BsRenderAPI.h 27 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsSamplerState.h"
  6. #include "BsCommandQueue.h"
  7. #include "BsDrawOps.h"
  8. #include "BsRenderAPICapabilities.h"
  9. #include "BsRenderTarget.h"
  10. #include "BsRenderTexture.h"
  11. #include "BsRenderWindow.h"
  12. #include "BsGpuProgram.h"
  13. #include "BsVertexDeclaration.h"
  14. #include "BsPlane.h"
  15. #include "BsModule.h"
  16. #include "BsEvent.h"
  17. namespace BansheeEngine
  18. {
  19. /** @addtogroup RenderAPI
  20. * @{
  21. */
  22. class RenderAPIInfo;
  23. /**
  24. * Version of the render API interface usable from the sim thread. All the commands get queued on the accessor provided
  25. * to each method and will be executed on the core thread later.
  26. *
  27. * @see RenderAPICore
  28. *
  29. * @note Sim thread only.
  30. */
  31. class BS_CORE_EXPORT RenderAPI
  32. {
  33. public:
  34. /**
  35. * @copydoc RenderAPICore::setTexture()
  36. *
  37. * @param[in] accessor Accessor on which will this command be queued for execution.
  38. */
  39. static void setTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit, const SPtr<Texture>& texture);
  40. /**
  41. * @copydoc RenderAPICore::setLoadStoreTexture()
  42. *
  43. * @param[in] accessor Accessor on which will this command be queued for execution.
  44. */
  45. static void setLoadStoreTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit,
  46. const SPtr<Texture>& texture, const TextureSurface& surface);
  47. /**
  48. * @copydoc RenderAPICore::setBuffer()
  49. *
  50. * @param[in] accessor Accessor on which will this command be queued for execution.
  51. */
  52. static void setBuffer(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit, const SPtr<GpuBuffer>& buffer,
  53. bool loadStore = false);
  54. /**
  55. * @copydoc RenderAPICore::setSamplerState()
  56. *
  57. * @param[in] accessor Accessor on which will this command be queued for execution.
  58. */
  59. static void setSamplerState(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit,
  60. const SPtr<SamplerState>& samplerState);
  61. /**
  62. * @copydoc RenderAPICore::setBlendState()
  63. *
  64. * @param[in] accessor Accessor on which will this command be queued for execution.
  65. */
  66. static void setBlendState(CoreAccessor& accessor, const SPtr<BlendState>& blendState);
  67. /**
  68. * @copydoc RenderAPICore::setRasterizerState()
  69. *
  70. * @param[in] accessor Accessor on which will this command be queued for execution.
  71. */
  72. static void setRasterizerState(CoreAccessor& accessor, const SPtr<RasterizerState>& rasterizerState);
  73. /**
  74. * @copydoc RenderAPICore::setDepthStencilState()
  75. *
  76. * @param[in] accessor Accessor on which will this command be queued for execution.
  77. */
  78. static void setDepthStencilState(CoreAccessor& accessor, const SPtr<DepthStencilState>& depthStencilState,
  79. UINT32 stencilRefValue);
  80. /**
  81. * Sets the provided vertex buffers starting at the specified source index. Set buffer to nullptr to clear the
  82. * buffer at the specified index.
  83. *
  84. * @param[in] accessor Accessor on which will this command be queued for execution.
  85. * @param[in] index Index at which to start binding the vertex buffers.
  86. * @param[in] buffers A list of buffers to bind to the pipeline.
  87. */
  88. static void setVertexBuffers(CoreAccessor& accessor, UINT32 index, const Vector<SPtr<VertexBuffer>>& buffers);
  89. /**
  90. * @copydoc RenderAPICore::setIndexBuffer()
  91. *
  92. * @param[in] accessor Accessor on which will this command be queued for execution.
  93. */
  94. static void setIndexBuffer(CoreAccessor& accessor, const SPtr<IndexBuffer>& buffer);
  95. /**
  96. * @copydoc RenderAPICore::setVertexDeclaration()
  97. *
  98. * @param[in] accessor Accessor on which will this command be queued for execution.
