BsGLRenderSystem.cpp 56 KB

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  1. #include "BsGLRenderSystem.h"
  2. #include "BsRenderSystem.h"
  3. #include "BsGLTextureManager.h"
  4. #include "BsGLVertexBuffer.h"
  5. #include "BsGLIndexBuffer.h"
  6. #include "BsGLUtil.h"
  7. #include "BsGLSLGpuProgram.h"
  8. #include "BsException.h"
  9. #include "BsGLOcclusionQuery.h"
  10. #include "BsGLContext.h"
  11. #include "BsGLSupport.h"
  12. #include "BsAsyncOp.h"
  13. #include "BsBlendState.h"
  14. #include "BsRasterizerState.h"
  15. #include "BsDepthStencilState.h"
  16. #include "BsGLRenderTexture.h"
  17. #include "BsGLRenderWindowManager.h"
  18. #include "BsGLSLProgramPipelineManager.h"
  19. #include "BsGLVertexArrayObjectManager.h"
  20. #include "BsRenderStateManager.h"
  21. #include "BsGpuParams.h"
  22. #include "BsGLGpuParamBlockBuffer.h"
  23. #include "BsCoreThread.h"
  24. #include "BsGLQueryManager.h"
  25. #include "BsDebug.h"
  26. namespace BansheeEngine
  27. {
  28. String MODULE_NAME = "BansheeGLRenderSystem.dll";
  29. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
  30. /************************************************************************/
  31. /* PUBLIC INTERFACE */
  32. /************************************************************************/
  33. GLRenderSystem::GLRenderSystem()
  34. : mDepthWrite(true),
  35. mGLSLProgramFactory(nullptr),
  36. mProgramPipelineManager(nullptr),
  37. mActivePipeline(nullptr),
  38. mActiveTextureUnit(0),
  39. mScissorTop(0), mScissorBottom(720), mScissorLeft(0), mScissorRight(1280),
  40. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  41. mStencilReadMask(0xFFFFFFFF),
  42. mStencilWriteMask(0xFFFFFFFF),
  43. mStencilCompareFront(CMPF_ALWAYS_PASS),
  44. mStencilCompareBack(CMPF_ALWAYS_PASS),
  45. mStencilRefValue(0),
  46. mFragmentTexOffset(0),
  47. mVertexTexOffset(0),
  48. mGeometryTexOffset(0),
  49. mTextureTypes(nullptr),
  50. mNumTextureTypes(0),
  51. mFragmentUBOffset(0),
  52. mVertexUBOffset(0),
  53. mGeometryUBOffset(0),
  54. mHullUBOffset(0),
  55. mDomainUBOffset(0),
  56. mComputeUBOffset(0),
  57. mDrawCallInProgress(false),
  58. mCurrentDrawOperation(DOT_TRIANGLE_LIST)
  59. {
  60. // Get our GLSupport
  61. mGLSupport = BansheeEngine::getGLSupport();
  62. mViewMatrix = Matrix4::IDENTITY;
  63. mColorWrite[0] = mColorWrite[1] = mColorWrite[2] = mColorWrite[3] = true;
  64. mCurrentContext = 0;
  65. mMainContext = 0;
  66. mGLInitialised = false;
  67. mMinFilter = FO_LINEAR;
  68. mMipFilter = FO_POINT;
  69. mProgramPipelineManager = bs_new<GLSLProgramPipelineManager>();
  70. }
  71. GLRenderSystem::~GLRenderSystem()
  72. {
  73. }
  74. const String& GLRenderSystem::getName() const
  75. {
  76. static String strName("GLRenderSystem");
  77. return strName;
  78. }
  79. const String& GLRenderSystem::getShadingLanguageName() const
  80. {
  81. static String strName("glsl");
  82. return strName;
  83. }
  84. void GLRenderSystem::initialize_internal(AsyncOp& asyncOp)
  85. {
  86. THROW_IF_NOT_CORE_THREAD;
  87. mGLSupport->start();
  88. mVideoModeInfo = mGLSupport->getVideoModeInfo();
  89. RenderWindowManager::startUp<GLRenderWindowManager>(this);
  90. RenderStateManager::startUp();
  91. QueryManager::startUp<GLQueryManager>();
  92. // Initialize a window so we have something to create a GL context with
  93. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  94. // Get the context from the window and finish initialization
  95. GLContext *context = nullptr;
  96. primaryWindow->getCustomAttribute("GLCONTEXT", &context);
  97. // Set main and current context
  98. mMainContext = context;
  99. mCurrentContext = mMainContext;
  100. // Set primary context as active
  101. if (mCurrentContext)
  102. mCurrentContext->setCurrent();
  103. checkForErrors();
  104. // Setup GLSupport
  105. mGLSupport->initializeExtensions();
  106. checkForErrors();
  107. Vector<BansheeEngine::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
  108. if (!tokens.empty())
  109. {
  110. mDriverVersion.major = parseInt(tokens[0]);
  111. if (tokens.size() > 1)
  112. mDriverVersion.minor = parseInt(tokens[1]);
  113. if (tokens.size() > 2)
  114. mDriverVersion.release = parseInt(tokens[2]);
  115. }
  116. mDriverVersion.build = 0;
  117. mCurrentCapabilities = createRenderSystemCapabilities();
  118. initFromCaps(mCurrentCapabilities);
  119. GLVertexArrayObjectManager::startUp();
  120. mGLInitialised = true;
  121. RenderSystem::initialize_internal(asyncOp);
  122. asyncOp._completeOperation(primaryWindow);
  123. }
  124. void GLRenderSystem::destroy_internal()
  125. {
  126. RenderSystem::destroy_internal();
  127. GLVertexArrayObjectManager::shutDown();
  128. // Deleting the GLSL program factory
  129. if (mGLSLProgramFactory)
  130. {
  131. // Remove from manager safely
  132. GpuProgramManager::instance().removeFactory(mGLSLProgramFactory);
  133. bs_delete(mGLSLProgramFactory);
  134. mGLSLProgramFactory = nullptr;
  135. }
  136. // Deleting the hardware buffer manager. Has to be done before the mGLSupport->stop().
