CmGLRenderSystem.cpp 63 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211
  1. #include "CmGLRenderSystem.h"
  2. #include "CmRenderSystem.h"
  3. #include "CmGLTextureManager.h"
  4. #include "CmGLVertexBuffer.h"
  5. #include "CmGLIndexBuffer.h"
  6. #include "CmGLUtil.h"
  7. #include "CmGLSLGpuProgram.h"
  8. #include "CmGLSLProgram.h"
  9. #include "CmGLGpuProgramManager.h"
  10. #include "CmException.h"
  11. #include "CmGLSLExtSupport.h"
  12. #include "CmGLOcclusionQuery.h"
  13. #include "CmGLContext.h"
  14. #include "CmGLSupport.h"
  15. #include "CmAsyncOp.h"
  16. #include "CmBlendState.h"
  17. #include "CmRasterizerState.h"
  18. #include "CmDepthStencilState.h"
  19. #include "CmGLRenderTexture.h"
  20. #include "CmGLRenderWindowManager.h"
  21. #include "CmGLSLProgramPipelineManager.h"
  22. #include "CmRenderStateManager.h"
  23. #include "CmGpuParams.h"
  24. #include "CmGLGpuParamBlockBuffer.h"
  25. #include "CmCoreThread.h"
  26. #include "CmGLQueryManager.h"
  27. #include "CmDebug.h"
  28. // Convenience macro from ARB_vertex_buffer_object spec
  29. #define VBO_BUFFER_OFFSET(i) ((char *)NULL + (i))
  30. namespace BansheeEngine
  31. {
  32. String MODULE_NAME = "CamelotGLRenderSystem.dll";
  33. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
  34. /************************************************************************/
  35. /* PUBLIC INTERFACE */
  36. /************************************************************************/
  37. GLRenderSystem::GLRenderSystem()
  38. : mDepthWrite(true),
  39. mGLSLProgramFactory(nullptr),
  40. mProgramPipelineManager(nullptr),
  41. mActivePipeline(nullptr),
  42. mActiveTextureUnit(0),
  43. mScissorTop(0), mScissorBottom(720), mScissorLeft(0), mScissorRight(1280),
  44. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  45. mStencilReadMask(0xFFFFFFFF),
  46. mStencilWriteMask(0xFFFFFFFF),
  47. mStencilCompareFront(CMPF_ALWAYS_PASS),
  48. mStencilCompareBack(CMPF_ALWAYS_PASS),
  49. mStencilRefValue(0),
  50. mFragmentTexOffset(0),
  51. mVertexTexOffset(0),
  52. mGeometryTexOffset(0),
  53. mTextureTypes(nullptr),
  54. mNumTextureTypes(0),
  55. mFragmentUBOffset(0),
  56. mVertexUBOffset(0),
  57. mGeometryUBOffset(0),
  58. mHullUBOffset(0),
  59. mDomainUBOffset(0),
  60. mComputeUBOffset(0),
  61. mDrawCallInProgress(false),
  62. mCurrentDrawOperation(DOT_TRIANGLE_LIST)
  63. {
  64. // Get our GLSupport
  65. mGLSupport = BansheeEngine::getGLSupport();
  66. mViewMatrix = Matrix4::IDENTITY;
  67. mColorWrite[0] = mColorWrite[1] = mColorWrite[2] = mColorWrite[3] = true;
  68. mCurrentContext = 0;
  69. mMainContext = 0;
  70. mGLInitialised = false;
  71. mMinFilter = FO_LINEAR;
  72. mMipFilter = FO_POINT;
  73. mProgramPipelineManager = cm_new<GLSLProgramPipelineManager>();
  74. }
  75. GLRenderSystem::~GLRenderSystem()
  76. {
  77. }
  78. const String& GLRenderSystem::getName() const
  79. {
  80. static String strName("GLRenderSystem");
  81. return strName;
  82. }
  83. const String& GLRenderSystem::getShadingLanguageName() const
  84. {
  85. static String strName("glsl");
  86. return strName;
  87. }
  88. void GLRenderSystem::initialize_internal(AsyncOp& asyncOp)
  89. {
  90. THROW_IF_NOT_CORE_THREAD;
  91. mGLSupport->start();
  92. RenderWindowManager::startUp(cm_new<GLRenderWindowManager>(this));
  93. RenderStateManager::startUp(cm_new<RenderStateManager>());
  94. QueryManager::startUp(cm_new<GLQueryManager>());
  95. // Initialize a window so we have something to create a GL context with
  96. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  97. // Get the context from the window and finish initialization
  98. GLContext *context = nullptr;
  99. primaryWindow->getCustomAttribute("GLCONTEXT", &context);
  100. // Set main and current context
  101. mMainContext = context;
  102. mCurrentContext = mMainContext;
  103. // Set primary context as active
  104. if (mCurrentContext)
  105. mCurrentContext->setCurrent();
  106. // Setup GLSupport
  107. mGLSupport->initializeExtensions();
  108. Vector<BansheeEngine::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
  109. if (!tokens.empty())
  110. {
  111. mDriverVersion.major = parseInt(tokens[0]);
  112. if (tokens.size() > 1)
  113. mDriverVersion.minor = parseInt(tokens[1]);
  114. if (tokens.size() > 2)
  115. mDriverVersion.release = parseInt(tokens[2]);
  116. }
  117. mDriverVersion.build = 0;
  118. mCurrentCapabilities = createRenderSystemCapabilities();
  119. initFromCaps(mCurrentCapabilities);
  120. mGLInitialised = true;
  121. RenderSystem::initialize_internal(asyncOp);
  122. asyncOp._completeOperation(primaryWindow);
  123. }
  124. void GLRenderSystem::destroy_internal()
  125. {
  126. RenderSystem::destroy_internal();
  127. // Deleting the GLSL program factory
  128. if (mGLSLProgramFactory)
  129. {
  130. // Remove from manager safely
  131. HighLevelGpuProgramManager::instance().removeFactory(mGLSLProgramFactory);
  132. cm_delete(mGLSLProgramFactory);
  133. mGLSLProgramFactory = nullptr;
  134. }
  135. // Deleting the GPU program manager and hardware buffer manager. Has to be done before the mGLSupport->stop().
  136. GpuProgramManager::shutDown();
  137. HardwareBufferManager::shutDown();
  138. GLRTTManager::shutDown();
  139. mBoundVertexBuffers.clear();
  140. mBoundVertexDeclaration = nullptr;
  141. mBoundIndexBuffer = nullptr;
  142. mCurrentVertexProgram = nullptr;
  143. mCurrentFragmentProgram = nullptr;
  144. mCurrentGeometryProgram = nullptr;
  145. mCurrentHullProgram = nullptr;
  146. mCurrentDomainProgram = nullptr;
  147. mGLSupport->stop();
  148. TextureManager::shutDown();
  149. QueryManager::shutDown();
  150. RenderWindowManager::shutDown();
  151. RenderStateManager::shutDown();
  152. mGLInitialised = false;
  153. if(mProgramPipelineManager != nullptr)
  154. cm_delete(mProgramPipelineManager);
  155. if(mGLSupport)
  156. cm_delete(mGLSupport);
  157. if(mTextureTypes != nullptr)
  158. cm_deleteN(mTextureTypes, mNumTextureTypes);
  159. }
  160. void GLRenderSystem::bindGpuProgram(HGpuProgram prg)
  161. {
  162. THROW_IF_NOT_CORE_THREAD;
  163. GpuProgramPtr bindingPrg = prg->getBindingDelegate();
  164. GLSLGpuProgramPtr glprg = std::static_pointer_cast<GLSLGpuProgram>(bindingPrg);
  165. switch (glprg->getType())
  166. {
  167. case GPT_VERTEX_PROGRAM:
  168. if (mCurrentVertexProgram != glprg)
  169. {
  170. unbindGpuProgram(glprg->getType());
  171. mCurrentVertexProgram = glprg;
  172. }
  173. break;
  174. case GPT_FRAGMENT_PROGRAM:
  175. if (mCurrentFragmentProgram != glprg)
  176. {
  177. unbindGpuProgram(glprg->getType());
  178. mCurrentFragmentProgram = glprg;
  179. }
  180. break;
  181. case GPT_GEOMETRY_PROGRAM:
  182. if (mCurrentGeometryProgram != glprg)
  183. {
  184. unbindGpuProgram(glprg->getType());
  185. mCurrentGeometryProgram = glprg;
  186. }
  187. break;
  188. case GPT_DOMAIN_PROGRAM:
  189. if (mCurrentDomainProgram != glprg)
  190. {
  191. unbindGpuProgram(glprg->getType());
  192. mCurrentDomainProgram = glprg;
  193. }
  194. break;
  195. case GPT_HULL_PROGRAM:
  196. if (mCurrentHullProgram != glprg)
  197. {
  198. unbindGpuProgram(glprg->getType());
  199. mCurrentHullProgram = glprg;
  200. }
  201. break;
  202. }
  203. RenderSystem::bindGpuProgram(prg);
  204. }
  205. void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype)
  206. {
  207. THROW_IF_NOT_CORE_THREAD;
  208. setActiveProgram(gptype, nullptr);
  209. RenderSystem::unbindGpuProgram(gptype);
  210. }
  211. void GLRenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  212. {
  213. THROW_IF_NOT_CORE_THREAD;
  214. bindableParams.updateHardwareBuffers();
  215. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  216. GLSLGpuProgramPtr activeProgram = getActiveProgram(gptype);
  217. GLuint glProgram = activeProgram->getGLSLProgram()->getGLHandle();
  218. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  219. {
  220. HTexture texture = bindableParams.getTexture(iter->second.slot);
  221. if(!texture.isLoaded())
  222. setTexture(gptype, iter->second.slot, false, nullptr);
  223. else
  224. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  225. }
  226. UINT32 texUnit = 0;
  227. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  228. {
  229. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  230. if(samplerState == nullptr)
  231. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  232. else
  233. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  234. glProgramUniform1i(glProgram, iter->second.slot, getGLTextureUnit(gptype, texUnit));
  235. texUnit++;
  236. }
  237. UINT8* uniformBufferData = nullptr;
  238. UINT32 blockBinding = 0;
  239. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  240. {
  241. GpuParamBlockBufferPtr paramBlockBuffer = bindableParams.getParamBlockBuffer(iter->second.slot);
  242. if(paramBlockBuffer == nullptr)
  243. continue;
  244. if(iter->second.slot == 0)
  245. {
  246. // 0 means uniforms are not in block, in which case we handle it specially
  247. if (uniformBufferData == nullptr && paramBlockBuffer->getSize() > 0)
