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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org
- Copyright (c) 2000-2011 Torus Knot Software Ltd
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in*
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.s
- -----------------------------------------------------------------------------
- */
- #include "CmGLRenderSystem.h"
- #include "CmRenderSystem.h"
- #include "CmGLTextureManager.h"
- #include "CmGLVertexBuffer.h"
- #include "CmGLIndexBuffer.h"
- #include "CmGLUtil.h"
- #include "CmGLSLGpuProgram.h"
- #include "CmGLSLProgram.h"
- #include "CmGLGpuProgramManager.h"
- #include "CmException.h"
- #include "CmGLSLExtSupport.h"
- #include "CmGLOcclusionQuery.h"
- #include "CmGLContext.h"
- #include "CmAsyncOp.h"
- #include "CmBlendState.h"
- #include "CmRasterizerState.h"
- #include "CmDepthStencilState.h"
- #include "CmGLRenderTexture.h"
- #include "CmGLRenderWindowManager.h"
- #include "CmGLSLProgramPipelineManager.h"
- #include "CmRenderStateManager.h"
- #include "CmGpuParams.h"
- #include "CmGLGpuParamBlockBuffer.h"
- #include "CmDebug.h"
- #if CM_DEBUG_MODE
- #define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
- #else
- #define THROW_IF_NOT_RENDER_THREAD
- #endif
- // Convenience macro from ARB_vertex_buffer_object spec
- #define VBO_BUFFER_OFFSET(i) ((char *)NULL + (i))
- #if CM_THREAD_SUPPORT != 1
- GLenum glewContextInit (CamelotFramework::GLSupport *glSupport);
- #endif
- namespace CamelotFramework
- {
- /************************************************************************/
- /* PUBLIC INTERFACE */
- /************************************************************************/
- GLRenderSystem::GLRenderSystem()
- : mDepthWrite(true),
- mGLSLProgramFactory(nullptr),
- mCgProgramFactory(nullptr),
- mProgramPipelineManager(nullptr),
- mActivePipeline(nullptr),
- mActiveTextureUnit(0),
- mScissorTop(0), mScissorBottom(720), mScissorLeft(0), mScissorRight(1280),
- mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
- mStencilReadMask(0xFFFFFFFF),
- mStencilWriteMask(0xFFFFFFFF),
- mStencilCompareFront(CMPF_ALWAYS_PASS),
- mStencilCompareBack(CMPF_ALWAYS_PASS),
- mStencilRefValue(0),
- mFragmentTexOffset(0),
- mVertexTexOffset(0),
- mGeometryTexOffset(0),
- mTextureTypes(nullptr),
- mNumTextureTypes(0),
- mFragmentUBOffset(0),
- mVertexUBOffset(0),
- mGeometryUBOffset(0),
- mHullUBOffset(0),
- mDomainUBOffset(0),
- mComputeUBOffset(0),
- mDrawCallInProgress(false),
- mCurrentDrawOperation(DOT_TRIANGLE_LIST)
- {
- // Get our GLSupport
- mGLSupport = CamelotFramework::getGLSupport();
- mViewMatrix = Matrix4::IDENTITY;
- mColourWrite[0] = mColourWrite[1] = mColourWrite[2] = mColourWrite[3] = true;
- mCurrentContext = 0;
- mMainContext = 0;
- mGLInitialised = false;
- mMinFilter = FO_LINEAR;
- mMipFilter = FO_POINT;
- mProgramPipelineManager = CM_NEW(GLSLProgramPipelineManager, GenAlloc) GLSLProgramPipelineManager();
- }
- GLRenderSystem::~GLRenderSystem()
- {
- // This needs to be called from the child class, since destroy_internal is virtual
- queueCommand(boost::bind(&GLRenderSystem::destroy_internal, this), true);
- }
- const String& GLRenderSystem::getName(void) const
- {
- static String strName("GLRenderSystem");
- return strName;
- }
- const String& GLRenderSystem::getShadingLanguageName() const
- {
- static String strName("glsl");
- return strName;
- }
- void GLRenderSystem::initialize_internal(AsyncOp& asyncOp)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mGLSupport->start();
- RenderWindowManager::startUp(CM_NEW(GLRenderWindowManager, GenAlloc) GLRenderWindowManager(this));
- RenderStateManager::startUp(CM_NEW(RenderStateManager, GenAlloc) RenderStateManager());
- // Initialize a window so we have something to create a GL context with
- RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
-
- // Get the context from the window and finish initialization
- GLContext *context = nullptr;
- primaryWindow->getCustomAttribute("GLCONTEXT", &context);
- initializeContext(context);
- checkForErrors();
- std::vector<CamelotFramework::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
- if (!tokens.empty())
- {
- mDriverVersion.major = parseInt(tokens[0]);
- if (tokens.size() > 1)
- mDriverVersion.minor = parseInt(tokens[1]);
- if (tokens.size() > 2)
- mDriverVersion.release = parseInt(tokens[2]);
- }
- mDriverVersion.build = 0;
- // Initialise GL after the first window has been created
- // TODO: fire this from emulation options, and don't duplicate float and Current capabilities
- mCurrentCapabilities = createRenderSystemCapabilities();
- checkForErrors();
- initialiseFromRenderSystemCapabilities(mCurrentCapabilities);
- checkForErrors();
- // Initialise the main context
- oneTimeContextInitialization();
- checkForErrors();
- mGLInitialised = true;
- RenderSystem::initialize_internal(asyncOp);
- asyncOp.completeOperation(primaryWindow);
- }
- void GLRenderSystem::destroy_internal()
- {
- RenderSystem::destroy_internal();
- // Deleting the GLSL program factory
- if (mGLSLProgramFactory)
- {
- // Remove from manager safely
- HighLevelGpuProgramManager::instance().removeFactory(mGLSLProgramFactory);
- CM_DELETE(mGLSLProgramFactory, GLSLProgramFactory, GenAlloc);
- mGLSLProgramFactory = nullptr;
- }
- // Deleting Cg GLSL program factory
- if (mCgProgramFactory)
- {
- // Remove from manager safely
- HighLevelGpuProgramManager::instance().removeFactory(mCgProgramFactory);
- CM_DELETE(mCgProgramFactory, CgProgramFactory, GenAlloc);
- mCgProgramFactory = nullptr;
- }
- // Deleting the GPU program manager and hardware buffer manager. Has to be done before the mGLSupport->stop().
- GpuProgramManager::shutDown();
- HardwareBufferManager::shutDown();
- GLRTTManager::shutDown();
- mBoundVertexBuffers.clear();
- mBoundVertexDeclaration = nullptr;
- mBoundIndexBuffer = nullptr;
- mCurrentVertexProgram = nullptr;
- mCurrentFragmentProgram = nullptr;
- mCurrentGeometryProgram = nullptr;
- mCurrentHullProgram = nullptr;
- mCurrentDomainProgram = nullptr;
- mGLSupport->stop();
- TextureManager::shutDown();
- RenderWindowManager::shutDown();
- RenderStateManager::shutDown();
- // There will be a new initial window and so forth, thus any call to test
- // some params will access an invalid pointer, so it is best to reset
- // the whole state.
