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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsGLPrerequisites.h"
- #include "RenderAPI/BsRenderAPI.h"
- #include "BsGLHardwareBufferManager.h"
- #include "GLSL/BsGLSLProgramFactory.h"
- #include "Math/BsMatrix4.h"
- namespace bs { namespace ct
- {
- /** @addtogroup GL
- * @{
- */
- /** Implementation of a render system using OpenGL. Provides abstracted access to various low level OpenGL methods. */
- class GLRenderAPI : public RenderAPI
- {
- public:
- GLRenderAPI();
- ~GLRenderAPI();
- /** @copydoc RenderAPI::getName() */
- const StringID& getName() const override;
- /** @copydoc RenderAPI::getShadingLanguageName() */
- const String& getShadingLanguageName() const override;
- /** @copydoc RenderAPI::setGraphicsPipeline */
- void setGraphicsPipeline(const SPtr<GraphicsPipelineState>& pipelineState,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setComputePipeline */
- void setComputePipeline(const SPtr<ComputePipelineState>& pipelineState,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setGpuParams() */
- void setGpuParams(const SPtr<GpuParams>& gpuParams,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setViewport() */
- void setViewport(const Rect2& area, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setScissorRect() */
- void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setStencilRef */
- void setStencilRef(UINT32 value, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setVertexBuffers() */
- void setVertexBuffers(UINT32 index, SPtr<VertexBuffer>* buffers, UINT32 numBuffers,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setIndexBuffer() */
- void setIndexBuffer(const SPtr<IndexBuffer>& buffer,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setVertexDeclaration() */
- void setVertexDeclaration(const SPtr<VertexDeclaration>& vertexDeclaration,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::setDrawOperation() */
- void setDrawOperation(DrawOperationType op, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::draw() */
- void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::drawIndexed() */
- void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount
- , UINT32 instanceCount = 0, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::dispatchCompute() */
- void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1,
- const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::swapBuffers() */
- void swapBuffers(const SPtr<RenderTarget>& target, UINT32 syncMask = 0xFFFFFFFF) override;
- /** @copydoc RenderAPI::setRenderTarget() */
- void setRenderTarget(const SPtr<RenderTarget>& target, UINT32 readOnlyFlags = 0,
- RenderSurfaceMask loadMask = RT_NONE, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::clearRenderTarget() */
- void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
- UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::clearViewport() */
- void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
- UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
- /** @copydoc RenderAPI::addCommands() */
- void addCommands(const SPtr<CommandBuffer>& commandBuffer, const SPtr<CommandBuffer>& secondary) override;
- /** @copydoc RenderAPI::submitCommandBuffer() */
- void submitCommandBuffer(const SPtr<CommandBuffer>& commandBuffer, UINT32 syncMask = 0xFFFFFFFF) override;
- /** @copydoc RenderAPI::convertProjectionMatrix() */
- void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
- /** @copydoc RenderAPI::getAPIInfo */
- const RenderAPIInfo& getAPIInfo() const override;
- /** @copydoc RenderAPI::generateParamBlockDesc() */
- GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
- /************************************************************************/
- /* Internal use by OpenGL RenderSystem only */
- /************************************************************************/
- /** Query has the main context been initialized. */
- bool _isContextInitialized() const { return mGLInitialised; }
- /** Returns main context. Caller must ensure the context has been initialized. */
- SPtr<GLContext> _getMainContext() const { return mMainContext; }
- /** Returns a support object you may use for creating */
- GLSupport* getGLSupport() const { return mGLSupport; }
- protected:
- /** @copydoc RenderAPI::initialize */
- void initialize() override;
- /** @copydoc RenderAPI::initializeWithWindow */
- void initializeWithWindow(const SPtr<RenderWindow>& primaryWindow) override;
- /** @copydoc RenderAPI::destroyCore */
- void destroyCore() override;
- /** Call before doing a draw operation, this method sets everything up. */
- void beginDraw();
- /** Needs to accompany every beginDraw after you are done with a single draw operation. */
- void endDraw();
- /** Clear a part of a render target. */
- void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
- const Rect2I& clearArea = Rect2I::EMPTY, UINT8 targetMask = 0xFF);
- /**
- * Changes the currently active texture unit. Any texture related operations will then be performed on this unit.
