BsGLRenderSystem.cpp 56 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsGLRenderSystem.h"
  5. #include "BsRenderSystem.h"
  6. #include "BsGLTextureManager.h"
  7. #include "BsGLVertexBuffer.h"
  8. #include "BsGLIndexBuffer.h"
  9. #include "BsGLUtil.h"
  10. #include "BsGLSLGpuProgram.h"
  11. #include "BsException.h"
  12. #include "BsGLOcclusionQuery.h"
  13. #include "BsGLContext.h"
  14. #include "BsGLSupport.h"
  15. #include "BsAsyncOp.h"
  16. #include "BsBlendState.h"
  17. #include "BsRasterizerState.h"
  18. #include "BsDepthStencilState.h"
  19. #include "BsGLRenderTexture.h"
  20. #include "BsGLRenderWindowManager.h"
  21. #include "BsGLSLProgramPipelineManager.h"
  22. #include "BsGLVertexArrayObjectManager.h"
  23. #include "BsRenderStateManager.h"
  24. #include "BsGpuParams.h"
  25. #include "BsGLGpuParamBlockBuffer.h"
  26. #include "BsCoreThread.h"
  27. #include "BsGLQueryManager.h"
  28. #include "BsDebug.h"
  29. #include "BsRenderStats.h"
  30. namespace BansheeEngine
  31. {
  32. String MODULE_NAME = "BansheeGLRenderSystem.dll";
  33. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
  34. /************************************************************************/
  35. /* PUBLIC INTERFACE */
  36. /************************************************************************/
  37. GLRenderSystem::GLRenderSystem()
  38. : mDepthWrite(true),
  39. mGLSLProgramFactory(nullptr),
  40. mProgramPipelineManager(nullptr),
  41. mActivePipeline(nullptr),
  42. mActiveTextureUnit(0),
  43. mScissorTop(0), mScissorBottom(720), mScissorLeft(0), mScissorRight(1280),
  44. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  45. mStencilReadMask(0xFFFFFFFF),
  46. mStencilWriteMask(0xFFFFFFFF),
  47. mStencilCompareFront(CMPF_ALWAYS_PASS),
  48. mStencilCompareBack(CMPF_ALWAYS_PASS),
  49. mStencilRefValue(0),
  50. mFragmentTexOffset(0),
  51. mVertexTexOffset(0),
  52. mGeometryTexOffset(0),
  53. mTextureTypes(nullptr),
  54. mNumTextureTypes(0),
  55. mFragmentUBOffset(0),
  56. mVertexUBOffset(0),
  57. mGeometryUBOffset(0),
  58. mHullUBOffset(0),
  59. mDomainUBOffset(0),
  60. mComputeUBOffset(0),
  61. mDrawCallInProgress(false),
  62. mCurrentDrawOperation(DOT_TRIANGLE_LIST)
  63. {
  64. // Get our GLSupport
  65. mGLSupport = BansheeEngine::getGLSupport();
  66. mViewMatrix = Matrix4::IDENTITY;
  67. mColorWrite[0] = mColorWrite[1] = mColorWrite[2] = mColorWrite[3] = true;
  68. mCurrentContext = 0;
  69. mMainContext = 0;
  70. mGLInitialised = false;
  71. mMinFilter = FO_LINEAR;
  72. mMipFilter = FO_POINT;
  73. mProgramPipelineManager = bs_new<GLSLProgramPipelineManager>();
  74. }
  75. GLRenderSystem::~GLRenderSystem()
  76. {
  77. }
  78. const String& GLRenderSystem::getName() const
  79. {
  80. static String strName("GLRenderSystem");
  81. return strName;
  82. }
  83. const String& GLRenderSystem::getShadingLanguageName() const
  84. {
  85. static String strName("glsl");
  86. return strName;
  87. }
  88. void GLRenderSystem::initialize_internal(AsyncOp& asyncOp)
  89. {
  90. THROW_IF_NOT_CORE_THREAD;
  91. mGLSupport->start();
  92. mVideoModeInfo = mGLSupport->getVideoModeInfo();
  93. RenderWindowManager::startUp<GLRenderWindowManager>(this);
  94. RenderStateManager::startUp();
  95. QueryManager::startUp<GLQueryManager>();
  96. // Initialize a window so we have something to create a GL context with
  97. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  98. // Get the context from the window and finish initialization
  99. GLContext *context = nullptr;
  100. primaryWindow->getCustomAttribute("GLCONTEXT", &context);
  101. // Set main and current context
  102. mMainContext = context;
  103. mCurrentContext = mMainContext;
  104. // Set primary context as active
  105. if (mCurrentContext)
  106. mCurrentContext->setCurrent();
  107. checkForErrors();
  108. // Setup GLSupport
  109. mGLSupport->initializeExtensions();
  110. checkForErrors();
  111. Vector<BansheeEngine::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
  112. if (!tokens.empty())
  113. {
  114. mDriverVersion.major = parseInt(tokens[0]);
  115. if (tokens.size() > 1)
  116. mDriverVersion.minor = parseInt(tokens[1]);
  117. if (tokens.size() > 2)
  118. mDriverVersion.release = parseInt(tokens[2]);
  119. }
  120. mDriverVersion.build = 0;
  121. mCurrentCapabilities = createRenderSystemCapabilities();
  122. initFromCaps(mCurrentCapabilities);
  123. GLVertexArrayObjectManager::startUp();
  124. mGLInitialised = true;
  125. RenderSystem::initialize_internal(asyncOp);
  126. asyncOp._completeOperation(primaryWindow);
  127. }
  128. void GLRenderSystem::destroy_internal()
  129. {
  130. RenderSystem::destroy_internal();
  131. GLVertexArrayObjectManager::shutDown();
  132. // Deleting the GLSL program factory
  133. if (mGLSLProgramFactory)
  134. {
  135. // Remove from manager safely
  136. GpuProgramManager::instance().removeFactory(mGLSLProgramFactory);
  137. bs_delete(mGLSLProgramFactory);
  138. mGLSLProgramFactory = nullptr;
  139. }
  140. // Deleting the hardware buffer manager. Has to be done before the mGLSupport->stop().