- mGLInitialised = 0;
- if(mProgramPipelineManager != nullptr)
- CM_DELETE(mProgramPipelineManager, GLSLProgramPipelineManager, GenAlloc);
- if(mGLSupport)
- CM_DELETE(mGLSupport, GLSupport, GenAlloc);
- if(mTextureTypes != nullptr)
- CM_DELETE_ARRAY(mTextureTypes, GLenum, mNumTextureTypes, GenAlloc);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::bindGpuProgram(HGpuProgram prg)
- {
- THROW_IF_NOT_RENDER_THREAD;
- GpuProgramPtr bindingPrg = prg->getBindingDelegate();
- GLSLGpuProgramPtr glprg = std::static_pointer_cast<GLSLGpuProgram>(bindingPrg);
- switch (glprg->getType())
- {
- case GPT_VERTEX_PROGRAM:
- if (mCurrentVertexProgram != glprg)
- {
- unbindGpuProgram(glprg->getType());
- mCurrentVertexProgram = glprg;
- }
- break;
- case GPT_FRAGMENT_PROGRAM:
- if (mCurrentFragmentProgram != glprg)
- {
- unbindGpuProgram(glprg->getType());
- mCurrentFragmentProgram = glprg;
- }
- break;
- case GPT_GEOMETRY_PROGRAM:
- if (mCurrentGeometryProgram != glprg)
- {
- unbindGpuProgram(glprg->getType());
- mCurrentGeometryProgram = glprg;
- }
- break;
- case GPT_DOMAIN_PROGRAM:
- if (mCurrentDomainProgram != glprg)
- {
- unbindGpuProgram(glprg->getType());
- mCurrentDomainProgram = glprg;
- }
- break;
- case GPT_HULL_PROGRAM:
- if (mCurrentHullProgram != glprg)
- {
- unbindGpuProgram(glprg->getType());
- mCurrentHullProgram = glprg;
- }
- break;
- }
- RenderSystem::bindGpuProgram(prg);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype)
- {
- THROW_IF_NOT_RENDER_THREAD;
- setActiveProgram(gptype, nullptr);
- RenderSystem::unbindGpuProgram(gptype);
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
- {
- THROW_IF_NOT_RENDER_THREAD;
- GpuParams& params = bindableParams.getParams();
- params.updateHardwareBuffers();
- const GpuParamDesc& paramDesc = params.getParamDesc();
- GLSLGpuProgramPtr activeProgram = getActiveProgram(gptype);
- GLuint glProgram = activeProgram->getGLSLProgram()->getGLHandle();
- for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
- {
- HTexture texture = params.getTexture(iter->second.slot);
- if(!texture.isLoaded())
- setTexture(gptype, iter->second.slot, false, nullptr);
- else
- setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
- }
- UINT32 texUnit = 0;
- for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
- {
- HSamplerState& samplerState = params.getSamplerState(iter->second.slot);
- if(samplerState == nullptr)
- setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
- else
- setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
- glProgramUniform1i(glProgram, iter->second.slot, getGLTextureUnit(gptype, texUnit));
- texUnit++;
- }
- UINT8* uniformBufferData = nullptr;
- UINT32 blockBinding = 0;
- for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
- {
- GpuParamBlockBufferPtr paramBlockBuffer = params.getParamBlockBuffer(iter->second.slot);
- if(paramBlockBuffer == nullptr)
- continue;
- if(iter->second.slot == 0)
- {
- // 0 means uniforms are not in block, in which case we handle it specially
- if(uniformBufferData == nullptr)
- {
- uniformBufferData = CM_NEW_BYTES(paramBlockBuffer->getSize(), ScratchAlloc);
- paramBlockBuffer->readData(uniformBufferData);
- }
- continue;
- }
- const GLGpuParamBlockBuffer* glParamBlockBuffer = static_cast<const GLGpuParamBlockBuffer*>(paramBlockBuffer.get());
- UINT32 globalBlockBinding = getGLUniformBlockBinding(gptype, blockBinding);
- glUniformBlockBinding(glProgram, iter->second.slot - 1, globalBlockBinding);
- glBindBufferRange(GL_UNIFORM_BUFFER, globalBlockBinding, glParamBlockBuffer->getGLHandle(), 0, glParamBlockBuffer->getSize());
- blockBinding++;
- }
- for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
- {
- const GpuParamDataDesc& paramDesc = iter->second;
- if(paramDesc.paramBlockSlot != 0) // 0 means uniforms are not in a block
- continue;
- const UINT8* ptrData = uniformBufferData + paramDesc.cpuMemOffset * sizeof(UINT32);
- switch(paramDesc.type)
- {
- case GCT_FLOAT1:
- glProgramUniform1fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
- break;
- case GCT_FLOAT2:
- glProgramUniform2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
- break;
- case GCT_FLOAT3:
- glProgramUniform3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
- break;
- case GCT_FLOAT4:
- glProgramUniform4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
- break;
- case GCT_MATRIX_2X2:
- glProgramUniformMatrix2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GCT_MATRIX_2X3:
- glProgramUniformMatrix2x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GCT_MATRIX_2X4:
- glProgramUniformMatrix2x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GCT_MATRIX_3X2:
- glProgramUniformMatrix3x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GCT_MATRIX_3X3:
- glProgramUniformMatrix3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GCT_MATRIX_3X4:
- glProgramUniformMatrix3x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GCT_MATRIX_4X2:
- glProgramUniformMatrix4x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GCT_MATRIX_4X3:
- glProgramUniformMatrix4x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GCT_MATRIX_4X4:
- glProgramUniformMatrix4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GCT_INT1:
- glProgramUniform1iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
- break;
- case GCT_INT2:
- glProgramUniform2iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
- break;
- case GCT_INT3:
- glProgramUniform3iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
- break;
- case GCT_INT4:
- glProgramUniform4iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
- break;
- case GPDT_BOOL:
- glProgramUniform1uiv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLuint*)ptrData);
- break;
- case GCT_UNKNOWN:
- break;
- }
- }
- if(uniformBufferData != nullptr)
- {
- CM_DELETE_BYTES(uniformBufferData, ScratchAlloc);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
- {
- THROW_IF_NOT_RENDER_THREAD;
- unit = getGLTextureUnit(gptype, unit);
- GLTexturePtr tex = std::static_pointer_cast<GLTexture>(texPtr);
- GLenum lastTextureType = mTextureTypes[unit];
- if (!activateGLTextureUnit(unit))
- return;
- if (enabled && tex)
- {
- mTextureTypes[unit] = tex->getGLTextureTarget();
- glBindTexture(mTextureTypes[unit], tex->getGLID());
- }
- else
- {
- // TODO - This doesn't actually disable all textures set on this image unit, only the 2D ones
- // - If a non-2D sampler is used, the texture will still be displayed
- // bind zero texture
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- activateGLTextureUnit(0);
- }
- //-----------------------------------------------------------------------
- void GLRenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
- {
- THROW_IF_NOT_RENDER_THREAD;
- unit = getGLTextureUnit(gptype, unit);
- // Set texture layer filtering
- setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
- setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
- setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
- // Set texture anisotropy
- setTextureAnisotropy(unit, state->getTextureAnisotropy());
- // Set mipmap biasing
- setTextureMipmapBias(unit, state->getTextureMipmapBias());
- // Texture addressing mode
- const UVWAddressingMode& uvw = state->getTextureAddressingMode();
- setTextureAddressingMode(unit, uvw);
- // Set border color
- setTextureBorderColor(unit, state->getBorderColor());
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setBlendState(const BlendStatePtr& blendState)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Alpha to coverage
- setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
- // Blend states
- // DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one.
- if(blendState->getBlendEnabled(0))
- {
- setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0), blendState->getAlphaDstBlend(0)
- , blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
- }
- else
- {
- setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
- }
- // Color write mask
- UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
- setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
- }
- //----------------------------------------------------------------------
- void GLRenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
- {
- THROW_IF_NOT_RENDER_THREAD;
- setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
- setCullingMode(rasterizerState->getCullMode());
- setPolygonMode(rasterizerState->getPolygonMode());
- setScissorTestEnable(rasterizerState->getScissorEnable());
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Set stencil buffer options
- setStencilCheckEnabled(depthStencilState->getStencilEnable());
- setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
- setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), depthStencilState->getStencilReadMask(), true);
- setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
- setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), depthStencilState->getStencilReadMask(), false);
- setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
- // Set depth buffer options
- setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
- setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
- setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
- // Set stencil ref value
- setStencilRefValue(stencilRefValue);
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setViewport(ViewportPtr& vp)
- {
- THROW_IF_NOT_RENDER_THREAD;
- assert(vp != nullptr);
- RenderTargetPtr target;
- target = vp->getTarget();
- setRenderTarget(target);
- // Calculate the "lower-left" corner of the viewport
- mViewportWidth = vp->getWidth();
- mViewportHeight = vp->getHeight();
- mViewportLeft = vp->getLeft();
- mViewportTop = vp->getTop();
- if (!target->requiresTextureFlipping())
- {
- // Convert "upper-left" corner to "lower-left"
- mViewportTop = target->getHeight() - mViewportHeight - mViewportTop;
- }
- glViewport(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
- // Configure the viewport clipping
- glScissor(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setRenderTarget(RenderTargetPtr target)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mActiveRenderTarget = target;
- // Switch context if different from current one
- GLContext *newContext = 0;
- target->getCustomAttribute("GLCONTEXT", &newContext);
- if(newContext && mCurrentContext != newContext)
- {
- switchContext(newContext);
- }
- GLFrameBufferObject *fbo = 0;
- target->getCustomAttribute("FBO", &fbo);
- if(fbo)
- fbo->bind();
- else
- // Old style context (window/pbuffer) or copying render texture
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- if (GLEW_EXT_framebuffer_sRGB)
- {
- // Enable / disable sRGB states
- if (target->isHardwareGammaEnabled())
- {
- glEnable(GL_FRAMEBUFFER_SRGB_EXT);
- // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
- // enabling, but GL spec says incapable surfaces ignore the setting
- // anyway. We test the capability to enable isHardwareGammaEnabled.
- }
- else
- {
- glDisable(GL_FRAMEBUFFER_SRGB_EXT);
- }
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::beginFrame(void)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Activate the viewport clipping
- glEnable(GL_SCISSOR_TEST);
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::endFrame(void)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Deactivate the viewport clipping.