- */
- bool activateGLTextureUnit(UINT16 unit);
- /** Retrieves the active GPU program of the specified type. */
- SPtr<GLSLGpuProgram> getActiveProgram(GpuProgramType gptype) const;
- /** Converts Banshee blend mode to OpenGL blend mode. */
- GLint getBlendMode(BlendFactor blendMode) const;
- /** Converts Banshee texture addressing mode to OpenGL texture addressing mode. */
- GLint getTextureAddressingMode(TextureAddressingMode tam) const;
- /** Gets a combined min/mip filter value usable by OpenGL from the currently set min and mip filters. */
- GLuint getCombinedMinMipFilter() const;
- /** Returns the OpenGL specific mode used for drawing, depending on the currently set draw operation. */
- GLint getGLDrawMode() const;
- /** Creates render system capabilities that specify which features are or aren't supported. */
- void initCapabilities(RenderAPICapabilities& caps) const;
- /** Finish initialization by setting up any systems dependant on render systemcapabilities. */
- void initFromCaps(RenderAPICapabilities* caps);
- /**
- * Switch the currently used OpenGL context. You will need to re-bind any previously bound values manually
- * (for example textures, gpu programs and such).
- */
- void switchContext(const SPtr<GLContext>& context, const RenderWindow& window);
- /************************************************************************/
- /* Sampler states */
- /************************************************************************/
- /**
- * Sets the texture addressing mode for a texture unit. This determines how are UV address values outside of [0, 1]
- * range handled when sampling from texture.
- */
- void setTextureAddressingMode(UINT16 unit, const UVWAddressingMode& uvw);
- /**
- * Sets the texture border color for a texture unit. Border color determines color returned by the texture sampler
- * when border addressing mode is used and texture address is outside of [0, 1] range.
- */
- void setTextureBorderColor(UINT16 unit, const Color& color);
- /**
- * Sets the mipmap bias value for a given texture unit. Bias allows you to adjust the mipmap selection calculation.
- * Negative values force a larger mipmap to be used, and positive values smaller. Units are in values of mip levels,
- * so -1 means use a mipmap one level higher than default.
- */
- void setTextureMipmapBias(UINT16 unit, float bias);
- /**
- * Allows you to specify how is the texture bound to the specified texture unit filtered. Different filter types are
- * used for different situations like magnifying or minifying a texture.
- */
- void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
- /** Sets anisotropy value for the specified texture unit. */
- void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
-
- /**
- * Sets the compare mode to use when sampling the texture (anything but "always" implies the use of a shadow
- * sampler.
- */
- void setTextureCompareMode(UINT16 unit, CompareFunction compare);
- /** Gets anisotropy value for the specified texture unit. */
- GLfloat getCurrentAnisotropy(UINT16 unit);
- /************************************************************************/
- /* Blend states */
- /************************************************************************/
- /**
- * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
- * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
- */
- void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
- /**
- * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
- * Allows you to set up separate blend operations for alpha values.
- *
- * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
- */
- void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
- BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
- /**
- * Sets alpha test that allows you to reject pixels that fail the comparison function versus the provided reference
- * value.
- */
- void setAlphaTest(CompareFunction func, unsigned char value);
- /**
- * Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing to worry about order
- * of rendering like regular blending does. It requires multi-sampling to be active in order to work, and you need
- * to supply an alpha texture that determines object transparency.
- */
- void setAlphaToCoverage(bool enabled);
- /** Enables or disables writing to certain color channels of the render target. */
- void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
- /************************************************************************/
- /* Rasterizer states */
- /************************************************************************/
- /** Sets vertex winding order. Normally you would use this to cull back facing polygons. */
- void setCullingMode(CullingMode mode);
- /** Sets the polygon rasterization mode. Determines how are polygons interpreted. */
- void setPolygonMode(PolygonMode level);
- /**
- * Sets a depth bias that will offset the depth values of new pixels by the specified amount. Final depth bias value
- * is a combination of the constant depth bias and slope depth bias. Slope depth bias has more effect the higher
- * the slope of the rendered polygon.
- *
- * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
- */
- void setDepthBias(float constantBias, float slopeScaleBias);
- /**
- * Scissor test allows you to mask off rendering in all but a given rectangular area identified by the rectangle
- * set by setScissorRect().
- */
- void setScissorTestEnable(bool enable);
- /** Enables or disables multisample antialiasing. */
- void setMultisamplingEnable(bool enable);
- /** Enables or disables depth clipping (near/fear plane clipping). */
- void setDepthClipEnable(bool enable);
- /** Enables or disables antialiased line rendering. */
- void setAntialiasedLineEnable(bool enable);
- /************************************************************************/
- /* Depth stencil state */
- /************************************************************************/
-
- /** Should new pixels perform depth testing using the set depth comparison function before being written. */
- void setDepthBufferCheckEnabled(bool enabled = true);
- /** Should new pixels write to the depth buffer. */
- void setDepthBufferWriteEnabled(bool enabled = true);
- /**
- * Sets comparison function used for depth testing. Determines how are new and existing pixel values compared - if
- * comparison function returns true the new pixel is written.