  141. HardwareBufferManager::shutDown();
  142. GLRTTManager::shutDown();
  143. mBoundVertexBuffers.clear();
  144. mBoundVertexDeclaration = nullptr;
  145. mBoundIndexBuffer = nullptr;
  146. mCurrentVertexProgram = nullptr;
  147. mCurrentFragmentProgram = nullptr;
  148. mCurrentGeometryProgram = nullptr;
  149. mCurrentHullProgram = nullptr;
  150. mCurrentDomainProgram = nullptr;
  151. mGLSupport->stop();
  152. TextureManager::shutDown();
  153. QueryManager::shutDown();
  154. RenderWindowManager::shutDown();
  155. RenderStateManager::shutDown();
  156. mGLInitialised = false;
  157. if(mProgramPipelineManager != nullptr)
  158. bs_delete(mProgramPipelineManager);
  159. if(mGLSupport)
  160. bs_delete(mGLSupport);
  161. if(mTextureTypes != nullptr)
  162. bs_deleteN(mTextureTypes, mNumTextureTypes);
  163. }
  164. void GLRenderSystem::bindGpuProgram(HGpuProgram prg)
  165. {
  166. THROW_IF_NOT_CORE_THREAD;
  167. GLSLGpuProgramPtr glprg = std::static_pointer_cast<GLSLGpuProgram>(prg->getThisPtr());
  168. switch (glprg->getType())
  169. {
  170. case GPT_VERTEX_PROGRAM:
  171. mCurrentVertexProgram = glprg;
  172. break;
  173. case GPT_FRAGMENT_PROGRAM:
  174. mCurrentFragmentProgram = glprg;
  175. break;
  176. case GPT_GEOMETRY_PROGRAM:
  177. mCurrentGeometryProgram = glprg;
  178. break;
  179. case GPT_DOMAIN_PROGRAM:
  180. mCurrentDomainProgram = glprg;
  181. break;
  182. case GPT_HULL_PROGRAM:
  183. mCurrentHullProgram = glprg;
  184. break;
  185. }
  186. RenderSystem::bindGpuProgram(prg);
  187. }
  188. void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype)
  189. {
  190. THROW_IF_NOT_CORE_THREAD;
  191. setActiveProgram(gptype, nullptr);
  192. RenderSystem::unbindGpuProgram(gptype);
  193. }
  194. void GLRenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  195. {
  196. THROW_IF_NOT_CORE_THREAD;
  197. bindableParams->updateHardwareBuffers();
  198. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  199. GLSLGpuProgramPtr activeProgram = getActiveProgram(gptype);
  200. GLuint glProgram = activeProgram->getGLHandle();
  201. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  202. {
  203. HTexture texture = bindableParams->getTexture(iter->second.slot);
  204. if(!texture.isLoaded())
  205. setTexture(gptype, iter->second.slot, false, nullptr);
  206. else
  207. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  208. }
  209. UINT32 texUnit = 0;
  210. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  211. {
  212. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  213. if(samplerState == nullptr)
  214. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  215. else
  216. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  217. glProgramUniform1i(glProgram, iter->second.slot, getGLTextureUnit(gptype, texUnit));
  218. texUnit++;
  219. }
  220. UINT8* uniformBufferData = nullptr;
  221. UINT32 blockBinding = 0;
  222. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  223. {
  224. GpuParamBlockBufferPtr paramBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  225. if(paramBlockBuffer == nullptr)
  226. continue;
  227. if(iter->second.slot == 0)
  228. {
  229. // 0 means uniforms are not in block, in which case we handle it specially
  230. if (uniformBufferData == nullptr && paramBlockBuffer->getSize() > 0)
  231. {
  232. uniformBufferData = (UINT8*)bs_alloc<ScratchAlloc>(paramBlockBuffer->getSize());
  233. paramBlockBuffer->readData(uniformBufferData);
  234. }
  235. continue;
  236. }
  237. const GLGpuParamBlockBuffer* glParamBlockBuffer = static_cast<const GLGpuParamBlockBuffer*>(paramBlockBuffer.get());
  238. UINT32 globalBlockBinding = getGLUniformBlockBinding(gptype, blockBinding);
  239. glUniformBlockBinding(glProgram, iter->second.slot - 1, globalBlockBinding);
  240. glBindBufferRange(GL_UNIFORM_BUFFER, globalBlockBinding, glParamBlockBuffer->getGLHandle(), 0, glParamBlockBuffer->getSize());
  241. blockBinding++;
  242. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  243. }
  244. bool hasBoundAtLeastOne = false;
  245. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  246. {
  247. const GpuParamDataDesc& paramDesc = iter->second;
  248. if(paramDesc.paramBlockSlot != 0) // 0 means uniforms are not in a block
  249. continue;
  250. const UINT8* ptrData = uniformBufferData + paramDesc.cpuMemOffset * sizeof(UINT32);
  251. hasBoundAtLeastOne = true;
  252. switch(paramDesc.type)
  253. {
  254. case GPDT_FLOAT1:
  255. glProgramUniform1fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  256. break;
  257. case GPDT_FLOAT2:
  258. glProgramUniform2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  259. break;
  260. case GPDT_FLOAT3:
  261. glProgramUniform3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  262. break;
  263. case GPDT_FLOAT4:
  264. glProgramUniform4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  265. break;
  266. case GPDT_MATRIX_2X2:
  267. glProgramUniformMatrix2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  268. GL_FALSE, (GLfloat*)ptrData);
  269. break;
  270. case GPDT_MATRIX_2X3:
  271. glProgramUniformMatrix2x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  272. GL_FALSE, (GLfloat*)ptrData);
  273. break;
  274. case GPDT_MATRIX_2X4:
  275. glProgramUniformMatrix2x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  276. GL_FALSE, (GLfloat*)ptrData);
  277. break;
  278. case GPDT_MATRIX_3X2:
  279. glProgramUniformMatrix3x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  280. GL_FALSE, (GLfloat*)ptrData);
  281. break;
  282. case GPDT_MATRIX_3X3:
  283. glProgramUniformMatrix3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  284. GL_FALSE, (GLfloat*)ptrData);
  285. break;
  286. case GPDT_MATRIX_3X4:
  287. glProgramUniformMatrix3x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  288. GL_FALSE, (GLfloat*)ptrData);
  289. break;
  290. case GPDT_MATRIX_4X2:
  291. glProgramUniformMatrix4x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  292. GL_FALSE, (GLfloat*)ptrData);
  293. break;
  294. case GPDT_MATRIX_4X3:
  295. glProgramUniformMatrix4x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  296. GL_FALSE, (GLfloat*)ptrData);
  297. break;
  298. case GPDT_MATRIX_4X4:
  299. glProgramUniformMatrix4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  300. GL_FALSE, (GLfloat*)ptrData);
  301. break;
  302. case GPDT_INT1:
  303. glProgramUniform1iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  304. break;
  305. case GPDT_INT2:
  306. glProgramUniform2iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  307. break;
  308. case GPDT_INT3:
  309. glProgramUniform3iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  310. break;
  311. case GPDT_INT4:
  312. glProgramUniform4iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  313. break;
  314. case GPDT_BOOL:
  315. glProgramUniform1uiv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLuint*)ptrData);
  316. break;
  317. case GPDT_UNKNOWN:
  318. break;
  319. }
  320. }
  321. if (hasBoundAtLeastOne)
  322. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  323. if(uniformBufferData != nullptr)
  324. {
  325. bs_free<ScratchAlloc>(uniformBufferData);
  326. }
  327. }
  328. void GLRenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  329. {
  330. THROW_IF_NOT_CORE_THREAD;
  331. unit = getGLTextureUnit(gptype, unit);
  332. GLTexturePtr tex = std::static_pointer_cast<GLTexture>(texPtr);
  333. GLenum lastTextureType = mTextureTypes[unit];
  334. if (!activateGLTextureUnit(unit))
  335. return;
  336. if (enabled && tex)
  337. {
  338. mTextureTypes[unit] = tex->getGLTextureTarget();
  339. glBindTexture(mTextureTypes[unit], tex->getGLID());
  340. }
  341. else
  342. {
  343. // TODO - This doesn't actually disable all textures set on this image unit, only the 2D ones
  344. // - If a non-2D sampler is used, the texture will still be displayed
  345. glBindTexture(GL_TEXTURE_2D, 0);
  346. }
  347. activateGLTextureUnit(0);
  348. BS_INC_RENDER_STAT(NumTextureBinds);
  349. }
  350. void GLRenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  351. {
  352. THROW_IF_NOT_CORE_THREAD;
  353. unit = getGLTextureUnit(gptype, unit);
  354. // Set texture layer filtering
  355. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  356. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  357. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  358. // Set texture anisotropy
  359. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  360. // Set mipmap biasing
  361. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  362. // Texture addressing mode
  363. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  364. setTextureAddressingMode(unit, uvw);
  365. // Set border color
  366. setTextureBorderColor(unit, state->getBorderColor());
  367. BS_INC_RENDER_STAT(NumSamplerBinds);
  368. }
  369. void GLRenderSystem::setBlendState(const BlendStatePtr& blendState)
  370. {
  371. THROW_IF_NOT_CORE_THREAD;
  372. // Alpha to coverage
  373. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  374. // Blend states
  375. // OpenGL doesn't allow us to specify blend state per render target, so we just use the first one.