- glDisable(GL_SCISSOR_TEST);
- // unbind GPU programs at end of frame
- // this is mostly to avoid holding bound programs that might get deleted
- // outside via the resource manager
- unbindGpuProgram(GPT_VERTEX_PROGRAM);
- unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mBoundVertexBuffers[index] = buffer;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mBoundVertexDeclaration = vertexDeclaration;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setDrawOperation(DrawOperationType op)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mCurrentDrawOperation = op;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mBoundIndexBuffer = buffer;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::draw(UINT32 vertexCount)
- {
- // Find the correct type to render
- GLint primType = getGLDrawMode();
- beginDraw();
- glDrawArrays(primType, 0, vertexCount);
- endDraw();
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
- {
- if(mBoundIndexBuffer == nullptr)
- {
- LOGWRN("Cannot draw indexed because index buffer is not set.");
- return;
- }
- // Find the correct type to render
- GLint primType = getGLDrawMode();
- beginDraw();
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
- static_cast<GLIndexBuffer*>(mBoundIndexBuffer.get())->getGLBufferId());
- void* pBufferData = VBO_BUFFER_OFFSET(startIndex * mBoundIndexBuffer->getIndexSize());
- GLenum indexType = (mBoundIndexBuffer->getType() == IndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
- glDrawElements(primType, indexCount, indexType, 0);
- endDraw();
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mScissorTop = top;
- mScissorBottom = bottom;
- mScissorLeft = left;
- mScissorRight = right;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::clear(RenderTargetPtr target, unsigned int buffers,
- const Color& colour, float depth, unsigned short stencil)
- {
- THROW_IF_NOT_RENDER_THREAD;
- RenderTargetPtr previousRenderTarget = mActiveRenderTarget;
- if(target != mActiveRenderTarget)
- {
- previousRenderTarget = mActiveRenderTarget;
- setRenderTarget(target);
- }
- bool colourMask = !mColourWrite[0] || !mColourWrite[1]
- || !mColourWrite[2] || !mColourWrite[3];
- GLbitfield flags = 0;
- if (buffers & FBT_COLOR)
- {
- flags |= GL_COLOR_BUFFER_BIT;
- // Enable buffer for writing if it isn't
- if (colourMask)
- {
- glColorMask(true, true, true, true);
- }
- glClearColor(colour.r, colour.g, colour.b, colour.a);
- }
- if (buffers & FBT_DEPTH)
- {
- flags |= GL_DEPTH_BUFFER_BIT;
- // Enable buffer for writing if it isn't
- if (!mDepthWrite)
- {
- glDepthMask( GL_TRUE );
- }
- glClearDepth(depth);
- }
- if (buffers & FBT_STENCIL)
- {
- flags |= GL_STENCIL_BUFFER_BIT;
- // Enable buffer for writing if it isn't
- glStencilMask(0xFFFFFFFF);
- glClearStencil(stencil);
- }
- // Disable scissor test as we want to clear the entire render surface
- GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
- if (scissorTestEnabled)
- {
- glDisable(GL_SCISSOR_TEST);
- }
- // Clear buffers
- glClear(flags);
- // Restore scissor test
- if (scissorTestEnabled)
- {
- glEnable(GL_SCISSOR_TEST);
- }
- // Reset buffer write state
- if (!mDepthWrite && (buffers & FBT_DEPTH))
- {
- glDepthMask( GL_FALSE );
- }
- if (colourMask && (buffers & FBT_COLOR))
- {
- glColorMask(mColourWrite[0], mColourWrite[1], mColourWrite[2], mColourWrite[3]);
- }
- if (buffers & FBT_STENCIL)
- {
- glStencilMask(mStencilWriteMask);
- }
- if(target != previousRenderTarget)
- {
- setRenderTarget(previousRenderTarget);
- }
- }
- /************************************************************************/
- /* PRIVATE */
- /************************************************************************/
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw)
- {
- if (!activateGLTextureUnit(stage))
- return;
- glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S,
- getTextureAddressingMode(uvw.u));
- glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T,
- getTextureAddressingMode(uvw.v));
- glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R,
- getTextureAddressingMode(uvw.w));
- activateGLTextureUnit(0);
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
- {
- GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a };
- if (activateGLTextureUnit(stage))
- {
- glTexParameterfv( mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border);
- activateGLTextureUnit(0);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setTextureMipmapBias(UINT16 stage, float bias)
- {
- if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
- {
- if (activateGLTextureUnit(stage))
- {
- glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, bias);
- activateGLTextureUnit(0);
- }
- }
- }
- void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
- {
- GLint sourceBlend = getBlendMode(sourceFactor);
- GLint destBlend = getBlendMode(destFactor);
- if(sourceFactor == BF_ONE && destFactor == BF_ZERO)
- {
- glDisable(GL_BLEND);
- }
- else
- {
- glEnable(GL_BLEND);
- glBlendFunc(sourceBlend, destBlend);
- }
- GLint func = GL_FUNC_ADD;
- switch(op)
- {
- case BO_ADD:
- func = GL_FUNC_ADD;
- break;
- case BO_SUBTRACT:
- func = GL_FUNC_SUBTRACT;
- break;
- case BO_REVERSE_SUBTRACT:
- func = GL_FUNC_REVERSE_SUBTRACT;
- break;
- case BO_MIN:
- func = GL_MIN;
- break;
- case BO_MAX:
- func = GL_MAX;
- break;
- }
- if(GLEW_VERSION_1_4 || GLEW_ARB_imaging)
- {
- glBlendEquation(func);
- }
- else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX))
- {
- glBlendEquationEXT(func);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setSceneBlending(
- BlendFactor sourceFactor, BlendFactor destFactor,
- BlendFactor sourceFactorAlpha, BlendFactor destFactorAlpha,
- BlendOperation op, BlendOperation alphaOp )
- {
- GLint sourceBlend = getBlendMode(sourceFactor);
- GLint destBlend = getBlendMode(destFactor);
- GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha);
- GLint destBlendAlpha = getBlendMode(destFactorAlpha);
- if(sourceFactor == BF_ONE && destFactor == BF_ZERO &&
- sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
- {
- glDisable(GL_BLEND);
- }
- else
- {
- glEnable(GL_BLEND);
- glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha);
- }
- GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD;
- switch(op)
- {
- case BO_ADD:
- func = GL_FUNC_ADD;
- break;
- case BO_SUBTRACT:
- func = GL_FUNC_SUBTRACT;
- break;
- case BO_REVERSE_SUBTRACT:
- func = GL_FUNC_REVERSE_SUBTRACT;
- break;
- case BO_MIN:
- func = GL_MIN;
- break;
- case BO_MAX:
- func = GL_MAX;
- break;
- }
- switch(alphaOp)
- {
- case BO_ADD:
- alphaFunc = GL_FUNC_ADD;
- break;
- case BO_SUBTRACT:
- alphaFunc = GL_FUNC_SUBTRACT;
- break;
- case BO_REVERSE_SUBTRACT:
- alphaFunc = GL_FUNC_REVERSE_SUBTRACT;
- break;
- case BO_MIN:
- alphaFunc = GL_MIN;
- break;
- case BO_MAX:
- alphaFunc = GL_MAX;
- break;
- }
- if(GLEW_VERSION_2_0) {
- glBlendEquationSeparate(func, alphaFunc);
- }
- else if(GLEW_EXT_blend_equation_separate) {
- glBlendEquationSeparateEXT(func, alphaFunc);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
- {
- if(func == CMPF_ALWAYS_PASS)
- {
- glDisable(GL_ALPHA_TEST);
- }
- else
- {
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(convertCompareFunction(func), value / 255.0f);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setAlphaToCoverage(bool enable)
- {
- static bool lasta2c = false;
- if (enable != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
- {
- if (enable)
- glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
- else
- glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
- lasta2c = enable;
- }
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setScissorTestEnable(bool enable)
- {
- // If request texture flipping, use "upper-left", otherwise use "lower-left"
- bool flipping = mActiveRenderTarget->requiresTextureFlipping();
- // GL measures from the bottom, not the top
- UINT32 targetHeight = mActiveRenderTarget->getHeight();
- // Calculate the "lower-left" corner of the viewport
- GLsizei x = 0, y = 0, w = 0, h = 0;
- if (enable)
- {
- glEnable(GL_SCISSOR_TEST);
- // GL uses width / height rather than right / bottom
- x = mScissorLeft;
- if (flipping)
- y = mScissorTop;
- else
- y = targetHeight - mScissorBottom;
- w = mScissorRight - mScissorLeft;
- h = mScissorBottom - mScissorTop;
- glScissor(x, y, w, h);
- }
- else
- {
- glDisable(GL_SCISSOR_TEST);
- // GL requires you to reset the scissor when disabling
