BsGLRenderSystem.h 18 KB

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  1. #pragma once
  2. #include "BsGLPrerequisites.h"
  3. #include "BsRenderSystem.h"
  4. #include "BsGLHardwareBufferManager.h"
  5. #include "BsGLSLProgramFactory.h"
  6. #include "BsVector4.h"
  7. namespace BansheeEngine
  8. {
  9. /**
  10. * @brief Implementation of a render system using OpenGL. Provides abstracted
  11. * access to various low level OpenGL methods.
  12. */
  13. class BS_RSGL_EXPORT GLRenderSystem : public RenderSystem
  14. {
  15. public:
  16. GLRenderSystem();
  17. ~GLRenderSystem();
  18. /**
  19. * @copydoc RenderSystem::getName()
  20. */
  21. const String& getName() const;
  22. /**
  23. * @copydoc RenderSystem::getShadingLanguageName()
  24. */
  25. const String& getShadingLanguageName() const;
  26. /**
  27. * @copydoc RenderSystem::setRenderTarget()
  28. */
  29. void setRenderTarget(RenderTargetPtr target);
  30. /**
  31. * @copydoc RenderSystem::setVertexBuffers()
  32. */
  33. void setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers);
  34. /**
  35. * @copydoc RenderSystem::setIndexBuffer()
  36. */
  37. void setIndexBuffer(const IndexBufferPtr& buffer);
  38. /**
  39. * @copydoc RenderSystem::setVertexDeclaration()
  40. */
  41. void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration);
  42. /**
  43. * @copydoc RenderSystem::setDrawOperation()
  44. */
  45. void setDrawOperation(DrawOperationType op);
  46. /**
  47. * @copydoc RenderSystem::setScissorRect()
  48. */
  49. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom);
  50. /**
  51. * @copydoc RenderSystem::setTexture()
  52. */
  53. void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &tex);
  54. /**
  55. * @copydoc RenderSystem::setSamplerState()
  56. */
  57. void setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state);
  58. /**
  59. * @copydoc RenderSystem::setBlendState()
  60. */
  61. void setBlendState(const BlendStatePtr& blendState);
  62. /**
  63. * @copydoc RenderSystem::setRasterizerState()
  64. */
  65. void setRasterizerState(const RasterizerStatePtr& rasterizerState);
  66. /**
  67. * @copydoc RenderSystem::setDepthStencilState()
  68. */
  69. void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue);
  70. /**
  71. * @copydoc RenderSystem::setViewport()
  72. */
  73. void setViewport(Viewport vp);
  74. /**
  75. * @copydoc RenderSystem::bindGpuProgram()
  76. */
  77. void bindGpuProgram(HGpuProgram prg);
  78. /**
  79. * @copydoc RenderSystem::unbindGpuProgram()
  80. */
  81. void unbindGpuProgram(GpuProgramType gptype);
  82. /**
  83. * @copydoc RenderSystem::bindGpuParams()
  84. */
  85. void bindGpuParams(GpuProgramType gptype, GpuParamsPtr params);
  86. /**
  87. * @copydoc RenderSystem::beginFrame()
  88. */
  89. void beginFrame(void);
  90. /**
  91. * @copydoc RenderSystem::endFrame()
  92. */
  93. void endFrame(void);
  94. /**
  95. * @copydoc RenderSystem::draw()
  96. */
  97. void draw(UINT32 vertexOffset, UINT32 vertexCount);
  98. /**
  99. * @copydoc RenderSystem::drawIndexed()
  100. */
  101. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount);
  102. /**
  103. * @copydoc RenderSystem::clearRenderTarget()
  104. */
  105. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
  106. /**
  107. * @copydoc RenderSystem::clearViewport()
  108. */
  109. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
  110. /**
  111. * @copydoc RenderSystem::getColorVertexElementType()
  112. */
  113. VertexElementType getColorVertexElementType() const;
  114. /**
  115. * @copydoc RenderSystem::getHorizontalTexelOffset()
  116. */
  117. float getHorizontalTexelOffset();
  118. /**
  119. * @copydoc RenderSystem::getVerticalTexelOffset()
  120. */
  121. float getVerticalTexelOffset();
  122. /**
  123. * @copydoc RenderSystem::getMinimumDepthInputValue()
  124. */
  125. float getMinimumDepthInputValue();
  126. /**
  127. * @copydoc RenderSystem::getMaximumDepthInputValue()
  128. */
  129. float getMaximumDepthInputValue();
  130. /**
  131. * @copydoc RenderSystem::convertProjectionMatrix()
  132. */
  133. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest);
  134. /************************************************************************/
  135. /* Internal use by OpenGL RenderSystem only */
  136. /************************************************************************/
  137. /**
  138. * @brief Query has the main context been initialized.
