BsGLRenderAPI.h 19 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsGLPrerequisites.h"
  5. #include "BsRenderAPI.h"
  6. #include "BsGLHardwareBufferManager.h"
  7. #include "BsGLSLProgramFactory.h"
  8. #include "BsMatrix4.h"
  9. namespace BansheeEngine
  10. {
  11. /** @addtogroup GL
  12. * @{
  13. */
  14. /** Implementation of a render system using OpenGL. Provides abstracted access to various low level OpenGL methods. */
  15. class BS_RSGL_EXPORT GLRenderAPI : public RenderAPICore
  16. {
  17. public:
  18. GLRenderAPI();
  19. ~GLRenderAPI();
  20. /** @copydoc RenderAPICore::getName() */
  21. const StringID& getName() const override;
  22. /** @copydoc RenderAPICore::getShadingLanguageName() */
  23. const String& getShadingLanguageName() const override;
  24. /** @copydoc RenderAPICore::setRenderTarget() */
  25. void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) override;
  26. /** @copydoc RenderAPICore::setVertexBuffers() */
  27. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
  28. /** @copydoc RenderAPICore::setIndexBuffer() */
  29. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
  30. /** @copydoc RenderAPICore::setVertexDeclaration() */
  31. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
  32. /** @copydoc RenderAPICore::setDrawOperation() */
  33. void setDrawOperation(DrawOperationType op) override;
  34. /** @copydoc RenderAPICore::setScissorRect() */
  35. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
  36. /** @copydoc RenderAPICore::setTexture() */
  37. void setTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr<TextureCore>& texPtr) override;
  38. /** @copydoc RenderAPICore::setLoadStoreTexture */
  39. void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, bool enabled, const SPtr<TextureCore>& texPtr,
  40. const TextureSurface& surface) override;
  41. /** @copydoc RenderAPICore::setBuffer */
  42. void setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr<GpuBufferCore>& buffer, bool loadStore = false) override;
  43. /** @copydoc RenderAPICore::setSamplerState() */
  44. void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState) override;
  45. /** @copydoc RenderAPICore::setBlendState() */
  46. void setBlendState(const SPtr<BlendStateCore>& blendState) override;
  47. /** @copydoc RenderAPICore::setRasterizerState() */
  48. void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
  49. /** @copydoc RenderAPICore::setDepthStencilState() */
  50. void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
  51. /** @copydoc RenderAPICore::setViewport() */
  52. void setViewport(const Rect2& area) override;
  53. /** @copydoc RenderAPICore::bindGpuProgram() */
  54. void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
  55. /** @copydoc RenderAPICore::unbindGpuProgram() */
  56. void unbindGpuProgram(GpuProgramType gptype) override;
  57. /** @copydoc RenderAPICore::setParamBuffer */
  58. void setParamBuffer(GpuProgramType gptype, UINT32 slot, const SPtr<GpuParamBlockBufferCore>& buffer,
  59. const GpuParamDesc& paramDesc) override;
  60. /** @copydoc RenderAPICore::beginFrame() */
  61. void beginFrame() override;
  62. /** @copydoc RenderAPICore::endFrame() */
  63. void endFrame() override;
  64. /** @copydoc RenderAPICore::draw() */
  65. void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0) override;
  66. /** @copydoc RenderAPICore::drawIndexed() */
  67. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount
  68. , UINT32 instanceCount = 0) override;
  69. /** @copydoc RenderAPICore::dispatchCompute() */
  70. void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1) override;
  71. /** @copydoc RenderAPICore::clearRenderTarget() */
  72. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  73. UINT8 targetMask = 0xFF) override;
  74. /** @copydoc RenderAPICore::clearViewport() */
  75. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  76. UINT8 targetMask = 0xFF) override;
  77. /** @copydoc RenderAPICore::convertProjectionMatrix() */
  78. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  79. /** @copydoc RenderAPICore::getAPIInfo */
  80. const RenderAPIInfo& getAPIInfo() const override;
  81. /** @copydoc RenderAPICore::generateParamBlockDesc() */
  82. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  83. /************************************************************************/
  84. /* Internal use by OpenGL RenderSystem only */
