BsGLRenderSystem.h 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582
  1. #pragma once
  2. #include "BsGLPrerequisites.h"
  3. #include "BsRenderSystem.h"
  4. #include "BsGLHardwareBufferManager.h"
  5. #include "BsGLSLProgramFactory.h"
  6. #include "BsVector4.h"
  7. namespace BansheeEngine
  8. {
  9. /**
  10. * @brief Implementation of a render system using OpenGL. Provides abstracted
  11. * access to various low level OpenGL methods.
  12. */
  13. class BS_RSGL_EXPORT GLRenderSystem : public RenderSystem
  14. {
  15. public:
  16. GLRenderSystem();
  17. ~GLRenderSystem();
  18. /**
  19. * @copydoc RenderSystem::getName()
  20. */
  21. const String& getName() const;
  22. /**
  23. * @copydoc RenderSystem::getShadingLanguageName()
  24. */
  25. const String& getShadingLanguageName() const;
  26. /**
  27. * @copydoc RenderSystem::setRenderTarget()
  28. */
  29. void setRenderTarget(RenderTargetPtr target);
  30. /**
  31. * @copydoc RenderSystem::setVertexBuffers()
  32. */
  33. void setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers);
  34. /**
  35. * @copydoc RenderSystem::setIndexBuffer()
  36. */
  37. void setIndexBuffer(const IndexBufferPtr& buffer);
  38. /**
  39. * @copydoc RenderSystem::setVertexDeclaration()
  40. */
  41. void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration);
  42. /**
  43. * @copydoc RenderSystem::setDrawOperation()
  44. */
  45. void setDrawOperation(DrawOperationType op);
  46. /**
  47. * @copydoc RenderSystem::setScissorRect()
  48. */
  49. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom);
  50. /**
  51. * @copydoc RenderSystem::setTexture()
  52. */
  53. void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &tex);
  54. /**
  55. * @copydoc RenderSystem::setLoadStoreTexture
  56. */
  57. void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr,
  58. const TextureSurface& surface);
  59. /**
  60. * @copydoc RenderSystem::setSamplerState()
  61. */
  62. void setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state);
  63. /**
  64. * @copydoc RenderSystem::setBlendState()
  65. */
  66. void setBlendState(const BlendStatePtr& blendState);
  67. /**
  68. * @copydoc RenderSystem::setRasterizerState()
  69. */
  70. void setRasterizerState(const RasterizerStatePtr& rasterizerState);
  71. /**
  72. * @copydoc RenderSystem::setDepthStencilState()
  73. */
  74. void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue);
  75. /**
  76. * @copydoc RenderSystem::setViewport()
  77. */
  78. void setViewport(Viewport vp);
  79. /**
  80. * @copydoc RenderSystem::bindGpuProgram()
  81. */
  82. void bindGpuProgram(HGpuProgram prg);
  83. /**
  84. * @copydoc RenderSystem::unbindGpuProgram()
  85. */
  86. void unbindGpuProgram(GpuProgramType gptype);
  87. /**
  88. * @copydoc RenderSystem::bindGpuParams()
  89. */
  90. void bindGpuParams(GpuProgramType gptype, GpuParamsPtr params);
  91. /**
  92. * @copydoc RenderSystem::beginFrame()
  93. */
  94. void beginFrame(void);
  95. /**
  96. * @copydoc RenderSystem::endFrame()
  97. */
  98. void endFrame(void);
  99. /**
  100. * @copydoc RenderSystem::draw()
  101. */
  102. void draw(UINT32 vertexOffset, UINT32 vertexCount);
  103. /**
  104. * @copydoc RenderSystem::drawIndexed()
  105. */
  106. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount);
  107. /**
  108. * @copydoc RenderSystem::clearRenderTarget()
  109. */
  110. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
  111. /**
  112. * @copydoc RenderSystem::clearViewport()
  113. */
  114. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
  115. /**
  116. * @copydoc RenderSystem::getColorVertexElementType()
  117. */
  118. VertexElementType getColorVertexElementType() const;
  119. /**
  120. * @copydoc RenderSystem::getHorizontalTexelOffset()
  121. */
  122. float getHorizontalTexelOffset();
  123. /**
  124. * @copydoc RenderSystem::getVerticalTexelOffset()
  125. */
  126. float getVerticalTexelOffset();
  127. /**
  128. * @copydoc RenderSystem::getMinimumDepthInputValue()
  129. */
  130. float getMinimumDepthInputValue();
  131. /**
  132. * @copydoc RenderSystem::getMaximumDepthInputValue()
  133. */
  134. float getMaximumDepthInputValue();
  135. /**
  136. * @copydoc RenderSystem::convertProjectionMatrix()
  137. */
  138. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest);
  139. /************************************************************************/
  140. /* Internal use by OpenGL RenderSystem only */
  141. /************************************************************************/
  142. /**
  143. * @brief Query has the main context been initialized.
