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