- */
- void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
- /**
- * Turns stencil tests on or off. By default this is disabled. Stencil testing allow you to mask out a part of the
- * rendered image by using various stencil operations provided.
- */
- void setStencilCheckEnabled(bool enabled);
- /**
- * Allows you to set stencil operations that are performed when stencil test passes or fails.
- *
- * @param[in] stencilFailOp Operation executed when stencil test fails.
- * @param[in] depthFailOp Operation executed when stencil test succeeds but depth test fails.
- * @param[in] passOp Operation executed when stencil test succeeds and depth test succeeds.
- * @param[in] front Should the stencil operations be applied to front or back facing polygons.
- */
- void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
- StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
- bool front = true);
- /**
- * Sets a stencil buffer comparison function. The result of this will cause one of 3 actions depending on whether
- * the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check
- * passing too.
- *
- * @param[in] func Comparison function that determines whether a stencil test fails or passes. Reference value
- * gets compared to the value already in the buffer using this function.
- * @param[in] mask The bitmask applied to both the stencil value and the reference value
- * before comparison
- * @param[in] ccw If set to true, the stencil operations will be applied to counterclockwise
- * faces. Otherwise they will be applied to clockwise faces.
- */
- void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool ccw = true);
- /** The bitmask applied to the stencil value before writing it to the stencil buffer. */
- void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
- /**
- * Sets a reference values used for stencil buffer comparisons. Actual comparison function and stencil operations
- * are set by setting the DepthStencilState.
- */
- void setStencilRefValue(UINT32 refValue);
- /************************************************************************/
- /* UTILITY METHODS */
- /************************************************************************/
- /**
- * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target
- * and applies them for further rendering.
- */
- void applyViewport();
- /** Converts the provided matrix m into a representation usable by OpenGL. */
- void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
- /** Converts the engine depth/stencil compare function into OpenGL representation. */
- GLint convertCompareFunction(CompareFunction func) const;
- /**
- * Convers the engine stencil operation in OpenGL representation. Optionally inverts the operation (increment
- * becomes decrement, etc.).
- */
- GLint convertStencilOp(StencilOperation op, bool invert = false) const;
- /** Checks if there are any OpenGL errors and prints them to the log. */
- bool checkForErrors() const;
- private:
- /** Information about a currently bound texture. */
- struct TextureInfo
- {
- GLenum type;
- };
- static const UINT32 MAX_VB_COUNT = 32;
- Rect2 mViewportNorm;
- UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
- UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
- bool mScissorEnabled;
- UINT32 mStencilReadMask;
- UINT32 mStencilWriteMask;
- UINT32 mStencilRefValue;
- CompareFunction mStencilCompareFront;
- CompareFunction mStencilCompareBack;
- // Last min & mip filtering options, so we can combine them
- FilterOptions mMinFilter;
- FilterOptions mMipFilter;
- // Holds texture type settings for every stage
- UINT32 mNumTextureUnits;
- TextureInfo* mTextureInfos;
- bool mDepthWrite;
- bool mColorWrite[4];
- GLSupport* mGLSupport;
- bool mGLInitialised;
- GLSLProgramFactory* mGLSLProgramFactory;
- GLSLProgramPipelineManager* mProgramPipelineManager;
- SPtr<GLSLGpuProgram> mCurrentVertexProgram;
- SPtr<GLSLGpuProgram> mCurrentFragmentProgram;
- SPtr<GLSLGpuProgram> mCurrentGeometryProgram;
- SPtr<GLSLGpuProgram> mCurrentHullProgram;
- SPtr<GLSLGpuProgram> mCurrentDomainProgram;
- SPtr<GLSLGpuProgram> mCurrentComputeProgram;
- const GLSLProgramPipeline* mActivePipeline;
- std::array<SPtr<VertexBuffer>, MAX_VB_COUNT> mBoundVertexBuffers;
- SPtr<VertexDeclaration> mBoundVertexDeclaration;
- SPtr<IndexBuffer> mBoundIndexBuffer;
- DrawOperationType mCurrentDrawOperation;
- SPtr<GLContext> mMainContext;
- SPtr<GLContext> mCurrentContext;
- bool mDrawCallInProgress;
- UINT16 mActiveTextureUnit;
- };
- /** @} */
- }}
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