  137. HardwareBufferManager::shutDown();
  138. GLRTTManager::shutDown();
  139. mBoundVertexBuffers.clear();
  140. mBoundVertexDeclaration = nullptr;
  141. mBoundIndexBuffer = nullptr;
  142. mCurrentVertexProgram = nullptr;
  143. mCurrentFragmentProgram = nullptr;
  144. mCurrentGeometryProgram = nullptr;
  145. mCurrentHullProgram = nullptr;
  146. mCurrentDomainProgram = nullptr;
  147. mGLSupport->stop();
  148. TextureManager::shutDown();
  149. QueryManager::shutDown();
  150. RenderWindowManager::shutDown();
  151. RenderStateManager::shutDown();
  152. mGLInitialised = false;
  153. if(mProgramPipelineManager != nullptr)
  154. bs_delete(mProgramPipelineManager);
  155. if(mGLSupport)
  156. bs_delete(mGLSupport);
  157. if(mTextureTypes != nullptr)
  158. bs_deleteN(mTextureTypes, mNumTextureTypes);
  159. }
  160. void GLRenderSystem::bindGpuProgram(HGpuProgram prg)
  161. {
  162. THROW_IF_NOT_CORE_THREAD;
  163. GLSLGpuProgramPtr glprg = std::static_pointer_cast<GLSLGpuProgram>(prg->getThisPtr());
  164. switch (glprg->getType())
  165. {
  166. case GPT_VERTEX_PROGRAM:
  167. mCurrentVertexProgram = glprg;
  168. break;
  169. case GPT_FRAGMENT_PROGRAM:
  170. mCurrentFragmentProgram = glprg;
  171. break;
  172. case GPT_GEOMETRY_PROGRAM:
  173. mCurrentGeometryProgram = glprg;
  174. break;
  175. case GPT_DOMAIN_PROGRAM:
  176. mCurrentDomainProgram = glprg;
  177. break;
  178. case GPT_HULL_PROGRAM:
  179. mCurrentHullProgram = glprg;
  180. break;
  181. }
  182. RenderSystem::bindGpuProgram(prg);
  183. }
  184. void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype)
  185. {
  186. THROW_IF_NOT_CORE_THREAD;
  187. setActiveProgram(gptype, nullptr);
  188. RenderSystem::unbindGpuProgram(gptype);
  189. }
  190. void GLRenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  191. {
  192. THROW_IF_NOT_CORE_THREAD;
  193. bindableParams->updateHardwareBuffers();
  194. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  195. GLSLGpuProgramPtr activeProgram = getActiveProgram(gptype);
  196. GLuint glProgram = activeProgram->getGLHandle();
  197. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  198. {
  199. HTexture texture = bindableParams->getTexture(iter->second.slot);
  200. if(!texture.isLoaded())
  201. setTexture(gptype, iter->second.slot, false, nullptr);
  202. else
  203. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  204. }
  205. UINT32 texUnit = 0;
  206. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  207. {
  208. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  209. if(samplerState == nullptr)
  210. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  211. else
  212. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  213. glProgramUniform1i(glProgram, iter->second.slot, getGLTextureUnit(gptype, texUnit));
  214. texUnit++;
  215. }
  216. UINT8* uniformBufferData = nullptr;
  217. UINT32 blockBinding = 0;
  218. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  219. {
  220. GpuParamBlockBufferPtr paramBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  221. if(paramBlockBuffer == nullptr)
  222. continue;
  223. if(iter->second.slot == 0)
  224. {
  225. // 0 means uniforms are not in block, in which case we handle it specially
  226. if (uniformBufferData == nullptr && paramBlockBuffer->getSize() > 0)
  227. {
  228. uniformBufferData = (UINT8*)bs_alloc<ScratchAlloc>(paramBlockBuffer->getSize());
  229. paramBlockBuffer->readData(uniformBufferData);
  230. }
  231. continue;
  232. }
  233. const GLGpuParamBlockBuffer* glParamBlockBuffer = static_cast<const GLGpuParamBlockBuffer*>(paramBlockBuffer.get());
  234. UINT32 globalBlockBinding = getGLUniformBlockBinding(gptype, blockBinding);
  235. glUniformBlockBinding(glProgram, iter->second.slot - 1, globalBlockBinding);
  236. glBindBufferRange(GL_UNIFORM_BUFFER, globalBlockBinding, glParamBlockBuffer->getGLHandle(), 0, glParamBlockBuffer->getSize());
  237. blockBinding++;
  238. mRenderStats.numGpuParamBufferBinds++;
  239. }
  240. bool hasBoundAtLeastOne = false;
  241. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  242. {
  243. const GpuParamDataDesc& paramDesc = iter->second;
  244. if(paramDesc.paramBlockSlot != 0) // 0 means uniforms are not in a block
  245. continue;
  246. const UINT8* ptrData = uniformBufferData + paramDesc.cpuMemOffset * sizeof(UINT32);
  247. hasBoundAtLeastOne = true;
  248. switch(paramDesc.type)
  249. {
  250. case GPDT_FLOAT1:
  251. glProgramUniform1fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  252. break;
  253. case GPDT_FLOAT2:
  254. glProgramUniform2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  255. break;
  256. case GPDT_FLOAT3:
  257. glProgramUniform3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  258. break;
  259. case GPDT_FLOAT4:
  260. glProgramUniform4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  261. break;
  262. case GPDT_MATRIX_2X2:
  263. glProgramUniformMatrix2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  264. GL_FALSE, (GLfloat*)ptrData);
  265. break;
  266. case GPDT_MATRIX_2X3:
  267. glProgramUniformMatrix2x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  268. GL_FALSE, (GLfloat*)ptrData);
  269. break;
  270. case GPDT_MATRIX_2X4:
  271. glProgramUniformMatrix2x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  272. GL_FALSE, (GLfloat*)ptrData);
  273. break;
  274. case GPDT_MATRIX_3X2:
  275. glProgramUniformMatrix3x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  276. GL_FALSE, (GLfloat*)ptrData);
  277. break;
  278. case GPDT_MATRIX_3X3:
  279. glProgramUniformMatrix3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  280. GL_FALSE, (GLfloat*)ptrData);
  281. break;
  282. case GPDT_MATRIX_3X4:
  283. glProgramUniformMatrix3x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  284. GL_FALSE, (GLfloat*)ptrData);
  285. break;
  286. case GPDT_MATRIX_4X2:
  287. glProgramUniformMatrix4x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  288. GL_FALSE, (GLfloat*)ptrData);
  289. break;
  290. case GPDT_MATRIX_4X3:
  291. glProgramUniformMatrix4x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  292. GL_FALSE, (GLfloat*)ptrData);
  293. break;
  294. case GPDT_MATRIX_4X4:
  295. glProgramUniformMatrix4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  296. GL_FALSE, (GLfloat*)ptrData);
  297. break;
  298. case GPDT_INT1:
  299. glProgramUniform1iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  300. break;
  301. case GPDT_INT2:
  302. glProgramUniform2iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  303. break;
  304. case GPDT_INT3:
  305. glProgramUniform3iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  306. break;
  307. case GPDT_INT4:
  308. glProgramUniform4iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  309. break;
  310. case GPDT_BOOL:
  311. glProgramUniform1uiv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLuint*)ptrData);
  312. break;
  313. case GPDT_UNKNOWN:
  314. break;
  315. }
  316. }
  317. if (hasBoundAtLeastOne)
  318. mRenderStats.numGpuParamBufferBinds++;
  319. if(uniformBufferData != nullptr)
  320. {
  321. bs_free<ScratchAlloc>(uniformBufferData);
  322. }
  323. }
  324. void GLRenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  325. {
  326. THROW_IF_NOT_CORE_THREAD;
  327. unit = getGLTextureUnit(gptype, unit);
  328. GLTexturePtr tex = std::static_pointer_cast<GLTexture>(texPtr);
  329. GLenum lastTextureType = mTextureTypes[unit];
  330. if (!activateGLTextureUnit(unit))
  331. return;
  332. if (enabled && tex)
  333. {
  334. mTextureTypes[unit] = tex->getGLTextureTarget();
  335. glBindTexture(mTextureTypes[unit], tex->getGLID());
  336. }
  337. else
  338. {
  339. // TODO - This doesn't actually disable all textures set on this image unit, only the 2D ones
  340. // - If a non-2D sampler is used, the texture will still be displayed
  341. glBindTexture(GL_TEXTURE_2D, 0);
  342. }
  343. activateGLTextureUnit(0);
  344. mRenderStats.numTextureBinds++;
  345. }
  346. void GLRenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  347. {
  348. THROW_IF_NOT_CORE_THREAD;
  349. unit = getGLTextureUnit(gptype, unit);
  350. // Set texture layer filtering
  351. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  352. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  353. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  354. // Set texture anisotropy
  355. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  356. // Set mipmap biasing
  357. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  358. // Texture addressing mode
  359. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  360. setTextureAddressingMode(unit, uvw);
  361. // Set border color
  362. setTextureBorderColor(unit, state->getBorderColor());
  363. mRenderStats.numSamplerBinds++;
  364. }
  365. void GLRenderSystem::setBlendState(const BlendStatePtr& blendState)
  366. {
  367. THROW_IF_NOT_CORE_THREAD;
  368. // Alpha to coverage
  369. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  370. // Blend states
  371. // OpenGL doesn't allow us to specify blend state per render target, so we just use the first one.