  99. */
  100. static void setVertexDeclaration(CoreAccessor& accessor, const SPtr<VertexDeclaration>& vertexDeclaration);
  101. /**
  102. * @copydoc RenderAPICore::setViewport()
  103. *
  104. * @param[in] accessor Accessor on which will this command be queued for execution.
  105. */
  106. static void setViewport(CoreAccessor& accessor, const Rect2& area);
  107. /**
  108. * @copydoc RenderAPICore::setDrawOperation()
  109. *
  110. * @param[in] accessor Accessor on which will this command be queued for execution.
  111. */
  112. static void setDrawOperation(CoreAccessor& accessor, DrawOperationType op);
  113. /**
  114. * @copydoc RenderAPICore::setClipPlanes()
  115. *
  116. * @param[in] accessor Accessor on which will this command be queued for execution.
  117. */
  118. static void setClipPlanes(CoreAccessor& accessor, const PlaneList& clipPlanes);
  119. /**
  120. * @copydoc RenderAPICore::addClipPlane(const Plane&)
  121. *
  122. * @param[in] accessor Accessor on which will this command be queued for execution.
  123. */
  124. static void addClipPlane(CoreAccessor& accessor, const Plane& p);
  125. /**
  126. * @copydoc RenderAPICore::resetClipPlanes()
  127. *
  128. * @param[in] accessor Accessor on which will this command be queued for execution.
  129. */
  130. static void resetClipPlanes(CoreAccessor& accessor);
  131. /**
  132. * @copydoc RenderAPICore::setScissorRect()
  133. *
  134. * @param[in] accessor Accessor on which will this command be queued for execution.
  135. */
  136. static void setScissorRect(CoreAccessor& accessor, UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600);
  137. /**
  138. * @copydoc RenderAPICore::setRenderTarget()
  139. *
  140. * @param[in] accessor Accessor on which will this command be queued for execution.
  141. */
  142. static void setRenderTarget(CoreAccessor& accessor, const SPtr<RenderTarget>& target, bool readOnlyDepthStencil = false);
  143. /**
  144. * @copydoc RenderAPICore::bindGpuProgram()
  145. *
  146. * @param[in] accessor Accessor on which will this command be queued for execution.
  147. */
  148. static void bindGpuProgram(CoreAccessor& accessor, const SPtr<GpuProgram>& prg);
  149. /**
  150. * @copydoc RenderAPICore::unbindGpuProgram()
  151. *
  152. * @param[in] accessor Accessor on which will this command be queued for execution.
  153. */
  154. static void unbindGpuProgram(CoreAccessor& accessor, GpuProgramType gptype);
  155. /**
  156. * @copydoc RenderAPICore::beginFrame()
  157. *
  158. * @param[in] accessor Accessor on which will this command be queued for execution.
  159. */
  160. static void beginRender(CoreAccessor& accessor);
  161. /**
  162. * @copydoc RenderAPICore::endFrame()
  163. *
  164. * @param[in] accessor Accessor on which will this command be queued for execution.
  165. */
  166. static void endRender(CoreAccessor& accessor);
  167. /**
  168. * @copydoc RenderAPICore::clearRenderTarget()
  169. *
  170. * @param[in] accessor Accessor on which will this command be queued for execution.
  171. */
  172. static void clearRenderTarget(CoreAccessor& accessor, UINT32 buffers,
  173. const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF);
  174. /**
  175. * @copydoc RenderAPICore::clearViewport()
  176. *
  177. * @param[in] accessor Accessor on which will this command be queued for execution.
  178. */
  179. static void clearViewport(CoreAccessor& accessor, UINT32 buffers, const Color& color = Color::Black,
  180. float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF);
  181. /**
  182. * @copydoc RenderAPICore::swapBuffers()
  183. *
  184. * @param[in] accessor Accessor on which will this command be queued for execution.
