BsGLRenderAPI.h 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsGLPrerequisites.h"
  5. #include "BsRenderAPI.h"
  6. #include "BsGLHardwareBufferManager.h"
  7. #include "BsGLSLProgramFactory.h"
  8. #include "BsMatrix4.h"
  9. namespace BansheeEngine
  10. {
  11. /** @addtogroup GL
  12. * @{
  13. */
  14. /** Implementation of a render system using OpenGL. Provides abstracted access to various low level OpenGL methods. */
  15. class BS_RSGL_EXPORT GLRenderAPI : public RenderAPICore
  16. {
  17. public:
  18. GLRenderAPI();
  19. ~GLRenderAPI();
  20. /** @copydoc RenderAPICore::getName() */
  21. const StringID& getName() const override;
  22. /** @copydoc RenderAPICore::getShadingLanguageName() */
  23. const String& getShadingLanguageName() const override;
  24. /** @copydoc RenderAPICore::setRenderTarget() */
  25. void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) override;
  26. /** @copydoc RenderAPICore::setVertexBuffers() */
  27. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
  28. /** @copydoc RenderAPICore::setIndexBuffer() */
  29. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
  30. /** @copydoc RenderAPICore::setVertexDeclaration() */
  31. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
  32. /** @copydoc RenderAPICore::setDrawOperation() */
  33. void setDrawOperation(DrawOperationType op) override;
  34. /** @copydoc RenderAPICore::setScissorRect() */
  35. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
  36. /** @copydoc RenderAPICore::setTexture() */
  37. void setTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr<TextureCore>& texture) override;
  38. /** @copydoc RenderAPICore::setLoadStoreTexture */
  39. void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr<TextureCore>& texture,
  40. const TextureSurface& surface) override;
  41. /** @copydoc RenderAPICore::setBuffer */
  42. void setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr<GpuBufferCore>& buffer, bool loadStore = false) override;
  43. /** @copydoc RenderAPICore::setSamplerState() */
  44. void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState) override;
  45. /** @copydoc RenderAPICore::setBlendState() */
  46. void setBlendState(const SPtr<BlendStateCore>& blendState) override;
  47. /** @copydoc RenderAPICore::setRasterizerState() */
  48. void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
  49. /** @copydoc RenderAPICore::setDepthStencilState() */
  50. void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
  51. /** @copydoc RenderAPICore::setViewport() */
  52. void setViewport(const Rect2& area) override;
  53. /** @copydoc RenderAPICore::bindGpuProgram() */
  54. void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
  55. /** @copydoc RenderAPICore::unbindGpuProgram() */
  56. void unbindGpuProgram(GpuProgramType gptype) override;
  57. /** @copydoc RenderAPICore::setParamBuffer */
  58. void setParamBuffer(GpuProgramType gptype, UINT32 slot, const SPtr<GpuParamBlockBufferCore>& buffer,
  59. const GpuParamDesc& paramDesc) override;
  60. /** @copydoc RenderAPICore::beginFrame() */
  61. void beginFrame() override;
  62. /** @copydoc RenderAPICore::endFrame() */
  63. void endFrame() override;
  64. /** @copydoc RenderAPICore::draw() */
  65. void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0) override;
  66. /** @copydoc RenderAPICore::drawIndexed() */
  67. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount
  68. , UINT32 instanceCount = 0) override;
  69. /** @copydoc RenderAPICore::dispatchCompute() */
  70. void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1) override;
  71. /** @copydoc RenderAPICore::clearRenderTarget() */
  72. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  73. UINT8 targetMask = 0xFF) override;
  74. /** @copydoc RenderAPICore::clearViewport() */
  75. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  76. UINT8 targetMask = 0xFF) override;
  77. /** @copydoc RenderAPICore::convertProjectionMatrix() */
  78. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  79. /** @copydoc RenderAPICore::getAPIInfo */
  80. const RenderAPIInfo& getAPIInfo() const override;
  81. /** @copydoc RenderAPICore::generateParamBlockDesc() */
  82. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  83. /************************************************************************/
  84. /* Internal use by OpenGL RenderSystem only */
  85. /************************************************************************/
  86. /** Query has the main context been initialized. */
  87. bool _isContextInitialized() const { return mGLInitialised; }