  248. {
  249. uniformBufferData = (UINT8*)cm_alloc<ScratchAlloc>(paramBlockBuffer->getSize());
  250. paramBlockBuffer->readData(uniformBufferData);
  251. }
  252. continue;
  253. }
  254. const GLGpuParamBlockBuffer* glParamBlockBuffer = static_cast<const GLGpuParamBlockBuffer*>(paramBlockBuffer.get());
  255. UINT32 globalBlockBinding = getGLUniformBlockBinding(gptype, blockBinding);
  256. glUniformBlockBinding(glProgram, iter->second.slot - 1, globalBlockBinding);
  257. glBindBufferRange(GL_UNIFORM_BUFFER, globalBlockBinding, glParamBlockBuffer->getGLHandle(), 0, glParamBlockBuffer->getSize());
  258. blockBinding++;
  259. }
  260. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  261. {
  262. const GpuParamDataDesc& paramDesc = iter->second;
  263. if(paramDesc.paramBlockSlot != 0) // 0 means uniforms are not in a block
  264. continue;
  265. const UINT8* ptrData = uniformBufferData + paramDesc.cpuMemOffset * sizeof(UINT32);
  266. switch(paramDesc.type)
  267. {
  268. case GCT_FLOAT1:
  269. glProgramUniform1fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  270. break;
  271. case GCT_FLOAT2:
  272. glProgramUniform2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  273. break;
  274. case GCT_FLOAT3:
  275. glProgramUniform3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  276. break;
  277. case GCT_FLOAT4:
  278. glProgramUniform4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  279. break;
  280. case GCT_MATRIX_2X2:
  281. glProgramUniformMatrix2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  282. GL_FALSE, (GLfloat*)ptrData);
  283. break;
  284. case GCT_MATRIX_2X3:
  285. glProgramUniformMatrix2x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  286. GL_FALSE, (GLfloat*)ptrData);
  287. break;
  288. case GCT_MATRIX_2X4:
  289. glProgramUniformMatrix2x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  290. GL_FALSE, (GLfloat*)ptrData);
  291. break;
  292. case GCT_MATRIX_3X2:
  293. glProgramUniformMatrix3x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  294. GL_FALSE, (GLfloat*)ptrData);
  295. break;
  296. case GCT_MATRIX_3X3:
  297. glProgramUniformMatrix3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  298. GL_FALSE, (GLfloat*)ptrData);
  299. break;
  300. case GCT_MATRIX_3X4:
  301. glProgramUniformMatrix3x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  302. GL_FALSE, (GLfloat*)ptrData);
  303. break;
  304. case GCT_MATRIX_4X2:
  305. glProgramUniformMatrix4x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  306. GL_FALSE, (GLfloat*)ptrData);
  307. break;
  308. case GCT_MATRIX_4X3:
  309. glProgramUniformMatrix4x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  310. GL_FALSE, (GLfloat*)ptrData);
  311. break;
  312. case GCT_MATRIX_4X4:
  313. glProgramUniformMatrix4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  314. GL_FALSE, (GLfloat*)ptrData);
  315. break;
  316. case GCT_INT1:
  317. glProgramUniform1iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  318. break;
  319. case GCT_INT2:
  320. glProgramUniform2iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  321. break;
  322. case GCT_INT3:
  323. glProgramUniform3iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  324. break;
  325. case GCT_INT4:
  326. glProgramUniform4iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  327. break;
  328. case GPDT_BOOL:
  329. glProgramUniform1uiv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLuint*)ptrData);
  330. break;
  331. case GCT_UNKNOWN:
  332. break;
  333. }
  334. }
  335. if(uniformBufferData != nullptr)
  336. {
  337. cm_free<ScratchAlloc>(uniformBufferData);
  338. }
  339. }
  340. void GLRenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  341. {
  342. THROW_IF_NOT_CORE_THREAD;
  343. unit = getGLTextureUnit(gptype, unit);
  344. GLTexturePtr tex = std::static_pointer_cast<GLTexture>(texPtr);
  345. GLenum lastTextureType = mTextureTypes[unit];
  346. if (!activateGLTextureUnit(unit))
  347. return;
  348. if (enabled && tex)
  349. {
  350. mTextureTypes[unit] = tex->getGLTextureTarget();
  351. glBindTexture(mTextureTypes[unit], tex->getGLID());
  352. }
  353. else
  354. {
  355. // TODO - This doesn't actually disable all textures set on this image unit, only the 2D ones
  356. // - If a non-2D sampler is used, the texture will still be displayed
  357. glBindTexture(GL_TEXTURE_2D, 0);
  358. }
  359. activateGLTextureUnit(0);
  360. }
  361. void GLRenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  362. {
  363. THROW_IF_NOT_CORE_THREAD;
  364. unit = getGLTextureUnit(gptype, unit);
  365. // Set texture layer filtering
  366. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  367. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  368. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  369. // Set texture anisotropy
  370. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  371. // Set mipmap biasing
  372. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  373. // Texture addressing mode
  374. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  375. setTextureAddressingMode(unit, uvw);
  376. // Set border color
  377. setTextureBorderColor(unit, state->getBorderColor());
  378. }
  379. void GLRenderSystem::setBlendState(const BlendStatePtr& blendState)
  380. {
  381. THROW_IF_NOT_CORE_THREAD;
  382. // Alpha to coverage
  383. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  384. // Blend states
  385. // OpenGL doesn't allow us to specify blend state per render target, so we just use the first one.
  386. if(blendState->getBlendEnabled(0))
  387. {
  388. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0),
  389. blendState->getAlphaDstBlend(0), blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  390. }
  391. else
  392. {
  393. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  394. }
  395. // Color write mask
  396. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  397. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  398. }
  399. void GLRenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  400. {
  401. THROW_IF_NOT_CORE_THREAD;
  402. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  403. setCullingMode(rasterizerState->getCullMode());
  404. setPolygonMode(rasterizerState->getPolygonMode());
  405. setScissorTestEnable(rasterizerState->getScissorEnable());
  406. }
  407. void GLRenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  408. {
  409. THROW_IF_NOT_CORE_THREAD;
  410. // Set stencil buffer options
  411. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  412. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  413. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), depthStencilState->getStencilReadMask(), true);
  414. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  415. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), depthStencilState->getStencilReadMask(), false);
  416. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  417. // Set depth buffer options
  418. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  419. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  420. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  421. // Set stencil ref value
  422. setStencilRefValue(stencilRefValue);
  423. }
  424. void GLRenderSystem::setViewport(const ViewportPtr& vp)
  425. {
  426. THROW_IF_NOT_CORE_THREAD;
  427. assert(vp != nullptr);
  428. RenderTargetPtr target;
  429. target = vp->getTarget();
  430. setRenderTarget(target);
  431. // Calculate the "lower-left" corner of the viewport
  432. mViewportWidth = vp->getWidth();
  433. mViewportHeight = vp->getHeight();
  434. mViewportLeft = vp->getX();
  435. mViewportTop = vp->getY();
  436. if (!target->requiresTextureFlipping())
  437. {
  438. // Convert "upper-left" corner to "lower-left"
  439. mViewportTop = target->getHeight() - mViewportHeight - mViewportTop;
  440. }
  441. glViewport(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  442. // Configure the viewport clipping
  443. glScissor(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  444. }
  445. void GLRenderSystem::setRenderTarget(RenderTargetPtr target)
  446. {
  447. THROW_IF_NOT_CORE_THREAD;
  448. mActiveRenderTarget = target;
  449. // Switch context if different from current one
  450. GLContext *newContext = 0;
  451. target->getCustomAttribute("GLCONTEXT", &newContext);
  452. if(newContext && mCurrentContext != newContext)
  453. {
  454. switchContext(newContext);
  455. }
  456. GLFrameBufferObject *fbo = 0;
  457. target->getCustomAttribute("FBO", &fbo);
  458. if(fbo)
  459. fbo->bind();
  460. else
  461. // Old style context (window/pbuffer) or copying render texture
  462. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  463. if (GLEW_EXT_framebuffer_sRGB)
  464. {
  465. // Enable / disable sRGB states
  466. if (target->isHwGammaEnabled())
  467. {
  468. glEnable(GL_FRAMEBUFFER_SRGB_EXT);
  469. // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
  470. // enabling, but GL spec says incapable surfaces ignore the setting
  471. // anyway. We test the capability to enable isHardwareGammaEnabled.
