BsRenderSystem.h 13 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #pragma once
  5. #include "BsCorePrerequisites.h"
  6. #include <memory>
  7. #include "BsString.h"
  8. #include "BsSamplerState.h"
  9. #include "BsCommandQueue.h"
  10. #include "BsDrawOps.h"
  11. #include "BsRenderSystemCapabilities.h"
  12. #include "BsRenderTarget.h"
  13. #include "BsRenderTexture.h"
  14. #include "BsRenderWindow.h"
  15. #include "BsGpuProgram.h"
  16. #include "BsVertexDeclaration.h"
  17. #include "BsPlane.h"
  18. #include "BsModule.h"
  19. #include "BsEvent.h"
  20. namespace BansheeEngine
  21. {
  22. /**
  23. * @brief Render system provides base functionality for a rendering API like
  24. * DirectX or OpenGL. Most of the class is abstract and specific
  25. * subclass for each rendering API needs to be implemented.
  26. *
  27. * @note Core thread only unless specifically noted otherwise on per-method basis.
  28. */
  29. class BS_CORE_EXPORT RenderSystem : public Module<RenderSystem>
  30. {
  31. public:
  32. RenderSystem();
  33. virtual ~RenderSystem();
  34. /**
  35. * @brief Returns the name of the rendering system.
  36. *
  37. * @note Thread safe.
  38. */
  39. virtual const String& getName() const = 0;
  40. /**
  41. * @brief Gets the name of the primary shading language
  42. * used by the rendering system.
  43. *
  44. * @note Thread safe.
  45. */
  46. virtual const String& getShadingLanguageName() const = 0;
  47. /**
  48. * @brief Sets a sampler state for the specified texture unit.
  49. *
  50. * @see SamplerState
  51. */
  52. virtual void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState) = 0;
  53. /**
  54. * @brief Sets a blend state used for all active render targets.
  55. *
  56. * @see BlendState
  57. */
  58. virtual void setBlendState(const BlendStatePtr& blendState) = 0;
  59. /**
  60. * @brief Sets a state that controls various rasterizer options.
  61. *
  62. * @see RasterizerState
  63. */
  64. virtual void setRasterizerState(const RasterizerStatePtr& rasterizerState) = 0;
  65. /**
  66. * @brief Sets a state that controls depth & stencil buffer options.
  67. *
  68. * @see DepthStencilState
  69. */
  70. virtual void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue) = 0;
  71. /**
  72. * @brief Binds a texture to the pipeline for the specified GPU program type at the specified slot.
  73. * If the slot matches the one configured in the GPU program the program will be able to access
  74. * this texture on the GPU.
  75. */
  76. virtual void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr) = 0;
  77. /**
  78. * @brief Turns off a texture unit.
  79. */
  80. virtual void disableTextureUnit(GpuProgramType gptype, UINT16 texUnit);
  81. /**
  82. * @brief Signals that rendering for a specific viewport has started. Any draw calls
  83. * need to be called between beginFrame and endFrame. You may not switch render targets
  84. * until you call endFrame.
  85. */
  86. virtual void beginFrame() = 0;
  87. /**
  88. * @brief Ends that rendering to a specific viewport has ended.
  89. */
  90. virtual void endFrame() = 0;
  91. /**
  92. * @brief Sets the active viewport that will be used for all render operations.
  93. * Viewport will change active render target if needed.
  94. */
  95. virtual void setViewport(Viewport vp) = 0;
  96. /**
  97. * @brief Sets the provided vertex buffers starting at the specified source index.
  98. * Set buffer to nullptr to clear the buffer at the specified index.
  99. */
  100. virtual void setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers) = 0;
  101. /**
  102. * @brief Sets an index buffer to use when drawing. Indices in an index buffer
  103. * reference vertices in the vertex buffer, which increases cache coherency
  104. * and reduces the size of vertex buffers by eliminating duplicate data.
  105. */
  106. virtual void setIndexBuffer(const IndexBufferPtr& buffer) = 0;
  107. /**
  108. * @brief Sets the vertex declaration to use when drawing. Vertex declaration
  109. * is used to decode contents of a single vertex in a vertex buffer.
  110. */
  111. virtual void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration) = 0;
  112. /**
  113. * @brief Sets the draw operation that determines how to interpret the elements
  114. * of the index or vertex buffers.
  115. */
  116. virtual void setDrawOperation(DrawOperationType op) = 0;
  117. /**
  118. * @brief A helper method that provides a simple way of rendering a single object. It will
  119. * automatically set up vertex declaration, draw operation, vertex and index buffers and
  120. * draw them.
