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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org
- Copyright (c) 2000-2011 Torus Knot Software Ltd
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- -----------------------------------------------------------------------------
- */
- #ifndef __GLRenderSystem_H__
- #define __GLRenderSystem_H__
- #include "CmGLPrerequisites.h"
- #include "CmRenderSystem.h"
- #include "CmGLHardwareBufferManager.h"
- #include "CmGLGpuProgramManager.h"
- #include "CmGLSLProgramFactory.h"
- #include "CmConfigOptionMap.h"
- #include "CmCgProgramFactory.h"
- #include "CmVector4.h"
- namespace CamelotEngine {
- /**
- Implementation of GL as a rendering system.
- */
- class CM_RSGL_EXPORT GLRenderSystem : public RenderSystem
- {
- public:
- GLRenderSystem();
- ~GLRenderSystem();
- /**
- * @copydoc RenderSystem::getName()
- */
- const String& getName(void) const;
- /**
- * @copydoc RenderSystem::getShadingLanguageName()
- */
- const String& getShadingLanguageName() const;
- /**
- * @copydoc RenderSystem::setRenderTarget()
- */
- void setRenderTarget(RenderTarget *target);
- /**
- * @copydoc RenderSystem::setVertexBuffer()
- */
- void setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer);
- /**
- * @copydoc RenderSystem::setIndexBuffer()
- */
- void setIndexBuffer(const IndexBufferPtr& buffer);
- /**
- * @copydoc RenderSystem::setVertexDeclaration()
- */
- void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration);
- /**
- * @copydoc RenderSystem::setDrawOperation()
- */
- void setDrawOperation(DrawOperationType op);
- /**
- * @copydoc RenderSystem::setScissorRect()
- */
- void setScissorRect(UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600) ;
- /**
- * @copydoc RenderSystem::setTexture()
- */
- void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &tex);
-
- /**
- * @copydoc RenderSystem::setSamplerState()
- */
- void setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state);
- /**
- * @copydoc RenderSystem::setBlendState()
- */
- void setBlendState(const BlendStatePtr& blendState);
- /**
- * @copydoc RenderSystem::setRasterizerState()
- */
- void setRasterizerState(const RasterizerStatePtr& rasterizerState);
- /**
- * @copydoc RenderSystem::setDepthStencilState()
- */
- void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue);
- /**
- * @copydoc RenderSystem::setViewport()
- */
- void setViewport(const Viewport& vp);
- /**
- * @copydoc RenderSystem::bindGpuProgram()
- */
- void bindGpuProgram(GpuProgramHandle prg);
- /**
- * @copydoc RenderSystem::unbindGpuProgram()
- */
- void unbindGpuProgram(GpuProgramType gptype);
- /**
- * @copydoc RenderSystem::bindGpuParams()
- */
- void bindGpuParams(GpuProgramType gptype, GpuParamsPtr params);
- /**
- * @copydoc RenderSystem::beginFrame()
- */
- void beginFrame(void);
- /**
- * @copydoc RenderSystem::endFrame()
- */
- void endFrame(void);
- /**
- * @copydoc RenderSystem::draw()
- */
- void draw(UINT32 vertexCount);
- /**
- * @copydoc RenderSystem::drawIndexed()
- */
- void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount);
- /**
- * @copydoc RenderSystem::clear()
- */
- void clear(RenderTargetPtr target, unsigned int buffers,
- const Color& colour = Color::Black,
- float depth = 1.0f, unsigned short stencil = 0);
- /**
- * @copydoc RenderSystem::getColorVertexElementType()
- */
- VertexElementType getColorVertexElementType(void) const;
- /**
- * @copydoc RenderSystem::getHorizontalTexelOffset()
- */
- float getHorizontalTexelOffset(void);
- /**
- * @copydoc RenderSystem::getVerticalTexelOffset()
- */
- float getVerticalTexelOffset(void);
- /**
- * @copydoc RenderSystem::getMinimumDepthInputValue()
- */
- float getMinimumDepthInputValue(void);
- /**
- * @copydoc RenderSystem::getMaximumDepthInputValue()
- */
- float getMaximumDepthInputValue(void);
- /**
- * @copydoc RenderSystem::convertProjectionMatrix()
- */
- void convertProjectionMatrix(const Matrix4& matrix,
- Matrix4& dest, bool forGpuProgram = false);
- /************************************************************************/
- /* Internal use by OpenGL RenderSystem only */
- /************************************************************************/
- void unregisterContext(GLContext *context);
- void registerContext(GLContext* context);