  376. if(blendState->getBlendEnabled(0))
  377. {
  378. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0),
  379. blendState->getAlphaDstBlend(0), blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  380. }
  381. else
  382. {
  383. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  384. }
  385. // Color write mask
  386. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  387. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  388. BS_INC_RENDER_STAT(NumBlendStateChanges);
  389. }
  390. void GLRenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  391. {
  392. THROW_IF_NOT_CORE_THREAD;
  393. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  394. setCullingMode(rasterizerState->getCullMode());
  395. setPolygonMode(rasterizerState->getPolygonMode());
  396. setScissorTestEnable(rasterizerState->getScissorEnable());
  397. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  398. }
  399. void GLRenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  400. {
  401. THROW_IF_NOT_CORE_THREAD;
  402. // Set stencil buffer options
  403. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  404. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  405. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), depthStencilState->getStencilReadMask(), true);
  406. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  407. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), depthStencilState->getStencilReadMask(), false);
  408. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  409. // Set depth buffer options
  410. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  411. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  412. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  413. // Set stencil ref value
  414. setStencilRefValue(stencilRefValue);
  415. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  416. }
  417. void GLRenderSystem::setViewport(Viewport vp)
  418. {
  419. THROW_IF_NOT_CORE_THREAD;
  420. RenderTargetPtr target;
  421. target = vp.getTarget();
  422. setRenderTarget(target);
  423. // Calculate the "lower-left" corner of the viewport
  424. mViewportWidth = vp.getWidth();
  425. mViewportHeight = vp.getHeight();
  426. mViewportLeft = vp.getX();
  427. mViewportTop = vp.getY();
  428. if (!target->requiresTextureFlipping())
  429. {
  430. // Convert "upper-left" corner to "lower-left"
  431. mViewportTop = target->getHeight() - mViewportHeight - mViewportTop;
  432. }
  433. glViewport(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  434. // Configure the viewport clipping
  435. glScissor(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  436. }
  437. void GLRenderSystem::setRenderTarget(RenderTargetPtr target)
  438. {
  439. THROW_IF_NOT_CORE_THREAD;
  440. mActiveRenderTarget = target;
  441. // Switch context if different from current one
  442. GLContext *newContext = 0;
  443. target->getCustomAttribute("GLCONTEXT", &newContext);
  444. if(newContext && mCurrentContext != newContext)
  445. {
  446. switchContext(newContext);
  447. }
  448. GLFrameBufferObject *fbo = 0;
  449. target->getCustomAttribute("FBO", &fbo);
  450. if(fbo)
  451. fbo->bind();
  452. else
  453. // Old style context (window/pbuffer) or copying render texture
  454. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  455. if (GLEW_EXT_framebuffer_sRGB)
  456. {
  457. // Enable / disable sRGB states
  458. if (target->isHwGammaEnabled())
  459. {
  460. glEnable(GL_FRAMEBUFFER_SRGB_EXT);
  461. // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
  462. // enabling, but GL spec says incapable surfaces ignore the setting
  463. // anyway. We test the capability to enable isHardwareGammaEnabled.
  464. }
  465. else
  466. {
  467. glDisable(GL_FRAMEBUFFER_SRGB_EXT);
  468. }
  469. }
  470. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  471. }
  472. void GLRenderSystem::beginFrame()
  473. {
  474. THROW_IF_NOT_CORE_THREAD;
  475. // Activate the viewport clipping
  476. glEnable(GL_SCISSOR_TEST);
  477. }
  478. void GLRenderSystem::endFrame()
  479. {
  480. THROW_IF_NOT_CORE_THREAD;
  481. // Deactivate the viewport clipping.