  372. if(blendState->getBlendEnabled(0))
  373. {
  374. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0),
  375. blendState->getAlphaDstBlend(0), blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  376. }
  377. else
  378. {
  379. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  380. }
  381. // Color write mask
  382. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  383. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  384. mRenderStats.numBlendStateChanges++;
  385. }
  386. void GLRenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  387. {
  388. THROW_IF_NOT_CORE_THREAD;
  389. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  390. setCullingMode(rasterizerState->getCullMode());
  391. setPolygonMode(rasterizerState->getPolygonMode());
  392. setScissorTestEnable(rasterizerState->getScissorEnable());
  393. mRenderStats.numRasterizerStateChanges++;
  394. }
  395. void GLRenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  396. {
  397. THROW_IF_NOT_CORE_THREAD;
  398. // Set stencil buffer options
  399. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  400. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  401. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), depthStencilState->getStencilReadMask(), true);
  402. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  403. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), depthStencilState->getStencilReadMask(), false);
  404. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  405. // Set depth buffer options
  406. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  407. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  408. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  409. // Set stencil ref value
  410. setStencilRefValue(stencilRefValue);
  411. mRenderStats.numDepthStencilStateChanges++;
  412. }
  413. void GLRenderSystem::setViewport(Viewport vp)
  414. {
  415. THROW_IF_NOT_CORE_THREAD;
  416. RenderTargetPtr target;
  417. target = vp.getTarget();
  418. setRenderTarget(target);
  419. // Calculate the "lower-left" corner of the viewport
  420. mViewportWidth = vp.getWidth();
  421. mViewportHeight = vp.getHeight();
  422. mViewportLeft = vp.getX();
  423. mViewportTop = vp.getY();
  424. if (!target->requiresTextureFlipping())
  425. {
  426. // Convert "upper-left" corner to "lower-left"
  427. mViewportTop = target->getHeight() - mViewportHeight - mViewportTop;
  428. }
  429. glViewport(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  430. // Configure the viewport clipping
  431. glScissor(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  432. }
  433. void GLRenderSystem::setRenderTarget(RenderTargetPtr target)
  434. {
  435. THROW_IF_NOT_CORE_THREAD;
  436. mActiveRenderTarget = target;
  437. // Switch context if different from current one
  438. GLContext *newContext = 0;
  439. target->getCustomAttribute("GLCONTEXT", &newContext);
  440. if(newContext && mCurrentContext != newContext)
  441. {
  442. switchContext(newContext);
  443. }
  444. GLFrameBufferObject *fbo = 0;
  445. target->getCustomAttribute("FBO", &fbo);
  446. if(fbo)
  447. fbo->bind();
  448. else
  449. // Old style context (window/pbuffer) or copying render texture
  450. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  451. if (GLEW_EXT_framebuffer_sRGB)
  452. {
  453. // Enable / disable sRGB states
  454. if (target->isHwGammaEnabled())
  455. {
  456. glEnable(GL_FRAMEBUFFER_SRGB_EXT);
  457. // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
  458. // enabling, but GL spec says incapable surfaces ignore the setting
  459. // anyway. We test the capability to enable isHardwareGammaEnabled.
  460. }
  461. else
  462. {
  463. glDisable(GL_FRAMEBUFFER_SRGB_EXT);
  464. }
  465. }
  466. mRenderStats.numRenderTargetChanges++;
  467. }
  468. void GLRenderSystem::beginFrame()
  469. {
  470. THROW_IF_NOT_CORE_THREAD;
  471. // Activate the viewport clipping
  472. glEnable(GL_SCISSOR_TEST);
  473. }
  474. void GLRenderSystem::endFrame()
  475. {
  476. THROW_IF_NOT_CORE_THREAD;
  477. // Deactivate the viewport clipping.
  478. glDisable(GL_SCISSOR_TEST);
  479. }
  480. void GLRenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  481. {
  482. THROW_IF_NOT_CORE_THREAD;
  483. if ((index + numBuffers) > (UINT32)mBoundVertexBuffers.size())
  484. mBoundVertexBuffers.resize(index + numBuffers);
  485. for(UINT32 i = 0; i < numBuffers; i++)
  486. {
  487. mBoundVertexBuffers[index + i] = buffers[i];
  488. }
  489. }
  490. void GLRenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  491. {
  492. THROW_IF_NOT_CORE_THREAD;
  493. mBoundVertexDeclaration = vertexDeclaration;
  494. }
  495. void GLRenderSystem::setDrawOperation(DrawOperationType op)
  496. {
  497. THROW_IF_NOT_CORE_THREAD;
  498. mCurrentDrawOperation = op;
  499. }
  500. void GLRenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  501. {
  502. THROW_IF_NOT_CORE_THREAD;
  503. mBoundIndexBuffer = buffer;
  504. }
  505. void GLRenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  506. {
  507. // Find the correct type to render
  508. GLint primType = getGLDrawMode();
  509. beginDraw();
  510. glDrawArrays(primType, vertexOffset, vertexCount);
  511. endDraw();
  512. mRenderStats.numDrawCalls++;
  513. mRenderStats.numVertices += vertexCount;
  514. mRenderStats.numPrimitives += vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  515. }
  516. void GLRenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  517. {
  518. if(mBoundIndexBuffer == nullptr)
  519. {
  520. LOGWRN("Cannot draw indexed because index buffer is not set.");
  521. return;
  522. }
  523. // Find the correct type to render
  524. GLint primType = getGLDrawMode();
  525. beginDraw();
  526. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
  527. static_cast<GLIndexBuffer*>(mBoundIndexBuffer.get())->getGLBufferId());
  528. GLenum indexType = (mBoundIndexBuffer->getType() == IndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
  529. glDrawElementsBaseVertex(primType, indexCount, indexType, (GLvoid*)(mBoundIndexBuffer->getIndexSize() * startIndex), vertexOffset);
  530. endDraw();
  531. mRenderStats.numDrawCalls++;
  532. mRenderStats.numVertices += vertexCount;
  533. mRenderStats.numPrimitives += vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  534. mRenderStats.numIndexBufferBinds++;
  535. }
  536. void GLRenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  537. {
  538. THROW_IF_NOT_CORE_THREAD;
  539. mScissorTop = top;
  540. mScissorBottom = bottom;
  541. mScissorLeft = left;
  542. mScissorRight = right;
  543. }
  544. void GLRenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  545. {
  546. if(mActiveRenderTarget == nullptr)
  547. return;
  548. RectI clearRect(0, 0, mActiveRenderTarget->getWidth(), mActiveRenderTarget->getHeight());
  549. clearArea(buffers, color, depth, stencil, clearRect);
  550. }
  551. void GLRenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  552. {
  553. RectI clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  554. clearArea(buffers, color, depth, stencil, clearRect);
  555. }
  556. void GLRenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const RectI& clearRect)
  557. {
  558. THROW_IF_NOT_CORE_THREAD;
  559. if(mActiveRenderTarget == nullptr)
  560. return;
  561. bool colorMask = !mColorWrite[0] || !mColorWrite[1]
  562. || !mColorWrite[2] || !mColorWrite[3];
  563. GLbitfield flags = 0;
  564. if (buffers & FBT_COLOR)
  565. {
  566. flags |= GL_COLOR_BUFFER_BIT;