- GLSupport* getGLSupport() const { return mGLSupport; }
- private:
- /// Rendering loop control
- bool mStopRendering;
- // Scissor test
- UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
- UINT32 mStencilReadMask;
- UINT32 mStencilWriteMask;
- UINT32 mStencilRefValue;
- CompareFunction mStencilCompareFront;
- CompareFunction mStencilCompareBack;
- /// View matrix to set world against
- Matrix4 mViewMatrix;
- /// Last min & mip filtering options, so we can combine them
- FilterOptions mMinFilter;
- FilterOptions mMipFilter;
- /// Holds texture type settings for every stage
- GLenum* mTextureTypes;
- void initInputDevices(void);
- void processInputDevices(void);
- void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
-
- GLint getBlendMode(SceneBlendFactor ogreBlend) const;
- GLint getTextureAddressingMode(TextureAddressingMode tam) const;
- void initialiseContext(GLContext* primary);
- /** See
- RenderSystem
- */
- virtual RenderSystemCapabilities* createRenderSystemCapabilities() const;
- /** See
- RenderSystem
- */
- void initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps);
- /// Store last depth write state
- bool mDepthWrite;
- /// Store last colour write state
- bool mColourWrite[4];
- GLint convertCompareFunction(CompareFunction func) const;
- GLint convertStencilOp(StencilOperation op, bool invert = false) const;
- /// Internal method for anisotropy validation
- GLfloat _getCurrentAnisotropy(UINT16 unit);
-
- /// GL support class, used for creating windows etc.
- GLSupport* mGLSupport;
- /// Check if the GL system has already been initialised
- bool mGLInitialised;
- GLSLProgramFactory* mGLSLProgramFactory;
- CgProgramFactory* mCgProgramFactory;
- GLSLProgramPipelineManager* mProgramPipelineManager;
- GLuint getCombinedMinMipFilter(void) const;
- GLSLGpuProgram* mCurrentVertexProgram;
- GLSLGpuProgram* mCurrentFragmentProgram;
- GLSLGpuProgram* mCurrentGeometryProgram;
- GLSLGpuProgram* mCurrentHullProgram;
- GLSLGpuProgram* mCurrentDomainProgram;
- const GLSLProgramPipeline* mActivePipeline;
- UINT32 mFragmentTexOffset;
- UINT32 mVertexTexOffset;
- UINT32 mGeometryTexOffset;
- UINT32 mFragmentUBOffset;
- UINT32 mVertexUBOffset;
- UINT32 mGeometryUBOffset;
- UINT32 mHullUBOffset;
- UINT32 mDomainUBOffset;
- UINT32 mComputeUBOffset;
- unordered_map<UINT32, VertexBufferPtr>::type mBoundVertexBuffers;
- VertexDeclarationPtr mBoundVertexDeclaration;
- IndexBufferPtr mBoundIndexBuffer;
- DrawOperationType mCurrentDrawOperation;
- /* The main GL context - main thread only */
- GLContext *mMainContext;
- /* The current GL context - main thread only */
- GLContext *mCurrentContext;
- typedef list<GLContext*>::type GLContextList;
- /// List of background thread contexts
- GLContextList mBackgroundContextList;
- vector<GLuint>::type mBoundAttributes; // Only full between begin/endDraw calls
- bool mDrawCallInProgress;
- UINT16 mActiveTextureUnit;
- protected:
- /**
- * @copydoc RenderSystem::initialize_internal().
- */
- void initialize_internal();
- /**
- * @copydoc RenderSystem::destroy_internal().
- */
- void destroy_internal(void);
- void setClipPlanesImpl(const PlaneList& clipPlanes);
- bool activateGLTextureUnit(UINT16 unit);
- /** See
- RenderSystem
- */
- String getErrorDescription(long errorNumber) const;
- /** See
- RenderSystem
- */
- void setClipPlane (UINT16 index, float A, float B, float C, float D);
- /** See
- RenderSystem
- */
- void enableClipPlane (UINT16 index, bool enable);
- /************************************************************************/
- /* Sampler states */
- /************************************************************************/
- /** Sets the texture addressing mode for a texture unit.*/
- void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
- /** Sets the texture border color for a texture unit.*/
- void setTextureBorderColor(UINT16 stage, const Color& color);
- /** Sets the mipmap bias value for a given texture unit.
- @remarks
- This allows you to adjust the mipmap calculation up or down for a
- given texture unit. Negative values force a larger mipmap to be used,
- positive values force a smaller mipmap to be used. Units are in numbers
- of levels, so +1 forces the mipmaps to one smaller level.
- @note Only does something if render system has capability RSC_MIPMAP_LOD_BIAS.