  88. /** Returns main context. Caller must ensure the context has been initialized. */
  89. SPtr<GLContext> getMainContext() const { return mMainContext; }
  90. /** Returns a support object you may use for creating */
  91. GLSupport* getGLSupport() const { return mGLSupport; }
  92. protected:
  93. /** @copydoc RenderAPICore::initializePrepare */
  94. void initializePrepare() override;
  95. /** @copydoc RenderAPICore::initializeFinalize */
  96. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
  97. /** @copydoc RenderAPICore::destroyCore */
  98. void destroyCore() override;
  99. /** Call before doing a draw operation, this method sets everything up. */
  100. void beginDraw();
  101. /** Needs to accompany every beginDraw after you are done with a single draw operation. */
  102. void endDraw();
  103. /** Clear a part of a render target. */
  104. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  105. const Rect2I& clearArea = Rect2I::EMPTY, UINT8 targetMask = 0xFF);
  106. /** Set up clip planes against which all geometry will get clipped. */
  107. void setClipPlanesImpl(const PlaneList& clipPlanes) override;
  108. /**
  109. * Changes the currently active texture unit. Any texture related operations will then be performed on this unit.
  110. */
  111. bool activateGLTextureUnit(UINT16 unit);
  112. /** Changes the active GPU program. */
  113. void setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program);
  114. /** Retrieves the active GPU program of the specified type. */
  115. SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
  116. /** Converts Banshee blend mode to OpenGL blend mode. */
  117. GLint getBlendMode(BlendFactor blendMode) const;
  118. /** Converts Banshee texture addressing mode to OpenGL texture addressing mode. */
  119. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  120. /** Gets a combined min/mip filter value usable by OpenGL from the currently set min and mip filters. */
  121. GLuint getCombinedMinMipFilter() const;
  122. /**
  123. * Calculates a global texture unit slot for a sampler specific to a GPU program.
  124. *
  125. * @param[in] gptype Type of the GPU program the sampler is a part of.
  126. * @param[in] samplerIdx Index of the sampler uniform.
  127. * @return Unique global texture unit index that can be used for binding a texture to the specified
  128. * sampler.
  129. */
  130. UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 samplerIdx);
  131. /**
  132. * Calculates a global image unit slot based on a uniform index of the image in a GPU program.
  133. *
  134. * @param[in] gptype Type of the GPU program the uniform is a part of.
  135. * @param[in] uniformIdx Index of the image uniform.
  136. * @return Unique global image unit index that can be used for binding a load-store texture to the
  137. * specified uniform.
  138. */
  139. UINT32 getGLImageUnit(GpuProgramType gptype, UINT32 uniformIdx);
  140. /**
  141. * OpenGL shares all buffer bindings, but the engine prefers to keep buffers separate per-stage. This will convert
  142. * block buffer binding that is set per stage into a global block buffer binding usable by OpenGL.
  143. */
  144. UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
  145. /** Returns the OpenGL specific mode used for drawing, depending on the currently set draw operation. */
  146. GLint getGLDrawMode() const;
  147. /** Creates render system capabilities that specify which features are or aren't supported. */
  148. RenderAPICapabilities* createRenderSystemCapabilities() const;
  149. /** Finish initialization by setting up any systems dependant on render systemcapabilities. */
  150. void initFromCaps(RenderAPICapabilities* caps);
  151. /**
  152. * Switch the currently used OpenGL context. You will need to re-bind any previously bound values manually
  153. * (for example textures, gpu programs and such).
  154. */
  155. void switchContext(const SPtr<GLContext>& context);
  156. /************************************************************************/
  157. /* Sampler states */
  158. /************************************************************************/
  159. /**
  160. * Sets the texture addressing mode for a texture unit. This determines how are UV address values outside of [0, 1]
  161. * range handled when sampling from texture.
  162. */
  163. void setTextureAddressingMode(UINT16 unit, const UVWAddressingMode& uvw);
  164. /**
  165. * Sets the texture border color for a texture unit. Border color determines color returned by the texture sampler
  166. * when border addressing mode is used and texture address is outside of [0, 1] range.