  139. */
  140. bool _isContextInitialized() const { return mGLInitialised; }
  141. /**
  142. * @brief Returns main context. Caller must ensure the context has been initialized.
  143. */
  144. GLContext* getMainContext() const { return mMainContext; }
  145. /**
  146. * @brief Returns a support object you may use for creating
  147. */
  148. GLSupport* getGLSupport() const { return mGLSupport; }
  149. protected:
  150. /**
  151. * @copydoc RenderSystem::initialize_internal().
  152. */
  153. void initialize_internal(AsyncOp& asyncOp);
  154. /**
  155. * @copydoc RenderSystem::destroy_internal().
  156. */
  157. void destroy_internal(void);
  158. /**
  159. * @brief Call before doing a draw operation, this method sets everything up.
  160. */
  161. void beginDraw();
  162. /**
  163. * @brief Needs to accompany every beginDraw after you are done with a single draw operation.
  164. */
  165. void endDraw();
  166. /**
  167. * @brief Clear a part of a render target.
  168. */
  169. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, const Rect2I& clearArea = Rect2I::EMPTY);
  170. /**
  171. * @brief Set up clip planes against which all geometry will get clipped.
  172. */
  173. void setClipPlanesImpl(const PlaneList& clipPlanes);
  174. /**
  175. * @brief Set up a clip plane at a specific clip plane index. If enabled,
  176. * geometry will be clipped against the positive side of the plane.
  177. *
  178. * @note Valid index range is [0, 5].
  179. */
  180. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  181. /**
  182. * @brief Enable or disable clipping against a clip plane at the specified index.
  183. *
  184. * @note Valid index range is [0, 5].
  185. */
  186. void enableClipPlane (UINT16 index, bool enable);
  187. /**
  188. * @brief Changes the currently active texture unit. Any texture related operations
  189. * will then be performed on this unit.
  190. */
  191. bool activateGLTextureUnit(UINT16 unit);
  192. /**
  193. * @brief Changes the active GPU program.
  194. */
  195. void setActiveProgram(GpuProgramType gptype, GLSLGpuProgramPtr program);
  196. /**
  197. * @brief Retrieves the active GPU program of the specified type.
  198. */
  199. GLSLGpuProgramPtr getActiveProgram(GpuProgramType gptype) const;
  200. /**
  201. * @brief Converts Banshee blend mode to OpenGL blend mode.
  202. */
  203. GLint getBlendMode(BlendFactor blendMode) const;
  204. /**
  205. * @brief Converts Banshee texture addressing mode to OpenGL texture addressing mode.
  206. */
  207. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  208. /**
  209. * @brief Gets a combined min/mip filter value usable by OpenGL from the currently
  210. * set min and mip filters.
  211. */
  212. GLuint getCombinedMinMipFilter() const;
  213. /**
  214. * @brief OpenGL shares all texture slots, but the engine prefers to keep textures
  215. * separate per-stage. This will convert texture unit that is set per stage
  216. * into a global texture unit usable by OpenGL.
  217. */
  218. UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
  219. /**
  220. * @brief OpenGL shares all buffer bindings, but the engine prefers to keep buffers
  221. * separate per-stage. This will convert block buffer binding that is set per stage
  222. * into a global block buffer binding usable by OpenGL.
  223. */
  224. UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
  225. /**
  226. * @brief Returns the OpenGL specific mode used for drawing, depending on the
  227. * currently set draw operation;
  228. */
  229. GLint getGLDrawMode() const;
  230. /**
  231. * @brief Creates render system capabilities that specify which features are
  232. * or aren't supported.
  233. */
  234. RenderSystemCapabilities* createRenderSystemCapabilities() const;
  235. /**
  236. * @brief Finish initialization by setting up any systems dependant on render system
  237. * capabilities.