  185. */
  186. static void swapBuffers(CoreAccessor& accessor, const SPtr<RenderTarget>& target);
  187. /**
  188. * @copydoc RenderAPICore::draw()
  189. *
  190. * @param[in] accessor Accessor on which will this command be queued for execution.
  191. */
  192. static void draw(CoreAccessor& accessor, UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0);
  193. /**
  194. * @copydoc RenderAPICore::drawIndexed()
  195. *
  196. * @param[in] accessor Accessor on which will this command be queued for execution.
  197. */
  198. static void drawIndexed(CoreAccessor& accessor, UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset,
  199. UINT32 vertexCount, UINT32 instanceCount = 0);
  200. /**
  201. * @copydoc RenderAPICore::dispatchCompute()
  202. *
  203. * @param[in] accessor Accessor on which will this command be queued for execution.
  204. */
  205. static void dispatchCompute(CoreAccessor& accessor, UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1);
  206. /** @copydoc RenderAPICore::getVideoModeInfo */
  207. static const VideoModeInfo& getVideoModeInfo();
  208. /** @copydoc RenderAPICore::convertProjectionMatrix */
  209. static void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest);
  210. /** @copydoc RenderAPICore::getAPIInfo */
  211. static const RenderAPIInfo& getAPIInfo();
  212. };
  213. /** Contains properties specific to a render API implementation. */
  214. class RenderAPIInfo
  215. {
  216. public:
  217. RenderAPIInfo(float horzTexelOffset, float vertTexelOffset, float minDepth, float maxDepth,
  218. VertexElementType vertexColorType, bool vertexColorFlip, bool ndcVerticalTopToBottom, bool columnMajorMatrices)
  219. : mHorizontalTexelOffset(horzTexelOffset), mVerticalTexelOffset(vertTexelOffset), mMinDepth(minDepth)
  220. , mMaxDepth(maxDepth), mVertexColorType(vertexColorType), mVertexColorFlip(vertexColorFlip)
  221. , mNDCYAxisDown(ndcVerticalTopToBottom), mColumnMajorMatrices(columnMajorMatrices)
  222. {
  223. }
  224. /** Gets the native type used for vertex colors. */
  225. VertexElementType getColorVertexElementType() const { return mVertexColorType; }
  226. /** Gets horizontal texel offset used for mapping texels to pixels in this render system. */
  227. float getHorizontalTexelOffset() const { return mHorizontalTexelOffset; }
  228. /** Gets vertical texel offset used for mapping texels to pixels in this render system. */
  229. float getVerticalTexelOffset() const { return mVerticalTexelOffset; }
  230. /** Gets the minimum (closest) depth value used by this render system. */
  231. float getMinimumDepthInputValue() const { return mMinDepth; }
  232. /** Gets the maximum (farthest) depth value used by this render system. */
  233. float getMaximumDepthInputValue() const { return mMaxDepth; }
  234. /** Checks if vertex color needs to be flipped before sent to the shader. */
  235. bool getVertexColorFlipRequired() const { return mVertexColorFlip; }
  236. /** Checks whether GPU programs expect matrices in column major format. */
  237. bool getGpuProgramHasColumnMajorMatrices() const { return mColumnMajorMatrices; }
  238. /**
  239. * Returns true if Y axis in normalized device coordinates points down, false if up. If axis is pointing down the
  240. * NDC at the top is -1, and at the bottom is 1, otherwise reverse.
  241. */
  242. bool getNDCYAxisDown() const { return mNDCYAxisDown; }
  243. private:
  244. float mHorizontalTexelOffset = 0.0f;
  245. float mVerticalTexelOffset = 0.0f;
  246. float mMinDepth = 0.0f;
  247. float mMaxDepth = 1.0f;
  248. VertexElementType mVertexColorType = VET_COLOR_ABGR;
  249. bool mVertexColorFlip = false;
  250. bool mNDCYAxisDown = true;
  251. bool mColumnMajorMatrices = false;
  252. };
  253. /** @} */
  254. /** @addtogroup RenderAPI-Internal
  255. * @{
  256. */
  257. /**
  258. * Render system provides base functionality for a rendering API like DirectX or OpenGL. Most of the class is abstract
  259. * and specific subclass for each rendering API needs to be implemented.