  144. */
  145. bool _isContextInitialized() const { return mGLInitialised; }
  146. /**
  147. * @brief Returns main context. Caller must ensure the context has been initialized.
  148. */
  149. GLContext* getMainContext() const { return mMainContext; }
  150. /**
  151. * @brief Returns a support object you may use for creating
  152. */
  153. GLSupport* getGLSupport() const { return mGLSupport; }
  154. protected:
  155. /**
  156. * @copydoc RenderSystem::initialize_internal().
  157. */
  158. void initialize_internal(AsyncOp& asyncOp);
  159. /**
  160. * @copydoc RenderSystem::destroy_internal().
  161. */
  162. void destroy_internal(void);
  163. /**
  164. * @brief Call before doing a draw operation, this method sets everything up.
  165. */
  166. void beginDraw();
  167. /**
  168. * @brief Needs to accompany every beginDraw after you are done with a single draw operation.
  169. */
  170. void endDraw();
  171. /**
  172. * @brief Clear a part of a render target.
  173. */
  174. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, const Rect2I& clearArea = Rect2I::EMPTY);
  175. /**
  176. * @brief Set up clip planes against which all geometry will get clipped.
  177. */
  178. void setClipPlanesImpl(const PlaneList& clipPlanes);
  179. /**
  180. * @brief Set up a clip plane at a specific clip plane index. If enabled,
  181. * geometry will be clipped against the positive side of the plane.
  182. *
  183. * @note Valid index range is [0, 5].
  184. */
  185. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  186. /**
  187. * @brief Enable or disable clipping against a clip plane at the specified index.
  188. *
  189. * @note Valid index range is [0, 5].
  190. */
  191. void enableClipPlane (UINT16 index, bool enable);
  192. /**
  193. * @brief Changes the currently active texture unit. Any texture related operations
  194. * will then be performed on this unit.
  195. */
  196. bool activateGLTextureUnit(UINT16 unit);
  197. /**
  198. * @brief Changes the active GPU program.
  199. */
  200. void setActiveProgram(GpuProgramType gptype, GLSLGpuProgramPtr program);
  201. /**
  202. * @brief Retrieves the active GPU program of the specified type.
  203. */
  204. GLSLGpuProgramPtr getActiveProgram(GpuProgramType gptype) const;
  205. /**
  206. * @brief Converts Banshee blend mode to OpenGL blend mode.
  207. */
  208. GLint getBlendMode(BlendFactor blendMode) const;
  209. /**
  210. * @brief Converts Banshee texture addressing mode to OpenGL texture addressing mode.
  211. */
  212. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  213. /**
  214. * @brief Gets a combined min/mip filter value usable by OpenGL from the currently
  215. * set min and mip filters.
  216. */
  217. GLuint getCombinedMinMipFilter() const;
  218. /**
  219. * @brief OpenGL shares all texture slots, but the engine prefers to keep textures
  220. * separate per-stage. This will convert texture unit that is set per stage
  221. * into a global texture unit usable by OpenGL.
  222. */
  223. UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
  224. /**
  225. * @brief OpenGL shares all buffer bindings, but the engine prefers to keep buffers
  226. * separate per-stage. This will convert block buffer binding that is set per stage
  227. * into a global block buffer binding usable by OpenGL.
  228. */
  229. UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
  230. /**
  231. * @brief Returns the OpenGL specific mode used for drawing, depending on the
  232. * currently set draw operation;
  233. */
  234. GLint getGLDrawMode() const;
  235. /**
  236. * @brief Creates render system capabilities that specify which features are
  237. * or aren't supported.
  238. */
  239. RenderSystemCapabilities* createRenderSystemCapabilities() const;
  240. /**
  241. * @brief Finish initialization by setting up any systems dependant on render system
  242. * capabilities.