- w = mViewportWidth;
- h = mViewportHeight;
- x = mViewportLeft;
- if (flipping)
- y = mViewportTop;
- else
- y = targetHeight - mViewportTop - h;
- glScissor(x, y, w, h);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setCullingMode(CullingMode mode)
- {
- mCullingMode = mode;
- GLenum cullMode;
- switch( mode )
- {
- case CULL_NONE:
- glDisable( GL_CULL_FACE );
- return;
- default:
- case CULL_CLOCKWISE:
- if (mActiveRenderTarget &&
- ((mActiveRenderTarget->requiresTextureFlipping() && !mInvertVertexWinding) ||
- (!mActiveRenderTarget->requiresTextureFlipping() && mInvertVertexWinding)))
- {
- cullMode = GL_FRONT;
- }
- else
- {
- cullMode = GL_BACK;
- }
- break;
- case CULL_COUNTERCLOCKWISE:
- if (mActiveRenderTarget &&
- ((mActiveRenderTarget->requiresTextureFlipping() && !mInvertVertexWinding) ||
- (!mActiveRenderTarget->requiresTextureFlipping() && mInvertVertexWinding)))
- {
- cullMode = GL_BACK;
- }
- else
- {
- cullMode = GL_FRONT;
- }
- break;
- }
- glEnable( GL_CULL_FACE );
- glCullFace( cullMode );
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setDepthBufferParams(bool depthTest, bool depthWrite, CompareFunction depthFunction)
- {
- setDepthBufferCheckEnabled(depthTest);
- setDepthBufferWriteEnabled(depthWrite);
- setDepthBufferFunction(depthFunction);
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setDepthBufferCheckEnabled(bool enabled)
- {
- if (enabled)
- {
- glClearDepth(1.0f);
- glEnable(GL_DEPTH_TEST);
- }
- else
- {
- glDisable(GL_DEPTH_TEST);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setDepthBufferWriteEnabled(bool enabled)
- {
- GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
- glDepthMask( flag );
- // Store for reference in _beginFrame
- mDepthWrite = enabled;
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setDepthBufferFunction(CompareFunction func)
- {
- glDepthFunc(convertCompareFunction(func));
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
- {
- if (constantBias != 0 || slopeScaleBias != 0)
- {
- glEnable(GL_POLYGON_OFFSET_FILL);
- glEnable(GL_POLYGON_OFFSET_POINT);
- glEnable(GL_POLYGON_OFFSET_LINE);
- glPolygonOffset(-slopeScaleBias, -constantBias);
- }
- else
- {
- glDisable(GL_POLYGON_OFFSET_FILL);
- glDisable(GL_POLYGON_OFFSET_POINT);
- glDisable(GL_POLYGON_OFFSET_LINE);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
- {
- glColorMask(red, green, blue, alpha);
- // record this
- mColourWrite[0] = red;
- mColourWrite[1] = blue;
- mColourWrite[2] = green;
- mColourWrite[3] = alpha;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setPolygonMode(PolygonMode level)
- {
- GLenum glmode;
- switch(level)
- {
- case PM_WIREFRAME:
- glmode = GL_LINE;
- break;
- default:
- case PM_SOLID:
- glmode = GL_FILL;
- break;
- }
- glPolygonMode(GL_FRONT_AND_BACK, glmode);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setStencilCheckEnabled(bool enabled)
- {
- if (enabled)
- glEnable(GL_STENCIL_TEST);
- else
- glDisable(GL_STENCIL_TEST);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp,
- StencilOperation depthFailOp, StencilOperation passOp, bool front)
- {
- if (front)
- {
- glStencilOpSeparate(GL_FRONT,
- convertStencilOp(stencilFailOp, mInvertVertexWinding),
- convertStencilOp(depthFailOp, mInvertVertexWinding),
- convertStencilOp(passOp, mInvertVertexWinding));
- }
- else
- {
- glStencilOpSeparate(GL_BACK,
- convertStencilOp(stencilFailOp, !mInvertVertexWinding),
- convertStencilOp(depthFailOp, !mInvertVertexWinding),
- convertStencilOp(passOp, !mInvertVertexWinding));
- }
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setStencilBufferFunc(CompareFunction func, UINT32 mask, bool front)
- {
- mStencilReadMask = mask;
- if(front)
- {
- mStencilCompareFront = func;
- glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
- }
- else
- {
- mStencilCompareBack = func;
- glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
- }
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setStencilBufferWriteMask(UINT32 mask)
- {
- mStencilWriteMask = mask;
- glStencilMask(mask);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setStencilRefValue(UINT32 refValue)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mStencilRefValue = refValue;
- glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
- glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setTextureFiltering(UINT16 unit,
- FilterType ftype, FilterOptions fo)
- {
- if (!activateGLTextureUnit(unit))
- return;
- switch(ftype)
- {
- case FT_MIN:
- mMinFilter = fo;
- // Combine with existing mip filter
- glTexParameteri(
- mTextureTypes[unit],
- GL_TEXTURE_MIN_FILTER,
- getCombinedMinMipFilter());
- break;
- case FT_MAG:
- switch (fo)
- {
- case FO_ANISOTROPIC: // GL treats linear and aniso the same
- case FO_LINEAR:
- glTexParameteri(
- mTextureTypes[unit],
- GL_TEXTURE_MAG_FILTER,
- GL_LINEAR);
- break;
- case FO_POINT:
- case FO_NONE:
- glTexParameteri(
- mTextureTypes[unit],
- GL_TEXTURE_MAG_FILTER,
- GL_NEAREST);
- break;
- }
- break;
- case FT_MIP:
- mMipFilter = fo;
- // Combine with existing min filter
- glTexParameteri(
- mTextureTypes[unit],
- GL_TEXTURE_MIN_FILTER,
- getCombinedMinMipFilter());
- break;
- }
- activateGLTextureUnit(0);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
- {
- if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY))
- return;
- if (!activateGLTextureUnit(unit))
- return;
- GLfloat largest_supported_anisotropy = 0;
- glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
- if (maxAnisotropy > largest_supported_anisotropy)
- maxAnisotropy = largest_supported_anisotropy ?
- static_cast<UINT32>(largest_supported_anisotropy) : 1;
- if (_getCurrentAnisotropy(unit) != maxAnisotropy)
- glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy);
- activateGLTextureUnit(0);
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
- {
- // A note on GL user clipping:
- // When an ARB vertex program is enabled in GL, user clipping is completely
- // disabled. There is no way around this, it's just turned off.
- // When using GLSL, user clipping can work but you have to include a
- // glClipVertex command in your vertex shader.
- // Thus the planes set here may not actually be respected.
- size_t i = 0;
- size_t numClipPlanes;
- GLdouble clipPlane[4];
- // Save previous modelview
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- // just load view matrix (identity world)
- GLfloat mat[16];
- makeGLMatrix(mat, mViewMatrix);
- glLoadMatrixf(mat);
- numClipPlanes = clipPlanes.size();
- for (i = 0; i < numClipPlanes; ++i)
- {
- GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
- const Plane& plane = clipPlanes[i];
- if (i >= 6/*GL_MAX_CLIP_PLANES*/)
- {
- CM_EXCEPT(RenderingAPIException, "Unable to set clip plane");
- }
- clipPlane[0] = plane.normal.x;
- clipPlane[1] = plane.normal.y;
- clipPlane[2] = plane.normal.z;
- clipPlane[3] = plane.d;
- glClipPlane(clipPlaneId, clipPlane);
- glEnable(clipPlaneId);
- }
- // disable remaining clip planes
- for ( ; i < 6/*GL_MAX_CLIP_PLANES*/; ++i)
- {
- glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
- }
- // restore matrices
- glPopMatrix();
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::oneTimeContextInitialization()
- {
- // Check for FSAA
- // Enable the extension if it was enabled by the GLSupport
- if (mGLSupport->checkExtension("GL_ARB_multisample"))
- {
- int fsaa_active = false;
- glGetIntegerv(GL_SAMPLE_BUFFERS_ARB,(GLint*)&fsaa_active);
- if(fsaa_active)
- {
- glEnable(GL_MULTISAMPLE_ARB);
- }
- }
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::switchContext(GLContext *context)
- {
- // Unbind GPU programs and rebind to new context later, because
- // scene manager treat render system as ONE 'context' ONLY, and it
- // cached the GPU programs using state.
- unbindGpuProgram(GPT_VERTEX_PROGRAM);
- unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
- unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
- unbindGpuProgram(GPT_HULL_PROGRAM);
- unbindGpuProgram(GPT_DOMAIN_PROGRAM);
- // It's ready for switching
- if (mCurrentContext)
- mCurrentContext->endCurrent();
- mCurrentContext = context;
- mCurrentContext->setCurrent();
- // Must reset depth/colour write mask to according with user desired, otherwise,
- // clearFrameBuffer would be wrong because the value we are recorded may be
- // difference with the really state stored in GL context.
