BsGLRenderAPI.h 20 KB

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  1. #pragma once
  2. #include "BsGLPrerequisites.h"
  3. #include "BsRenderAPI.h"
  4. #include "BsGLHardwareBufferManager.h"
  5. #include "BsGLSLProgramFactory.h"
  6. #include "BsMatrix4.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 GLRenderAPI : public RenderAPICore
  14. {
  15. public:
  16. GLRenderAPI();
  17. ~GLRenderAPI();
  18. /**
  19. * @copydoc RenderAPICore::getName()
  20. */
  21. const StringID& getName() const override;
  22. /**
  23. * @copydoc RenderAPICore::getShadingLanguageName()
  24. */
  25. const String& getShadingLanguageName() const override;
  26. /**
  27. * @copydoc RenderAPICore::setRenderTarget()
  28. */
  29. void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) override;
  30. /**
  31. * @copydoc RenderAPICore::setVertexBuffers()
  32. */
  33. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
  34. /**
  35. * @copydoc RenderAPICore::setIndexBuffer()
  36. */
  37. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
  38. /**
  39. * @copydoc RenderAPICore::setVertexDeclaration()
  40. */
  41. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
  42. /**
  43. * @copydoc RenderAPICore::setDrawOperation()
  44. */
  45. void setDrawOperation(DrawOperationType op) override;
  46. /**
  47. * @copydoc RenderAPICore::setScissorRect()
  48. */
  49. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
  50. /**
  51. * @copydoc RenderAPICore::setTexture()
  52. */
  53. void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex) override;
  54. /**
  55. * @copydoc RenderAPICore::setLoadStoreTexture
  56. */
  57. void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  58. const TextureSurface& surface) override;
  59. /**
  60. * @copydoc RenderAPICore::setSamplerState()
  61. */
  62. void setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state) override;
  63. /**
  64. * @copydoc RenderAPICore::setBlendState()
  65. */
  66. void setBlendState(const SPtr<BlendStateCore>& blendState) override;
  67. /**
  68. * @copydoc RenderAPICore::setRasterizerState()
  69. */
  70. void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
  71. /**
  72. * @copydoc RenderAPICore::setDepthStencilState()
  73. */
  74. void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
  75. /**
  76. * @copydoc RenderAPICore::setViewport()
  77. */
  78. void setViewport(const Rect2& area) override;
  79. /**
  80. * @copydoc RenderAPICore::bindGpuProgram()
  81. */
  82. void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
  83. /**
  84. * @copydoc RenderAPICore::unbindGpuProgram()
  85. */
  86. void unbindGpuProgram(GpuProgramType gptype) override;
  87. /**
  88. * @copydoc RenderAPICore::setConstantBuffers()
  89. */
  90. void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) override;
  91. /**
  92. * @copydoc RenderAPICore::beginFrame()
  93. */
  94. void beginFrame() override;
  95. /**
  96. * @copydoc RenderAPICore::endFrame()
  97. */
  98. void endFrame() override;
  99. /**
  100. * @copydoc RenderAPICore::draw()
  101. */
  102. void draw(UINT32 vertexOffset, UINT32 vertexCount) override;
  103. /**
  104. * @copydoc RenderAPICore::drawIndexed()
  105. */
  106. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) override;
  107. /**
  108. * @copydoc RenderAPICore::clearRenderTarget()
  109. */
  110. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  111. UINT8 targetMask = 0xFF) override;
  112. /**
  113. * @copydoc RenderAPICore::clearViewport()
  114. */
  115. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  116. UINT8 targetMask = 0xFF) override;
  117. /**
  118. * @copydoc RenderAPICore::getColorVertexElementType()
  119. */
  120. VertexElementType getColorVertexElementType() const override;
  121. /**
  122. * @copydoc RenderAPICore::getHorizontalTexelOffset()
  123. */
  124. float getHorizontalTexelOffset() override;
  125. /**
  126. * @copydoc RenderAPICore::getVerticalTexelOffset()
  127. */
  128. float getVerticalTexelOffset() override;
  129. /**
  130. * @copydoc RenderAPICore::getMinimumDepthInputValue()
  131. */
  132. float getMinimumDepthInputValue() override;
  133. /**
  134. * @copydoc RenderAPICore::getMaximumDepthInputValue()
  135. */
  136. float getMaximumDepthInputValue() override;
  137. /**
  138. * @copydoc RenderAPICore::convertProjectionMatrix()
  139. */
  140. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  141. /**
  142. * @copydoc RenderAPICore::getGpuProgramHasColumnMajorMatrices
  143. */
  144. bool getGpuProgramHasColumnMajorMatrices() const override;
  145. /**
  146. * @copydoc RenderAPICore::generateParamBlockDesc()
  147. */
  148. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  149. /************************************************************************/
  150. /* Internal use by OpenGL RenderSystem only */
  151. /************************************************************************/
  152. /**
  153. * @brief Query has the main context been initialized.