  472. }
  473. else
  474. {
  475. glDisable(GL_FRAMEBUFFER_SRGB_EXT);
  476. }
  477. }
  478. }
  479. void GLRenderSystem::beginFrame()
  480. {
  481. THROW_IF_NOT_CORE_THREAD;
  482. // Activate the viewport clipping
  483. glEnable(GL_SCISSOR_TEST);
  484. }
  485. void GLRenderSystem::endFrame()
  486. {
  487. THROW_IF_NOT_CORE_THREAD;
  488. // Deactivate the viewport clipping.
  489. glDisable(GL_SCISSOR_TEST);
  490. }
  491. void GLRenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  492. {
  493. THROW_IF_NOT_CORE_THREAD;
  494. for(UINT32 i = 0; i < numBuffers; i++)
  495. {
  496. mBoundVertexBuffers[index + i] = buffers[i];
  497. }
  498. }
  499. void GLRenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  500. {
  501. THROW_IF_NOT_CORE_THREAD;
  502. mBoundVertexDeclaration = vertexDeclaration;
  503. }
  504. void GLRenderSystem::setDrawOperation(DrawOperationType op)
  505. {
  506. THROW_IF_NOT_CORE_THREAD;
  507. mCurrentDrawOperation = op;
  508. }
  509. void GLRenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  510. {
  511. THROW_IF_NOT_CORE_THREAD;
  512. mBoundIndexBuffer = buffer;
  513. }
  514. void GLRenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  515. {
  516. // Find the correct type to render
  517. GLint primType = getGLDrawMode();
  518. beginDraw();
  519. glDrawArrays(primType, vertexOffset, vertexCount);
  520. endDraw();
  521. }
  522. void GLRenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  523. {
  524. if(mBoundIndexBuffer == nullptr)
  525. {
  526. LOGWRN("Cannot draw indexed because index buffer is not set.");
  527. return;
  528. }
  529. // Find the correct type to render
  530. GLint primType = getGLDrawMode();
  531. beginDraw();
  532. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
  533. static_cast<GLIndexBuffer*>(mBoundIndexBuffer.get())->getGLBufferId());
  534. GLenum indexType = (mBoundIndexBuffer->getType() == IndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
  535. glDrawElementsBaseVertex(primType, indexCount, indexType, (GLvoid*)(mBoundIndexBuffer->getIndexSize() * startIndex), vertexOffset);
  536. endDraw();
  537. }
  538. void GLRenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  539. {
  540. THROW_IF_NOT_CORE_THREAD;
  541. mScissorTop = top;
  542. mScissorBottom = bottom;
  543. mScissorLeft = left;
  544. mScissorRight = right;
  545. }
  546. void GLRenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  547. {
  548. if(mActiveRenderTarget == nullptr)
  549. return;
  550. RectI clearRect(0, 0, mActiveRenderTarget->getWidth(), mActiveRenderTarget->getHeight());
  551. clearArea(buffers, color, depth, stencil, clearRect);
  552. }
  553. void GLRenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  554. {
  555. RectI clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  556. clearArea(buffers, color, depth, stencil, clearRect);
  557. }
  558. void GLRenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const RectI& clearRect)
  559. {
  560. THROW_IF_NOT_CORE_THREAD;
  561. if(mActiveRenderTarget == nullptr)
  562. return;
  563. bool colorMask = !mColorWrite[0] || !mColorWrite[1]
  564. || !mColorWrite[2] || !mColorWrite[3];
  565. GLbitfield flags = 0;
  566. if (buffers & FBT_COLOR)
  567. {
  568. flags |= GL_COLOR_BUFFER_BIT;
  569. // Enable buffer for writing if it isn't
  570. if (colorMask)
  571. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  572. glClearColor(color.r, color.g, color.b, color.a);
  573. }
  574. if (buffers & FBT_DEPTH)
  575. {
  576. flags |= GL_DEPTH_BUFFER_BIT;
  577. // Enable buffer for writing if it isn't
  578. if (!mDepthWrite)
  579. glDepthMask(GL_TRUE);
  580. glClearDepth(depth);
  581. }
  582. if (buffers & FBT_STENCIL)
  583. {
  584. flags |= GL_STENCIL_BUFFER_BIT;
  585. // Enable buffer for writing if it isn't
  586. glStencilMask(0xFFFFFFFF);
  587. glClearStencil(stencil);
  588. }
  589. // Disable scissor test as we want to clear the entire render surface
  590. GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
  591. UINT32 oldScissorTop = mScissorTop;
  592. UINT32 oldScissorBottom = mScissorBottom;
  593. UINT32 oldScissorLeft = mScissorLeft;
  594. UINT32 oldScissorRight = mScissorRight;
  595. if (scissorTestEnabled)
  596. {
  597. glDisable(GL_SCISSOR_TEST);
  598. }
  599. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  600. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == mActiveRenderTarget->getWidth() && clearRect.height == mActiveRenderTarget->getHeight());
  601. if(!clearEntireTarget)
  602. {
  603. setScissorRect(clearRect.x, clearRect.y, clearRect.x + clearRect.width, clearRect.y + clearRect.height);
  604. setScissorTestEnable(true);
  605. }
  606. // Clear buffers
  607. glClear(flags);
  608. if(!clearEntireTarget)
  609. {
  610. setScissorTestEnable(false);
  611. }
  612. // Restore scissor test
  613. if (scissorTestEnabled)
  614. {
  615. glEnable(GL_SCISSOR_TEST);
  616. mScissorTop = oldScissorTop;
  617. mScissorBottom = oldScissorBottom;
  618. mScissorLeft = oldScissorLeft;
  619. mScissorRight = oldScissorRight;
  620. }
  621. // Reset buffer write state
  622. if (!mDepthWrite && (buffers & FBT_DEPTH))
  623. {
  624. glDepthMask( GL_FALSE );
  625. }
  626. if (colorMask && (buffers & FBT_COLOR))
  627. {
  628. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  629. }
  630. if (buffers & FBT_STENCIL)
  631. {
  632. glStencilMask(mStencilWriteMask);
  633. }
  634. }
  635. /************************************************************************/
  636. /* PRIVATE */
  637. /************************************************************************/
  638. void GLRenderSystem::setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw)
  639. {
  640. if (!activateGLTextureUnit(stage))
  641. return;
  642. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S,
  643. getTextureAddressingMode(uvw.u));
  644. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T,
  645. getTextureAddressingMode(uvw.v));
  646. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R,
  647. getTextureAddressingMode(uvw.w));
  648. activateGLTextureUnit(0);
  649. }
  650. void GLRenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
  651. {
  652. GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a };
  653. if (activateGLTextureUnit(stage))
  654. {
  655. glTexParameterfv(mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border);
  656. activateGLTextureUnit(0);
  657. }
  658. }
  659. void GLRenderSystem::setTextureMipmapBias(UINT16 stage, float bias)
  660. {
  661. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  662. {
  663. if (activateGLTextureUnit(stage))
  664. {
  665. glTexParameterf(mTextureTypes[stage], GL_TEXTURE_LOD_BIAS, bias);
  666. activateGLTextureUnit(0);
  667. }
  668. }
  669. }
  670. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  671. {
  672. GLint sourceBlend = getBlendMode(sourceFactor);
  673. GLint destBlend = getBlendMode(destFactor);
  674. if(sourceFactor == BF_ONE && destFactor == BF_ZERO)
  675. {
  676. glDisable(GL_BLEND);
  677. }
  678. else
  679. {
  680. glEnable(GL_BLEND);
  681. glBlendFunc(sourceBlend, destBlend);
  682. }
  683. GLint func = GL_FUNC_ADD;
  684. switch(op)
  685. {
  686. case BO_ADD:
  687. func = GL_FUNC_ADD;
  688. break;
  689. case BO_SUBTRACT:
  690. func = GL_FUNC_SUBTRACT;
  691. break;
  692. case BO_REVERSE_SUBTRACT:
  693. func = GL_FUNC_REVERSE_SUBTRACT;
  694. break;
  695. case BO_MIN:
  696. func = GL_MIN;
  697. break;
  698. case BO_MAX:
  699. func = GL_MAX;
  700. break;
  701. }
  702. if(GLEW_VERSION_1_4 || GLEW_ARB_imaging)
  703. {
  704. glBlendEquation(func);
  705. }
  706. else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX))
  707. {
  708. glBlendEquationEXT(func);
  709. }
  710. }
  711. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor,
  712. BlendFactor sourceFactorAlpha, BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp)
  713. {
  714. GLint sourceBlend = getBlendMode(sourceFactor);
  715. GLint destBlend = getBlendMode(destFactor);
  716. GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha);
  717. GLint destBlendAlpha = getBlendMode(destFactorAlpha);