- glDepthMask(mDepthWrite);
- glColorMask(mColourWrite[0], mColourWrite[1], mColourWrite[2], mColourWrite[3]);
- glStencilMask(mStencilWriteMask);
- }
- //---------------------------------------------------------------------
- bool GLRenderSystem::activateGLTextureUnit(UINT16 unit)
- {
- if (mActiveTextureUnit != unit)
- {
- if (unit < getCapabilities()->getNumCombinedTextureUnits())
- {
- glActiveTexture(GL_TEXTURE0 + unit);
- mActiveTextureUnit = unit;
- return true;
- }
- else if (!unit)
- {
- // always ok to use the first unit
- return true;
- }
- else
- {
- LOGWRN("Provided texture unit index is higher than OpenGL supports. Provided: " + toString(unit) +
- ". Supported range: 0 .. " + toString(getCapabilities()->getNumCombinedTextureUnits() - 1));
- return false;
- }
- }
- else
- {
- return true;
- }
- }
- //---------------------------------------------------------------------
- GLfloat GLRenderSystem::_getCurrentAnisotropy(UINT16 unit)
- {
- GLfloat curAniso = 0;
- glGetTexParameterfv(mTextureTypes[unit],
- GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
- return curAniso ? curAniso : 1;
- }
- //---------------------------------------------------------------------
- GLuint GLRenderSystem::getCombinedMinMipFilter(void) const
- {
- switch(mMinFilter)
- {
- case FO_ANISOTROPIC:
- case FO_LINEAR:
- switch(mMipFilter)
- {
- case FO_ANISOTROPIC:
- case FO_LINEAR:
- // linear min, linear mip
- return GL_LINEAR_MIPMAP_LINEAR;
- case FO_POINT:
- // linear min, point mip
- return GL_LINEAR_MIPMAP_NEAREST;
- case FO_NONE:
- // linear min, no mip
- return GL_LINEAR;
- }
- break;
- case FO_POINT:
- case FO_NONE:
- switch(mMipFilter)
- {
- case FO_ANISOTROPIC:
- case FO_LINEAR:
- // nearest min, linear mip
- return GL_NEAREST_MIPMAP_LINEAR;
- case FO_POINT:
- // nearest min, point mip
- return GL_NEAREST_MIPMAP_NEAREST;
- case FO_NONE:
- // nearest min, no mip
- return GL_NEAREST;
- }
- break;
- }
- // should never get here
- return 0;
- }
- //---------------------------------------------------------------------
- GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const
- {
- switch(op)
- {
- case SOP_KEEP:
- return GL_KEEP;
- case SOP_ZERO:
- return GL_ZERO;
- case SOP_REPLACE:
- return GL_REPLACE;
- case SOP_INCREMENT:
- return invert ? GL_DECR : GL_INCR;
- case SOP_DECREMENT:
- return invert ? GL_INCR : GL_DECR;
- case SOP_INCREMENT_WRAP:
- return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
- case SOP_DECREMENT_WRAP:
- return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
- case SOP_INVERT:
- return GL_INVERT;
- };
- // to keep compiler happy
- return SOP_KEEP;
- }
- //---------------------------------------------------------------------
- GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const
- {
- switch(func)
- {
- case CMPF_ALWAYS_FAIL:
- return GL_NEVER;
- case CMPF_ALWAYS_PASS:
- return GL_ALWAYS;
- case CMPF_LESS:
- return GL_LESS;
- case CMPF_LESS_EQUAL:
- return GL_LEQUAL;
- case CMPF_EQUAL:
- return GL_EQUAL;
- case CMPF_NOT_EQUAL:
- return GL_NOTEQUAL;
- case CMPF_GREATER_EQUAL:
- return GL_GEQUAL;
- case CMPF_GREATER:
- return GL_GREATER;
- };
- // to keep compiler happy
- return GL_ALWAYS;
- }
- //-----------------------------------------------------------------------------
- String GLRenderSystem::getErrorDescription(long errCode) const
- {
- const GLubyte *errString = gluErrorString (errCode);
- return (errString != 0) ? String((const char*) errString) : StringUtil::BLANK;
- }
- //-----------------------------------------------------------------------------
- GLint GLRenderSystem::getBlendMode(BlendFactor blendMode) const
- {
- switch(blendMode)
- {
- case BF_ONE:
- return GL_ONE;
- case BF_ZERO:
- return GL_ZERO;
- case BF_DEST_COLOR:
- return GL_DST_COLOR;
- case BF_SOURCE_COLOR:
- return GL_SRC_COLOR;
- case BF_INV_DEST_COLOR:
- return GL_ONE_MINUS_DST_COLOR;
- case BF_INV_SOURCE_COLOR:
- return GL_ONE_MINUS_SRC_COLOR;
- case BF_DEST_ALPHA:
- return GL_DST_ALPHA;
- case BF_SOURCE_ALPHA:
- return GL_SRC_ALPHA;
- case BF_INV_DEST_ALPHA:
- return GL_ONE_MINUS_DST_ALPHA;
- case BF_INV_SOURCE_ALPHA:
- return GL_ONE_MINUS_SRC_ALPHA;
- };
- // to keep compiler happy
- return GL_ONE;
- }
- //-----------------------------------------------------------------------------
- GLint GLRenderSystem::getTextureAddressingMode(
- TextureAddressingMode tam) const
- {
- switch(tam)
- {
- default:
- case TAM_WRAP:
- return GL_REPEAT;
- case TAM_MIRROR:
- return GL_MIRRORED_REPEAT;
- case TAM_CLAMP:
- return GL_CLAMP_TO_EDGE;
- case TAM_BORDER:
- return GL_CLAMP_TO_BORDER;
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
- {
- size_t x = 0;
- for (size_t i = 0; i < 4; i++)
- {
- for (size_t j = 0; j < 4; j++)
- {
- gl_matrix[x] = m[j][i];
- x++;
- }
- }
- }
- //-----------------------------------------------------------------------
- void GLRenderSystem::beginDraw()
- {
- if(mDrawCallInProgress)
- CM_EXCEPT(InternalErrorException, "Calling beginDraw without finishing previous draw call. Please call endDraw().");
- mDrawCallInProgress = true;
- if(mCurrentVertexProgram == nullptr)
- {
- LOGWRN("Cannot render without a set vertex shader.");
- return;
- }
- if(mBoundVertexDeclaration == nullptr)
- {
- LOGWRN("Cannot render without a set vertex declaration.");
- return;
- }
- const GLSLProgramPipeline* pipeline = mProgramPipelineManager->getPipeline(mCurrentVertexProgram.get(),
- mCurrentFragmentProgram.get(), mCurrentGeometryProgram.get(), mCurrentHullProgram.get(), mCurrentDomainProgram.get());
- if(mActivePipeline != pipeline)
- {
- glBindProgramPipeline(pipeline->glHandle);
- mActivePipeline = pipeline;
- }
- void* pBufferData = 0;
- const VertexDeclaration::VertexElementList& decl = mBoundVertexDeclaration->getElements();
- VertexDeclaration::VertexElementList::const_iterator elem, elemEnd;
- elemEnd = decl.end();
- const VertexDeclaration::VertexElementList& inputAttributes = mCurrentVertexProgram->getGLSLProgram()->getInputAttributes().getElements();
- for (elem = decl.begin(); elem != elemEnd; ++elem)
- {
- auto iterFind = mBoundVertexBuffers.find(elem->getStreamIdx());
- if(iterFind == mBoundVertexBuffers.end() || iterFind->second == nullptr)
- continue; // skip unbound elements
- VertexBufferPtr vertexBuffer = iterFind->second;
- bool foundSemantic = false;
- GLint attribLocation = 0;
- for(auto iter = inputAttributes.begin(); iter != inputAttributes.end(); ++iter)
- {
- if(iter->getSemantic() == elem->getSemantic() && iter->getSemanticIdx() == elem->getSemanticIdx())
- {
- foundSemantic = true;
- attribLocation = iter->getOffset();
- break;
- }
- }
- if(!foundSemantic) // Shader needs to have a matching input attribute, otherwise we skip it
- continue;
- // TODO - We might also want to check the size of input and buffer, and make sure they match? Or does OpenGL handle that internally?