  260. *
  261. * @note Core thread only unless specifically noted otherwise on per-method basis.
  262. */
  263. class BS_CORE_EXPORT RenderAPICore : public Module<RenderAPICore>
  264. {
  265. public:
  266. RenderAPICore();
  267. virtual ~RenderAPICore();
  268. /**
  269. * Returns the name of the rendering system.
  270. *
  271. * @note Thread safe.
  272. */
  273. virtual const StringID& getName() const = 0;
  274. /**
  275. * Gets the name of the primary shading language used by the rendering system.
  276. *
  277. * @note Thread safe.
  278. */
  279. virtual const String& getShadingLanguageName() const = 0;
  280. /**
  281. * Sets a sampler state for the specified texture unit.
  282. *
  283. * @param[in] gptype Determines to which GPU program slot to bind the sampler state.
  284. * @param[in] texUnit Texture unit index to bind the state to.
  285. * @param[in] samplerState Sampler state to bind, or null to unbind.
  286. *
  287. * @see SamplerState
  288. */
  289. virtual void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState) = 0;
  290. /**
  291. * Sets a blend state used for all active render targets.
  292. *
  293. * @param[in] blendState Blend state to bind, or null to unbind.
  294. *
  295. * @see BlendState
  296. */
  297. virtual void setBlendState(const SPtr<BlendStateCore>& blendState) = 0;
  298. /**
  299. * Sets a state that controls various rasterizer options.
  300. *
  301. * @param[in] rasterizerState Rasterizer state to bind, or null to unbind.
  302. *
  303. * @see RasterizerState
  304. */
  305. virtual void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) = 0;
  306. /**
  307. * Sets a state that controls depth & stencil buffer options.
  308. *
  309. * @param[in] depthStencilState Depth-stencil state to bind, or null to unbind.
  310. * @param[in] stencilRefValue Stencil reference value to be used for stencil comparisons, if enabled.
  311. *
  312. * @see DepthStencilState
  313. */
  314. virtual void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) = 0;
  315. /**
  316. * Binds a texture to the pipeline for the specified GPU program type at the specified slot. If the slot matches
  317. * the one configured in the GPU program the program will be able to access this texture on the GPU.
  318. *
  319. * @param[in] gptype Determines to which GPU program slot to bind the texture.
  320. * @param[in] texUnit Texture unit index to bind the texture to.
  321. * @param[in] texture Texture to bind.
  322. */
  323. virtual void setTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr<TextureCore>& texture) = 0;
  324. /**
  325. * Binds a texture that can be used for random load/store operations from a GPU program.
  326. *
  327. * @param[in] gptype Determines to which GPU program slot to bind the texture.
  328. * @param[in] texUnit Texture unit index to bind the texture to.
  329. * @param[in] texture Texture to bind.
  330. * @param[in] surface Determines which surface of the texture to bind.
  331. */
  332. virtual void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr<TextureCore>& texture,
  333. const TextureSurface& surface) = 0;
  334. /**
  335. * Binds a buffer that can be used for read or write operations on the GPU.
  336. *
  337. * @param[in] gptype Determines to which GPU program slot to bind the buffer.
  338. * @param[in] unit GPU program unit index to bind the buffer to.
  339. * @param[in] buffer Buffer to bind.
  340. * @param[in] loadStore If true the buffer will be bound with support for unordered reads and writes, otherwise
  341. * it will only be bound for reads.
  342. */
  343. virtual void setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr<GpuBufferCore>& buffer,
  344. bool loadStore = false) = 0;
  345. /**
  346. * Signals that rendering for a specific viewport has started. Any draw calls need to be called between beginFrame()
  347. * and endFrame().
