CmDeferredRenderContext.cpp 8.4 KB

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  1. #include "CmDeferredRenderContext.h"
  2. #include "CmCommandQueue.h"
  3. #include "CmRenderSystemManager.h"
  4. #include "CmRenderSystem.h"
  5. namespace CamelotEngine
  6. {
  7. DeferredRenderContext::DeferredRenderContext(RenderSystem* rs, CM_THREAD_ID_TYPE threadId)
  8. :mCommandQueue(new CommandQueue(threadId))
  9. , mWaitForVerticalBlank(true)
  10. , mInvertVertexWinding(false)
  11. , mCullingMode(CULL_CLOCKWISE)
  12. , mRenderSystem(rs)
  13. {
  14. assert(mRenderSystem != nullptr);
  15. }
  16. DeferredRenderContext::~DeferredRenderContext()
  17. {
  18. delete mCommandQueue;
  19. }
  20. void DeferredRenderContext::swapAllRenderTargetBuffers(bool waitForVSync)
  21. {
  22. mCommandQueue->queue(boost::bind(&RenderSystem::swapAllRenderTargetBuffers, mRenderSystem, waitForVSync));
  23. }
  24. void DeferredRenderContext::setViewport(const Viewport& vp)
  25. {
  26. mCommandQueue->queue(boost::bind(&RenderSystem::setViewport, mRenderSystem, vp));
  27. }
  28. void DeferredRenderContext::setSamplerState(UINT16 texUnit, const SamplerState& samplerState)
  29. {
  30. mCommandQueue->queue(boost::bind(&RenderSystem::setSamplerState, mRenderSystem, texUnit, samplerState));
  31. }
  32. void DeferredRenderContext::setTexture(UINT16 unit, bool enabled, const TexturePtr &texPtr)
  33. {
  34. mCommandQueue->queue(boost::bind(&RenderSystem::setTexture, mRenderSystem, unit, enabled, texPtr));
  35. }
  36. void DeferredRenderContext::disableTextureUnit(UINT16 texUnit)
  37. {
  38. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnit, mRenderSystem, texUnit));
  39. }
  40. void DeferredRenderContext::disableTextureUnitsFrom(UINT16 texUnit)
  41. {
  42. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnitsFrom, mRenderSystem, texUnit));
  43. }
  44. void DeferredRenderContext::setPointParameters(float size, bool attenuationEnabled,
  45. float constant, float linear, float quadratic, float minSize, float maxSize)
  46. {
  47. mCommandQueue->queue(boost::bind(&RenderSystem::setPointParameters, mRenderSystem, size, attenuationEnabled, constant, linear, quadratic, minSize, maxSize));
  48. }
  49. void DeferredRenderContext::setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op)
  50. {
  51. mCommandQueue->queue(boost::bind(&RenderSystem::setSceneBlending, mRenderSystem, sourceFactor, destFactor, op));
  52. }
  53. void DeferredRenderContext::setSeparateSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha,
  54. SceneBlendFactor destFactorAlpha, SceneBlendOperation op, SceneBlendOperation alphaOp)
  55. {
  56. mCommandQueue->queue(boost::bind(&RenderSystem::setSeparateSceneBlending, mRenderSystem, sourceFactor, destFactor, sourceFactorAlpha, destFactorAlpha, op, alphaOp));
  57. }
  58. void DeferredRenderContext::setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverage)
  59. {
  60. mCommandQueue->queue(boost::bind(&RenderSystem::setAlphaRejectSettings, mRenderSystem, func, value, alphaToCoverage));
  61. }
  62. void DeferredRenderContext::setScissorTest(bool enabled, UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  63. {
  64. mCommandQueue->queue(boost::bind(&RenderSystem::setScissorTest, mRenderSystem, enabled, left, top, right, bottom));
  65. }
  66. bool DeferredRenderContext::getWaitForVerticalBlank(void) const
  67. {
  68. return mWaitForVerticalBlank;
  69. }
  70. void DeferredRenderContext::setWaitForVerticalBlank(bool enabled)
  71. {
  72. mWaitForVerticalBlank = enabled;
  73. mCommandQueue->queue(boost::bind(&RenderSystem::setWaitForVerticalBlank, mRenderSystem, enabled));
  74. }
  75. void DeferredRenderContext::setInvertVertexWinding(bool invert)
  76. {
  77. mInvertVertexWinding = invert;
  78. mCommandQueue->queue(boost::bind(&RenderSystem::setInvertVertexWinding_, mRenderSystem, invert));
  79. }
  80. bool DeferredRenderContext::getInvertVertexWinding(void) const
  81. {
  82. return mInvertVertexWinding;
  83. }
  84. void DeferredRenderContext::setDepthBufferParams(bool depthTest, bool depthWrite, CompareFunction depthFunction)
  85. {
  86. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferParams, mRenderSystem, depthTest, depthWrite, depthFunction));
  87. }
  88. void DeferredRenderContext::setDepthBufferCheckEnabled(bool enabled)
  89. {
  90. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferCheckEnabled, mRenderSystem, enabled));
  91. }
  92. void DeferredRenderContext::setDepthBufferWriteEnabled(bool enabled)