  85. /************************************************************************/
  86. /** Query has the main context been initialized. */
  87. bool _isContextInitialized() const { return mGLInitialised; }
  88. /** Returns main context. Caller must ensure the context has been initialized. */
  89. SPtr<GLContext> getMainContext() const { return mMainContext; }
  90. /** Returns a support object you may use for creating */
  91. GLSupport* getGLSupport() const { return mGLSupport; }
  92. protected:
  93. /** @copydoc RenderAPICore::initializePrepare */
  94. void initializePrepare() override;
  95. /** @copydoc RenderAPICore::initializeFinalize */
  96. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
  97. /** @copydoc RenderAPICore::destroyCore */
  98. void destroyCore() override;
  99. /** Call before doing a draw operation, this method sets everything up. */
  100. void beginDraw();
  101. /** Needs to accompany every beginDraw after you are done with a single draw operation. */
  102. void endDraw();
  103. /** Clear a part of a render target. */
  104. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  105. const Rect2I& clearArea = Rect2I::EMPTY, UINT8 targetMask = 0xFF);
  106. /** Set up clip planes against which all geometry will get clipped. */
  107. void setClipPlanesImpl(const PlaneList& clipPlanes) override;
  108. /**
  109. * Changes the currently active texture unit. Any texture related operations will then be performed on this unit.
  110. */
  111. bool activateGLTextureUnit(UINT16 unit);
  112. /** Changes the active GPU program. */
  113. void setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program);
  114. /** Retrieves the active GPU program of the specified type. */
  115. SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
  116. /** Converts Banshee blend mode to OpenGL blend mode. */
  117. GLint getBlendMode(BlendFactor blendMode) const;
  118. /** Converts Banshee texture addressing mode to OpenGL texture addressing mode. */
  119. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  120. /** Gets a combined min/mip filter value usable by OpenGL from the currently set min and mip filters. */
  121. GLuint getCombinedMinMipFilter() const;
  122. /**
  123. * OpenGL shares all texture slots, but the engine prefers to keep textures separate per-stage. This will convert
  124. * texture unit that is set per stage into a global texture unit usable by OpenGL.
  125. */
  126. UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
  127. /**
  128. * OpenGL shares all buffer bindings, but the engine prefers to keep buffers separate per-stage. This will convert
  129. * block buffer binding that is set per stage into a global block buffer binding usable by OpenGL.
  130. */
  131. UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
  132. /** Returns the OpenGL specific mode used for drawing, depending on the currently set draw operation. */
  133. GLint getGLDrawMode() const;
  134. /** Creates render system capabilities that specify which features are or aren't supported. */
  135. RenderAPICapabilities* createRenderSystemCapabilities() const;
  136. /** Finish initialization by setting up any systems dependant on render systemcapabilities. */
  137. void initFromCaps(RenderAPICapabilities* caps);
  138. /**
  139. * Switch the currently used OpenGL context. You will need to re-bind any previously bound values manually
  140. * (for example textures, gpu programs and such).
  141. */
  142. void switchContext(const SPtr<GLContext>& context);
  143. /************************************************************************/
  144. /* Sampler states */
  145. /************************************************************************/
  146. /**
  147. * Sets the texture addressing mode for a texture unit. This determines how are UV address values outside of [0, 1]
  148. * range handled when sampling from texture.
  149. */
  150. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  151. /**
  152. * Sets the texture border color for a texture unit. Border color determines color returned by the texture sampler
  153. * when border addressing mode is used and texture address is outside of [0, 1] range.
  154. */
  155. void setTextureBorderColor(UINT16 stage, const Color& color);
  156. /**
  157. * Sets the mipmap bias value for a given texture unit. Bias allows you to adjust the mipmap selection calculation.