  567. // Enable buffer for writing if it isn't
  568. if (colorMask)
  569. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  570. glClearColor(color.r, color.g, color.b, color.a);
  571. }
  572. if (buffers & FBT_DEPTH)
  573. {
  574. flags |= GL_DEPTH_BUFFER_BIT;
  575. // Enable buffer for writing if it isn't
  576. if (!mDepthWrite)
  577. glDepthMask(GL_TRUE);
  578. glClearDepth(depth);
  579. }
  580. if (buffers & FBT_STENCIL)
  581. {
  582. flags |= GL_STENCIL_BUFFER_BIT;
  583. // Enable buffer for writing if it isn't
  584. glStencilMask(0xFFFFFFFF);
  585. glClearStencil(stencil);
  586. }
  587. // Disable scissor test as we want to clear the entire render surface
  588. GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
  589. UINT32 oldScissorTop = mScissorTop;
  590. UINT32 oldScissorBottom = mScissorBottom;
  591. UINT32 oldScissorLeft = mScissorLeft;
  592. UINT32 oldScissorRight = mScissorRight;
  593. if (scissorTestEnabled)
  594. {
  595. glDisable(GL_SCISSOR_TEST);
  596. }
  597. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  598. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == mActiveRenderTarget->getWidth() && clearRect.height == mActiveRenderTarget->getHeight());
  599. if(!clearEntireTarget)
  600. {
  601. setScissorRect(clearRect.x, clearRect.y, clearRect.x + clearRect.width, clearRect.y + clearRect.height);
  602. setScissorTestEnable(true);
  603. }
  604. // Clear buffers
  605. glClear(flags);
  606. if(!clearEntireTarget)
  607. {
  608. setScissorTestEnable(false);
  609. }
  610. // Restore scissor test
  611. if (scissorTestEnabled)
  612. {
  613. glEnable(GL_SCISSOR_TEST);
  614. mScissorTop = oldScissorTop;
  615. mScissorBottom = oldScissorBottom;
  616. mScissorLeft = oldScissorLeft;
  617. mScissorRight = oldScissorRight;
  618. }
  619. // Reset buffer write state
  620. if (!mDepthWrite && (buffers & FBT_DEPTH))
  621. {
  622. glDepthMask( GL_FALSE );
  623. }
  624. if (colorMask && (buffers & FBT_COLOR))
  625. {
  626. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  627. }
  628. if (buffers & FBT_STENCIL)
  629. {
  630. glStencilMask(mStencilWriteMask);
  631. }
  632. mRenderStats.numClears++;
  633. }
  634. /************************************************************************/
  635. /* PRIVATE */
  636. /************************************************************************/
  637. void GLRenderSystem::setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw)
  638. {
  639. if (!activateGLTextureUnit(stage))
  640. return;
  641. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S,
  642. getTextureAddressingMode(uvw.u));
  643. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T,
  644. getTextureAddressingMode(uvw.v));
  645. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R,
  646. getTextureAddressingMode(uvw.w));
  647. activateGLTextureUnit(0);
  648. }
  649. void GLRenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
  650. {
  651. GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a };
  652. if (activateGLTextureUnit(stage))
  653. {
  654. glTexParameterfv(mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border);
  655. activateGLTextureUnit(0);
  656. }
  657. }
  658. void GLRenderSystem::setTextureMipmapBias(UINT16 stage, float bias)
  659. {
  660. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  661. {
  662. if (activateGLTextureUnit(stage))
  663. {
  664. glTexParameterf(mTextureTypes[stage], GL_TEXTURE_LOD_BIAS, bias);
  665. activateGLTextureUnit(0);
  666. }
  667. }
  668. }
  669. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  670. {
  671. GLint sourceBlend = getBlendMode(sourceFactor);
  672. GLint destBlend = getBlendMode(destFactor);
  673. if(sourceFactor == BF_ONE && destFactor == BF_ZERO)
  674. {
  675. glDisable(GL_BLEND);
  676. }
  677. else
  678. {
  679. glEnable(GL_BLEND);
  680. glBlendFunc(sourceBlend, destBlend);
  681. }
  682. GLint func = GL_FUNC_ADD;
  683. switch(op)
  684. {
  685. case BO_ADD:
  686. func = GL_FUNC_ADD;
  687. break;
  688. case BO_SUBTRACT:
  689. func = GL_FUNC_SUBTRACT;
  690. break;
  691. case BO_REVERSE_SUBTRACT:
  692. func = GL_FUNC_REVERSE_SUBTRACT;
  693. break;
  694. case BO_MIN:
  695. func = GL_MIN;
  696. break;
  697. case BO_MAX:
  698. func = GL_MAX;
  699. break;
  700. }
  701. if(GLEW_VERSION_1_4 || GLEW_ARB_imaging)
  702. {
  703. glBlendEquation(func);
  704. }
  705. else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX))
  706. {
  707. glBlendEquationEXT(func);
  708. }
  709. }
  710. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor,
  711. BlendFactor sourceFactorAlpha, BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp)
  712. {
  713. GLint sourceBlend = getBlendMode(sourceFactor);
  714. GLint destBlend = getBlendMode(destFactor);
  715. GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha);
  716. GLint destBlendAlpha = getBlendMode(destFactorAlpha);
  717. if(sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  718. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  719. {
  720. glDisable(GL_BLEND);
  721. }
  722. else
  723. {
  724. glEnable(GL_BLEND);
  725. glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha);
  726. }
  727. GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD;
  728. switch(op)
  729. {
  730. case BO_ADD:
  731. func = GL_FUNC_ADD;
  732. break;
  733. case BO_SUBTRACT:
  734. func = GL_FUNC_SUBTRACT;
  735. break;
  736. case BO_REVERSE_SUBTRACT:
  737. func = GL_FUNC_REVERSE_SUBTRACT;
  738. break;
  739. case BO_MIN:
  740. func = GL_MIN;
  741. break;
  742. case BO_MAX:
  743. func = GL_MAX;
  744. break;
  745. }
  746. switch(alphaOp)
  747. {
  748. case BO_ADD:
  749. alphaFunc = GL_FUNC_ADD;
  750. break;
  751. case BO_SUBTRACT:
  752. alphaFunc = GL_FUNC_SUBTRACT;
  753. break;
  754. case BO_REVERSE_SUBTRACT:
  755. alphaFunc = GL_FUNC_REVERSE_SUBTRACT;
  756. break;
  757. case BO_MIN:
  758. alphaFunc = GL_MIN;
  759. break;
  760. case BO_MAX:
  761. alphaFunc = GL_MAX;
  762. break;
  763. }
  764. if(GLEW_VERSION_2_0) {
  765. glBlendEquationSeparate(func, alphaFunc);
  766. }
  767. else if(GLEW_EXT_blend_equation_separate) {
  768. glBlendEquationSeparateEXT(func, alphaFunc);
  769. }
  770. }
  771. void GLRenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
  772. {
  773. if(func == CMPF_ALWAYS_PASS)
  774. {
  775. glDisable(GL_ALPHA_TEST);
  776. }
  777. else
  778. {
  779. glEnable(GL_ALPHA_TEST);
  780. glAlphaFunc(convertCompareFunction(func), value / 255.0f);
  781. }
  782. }
  783. void GLRenderSystem::setAlphaToCoverage(bool enable)
  784. {
  785. static bool lasta2c = false;
  786. if (enable != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  787. {
  788. if (enable)
  789. glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  790. else
  791. glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  792. lasta2c = enable;
  793. }
  794. }
  795. void GLRenderSystem::setScissorTestEnable(bool enable)
  796. {
  797. // If request texture flipping, use "upper-left", otherwise use "lower-left"
  798. bool flipping = mActiveRenderTarget->requiresTextureFlipping();
  799. // GL measures from the bottom, not the top
  800. UINT32 targetHeight = mActiveRenderTarget->getHeight();
  801. // Calculate the "lower-left" corner of the viewport
  802. GLsizei x = 0, y = 0, w = 0, h = 0;
  803. if (enable)
  804. {
  805. glEnable(GL_SCISSOR_TEST);
  806. // GL uses width / height rather than right / bottom
  807. x = mScissorLeft;
  808. if (flipping)
  809. y = mScissorTop;
  810. else