  718. if(sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  719. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  720. {
  721. glDisable(GL_BLEND);
  722. }
  723. else
  724. {
  725. glEnable(GL_BLEND);
  726. glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha);
  727. }
  728. GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD;
  729. switch(op)
  730. {
  731. case BO_ADD:
  732. func = GL_FUNC_ADD;
  733. break;
  734. case BO_SUBTRACT:
  735. func = GL_FUNC_SUBTRACT;
  736. break;
  737. case BO_REVERSE_SUBTRACT:
  738. func = GL_FUNC_REVERSE_SUBTRACT;
  739. break;
  740. case BO_MIN:
  741. func = GL_MIN;
  742. break;
  743. case BO_MAX:
  744. func = GL_MAX;
  745. break;
  746. }
  747. switch(alphaOp)
  748. {
  749. case BO_ADD:
  750. alphaFunc = GL_FUNC_ADD;
  751. break;
  752. case BO_SUBTRACT:
  753. alphaFunc = GL_FUNC_SUBTRACT;
  754. break;
  755. case BO_REVERSE_SUBTRACT:
  756. alphaFunc = GL_FUNC_REVERSE_SUBTRACT;
  757. break;
  758. case BO_MIN:
  759. alphaFunc = GL_MIN;
  760. break;
  761. case BO_MAX:
  762. alphaFunc = GL_MAX;
  763. break;
  764. }
  765. if(GLEW_VERSION_2_0) {
  766. glBlendEquationSeparate(func, alphaFunc);
  767. }
  768. else if(GLEW_EXT_blend_equation_separate) {
  769. glBlendEquationSeparateEXT(func, alphaFunc);
  770. }
  771. }
  772. void GLRenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
  773. {
  774. if(func == CMPF_ALWAYS_PASS)
  775. {
  776. glDisable(GL_ALPHA_TEST);
  777. }
  778. else
  779. {
  780. glEnable(GL_ALPHA_TEST);
  781. glAlphaFunc(convertCompareFunction(func), value / 255.0f);
  782. }
  783. }
  784. void GLRenderSystem::setAlphaToCoverage(bool enable)
  785. {
  786. static bool lasta2c = false;
  787. if (enable != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  788. {
  789. if (enable)
  790. glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  791. else
  792. glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  793. lasta2c = enable;
  794. }
  795. }
  796. void GLRenderSystem::setScissorTestEnable(bool enable)
  797. {
  798. // If request texture flipping, use "upper-left", otherwise use "lower-left"
  799. bool flipping = mActiveRenderTarget->requiresTextureFlipping();
  800. // GL measures from the bottom, not the top
  801. UINT32 targetHeight = mActiveRenderTarget->getHeight();
  802. // Calculate the "lower-left" corner of the viewport
  803. GLsizei x = 0, y = 0, w = 0, h = 0;
  804. if (enable)
  805. {
  806. glEnable(GL_SCISSOR_TEST);
  807. // GL uses width / height rather than right / bottom
  808. x = mScissorLeft;
  809. if (flipping)
  810. y = mScissorTop;
  811. else
  812. y = targetHeight - mScissorBottom;
  813. w = mScissorRight - mScissorLeft;
  814. h = mScissorBottom - mScissorTop;
  815. glScissor(x, y, w, h);
  816. }
  817. else
  818. {
  819. glDisable(GL_SCISSOR_TEST);
  820. // GL requires you to reset the scissor when disabling
  821. w = mViewportWidth;
  822. h = mViewportHeight;
  823. x = mViewportLeft;
  824. if (flipping)
  825. y = mViewportTop;
  826. else
  827. y = targetHeight - mViewportTop - h;
  828. glScissor(x, y, w, h);
  829. }
  830. }
  831. void GLRenderSystem::setCullingMode(CullingMode mode)
  832. {
  833. mCullingMode = mode;
  834. GLenum cullMode;
  835. switch( mode )
  836. {
  837. case CULL_NONE:
  838. glDisable( GL_CULL_FACE );
  839. return;
  840. default:
  841. case CULL_CLOCKWISE:
  842. cullMode = GL_BACK;
  843. break;
  844. case CULL_COUNTERCLOCKWISE:
  845. cullMode = GL_FRONT;
  846. break;
  847. }
  848. glEnable( GL_CULL_FACE );
  849. glCullFace( cullMode );
  850. }
  851. void GLRenderSystem::setDepthBufferCheckEnabled(bool enabled)
  852. {
  853. if (enabled)
  854. {
  855. glClearDepth(1.0f);
  856. glEnable(GL_DEPTH_TEST);
  857. }
  858. else
  859. {
  860. glDisable(GL_DEPTH_TEST);
  861. }
  862. }
  863. void GLRenderSystem::setDepthBufferWriteEnabled(bool enabled)
  864. {
  865. GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
  866. glDepthMask( flag );
  867. // Store for reference in _beginFrame
  868. mDepthWrite = enabled;
  869. }
  870. void GLRenderSystem::setDepthBufferFunction(CompareFunction func)
  871. {
  872. glDepthFunc(convertCompareFunction(func));
  873. }
  874. void GLRenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
  875. {
  876. if (constantBias != 0 || slopeScaleBias != 0)
  877. {
  878. glEnable(GL_POLYGON_OFFSET_FILL);
  879. glEnable(GL_POLYGON_OFFSET_POINT);
  880. glEnable(GL_POLYGON_OFFSET_LINE);
  881. glPolygonOffset(-slopeScaleBias, -constantBias);
  882. }
  883. else
  884. {
  885. glDisable(GL_POLYGON_OFFSET_FILL);
  886. glDisable(GL_POLYGON_OFFSET_POINT);
  887. glDisable(GL_POLYGON_OFFSET_LINE);
  888. }
  889. }
  890. void GLRenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  891. {
  892. glColorMask(red, green, blue, alpha);
  893. // record this
  894. mColorWrite[0] = red;
  895. mColorWrite[1] = blue;
  896. mColorWrite[2] = green;
  897. mColorWrite[3] = alpha;
  898. }
  899. void GLRenderSystem::setPolygonMode(PolygonMode level)
  900. {
  901. GLenum glmode;
  902. switch(level)
  903. {
  904. case PM_WIREFRAME:
  905. glmode = GL_LINE;
  906. break;
  907. default:
  908. case PM_SOLID:
  909. glmode = GL_FILL;
  910. break;
  911. }
  912. glPolygonMode(GL_FRONT_AND_BACK, glmode);
  913. }
  914. void GLRenderSystem::setStencilCheckEnabled(bool enabled)
  915. {
  916. if (enabled)
  917. glEnable(GL_STENCIL_TEST);
  918. else
  919. glDisable(GL_STENCIL_TEST);
  920. }
  921. void GLRenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp,
  922. StencilOperation depthFailOp, StencilOperation passOp, bool front)
  923. {
  924. if (front)
  925. {
  926. glStencilOpSeparate(GL_FRONT,
  927. convertStencilOp(stencilFailOp),
  928. convertStencilOp(depthFailOp),
  929. convertStencilOp(passOp));
  930. }
  931. else
  932. {
  933. glStencilOpSeparate(GL_BACK,
  934. convertStencilOp(stencilFailOp, true),
  935. convertStencilOp(depthFailOp, true),
  936. convertStencilOp(passOp, true));
  937. }
  938. }
  939. void GLRenderSystem::setStencilBufferFunc(CompareFunction func, UINT32 mask, bool front)
  940. {
  941. mStencilReadMask = mask;
  942. if(front)
  943. {
  944. mStencilCompareFront = func;
  945. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  946. }
  947. else
  948. {
  949. mStencilCompareBack = func;
  950. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  951. }
  952. }
  953. void GLRenderSystem::setStencilBufferWriteMask(UINT32 mask)
  954. {
  955. mStencilWriteMask = mask;
  956. glStencilMask(mask);
  957. }
  958. void GLRenderSystem::setStencilRefValue(UINT32 refValue)
  959. {
  960. THROW_IF_NOT_CORE_THREAD;
  961. mStencilRefValue = refValue;
  962. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  963. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  964. }
  965. void GLRenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions fo)
  966. {
  967. if (!activateGLTextureUnit(unit))
  968. return;
  969. switch(ftype)
  970. {
  971. case FT_MIN:
  972. mMinFilter = fo;
  973. // Combine with existing mip filter
  974. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  975. break;
  976. case FT_MAG:
  977. switch (fo)
  978. {
  979. case FO_ANISOTROPIC: // GL treats linear and aniso the same
  980. case FO_LINEAR:
  981. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  982. break;
  983. case FO_POINT:
  984. case FO_NONE:
  985. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  986. break;
  987. }
  988. break;
  989. case FT_MIP:
  990. mMipFilter = fo;
  991. // Combine with existing min filter
  992. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  993. break;
  994. }
  995. activateGLTextureUnit(0);
  996. }
  997. void GLRenderSystem::setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy)
  998. {
  999. if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY))
  1000. return;
  1001. if (!activateGLTextureUnit(unit))
  1002. return;
  1003. GLfloat largest_supported_anisotropy = 0;
  1004. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
  1005. if (maxAnisotropy > largest_supported_anisotropy)
  1006. maxAnisotropy = largest_supported_anisotropy ?