  167. */
  168. void setTextureBorderColor(UINT16 unit, const Color& color);
  169. /**
  170. * Sets the mipmap bias value for a given texture unit. Bias allows you to adjust the mipmap selection calculation.
  171. * Negative values force a larger mipmap to be used, and positive values smaller. Units are in values of mip levels,
  172. * so -1 means use a mipmap one level higher than default.
  173. */
  174. void setTextureMipmapBias(UINT16 unit, float bias);
  175. /**
  176. * Allows you to specify how is the texture bound to the specified texture unit filtered. Different filter types are
  177. * used for different situations like magnifying or minifying a texture.
  178. */
  179. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  180. /** Sets anisotropy value for the specified texture unit. */
  181. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  182. /** Gets anisotropy value for the specified texture unit. */
  183. GLfloat getCurrentAnisotropy(UINT16 unit);
  184. /************************************************************************/
  185. /* Blend states */
  186. /************************************************************************/
  187. /**
  188. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  189. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  190. */
  191. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  192. /**
  193. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  194. * Allows you to set up separate blend operations for alpha values.
  195. *
  196. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  197. */
  198. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  199. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  200. /**
  201. * Sets alpha test that allows you to reject pixels that fail the comparison function versus the provided reference
  202. * value.
  203. */
  204. void setAlphaTest(CompareFunction func, unsigned char value);
  205. /**
  206. * Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing to worry about order
  207. * of rendering like regular blending does. It requires multi-sampling to be active in order to work, and you need
  208. * to supply an alpha texture that determines object transparency.
  209. */
  210. void setAlphaToCoverage(bool enabled);
  211. /** Enables or disables writing to certain color channels of the render target. */
  212. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  213. /************************************************************************/
  214. /* Rasterizer states */
  215. /************************************************************************/
  216. /** Sets vertex winding order. Normally you would use this to cull back facing polygons. */
  217. void setCullingMode(CullingMode mode);
  218. /** Sets the polygon rasterization mode. Determines how are polygons interpreted. */
  219. void setPolygonMode(PolygonMode level);
  220. /**
  221. * Sets a depth bias that will offset the depth values of new pixels by the specified amount. Final depth bias value
  222. * is a combination of the constant depth bias and slope depth bias. Slope depth bias has more effect the higher
  223. * the slope of the rendered polygon.
  224. *
  225. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  226. */
  227. void setDepthBias(float constantBias, float slopeScaleBias);
  228. /**
  229. * Scissor test allows you to mask off rendering in all but a given rectangular area identified by the rectangle
  230. * set by setScissorRect().
  231. */
  232. void setScissorTestEnable(bool enable);
  233. /** Enables or disables multisample antialiasing. */
  234. void setMultisamplingEnable(bool enable);
  235. /** Enables or disables depth clipping (near/fear plane clipping). */
  236. void setDepthClipEnable(bool enable);
  237. /** Enables or disables antialiased line rendering. */
  238. void setAntialiasedLineEnable(bool enable);
  239. /************************************************************************/
  240. /* Depth stencil state */
  241. /************************************************************************/
  242. /** Should new pixels perform depth testing using the set depth comparison function before being written. */
  243. void setDepthBufferCheckEnabled(bool enabled = true);
  244. /** Should new pixels write to the depth buffer. */
  245. void setDepthBufferWriteEnabled(bool enabled = true);
  246. /**
  247. * Sets comparison function used for depth testing. Determines how are new and existing pixel values compared - if
  248. * comparison function returns true the new pixel is written.
  249. */
  250. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  251. /**
  252. * Turns stencil tests on or off. By default this is disabled. Stencil testing allow you to mask out a part of the
  253. * rendered image by using various stencil operations provided.
  254. */
  255. void setStencilCheckEnabled(bool enabled);
  256. /**
  257. * Allows you to set stencil operations that are performed when stencil test passes or fails.
  258. *
  259. * @param[in] stencilFailOp Operation executed when stencil test fails.
  260. * @param[in] depthFailOp Operation executed when stencil test succeeds but depth test fails.
  261. * @param[in] passOp Operation executed when stencil test succeeds and depth test succeeds.