  482. glDisable(GL_SCISSOR_TEST);
  483. }
  484. void GLRenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  485. {
  486. THROW_IF_NOT_CORE_THREAD;
  487. if ((index + numBuffers) > (UINT32)mBoundVertexBuffers.size())
  488. mBoundVertexBuffers.resize(index + numBuffers);
  489. for(UINT32 i = 0; i < numBuffers; i++)
  490. {
  491. mBoundVertexBuffers[index + i] = buffers[i];
  492. }
  493. }
  494. void GLRenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  495. {
  496. THROW_IF_NOT_CORE_THREAD;
  497. mBoundVertexDeclaration = vertexDeclaration;
  498. }
  499. void GLRenderSystem::setDrawOperation(DrawOperationType op)
  500. {
  501. THROW_IF_NOT_CORE_THREAD;
  502. mCurrentDrawOperation = op;
  503. }
  504. void GLRenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  505. {
  506. THROW_IF_NOT_CORE_THREAD;
  507. mBoundIndexBuffer = buffer;
  508. }
  509. void GLRenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  510. {
  511. // Find the correct type to render
  512. GLint primType = getGLDrawMode();
  513. beginDraw();
  514. glDrawArrays(primType, vertexOffset, vertexCount);
  515. endDraw();
  516. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  517. BS_INC_RENDER_STAT(NumDrawCalls);
  518. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  519. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  520. }
  521. void GLRenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  522. {
  523. if(mBoundIndexBuffer == nullptr)
  524. {
  525. LOGWRN("Cannot draw indexed because index buffer is not set.");
  526. return;
  527. }
  528. // Find the correct type to render
  529. GLint primType = getGLDrawMode();
  530. beginDraw();
  531. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
  532. static_cast<GLIndexBuffer*>(mBoundIndexBuffer.get())->getGLBufferId());
  533. GLenum indexType = (mBoundIndexBuffer->getType() == IndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
  534. glDrawElementsBaseVertex(primType, indexCount, indexType, (GLvoid*)(mBoundIndexBuffer->getIndexSize() * startIndex), vertexOffset);
  535. endDraw();
  536. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  537. BS_INC_RENDER_STAT(NumDrawCalls);
  538. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  539. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  540. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  541. }
  542. void GLRenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  543. {
  544. THROW_IF_NOT_CORE_THREAD;
  545. mScissorTop = top;
  546. mScissorBottom = bottom;
  547. mScissorLeft = left;
  548. mScissorRight = right;
  549. }
  550. void GLRenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  551. {
  552. if(mActiveRenderTarget == nullptr)
  553. return;
  554. RectI clearRect(0, 0, mActiveRenderTarget->getWidth(), mActiveRenderTarget->getHeight());
  555. clearArea(buffers, color, depth, stencil, clearRect);
  556. }
  557. void GLRenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  558. {
  559. RectI clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  560. clearArea(buffers, color, depth, stencil, clearRect);
  561. }
  562. void GLRenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const RectI& clearRect)
  563. {
  564. THROW_IF_NOT_CORE_THREAD;
  565. if(mActiveRenderTarget == nullptr)
  566. return;
  567. bool colorMask = !mColorWrite[0] || !mColorWrite[1]
  568. || !mColorWrite[2] || !mColorWrite[3];
  569. GLbitfield flags = 0;
  570. if (buffers & FBT_COLOR)
  571. {
  572. flags |= GL_COLOR_BUFFER_BIT;
  573. // Enable buffer for writing if it isn't
  574. if (colorMask)
  575. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  576. glClearColor(color.r, color.g, color.b, color.a);
  577. }
  578. if (buffers & FBT_DEPTH)
  579. {
  580. flags |= GL_DEPTH_BUFFER_BIT;
  581. // Enable buffer for writing if it isn't
  582. if (!mDepthWrite)
  583. glDepthMask(GL_TRUE);
  584. glClearDepth(depth);
  585. }
  586. if (buffers & FBT_STENCIL)
  587. {
  588. flags |= GL_STENCIL_BUFFER_BIT;
  589. // Enable buffer for writing if it isn't
  590. glStencilMask(0xFFFFFFFF);
  591. glClearStencil(stencil);
  592. }
  593. // Disable scissor test as we want to clear the entire render surface
  594. GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
  595. UINT32 oldScissorTop = mScissorTop;
  596. UINT32 oldScissorBottom = mScissorBottom;
  597. UINT32 oldScissorLeft = mScissorLeft;
  598. UINT32 oldScissorRight = mScissorRight;
  599. if (scissorTestEnabled)
  600. {
  601. glDisable(GL_SCISSOR_TEST);
  602. }
  603. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  604. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == mActiveRenderTarget->getWidth() && clearRect.height == mActiveRenderTarget->getHeight());
  605. if(!clearEntireTarget)
  606. {
  607. setScissorRect(clearRect.x, clearRect.y, clearRect.x + clearRect.width, clearRect.y + clearRect.height);
  608. setScissorTestEnable(true);
  609. }
  610. // Clear buffers
  611. glClear(flags);
  612. if(!clearEntireTarget)
  613. {
  614. setScissorTestEnable(false);
  615. }
  616. // Restore scissor test
  617. if (scissorTestEnabled)
  618. {
  619. glEnable(GL_SCISSOR_TEST);
  620. mScissorTop = oldScissorTop;
  621. mScissorBottom = oldScissorBottom;
  622. mScissorLeft = oldScissorLeft;
  623. mScissorRight = oldScissorRight;
  624. }
  625. // Reset buffer write state
  626. if (!mDepthWrite && (buffers & FBT_DEPTH))
  627. {
  628. glDepthMask( GL_FALSE );
  629. }
  630. if (colorMask && (buffers & FBT_COLOR))
  631. {
  632. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  633. }
  634. if (buffers & FBT_STENCIL)
  635. {
  636. glStencilMask(mStencilWriteMask);
  637. }
  638. BS_INC_RENDER_STAT(NumClears);
  639. }
  640. /************************************************************************/
  641. /* PRIVATE */
  642. /************************************************************************/
  643. void GLRenderSystem::setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw)
  644. {
  645. if (!activateGLTextureUnit(stage))
  646. return;
  647. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S,
  648. getTextureAddressingMode(uvw.u));
  649. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T,
  650. getTextureAddressingMode(uvw.v));
  651. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R,
  652. getTextureAddressingMode(uvw.w));
  653. activateGLTextureUnit(0);
  654. }
  655. void GLRenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
  656. {