  154. */
  155. bool _isContextInitialized() const { return mGLInitialised; }
  156. /**
  157. * @brief Returns main context. Caller must ensure the context has been initialized.
  158. */
  159. SPtr<GLContext> getMainContext() const { return mMainContext; }
  160. /**
  161. * @brief Returns a support object you may use for creating
  162. */
  163. GLSupport* getGLSupport() const { return mGLSupport; }
  164. protected:
  165. /**
  166. * @copydoc RenderAPICore::initializePrepare
  167. */
  168. void initializePrepare() override;
  169. /**
  170. * @copydoc RenderAPICore::initializeFinalize
  171. */
  172. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
  173. /**
  174. * @copydoc RenderAPICore::destroy_internal().
  175. */
  176. void destroyCore() override;
  177. /**
  178. * @brief Call before doing a draw operation, this method sets everything up.
  179. */
  180. void beginDraw();
  181. /**
  182. * @brief Needs to accompany every beginDraw after you are done with a single draw operation.
  183. */
  184. void endDraw();
  185. /**
  186. * @brief Clear a part of a render target.
  187. */
  188. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  189. const Rect2I& clearArea = Rect2I::EMPTY, UINT8 targetMask = 0xFF);
  190. /**
  191. * @brief Set up clip planes against which all geometry will get clipped.
  192. */
  193. void setClipPlanesImpl(const PlaneList& clipPlanes) override;
  194. /**
  195. * @brief Set up a clip plane at a specific clip plane index. If enabled,
  196. * geometry will be clipped against the positive side of the plane.
  197. *
  198. * @note Valid index range is [0, 5].
  199. */
  200. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  201. /**
  202. * @brief Enable or disable clipping against a clip plane at the specified index.
  203. *
  204. * @note Valid index range is [0, 5].
  205. */
  206. void enableClipPlane (UINT16 index, bool enable);
  207. /**
  208. * @brief Changes the currently active texture unit. Any texture related operations
  209. * will then be performed on this unit.
  210. */
  211. bool activateGLTextureUnit(UINT16 unit);
  212. /**
  213. * @brief Changes the active GPU program.
  214. */
  215. void setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program);
  216. /**
  217. * @brief Retrieves the active GPU program of the specified type.
  218. */
  219. SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
  220. /**
  221. * @brief Converts Banshee blend mode to OpenGL blend mode.
  222. */
  223. GLint getBlendMode(BlendFactor blendMode) const;
  224. /**
  225. * @brief Converts Banshee texture addressing mode to OpenGL texture addressing mode.
  226. */
  227. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  228. /**
  229. * @brief Gets a combined min/mip filter value usable by OpenGL from the currently
  230. * set min and mip filters.
  231. */
  232. GLuint getCombinedMinMipFilter() const;
  233. /**
  234. * @brief OpenGL shares all texture slots, but the engine prefers to keep textures
  235. * separate per-stage. This will convert texture unit that is set per stage
  236. * into a global texture unit usable by OpenGL.
  237. */
  238. UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
  239. /**
  240. * @brief OpenGL shares all buffer bindings, but the engine prefers to keep buffers
  241. * separate per-stage. This will convert block buffer binding that is set per stage
  242. * into a global block buffer binding usable by OpenGL.
  243. */
  244. UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
  245. /**
  246. * @brief Returns the OpenGL specific mode used for drawing, depending on the
  247. * currently set draw operation;
  248. */
  249. GLint getGLDrawMode() const;
  250. /**
  251. * @brief Creates render system capabilities that specify which features are
  252. * or aren't supported.
  253. */
  254. RenderAPICapabilities* createRenderSystemCapabilities() const;
  255. /**
  256. * @brief Finish initialization by setting up any systems dependant on render system
  257. * capabilities.