- glBindBuffer(GL_ARRAY_BUFFER, static_cast<const GLVertexBuffer*>(vertexBuffer.get())->getGLBufferId());
- pBufferData = VBO_BUFFER_OFFSET(elem->getOffset());
- unsigned int i = 0;
- VertexElementSemantic sem = elem->getSemantic();
- unsigned short typeCount = VertexElement::getTypeCount(elem->getType());
- GLboolean normalised = GL_FALSE;
- switch(elem->getType())
- {
- case VET_COLOR:
- case VET_COLOR_ABGR:
- case VET_COLOR_ARGB:
- normalised = GL_TRUE;
- break;
- default:
- break;
- };
- glVertexAttribPointerARB(
- attribLocation,
- typeCount,
- GLHardwareBufferManager::getGLType(elem->getType()),
- normalised,
- static_cast<GLsizei>(vertexBuffer->getVertexSize()),
- pBufferData);
- glEnableVertexAttribArray(attribLocation);
- mBoundAttributes.push_back(attribLocation);
- }
- }
- //-----------------------------------------------------------------------
- void GLRenderSystem::endDraw()
- {
- if(!mDrawCallInProgress)
- return;
- mDrawCallInProgress = false;
- // unbind any custom attributes
- for (auto ai = mBoundAttributes.begin(); ai != mBoundAttributes.end(); ++ai)
- {
- glDisableVertexAttribArray(*ai);
- }
- glColor4f(1,1,1,1);
- }
- //-----------------------------------------------------------------------
- bool GLRenderSystem::checkForErrors() const
- {
- GLenum glErr = glGetError();
- bool errorsFound = false;
- String msg;
- while (glErr != GL_NO_ERROR)
- {
- const char* glerrStr = (const char*)gluErrorString(glErr);
- if (glerrStr)
- {
- msg += String(glerrStr);
- }
- glErr = glGetError();
- errorsFound = true;
- }
- if(errorsFound)
- LOGWRN("OpenGL error: " + msg);
- return errorsFound;
- }
- //-----------------------------------------------------------------------
- GLint GLRenderSystem::getGLDrawMode() const
- {
- GLint primType;
- //Use adjacency if there is a geometry program and it requested adjacency info
- bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
- switch (mCurrentDrawOperation)
- {
- case DOT_POINT_LIST:
- primType = GL_POINTS;
- break;
- case DOT_LINE_LIST:
- primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
- break;
- case DOT_LINE_STRIP:
- primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
- break;
- default:
- case DOT_TRIANGLE_LIST:
- primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
- break;
- case DOT_TRIANGLE_STRIP:
- primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
- break;
- case DOT_TRIANGLE_FAN:
- primType = GL_TRIANGLE_FAN;
- break;
- }
- return primType;
- }
- //-----------------------------------------------------------------------
- void GLRenderSystem::initializeContext(GLContext* primary)
- {
- // Set main and current context
- mMainContext = primary;
- mCurrentContext = mMainContext;
- // Set primary context as active
- if(mCurrentContext)
- mCurrentContext->setCurrent();
- // Setup GLSupport
- mGLSupport->initialiseExtensions();
- // Get extension function pointers
- #if CM_THREAD_SUPPORT != 1
- glewContextInit(mGLSupport);
- #endif
- }
- void GLRenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
- {
- if(caps->getRenderSystemName() != getName())
- {
- CM_EXCEPT(InvalidParametersException,
- "Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support OpenGL");
- }
- if(caps->hasCapability(RSC_GL1_5_NOVBO))
- {
- // Assign ARB functions same to GL 1.5 version since
- // interface identical
- glBindBufferARB = glBindBuffer;
- glBufferDataARB = glBufferData;
- glBufferSubDataARB = glBufferSubData;
- glDeleteBuffersARB = glDeleteBuffers;
- glGenBuffersARB = glGenBuffers;
- glGetBufferParameterivARB = glGetBufferParameteriv;
- glGetBufferPointervARB = glGetBufferPointerv;
- glGetBufferSubDataARB = glGetBufferSubData;
- glIsBufferARB = glIsBuffer;
- glMapBufferARB = glMapBuffer;
- glUnmapBufferARB = glUnmapBuffer;
- }
- HardwareBufferManager::startUp(CM_NEW(GLHardwareBufferManager, GenAlloc) GLHardwareBufferManager);
- checkForErrors();
- // GPU Program Manager setup
- GpuProgramManager::startUp(CM_NEW(GLGpuProgramManager, GenAlloc) GLGpuProgramManager());
- checkForErrors();
- if(caps->isShaderProfileSupported("glsl"))
- {
- mGLSLProgramFactory = CM_NEW(GLSLProgramFactory, GenAlloc) GLSLProgramFactory();
- HighLevelGpuProgramManager::instance().addFactory(mGLSLProgramFactory);
- checkForErrors();
- }
- if(caps->isShaderProfileSupported("cg"))
- {
- mCgProgramFactory = CM_NEW(CgProgramFactory, GenAlloc) CgProgramFactory();
- HighLevelGpuProgramManager::instance().addFactory(mCgProgramFactory);
- checkForErrors();
- }
- if(caps->hasCapability(RSC_HWOCCLUSION))
- {
- if(caps->hasCapability(RSC_GL1_5_NOHWOCCLUSION))
- {
- // Assign ARB functions same to GL 1.5 version since
- // interface identical
- glBeginQueryARB = glBeginQuery;
- glDeleteQueriesARB = glDeleteQueries;
- glEndQueryARB = glEndQuery;
- glGenQueriesARB = glGenQueries;
- glGetQueryObjectivARB = glGetQueryObjectiv;
- glGetQueryObjectuivARB = glGetQueryObjectuiv;
- glGetQueryivARB = glGetQueryiv;
- glIsQueryARB = glIsQuery;
- }
- }
- // Check for framebuffer object extension
- if(caps->hasCapability(RSC_FBO))
- {
- // Before GL version 2.0, we need to get one of the extensions
- if(caps->hasCapability(RSC_FBO_ARB))
- GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersARB;
- else if(caps->hasCapability(RSC_FBO_ATI))
- GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersATI;
- if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
- {
- // Create FBO manager
- GLRTTManager::startUp(CM_NEW(GLRTTManager, GenAlloc) GLRTTManager());
- checkForErrors();
- }
- }
- else
- {
- CM_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
- }
- mFragmentTexOffset = 0;
- mVertexTexOffset = caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
- mGeometryTexOffset = mVertexTexOffset + caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
- UINT16 numCombinedTexUnits = caps->getNumCombinedTextureUnits();
- UINT32 totalNumTexUnits = caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
- totalNumTexUnits += caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
- totalNumTexUnits += caps->getNumTextureUnits(GPT_GEOMETRY_PROGRAM);
- totalNumTexUnits += caps->getNumTextureUnits(GPT_HULL_PROGRAM);
- totalNumTexUnits += caps->getNumTextureUnits(GPT_DOMAIN_PROGRAM);
- totalNumTexUnits += caps->getNumTextureUnits(GPT_COMPUTE_PROGRAM);
- if(totalNumTexUnits > numCombinedTexUnits)
- CM_EXCEPT(InternalErrorException, "Number of combined texture units less than the number of individual units!?");
- mNumTextureTypes = numCombinedTexUnits;
- mTextureTypes = CM_NEW_ARRAY(GLenum, mNumTextureTypes, GenAlloc);
- for(UINT16 i = 0; i < numCombinedTexUnits; i++)
- mTextureTypes[i] = 0;
- mVertexUBOffset = 0;
- UINT32 totalNumUniformBlocks = caps->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM);
- mFragmentUBOffset = totalNumUniformBlocks;
- totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM);
- mGeometryUBOffset = totalNumUniformBlocks;
- totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM);
- mHullUBOffset = totalNumUniformBlocks;
- totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_HULL_PROGRAM);
- mDomainUBOffset = totalNumUniformBlocks;
- totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM);
- mComputeUBOffset = totalNumUniformBlocks;
- totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM);
- UINT16 numCombinedUniformBlocks = caps->getNumCombinedUniformBlockBuffers();
- if(totalNumUniformBlocks > numCombinedUniformBlocks)
- CM_EXCEPT(InternalErrorException, "Number of combined uniform block buffers less than the number of individual per-stage buffers!?");
- /// Create the texture manager
- TextureManager::startUp(CM_NEW(GLTextureManager, GenAlloc) GLTextureManager(*mGLSupport));
- checkForErrors();
- }
- RenderSystemCapabilities* GLRenderSystem::createRenderSystemCapabilities() const
- {
- RenderSystemCapabilities* rsc = CM_NEW(RenderSystemCapabilities, GenAlloc) RenderSystemCapabilities();
- rsc->setCategoryRelevant(CAPS_CATEGORY_GL, true);
- rsc->setDriverVersion(mDriverVersion);
- const char* deviceName = (const char*)glGetString(GL_RENDERER);
- const char* vendorName = (const char*)glGetString(GL_VENDOR);
- rsc->setDeviceName(deviceName);
- rsc->setRenderSystemName(getName());
- // determine vendor
- if (strstr(vendorName, "NVIDIA"))
- rsc->setVendor(GPU_NVIDIA);
- else if (strstr(vendorName, "ATI"))
- rsc->setVendor(GPU_ATI);
- else if (strstr(vendorName, "Intel"))
- rsc->setVendor(GPU_INTEL);
- else if (strstr(vendorName, "S3"))
- rsc->setVendor(GPU_S3);
- else if (strstr(vendorName, "Matrox"))
- rsc->setVendor(GPU_MATROX);
- else if (strstr(vendorName, "3DLabs"))
- rsc->setVendor(GPU_3DLABS);
- else if (strstr(vendorName, "SiS"))
- rsc->setVendor(GPU_SIS);
- else
- rsc->setVendor(GPU_UNKNOWN);
- // Supports fixed-function
- rsc->setCapability(RSC_FIXED_FUNCTION);
- // Check for hardware mipmapping support.