  1007. static_cast<UINT32>(largest_supported_anisotropy) : 1;
  1008. if(maxAnisotropy < 1)
  1009. maxAnisotropy = 1;
  1010. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  1011. glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy);
  1012. activateGLTextureUnit(0);
  1013. }
  1014. void GLRenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  1015. {
  1016. size_t i = 0;
  1017. size_t numClipPlanes;
  1018. GLdouble clipPlane[4];
  1019. numClipPlanes = clipPlanes.size();
  1020. for (i = 0; i < numClipPlanes; ++i)
  1021. {
  1022. GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
  1023. const Plane& plane = clipPlanes[i];
  1024. if (i >= 6)
  1025. {
  1026. CM_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1027. }
  1028. clipPlane[0] = plane.normal.x;
  1029. clipPlane[1] = plane.normal.y;
  1030. clipPlane[2] = plane.normal.z;
  1031. clipPlane[3] = plane.d;
  1032. glClipPlane(clipPlaneId, clipPlane);
  1033. glEnable(clipPlaneId);
  1034. }
  1035. // Disable remaining clip planes
  1036. for (; i < 6; ++i)
  1037. {
  1038. glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
  1039. }
  1040. }
  1041. bool GLRenderSystem::activateGLTextureUnit(UINT16 unit)
  1042. {
  1043. if (mActiveTextureUnit != unit)
  1044. {
  1045. if (unit < getCapabilities()->getNumCombinedTextureUnits())
  1046. {
  1047. glActiveTexture(GL_TEXTURE0 + unit);
  1048. mActiveTextureUnit = unit;
  1049. return true;
  1050. }
  1051. else if (!unit)
  1052. {
  1053. // always ok to use the first unit
  1054. return true;
  1055. }
  1056. else
  1057. {
  1058. LOGWRN("Provided texture unit index is higher than OpenGL supports. Provided: " + toString(unit) +
  1059. ". Supported range: 0 .. " + toString(getCapabilities()->getNumCombinedTextureUnits() - 1));
  1060. return false;
  1061. }
  1062. }
  1063. else
  1064. {
  1065. return true;
  1066. }
  1067. }
  1068. void GLRenderSystem::beginDraw()
  1069. {
  1070. if(mDrawCallInProgress)
  1071. CM_EXCEPT(InternalErrorException, "Calling beginDraw without finishing previous draw call. Please call endDraw().");
  1072. mDrawCallInProgress = true;
  1073. if(mCurrentVertexProgram == nullptr)
  1074. {
  1075. LOGWRN("Cannot render without a set vertex shader.");
  1076. return;
  1077. }
  1078. if(mBoundVertexDeclaration == nullptr)
  1079. {
  1080. LOGWRN("Cannot render without a set vertex declaration.");
  1081. return;
  1082. }
  1083. const GLSLProgramPipeline* pipeline = mProgramPipelineManager->getPipeline(mCurrentVertexProgram.get(),
  1084. mCurrentFragmentProgram.get(), mCurrentGeometryProgram.get(), mCurrentHullProgram.get(), mCurrentDomainProgram.get());
  1085. if(mActivePipeline != pipeline)
  1086. {
  1087. glBindProgramPipeline(pipeline->glHandle);
  1088. mActivePipeline = pipeline;
  1089. }
  1090. void* pBufferData = 0;
  1091. const VertexDeclaration::VertexElementList& decl = mBoundVertexDeclaration->getElements();
  1092. VertexDeclaration::VertexElementList::const_iterator elem, elemEnd;
  1093. elemEnd = decl.end();
  1094. const VertexDeclaration::VertexElementList& inputAttributes = mCurrentVertexProgram->getGLSLProgram()->getInputAttributes().getElements();
  1095. GLuint VAOID[1];
  1096. glGenVertexArrays(1, &VAOID[0]);
  1097. glBindVertexArray(VAOID[0]); // DEBUG ONLY!!! - Store these somewhere and just rebind them when needed
  1098. for (elem = decl.begin(); elem != elemEnd; ++elem)
  1099. {
  1100. auto iterFind = mBoundVertexBuffers.find(elem->getStreamIdx());
  1101. if(iterFind == mBoundVertexBuffers.end() || iterFind->second == nullptr)
  1102. continue; // skip unbound elements
  1103. VertexBufferPtr vertexBuffer = iterFind->second;
  1104. bool foundSemantic = false;
  1105. GLint attribLocation = 0;
  1106. for(auto iter = inputAttributes.begin(); iter != inputAttributes.end(); ++iter)
  1107. {
  1108. if(iter->getSemantic() == elem->getSemantic() && iter->getSemanticIdx() == elem->getSemanticIdx())
  1109. {
  1110. foundSemantic = true;
  1111. attribLocation = iter->getOffset();
  1112. break;
  1113. }
  1114. }
  1115. if(!foundSemantic) // Shader needs to have a matching input attribute, otherwise we skip it
  1116. continue;
  1117. // TODO - We might also want to check the size of input and buffer, and make sure they match? Or does OpenGL handle that internally?
  1118. glBindBuffer(GL_ARRAY_BUFFER, static_cast<const GLVertexBuffer*>(vertexBuffer.get())->getGLBufferId());
  1119. pBufferData = VBO_BUFFER_OFFSET(elem->getOffset());
  1120. unsigned int i = 0;
  1121. VertexElementSemantic sem = elem->getSemantic();
  1122. unsigned short typeCount = VertexElement::getTypeCount(elem->getType());
  1123. GLboolean normalised = GL_FALSE;
  1124. switch(elem->getType())
  1125. {
  1126. case VET_COLOR:
  1127. case VET_COLOR_ABGR:
  1128. case VET_COLOR_ARGB:
  1129. normalised = GL_TRUE;
  1130. break;
  1131. default:
  1132. break;
  1133. };
  1134. glVertexAttribPointer(
  1135. attribLocation,
  1136. typeCount,
  1137. GLHardwareBufferManager::getGLType(elem->getType()),
  1138. normalised,
  1139. static_cast<GLsizei>(vertexBuffer->getVertexSize()),
  1140. pBufferData);
  1141. glEnableVertexAttribArray(attribLocation);
  1142. mBoundAttributes.push_back(attribLocation);
  1143. }
  1144. }
  1145. void GLRenderSystem::endDraw()
  1146. {
  1147. if(!mDrawCallInProgress)
  1148. return;
  1149. mDrawCallInProgress = false;
  1150. // unbind any custom attributes
  1151. for (auto ai = mBoundAttributes.begin(); ai != mBoundAttributes.end(); ++ai)
  1152. {
  1153. glDisableVertexAttribArray(*ai);
  1154. }
  1155. mBoundAttributes.clear();
  1156. }
  1157. GLfloat GLRenderSystem::getCurrentAnisotropy(UINT16 unit)
  1158. {
  1159. GLfloat curAniso = 0;
  1160. glGetTexParameterfv(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
  1161. return curAniso ? curAniso : 1;
  1162. }
  1163. GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const
  1164. {
  1165. switch (op)
  1166. {
  1167. case SOP_KEEP:
  1168. return GL_KEEP;
  1169. case SOP_ZERO:
  1170. return GL_ZERO;
  1171. case SOP_REPLACE:
  1172. return GL_REPLACE;
  1173. case SOP_INCREMENT:
  1174. return invert ? GL_DECR : GL_INCR;
  1175. case SOP_DECREMENT:
  1176. return invert ? GL_INCR : GL_DECR;
  1177. case SOP_INCREMENT_WRAP:
  1178. return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
  1179. case SOP_DECREMENT_WRAP:
  1180. return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
  1181. case SOP_INVERT:
  1182. return GL_INVERT;
  1183. };
  1184. // to keep compiler happy
  1185. return SOP_KEEP;
  1186. }
  1187. GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const
  1188. {
  1189. switch (func)
  1190. {
  1191. case CMPF_ALWAYS_FAIL:
  1192. return GL_NEVER;
  1193. case CMPF_ALWAYS_PASS:
  1194. return GL_ALWAYS;
  1195. case CMPF_LESS:
  1196. return GL_LESS;
  1197. case CMPF_LESS_EQUAL:
  1198. return GL_LEQUAL;
  1199. case CMPF_EQUAL:
  1200. return GL_EQUAL;
  1201. case CMPF_NOT_EQUAL:
  1202. return GL_NOTEQUAL;
  1203. case CMPF_GREATER_EQUAL:
  1204. return GL_GEQUAL;