  238. */
  239. void initFromCaps(RenderSystemCapabilities* caps);
  240. /**
  241. * @brief Switch the currently used OpenGL context. You will need to re-bind
  242. * any previously bound values manually. (e.g. textures, gpu programs and such)
  243. */
  244. void switchContext(GLContext* context);
  245. /************************************************************************/
  246. /* Sampler states */
  247. /************************************************************************/
  248. /**
  249. * @brief Sets the texture addressing mode for a texture unit. This determines
  250. * how are UV address values outside of [0, 1] range handled when sampling
  251. * from texture.
  252. */
  253. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  254. /**
  255. * @brief Sets the texture border color for a texture unit. Border color
  256. * determines color returned by the texture sampler when border addressing mode
  257. * is used and texture address is outside of [0, 1] range.
  258. */
  259. void setTextureBorderColor(UINT16 stage, const Color& color);
  260. /**
  261. * @brief Sets the mipmap bias value for a given texture unit. Bias allows
  262. * you to adjust the mipmap selection calculation. Negative values force a
  263. * larger mipmap to be used, and positive values smaller. Units are in values
  264. * of mip levels, so -1 means use a mipmap one level higher than default.
  265. */
  266. void setTextureMipmapBias(UINT16 unit, float bias);
  267. /**
  268. * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
  269. * Different filter types are used for different situations like magnifying or minifying a texture.
  270. */
  271. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  272. /**
  273. * @brief Sets anisotropy value for the specified texture unit.
  274. */
  275. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  276. /**
  277. * @brief Gets anisotropy value for the specified texture unit.
  278. */
  279. GLfloat getCurrentAnisotropy(UINT16 unit);
  280. /************************************************************************/
  281. /* Blend states */
  282. /************************************************************************/
  283. /**
  284. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  285. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  286. */
  287. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  288. /**
  289. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  290. * Allows you to set up separate blend operations for alpha values.
  291. *
  292. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  293. */
  294. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  295. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  296. /**
  297. * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
  298. * versus the provided reference value.
  299. */
  300. void setAlphaTest(CompareFunction func, unsigned char value);
  301. /**
  302. * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
  303. * to worry about order of rendering like regular blending does. It requires multi-sampling to
  304. * be active in order to work, and you need to supply an alpha texture that determines object transparency.
  305. */
  306. void setAlphaToCoverage(bool enabled);
  307. /**
  308. * @brief Enables or disables writing to certain color channels of the render target.
  309. */
  310. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  311. /************************************************************************/
  312. /* Rasterizer states */
  313. /************************************************************************/
  314. /**
  315. * @brief Sets vertex winding order. Normally you would use this to cull back facing
  316. * polygons.
  317. */
  318. void setCullingMode(CullingMode mode);
  319. /**
  320. * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
  321. */
  322. void setPolygonMode(PolygonMode level);
  323. /**
  324. * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
  325. * Final depth bias value is a combination of the constant depth bias and slope depth bias.
  326. * Slope depth bias has more effect the higher the slope of the rendered polygon.
  327. *
  328. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  329. */
  330. void setDepthBias(float constantBias, float slopeScaleBias);
  331. /**
  332. * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
  333. * identified by the rectangle set by setScissorRect().
  334. */
  335. void setScissorTestEnable(bool enable);
  336. /**
  337. * @brief Enables or disables multisample antialiasing.
  338. */
  339. void setMultisamplingEnable(bool enable);
  340. /**
  341. * @brief Enables or disables depth clipping (i.e. near/fear plane clipping).
  342. */
  343. void setDepthClipEnable(bool enable);
  344. /**
  345. * @brief Enables or disables antialiased line rendering.
  346. */
  347. void setAntialiasedLineEnable(bool enable);
  348. /************************************************************************/
  349. /* Depth stencil state */
  350. /************************************************************************/
  351. /**
  352. * @brief Should new pixels perform depth testing using the set depth comparison function before
  353. * being written.
  354. */
  355. void setDepthBufferCheckEnabled(bool enabled = true);
  356. /**
  357. * @brief Should new pixels write to the depth buffer.
  358. */
  359. void setDepthBufferWriteEnabled(bool enabled = true);
  360. /**
  361. * @brief Sets comparison function used for depth testing. Determines how are new and existing
  362. * pixel values compared - if comparison function returns true the new pixel is written.