  811. y = targetHeight - mScissorBottom;
  812. w = mScissorRight - mScissorLeft;
  813. h = mScissorBottom - mScissorTop;
  814. glScissor(x, y, w, h);
  815. }
  816. else
  817. {
  818. glDisable(GL_SCISSOR_TEST);
  819. // GL requires you to reset the scissor when disabling
  820. w = mViewportWidth;
  821. h = mViewportHeight;
  822. x = mViewportLeft;
  823. if (flipping)
  824. y = mViewportTop;
  825. else
  826. y = targetHeight - mViewportTop - h;
  827. glScissor(x, y, w, h);
  828. }
  829. }
  830. void GLRenderSystem::setCullingMode(CullingMode mode)
  831. {
  832. mCullingMode = mode;
  833. GLenum cullMode;
  834. switch( mode )
  835. {
  836. case CULL_NONE:
  837. glDisable( GL_CULL_FACE );
  838. return;
  839. default:
  840. case CULL_CLOCKWISE:
  841. cullMode = GL_BACK;
  842. break;
  843. case CULL_COUNTERCLOCKWISE:
  844. cullMode = GL_FRONT;
  845. break;
  846. }
  847. glEnable( GL_CULL_FACE );
  848. glCullFace( cullMode );
  849. }
  850. void GLRenderSystem::setDepthBufferCheckEnabled(bool enabled)
  851. {
  852. if (enabled)
  853. {
  854. glClearDepth(1.0f);
  855. glEnable(GL_DEPTH_TEST);
  856. }
  857. else
  858. {
  859. glDisable(GL_DEPTH_TEST);
  860. }
  861. }
  862. void GLRenderSystem::setDepthBufferWriteEnabled(bool enabled)
  863. {
  864. GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
  865. glDepthMask( flag );
  866. // Store for reference in _beginFrame
  867. mDepthWrite = enabled;
  868. }
  869. void GLRenderSystem::setDepthBufferFunction(CompareFunction func)
  870. {
  871. glDepthFunc(convertCompareFunction(func));
  872. }
  873. void GLRenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
  874. {
  875. if (constantBias != 0 || slopeScaleBias != 0)
  876. {
  877. glEnable(GL_POLYGON_OFFSET_FILL);
  878. glEnable(GL_POLYGON_OFFSET_POINT);
  879. glEnable(GL_POLYGON_OFFSET_LINE);
  880. glPolygonOffset(-slopeScaleBias, -constantBias);
  881. }
  882. else
  883. {
  884. glDisable(GL_POLYGON_OFFSET_FILL);
  885. glDisable(GL_POLYGON_OFFSET_POINT);
  886. glDisable(GL_POLYGON_OFFSET_LINE);
  887. }
  888. }
  889. void GLRenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  890. {
  891. glColorMask(red, green, blue, alpha);
  892. // record this
  893. mColorWrite[0] = red;
  894. mColorWrite[1] = blue;
  895. mColorWrite[2] = green;
  896. mColorWrite[3] = alpha;
  897. }
  898. void GLRenderSystem::setPolygonMode(PolygonMode level)
  899. {
  900. GLenum glmode;
  901. switch(level)
  902. {
  903. case PM_WIREFRAME:
  904. glmode = GL_LINE;
  905. break;
  906. default:
  907. case PM_SOLID:
  908. glmode = GL_FILL;
  909. break;
  910. }
  911. glPolygonMode(GL_FRONT_AND_BACK, glmode);
  912. }
  913. void GLRenderSystem::setStencilCheckEnabled(bool enabled)
  914. {
  915. if (enabled)
  916. glEnable(GL_STENCIL_TEST);
  917. else
  918. glDisable(GL_STENCIL_TEST);
  919. }
  920. void GLRenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp,
  921. StencilOperation depthFailOp, StencilOperation passOp, bool front)
  922. {
  923. if (front)
  924. {
  925. glStencilOpSeparate(GL_FRONT,
  926. convertStencilOp(stencilFailOp),
  927. convertStencilOp(depthFailOp),
  928. convertStencilOp(passOp));
  929. }
  930. else
  931. {
  932. glStencilOpSeparate(GL_BACK,
  933. convertStencilOp(stencilFailOp, true),
  934. convertStencilOp(depthFailOp, true),
  935. convertStencilOp(passOp, true));
  936. }
  937. }
  938. void GLRenderSystem::setStencilBufferFunc(CompareFunction func, UINT32 mask, bool front)
  939. {
  940. mStencilReadMask = mask;
  941. if(front)
  942. {
  943. mStencilCompareFront = func;
  944. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  945. }
  946. else
  947. {
  948. mStencilCompareBack = func;
  949. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  950. }
  951. }
  952. void GLRenderSystem::setStencilBufferWriteMask(UINT32 mask)
  953. {
  954. mStencilWriteMask = mask;
  955. glStencilMask(mask);
  956. }
  957. void GLRenderSystem::setStencilRefValue(UINT32 refValue)
  958. {
  959. THROW_IF_NOT_CORE_THREAD;
  960. mStencilRefValue = refValue;
  961. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  962. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  963. }
  964. void GLRenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions fo)
  965. {
  966. if (!activateGLTextureUnit(unit))
  967. return;
  968. switch(ftype)
  969. {
  970. case FT_MIN:
  971. mMinFilter = fo;
  972. // Combine with existing mip filter
  973. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  974. break;
  975. case FT_MAG:
  976. switch (fo)
  977. {
  978. case FO_ANISOTROPIC: // GL treats linear and aniso the same
  979. case FO_LINEAR:
  980. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  981. break;
  982. case FO_POINT:
  983. case FO_NONE:
  984. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  985. break;
  986. }
  987. break;
  988. case FT_MIP:
  989. mMipFilter = fo;
  990. // Combine with existing min filter
  991. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  992. break;
  993. }
  994. activateGLTextureUnit(0);
  995. }
  996. void GLRenderSystem::setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy)
  997. {
  998. if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY))
  999. return;
  1000. if (!activateGLTextureUnit(unit))
  1001. return;
  1002. GLfloat largest_supported_anisotropy = 0;
  1003. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
  1004. if (maxAnisotropy > largest_supported_anisotropy)
  1005. maxAnisotropy = largest_supported_anisotropy ?
  1006. static_cast<UINT32>(largest_supported_anisotropy) : 1;
  1007. if(maxAnisotropy < 1)
  1008. maxAnisotropy = 1;
  1009. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  1010. glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy);
  1011. activateGLTextureUnit(0);
  1012. }
  1013. void GLRenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  1014. {
  1015. size_t i = 0;
  1016. size_t numClipPlanes;
  1017. GLdouble clipPlane[4];
  1018. numClipPlanes = clipPlanes.size();
  1019. for (i = 0; i < numClipPlanes; ++i)
  1020. {
  1021. GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
  1022. const Plane& plane = clipPlanes[i];
  1023. if (i >= 6)
  1024. {
  1025. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1026. }
  1027. clipPlane[0] = plane.normal.x;
  1028. clipPlane[1] = plane.normal.y;
  1029. clipPlane[2] = plane.normal.z;
  1030. clipPlane[3] = plane.d;
  1031. glClipPlane(clipPlaneId, clipPlane);
  1032. glEnable(clipPlaneId);
  1033. }
  1034. // Disable remaining clip planes
  1035. for (; i < 6; ++i)
  1036. {
  1037. glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
  1038. }
  1039. }
  1040. bool GLRenderSystem::activateGLTextureUnit(UINT16 unit)
  1041. {
  1042. if (mActiveTextureUnit != unit)
  1043. {
  1044. if (unit < getCapabilities()->getNumCombinedTextureUnits())
  1045. {
  1046. glActiveTexture(GL_TEXTURE0 + unit);
  1047. mActiveTextureUnit = unit;
  1048. return true;
  1049. }
  1050. else if (!unit)
  1051. {
  1052. // always ok to use the first unit
  1053. return true;
  1054. }
  1055. else
  1056. {
  1057. LOGWRN("Provided texture unit index is higher than OpenGL supports. Provided: " + toString(unit) +
  1058. ". Supported range: 0 .. " + toString(getCapabilities()->getNumCombinedTextureUnits() - 1));
  1059. return false;
  1060. }
  1061. }
  1062. else
  1063. {
  1064. return true;
  1065. }
  1066. }
  1067. void GLRenderSystem::beginDraw()
  1068. {
  1069. if(mDrawCallInProgress)