  93. {
  94. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferWriteEnabled, mRenderSystem, enabled));
  95. }
  96. void DeferredRenderContext::setDepthBufferFunction(CompareFunction func)
  97. {
  98. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferFunction, mRenderSystem, func));
  99. }
  100. void DeferredRenderContext::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  101. {
  102. mCommandQueue->queue(boost::bind(&RenderSystem::setColorBufferWriteEnabled, mRenderSystem, red, green, blue, alpha));
  103. }
  104. void DeferredRenderContext::setDepthBias(float constantBias, float slopeScaleBias)
  105. {
  106. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBias, mRenderSystem, constantBias, slopeScaleBias));
  107. }
  108. void DeferredRenderContext::setPolygonMode(PolygonMode level)
  109. {
  110. mCommandQueue->queue(boost::bind(&RenderSystem::setPolygonMode, mRenderSystem, level));
  111. }
  112. void DeferredRenderContext::setStencilCheckEnabled(bool enabled)
  113. {
  114. mCommandQueue->queue(boost::bind(&RenderSystem::setStencilCheckEnabled, mRenderSystem, enabled));
  115. }
  116. void DeferredRenderContext::setStencilBufferParams(CompareFunction func, UINT32 refValue, UINT32 mask, StencilOperation stencilFailOp,
  117. StencilOperation depthFailOp, StencilOperation passOp, bool twoSidedOperation)
  118. {
  119. mCommandQueue->queue(boost::bind(&RenderSystem::setStencilBufferParams, mRenderSystem, func, refValue, mask, stencilFailOp, depthFailOp, passOp, twoSidedOperation));
  120. }
  121. void DeferredRenderContext::setCullingMode(CullingMode mode)
  122. {
  123. mCullingMode = mode;
  124. mCommandQueue->queue(boost::bind(&RenderSystem::setCullingMode, mRenderSystem, mode));
  125. }
  126. CullingMode DeferredRenderContext::getCullingMode(void) const
  127. {
  128. return mCullingMode;
  129. }
  130. void DeferredRenderContext::addClipPlane(const Plane &p)
  131. {
  132. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, p));
  133. }
  134. void DeferredRenderContext::addClipPlane(float A, float B, float C, float D)
  135. {
  136. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, A, B, C, D));
  137. }
  138. void DeferredRenderContext::setClipPlanes(const PlaneList& clipPlanes)
  139. {
  140. mCommandQueue->queue(boost::bind(&RenderSystem::setClipPlanes, mRenderSystem, clipPlanes));
  141. }
  142. void DeferredRenderContext::resetClipPlanes()
  143. {
  144. mCommandQueue->queue(boost::bind(&RenderSystem::resetClipPlanes, mRenderSystem));
  145. }
  146. void DeferredRenderContext::bindGpuProgram(GpuProgramHandle prg)
  147. {
  148. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgram, mRenderSystem, prg));
  149. }
  150. void DeferredRenderContext::unbindGpuProgram(GpuProgramType gptype)
  151. {
  152. mCommandQueue->queue(boost::bind(&RenderSystem::unbindGpuProgram, mRenderSystem, gptype));
  153. }
  154. void DeferredRenderContext::bindGpuProgramParameters(GpuProgramType gptype,
  155. GpuProgramParametersSharedPtr params, UINT16 variabilityMask)
  156. {
  157. GpuProgramParametersSharedPtr paramCopy = GpuProgramParametersSharedPtr(new GpuProgramParameters(*params));
  158. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgramParameters, mRenderSystem, gptype, paramCopy, variabilityMask));
  159. }
  160. void DeferredRenderContext::setRenderTarget(RenderTarget *target)
  161. {
  162. mCommandQueue->queue(boost::bind(&RenderSystem::setRenderTarget, mRenderSystem, target));
  163. }
  164. void DeferredRenderContext::clearFrameBuffer(unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  165. {
  166. mCommandQueue->queue(boost::bind(&RenderSystem::clearFrameBuffer, mRenderSystem, buffers, color, depth, stencil));
  167. }
  168. void DeferredRenderContext::beginFrame()
  169. {
  170. mCommandQueue->queue(boost::bind(&RenderSystem::beginFrame, mRenderSystem));
  171. }
  172. void DeferredRenderContext::endFrame()
  173. {
  174. mCommandQueue->queue(boost::bind(&RenderSystem::endFrame, mRenderSystem));
  175. }
  176. void DeferredRenderContext::render(const RenderOperation& op)
  177. {
  178. mCommandQueue->queue(boost::bind(&RenderSystem::render, mRenderSystem, op));
  179. }
  180. void DeferredRenderContext::submitToGpu()
  181. {
  182. vector<CommandQueue::Command>::type* commands = mCommandQueue->flush();
  183. RenderSystem* rs = RenderSystemManager::getActive();
  184. rs->queueCommand(boost::bind(&CommandQueue::playback, mCommandQueue, commands));
  185. }
  186. }