. // Check for hardware stencil support and set bit depth
  1502. GLint stencil;
  1503. glGetIntegerv(GL_STENCIL_BITS, &stencil);
  1504. if(stencil)
  1505. {
  1506. rsc->setStencilBufferBitDepth(stencil);
  1507. }
  1508. if (GLEW_VERSION_2_0 ||
  1509. (getGLSupport()->checkExtension("GL_ARB_shading_language_100") &&
  1510. getGLSupport()->checkExtension("GL_ARB_shader_objects") &&
  1511. getGLSupport()->checkExtension("GL_ARB_fragment_shader") &&
  1512. getGLSupport()->checkExtension("GL_ARB_vertex_shader")))
  1513. {
  1514. rsc->addShaderProfile("glsl");
  1515. }
  1516. // Check if geometry shaders are supported
  1517. if (GLEW_VERSION_2_0 &&
  1518. getGLSupport()->checkExtension("GL_EXT_geometry_shader4"))
  1519. {
  1520. rsc->setCapability(RSC_GEOMETRY_PROGRAM);
  1521. rsc->setGeometryProgramConstantBoolCount(0);
  1522. rsc->setGeometryProgramConstantIntCount(0);
  1523. GLint floatConstantCount = 0;
  1524. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
  1525. rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
  1526. GLint maxOutputVertices;
  1527. glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
  1528. rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
  1529. }
  1530. //Check if render to vertex buffer (transform feedback in OpenGL)
  1531. if (GLEW_VERSION_2_0 && getGLSupport()->checkExtension("GL_EXT_transform_feedback"))
  1532. {
  1533. rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
  1534. }
  1535. // Check for texture compression
  1536. if (GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_compression"))
  1537. {
  1538. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1539. // Check for dxt compression
  1540. if (getGLSupport()->checkExtension("GL_EXT_texture_compression_s3tc"))
  1541. {
  1542. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1543. }
  1544. // Check for vtc compression
  1545. if (getGLSupport()->checkExtension("GL_NV_texture_compression_vtc"))
  1546. {
  1547. rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
  1548. }
  1549. }
  1550. // As are user clipping planes
  1551. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1552. // 2-sided stencil?
  1553. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_EXT_stencil_two_side"))
  1554. {
  1555. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1556. }
  1557. // stencil wrapping?
  1558. if (GLEW_VERSION_1_4 || getGLSupport()->checkExtension("GL_EXT_stencil_wrap"))
  1559. {
  1560. rsc->setCapability(RSC_STENCIL_WRAP);
  1561. }
  1562. // Check for hardware occlusion support
  1563. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_occlusion_query"))
  1564. {
  1565. rsc->setCapability(RSC_HWOCCLUSION);
  1566. }
  1567. // UBYTE4 always supported
  1568. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1569. // Infinite far plane always supported
  1570. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1571. // Check for non-power-of-2 texture support
  1572. if (getGLSupport()->checkExtension("GL_ARB_texture_non_power_of_two"))
  1573. {
  1574. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1575. }
  1576. // Check for Float textures
  1577. if (getGLSupport()->checkExtension("GL_ATI_texture_float") || getGLSupport()->checkExtension("GL_ARB_texture_float"))
  1578. {
  1579. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1580. }
  1581. // 3D textures should always be supported
  1582. rsc->setCapability(RSC_TEXTURE_3D);
  1583. // Check for framebuffer object extension
  1584. if (getGLSupport()->checkExtension("GL_ARB_framebuffer_object"))
  1585. {
  1586. // Probe number of draw buffers
  1587. // Only makes sense with FBO support, so probe here
  1588. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_draw_buffers") || getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1589. {
  1590. GLint buffers;
  1591. glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
  1592. rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1593. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1594. rsc->setCapability(RSC_FBO);
  1595. }
  1596. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1597. }
  1598. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1599. rsc->setCapability(RSC_PBUFFER);
  1600. // Point size
  1601. float ps;
  1602. glGetFloatv(GL_POINT_SIZE_MAX, &ps);
  1603. rsc->setMaxPointSize(ps);
  1604. // Max number of fragment shader textures
  1605. GLint units;
  1606. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &units);
  1607. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, static_cast<UINT16>(units));
  1608. // Max number of vertex shader textures
  1609. GLint vUnits;
  1610. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vUnits);