  348. */
  349. virtual void beginFrame() = 0;
  350. /** Ends that rendering to a specific viewport has ended. */
  351. virtual void endFrame() = 0;
  352. /**
  353. * Sets the active viewport that will be used for all render operations.
  354. *
  355. * @param[in] area Area of the viewport, in normalized ([0,1] range) coordinates.
  356. */
  357. virtual void setViewport(const Rect2& area) = 0;
  358. /**
  359. * Sets the provided vertex buffers starting at the specified source index. Set buffer to nullptr to clear the
  360. * buffer at the specified index.
  361. *
  362. * @param[in] index Index at which to start binding the vertex buffers.
  363. * @param[in] buffers A list of buffers to bind to the pipeline.
  364. * @param[in] numBuffers Number of buffers in the @p buffers list.
  365. */
  366. virtual void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) = 0;
  367. /**
  368. * Sets an index buffer to use when drawing. Indices in an index buffer reference vertices in the vertex buffer,
  369. * which increases cache coherency and reduces the size of vertex buffers by eliminating duplicate data.
  370. *
  371. * @param[in] buffer Index buffer to bind, null to unbine.
  372. */
  373. virtual void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) = 0;
  374. /**
  375. * Sets the vertex declaration to use when drawing. Vertex declaration is used to decode contents of a single
  376. * vertex in a vertex buffer.
  377. *
  378. * @param[in] vertexDeclaration Vertex declaration to bind.
  379. */
  380. virtual void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) = 0;
  381. /**
  382. * Sets the draw operation that determines how to interpret the elements of the index or vertex buffers.
  383. *
  384. * @param[in] op Draw operation to enable.
  385. */
  386. virtual void setDrawOperation(DrawOperationType op) = 0;
  387. /**
  388. * Draw an object based on currently bound GPU programs, vertex declaration and vertex buffers. Draws directly from
  389. * the vertex buffer without using indices.
  390. *
  391. * @param[in] vertexOffset Offset into the currently bound vertex buffer to start drawing from.
  392. * @param[in] vertexCount Number of vertices to draw.
  393. * @param[in] instanceCount Number of times to draw the provided geometry, each time with an (optionally)
  394. * separate per-instance data.
  395. */
  396. virtual void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0) = 0;
  397. /**
  398. * Draw an object based on currently bound GPU programs, vertex declaration, vertex and index buffers.
  399. *
  400. * @param[in] startIndex Offset into the currently bound index buffer to start drawing from.
  401. * @param[in] indexCount Number of indices to draw.
  402. * @param[in] vertexOffset Offset to apply to each vertex index.
  403. * @param[in] vertexCount Number of vertices to draw.
  404. * @param[in] instanceCount Number of times to draw the provided geometry, each time with an (optionally)
  405. * separate per-instance data.
  406. */
  407. virtual void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
  408. UINT32 instanceCount = 0) = 0;
  409. /**
  410. * Executes the currently bound compute shader.
  411. *
  412. * @param[in] numGroupsX Number of groups to start in the X direction. Must be in range [1, 65535].
  413. * @param[in] numGroupsY Number of groups to start in the Y direction. Must be in range [1, 65535].
  414. * @param[in] numGroupsZ Number of groups to start in the Z direction. Must be in range [1, 64].
  415. */
  416. virtual void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1) = 0;
  417. /**
  418. * Swap the front and back buffer of the specified render target.
  419. *
  420. * @param[in] target Render target to perform the buffer swap on.
  421. */
  422. virtual void swapBuffers(const SPtr<RenderTargetCore>& target);
  423. /**
  424. * Gets the capabilities of the render system.
  425. *
  426. * @note Thread safe.
  427. */
  428. const RenderAPICapabilities* getCapabilities() const;
  429. /** Returns information about the driver version. */
  430. virtual const DriverVersion& getDriverVersion() const;
  431. /**
  432. * Binds the provided GPU program to the pipeline. Any following draw operations will use this program.