  262. * @param[in] front Should the stencil operations be applied to front or back facing polygons.
  263. */
  264. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  265. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  266. bool front = true);
  267. /**
  268. * Sets a stencil buffer comparison function. The result of this will cause one of 3 actions depending on whether
  269. * the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check
  270. * passing too.
  271. *
  272. * @param[in] func Comparison function that determines whether a stencil test fails or passes. Reference value
  273. * gets compared to the value already in the buffer using this function.
  274. * @param[in] mask The bitmask applied to both the stencil value and the reference value
  275. * before comparison
  276. * @param[in] ccw If set to true, the stencil operations will be applied to counterclockwise
  277. * faces. Otherwise they will be applied to clockwise faces.
  278. */
  279. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool ccw = true);
  280. /** The bitmask applied to the stencil value before writing it to the stencil buffer. */
  281. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  282. /**
  283. * Sets a reference values used for stencil buffer comparisons. Actual comparison function and stencil operations
  284. * are set by setting the DepthStencilState.
  285. */
  286. void setStencilRefValue(UINT32 refValue);
  287. /************************************************************************/
  288. /* UTILITY METHODS */
  289. /************************************************************************/
  290. /**
  291. * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target
  292. * and applies them for further rendering.
  293. */
  294. void applyViewport();
  295. /** Converts the provided matrix m into a representation usable by OpenGL. */
  296. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  297. /** Converts the engine depth/stencil compare function into OpenGL representation. */
  298. GLint convertCompareFunction(CompareFunction func) const;
  299. /**
  300. * Convers the engine stencil operation in OpenGL representation. Optionally inverts the operation (increment
  301. * becomes decrement, etc.).
  302. */
  303. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  304. /** Checks if there are any OpenGL errors and prints them to the log. */
  305. bool checkForErrors() const;
  306. private:
  307. /** Information about a currently bound texture. */
  308. struct TextureInfo
  309. {
  310. UINT32 samplerIdx;
  311. GLenum type;
  312. };
  313. /** Information about a currently bound load-store texture (image in OpenGL lingo). */
  314. struct ImageInfo
  315. {
  316. UINT32 uniformIdx;
  317. };
  318. Rect2 mViewportNorm;
  319. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  320. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  321. UINT32 mStencilReadMask;
  322. UINT32 mStencilWriteMask;
  323. UINT32 mStencilRefValue;
  324. CompareFunction mStencilCompareFront;
  325. CompareFunction mStencilCompareBack;
  326. // View matrix to set world against
  327. Matrix4 mViewMatrix;
  328. // Last min & mip filtering options, so we can combine them
  329. FilterOptions mMinFilter;
  330. FilterOptions mMipFilter;
  331. // Holds texture type settings for every stage
  332. UINT32 mNumTextureUnits;
  333. TextureInfo* mTextureInfos;
  334. UINT32 mNumImageUnits;
  335. ImageInfo* mImageInfos;
  336. bool mDepthWrite;
  337. bool mColorWrite[4];
  338. GLSupport* mGLSupport;
  339. bool mGLInitialised;
  340. GLSLProgramFactory* mGLSLProgramFactory;
  341. GLSLProgramPipelineManager* mProgramPipelineManager;
  342. SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
  343. SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
  344. SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
  345. SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
  346. SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
  347. SPtr<GLSLGpuProgramCore> mCurrentComputeProgram;
  348. const GLSLProgramPipeline* mActivePipeline;
  349. UINT32 mTextureUnitOffsets[6];
  350. UINT32 mMaxBoundTexUnits[6];
  351. UINT32 mMaxBoundImageUnits[6];
  352. UINT32 mUBOffsets[6];
  353. Vector<SPtr<VertexBufferCore>> mBoundVertexBuffers;
  354. SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
  355. SPtr<IndexBufferCore> mBoundIndexBuffer;
  356. DrawOperationType mCurrentDrawOperation;
  357. SPtr<GLContext> mMainContext;
  358. SPtr<GLContext> mCurrentContext;
  359. bool mDrawCallInProgress;
  360. UINT16 mActiveTextureUnit;
  361. };
  362. /** @} */
  363. }