  1611. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, static_cast<UINT16>(vUnits));
  1612. if (vUnits > 0)
  1613. {
  1614. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1615. }
  1616. GLint numUniformBlocks;
  1617. glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &numUniformBlocks);
  1618. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, numUniformBlocks);
  1619. glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &numUniformBlocks);
  1620. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, numUniformBlocks);
  1621. if (mGLSupport->checkExtension("GL_ARB_geometry_shader4"))
  1622. {
  1623. GLint geomUnits;
  1624. glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &geomUnits);
  1625. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, static_cast<UINT16>(geomUnits));
  1626. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &numUniformBlocks);
  1627. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, numUniformBlocks);
  1628. }
  1629. if (mGLSupport->checkExtension("GL_ARB_tessellation_shader"))
  1630. {
  1631. rsc->setCapability(RSC_TESSELLATION_PROGRAM);
  1632. glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &numUniformBlocks);
  1633. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, numUniformBlocks);
  1634. glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &numUniformBlocks);
  1635. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, numUniformBlocks);
  1636. }
  1637. if (mGLSupport->checkExtension("GL_ARB_compute_shader"))
  1638. {
  1639. rsc->setCapability(RSC_COMPUTE_PROGRAM);
  1640. GLint computeUnits;
  1641. glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &computeUnits);
  1642. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, static_cast<UINT16>(computeUnits));
  1643. glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &numUniformBlocks);
  1644. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, numUniformBlocks);
  1645. }
  1646. GLint combinedTexUnits;
  1647. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &combinedTexUnits);
  1648. rsc->setNumCombinedTextureUnits(static_cast<UINT16>(combinedTexUnits));
  1649. GLint combinedUniformBlockUnits;
  1650. glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &combinedUniformBlockUnits);
  1651. rsc->setNumCombinedGpuParamBlockBuffers(static_cast<UINT16>(combinedUniformBlockUnits));
  1652. // Mipmap LOD biasing
  1653. if (mGLSupport->checkExtension("GL_EXT_texture_lod_bias"))
  1654. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1655. // Alpha to coverage?
  1656. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1657. {
  1658. // Alpha to coverage always 'supported' when MSAA is available
  1659. // although card may ignore it if it doesn't specifically support A2C
  1660. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1661. }
  1662. // Advanced blending operations
  1663. if(GLEW_VERSION_2_0)
  1664. {
  1665. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1666. }
  1667. return rsc;
  1668. }
  1669. bool GLRenderSystem::checkForErrors() const
  1670. {
  1671. GLenum glErr = glGetError();
  1672. bool errorsFound = false;
  1673. String msg;
  1674. while (glErr != GL_NO_ERROR)
  1675. {
  1676. const char* glerrStr = (const char*)gluErrorString(glErr);
  1677. if (glerrStr)
  1678. {
  1679. msg += String(glerrStr);
  1680. }
  1681. glErr = glGetError();
  1682. errorsFound = true;
  1683. }
  1684. if (errorsFound)
  1685. LOGWRN("OpenGL error: " + msg);
  1686. return errorsFound;
  1687. }
  1688. void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
  1689. {
  1690. UINT32 x = 0;
  1691. for (UINT32 i = 0; i < 4; i++)
  1692. {
  1693. for (UINT32 j = 0; j < 4; j++)
  1694. {
  1695. gl_matrix[x] = m[j][i];
  1696. x++;
  1697. }
  1698. }
  1699. }
  1700. /************************************************************************/
  1701. /* UTILITY */
  1702. /************************************************************************/
  1703. float GLRenderSystem::getMinimumDepthInputValue()
  1704. {
  1705. return -1.0f;
  1706. }
  1707. float GLRenderSystem::getMaximumDepthInputValue()
  1708. {
  1709. return 1.0f;
  1710. }
  1711. float GLRenderSystem::getHorizontalTexelOffset()
  1712. {
  1713. return 0.0f;
  1714. }
  1715. float GLRenderSystem::getVerticalTexelOffset()
  1716. {
  1717. return 0.0f;
  1718. }
  1719. VertexElementType GLRenderSystem::getColorVertexElementType() const
  1720. {
  1721. return VET_COLOR_ABGR;
  1722. }
  1723. void GLRenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  1724. {
  1725. dest = matrix;
  1726. }
  1727. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam)
  1728. {
  1729. BS_EXCEPT(RenderingAPIException, "OpenGL error: " + String(message));
  1730. }
  1731. }