  657. GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a };
  658. if (activateGLTextureUnit(stage))
  659. {
  660. glTexParameterfv(mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border);
  661. activateGLTextureUnit(0);
  662. }
  663. }
  664. void GLRenderSystem::setTextureMipmapBias(UINT16 stage, float bias)
  665. {
  666. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  667. {
  668. if (activateGLTextureUnit(stage))
  669. {
  670. glTexParameterf(mTextureTypes[stage], GL_TEXTURE_LOD_BIAS, bias);
  671. activateGLTextureUnit(0);
  672. }
  673. }
  674. }
  675. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  676. {
  677. GLint sourceBlend = getBlendMode(sourceFactor);
  678. GLint destBlend = getBlendMode(destFactor);
  679. if(sourceFactor == BF_ONE && destFactor == BF_ZERO)
  680. {
  681. glDisable(GL_BLEND);
  682. }
  683. else
  684. {
  685. glEnable(GL_BLEND);
  686. glBlendFunc(sourceBlend, destBlend);
  687. }
  688. GLint func = GL_FUNC_ADD;
  689. switch(op)
  690. {
  691. case BO_ADD:
  692. func = GL_FUNC_ADD;
  693. break;
  694. case BO_SUBTRACT:
  695. func = GL_FUNC_SUBTRACT;
  696. break;
  697. case BO_REVERSE_SUBTRACT:
  698. func = GL_FUNC_REVERSE_SUBTRACT;
  699. break;
  700. case BO_MIN:
  701. func = GL_MIN;
  702. break;
  703. case BO_MAX:
  704. func = GL_MAX;
  705. break;
  706. }
  707. if(GLEW_VERSION_1_4 || GLEW_ARB_imaging)
  708. {
  709. glBlendEquation(func);
  710. }
  711. else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX))
  712. {
  713. glBlendEquationEXT(func);
  714. }
  715. }
  716. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor,
  717. BlendFactor sourceFactorAlpha, BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp)
  718. {
  719. GLint sourceBlend = getBlendMode(sourceFactor);
  720. GLint destBlend = getBlendMode(destFactor);
  721. GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha);
  722. GLint destBlendAlpha = getBlendMode(destFactorAlpha);
  723. if(sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  724. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  725. {
  726. glDisable(GL_BLEND);
  727. }
  728. else
  729. {
  730. glEnable(GL_BLEND);
  731. glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha);
  732. }
  733. GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD;
  734. switch(op)
  735. {
  736. case BO_ADD:
  737. func = GL_FUNC_ADD;
  738. break;
  739. case BO_SUBTRACT:
  740. func = GL_FUNC_SUBTRACT;
  741. break;
  742. case BO_REVERSE_SUBTRACT:
  743. func = GL_FUNC_REVERSE_SUBTRACT;
  744. break;
  745. case BO_MIN:
  746. func = GL_MIN;
  747. break;
  748. case BO_MAX:
  749. func = GL_MAX;
  750. break;
  751. }
  752. switch(alphaOp)
  753. {
  754. case BO_ADD:
  755. alphaFunc = GL_FUNC_ADD;
  756. break;
  757. case BO_SUBTRACT:
  758. alphaFunc = GL_FUNC_SUBTRACT;
  759. break;
  760. case BO_REVERSE_SUBTRACT:
  761. alphaFunc = GL_FUNC_REVERSE_SUBTRACT;
  762. break;
  763. case BO_MIN:
  764. alphaFunc = GL_MIN;
  765. break;
  766. case BO_MAX:
  767. alphaFunc = GL_MAX;
  768. break;
  769. }
  770. if(GLEW_VERSION_2_0) {
  771. glBlendEquationSeparate(func, alphaFunc);
  772. }
  773. else if(GLEW_EXT_blend_equation_separate) {
  774. glBlendEquationSeparateEXT(func, alphaFunc);
  775. }
  776. }
  777. void GLRenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
  778. {
  779. if(func == CMPF_ALWAYS_PASS)
  780. {
  781. glDisable(GL_ALPHA_TEST);
  782. }
  783. else
  784. {
  785. glEnable(GL_ALPHA_TEST);
  786. glAlphaFunc(convertCompareFunction(func), value / 255.0f);
  787. }
  788. }
  789. void GLRenderSystem::setAlphaToCoverage(bool enable)
  790. {
  791. static bool lasta2c = false;
  792. if (enable != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  793. {
  794. if (enable)
  795. glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  796. else
  797. glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  798. lasta2c = enable;
  799. }
  800. }
  801. void GLRenderSystem::setScissorTestEnable(bool enable)
  802. {
  803. // If request texture flipping, use "upper-left", otherwise use "lower-left"
  804. bool flipping = mActiveRenderTarget->requiresTextureFlipping();
  805. // GL measures from the bottom, not the top
  806. UINT32 targetHeight = mActiveRenderTarget->getHeight();
  807. // Calculate the "lower-left" corner of the viewport
  808. GLsizei x = 0, y = 0, w = 0, h = 0;
  809. if (enable)
  810. {
  811. glEnable(GL_SCISSOR_TEST);
  812. // GL uses width / height rather than right / bottom
  813. x = mScissorLeft;
  814. if (flipping)
  815. y = mScissorTop;
  816. else
  817. y = targetHeight - mScissorBottom;
  818. w = mScissorRight - mScissorLeft;
  819. h = mScissorBottom - mScissorTop;
  820. glScissor(x, y, w, h);
  821. }
  822. else
  823. {
  824. glDisable(GL_SCISSOR_TEST);
  825. // GL requires you to reset the scissor when disabling
  826. w = mViewportWidth;
  827. h = mViewportHeight;
  828. x = mViewportLeft;
  829. if (flipping)
  830. y = mViewportTop;
  831. else
  832. y = targetHeight - mViewportTop - h;
  833. glScissor(x, y, w, h);
  834. }
  835. }
  836. void GLRenderSystem::setCullingMode(CullingMode mode)
  837. {
  838. mCullingMode = mode;
  839. GLenum cullMode;
  840. switch( mode )
  841. {
  842. case CULL_NONE:
  843. glDisable( GL_CULL_FACE );
  844. return;
  845. default:
  846. case CULL_CLOCKWISE:
  847. cullMode = GL_BACK;
  848. break;
  849. case CULL_COUNTERCLOCKWISE:
  850. cullMode = GL_FRONT;
  851. break;
  852. }
  853. glEnable( GL_CULL_FACE );
  854. glCullFace( cullMode );
  855. }
  856. void GLRenderSystem::setDepthBufferCheckEnabled(bool enabled)
  857. {
  858. if (enabled)
  859. {
  860. glClearDepth(1.0f);
  861. glEnable(GL_DEPTH_TEST);
  862. }
  863. else
  864. {
  865. glDisable(GL_DEPTH_TEST);
  866. }
  867. }
  868. void GLRenderSystem::setDepthBufferWriteEnabled(bool enabled)
  869. {
  870. GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
  871. glDepthMask( flag );
  872. // Store for reference in _beginFrame
  873. mDepthWrite = enabled;
  874. }
  875. void GLRenderSystem::setDepthBufferFunction(CompareFunction func)
  876. {
  877. glDepthFunc(convertCompareFunction(func));
  878. }
  879. void GLRenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
  880. {
  881. if (constantBias != 0 || slopeScaleBias != 0)
  882. {
  883. glEnable(GL_POLYGON_OFFSET_FILL);
  884. glEnable(GL_POLYGON_OFFSET_POINT);
  885. glEnable(GL_POLYGON_OFFSET_LINE);
  886. glPolygonOffset(-slopeScaleBias, -constantBias);
