CmDeferredRenderContext.cpp 7.1 KB

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  1. #include "CmDeferredRenderContext.h"
  2. #include "CmCommandQueue.h"
  3. #include "CmRenderSystemManager.h"
  4. #include "CmRenderSystem.h"
  5. #include "CmBlendState.h"
  6. namespace CamelotEngine
  7. {
  8. DeferredRenderContext::DeferredRenderContext(RenderSystem* rs, CM_THREAD_ID_TYPE threadId)
  9. :mCommandQueue(new CommandQueue(threadId))
  10. , mWaitForVerticalBlank(true)
  11. , mInvertVertexWinding(false)
  12. , mCullingMode(CULL_CLOCKWISE)
  13. , mRenderSystem(rs)
  14. {
  15. assert(mRenderSystem != nullptr);
  16. }
  17. DeferredRenderContext::~DeferredRenderContext()
  18. {
  19. delete mCommandQueue;
  20. }
  21. void DeferredRenderContext::swapAllRenderTargetBuffers(bool waitForVSync)
  22. {
  23. mCommandQueue->queue(boost::bind(&RenderSystem::swapAllRenderTargetBuffers, mRenderSystem, waitForVSync));
  24. }
  25. void DeferredRenderContext::setViewport(const Viewport& vp)
  26. {
  27. mCommandQueue->queue(boost::bind(&RenderSystem::setViewport, mRenderSystem, vp));
  28. }
  29. void DeferredRenderContext::setSamplerState(UINT16 texUnit, const SamplerState& samplerState)
  30. {
  31. mCommandQueue->queue(boost::bind(&RenderSystem::setSamplerState, mRenderSystem, texUnit, samplerState));
  32. }
  33. void DeferredRenderContext::setBlendState(const BlendState& blendState)
  34. {
  35. mCommandQueue->queue(boost::bind(&RenderSystem::setBlendState, mRenderSystem, blendState));
  36. }
  37. void DeferredRenderContext::setTexture(UINT16 unit, bool enabled, const TexturePtr &texPtr)
  38. {
  39. mCommandQueue->queue(boost::bind(&RenderSystem::setTexture, mRenderSystem, unit, enabled, texPtr));
  40. }
  41. void DeferredRenderContext::disableTextureUnit(UINT16 texUnit)
  42. {
  43. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnit, mRenderSystem, texUnit));
  44. }
  45. void DeferredRenderContext::disableTextureUnitsFrom(UINT16 texUnit)
  46. {
  47. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnitsFrom, mRenderSystem, texUnit));
  48. }
  49. void DeferredRenderContext::setScissorTest(bool enabled, UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  50. {
  51. mCommandQueue->queue(boost::bind(&RenderSystem::setScissorTest, mRenderSystem, enabled, left, top, right, bottom));
  52. }
  53. bool DeferredRenderContext::getWaitForVerticalBlank(void) const
  54. {
  55. return mWaitForVerticalBlank;
  56. }
  57. void DeferredRenderContext::setWaitForVerticalBlank(bool enabled)
  58. {
  59. mWaitForVerticalBlank = enabled;
  60. mCommandQueue->queue(boost::bind(&RenderSystem::setWaitForVerticalBlank, mRenderSystem, enabled));
  61. }
  62. void DeferredRenderContext::setInvertVertexWinding(bool invert)
  63. {
  64. mInvertVertexWinding = invert;
  65. mCommandQueue->queue(boost::bind(&RenderSystem::setInvertVertexWinding, mRenderSystem, invert));
  66. }
  67. bool DeferredRenderContext::getInvertVertexWinding(void) const
  68. {
  69. return mInvertVertexWinding;
  70. }
  71. void DeferredRenderContext::setDepthBufferParams(bool depthTest, bool depthWrite, CompareFunction depthFunction)
  72. {
  73. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferParams, mRenderSystem, depthTest, depthWrite, depthFunction));
  74. }
  75. void DeferredRenderContext::setDepthBufferCheckEnabled(bool enabled)
  76. {
  77. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferCheckEnabled, mRenderSystem, enabled));
  78. }
  79. void DeferredRenderContext::setDepthBufferWriteEnabled(bool enabled)
  80. {
  81. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferWriteEnabled, mRenderSystem, enabled));
  82. }
  83. void DeferredRenderContext::setDepthBufferFunction(CompareFunction func)
  84. {
  85. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBufferFunction, mRenderSystem, func));
  86. }
  87. void DeferredRenderContext::setDepthBias(float constantBias, float slopeScaleBias)