  1205. case CMPF_GREATER:
  1206. return GL_GREATER;
  1207. };
  1208. return GL_ALWAYS;
  1209. }
  1210. GLuint GLRenderSystem::getCombinedMinMipFilter() const
  1211. {
  1212. switch (mMinFilter)
  1213. {
  1214. case FO_ANISOTROPIC:
  1215. case FO_LINEAR:
  1216. switch (mMipFilter)
  1217. {
  1218. case FO_ANISOTROPIC:
  1219. case FO_LINEAR:
  1220. // Linear min, linear mip
  1221. return GL_LINEAR_MIPMAP_LINEAR;
  1222. case FO_POINT:
  1223. // Linear min, point mip
  1224. return GL_LINEAR_MIPMAP_NEAREST;
  1225. case FO_NONE:
  1226. // Linear min, no mip
  1227. return GL_LINEAR;
  1228. }
  1229. break;
  1230. case FO_POINT:
  1231. case FO_NONE:
  1232. switch (mMipFilter)
  1233. {
  1234. case FO_ANISOTROPIC:
  1235. case FO_LINEAR:
  1236. // Nearest min, linear mip
  1237. return GL_NEAREST_MIPMAP_LINEAR;
  1238. case FO_POINT:
  1239. // Nearest min, point mip
  1240. return GL_NEAREST_MIPMAP_NEAREST;
  1241. case FO_NONE:
  1242. // Nearest min, no mip
  1243. return GL_NEAREST;
  1244. }
  1245. break;
  1246. }
  1247. // Should never get here
  1248. return 0;
  1249. }
  1250. GLint GLRenderSystem::getBlendMode(BlendFactor blendMode) const
  1251. {
  1252. switch (blendMode)
  1253. {
  1254. case BF_ONE:
  1255. return GL_ONE;
  1256. case BF_ZERO:
  1257. return GL_ZERO;
  1258. case BF_DEST_COLOR:
  1259. return GL_DST_COLOR;
  1260. case BF_SOURCE_COLOR:
  1261. return GL_SRC_COLOR;
  1262. case BF_INV_DEST_COLOR:
  1263. return GL_ONE_MINUS_DST_COLOR;
  1264. case BF_INV_SOURCE_COLOR:
  1265. return GL_ONE_MINUS_SRC_COLOR;
  1266. case BF_DEST_ALPHA:
  1267. return GL_DST_ALPHA;
  1268. case BF_SOURCE_ALPHA:
  1269. return GL_SRC_ALPHA;
  1270. case BF_INV_DEST_ALPHA:
  1271. return GL_ONE_MINUS_DST_ALPHA;
  1272. case BF_INV_SOURCE_ALPHA:
  1273. return GL_ONE_MINUS_SRC_ALPHA;
  1274. };
  1275. return GL_ONE;
  1276. }
  1277. GLint GLRenderSystem::getTextureAddressingMode(TextureAddressingMode tam) const
  1278. {
  1279. switch (tam)
  1280. {
  1281. default:
  1282. case TAM_WRAP:
  1283. return GL_REPEAT;
  1284. case TAM_MIRROR:
  1285. return GL_MIRRORED_REPEAT;
  1286. case TAM_CLAMP:
  1287. return GL_CLAMP_TO_EDGE;
  1288. case TAM_BORDER:
  1289. return GL_CLAMP_TO_BORDER;
  1290. }
  1291. }
  1292. GLint GLRenderSystem::getGLDrawMode() const
  1293. {
  1294. GLint primType;
  1295. // Use adjacency if there is a geometry program and it requested adjacency info
  1296. bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
  1297. switch (mCurrentDrawOperation)
  1298. {
  1299. case DOT_POINT_LIST:
  1300. primType = GL_POINTS;
  1301. break;
  1302. case DOT_LINE_LIST:
  1303. primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
  1304. break;
  1305. case DOT_LINE_STRIP:
  1306. primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
  1307. break;
  1308. default:
  1309. case DOT_TRIANGLE_LIST:
  1310. primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
  1311. break;
  1312. case DOT_TRIANGLE_STRIP:
  1313. primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
  1314. break;
  1315. case DOT_TRIANGLE_FAN:
  1316. primType = GL_TRIANGLE_FAN;
  1317. break;
  1318. }
  1319. return primType;
  1320. }
  1321. UINT32 GLRenderSystem::getGLTextureUnit(GpuProgramType gptype, UINT32 unit)
  1322. {
  1323. if (gptype != GPT_VERTEX_PROGRAM && gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_GEOMETRY_PROGRAM)
  1324. {
  1325. CM_EXCEPT(InvalidParametersException, "OpenGL cannot assign textures to this gpu program type: " + toString(gptype));
  1326. }
  1327. UINT32 numSupportedUnits = mCurrentCapabilities->getNumTextureUnits(gptype);
  1328. if (unit < 0 || unit >= numSupportedUnits)
  1329. {
  1330. CM_EXCEPT(InvalidParametersException, "Invalid texture unit index for the provided stage. Unit index: " + toString(unit) + ". Stage: " +
  1331. toString(gptype) + ". Supported range is 0 .. " + toString(numSupportedUnits - 1));
  1332. }
  1333. switch (gptype)
  1334. {
  1335. case GPT_FRAGMENT_PROGRAM:
  1336. return mFragmentTexOffset + unit;
  1337. case GPT_VERTEX_PROGRAM:
  1338. return mVertexTexOffset + unit;
  1339. case GPT_GEOMETRY_PROGRAM:
  1340. return mGeometryTexOffset + unit;
  1341. default:
  1342. CM_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1343. }
  1344. }
  1345. UINT32 GLRenderSystem::getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding)
  1346. {
  1347. UINT32 maxNumBindings = mCurrentCapabilities->getNumUniformBlockBuffers(gptype);
  1348. if (binding < 0 || binding >= maxNumBindings)
  1349. {
  1350. CM_EXCEPT(InvalidParametersException, "Invalid buffer binding for the provided stage. Buffer binding: " + toString(binding) + ". Stage: " +
  1351. toString(gptype) + ". Supported range is 0 .. " + toString(maxNumBindings - 1));
  1352. }
  1353. switch (gptype)
  1354. {
  1355. case GPT_FRAGMENT_PROGRAM:
  1356. return mFragmentUBOffset + binding;
  1357. case GPT_VERTEX_PROGRAM:
  1358. return mVertexUBOffset + binding;
  1359. case GPT_GEOMETRY_PROGRAM:
  1360. return mGeometryUBOffset + binding;
  1361. case GPT_HULL_PROGRAM:
  1362. return mHullUBOffset + binding;
  1363. case GPT_DOMAIN_PROGRAM:
  1364. return mDomainUBOffset + binding;
  1365. case GPT_COMPUTE_PROGRAM:
  1366. return mComputeUBOffset + binding;
  1367. default:
  1368. CM_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1369. }
  1370. }
  1371. void GLRenderSystem::setActiveProgram(GpuProgramType gptype, GLSLGpuProgramPtr program)
  1372. {
  1373. switch (gptype)
  1374. {
  1375. case GPT_VERTEX_PROGRAM:
  1376. mCurrentVertexProgram = program;
  1377. break;
  1378. case GPT_FRAGMENT_PROGRAM:
  1379. mCurrentFragmentProgram = program;
  1380. break;
  1381. case GPT_GEOMETRY_PROGRAM:
  1382. mCurrentGeometryProgram = program;
  1383. break;
  1384. case GPT_DOMAIN_PROGRAM:
  1385. mCurrentDomainProgram = program;
  1386. break;
  1387. case GPT_HULL_PROGRAM:
  1388. mCurrentHullProgram = program;
  1389. break;
  1390. }
  1391. }
  1392. GLSLGpuProgramPtr GLRenderSystem::getActiveProgram(GpuProgramType gptype) const
  1393. {
  1394. switch (gptype)
  1395. {
  1396. case GPT_VERTEX_PROGRAM:
  1397. return mCurrentVertexProgram;
  1398. break;
  1399. case GPT_FRAGMENT_PROGRAM:
  1400. return mCurrentFragmentProgram;
  1401. break;
  1402. case GPT_GEOMETRY_PROGRAM:
  1403. return mCurrentGeometryProgram;
  1404. break;
  1405. case GPT_DOMAIN_PROGRAM:
  1406. return mCurrentDomainProgram;
  1407. break;
  1408. case GPT_HULL_PROGRAM:
  1409. return mCurrentHullProgram;
  1410. break;
  1411. default:
  1412. CM_EXCEPT(InvalidParametersException, "Insupported gpu program type: " + toString(gptype));
  1413. }
  1414. }
  1415. void GLRenderSystem::initFromCaps(RenderSystemCapabilities* caps)
  1416. {
  1417. if(caps->getRenderSystemName() != getName())
  1418. {
  1419. CM_EXCEPT(InvalidParametersException,
  1420. "Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support OpenGL");
  1421. }
  1422. if(caps->hasCapability(RSC_GL1_5_NOVBO))
  1423. {
  1424. // Assign ARB functions same to GL 1.5 version since
  1425. // interface identical