  887. }
  888. else
  889. {
  890. glDisable(GL_POLYGON_OFFSET_FILL);
  891. glDisable(GL_POLYGON_OFFSET_POINT);
  892. glDisable(GL_POLYGON_OFFSET_LINE);
  893. }
  894. }
  895. void GLRenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  896. {
  897. glColorMask(red, green, blue, alpha);
  898. // record this
  899. mColorWrite[0] = red;
  900. mColorWrite[1] = blue;
  901. mColorWrite[2] = green;
  902. mColorWrite[3] = alpha;
  903. }
  904. void GLRenderSystem::setPolygonMode(PolygonMode level)
  905. {
  906. GLenum glmode;
  907. switch(level)
  908. {
  909. case PM_WIREFRAME:
  910. glmode = GL_LINE;
  911. break;
  912. default:
  913. case PM_SOLID:
  914. glmode = GL_FILL;
  915. break;
  916. }
  917. glPolygonMode(GL_FRONT_AND_BACK, glmode);
  918. }
  919. void GLRenderSystem::setStencilCheckEnabled(bool enabled)
  920. {
  921. if (enabled)
  922. glEnable(GL_STENCIL_TEST);
  923. else
  924. glDisable(GL_STENCIL_TEST);
  925. }
  926. void GLRenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp,
  927. StencilOperation depthFailOp, StencilOperation passOp, bool front)
  928. {
  929. if (front)
  930. {
  931. glStencilOpSeparate(GL_FRONT,
  932. convertStencilOp(stencilFailOp),
  933. convertStencilOp(depthFailOp),
  934. convertStencilOp(passOp));
  935. }
  936. else
  937. {
  938. glStencilOpSeparate(GL_BACK,
  939. convertStencilOp(stencilFailOp, true),
  940. convertStencilOp(depthFailOp, true),
  941. convertStencilOp(passOp, true));
  942. }
  943. }
  944. void GLRenderSystem::setStencilBufferFunc(CompareFunction func, UINT32 mask, bool front)
  945. {
  946. mStencilReadMask = mask;
  947. if(front)
  948. {
  949. mStencilCompareFront = func;
  950. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  951. }
  952. else
  953. {
  954. mStencilCompareBack = func;
  955. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  956. }
  957. }
  958. void GLRenderSystem::setStencilBufferWriteMask(UINT32 mask)
  959. {
  960. mStencilWriteMask = mask;
  961. glStencilMask(mask);
  962. }
  963. void GLRenderSystem::setStencilRefValue(UINT32 refValue)
  964. {
  965. THROW_IF_NOT_CORE_THREAD;
  966. mStencilRefValue = refValue;
  967. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  968. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  969. }
  970. void GLRenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions fo)
  971. {
  972. if (!activateGLTextureUnit(unit))
  973. return;
  974. switch(ftype)
  975. {
  976. case FT_MIN:
  977. mMinFilter = fo;
  978. // Combine with existing mip filter
  979. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  980. break;
  981. case FT_MAG:
  982. switch (fo)
  983. {
  984. case FO_ANISOTROPIC: // GL treats linear and aniso the same
  985. case FO_LINEAR:
  986. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  987. break;
  988. case FO_POINT:
  989. case FO_NONE:
  990. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  991. break;
  992. }
  993. break;
  994. case FT_MIP:
  995. mMipFilter = fo;
  996. // Combine with existing min filter
  997. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  998. break;
  999. }
  1000. activateGLTextureUnit(0);
  1001. }
  1002. void GLRenderSystem::setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy)
  1003. {
  1004. if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY))
  1005. return;
  1006. if (!activateGLTextureUnit(unit))
  1007. return;
  1008. GLfloat largest_supported_anisotropy = 0;
  1009. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
  1010. if (maxAnisotropy > largest_supported_anisotropy)
  1011. maxAnisotropy = largest_supported_anisotropy ?
  1012. static_cast<UINT32>(largest_supported_anisotropy) : 1;
  1013. if(maxAnisotropy < 1)
  1014. maxAnisotropy = 1;
  1015. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  1016. glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy);
  1017. activateGLTextureUnit(0);
  1018. }
  1019. void GLRenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  1020. {
  1021. size_t i = 0;
  1022. size_t numClipPlanes;
  1023. GLdouble clipPlane[4];
  1024. numClipPlanes = clipPlanes.size();
  1025. for (i = 0; i < numClipPlanes; ++i)
  1026. {
  1027. GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
  1028. const Plane& plane = clipPlanes[i];
  1029. if (i >= 6)
  1030. {
  1031. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1032. }
  1033. clipPlane[0] = plane.normal.x;
  1034. clipPlane[1] = plane.normal.y;
  1035. clipPlane[2] = plane.normal.z;
  1036. clipPlane[3] = plane.d;
  1037. glClipPlane(clipPlaneId, clipPlane);
  1038. glEnable(clipPlaneId);
  1039. }
  1040. // Disable remaining clip planes
  1041. for (; i < 6; ++i)
  1042. {
  1043. glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
  1044. }
  1045. }
  1046. bool GLRenderSystem::activateGLTextureUnit(UINT16 unit)
  1047. {
  1048. if (mActiveTextureUnit != unit)
  1049. {
  1050. if (unit < getCapabilities()->getNumCombinedTextureUnits())
  1051. {
  1052. glActiveTexture(GL_TEXTURE0 + unit);
  1053. mActiveTextureUnit = unit;
  1054. return true;
  1055. }
  1056. else if (!unit)
  1057. {
  1058. // always ok to use the first unit
  1059. return true;
  1060. }
  1061. else
  1062. {
  1063. LOGWRN("Provided texture unit index is higher than OpenGL supports. Provided: " + toString(unit) +
  1064. ". Supported range: 0 .. " + toString(getCapabilities()->getNumCombinedTextureUnits() - 1));
  1065. return false;
  1066. }
  1067. }
  1068. else
  1069. {
  1070. return true;
  1071. }
  1072. }
  1073. void GLRenderSystem::beginDraw()
  1074. {
  1075. if(mDrawCallInProgress)
  1076. BS_EXCEPT(InternalErrorException, "Calling beginDraw without finishing previous draw call. Please call endDraw().");
  1077. mDrawCallInProgress = true;
  1078. if(mCurrentVertexProgram == nullptr)
  1079. {
  1080. LOGWRN("Cannot render without a set vertex shader.");
  1081. return;
  1082. }
  1083. if(mBoundVertexDeclaration == nullptr)
  1084. {
  1085. LOGWRN("Cannot render without a set vertex declaration.");
  1086. return;
  1087. }
  1088. const GLSLProgramPipeline* pipeline = mProgramPipelineManager->getPipeline(mCurrentVertexProgram.get(),
  1089. mCurrentFragmentProgram.get(), mCurrentGeometryProgram.get(), mCurrentHullProgram.get(), mCurrentDomainProgram.get());
  1090. if(mActivePipeline != pipeline)
  1091. {
  1092. glBindProgramPipeline(pipeline->glHandle);
  1093. mActivePipeline = pipeline;
  1094. }