  88. {
  89. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthBias, mRenderSystem, constantBias, slopeScaleBias));
  90. }
  91. void DeferredRenderContext::setPolygonMode(PolygonMode level)
  92. {
  93. mCommandQueue->queue(boost::bind(&RenderSystem::setPolygonMode, mRenderSystem, level));
  94. }
  95. void DeferredRenderContext::setStencilCheckEnabled(bool enabled)
  96. {
  97. mCommandQueue->queue(boost::bind(&RenderSystem::setStencilCheckEnabled, mRenderSystem, enabled));
  98. }
  99. void DeferredRenderContext::setStencilBufferParams(CompareFunction func, UINT32 refValue, UINT32 mask, StencilOperation stencilFailOp,
  100. StencilOperation depthFailOp, StencilOperation passOp, bool twoSidedOperation)
  101. {
  102. mCommandQueue->queue(boost::bind(&RenderSystem::setStencilBufferParams, mRenderSystem, func, refValue, mask, stencilFailOp, depthFailOp, passOp, twoSidedOperation));
  103. }
  104. void DeferredRenderContext::setCullingMode(CullingMode mode)
  105. {
  106. mCullingMode = mode;
  107. mCommandQueue->queue(boost::bind(&RenderSystem::setCullingMode, mRenderSystem, mode));
  108. }
  109. CullingMode DeferredRenderContext::getCullingMode(void) const
  110. {
  111. return mCullingMode;
  112. }
  113. void DeferredRenderContext::addClipPlane(const Plane &p)
  114. {
  115. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, p));
  116. }
  117. void DeferredRenderContext::addClipPlane(float A, float B, float C, float D)
  118. {
  119. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, A, B, C, D));
  120. }
  121. void DeferredRenderContext::setClipPlanes(const PlaneList& clipPlanes)
  122. {
  123. mCommandQueue->queue(boost::bind(&RenderSystem::setClipPlanes, mRenderSystem, clipPlanes));
  124. }
  125. void DeferredRenderContext::resetClipPlanes()
  126. {
  127. mCommandQueue->queue(boost::bind(&RenderSystem::resetClipPlanes, mRenderSystem));
  128. }
  129. void DeferredRenderContext::bindGpuProgram(GpuProgramHandle prg)
  130. {
  131. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgram, mRenderSystem, prg));
  132. }
  133. void DeferredRenderContext::unbindGpuProgram(GpuProgramType gptype)
  134. {
  135. mCommandQueue->queue(boost::bind(&RenderSystem::unbindGpuProgram, mRenderSystem, gptype));
  136. }
  137. void DeferredRenderContext::bindGpuProgramParameters(GpuProgramType gptype,
  138. GpuProgramParametersSharedPtr params, UINT16 variabilityMask)
  139. {
  140. GpuProgramParametersSharedPtr paramCopy = GpuProgramParametersSharedPtr(new GpuProgramParameters(*params));
  141. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgramParameters, mRenderSystem, gptype, paramCopy, variabilityMask));
  142. }
  143. void DeferredRenderContext::setRenderTarget(RenderTarget *target)
  144. {
  145. mCommandQueue->queue(boost::bind(&RenderSystem::setRenderTarget, mRenderSystem, target));
  146. }
  147. void DeferredRenderContext::clearFrameBuffer(unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  148. {
  149. mCommandQueue->queue(boost::bind(&RenderSystem::clearFrameBuffer, mRenderSystem, buffers, color, depth, stencil));
  150. }
  151. void DeferredRenderContext::beginFrame()
  152. {
  153. mCommandQueue->queue(boost::bind(&RenderSystem::beginFrame, mRenderSystem));
  154. }
  155. void DeferredRenderContext::endFrame()
  156. {
  157. mCommandQueue->queue(boost::bind(&RenderSystem::endFrame, mRenderSystem));
  158. }
  159. void DeferredRenderContext::render(const RenderOperation& op)
  160. {
  161. mCommandQueue->queue(boost::bind(&RenderSystem::render, mRenderSystem, op));
  162. }
  163. void DeferredRenderContext::submitToGpu()
  164. {
  165. vector<CommandQueue::Command>::type* commands = mCommandQueue->flush();
  166. RenderSystem* rs = RenderSystemManager::getActive();
  167. rs->queueCommand(boost::bind(&CommandQueue::playback, mCommandQueue, commands));
  168. }
  169. }