  121. *
  122. * @param mesh The mesh.
  123. * @param indexOffset (optional) Offset into the mesh buffer to start drawing from.
  124. * @param indexCount (optional) Number of indexes to draw, starting at the offset. Ignored if "drawIndexed" is false. If 0 all indices in the mesh will be drawn.
  125. * @param useIndices (optional) If true, drawing is done using the index buffer on the mesh and the provided offset and size, otherwise all mesh vertices are drawn sequentially.
  126. * @param drawOp (optional) Draw operation to use when rendering.
  127. */
  128. virtual void render(const MeshBasePtr& mesh, UINT32 indexOffset = 0, UINT32 indexCount = 0, bool useIndices = true, DrawOperationType drawOp = DOT_TRIANGLE_LIST);
  129. /**
  130. * @brief Draw an object based on currently bound GPU programs, vertex declaration and vertex buffers.
  131. *
  132. * Draws directly from the vertex buffer without using indices.
  133. */
  134. virtual void draw(UINT32 vertexOffset, UINT32 vertexCount) = 0;
  135. /**
  136. * @brief Draw an object based on currently bound GPU programs, vertex declaration, vertex
  137. * and index buffers.
  138. */
  139. virtual void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) = 0;
  140. /**
  141. * @brief Swap the front and back buffer of the specified render target.
  142. */
  143. virtual void swapBuffers(RenderTargetPtr target);
  144. /**
  145. * @brief Gets the capabilities of the render system.
  146. *
  147. * @note Thread safe.
  148. */
  149. const RenderSystemCapabilities* getCapabilities() const;
  150. /**
  151. * @brief Returns information about the driver version.
  152. */
  153. virtual const DriverVersion& getDriverVersion() const;
  154. /**
  155. * @brief Binds the provided GPU program to the pipeline. Any following
  156. * draw operations will use this program.
  157. *
  158. * @note You need to bind at least a vertex and a fragment program in order to draw something.
  159. */
  160. virtual void bindGpuProgram(HGpuProgram prg);
  161. /**
  162. * @brief Binds GPU program parameters. Caller must ensure these match the previously
  163. * bound GPU program.
  164. */
  165. virtual void bindGpuParams(GpuProgramType gptype, GpuParamsPtr params) = 0;
  166. /**
  167. * @brief Unbinds a program of a given type.
  168. */
  169. virtual void unbindGpuProgram(GpuProgramType gptype);
  170. /**
  171. * @brief Query if a GPU program of a given type is currently bound.
  172. */
  173. virtual bool isGpuProgramBound(GpuProgramType gptype);
  174. /**
  175. * @brief Sets up clip planes that will clip drawn geometry on the negative side of the planes.
  176. */
  177. virtual void setClipPlanes(const PlaneList& clipPlanes);
  178. /**
  179. * @brief Adds a new clip plane. All drawn geometry will be clipped to this plane.
  180. */
  181. virtual void addClipPlane(const Plane& p);
  182. /**
  183. * @brief Clears all clip planes.
  184. */
  185. virtual void resetClipPlanes();
  186. /**
  187. * @brief Allows you to set up a region in which rendering can take place. Coordinates are in pixels.
  188. * No rendering will be done to render target pixels outside of the provided region.
  189. */
  190. virtual void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) = 0;
  191. /**
  192. * @brief Clears the currently active render target.
  193. *
  194. * @param buffers Combination of one or more elements of FrameBufferType
  195. * denoting which buffers are to be cleared.
  196. * @param color (optional) The color to clear the color buffer with, if enabled.
  197. * @param depth (optional) The value to initialize the depth buffer with, if enabled.
  198. * @param stencil (optional) The value to initialize the stencil buffer with, if enabled.
  199. */
  200. virtual void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) = 0;
  201. /**
  202. * @brief Clears the currently active viewport (i.e. it clears just a sub-area of a render-target that is covered by the viewport,
  203. * as opposed to clearRenderTarget which always clears the entire render target).
  204. *
  205. * @param buffers Combination of one or more elements of FrameBufferType
  206. * denoting which buffers are to be cleared.
  207. * @param color (optional) The color to clear the color buffer with, if enabled.
  208. * @param depth (optional) The value to initialize the depth buffer with, if enabled.
  209. * @param stencil (optional) The value to initialize the stencil buffer with, if enabled.
  210. */
  211. virtual void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) = 0;
  212. /**
  213. * @brief Change the render target into which we want to draw.