  1095. const GLVertexArrayObject& vao = GLVertexArrayObjectManager::instance().getVAO(mCurrentVertexProgram, mBoundVertexDeclaration, mBoundVertexBuffers);
  1096. glBindVertexArray(vao.getGLHandle());
  1097. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  1098. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  1099. }
  1100. void GLRenderSystem::endDraw()
  1101. {
  1102. if(!mDrawCallInProgress)
  1103. return;
  1104. mDrawCallInProgress = false;
  1105. }
  1106. GLfloat GLRenderSystem::getCurrentAnisotropy(UINT16 unit)
  1107. {
  1108. GLfloat curAniso = 0;
  1109. glGetTexParameterfv(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
  1110. return curAniso ? curAniso : 1;
  1111. }
  1112. GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const
  1113. {
  1114. switch (op)
  1115. {
  1116. case SOP_KEEP:
  1117. return GL_KEEP;
  1118. case SOP_ZERO:
  1119. return GL_ZERO;
  1120. case SOP_REPLACE:
  1121. return GL_REPLACE;
  1122. case SOP_INCREMENT:
  1123. return invert ? GL_DECR : GL_INCR;
  1124. case SOP_DECREMENT:
  1125. return invert ? GL_INCR : GL_DECR;
  1126. case SOP_INCREMENT_WRAP:
  1127. return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
  1128. case SOP_DECREMENT_WRAP:
  1129. return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
  1130. case SOP_INVERT:
  1131. return GL_INVERT;
  1132. };
  1133. // to keep compiler happy
  1134. return SOP_KEEP;
  1135. }
  1136. GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const
  1137. {
  1138. switch (func)
  1139. {
  1140. case CMPF_ALWAYS_FAIL:
  1141. return GL_NEVER;
  1142. case CMPF_ALWAYS_PASS:
  1143. return GL_ALWAYS;
  1144. case CMPF_LESS:
  1145. return GL_LESS;
  1146. case CMPF_LESS_EQUAL:
  1147. return GL_LEQUAL;
  1148. case CMPF_EQUAL:
  1149. return GL_EQUAL;
  1150. case CMPF_NOT_EQUAL:
  1151. return GL_NOTEQUAL;
  1152. case CMPF_GREATER_EQUAL:
  1153. return GL_GEQUAL;
  1154. case CMPF_GREATER:
  1155. return GL_GREATER;
  1156. };
  1157. return GL_ALWAYS;
  1158. }
  1159. GLuint GLRenderSystem::getCombinedMinMipFilter() const
  1160. {
  1161. switch (mMinFilter)
  1162. {
  1163. case FO_ANISOTROPIC:
  1164. case FO_LINEAR:
  1165. switch (mMipFilter)
  1166. {
  1167. case FO_ANISOTROPIC:
  1168. case FO_LINEAR:
  1169. // Linear min, linear mip
  1170. return GL_LINEAR_MIPMAP_LINEAR;
  1171. case FO_POINT:
  1172. // Linear min, point mip
  1173. return GL_LINEAR_MIPMAP_NEAREST;
  1174. case FO_NONE:
  1175. // Linear min, no mip
  1176. return GL_LINEAR;
  1177. }
  1178. break;
  1179. case FO_POINT:
  1180. case FO_NONE:
  1181. switch (mMipFilter)
  1182. {
  1183. case FO_ANISOTROPIC:
  1184. case FO_LINEAR:
  1185. // Nearest min, linear mip
  1186. return GL_NEAREST_MIPMAP_LINEAR;
  1187. case FO_POINT:
  1188. // Nearest min, point mip
  1189. return GL_NEAREST_MIPMAP_NEAREST;
  1190. case FO_NONE:
  1191. // Nearest min, no mip
  1192. return GL_NEAREST;
  1193. }
  1194. break;
  1195. }
  1196. // Should never get here
  1197. return 0;
  1198. }
  1199. GLint GLRenderSystem::getBlendMode(BlendFactor blendMode) const
  1200. {
  1201. switch (blendMode)
  1202. {
  1203. case BF_ONE:
  1204. return GL_ONE;
  1205. case BF_ZERO:
  1206. return GL_ZERO;
  1207. case BF_DEST_COLOR:
  1208. return GL_DST_COLOR;
  1209. case BF_SOURCE_COLOR:
  1210. return GL_SRC_COLOR;
  1211. case BF_INV_DEST_COLOR:
  1212. return GL_ONE_MINUS_DST_COLOR;
  1213. case BF_INV_SOURCE_COLOR:
  1214. return GL_ONE_MINUS_SRC_COLOR;
  1215. case BF_DEST_ALPHA:
  1216. return GL_DST_ALPHA;
  1217. case BF_SOURCE_ALPHA:
  1218. return GL_SRC_ALPHA;
  1219. case BF_INV_DEST_ALPHA:
  1220. return GL_ONE_MINUS_DST_ALPHA;
  1221. case BF_INV_SOURCE_ALPHA:
  1222. return GL_ONE_MINUS_SRC_ALPHA;
  1223. };
  1224. return GL_ONE;
  1225. }
  1226. GLint GLRenderSystem::getTextureAddressingMode(TextureAddressingMode tam) const
  1227. {
  1228. switch (tam)
  1229. {
  1230. default:
  1231. case TAM_WRAP:
  1232. return GL_REPEAT;
  1233. case TAM_MIRROR:
  1234. return GL_MIRRORED_REPEAT;
  1235. case TAM_CLAMP:
  1236. return GL_CLAMP_TO_EDGE;
  1237. case TAM_BORDER:
  1238. return GL_CLAMP_TO_BORDER;
  1239. }
  1240. }
  1241. GLint GLRenderSystem::getGLDrawMode() const
  1242. {
  1243. GLint primType;
  1244. // Use adjacency if there is a geometry program and it requested adjacency info
  1245. bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
  1246. switch (mCurrentDrawOperation)
  1247. {
  1248. case DOT_POINT_LIST:
  1249. primType = GL_POINTS;
  1250. break;
  1251. case DOT_LINE_LIST:
  1252. primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
  1253. break;
  1254. case DOT_LINE_STRIP:
  1255. primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
  1256. break;
  1257. default:
  1258. case DOT_TRIANGLE_LIST:
  1259. primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
  1260. break;
  1261. case DOT_TRIANGLE_STRIP:
  1262. primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
  1263. break;
  1264. case DOT_TRIANGLE_FAN:
  1265. primType = GL_TRIANGLE_FAN;
  1266. break;
  1267. }
  1268. return primType;
  1269. }
  1270. UINT32 GLRenderSystem::getGLTextureUnit(GpuProgramType gptype, UINT32 unit)
  1271. {
  1272. if (gptype != GPT_VERTEX_PROGRAM && gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_GEOMETRY_PROGRAM)
  1273. {
  1274. BS_EXCEPT(InvalidParametersException, "OpenGL cannot assign textures to this gpu program type: " + toString(gptype));
  1275. }
  1276. UINT32 numSupportedUnits = mCurrentCapabilities->getNumTextureUnits(gptype);
  1277. if (unit < 0 || unit >= numSupportedUnits)
  1278. {
  1279. BS_EXCEPT(InvalidParametersException, "Invalid texture unit index for the provided stage. Unit index: " + toString(unit) + ". Stage: " +
  1280. toString(gptype) + ". Supported range is 0 .. " + toString(numSupportedUnits - 1));
  1281. }
  1282. switch (gptype)
  1283. {
  1284. case GPT_FRAGMENT_PROGRAM:
  1285. return mFragmentTexOffset + unit;
  1286. case GPT_VERTEX_PROGRAM:
  1287. return mVertexTexOffset + unit;
  1288. case GPT_GEOMETRY_PROGRAM:
  1289. return mGeometryTexOffset + unit;
  1290. default:
  1291. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1292. }
  1293. }
  1294. UINT32 GLRenderSystem::getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding)
  1295. {
  1296. UINT32 maxNumBindings = mCurrentCapabilities->getNumGpuParamBlockBuffers(gptype);
  1297. if (binding < 0 || binding >= maxNumBindings)
  1298. {