- */
- void setTextureMipmapBias(UINT16 unit, float bias);
- /** Sets a single filter for a given texture unit.
- @param unit The texture unit to set the filtering options for
- @param ftype The filter type
- @param filter The filter to be used
- */
- void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
- /** Sets the maximal anisotropy for the specified texture unit.*/
- void setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy);
- /************************************************************************/
- /* Blend states */
- /************************************************************************/
- /** Sets the global blending factors for combining subsequent renders with the existing frame contents.
- The result of the blending operation is:</p>
- <p align="center">final = (texture * sourceFactor) + (pixel * destFactor)</p>
- Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
- enumerated type.
- By changing the operation you can change addition between the source and destination pixels to a different operator.
- @param sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
- @param destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
- @param op The blend operation mode for combining pixels
- */
- void setSceneBlending( SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op );
- /** Sets the global blending factors for combining subsequent renders with the existing frame contents.
- The result of the blending operation is:</p>
- <p align="center">final = (texture * sourceFactor) + (pixel * destFactor)</p>
- Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
- enumerated type.
- @param sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
- @param destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
- @param sourceFactorAlpha The source factor in the above calculation for the alpha channel, i.e. multiplied by the texture alpha components.
- @param destFactorAlpha The destination factor in the above calculation for the alpha channel, i.e. multiplied by the pixel alpha components.
- @param op The blend operation mode for combining pixels
- @param alphaOp The blend operation mode for combining pixel alpha values
- */
- void setSceneBlending( SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha,
- SceneBlendFactor destFactorAlpha, SceneBlendOperation op, SceneBlendOperation alphaOp );
- /** Sets the global alpha rejection approach for future renders.
- By default images are rendered regardless of texture alpha. This method lets you change that.
- @param func The comparison function which must pass for a pixel to be written.
- @param val The value to compare each pixels alpha value to (0-255)
- */
- void setAlphaTest(CompareFunction func, unsigned char value);
- /**
- * @brief Enable alpha coverage if supported.
- */
- void setAlphaToCoverage(bool enabled);
- /** Sets whether or not colour buffer writing is enabled, and for which channels.
- @remarks
- For some advanced effects, you may wish to turn off the writing of certain colour
- channels, or even all of the colour channels so that only the depth buffer is updated
- in a rendering pass. However, the chances are that you really want to use this option
- through the Material class.
- @param red, green, blue, alpha Whether writing is enabled for each of the 4 colour channels. */
- void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
- /************************************************************************/
- /* Rasterizer states */
- /************************************************************************/
- /** Sets the culling mode for the render system based on the 'vertex winding'.
- A typical way for the rendering engine to cull triangles is based on the
- 'vertex winding' of triangles. Vertex winding refers to the direction in
- which the vertices are passed or indexed to in the rendering operation as viewed
- from the camera, and will wither be clockwise or anticlockwise (that's 'counterclockwise' for
- you Americans out there ;) The default is CULL_CLOCKWISE i.e. that only triangles whose vertices
- are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models
- for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing.
- You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex
- winding is uncertain.
- */
- void setCullingMode(CullingMode mode);
- /** Sets how to rasterise triangles, as points, wireframe or solid polys. */
- void setPolygonMode(PolygonMode level);
- /** Sets the depth bias, NB you should use the Material version of this.
- @remarks
- When polygons are coplanar, you can get problems with 'depth fighting' where
- the pixels from the two polys compete for the same screen pixel. This is particularly
- a problem for decals (polys attached to another surface to represent details such as
- bulletholes etc.).
- @par
- A way to combat this problem is to use a depth bias to adjust the depth buffer value
- used for the decal such that it is slightly higher than the true value, ensuring that
- the decal appears on top.
- @note
- The final bias value is a combination of a constant bias and a bias proportional
- to the maximum depth slope of the polygon being rendered. The final bias
- is constantBias + slopeScaleBias * maxslope. Slope scale biasing is
- generally preferable but is not available on older hardware.
- @param constantBias The constant bias value, expressed as a value in
- homogeneous depth coordinates.
- @param slopeScaleBias The bias value which is factored by the maximum slope
- of the polygon, see the description above. This is not supported by all
- cards.
- */
- void setDepthBias(float constantBias, float slopeScaleBias);
- /**
- * @brief Scissor test allows you to 'mask off' rendering in all but a given rectangular area
- * identified by the rectangle set by setScissorRect().
- */
- void setScissorTestEnable(bool enable);
- /************************************************************************/
- /* Depth stencil state */
- /************************************************************************/
-
- /** Sets the mode of operation for depth buffer tests from this point onwards.