  363. */
  364. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  365. /**
  366. * @brief Turns stencil tests on or off. By default this is disabled.
  367. * Stencil testing allow you to mask out a part of the rendered image by using
  368. * various stencil operations provided.
  369. */
  370. void setStencilCheckEnabled(bool enabled);
  371. /**
  372. * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
  373. *
  374. * @param stencilFailOp Operation executed when stencil test fails.
  375. * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
  376. * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
  377. * @param front Should the stencil operations be applied to front or back facing polygons.
  378. */
  379. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  380. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  381. bool front = true);
  382. /**
  383. * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
  384. * depending on whether the test fails, succeeds but with the depth buffer check still failing,
  385. * or succeeds with the depth buffer check passing too.
  386. *
  387. * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
  388. * gets compared to the value already in the buffer using this function.
  389. * @param mask The bitmask applied to both the stencil value and the reference value
  390. * before comparison
  391. * @param ccw If set to true, the stencil operations will be applied to counterclockwise
  392. * faces. Otherwise they will be applied to clockwise faces.
  393. */
  394. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool front = true);
  395. /**
  396. * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
  397. */
  398. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  399. /**
  400. * @brief Sets a reference values used for stencil buffer comparisons.
  401. * Actual comparison function and stencil operations are set by setting the DepthStencilState.
  402. */
  403. void setStencilRefValue(UINT32 refValue);
  404. /************************************************************************/
  405. /* UTILITY METHODS */
  406. /************************************************************************/
  407. /**
  408. * @brief Converts the provided matrix m into a representation usable by OpenGL.
  409. */
  410. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  411. /**
  412. * @brief Converts the engine depth/stencil compare function into OpenGL representation.
  413. */
  414. GLint convertCompareFunction(CompareFunction func) const;
  415. /**
  416. * @brief Convers the engine stencil operation in OpenGL representation. Optionally inverts
  417. * the operation (increment becomes decrement, etc.).
  418. */
  419. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  420. /**
  421. * @brief Checks if there are any OpenGL errors and prints them to the log.
  422. */
  423. bool checkForErrors() const;
  424. private:
  425. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  426. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  427. UINT32 mStencilReadMask;
  428. UINT32 mStencilWriteMask;
  429. UINT32 mStencilRefValue;
  430. CompareFunction mStencilCompareFront;
  431. CompareFunction mStencilCompareBack;
  432. // View matrix to set world against
  433. Matrix4 mViewMatrix;
  434. // Last min & mip filtering options, so we can combine them
  435. FilterOptions mMinFilter;
  436. FilterOptions mMipFilter;
  437. // Holds texture type settings for every stage
  438. UINT32 mNumTextureTypes;
  439. GLenum* mTextureTypes;
  440. bool mDepthWrite;
  441. bool mColorWrite[4];
  442. GLSupport* mGLSupport;
  443. bool mGLInitialised;
  444. GLSLProgramFactory* mGLSLProgramFactory;
  445. GLSLProgramPipelineManager* mProgramPipelineManager;
  446. GLSLGpuProgramPtr mCurrentVertexProgram;
  447. GLSLGpuProgramPtr mCurrentFragmentProgram;
  448. GLSLGpuProgramPtr mCurrentGeometryProgram;
  449. GLSLGpuProgramPtr mCurrentHullProgram;
  450. GLSLGpuProgramPtr mCurrentDomainProgram;
  451. const GLSLProgramPipeline* mActivePipeline;
  452. UINT32 mFragmentTexOffset;
  453. UINT32 mVertexTexOffset;
  454. UINT32 mGeometryTexOffset;
  455. UINT32 mFragmentUBOffset;
  456. UINT32 mVertexUBOffset;
  457. UINT32 mGeometryUBOffset;
  458. UINT32 mHullUBOffset;
  459. UINT32 mDomainUBOffset;
  460. UINT32 mComputeUBOffset;
  461. Vector<VertexBufferPtr> mBoundVertexBuffers;
  462. VertexDeclarationPtr mBoundVertexDeclaration;
  463. IndexBufferPtr mBoundIndexBuffer;
  464. DrawOperationType mCurrentDrawOperation;
  465. GLContext* mMainContext;
  466. GLContext* mCurrentContext;
  467. bool mDrawCallInProgress;
  468. UINT16 mActiveTextureUnit;
  469. };
  470. }