  258. */
  259. void initFromCaps(RenderAPICapabilities* caps);
  260. /**
  261. * @brief Switch the currently used OpenGL context. You will need to re-bind
  262. * any previously bound values manually. (e.g. textures, gpu programs and such)
  263. */
  264. void switchContext(const SPtr<GLContext>& context);
  265. /************************************************************************/
  266. /* Sampler states */
  267. /************************************************************************/
  268. /**
  269. * @brief Sets the texture addressing mode for a texture unit. This determines
  270. * how are UV address values outside of [0, 1] range handled when sampling
  271. * from texture.
  272. */
  273. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  274. /**
  275. * @brief Sets the texture border color for a texture unit. Border color
  276. * determines color returned by the texture sampler when border addressing mode
  277. * is used and texture address is outside of [0, 1] range.
  278. */
  279. void setTextureBorderColor(UINT16 stage, const Color& color);
  280. /**
  281. * @brief Sets the mipmap bias value for a given texture unit. Bias allows
  282. * you to adjust the mipmap selection calculation. Negative values force a
  283. * larger mipmap to be used, and positive values smaller. Units are in values
  284. * of mip levels, so -1 means use a mipmap one level higher than default.
  285. */
  286. void setTextureMipmapBias(UINT16 unit, float bias);
  287. /**
  288. * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
  289. * Different filter types are used for different situations like magnifying or minifying a texture.
  290. */
  291. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  292. /**
  293. * @brief Sets anisotropy value for the specified texture unit.
  294. */
  295. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  296. /**
  297. * @brief Gets anisotropy value for the specified texture unit.
  298. */
  299. GLfloat getCurrentAnisotropy(UINT16 unit);
  300. /************************************************************************/
  301. /* Blend states */
  302. /************************************************************************/
  303. /**
  304. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  305. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  306. */
  307. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  308. /**
  309. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  310. * Allows you to set up separate blend operations for alpha values.
  311. *
  312. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  313. */
  314. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  315. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  316. /**
  317. * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
  318. * versus the provided reference value.
  319. */
  320. void setAlphaTest(CompareFunction func, unsigned char value);
  321. /**
  322. * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
  323. * to worry about order of rendering like regular blending does. It requires multi-sampling to
  324. * be active in order to work, and you need to supply an alpha texture that determines object transparency.
  325. */
  326. void setAlphaToCoverage(bool enabled);
  327. /**
  328. * @brief Enables or disables writing to certain color channels of the render target.
  329. */
  330. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  331. /************************************************************************/
  332. /* Rasterizer states */
  333. /************************************************************************/
  334. /**
  335. * @brief Sets vertex winding order. Normally you would use this to cull back facing
  336. * polygons.
  337. */
  338. void setCullingMode(CullingMode mode);
  339. /**
  340. * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
  341. */
  342. void setPolygonMode(PolygonMode level);
  343. /**
  344. * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
  345. * Final depth bias value is a combination of the constant depth bias and slope depth bias.
  346. * Slope depth bias has more effect the higher the slope of the rendered polygon.
  347. *
  348. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  349. */
  350. void setDepthBias(float constantBias, float slopeScaleBias);
  351. /**
  352. * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
  353. * identified by the rectangle set by setScissorRect().
  354. */
  355. void setScissorTestEnable(bool enable);
  356. /**
  357. * @brief Enables or disables multisample antialiasing.
  358. */
  359. void setMultisamplingEnable(bool enable);
  360. /**
  361. * @brief Enables or disables depth clipping (i.e. near/fear plane clipping).
  362. */
  363. void setDepthClipEnable(bool enable);
  364. /**
  365. * @brief Enables or disables antialiased line rendering.
  366. */
  367. void setAntialiasedLineEnable(bool enable);
  368. /************************************************************************/
  369. /* Depth stencil state */
  370. /************************************************************************/
  371. /**
  372. * @brief Should new pixels perform depth testing using the set depth comparison function before
  373. * being written.
  374. */
  375. void setDepthBufferCheckEnabled(bool enabled = true);
  376. /**
  377. * @brief Should new pixels write to the depth buffer.
  378. */
  379. void setDepthBufferWriteEnabled(bool enabled = true);
  380. /**
  381. * @brief Sets comparison function used for depth testing. Determines how are new and existing
  382. * pixel values compared - if comparison function returns true the new pixel is written.