  158. * Negative values force a larger mipmap to be used, and positive values smaller. Units are in values of mip levels,
  159. * so -1 means use a mipmap one level higher than default.
  160. */
  161. void setTextureMipmapBias(UINT16 unit, float bias);
  162. /**
  163. * Allows you to specify how is the texture bound to the specified texture unit filtered. Different filter types are
  164. * used for different situations like magnifying or minifying a texture.
  165. */
  166. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  167. /** Sets anisotropy value for the specified texture unit. */
  168. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  169. /** Gets anisotropy value for the specified texture unit. */
  170. GLfloat getCurrentAnisotropy(UINT16 unit);
  171. /************************************************************************/
  172. /* Blend states */
  173. /************************************************************************/
  174. /**
  175. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  176. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  177. */
  178. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  179. /**
  180. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  181. * Allows you to set up separate blend operations for alpha values.
  182. *
  183. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  184. */
  185. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  186. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  187. /**
  188. * Sets alpha test that allows you to reject pixels that fail the comparison function versus the provided reference
  189. * value.
  190. */
  191. void setAlphaTest(CompareFunction func, unsigned char value);
  192. /**
  193. * Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing to worry about order
  194. * of rendering like regular blending does. It requires multi-sampling to be active in order to work, and you need
  195. * to supply an alpha texture that determines object transparency.
  196. */
  197. void setAlphaToCoverage(bool enabled);
  198. /** Enables or disables writing to certain color channels of the render target. */
  199. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  200. /************************************************************************/
  201. /* Rasterizer states */
  202. /************************************************************************/
  203. /** Sets vertex winding order. Normally you would use this to cull back facing polygons. */
  204. void setCullingMode(CullingMode mode);
  205. /** Sets the polygon rasterization mode. Determines how are polygons interpreted. */
  206. void setPolygonMode(PolygonMode level);
  207. /**
  208. * Sets a depth bias that will offset the depth values of new pixels by the specified amount. Final depth bias value
  209. * is a combination of the constant depth bias and slope depth bias. Slope depth bias has more effect the higher
  210. * the slope of the rendered polygon.
  211. *
  212. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  213. */
  214. void setDepthBias(float constantBias, float slopeScaleBias);
  215. /**
  216. * Scissor test allows you to mask off rendering in all but a given rectangular area identified by the rectangle
  217. * set by setScissorRect().
  218. */
  219. void setScissorTestEnable(bool enable);
  220. /** Enables or disables multisample antialiasing. */
  221. void setMultisamplingEnable(bool enable);
  222. /** Enables or disables depth clipping (near/fear plane clipping). */
  223. void setDepthClipEnable(bool enable);
  224. /** Enables or disables antialiased line rendering. */
  225. void setAntialiasedLineEnable(bool enable);
  226. /************************************************************************/
  227. /* Depth stencil state */
  228. /************************************************************************/
  229. /** Should new pixels perform depth testing using the set depth comparison function before being written. */
  230. void setDepthBufferCheckEnabled(bool enabled = true);
  231. /** Should new pixels write to the depth buffer. */
  232. void setDepthBufferWriteEnabled(bool enabled = true);
  233. /**
  234. * Sets comparison function used for depth testing. Determines how are new and existing pixel values compared - if
  235. * comparison function returns true the new pixel is written.
  236. */
  237. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  238. /**
  239. * Turns stencil tests on or off. By default this is disabled. Stencil testing allow you to mask out a part of the
  240. * rendered image by using various stencil operations provided.
  241. */
  242. void setStencilCheckEnabled(bool enabled);
  243. /**
  244. * Allows you to set stencil operations that are performed when stencil test passes or fails.
  245. *
  246. * @param[in] stencilFailOp Operation executed when stencil test fails.
  247. * @param[in] depthFailOp Operation executed when stencil test succeeds but depth test fails.
  248. * @param[in] passOp Operation executed when stencil test succeeds and depth test succeeds.