- Sometimes you may wish to alter the behaviour of the depth buffer to achieve
- special effects. Because it's unlikely that you'll set these options for an entire frame,
- but rather use them to tweak settings between rendering objects, this is an internal
- method (indicated by the '_' prefix) which will be used by a SceneManager implementation
- rather than directly from the client application.
- If this method is never called the settings are automatically the same as the default parameters.
- @param depthTest If true, the depth buffer is tested for each pixel and the frame buffer is only updated
- if the depth function test succeeds. If false, no test is performed and pixels are always written.
- @param depthWrite If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds.
- If false, the depth buffer is left unchanged even if a new pixel is written.
- @param depthFunction Sets the function required for the depth test.
- */
- void setDepthBufferParams(bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL);
- /** Sets whether or not the depth buffer check is performed before a pixel write.
- @param enabled If true, the depth buffer is tested for each pixel and the frame buffer is only updated
- if the depth function test succeeds. If false, no test is performed and pixels are always written.
- */
- void setDepthBufferCheckEnabled(bool enabled = true);
- /** Sets whether or not the depth buffer is updated after a pixel write.
- @param enabled If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds.
- If false, the depth buffer is left unchanged even if a new pixel is written.
- */
- void setDepthBufferWriteEnabled(bool enabled = true);
- /** Sets the comparison function for the depth buffer check.
- Advanced use only - allows you to choose the function applied to compare the depth values of
- new and existing pixels in the depth buffer. Only an issue if the deoth buffer check is enabled
- (see _setDepthBufferCheckEnabled)
- @param func The comparison between the new depth and the existing depth which must return true
- for the new pixel to be written.
- */
- void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
- /** Turns stencil buffer checking on or off.
- @remarks
- Stencilling (masking off areas of the rendering target based on the stencil
- buffer) can be turned on or off using this method. By default, stencilling is
- disabled.
- */
- void setStencilCheckEnabled(bool enabled);
- /** This method allows you to set stencil buffer operations in one call.
- @param stencilFailOp The action to perform when the stencil check fails
- @param depthFailOp The action to perform when the stencil check passes, but the
- depth buffer check still fails
- @param passOp The action to take when both the stencil and depth check pass.
- @param ccw If set to true, the stencil operations will be applied to counterclockwise
- faces. Otherwise they will be applied to clockwise faces.
- */
- void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
- StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
- bool front = true);
- /**
- * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions depending on whether the test fails,
- * succeeds but with the depth buffer check still failing, or succeeds with the
- * depth buffer check passing too.
- * @param mask The bitmask applied to both the stencil value and the reference value
- * before comparison
- * @param ccw If set to true, the stencil operations will be applied to counterclockwise
- * faces. Otherwise they will be applied to clockwise faces.
- */
- void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool front = true);
- /**
- * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
- */
- void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
- /**
- * @brief Sets a reference values used for stencil buffer comparisons.
- * Actual comparison function and stencil operations are set by setting the DepthStencilState.
- */
- void setStencilRefValue(UINT32 refValue);
- /** One time initialization for the RenderState of a context. Things that
- only need to be set once, like the LightingModel can be defined here.
- */
- void oneTimeContextInitialization();
- /** Switch GL context, dealing with involved internal cached states too
- */
- void switchContext(GLContext *context);
- /**
- * @brief Checks if there are any OpenGL errors and prints them to the log.
- */
- bool checkForErrors() const;
- /**
- * @brief OpenGL shares all texture slots, but the engine prefers to keep textures
- * separate per-stage. This will convert texture unit that is set per stage
- * into a global texture unit usable by OpenGL.
- */
- UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
- /**
- * @brief OpenGL shares all buffer bindings, but the engine prefers to keep buffers
- * separate per-stage. This will convert block buffer binding that is set per stage
- * into a global block buffer binding usable by OpenGL.
- */
- UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
- /**
- * @brief Returns the OpenGL specific mode used for drawing, depending on the
- * currently set draw operation;
- */
- GLint getGLDrawMode() const;
- /**
- * @brief Call before doing a draw operation, this method sets everything up.
- */
- void beginDraw();
- /**
- * @brief Needs to accompany every beginDraw after you are done with a single draw operation.
- */
- void endDraw();
- void setActiveProgram(GpuProgramType gptype, GLSLGpuProgram* program);
- GLSLGpuProgram* getActiveProgram(GpuProgramType gptype) const;
- /** Returns the main context */
- GLContext* _getMainContext() {return mMainContext;}
- };
- }
- #endif
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