BsRenderSystem.h 13 KB

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