  1426. glBindBufferARB = glBindBuffer;
  1427. glBufferDataARB = glBufferData;
  1428. glBufferSubDataARB = glBufferSubData;
  1429. glDeleteBuffersARB = glDeleteBuffers;
  1430. glGenBuffersARB = glGenBuffers;
  1431. glGetBufferParameterivARB = glGetBufferParameteriv;
  1432. glGetBufferPointervARB = glGetBufferPointerv;
  1433. glGetBufferSubDataARB = glGetBufferSubData;
  1434. glIsBufferARB = glIsBuffer;
  1435. glMapBufferARB = glMapBuffer;
  1436. glUnmapBufferARB = glUnmapBuffer;
  1437. }
  1438. HardwareBufferManager::startUp(cm_new<GLHardwareBufferManager>());
  1439. checkForErrors();
  1440. // GPU Program Manager setup
  1441. GpuProgramManager::startUp(cm_new<GLGpuProgramManager>());
  1442. checkForErrors();
  1443. if(caps->isShaderProfileSupported("glsl"))
  1444. {
  1445. mGLSLProgramFactory = cm_new<GLSLProgramFactory>();
  1446. HighLevelGpuProgramManager::instance().addFactory(mGLSLProgramFactory);
  1447. checkForErrors();
  1448. }
  1449. if(caps->hasCapability(RSC_HWOCCLUSION))
  1450. {
  1451. if(caps->hasCapability(RSC_GL1_5_NOHWOCCLUSION))
  1452. {
  1453. // Assign ARB functions same to GL 1.5 version since
  1454. // interface identical
  1455. glBeginQueryARB = glBeginQuery;
  1456. glDeleteQueriesARB = glDeleteQueries;
  1457. glEndQueryARB = glEndQuery;
  1458. glGenQueriesARB = glGenQueries;
  1459. glGetQueryObjectivARB = glGetQueryObjectiv;
  1460. glGetQueryObjectuivARB = glGetQueryObjectuiv;
  1461. glGetQueryivARB = glGetQueryiv;
  1462. glIsQueryARB = glIsQuery;
  1463. }
  1464. }
  1465. // Check for framebuffer object extension
  1466. if(caps->hasCapability(RSC_FBO))
  1467. {
  1468. // Before GL version 2.0, we need to get one of the extensions
  1469. if(caps->hasCapability(RSC_FBO_ARB))
  1470. GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersARB;
  1471. else if(caps->hasCapability(RSC_FBO_ATI))
  1472. GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersATI;
  1473. if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
  1474. {
  1475. // Create FBO manager
  1476. GLRTTManager::startUp(cm_new<GLRTTManager>());
  1477. checkForErrors();
  1478. }
  1479. }
  1480. else
  1481. {
  1482. CM_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
  1483. }
  1484. mFragmentTexOffset = 0;
  1485. mVertexTexOffset = caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1486. mGeometryTexOffset = mVertexTexOffset + caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1487. UINT16 numCombinedTexUnits = caps->getNumCombinedTextureUnits();
  1488. UINT32 totalNumTexUnits = caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1489. totalNumTexUnits += caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1490. totalNumTexUnits += caps->getNumTextureUnits(GPT_GEOMETRY_PROGRAM);
  1491. totalNumTexUnits += caps->getNumTextureUnits(GPT_HULL_PROGRAM);
  1492. totalNumTexUnits += caps->getNumTextureUnits(GPT_DOMAIN_PROGRAM);
  1493. totalNumTexUnits += caps->getNumTextureUnits(GPT_COMPUTE_PROGRAM);
  1494. if(totalNumTexUnits > numCombinedTexUnits)
  1495. CM_EXCEPT(InternalErrorException, "Number of combined texture units less than the number of individual units!?");
  1496. mNumTextureTypes = numCombinedTexUnits;
  1497. mTextureTypes = cm_newN<GLenum>(mNumTextureTypes);
  1498. for(UINT16 i = 0; i < numCombinedTexUnits; i++)
  1499. mTextureTypes[i] = 0;
  1500. mVertexUBOffset = 0;
  1501. UINT32 totalNumUniformBlocks = caps->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM);
  1502. mFragmentUBOffset = totalNumUniformBlocks;
  1503. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM);
  1504. mGeometryUBOffset = totalNumUniformBlocks;
  1505. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM);
  1506. mHullUBOffset = totalNumUniformBlocks;
  1507. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_HULL_PROGRAM);
  1508. mDomainUBOffset = totalNumUniformBlocks;
  1509. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM);
  1510. mComputeUBOffset = totalNumUniformBlocks;
  1511. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM);
  1512. UINT16 numCombinedUniformBlocks = caps->getNumCombinedUniformBlockBuffers();
  1513. if(totalNumUniformBlocks > numCombinedUniformBlocks)
  1514. CM_EXCEPT(InternalErrorException, "Number of combined uniform block buffers less than the number of individual per-stage buffers!?");
  1515. TextureManager::startUp(cm_new<GLTextureManager>(std::ref(*mGLSupport)));
  1516. // Check for FSAA
  1517. // Enable the extension if it was enabled by the GLSupport
  1518. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1519. {
  1520. int fsaa_active = false;
  1521. glGetIntegerv(GL_SAMPLE_BUFFERS_ARB, (GLint*)&fsaa_active);
  1522. if (fsaa_active)
  1523. {
  1524. glEnable(GL_MULTISAMPLE_ARB);
  1525. }
  1526. }
  1527. #if CM_DEBUG_MODE
  1528. if (mGLSupport->checkExtension("GL_ARB_debug_output"))
  1529. {
  1530. glDebugMessageCallback(&openGlErrorCallback, 0);
  1531. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  1532. }
  1533. #endif
  1534. checkForErrors();
  1535. }
  1536. void GLRenderSystem::switchContext(GLContext *context)
  1537. {
  1538. // Unbind GPU programs and rebind to new context later, because
  1539. // scene manager treat render system as ONE 'context' ONLY, and it
  1540. // cached the GPU programs using state.
  1541. unbindGpuProgram(GPT_VERTEX_PROGRAM);
  1542. unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  1543. unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  1544. unbindGpuProgram(GPT_HULL_PROGRAM);
  1545. unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  1546. // It's ready for switching
  1547. if (mCurrentContext)
  1548. mCurrentContext->endCurrent();
  1549. mCurrentContext = context;
  1550. mCurrentContext->setCurrent();
  1551. // Must reset depth/colour write mask to according with user desired, otherwise,
  1552. // clearFrameBuffer would be wrong because the value we are recorded may be
  1553. // difference with the really state stored in GL context.
  1554. glDepthMask(mDepthWrite);
  1555. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  1556. glStencilMask(mStencilWriteMask);
  1557. }
  1558. RenderSystemCapabilities* GLRenderSystem::createRenderSystemCapabilities() const
  1559. {
  1560. RenderSystemCapabilities* rsc = cm_new<RenderSystemCapabilities>();
  1561. rsc->setCategoryRelevant(CAPS_CATEGORY_GL, true);
  1562. rsc->setDriverVersion(mDriverVersion);
  1563. const char* deviceName = (const char*)glGetString(GL_RENDERER);
  1564. const char* vendorName = (const char*)glGetString(GL_VENDOR);
  1565. rsc->setDeviceName(deviceName);
  1566. rsc->setRenderSystemName(getName());
  1567. // determine vendor
  1568. if (strstr(vendorName, "NVIDIA"))
  1569. rsc->setVendor(GPU_NVIDIA);
  1570. else if (strstr(vendorName, "ATI"))
  1571. rsc->setVendor(GPU_AMD);
  1572. else if (strstr(vendorName, "AMD"))
  1573. rsc->setVendor(GPU_AMD);
  1574. else if (strstr(vendorName, "Intel"))
  1575. rsc->setVendor(GPU_INTEL);
  1576. else
  1577. rsc->setVendor(GPU_UNKNOWN);
  1578. // Check for hardware mipmapping support.