  243. */
  244. void initFromCaps(RenderSystemCapabilities* caps);
  245. /**
  246. * @brief Switch the currently used OpenGL context. You will need to re-bind
  247. * any previously bound values manually. (e.g. textures, gpu programs and such)
  248. */
  249. void switchContext(GLContext* context);
  250. /************************************************************************/
  251. /* Sampler states */
  252. /************************************************************************/
  253. /**
  254. * @brief Sets the texture addressing mode for a texture unit. This determines
  255. * how are UV address values outside of [0, 1] range handled when sampling
  256. * from texture.
  257. */
  258. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  259. /**
  260. * @brief Sets the texture border color for a texture unit. Border color
  261. * determines color returned by the texture sampler when border addressing mode
  262. * is used and texture address is outside of [0, 1] range.
  263. */
  264. void setTextureBorderColor(UINT16 stage, const Color& color);
  265. /**
  266. * @brief Sets the mipmap bias value for a given texture unit. Bias allows
  267. * you to adjust the mipmap selection calculation. Negative values force a
  268. * larger mipmap to be used, and positive values smaller. Units are in values
  269. * of mip levels, so -1 means use a mipmap one level higher than default.
  270. */
  271. void setTextureMipmapBias(UINT16 unit, float bias);
  272. /**
  273. * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
  274. * Different filter types are used for different situations like magnifying or minifying a texture.
  275. */
  276. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  277. /**
  278. * @brief Sets anisotropy value for the specified texture unit.
  279. */
  280. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  281. /**
  282. * @brief Gets anisotropy value for the specified texture unit.
  283. */
  284. GLfloat getCurrentAnisotropy(UINT16 unit);
  285. /************************************************************************/
  286. /* Blend states */
  287. /************************************************************************/
  288. /**
  289. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  290. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  291. */
  292. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  293. /**
  294. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  295. * Allows you to set up separate blend operations for alpha values.
  296. *
  297. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  298. */
  299. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  300. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  301. /**
  302. * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
  303. * versus the provided reference value.
  304. */
  305. void setAlphaTest(CompareFunction func, unsigned char value);
  306. /**
  307. * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
  308. * to worry about order of rendering like regular blending does. It requires multi-sampling to
  309. * be active in order to work, and you need to supply an alpha texture that determines object transparency.
  310. */
  311. void setAlphaToCoverage(bool enabled);
  312. /**
  313. * @brief Enables or disables writing to certain color channels of the render target.
  314. */
  315. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  316. /************************************************************************/
  317. /* Rasterizer states */
  318. /************************************************************************/
  319. /**
  320. * @brief Sets vertex winding order. Normally you would use this to cull back facing
  321. * polygons.
  322. */
  323. void setCullingMode(CullingMode mode);
  324. /**
  325. * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
  326. */
  327. void setPolygonMode(PolygonMode level);
  328. /**
  329. * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
  330. * Final depth bias value is a combination of the constant depth bias and slope depth bias.
  331. * Slope depth bias has more effect the higher the slope of the rendered polygon.
  332. *
  333. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  334. */
  335. void setDepthBias(float constantBias, float slopeScaleBias);
  336. /**
  337. * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
  338. * identified by the rectangle set by setScissorRect().
  339. */
  340. void setScissorTestEnable(bool enable);
  341. /**
  342. * @brief Enables or disables multisample antialiasing.
  343. */
  344. void setMultisamplingEnable(bool enable);
  345. /**
  346. * @brief Enables or disables depth clipping (i.e. near/fear plane clipping).
  347. */
  348. void setDepthClipEnable(bool enable);
  349. /**
  350. * @brief Enables or disables antialiased line rendering.
  351. */
  352. void setAntialiasedLineEnable(bool enable);
  353. /************************************************************************/
  354. /* Depth stencil state */
  355. /************************************************************************/
  356. /**
  357. * @brief Should new pixels perform depth testing using the set depth comparison function before
  358. * being written.
  359. */
  360. void setDepthBufferCheckEnabled(bool enabled = true);
  361. /**
  362. * @brief Should new pixels write to the depth buffer.
  363. */
  364. void setDepthBufferWriteEnabled(bool enabled = true);
  365. /**
  366. * @brief Sets comparison function used for depth testing. Determines how are new and existing
  367. * pixel values compared - if comparison function returns true the new pixel is written.