- if(GLEW_VERSION_1_4 || GLEW_SGIS_generate_mipmap)
- {
- bool disableAutoMip = false;
- #if CM_PLATFORM == CM_PLATFORM_APPLE || CM_PLATFORM == CM_PLATFORM_LINUX
- // Apple & Linux ATI drivers have faults in hardware mipmap generation
- if (rsc->getVendor() == GPU_ATI)
- disableAutoMip = true;
- #endif
- // The Intel 915G frequently corrupts textures when using hardware mip generation
- // I'm not currently sure how many generations of hardware this affects,
- // so for now, be safe.
- if (rsc->getVendor() == GPU_INTEL)
- disableAutoMip = true;
- // SiS chipsets also seem to have problems with this
- if (rsc->getVendor() == GPU_SIS)
- disableAutoMip = true;
- if (!disableAutoMip)
- rsc->setCapability(RSC_AUTOMIPMAP);
- }
- // Check for blending support
- if(GLEW_VERSION_1_3 ||
- GLEW_ARB_texture_env_combine ||
- GLEW_EXT_texture_env_combine)
- {
- rsc->setCapability(RSC_BLENDING);
- }
- // Check for Anisotropy support
- if(GLEW_EXT_texture_filter_anisotropic)
- {
- rsc->setCapability(RSC_ANISOTROPY);
- }
- // Check for DOT3 support
- if(GLEW_VERSION_1_3 ||
- GLEW_ARB_texture_env_dot3 ||
- GLEW_EXT_texture_env_dot3)
- {
- rsc->setCapability(RSC_DOT3);
- }
- // Check for cube mapping
- if(GLEW_VERSION_1_3 ||
- GLEW_ARB_texture_cube_map ||
- GLEW_EXT_texture_cube_map)
- {
- rsc->setCapability(RSC_CUBEMAPPING);
- }
- // Point sprites
- if (GLEW_VERSION_2_0 || GLEW_ARB_point_sprite)
- {
- rsc->setCapability(RSC_POINT_SPRITES);
- }
- // Check for point parameters
- if (GLEW_VERSION_1_4)
- {
- rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
- }
- if (GLEW_ARB_point_parameters)
- {
- rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS_ARB);
- }
- if (GLEW_EXT_point_parameters)
- {
- rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS_EXT);
- }
- // Check for hardware stencil support and set bit depth
- GLint stencil;
- glGetIntegerv(GL_STENCIL_BITS,&stencil);
- if(stencil)
- {
- rsc->setCapability(RSC_HWSTENCIL);
- rsc->setStencilBufferBitDepth(stencil);
- }
- if(GLEW_VERSION_1_5 || GLEW_ARB_vertex_buffer_object)
- {
- if (!GLEW_ARB_vertex_buffer_object)
- {
- rsc->setCapability(RSC_GL1_5_NOVBO);
- }
- rsc->setCapability(RSC_VBO);
- }
- rsc->setCapability(RSC_VERTEX_PROGRAM);
- rsc->setCapability(RSC_FRAGMENT_PROGRAM);
- rsc->addShaderProfile("cg");
- // NFZ - Check if GLSL is supported
- if ( GLEW_VERSION_2_0 ||
- (GLEW_ARB_shading_language_100 &&
- GLEW_ARB_shader_objects &&
- GLEW_ARB_fragment_shader &&
- GLEW_ARB_vertex_shader) )
- {
- rsc->addShaderProfile("glsl");
- }
- // Check if geometry shaders are supported
- if (GLEW_VERSION_2_0 &&
- GLEW_EXT_geometry_shader4)
- {
- rsc->setCapability(RSC_GEOMETRY_PROGRAM);
- rsc->setGeometryProgramConstantBoolCount(0);
- rsc->setGeometryProgramConstantIntCount(0);
- GLint floatConstantCount = 0;
- glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
- rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
- GLint maxOutputVertices;
- glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
- rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
- }
- //Check if render to vertex buffer (transform feedback in OpenGL)
- if (GLEW_VERSION_2_0 &&
- GLEW_NV_transform_feedback)
- {
- rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
- }
- // Check for texture compression
- if(GLEW_VERSION_1_3 || GLEW_ARB_texture_compression)
- {
- rsc->setCapability(RSC_TEXTURE_COMPRESSION);
- // Check for dxt compression
- if(GLEW_EXT_texture_compression_s3tc)
- {
- rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
- }
- // Check for vtc compression
- if(GLEW_NV_texture_compression_vtc)
- {
- rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
- }
- }
- // Scissor test is standard in GL 1.2 (is it emulated on some cards though?)
- rsc->setCapability(RSC_SCISSOR_TEST);
- // As are user clipping planes
- rsc->setCapability(RSC_USER_CLIP_PLANES);
- // 2-sided stencil?
- if (GLEW_VERSION_2_0 || GLEW_EXT_stencil_two_side)
- {
- rsc->setCapability(RSC_TWO_SIDED_STENCIL);
- }
- // stencil wrapping?
- if (GLEW_VERSION_1_4 || GLEW_EXT_stencil_wrap)
- {
- rsc->setCapability(RSC_STENCIL_WRAP);
- }
- // Check for hardware occlusion support
- if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query)
- {
- // Some buggy driver claim that it is GL 1.5 compliant and
- // not support ARB_occlusion_query
- if (!GLEW_ARB_occlusion_query)
- {
- rsc->setCapability(RSC_GL1_5_NOHWOCCLUSION);
- }
- rsc->setCapability(RSC_HWOCCLUSION);
- }
- else if (GLEW_NV_occlusion_query)
- {
- // Support NV extension too for old hardware
- rsc->setCapability(RSC_HWOCCLUSION);
- }
- // UBYTE4 always supported
- rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
- // Infinite far plane always supported
- rsc->setCapability(RSC_INFINITE_FAR_PLANE);
- // Check for non-power-of-2 texture support
- if(GLEW_ARB_texture_non_power_of_two)
- {
- rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
- }
- // Check for Float textures
- if(GLEW_ATI_texture_float || GLEW_ARB_texture_float)
- {
- rsc->setCapability(RSC_TEXTURE_FLOAT);
- }
- // 3D textures should always be supported
- rsc->setCapability(RSC_TEXTURE_3D);
- // Check for framebuffer object extension
- if(GLEW_EXT_framebuffer_object)
- {
- // Probe number of draw buffers
- // Only makes sense with FBO support, so probe here
- if(GLEW_VERSION_2_0 ||
- GLEW_ARB_draw_buffers ||
- GLEW_ATI_draw_buffers)
- {
- GLint buffers;
- glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
- rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)CM_MAX_MULTIPLE_RENDER_TARGETS));
- rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
- if(!GLEW_VERSION_2_0)
- {
- // Before GL version 2.0, we need to get one of the extensions
- if(GLEW_ARB_draw_buffers)
- rsc->setCapability(RSC_FBO_ARB);
- if(GLEW_ATI_draw_buffers)
- rsc->setCapability(RSC_FBO_ATI);
- }
- // Set FBO flag for all 3 'subtypes'
- rsc->setCapability(RSC_FBO);
- }
- rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
- }
- // Check GLSupport for PBuffer support
- if(mGLSupport->supportsPBuffers())
- {
- // Use PBuffers
- rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
- rsc->setCapability(RSC_PBUFFER);
- }
- // Point size
- float ps;
- glGetFloatv(GL_POINT_SIZE_MAX, &ps);
- rsc->setMaxPointSize(ps);
- // Max number of fragment shader textures
- GLint units;
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &units);
- rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, static_cast<UINT16>(units));
- // Max number of vertex shader textures
- GLint vUnits;
- glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vUnits);
- rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, static_cast<UINT16>(vUnits));
- if (vUnits > 0)
- {
- rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
- }
- GLint numUniformBlocks;
- glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &numUniformBlocks);
- rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, numUniformBlocks);
- glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &numUniformBlocks);
- rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, numUniformBlocks);
- if (mGLSupport->checkExtension("GL_ARB_geometry_shader4"))
- {
- GLint geomUnits;
- glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &geomUnits);
- rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, static_cast<UINT16>(geomUnits));
- glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &numUniformBlocks);
- rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, numUniformBlocks);
- }
- if (mGLSupport->checkExtension("GL_ARB_tessellation_shader"))