  1579. if(GLEW_VERSION_1_4)
  1580. {
  1581. rsc->setCapability(RSC_AUTOMIPMAP);
  1582. }
  1583. // Check for blending support
  1584. if(GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_env_combine")
  1585. || getGLSupport()->checkExtension("GL_EXT_texture_env_combine"))
  1586. {
  1587. rsc->setCapability(RSC_BLENDING);
  1588. }
  1589. // Check for Anisotropy support
  1590. if (getGLSupport()->checkExtension("GL_EXT_texture_filter_anisotropic"))
  1591. {
  1592. rsc->setCapability(RSC_ANISOTROPY);
  1593. }
  1594. // Check for DOT3 support
  1595. if(GLEW_VERSION_1_3 ||
  1596. getGLSupport()->checkExtension("GL_ARB_texture_env_dot3") ||
  1597. getGLSupport()->checkExtension("GL_EXT_texture_env_dot3"))
  1598. {
  1599. rsc->setCapability(RSC_DOT3);
  1600. }
  1601. // Check for cube mapping
  1602. if(GLEW_VERSION_1_3 ||
  1603. getGLSupport()->checkExtension("GL_ARB_texture_cube_map") ||
  1604. getGLSupport()->checkExtension("GL_EXT_texture_cube_map"))
  1605. {
  1606. rsc->setCapability(RSC_CUBEMAPPING);
  1607. }
  1608. // Point sprites
  1609. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_point_sprite"))
  1610. {
  1611. rsc->setCapability(RSC_POINT_SPRITES);
  1612. }
  1613. // Check for hardware stencil support and set bit depth
  1614. GLint stencil;
  1615. glGetIntegerv(GL_STENCIL_BITS, &stencil);
  1616. if(stencil)
  1617. {
  1618. rsc->setCapability(RSC_HWSTENCIL);
  1619. rsc->setStencilBufferBitDepth(stencil);
  1620. }
  1621. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_vertex_buffer_object"))
  1622. {
  1623. rsc->setCapability(RSC_VBO);
  1624. }
  1625. rsc->setCapability(RSC_VERTEX_PROGRAM);
  1626. rsc->setCapability(RSC_FRAGMENT_PROGRAM);
  1627. if (GLEW_VERSION_2_0 ||
  1628. (getGLSupport()->checkExtension("GL_ARB_shading_language_100") &&
  1629. getGLSupport()->checkExtension("GL_ARB_shader_objects") &&
  1630. getGLSupport()->checkExtension("GL_ARB_fragment_shader") &&
  1631. getGLSupport()->checkExtension("GL_ARB_vertex_shader")))
  1632. {
  1633. rsc->addShaderProfile("glsl");
  1634. }
  1635. // Check if geometry shaders are supported
  1636. if (GLEW_VERSION_2_0 &&
  1637. getGLSupport()->checkExtension("GL_EXT_geometry_shader4"))
  1638. {
  1639. rsc->setCapability(RSC_GEOMETRY_PROGRAM);
  1640. rsc->setGeometryProgramConstantBoolCount(0);
  1641. rsc->setGeometryProgramConstantIntCount(0);
  1642. GLint floatConstantCount = 0;
  1643. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
  1644. rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
  1645. GLint maxOutputVertices;
  1646. glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
  1647. rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
  1648. }
  1649. //Check if render to vertex buffer (transform feedback in OpenGL)
  1650. if (GLEW_VERSION_2_0 && getGLSupport()->checkExtension("GL_EXT_transform_feedback"))
  1651. {
  1652. rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
  1653. }
  1654. // Check for texture compression
  1655. if (GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_compression"))
  1656. {
  1657. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1658. // Check for dxt compression
  1659. if (getGLSupport()->checkExtension("GL_EXT_texture_compression_s3tc"))
  1660. {
  1661. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1662. }
  1663. // Check for vtc compression
  1664. if (getGLSupport()->checkExtension("GL_NV_texture_compression_vtc"))
  1665. {
  1666. rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
  1667. }
  1668. }
  1669. // Scissor test is standard in GL 1.2 (is it emulated on some cards though?)
  1670. rsc->setCapability(RSC_SCISSOR_TEST);
  1671. // As are user clipping planes
  1672. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1673. // 2-sided stencil?
  1674. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_EXT_stencil_two_side"))
  1675. {
  1676. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1677. }
  1678. // stencil wrapping?
  1679. if (GLEW_VERSION_1_4 || getGLSupport()->checkExtension("GL_EXT_stencil_wrap"))
  1680. {
  1681. rsc->setCapability(RSC_STENCIL_WRAP);
  1682. }
  1683. // Check for hardware occlusion support
  1684. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_occlusion_query"))
  1685. {
  1686. rsc->setCapability(RSC_HWOCCLUSION);
  1687. }
  1688. // UBYTE4 always supported
  1689. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1690. // Infinite far plane always supported
  1691. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1692. // Check for non-power-of-2 texture support
  1693. if (getGLSupport()->checkExtension("GL_ARB_texture_non_power_of_two"))
  1694. {
  1695. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1696. }
  1697. // Check for Float textures
  1698. if (getGLSupport()->checkExtension("GL_ATI_texture_float") || getGLSupport()->checkExtension("GL_ARB_texture_float"))
  1699. {
  1700. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1701. }
  1702. // 3D textures should always be supported
  1703. rsc->setCapability(RSC_TEXTURE_3D);
  1704. // Check for framebuffer object extension
  1705. if (getGLSupport()->checkExtension("GL_ARB_framebuffer_object"))
  1706. {
  1707. // Probe number of draw buffers
  1708. // Only makes sense with FBO support, so probe here
  1709. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_draw_buffers") || getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1710. {
  1711. GLint buffers;
  1712. glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
  1713. rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)CM_MAX_MULTIPLE_RENDER_TARGETS));
  1714. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1715. if(!GLEW_VERSION_2_0)
  1716. {
  1717. // Before GL version 2.0, we need to get one of the extensions
  1718. if (getGLSupport()->checkExtension("GL_ARB_draw_buffers"))
  1719. rsc->setCapability(RSC_FBO_ARB);
  1720. if (getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1721. rsc->setCapability(RSC_FBO_ATI);
  1722. }
  1723. // Set FBO flag for all 3 'subtypes'
  1724. rsc->setCapability(RSC_FBO);
  1725. }
  1726. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1727. }
  1728. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1729. rsc->setCapability(RSC_PBUFFER);
  1730. // Point size
  1731. float ps;
  1732. glGetFloatv(GL_POINT_SIZE_MAX, &ps);
  1733. rsc->setMaxPointSize(ps);
  1734. // Max number of fragment shader textures
  1735. GLint units;
  1736. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &units);
  1737. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, static_cast<UINT16>(units));
  1738. // Max number of vertex shader textures
  1739. GLint vUnits;
  1740. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vUnits);
  1741. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, static_cast<UINT16>(vUnits));
  1742. if (vUnits > 0)
  1743. {
  1744. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1745. }
  1746. GLint numUniformBlocks;
  1747. glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &numUniformBlocks);
  1748. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, numUniformBlocks);
  1749. glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &numUniformBlocks);
  1750. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, numUniformBlocks);
  1751. if (mGLSupport->checkExtension("GL_ARB_geometry_shader4"))
  1752. {
  1753. GLint geomUnits;
  1754. glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &geomUnits);
  1755. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, static_cast<UINT16>(geomUnits));
  1756. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &numUniformBlocks);
  1757. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, numUniformBlocks);
  1758. }
  1759. if (mGLSupport->checkExtension("GL_ARB_tessellation_shader"))
  1760. {
  1761. rsc->setCapability(RSC_TESSELLATION_PROGRAM);
  1762. glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &numUniformBlocks);
  1763. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, numUniformBlocks);
  1764. glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &numUniformBlocks);
  1765. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, numUniformBlocks);
  1766. }
  1767. if (mGLSupport->checkExtension("GL_ARB_compute_shader"))
  1768. {
  1769. rsc->setCapability(RSC_COMPUTE_PROGRAM);
  1770. GLint computeUnits;
  1771. glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &computeUnits);
  1772. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, static_cast<UINT16>(computeUnits));
  1773. glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &numUniformBlocks);
  1774. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, numUniformBlocks);
  1775. }
  1776. GLint combinedTexUnits;
  1777. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &combinedTexUnits);
  1778. rsc->setNumCombinedTextureUnits(static_cast<UINT16>(combinedTexUnits));
  1779. GLint combinedUniformBlockUnits;
  1780. glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &combinedUniformBlockUnits);
  1781. rsc->setNumCombinedUniformBlockBuffers(static_cast<UINT16>(combinedUniformBlockUnits));
  1782. // Mipmap LOD biasing
  1783. if (mGLSupport->checkExtension("GL_EXT_texture_lod_bias"))
  1784. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1785. // Alpha to coverage?
  1786. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1787. {
  1788. // Alpha to coverage always 'supported' when MSAA is available
  1789. // although card may ignore it if it doesn't specifically support A2C
  1790. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1791. }
  1792. // Advanced blending operations
  1793. if(GLEW_VERSION_2_0)
  1794. {
  1795. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1796. }
  1797. return rsc;
  1798. }
  1799. bool GLRenderSystem::checkForErrors() const
  1800. {
  1801. GLenum glErr = glGetError();
  1802. bool errorsFound = false;
  1803. String msg;
  1804. while (glErr != GL_NO_ERROR)
  1805. {
  1806. const char* glerrStr = (const char*)gluErrorString(glErr);
  1807. if (glerrStr)
  1808. {
  1809. msg += String(glerrStr);
  1810. }
  1811. glErr = glGetError();
  1812. errorsFound = true;
  1813. }
  1814. if (errorsFound)
  1815. LOGWRN("OpenGL error: " + msg);
  1816. return errorsFound;
  1817. }
  1818. void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
  1819. {
  1820. UINT32 x = 0;
  1821. for (UINT32 i = 0; i < 4; i++)
  1822. {
  1823. for (UINT32 j = 0; j < 4; j++)
  1824. {
  1825. gl_matrix[x] = m[j][i];
  1826. x++;
  1827. }
  1828. }
  1829. }
  1830. /************************************************************************/
  1831. /* UTILITY */
  1832. /************************************************************************/
  1833. float GLRenderSystem::getMinimumDepthInputValue()
  1834. {
  1835. return -1.0f;
  1836. }
  1837. float GLRenderSystem::getMaximumDepthInputValue()
  1838. {
  1839. return 1.0f;
  1840. }
  1841. float GLRenderSystem::getHorizontalTexelOffset()
  1842. {
  1843. return 0.0f;
  1844. }
  1845. float GLRenderSystem::getVerticalTexelOffset()
  1846. {
  1847. return 0.0f;
  1848. }
  1849. VertexElementType GLRenderSystem::getColorVertexElementType() const
  1850. {
  1851. return VET_COLOR_ABGR;
  1852. }
  1853. void GLRenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  1854. {
  1855. dest = matrix;
  1856. }
  1857. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam)
  1858. {
  1859. CM_EXCEPT(RenderingAPIException, "OpenGL error: " + String(message));
  1860. }
  1861. }