  249. * @param[in] front Should the stencil operations be applied to front or back facing polygons.
  250. */
  251. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  252. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  253. bool front = true);
  254. /**
  255. * Sets a stencil buffer comparison function. The result of this will cause one of 3 actions depending on whether
  256. * the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check
  257. * passing too.
  258. *
  259. * @param[in] func Comparison function that determines whether a stencil test fails or passes. Reference value
  260. * gets compared to the value already in the buffer using this function.
  261. * @param[in] mask The bitmask applied to both the stencil value and the reference value
  262. * before comparison
  263. * @param[in] ccw If set to true, the stencil operations will be applied to counterclockwise
  264. * faces. Otherwise they will be applied to clockwise faces.
  265. */
  266. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool ccw = true);
  267. /** The bitmask applied to the stencil value before writing it to the stencil buffer. */
  268. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  269. /**
  270. * Sets a reference values used for stencil buffer comparisons. Actual comparison function and stencil operations
  271. * are set by setting the DepthStencilState.
  272. */
  273. void setStencilRefValue(UINT32 refValue);
  274. /************************************************************************/
  275. /* UTILITY METHODS */
  276. /************************************************************************/
  277. /**
  278. * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target
  279. * and applies them for further rendering.
  280. */
  281. void applyViewport();
  282. /** Converts the provided matrix m into a representation usable by OpenGL. */
  283. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  284. /** Converts the engine depth/stencil compare function into OpenGL representation. */
  285. GLint convertCompareFunction(CompareFunction func) const;
  286. /**
  287. * Convers the engine stencil operation in OpenGL representation. Optionally inverts the operation (increment
  288. * becomes decrement, etc.).
  289. */
  290. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  291. /** Checks if there are any OpenGL errors and prints them to the log. */
  292. bool checkForErrors() const;
  293. private:
  294. Rect2 mViewportNorm;
  295. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  296. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  297. UINT32 mStencilReadMask;
  298. UINT32 mStencilWriteMask;
  299. UINT32 mStencilRefValue;
  300. CompareFunction mStencilCompareFront;
  301. CompareFunction mStencilCompareBack;
  302. // View matrix to set world against
  303. Matrix4 mViewMatrix;
  304. // Last min & mip filtering options, so we can combine them
  305. FilterOptions mMinFilter;
  306. FilterOptions mMipFilter;
  307. // Holds texture type settings for every stage
  308. UINT32 mNumTextureTypes;
  309. GLenum* mTextureTypes;
  310. bool mDepthWrite;
  311. bool mColorWrite[4];
  312. GLSupport* mGLSupport;
  313. bool mGLInitialised;
  314. GLSLProgramFactory* mGLSLProgramFactory;
  315. GLSLProgramPipelineManager* mProgramPipelineManager;
  316. SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
  317. SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
  318. SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
  319. SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
  320. SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
  321. SPtr<GLSLGpuProgramCore> mCurrentComputeProgram;
  322. const GLSLProgramPipeline* mActivePipeline;
  323. UINT32 mFragmentTexOffset;
  324. UINT32 mVertexTexOffset;
  325. UINT32 mGeometryTexOffset;
  326. UINT32 mFragmentUBOffset;
  327. UINT32 mVertexUBOffset;
  328. UINT32 mGeometryUBOffset;
  329. UINT32 mHullUBOffset;
  330. UINT32 mDomainUBOffset;
  331. UINT32 mComputeUBOffset;
  332. Vector<SPtr<VertexBufferCore>> mBoundVertexBuffers;
  333. SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
  334. SPtr<IndexBufferCore> mBoundIndexBuffer;
  335. DrawOperationType mCurrentDrawOperation;
  336. SPtr<GLContext> mMainContext;
  337. SPtr<GLContext> mCurrentContext;
  338. bool mDrawCallInProgress;
  339. UINT16 mActiveTextureUnit;
  340. };
  341. /** @} */
  342. }