- {
- rsc->setCapability(RSC_TESSELLATION_PROGRAM);
- glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &numUniformBlocks);
- rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, numUniformBlocks);
- glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &numUniformBlocks);
- rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, numUniformBlocks);
- }
- if (mGLSupport->checkExtension("GL_ARB_compute_shader")) // Enable once I include GL 4.3
- {
- //rsc->setCapability(RSC_COMPUTE_PROGRAM);
- //GLint computeUnits;
- //glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &computeUnits);
- //rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, static_cast<UINT16>(computeUnits));
-
- //glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &numUniformBlocks);
- //rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, numUniformBlocks);
- }
- GLint combinedTexUnits;
- glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &combinedTexUnits);
- rsc->setNumCombinedTextureUnits(static_cast<UINT16>(combinedTexUnits));
- GLint combinedUniformBlockUnits;
- glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &combinedUniformBlockUnits);
- rsc->setNumCombinedUniformBlockBuffers(static_cast<UINT16>(combinedUniformBlockUnits));
- // Mipmap LOD biasing
- rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
- // These are Cg supported profiles, not really used in OpenGL itself in any way
- rsc->addShaderProfile("glslf");
- rsc->addShaderProfile("glslv");
- rsc->addShaderProfile("glslg");
- rsc->addGpuProgramProfile(GPP_PS_1_1, "glslf");
- rsc->addGpuProgramProfile(GPP_PS_1_2, "glslf");
- rsc->addGpuProgramProfile(GPP_PS_1_3, "glslf");
- rsc->addGpuProgramProfile(GPP_PS_1_4, "glslf");
- rsc->addGpuProgramProfile(GPP_PS_2_0, "glslf");
- rsc->addGpuProgramProfile(GPP_PS_2_x, "glslf");
- rsc->addGpuProgramProfile(GPP_PS_2_a, "glslf");
- rsc->addGpuProgramProfile(GPP_PS_2_b, "glslf");
- rsc->addGpuProgramProfile(GPP_PS_3_0, "glslf");
- rsc->addGpuProgramProfile(GPP_PS_3_x, "glslf");
- rsc->addGpuProgramProfile(GPP_VS_1_1, "glslv");
- rsc->addGpuProgramProfile(GPP_VS_2_0, "glslv");
- rsc->addGpuProgramProfile(GPP_VS_2_x, "glslv");
- rsc->addGpuProgramProfile(GPP_VS_2_a, "glslv");
- rsc->addGpuProgramProfile(GPP_VS_3_0, "glslv");
- rsc->addGpuProgramProfile(GPP_PS_4_0, "glslf");
- rsc->addGpuProgramProfile(GPP_VS_4_0, "glslv");
- rsc->addGpuProgramProfile(GPP_GS_4_0, "glslg");
- rsc->addGpuProgramProfile(GPP_PS_4_0, "glslf");
- rsc->addGpuProgramProfile(GPP_VS_4_0, "glslv");
- rsc->addGpuProgramProfile(GPP_GS_4_0, "glslg");
- rsc->addGpuProgramProfile(GPP_PS_4_1, "glslf");
- rsc->addGpuProgramProfile(GPP_VS_4_1, "glslv");
- rsc->addGpuProgramProfile(GPP_GS_4_1, "glslg");
- // No SM5 support for Cg as right now it only supports NV extensions, which isn't very useful
- // Alpha to coverage?
- if (mGLSupport->checkExtension("GL_ARB_multisample"))
- {
- // Alpha to coverage always 'supported' when MSAA is available
- // although card may ignore it if it doesn't specifically support A2C
- rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
- }
- // Advanced blending operations
- if(GLEW_VERSION_2_0)
- {
- rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
- }
- return rsc;
- }
- //---------------------------------------------------------------------
- UINT32 GLRenderSystem::getGLTextureUnit(GpuProgramType gptype, UINT32 unit)
- {
- if(gptype != GPT_VERTEX_PROGRAM && gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_GEOMETRY_PROGRAM)
- {
- CM_EXCEPT(InvalidParametersException, "OpenGL cannot assign textures to this gpu program type: " + toString(gptype));
- }
- UINT32 numSupportedUnits = mCurrentCapabilities->getNumTextureUnits(gptype);
- if(unit < 0 || unit >= numSupportedUnits)
- {
- CM_EXCEPT(InvalidParametersException, "Invalid texture unit index for the provided stage. Unit index: " + toString(unit) + ". Stage: " +
- toString(gptype) + ". Supported range is 0 .. " + toString(numSupportedUnits - 1));
- }
- switch(gptype)
- {
- case GPT_FRAGMENT_PROGRAM:
- return mFragmentTexOffset + unit;
- case GPT_VERTEX_PROGRAM:
- return mVertexTexOffset + unit;
- case GPT_GEOMETRY_PROGRAM:
- return mGeometryTexOffset + unit;
- default:
- CM_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
- }
- }
- //---------------------------------------------------------------------
- UINT32 GLRenderSystem::getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding)
- {
- UINT32 maxNumBindings = mCurrentCapabilities->getNumUniformBlockBuffers(gptype);
- if(binding < 0 || binding >= maxNumBindings)
- {
- CM_EXCEPT(InvalidParametersException, "Invalid buffer binding for the provided stage. Buffer binding: " + toString(binding) + ". Stage: " +
- toString(gptype) + ". Supported range is 0 .. " + toString(maxNumBindings - 1));
- }
- switch(gptype)
- {
- case GPT_FRAGMENT_PROGRAM:
- return mFragmentUBOffset + binding;
- case GPT_VERTEX_PROGRAM:
- return mVertexUBOffset + binding;
- case GPT_GEOMETRY_PROGRAM:
- return mGeometryUBOffset + binding;
- case GPT_HULL_PROGRAM:
- return mHullUBOffset + binding;
- case GPT_DOMAIN_PROGRAM:
- return mDomainUBOffset + binding;
- case GPT_COMPUTE_PROGRAM:
- return mComputeUBOffset + binding;
- default:
- CM_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
- }
- }
- void GLRenderSystem::setActiveProgram(GpuProgramType gptype, GLSLGpuProgramPtr program)
- {
- switch (gptype)
- {
- case GPT_VERTEX_PROGRAM:
- mCurrentVertexProgram = program;
- break;
- case GPT_FRAGMENT_PROGRAM:
- mCurrentFragmentProgram = program;
- break;
- case GPT_GEOMETRY_PROGRAM:
- mCurrentGeometryProgram = program;
- break;
- case GPT_DOMAIN_PROGRAM:
- mCurrentDomainProgram = program;
- break;
- case GPT_HULL_PROGRAM:
- mCurrentHullProgram = program;
- break;
- }
- }
- GLSLGpuProgramPtr GLRenderSystem::getActiveProgram(GpuProgramType gptype) const
- {
- switch (gptype)
- {
- case GPT_VERTEX_PROGRAM:
- return mCurrentVertexProgram;
- break;
- case GPT_FRAGMENT_PROGRAM:
- return mCurrentFragmentProgram;
- break;
- case GPT_GEOMETRY_PROGRAM:
- return mCurrentGeometryProgram;
- break;
- case GPT_DOMAIN_PROGRAM:
- return mCurrentDomainProgram;
- break;
- case GPT_HULL_PROGRAM:
- return mCurrentHullProgram;
- break;
- default:
- CM_EXCEPT(InvalidParametersException, "Insupported gpu program type: " + toString(gptype));
- }
- }
- /************************************************************************/
- /* UTILITY */
- /************************************************************************/
- float GLRenderSystem::getMinimumDepthInputValue(void)
- {
- // Range [-1.0f, 1.0f]
- return -1.0f;
- }
- //---------------------------------------------------------------------
- float GLRenderSystem::getMaximumDepthInputValue(void)
- {
- // Range [-1.0f, 1.0f]
- return 1.0f;
- }
- //---------------------------------------------------------------------
- float GLRenderSystem::getHorizontalTexelOffset(void)
- {
- // No offset in GL
- return 0.0f;
- }
- //---------------------------------------------------------------------
- float GLRenderSystem::getVerticalTexelOffset(void)
- {
- // No offset in GL
- return 0.0f;
- }
- VertexElementType GLRenderSystem::getColorVertexElementType(void) const
- {
- return VET_COLOR_ABGR;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::convertProjectionMatrix(const Matrix4& matrix,
- Matrix4& dest, bool forGpuProgram)
- {
- // no any conversion request for OpenGL
- dest = matrix;
- }
- }
- #undef THROW_IF_NOT_RENDER_THREAD
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