  433. *
  434. * @param[in] prg GPU program to bind. Slot it is bound to is determined by the program type.
  435. *
  436. * @note You need to bind at least a vertex and a fragment program in order to draw something.
  437. */
  438. virtual void bindGpuProgram(const SPtr<GpuProgramCore>& prg);
  439. /**
  440. * Assigns a parameter buffer containing constants (uniforms) for use in a GPU program.
  441. *
  442. * @param[in] gptype Type of GPU program to bind the buffer to.
  443. * @param[in] slot Slot to bind the buffer to. The slot is dependant on the GPU program the buffer will be used
  444. * with.
  445. * @param[in] buffer Buffer containing constants (uniforms) for use by the shader.
  446. * @param[in] paramDesc Description of all parameters in the buffer. Required mostly for backwards compatibility.
  447. */
  448. virtual void setParamBuffer(GpuProgramType gptype, UINT32 slot, const SPtr<GpuParamBlockBufferCore>& buffer,
  449. const GpuParamDesc& paramDesc) = 0;
  450. /**
  451. * Unbinds a program of a given type.
  452. *
  453. * @param[in] gptype GPU program slot to unbind the program from.
  454. */
  455. virtual void unbindGpuProgram(GpuProgramType gptype);
  456. /** Query if a GPU program of a given type is currently bound. */
  457. virtual bool isGpuProgramBound(GpuProgramType gptype);
  458. /**
  459. * Sets up clip planes that will clip drawn geometry on the negative side of the planes.
  460. *
  461. * @param[in] clipPlanes A list of planes to set, replacing the old ones.
  462. */
  463. virtual void setClipPlanes(const PlaneList& clipPlanes);
  464. /**
  465. * Adds a new clip plane. All drawn geometry will be clipped to this plane.
  466. *
  467. * @param[in] p Clip plane to add.
  468. */
  469. virtual void addClipPlane(const Plane& p);
  470. /** Clears all clip planes. */
  471. virtual void resetClipPlanes();
  472. /**
  473. * Allows you to set up a region in which rendering can take place. Coordinates are in pixels. No rendering will be
  474. * done to render target pixels outside of the provided region.
  475. *
  476. * @param[in] left Left border of the scissor rectangle, in pixels.
  477. * @param[in] top Top border of the scissor rectangle, in pixels.
  478. * @param[in] right Right border of the scissor rectangle, in pixels.
  479. * @param[in] bottom Bottom border of the scissor rectangle, in pixels.
  480. */
  481. virtual void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) = 0;
  482. /**
  483. * Clears the currently active render target.
  484. *
  485. * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are
  486. * to be cleared.
  487. * @param[in] color (optional) The color to clear the color buffer with, if enabled.
  488. * @param[in] depth (optional) The value to initialize the depth buffer with, if enabled.
  489. * @param[in] stencil (optional) The value to initialize the stencil buffer with, if enabled.
  490. * @param[in] targetMask (optional) In case multiple render targets are bound, this allows you to control
  491. * which ones to clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations).
  492. */
  493. virtual void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f,
  494. UINT16 stencil = 0, UINT8 targetMask = 0xFF) = 0;
  495. /**
  496. * Clears the currently active viewport (meaning it clears just a sub-area of a render-target that is covered by the
  497. * viewport, as opposed to clearRenderTarget() which always clears the entire render target).
  498. *
  499. * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are to be
  500. * cleared.
  501. * @param[in] color (optional) The color to clear the color buffer with, if enabled.
  502. * @param[in] depth (optional) The value to initialize the depth buffer with, if enabled.
  503. * @param[in] stencil (optional) The value to initialize the stencil buffer with, if enabled.
  504. * @param[in] targetMask (optional) In case multiple render targets are bound, this allows you to control
  505. * which ones to clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations).