  368. */
  369. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  370. /**
  371. * @brief Turns stencil tests on or off. By default this is disabled.
  372. * Stencil testing allow you to mask out a part of the rendered image by using
  373. * various stencil operations provided.
  374. */
  375. void setStencilCheckEnabled(bool enabled);
  376. /**
  377. * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
  378. *
  379. * @param stencilFailOp Operation executed when stencil test fails.
  380. * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
  381. * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
  382. * @param front Should the stencil operations be applied to front or back facing polygons.
  383. */
  384. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  385. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  386. bool front = true);
  387. /**
  388. * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
  389. * depending on whether the test fails, succeeds but with the depth buffer check still failing,
  390. * or succeeds with the depth buffer check passing too.
  391. *
  392. * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
  393. * gets compared to the value already in the buffer using this function.
  394. * @param mask The bitmask applied to both the stencil value and the reference value
  395. * before comparison
  396. * @param ccw If set to true, the stencil operations will be applied to counterclockwise
  397. * faces. Otherwise they will be applied to clockwise faces.
  398. */
  399. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool front = true);
  400. /**
  401. * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
  402. */
  403. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  404. /**
  405. * @brief Sets a reference values used for stencil buffer comparisons.
  406. * Actual comparison function and stencil operations are set by setting the DepthStencilState.
  407. */
  408. void setStencilRefValue(UINT32 refValue);
  409. /************************************************************************/
  410. /* UTILITY METHODS */
  411. /************************************************************************/
  412. /**
  413. * @brief Converts the provided matrix m into a representation usable by OpenGL.
  414. */
  415. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  416. /**
  417. * @brief Converts the engine depth/stencil compare function into OpenGL representation.
  418. */
  419. GLint convertCompareFunction(CompareFunction func) const;
  420. /**
  421. * @brief Convers the engine stencil operation in OpenGL representation. Optionally inverts
  422. * the operation (increment becomes decrement, etc.).
  423. */
  424. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  425. /**
  426. * @brief Checks if there are any OpenGL errors and prints them to the log.
  427. */
  428. bool checkForErrors() const;
  429. private:
  430. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  431. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  432. UINT32 mStencilReadMask;
  433. UINT32 mStencilWriteMask;
  434. UINT32 mStencilRefValue;
  435. CompareFunction mStencilCompareFront;
  436. CompareFunction mStencilCompareBack;
  437. // View matrix to set world against
  438. Matrix4 mViewMatrix;
  439. // Last min & mip filtering options, so we can combine them
  440. FilterOptions mMinFilter;
  441. FilterOptions mMipFilter;
  442. // Holds texture type settings for every stage
  443. UINT32 mNumTextureTypes;
  444. GLenum* mTextureTypes;
  445. bool mDepthWrite;
  446. bool mColorWrite[4];
  447. GLSupport* mGLSupport;
  448. bool mGLInitialised;
  449. GLSLProgramFactory* mGLSLProgramFactory;
  450. GLSLProgramPipelineManager* mProgramPipelineManager;
  451. GLSLGpuProgramPtr mCurrentVertexProgram;
  452. GLSLGpuProgramPtr mCurrentFragmentProgram;
  453. GLSLGpuProgramPtr mCurrentGeometryProgram;
  454. GLSLGpuProgramPtr mCurrentHullProgram;
  455. GLSLGpuProgramPtr mCurrentDomainProgram;
  456. const GLSLProgramPipeline* mActivePipeline;
  457. UINT32 mFragmentTexOffset;
  458. UINT32 mVertexTexOffset;
  459. UINT32 mGeometryTexOffset;
  460. UINT32 mFragmentUBOffset;
  461. UINT32 mVertexUBOffset;
  462. UINT32 mGeometryUBOffset;
  463. UINT32 mHullUBOffset;
  464. UINT32 mDomainUBOffset;
  465. UINT32 mComputeUBOffset;
  466. Vector<VertexBufferPtr> mBoundVertexBuffers;
  467. VertexDeclarationPtr mBoundVertexDeclaration;
  468. IndexBufferPtr mBoundIndexBuffer;
  469. DrawOperationType mCurrentDrawOperation;
  470. GLContext* mMainContext;
  471. GLContext* mCurrentContext;
  472. bool mDrawCallInProgress;
  473. UINT16 mActiveTextureUnit;
  474. };
  475. }