  383. */
  384. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  385. /**
  386. * @brief Turns stencil tests on or off. By default this is disabled.
  387. * Stencil testing allow you to mask out a part of the rendered image by using
  388. * various stencil operations provided.
  389. */
  390. void setStencilCheckEnabled(bool enabled);
  391. /**
  392. * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
  393. *
  394. * @param stencilFailOp Operation executed when stencil test fails.
  395. * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
  396. * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
  397. * @param front Should the stencil operations be applied to front or back facing polygons.
  398. */
  399. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  400. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  401. bool front = true);
  402. /**
  403. * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
  404. * depending on whether the test fails, succeeds but with the depth buffer check still failing,
  405. * or succeeds with the depth buffer check passing too.
  406. *
  407. * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
  408. * gets compared to the value already in the buffer using this function.
  409. * @param mask The bitmask applied to both the stencil value and the reference value
  410. * before comparison
  411. * @param ccw If set to true, the stencil operations will be applied to counterclockwise
  412. * faces. Otherwise they will be applied to clockwise faces.
  413. */
  414. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool front = true);
  415. /**
  416. * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
  417. */
  418. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  419. /**
  420. * @brief Sets a reference values used for stencil buffer comparisons.
  421. * Actual comparison function and stencil operations are set by setting the DepthStencilState.
  422. */
  423. void setStencilRefValue(UINT32 refValue);
  424. /************************************************************************/
  425. /* UTILITY METHODS */
  426. /************************************************************************/
  427. /**
  428. * @brief Recalculates actual viewport dimensions based on currently
  429. * set viewport normalized dimensions and render target and applies
  430. * them for further rendering.
  431. */
  432. void applyViewport();
  433. /**
  434. * @brief Converts the provided matrix m into a representation usable by OpenGL.
  435. */
  436. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  437. /**
  438. * @brief Converts the engine depth/stencil compare function into OpenGL representation.
  439. */
  440. GLint convertCompareFunction(CompareFunction func) const;
  441. /**
  442. * @brief Convers the engine stencil operation in OpenGL representation. Optionally inverts
  443. * the operation (increment becomes decrement, etc.).
  444. */
  445. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  446. /**
  447. * @brief Checks if there are any OpenGL errors and prints them to the log.
  448. */
  449. bool checkForErrors() const;
  450. private:
  451. Rect2 mViewportNorm;
  452. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  453. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  454. UINT32 mStencilReadMask;
  455. UINT32 mStencilWriteMask;
  456. UINT32 mStencilRefValue;
  457. CompareFunction mStencilCompareFront;
  458. CompareFunction mStencilCompareBack;
  459. // View matrix to set world against
  460. Matrix4 mViewMatrix;
  461. // Last min & mip filtering options, so we can combine them
  462. FilterOptions mMinFilter;
  463. FilterOptions mMipFilter;
  464. // Holds texture type settings for every stage
  465. UINT32 mNumTextureTypes;
  466. GLenum* mTextureTypes;
  467. bool mDepthWrite;
  468. bool mColorWrite[4];
  469. GLSupport* mGLSupport;
  470. bool mGLInitialised;
  471. GLSLProgramFactory* mGLSLProgramFactory;
  472. GLSLProgramPipelineManager* mProgramPipelineManager;
  473. SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
  474. SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
  475. SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
  476. SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
  477. SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
  478. const GLSLProgramPipeline* mActivePipeline;
  479. UINT32 mFragmentTexOffset;
  480. UINT32 mVertexTexOffset;
  481. UINT32 mGeometryTexOffset;
  482. UINT32 mFragmentUBOffset;
  483. UINT32 mVertexUBOffset;
  484. UINT32 mGeometryUBOffset;
  485. UINT32 mHullUBOffset;
  486. UINT32 mDomainUBOffset;
  487. UINT32 mComputeUBOffset;
  488. Vector<SPtr<VertexBufferCore>> mBoundVertexBuffers;
  489. SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
  490. SPtr<IndexBufferCore> mBoundIndexBuffer;
  491. DrawOperationType mCurrentDrawOperation;
  492. SPtr<GLContext> mMainContext;
  493. SPtr<GLContext> mCurrentContext;
  494. bool mDrawCallInProgress;
  495. UINT16 mActiveTextureUnit;
  496. };
  497. }