  506. */
  507. virtual void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f,
  508. UINT16 stencil = 0, UINT8 targetMask = 0xFF) = 0;
  509. /**
  510. * Change the render target into which we want to draw.
  511. *
  512. * @param[in] target Render target to draw to.
  513. * @param[in] readOnlyDepthStencil If true the caller guarantees he won't write to the depth/stencil buffer
  514. * (if any was provided). This allows the depth buffer to be bound for depth
  515. * testing, as well as reading in a shader, at the same time.
  516. */
  517. virtual void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) = 0;
  518. /**
  519. * Returns information about available output devices and their video modes.
  520. *
  521. * @note Thread safe.
  522. */
  523. const VideoModeInfo& getVideoModeInfo() const { return *mVideoModeInfo; }
  524. /************************************************************************/
  525. /* UTILITY METHODS */
  526. /************************************************************************/
  527. /**
  528. * Contains a default matrix into a matrix suitable for use by this specific render system.
  529. *
  530. * @note Thread safe.
  531. */
  532. virtual void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) = 0;
  533. /**
  534. * Returns information about the specific API implementation.
  535. *
  536. * @note Thread safe.
  537. */
  538. virtual const RenderAPIInfo& getAPIInfo() const = 0;
  539. /**
  540. * Generates a parameter block description and calculates per-parameter offsets for the provided gpu data
  541. * parameters. The offsets are render API specific and correspond to std140 layout for OpenGL, and the default
  542. * layout in DirectX.
  543. *
  544. * @param[in] name Name to assign the parameter block.
  545. * @param[in] params List of parameters in the parameter block. Only name, type and array size fields need to be
  546. * populated, the rest will be populated when the method returns.
  547. * @return Descriptor for the parameter block holding the provided parameters as laid out by the
  548. * default render API layout.
  549. */
  550. virtual GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) = 0;
  551. /************************************************************************/
  552. /* INTERNAL METHODS */
  553. /************************************************************************/
  554. protected:
  555. /**
  556. * Initializes the render API system and creates a primary render window.
  557. *
  558. * @note
  559. * Although I'd like otherwise, due to the nature of some render API implementations, you cannot initialize the
  560. * render system without a window.
  561. * @note
  562. * Sim thread.
  563. */
  564. SPtr<RenderWindow> initialize(const RENDER_WINDOW_DESC& primaryWindowDesc);
  565. /**
  566. * Prepares the initialization of the render API system on the core thread. After the system is prepared a render
  567. * window can be created and initialization finalized.
  568. */
  569. virtual void initializePrepare();
  570. /**
  571. * Finalizes the initialization of the render API system on the core thread. Should be called after the primary
  572. * render window is created.
  573. */
  574. virtual void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow);
  575. /**
  576. * Shuts down the render API system and cleans up all resources.
  577. *
  578. * @note Sim thread.
  579. */
  580. void destroy();
  581. /** Performs render API system shutdown on the core thread. */
  582. virtual void destroyCore();
  583. /** @copydoc setClipPlanes */
  584. virtual void setClipPlanesImpl(const PlaneList& clipPlanes) = 0;
  585. /************************************************************************/
  586. /* INTERNAL DATA */
  587. /************************************************************************/
  588. protected:
  589. friend class RenderAPIManager;
  590. SPtr<RenderTargetCore> mActiveRenderTarget;
  591. DriverVersion mDriverVersion;
  592. CullingMode mCullingMode;
  593. UINT16 mDisabledTexUnitsFrom;
  594. bool mVertexProgramBound;
  595. bool mGeometryProgramBound;
  596. bool mFragmentProgramBound;
  597. bool mDomainProgramBound;
  598. bool mHullProgramBound;
  599. bool mComputeProgramBound;
  600. PlaneList mClipPlanes;
  601. bool mClipPlanesDirty;
  602. RenderAPICapabilities* mCurrentCapabilities;
  603. SPtr<VideoModeInfo> mVideoModeInfo;
  604. };
  605. /** @} */
  606. }