  214. */
  215. virtual void setRenderTarget(RenderTargetPtr target) = 0;
  216. /**
  217. * @brief Updates the resource with the specified data.
  218. *
  219. * @note It is assumed GpuResourceData has been locked before being passed here. Data will be unlocked
  220. * when this method finishes.
  221. */
  222. void writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer, AsyncOp& asyncOp);
  223. /**
  224. * @brief Reads data from a resource into a pre-allocated GpuResourceData instance.
  225. *
  226. * @note It is assumed GpuResourceData has been locked before being passed here. Data will be unlocked
  227. * when this method finishes.
  228. */
  229. void readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, GpuResourceDataPtr& data, AsyncOp& asyncOp);
  230. /**
  231. * @brief Returns information about available output devices and their video modes.
  232. *
  233. * @note Thread safe.
  234. */
  235. const VideoModeInfo& getVideoModeInfo() const { return *mVideoModeInfo; }
  236. /************************************************************************/
  237. /* UTILITY METHODS */
  238. /************************************************************************/
  239. /**
  240. * @brief Gets the native type used for vertex colors.
  241. *
  242. * @note Thread safe.
  243. */
  244. virtual VertexElementType getColorVertexElementType() const = 0;
  245. /**
  246. * @brief Contains a default matrix into a matrix suitable for use
  247. * by this specific render system.
  248. *
  249. * @note Thread safe.
  250. */
  251. virtual void convertProjectionMatrix(const Matrix4& matrix,
  252. Matrix4& dest, bool forGpuProgram = false) = 0;
  253. /**
  254. * @brief Gets horizontal texel offset used for mapping texels to pixels
  255. * in this render system.
  256. *
  257. * @note Thread safe.
  258. */
  259. virtual float getHorizontalTexelOffset() = 0;
  260. /**
  261. * @brief Gets vertical texel offset used for mapping texels to pixels
  262. * in this render system.
  263. *
  264. * @note Thread safe.
  265. */
  266. virtual float getVerticalTexelOffset() = 0;
  267. /**
  268. * @brief Gets the minimum (closest) depth value used by this
  269. * render system.
  270. *
  271. * @note Thread safe.
  272. */
  273. virtual float getMinimumDepthInputValue() = 0;
  274. /**
  275. * @brief Gets the maximum (farthest) depth value used by this
  276. * render system.
  277. *
  278. * @note Thread safe.
  279. */
  280. virtual float getMaximumDepthInputValue() = 0;
  281. /************************************************************************/
  282. /* INTERNAL METHODS */
  283. /************************************************************************/
  284. protected:
  285. /**
  286. * @brief Initializes the render system and creates a primary render window.
  287. *
  288. * @note Although I'd like otherwise, due to the nature of some render system implementations,
  289. * you cannot initialize the render system without a window.
  290. *
  291. * Sim thread.
  292. */
  293. RenderWindowPtr initialize(const RENDER_WINDOW_DESC& primaryWindowDesc);
  294. /**
  295. * @brief Performs second part of the initialization (on Core thread), first part
  296. * being in initialize().
  297. */
  298. virtual void initialize_internal(AsyncOp& asyncOp);
  299. /**
  300. * @brief Shuts down the render system and cleans up all resources.
  301. *
  302. * @note Sim thread.
  303. */
  304. void destroy();
  305. /**
  306. * @brief Performs second part of render system shutdown on the core thread.
  307. */
  308. virtual void destroy_internal();
  309. /**
  310. * @copydoc setClipPlanes.
  311. */
  312. virtual void setClipPlanesImpl(const PlaneList& clipPlanes) = 0;
  313. /************************************************************************/
  314. /* INTERNAL DATA */
  315. /************************************************************************/
  316. protected:
  317. friend class RenderSystemManager;
  318. RenderTargetPtr mActiveRenderTarget;
  319. DriverVersion mDriverVersion;
  320. CullingMode mCullingMode;
  321. UINT16 mDisabledTexUnitsFrom;
  322. bool mVertexProgramBound;
  323. bool mGeometryProgramBound;
  324. bool mFragmentProgramBound;
  325. bool mDomainProgramBound;
  326. bool mHullProgramBound;
  327. bool mComputeProgramBound;
  328. PlaneList mClipPlanes;
  329. bool mClipPlanesDirty;
  330. RenderSystemCapabilities* mCurrentCapabilities;
  331. VideoModeInfoPtr mVideoModeInfo;
  332. // TODO - Only used between initialize and initialize_internal. Handle it better?
  333. RENDER_WINDOW_DESC mPrimaryWindowDesc;
  334. };
  335. }