  1070. BS_EXCEPT(InternalErrorException, "Calling beginDraw without finishing previous draw call. Please call endDraw().");
  1071. mDrawCallInProgress = true;
  1072. if(mCurrentVertexProgram == nullptr)
  1073. {
  1074. LOGWRN("Cannot render without a set vertex shader.");
  1075. return;
  1076. }
  1077. if(mBoundVertexDeclaration == nullptr)
  1078. {
  1079. LOGWRN("Cannot render without a set vertex declaration.");
  1080. return;
  1081. }
  1082. const GLSLProgramPipeline* pipeline = mProgramPipelineManager->getPipeline(mCurrentVertexProgram.get(),
  1083. mCurrentFragmentProgram.get(), mCurrentGeometryProgram.get(), mCurrentHullProgram.get(), mCurrentDomainProgram.get());
  1084. if(mActivePipeline != pipeline)
  1085. {
  1086. glBindProgramPipeline(pipeline->glHandle);
  1087. mActivePipeline = pipeline;
  1088. }
  1089. const GLVertexArrayObject& vao = GLVertexArrayObjectManager::instance().getVAO(mCurrentVertexProgram, mBoundVertexDeclaration, mBoundVertexBuffers);
  1090. glBindVertexArray(vao.getGLHandle());
  1091. mRenderStats.numVertexBufferBinds++;
  1092. mRenderStats.numGpuProgramBinds++;
  1093. }
  1094. void GLRenderSystem::endDraw()
  1095. {
  1096. if(!mDrawCallInProgress)
  1097. return;
  1098. mDrawCallInProgress = false;
  1099. }
  1100. GLfloat GLRenderSystem::getCurrentAnisotropy(UINT16 unit)
  1101. {
  1102. GLfloat curAniso = 0;
  1103. glGetTexParameterfv(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
  1104. return curAniso ? curAniso : 1;
  1105. }
  1106. GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const
  1107. {
  1108. switch (op)
  1109. {
  1110. case SOP_KEEP:
  1111. return GL_KEEP;
  1112. case SOP_ZERO:
  1113. return GL_ZERO;
  1114. case SOP_REPLACE:
  1115. return GL_REPLACE;
  1116. case SOP_INCREMENT:
  1117. return invert ? GL_DECR : GL_INCR;
  1118. case SOP_DECREMENT:
  1119. return invert ? GL_INCR : GL_DECR;
  1120. case SOP_INCREMENT_WRAP:
  1121. return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
  1122. case SOP_DECREMENT_WRAP:
  1123. return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
  1124. case SOP_INVERT:
  1125. return GL_INVERT;
  1126. };
  1127. // to keep compiler happy
  1128. return SOP_KEEP;
  1129. }
  1130. GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const
  1131. {
  1132. switch (func)
  1133. {
  1134. case CMPF_ALWAYS_FAIL:
  1135. return GL_NEVER;
  1136. case CMPF_ALWAYS_PASS:
  1137. return GL_ALWAYS;
  1138. case CMPF_LESS:
  1139. return GL_LESS;
  1140. case CMPF_LESS_EQUAL:
  1141. return GL_LEQUAL;
  1142. case CMPF_EQUAL:
  1143. return GL_EQUAL;
  1144. case CMPF_NOT_EQUAL:
  1145. return GL_NOTEQUAL;
  1146. case CMPF_GREATER_EQUAL:
  1147. return GL_GEQUAL;
  1148. case CMPF_GREATER:
  1149. return GL_GREATER;
  1150. };
  1151. return GL_ALWAYS;
  1152. }
  1153. GLuint GLRenderSystem::getCombinedMinMipFilter() const
  1154. {
  1155. switch (mMinFilter)
  1156. {
  1157. case FO_ANISOTROPIC:
  1158. case FO_LINEAR:
  1159. switch (mMipFilter)
  1160. {
  1161. case FO_ANISOTROPIC:
  1162. case FO_LINEAR:
  1163. // Linear min, linear mip
  1164. return GL_LINEAR_MIPMAP_LINEAR;
  1165. case FO_POINT:
  1166. // Linear min, point mip
  1167. return GL_LINEAR_MIPMAP_NEAREST;
  1168. case FO_NONE:
  1169. // Linear min, no mip
  1170. return GL_LINEAR;
  1171. }
  1172. break;
  1173. case FO_POINT:
  1174. case FO_NONE:
  1175. switch (mMipFilter)
  1176. {
  1177. case FO_ANISOTROPIC:
  1178. case FO_LINEAR:
  1179. // Nearest min, linear mip
  1180. return GL_NEAREST_MIPMAP_LINEAR;
  1181. case FO_POINT:
  1182. // Nearest min, point mip
  1183. return GL_NEAREST_MIPMAP_NEAREST;
  1184. case FO_NONE:
  1185. // Nearest min, no mip
  1186. return GL_NEAREST;
  1187. }
  1188. break;
  1189. }
  1190. // Should never get here
  1191. return 0;
  1192. }
  1193. GLint GLRenderSystem::getBlendMode(BlendFactor blendMode) const
  1194. {
  1195. switch (blendMode)
  1196. {
  1197. case BF_ONE:
  1198. return GL_ONE;
  1199. case BF_ZERO:
  1200. return GL_ZERO;
  1201. case BF_DEST_COLOR:
  1202. return GL_DST_COLOR;
  1203. case BF_SOURCE_COLOR:
  1204. return GL_SRC_COLOR;
  1205. case BF_INV_DEST_COLOR:
  1206. return GL_ONE_MINUS_DST_COLOR;
  1207. case BF_INV_SOURCE_COLOR:
  1208. return GL_ONE_MINUS_SRC_COLOR;
  1209. case BF_DEST_ALPHA:
  1210. return GL_DST_ALPHA;
  1211. case BF_SOURCE_ALPHA:
  1212. return GL_SRC_ALPHA;
  1213. case BF_INV_DEST_ALPHA:
  1214. return GL_ONE_MINUS_DST_ALPHA;
  1215. case BF_INV_SOURCE_ALPHA:
  1216. return GL_ONE_MINUS_SRC_ALPHA;
  1217. };
  1218. return GL_ONE;
  1219. }
  1220. GLint GLRenderSystem::getTextureAddressingMode(TextureAddressingMode tam) const
  1221. {
  1222. switch (tam)
  1223. {
  1224. default:
  1225. case TAM_WRAP:
  1226. return GL_REPEAT;
  1227. case TAM_MIRROR:
  1228. return GL_MIRRORED_REPEAT;
  1229. case TAM_CLAMP:
  1230. return GL_CLAMP_TO_EDGE;
  1231. case TAM_BORDER:
  1232. return GL_CLAMP_TO_BORDER;
  1233. }
  1234. }
  1235. GLint GLRenderSystem::getGLDrawMode() const
  1236. {
  1237. GLint primType;
  1238. // Use adjacency if there is a geometry program and it requested adjacency info
  1239. bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
  1240. switch (mCurrentDrawOperation)
  1241. {
  1242. case DOT_POINT_LIST:
  1243. primType = GL_POINTS;
  1244. break;
  1245. case DOT_LINE_LIST:
  1246. primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
  1247. break;
  1248. case DOT_LINE_STRIP:
  1249. primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
  1250. break;
  1251. default:
  1252. case DOT_TRIANGLE_LIST:
  1253. primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
  1254. break;
  1255. case DOT_TRIANGLE_STRIP:
  1256. primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
  1257. break;
  1258. case DOT_TRIANGLE_FAN:
  1259. primType = GL_TRIANGLE_FAN;
  1260. break;
  1261. }
  1262. return primType;
  1263. }
  1264. UINT32 GLRenderSystem::getGLTextureUnit(GpuProgramType gptype, UINT32 unit)
  1265. {
  1266. if (gptype != GPT_VERTEX_PROGRAM && gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_GEOMETRY_PROGRAM)
  1267. {
  1268. BS_EXCEPT(InvalidParametersException, "OpenGL cannot assign textures to this gpu program type: " + toString(gptype));
  1269. }
  1270. UINT32 numSupportedUnits = mCurrentCapabilities->getNumTextureUnits(gptype);
  1271. if (unit < 0 || unit >= numSupportedUnits)
  1272. {
  1273. BS_EXCEPT(InvalidParametersException, "Invalid texture unit index for the provided stage. Unit index: " + toString(unit) + ". Stage: " +
  1274. toString(gptype) + ". Supported range is 0 .. " + toString(numSupportedUnits - 1));
  1275. }
  1276. switch (gptype)
  1277. {
  1278. case GPT_FRAGMENT_PROGRAM:
  1279. return mFragmentTexOffset + unit;
  1280. case GPT_VERTEX_PROGRAM:
  1281. return mVertexTexOffset + unit;
  1282. case GPT_GEOMETRY_PROGRAM:
  1283. return mGeometryTexOffset + unit;
  1284. default:
  1285. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1286. }
  1287. }
  1288. UINT32 GLRenderSystem::getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding)
  1289. {
  1290. UINT32 maxNumBindings = mCurrentCapabilities->getNumGpuParamBlockBuffers(gptype);
  1291. if (binding < 0 || binding >= maxNumBindings)
  1292. {
  1293. BS_EXCEPT(InvalidParametersException, "Invalid buffer binding for the provided stage. Buffer binding: " + toString(binding) + ". Stage: " +
  1294. toString(gptype) + ". Supported range is 0 .. " + toString(maxNumBindings - 1));
  1295. }
  1296. switch (gptype)
  1297. {
  1298. case GPT_FRAGMENT_PROGRAM:
  1299. return mFragmentUBOffset + binding;
  1300. case GPT_VERTEX_PROGRAM:
  1301. return mVertexUBOffset + binding;
  1302. case GPT_GEOMETRY_PROGRAM:
  1303. return mGeometryUBOffset + binding;
  1304. case GPT_HULL_PROGRAM:
  1305. return mHullUBOffset + binding;
  1306. case GPT_DOMAIN_PROGRAM:
  1307. return mDomainUBOffset + binding;
  1308. case GPT_COMPUTE_PROGRAM:
  1309. return mComputeUBOffset + binding;
  1310. default:
  1311. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1312. }
  1313. }
  1314. void GLRenderSystem::setActiveProgram(GpuProgramType gptype, GLSLGpuProgramPtr program)
  1315. {
  1316. switch (gptype)
  1317. {
  1318. case GPT_VERTEX_PROGRAM:
  1319. mCurrentVertexProgram = program;
  1320. break;
  1321. case GPT_FRAGMENT_PROGRAM:
  1322. mCurrentFragmentProgram = program;
  1323. break;
  1324. case GPT_GEOMETRY_PROGRAM:
  1325. mCurrentGeometryProgram = program;
  1326. break;
  1327. case GPT_DOMAIN_PROGRAM:
  1328. mCurrentDomainProgram = program;
  1329. break;
  1330. case GPT_HULL_PROGRAM:
  1331. mCurrentHullProgram = program;
  1332. break;
  1333. }
  1334. }
  1335. GLSLGpuProgramPtr GLRenderSystem::getActiveProgram(GpuProgramType gptype) const
  1336. {
  1337. switch (gptype)
  1338. {
  1339. case GPT_VERTEX_PROGRAM:
  1340. return mCurrentVertexProgram;
  1341. break;
  1342. case GPT_FRAGMENT_PROGRAM:
  1343. return mCurrentFragmentProgram;
  1344. break;
  1345. case GPT_GEOMETRY_PROGRAM:
  1346. return mCurrentGeometryProgram;
  1347. break;
  1348. case GPT_DOMAIN_PROGRAM:
  1349. return mCurrentDomainProgram;
  1350. break;
  1351. case GPT_HULL_PROGRAM:
  1352. return mCurrentHullProgram;
  1353. break;
  1354. default:
  1355. BS_EXCEPT(InvalidParametersException, "Insupported gpu program type: " + toString(gptype));
  1356. }
  1357. }
  1358. void GLRenderSystem::initFromCaps(RenderSystemCapabilities* caps)
  1359. {
  1360. if(caps->getRenderSystemName() != getName())
  1361. {
  1362. BS_EXCEPT(InvalidParametersException,
  1363. "Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support OpenGL");
  1364. }
  1365. #if BS_DEBUG_MODE
  1366. if (mGLSupport->checkExtension("GL_ARB_debug_output"))
  1367. {
  1368. glDebugMessageCallback(&openGlErrorCallback, 0);
  1369. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  1370. }
  1371. #endif
  1372. HardwareBufferManager::startUp<GLHardwareBufferManager>();
  1373. // GPU Program Manager setup
  1374. if(caps->isShaderProfileSupported("glsl"))
  1375. {
  1376. mGLSLProgramFactory = bs_new<GLSLProgramFactory>();
  1377. GpuProgramManager::instance().addFactory(mGLSLProgramFactory);
  1378. }
  1379. // Check for framebuffer object extension
  1380. if(caps->hasCapability(RSC_FBO))
  1381. {
  1382. if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
  1383. {
  1384. // Create FBO manager
  1385. GLRTTManager::startUp<GLRTTManager>();
  1386. }
  1387. }
  1388. else
  1389. {
  1390. BS_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
  1391. }
  1392. mFragmentTexOffset = 0;
  1393. mVertexTexOffset = caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1394. mGeometryTexOffset = mVertexTexOffset + caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1395. UINT16 numCombinedTexUnits = caps->getNumCombinedTextureUnits();
  1396. UINT32 totalNumTexUnits = caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1397. totalNumTexUnits += caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1398. totalNumTexUnits += caps->getNumTextureUnits(GPT_GEOMETRY_PROGRAM);
  1399. totalNumTexUnits += caps->getNumTextureUnits(GPT_HULL_PROGRAM);
  1400. totalNumTexUnits += caps->getNumTextureUnits(GPT_DOMAIN_PROGRAM);
  1401. totalNumTexUnits += caps->getNumTextureUnits(GPT_COMPUTE_PROGRAM);
  1402. if(totalNumTexUnits > numCombinedTexUnits)
  1403. BS_EXCEPT(InternalErrorException, "Number of combined texture units less than the number of individual units!?");
  1404. mNumTextureTypes = numCombinedTexUnits;
  1405. mTextureTypes = bs_newN<GLenum>(mNumTextureTypes);
  1406. for(UINT16 i = 0; i < numCombinedTexUnits; i++)
  1407. mTextureTypes[i] = 0;
  1408. mVertexUBOffset = 0;
  1409. UINT32 totalNumUniformBlocks = caps->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM);
  1410. mFragmentUBOffset = totalNumUniformBlocks;
  1411. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM);
  1412. mGeometryUBOffset = totalNumUniformBlocks;
  1413. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM);
  1414. mHullUBOffset = totalNumUniformBlocks;
  1415. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM);
  1416. mDomainUBOffset = totalNumUniformBlocks;
  1417. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM);
  1418. mComputeUBOffset = totalNumUniformBlocks;
  1419. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM);
  1420. UINT16 numCombinedUniformBlocks = caps->getNumCombinedGpuParamBlockBuffers();
  1421. if(totalNumUniformBlocks > numCombinedUniformBlocks)
  1422. BS_EXCEPT(InternalErrorException, "Number of combined uniform block buffers less than the number of individual per-stage buffers!?");
  1423. TextureManager::startUp<GLTextureManager>(std::ref(*mGLSupport));
  1424. // Check for multisample support
  1425. // Enable the extension if it was enabled by the GLSupport
  1426. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1427. {
  1428. int multisampleActive = false;
  1429. glGetIntegerv(GL_SAMPLE_BUFFERS_ARB, (GLint*)&multisampleActive);
  1430. if (multisampleActive)
  1431. {
  1432. glEnable(GL_MULTISAMPLE_ARB);
  1433. }
  1434. }
  1435. }
  1436. void GLRenderSystem::switchContext(GLContext *context)
  1437. {
  1438. // Unbind GPU programs and rebind to new context later, because
  1439. // scene manager treat render system as ONE 'context' ONLY, and it
  1440. // cached the GPU programs using state.
  1441. unbindGpuProgram(GPT_VERTEX_PROGRAM);
  1442. unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  1443. unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  1444. unbindGpuProgram(GPT_HULL_PROGRAM);
  1445. unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  1446. // It's ready for switching
  1447. if (mCurrentContext)
  1448. mCurrentContext->endCurrent();
  1449. mCurrentContext = context;
  1450. mCurrentContext->setCurrent();
  1451. // Must reset depth/colour write mask to according with user desired, otherwise,
  1452. // clearFrameBuffer would be wrong because the value we are recorded may be
  1453. // difference with the really state stored in GL context.
  1454. glDepthMask(mDepthWrite);
  1455. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  1456. glStencilMask(mStencilWriteMask);
  1457. }
  1458. RenderSystemCapabilities* GLRenderSystem::createRenderSystemCapabilities() const
  1459. {
  1460. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  1461. rsc->setDriverVersion(mDriverVersion);
  1462. const char* deviceName = (const char*)glGetString(GL_RENDERER);
  1463. const char* vendorName = (const char*)glGetString(GL_VENDOR);
  1464. rsc->setDeviceName(deviceName);
  1465. rsc->setRenderSystemName(getName());
  1466. // determine vendor
  1467. if (strstr(vendorName, "NVIDIA"))
  1468. rsc->setVendor(GPU_NVIDIA);
  1469. else if (strstr(vendorName, "ATI"))
  1470. rsc->setVendor(GPU_AMD);
  1471. else if (strstr(vendorName, "AMD"))
  1472. rsc->setVendor(GPU_AMD);
  1473. else if (strstr(vendorName, "Intel"))
  1474. rsc->setVendor(GPU_INTEL);
  1475. else
  1476. rsc->setVendor(GPU_UNKNOWN);
  1477. // Check for hardware mipmapping support.
  1478. if(GLEW_VERSION_1_4)
  1479. {
  1480. rsc->setCapability(RSC_AUTOMIPMAP);
  1481. }
  1482. // Check for Anisotropy support
  1483. if (getGLSupport()->checkExtension("GL_EXT_texture_filter_anisotropic"))
  1484. {
  1485. rsc->setCapability(RSC_ANISOTROPY);
  1486. }
  1487. // Check for cube mapping
  1488. if(GLEW_VERSION_1_3 ||
  1489. getGLSupport()->checkExtension("GL_ARB_texture_cube_map") ||
  1490. getGLSupport()->checkExtension("GL_EXT_texture_cube_map"))
  1491. {
  1492. rsc->setCapability(RSC_CUBEMAPPING);
  1493. }
  1494. // Point sprites
  1495. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_point_sprite"))
  1496. {
  1497. rsc->setCapability(RSC_POINT_SPRITES);
  1498. }
  1499. // Check for hardware stencil support and set bit depth
  1500. GLint stencil;
  1501. glGetIntegerv(GL_STENCIL_BITS, &stencil);
  1502. if(stencil)
  1503. {
  1504. rsc->setStencilBufferBitDepth(stencil);
  1505. }
  1506. if (GLEW_VERSION_2_0 ||
  1507. (getGLSupport()->checkExtension("GL_ARB_shading_language_100") &&
  1508. getGLSupport()->checkExtension("GL_ARB_shader_objects") &&
  1509. getGLSupport()->checkExtension("GL_ARB_fragment_shader") &&
  1510. getGLSupport()->checkExtension("GL_ARB_vertex_shader")))
  1511. {
  1512. rsc->addShaderProfile("glsl");
  1513. }
  1514. // Check if geometry shaders are supported
  1515. if (GLEW_VERSION_2_0 &&
  1516. getGLSupport()->checkExtension("GL_EXT_geometry_shader4"))
  1517. {
  1518. rsc->setCapability(RSC_GEOMETRY_PROGRAM);
  1519. rsc->setGeometryProgramConstantBoolCount(0);
  1520. rsc->setGeometryProgramConstantIntCount(0);
  1521. GLint floatConstantCount = 0;
  1522. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
  1523. rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
  1524. GLint maxOutputVertices;
  1525. glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
  1526. rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
  1527. }
  1528. //Check if render to vertex buffer (transform feedback in OpenGL)
  1529. if (GLEW_VERSION_2_0 && getGLSupport()->checkExtension("GL_EXT_transform_feedback"))
  1530. {
  1531. rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
  1532. }
  1533. // Check for texture compression
  1534. if (GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_compression"))
  1535. {
  1536. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1537. // Check for dxt compression
  1538. if (getGLSupport()->checkExtension("GL_EXT_texture_compression_s3tc"))
  1539. {
  1540. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1541. }
  1542. // Check for vtc compression
  1543. if (getGLSupport()->checkExtension("GL_NV_texture_compression_vtc"))
  1544. {
  1545. rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
  1546. }
  1547. }
  1548. // As are user clipping planes
  1549. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1550. // 2-sided stencil?
  1551. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_EXT_stencil_two_side"))
  1552. {
  1553. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1554. }
  1555. // stencil wrapping?
  1556. if (GLEW_VERSION_1_4 || getGLSupport()->checkExtension("GL_EXT_stencil_wrap"))
  1557. {
  1558. rsc->setCapability(RSC_STENCIL_WRAP);
  1559. }
  1560. // Check for hardware occlusion support
  1561. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_occlusion_query"))
  1562. {
  1563. rsc->setCapability(RSC_HWOCCLUSION);
  1564. }
  1565. // UBYTE4 always supported
  1566. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1567. // Infinite far plane always supported
  1568. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1569. // Check for non-power-of-2 texture support
  1570. if (getGLSupport()->checkExtension("GL_ARB_texture_non_power_of_two"))
  1571. {
  1572. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1573. }
  1574. // Check for Float textures
  1575. if (getGLSupport()->checkExtension("GL_ATI_texture_float") || getGLSupport()->checkExtension("GL_ARB_texture_float"))
  1576. {
  1577. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1578. }
  1579. // 3D textures should always be supported
  1580. rsc->setCapability(RSC_TEXTURE_3D);
  1581. // Check for framebuffer object extension
  1582. if (getGLSupport()->checkExtension("GL_ARB_framebuffer_object"))
  1583. {
  1584. // Probe number of draw buffers
  1585. // Only makes sense with FBO support, so probe here
  1586. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_draw_buffers") || getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1587. {
  1588. GLint buffers;
  1589. glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
  1590. rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1591. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1592. rsc->setCapability(RSC_FBO);
  1593. }
  1594. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1595. }
  1596. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1597. rsc->setCapability(RSC_PBUFFER);
  1598. // Point size
  1599. float ps;
  1600. glGetFloatv(GL_POINT_SIZE_MAX, &ps);
  1601. rsc->setMaxPointSize(ps);
  1602. // Max number of fragment shader textures
  1603. GLint units;
  1604. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &units);
  1605. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, static_cast<UINT16>(units));
  1606. // Max number of vertex shader textures
  1607. GLint vUnits;
  1608. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vUnits);
  1609. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, static_cast<UINT16>(vUnits));
  1610. if (vUnits > 0)
  1611. {
  1612. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1613. }
  1614. GLint numUniformBlocks;
  1615. glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &numUniformBlocks);
  1616. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, numUniformBlocks);
  1617. glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &numUniformBlocks);
  1618. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, numUniformBlocks);
  1619. if (mGLSupport->checkExtension("GL_ARB_geometry_shader4"))
  1620. {
  1621. GLint geomUnits;
  1622. glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &geomUnits);
  1623. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, static_cast<UINT16>(geomUnits));
  1624. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &numUniformBlocks);
  1625. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, numUniformBlocks);
  1626. }
  1627. if (mGLSupport->checkExtension("GL_ARB_tessellation_shader"))
  1628. {
  1629. rsc->setCapability(RSC_TESSELLATION_PROGRAM);
  1630. glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &numUniformBlocks);
  1631. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, numUniformBlocks);
  1632. glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &numUniformBlocks);
  1633. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, numUniformBlocks);
  1634. }
  1635. if (mGLSupport->checkExtension("GL_ARB_compute_shader"))
  1636. {
  1637. rsc->setCapability(RSC_COMPUTE_PROGRAM);
  1638. GLint computeUnits;
  1639. glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &computeUnits);
  1640. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, static_cast<UINT16>(computeUnits));
  1641. glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &numUniformBlocks);
  1642. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, numUniformBlocks);
  1643. }
  1644. GLint combinedTexUnits;
  1645. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &combinedTexUnits);
  1646. rsc->setNumCombinedTextureUnits(static_cast<UINT16>(combinedTexUnits));
  1647. GLint combinedUniformBlockUnits;
  1648. glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &combinedUniformBlockUnits);
  1649. rsc->setNumCombinedGpuParamBlockBuffers(static_cast<UINT16>(combinedUniformBlockUnits));
  1650. // Mipmap LOD biasing
  1651. if (mGLSupport->checkExtension("GL_EXT_texture_lod_bias"))
  1652. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1653. // Alpha to coverage?
  1654. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1655. {
  1656. // Alpha to coverage always 'supported' when MSAA is available
  1657. // although card may ignore it if it doesn't specifically support A2C
  1658. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1659. }
  1660. // Advanced blending operations
  1661. if(GLEW_VERSION_2_0)
  1662. {
  1663. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1664. }
  1665. return rsc;
  1666. }
  1667. bool GLRenderSystem::checkForErrors() const
  1668. {
  1669. GLenum glErr = glGetError();
  1670. bool errorsFound = false;
  1671. String msg;
  1672. while (glErr != GL_NO_ERROR)
  1673. {
  1674. const char* glerrStr = (const char*)gluErrorString(glErr);
  1675. if (glerrStr)
  1676. {
  1677. msg += String(glerrStr);
  1678. }
  1679. glErr = glGetError();
  1680. errorsFound = true;
  1681. }
  1682. if (errorsFound)
  1683. LOGWRN("OpenGL error: " + msg);
  1684. return errorsFound;
  1685. }
  1686. void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
  1687. {
  1688. UINT32 x = 0;
  1689. for (UINT32 i = 0; i < 4; i++)
  1690. {
  1691. for (UINT32 j = 0; j < 4; j++)
  1692. {
  1693. gl_matrix[x] = m[j][i];
  1694. x++;
  1695. }
  1696. }
  1697. }
  1698. /************************************************************************/
  1699. /* UTILITY */
  1700. /************************************************************************/
  1701. float GLRenderSystem::getMinimumDepthInputValue()
  1702. {
  1703. return -1.0f;
  1704. }
  1705. float GLRenderSystem::getMaximumDepthInputValue()
  1706. {
  1707. return 1.0f;
  1708. }
  1709. float GLRenderSystem::getHorizontalTexelOffset()
  1710. {
  1711. return 0.0f;
  1712. }
  1713. float GLRenderSystem::getVerticalTexelOffset()
  1714. {
  1715. return 0.0f;
  1716. }
  1717. VertexElementType GLRenderSystem::getColorVertexElementType() const
  1718. {
  1719. return VET_COLOR_ABGR;
  1720. }
  1721. void GLRenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  1722. {
  1723. dest = matrix;
  1724. }
  1725. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam)
  1726. {
  1727. BS_EXCEPT(RenderingAPIException, "OpenGL error: " + String(message));
  1728. }
  1729. }