  1299. BS_EXCEPT(InvalidParametersException, "Invalid buffer binding for the provided stage. Buffer binding: " + toString(binding) + ". Stage: " +
  1300. toString(gptype) + ". Supported range is 0 .. " + toString(maxNumBindings - 1));
  1301. }
  1302. switch (gptype)
  1303. {
  1304. case GPT_FRAGMENT_PROGRAM:
  1305. return mFragmentUBOffset + binding;
  1306. case GPT_VERTEX_PROGRAM:
  1307. return mVertexUBOffset + binding;
  1308. case GPT_GEOMETRY_PROGRAM:
  1309. return mGeometryUBOffset + binding;
  1310. case GPT_HULL_PROGRAM:
  1311. return mHullUBOffset + binding;
  1312. case GPT_DOMAIN_PROGRAM:
  1313. return mDomainUBOffset + binding;
  1314. case GPT_COMPUTE_PROGRAM:
  1315. return mComputeUBOffset + binding;
  1316. default:
  1317. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1318. }
  1319. }
  1320. void GLRenderSystem::setActiveProgram(GpuProgramType gptype, GLSLGpuProgramPtr program)
  1321. {
  1322. switch (gptype)
  1323. {
  1324. case GPT_VERTEX_PROGRAM:
  1325. mCurrentVertexProgram = program;
  1326. break;
  1327. case GPT_FRAGMENT_PROGRAM:
  1328. mCurrentFragmentProgram = program;
  1329. break;
  1330. case GPT_GEOMETRY_PROGRAM:
  1331. mCurrentGeometryProgram = program;
  1332. break;
  1333. case GPT_DOMAIN_PROGRAM:
  1334. mCurrentDomainProgram = program;
  1335. break;
  1336. case GPT_HULL_PROGRAM:
  1337. mCurrentHullProgram = program;
  1338. break;
  1339. }
  1340. }
  1341. GLSLGpuProgramPtr GLRenderSystem::getActiveProgram(GpuProgramType gptype) const
  1342. {
  1343. switch (gptype)
  1344. {
  1345. case GPT_VERTEX_PROGRAM:
  1346. return mCurrentVertexProgram;
  1347. break;
  1348. case GPT_FRAGMENT_PROGRAM:
  1349. return mCurrentFragmentProgram;
  1350. break;
  1351. case GPT_GEOMETRY_PROGRAM:
  1352. return mCurrentGeometryProgram;
  1353. break;
  1354. case GPT_DOMAIN_PROGRAM:
  1355. return mCurrentDomainProgram;
  1356. break;
  1357. case GPT_HULL_PROGRAM:
  1358. return mCurrentHullProgram;
  1359. break;
  1360. default:
  1361. BS_EXCEPT(InvalidParametersException, "Insupported gpu program type: " + toString(gptype));
  1362. }
  1363. }
  1364. void GLRenderSystem::initFromCaps(RenderSystemCapabilities* caps)
  1365. {
  1366. if(caps->getRenderSystemName() != getName())
  1367. {
  1368. BS_EXCEPT(InvalidParametersException,
  1369. "Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support OpenGL");
  1370. }
  1371. #if BS_DEBUG_MODE
  1372. if (mGLSupport->checkExtension("GL_ARB_debug_output"))
  1373. {
  1374. glDebugMessageCallback(&openGlErrorCallback, 0);
  1375. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  1376. }
  1377. #endif
  1378. HardwareBufferManager::startUp<GLHardwareBufferManager>();
  1379. // GPU Program Manager setup
  1380. if(caps->isShaderProfileSupported("glsl"))
  1381. {
  1382. mGLSLProgramFactory = bs_new<GLSLProgramFactory>();
  1383. GpuProgramManager::instance().addFactory(mGLSLProgramFactory);
  1384. }
  1385. // Check for framebuffer object extension
  1386. if(caps->hasCapability(RSC_FBO))
  1387. {
  1388. if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
  1389. {
  1390. // Create FBO manager
  1391. GLRTTManager::startUp<GLRTTManager>();
  1392. }
  1393. }
  1394. else
  1395. {
  1396. BS_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
  1397. }
  1398. mFragmentTexOffset = 0;
  1399. mVertexTexOffset = caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1400. mGeometryTexOffset = mVertexTexOffset + caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1401. UINT16 numCombinedTexUnits = caps->getNumCombinedTextureUnits();
  1402. UINT32 totalNumTexUnits = caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1403. totalNumTexUnits += caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1404. totalNumTexUnits += caps->getNumTextureUnits(GPT_GEOMETRY_PROGRAM);
  1405. totalNumTexUnits += caps->getNumTextureUnits(GPT_HULL_PROGRAM);
  1406. totalNumTexUnits += caps->getNumTextureUnits(GPT_DOMAIN_PROGRAM);
  1407. totalNumTexUnits += caps->getNumTextureUnits(GPT_COMPUTE_PROGRAM);
  1408. if(totalNumTexUnits > numCombinedTexUnits)
  1409. BS_EXCEPT(InternalErrorException, "Number of combined texture units less than the number of individual units!?");
  1410. mNumTextureTypes = numCombinedTexUnits;
  1411. mTextureTypes = bs_newN<GLenum>(mNumTextureTypes);
  1412. for(UINT16 i = 0; i < numCombinedTexUnits; i++)
  1413. mTextureTypes[i] = 0;
  1414. mVertexUBOffset = 0;
  1415. UINT32 totalNumUniformBlocks = caps->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM);
  1416. mFragmentUBOffset = totalNumUniformBlocks;
  1417. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM);
  1418. mGeometryUBOffset = totalNumUniformBlocks;
  1419. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM);
  1420. mHullUBOffset = totalNumUniformBlocks;
  1421. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM);
  1422. mDomainUBOffset = totalNumUniformBlocks;
  1423. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM);
  1424. mComputeUBOffset = totalNumUniformBlocks;
  1425. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM);
  1426. UINT16 numCombinedUniformBlocks = caps->getNumCombinedGpuParamBlockBuffers();
  1427. if(totalNumUniformBlocks > numCombinedUniformBlocks)
  1428. BS_EXCEPT(InternalErrorException, "Number of combined uniform block buffers less than the number of individual per-stage buffers!?");
  1429. TextureManager::startUp<GLTextureManager>(std::ref(*mGLSupport));
  1430. // Check for multisample support
  1431. // Enable the extension if it was enabled by the GLSupport
  1432. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1433. {
  1434. int multisampleActive = false;
  1435. glGetIntegerv(GL_SAMPLE_BUFFERS_ARB, (GLint*)&multisampleActive);
  1436. if (multisampleActive)
  1437. {
  1438. glEnable(GL_MULTISAMPLE_ARB);
  1439. }
  1440. }
  1441. }
  1442. void GLRenderSystem::switchContext(GLContext *context)
  1443. {
  1444. // Unbind GPU programs and rebind to new context later, because
  1445. // scene manager treat render system as ONE 'context' ONLY, and it
  1446. // cached the GPU programs using state.
  1447. unbindGpuProgram(GPT_VERTEX_PROGRAM);
  1448. unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  1449. unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  1450. unbindGpuProgram(GPT_HULL_PROGRAM);
  1451. unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  1452. // It's ready for switching
  1453. if (mCurrentContext)
  1454. mCurrentContext->endCurrent();
  1455. mCurrentContext = context;
  1456. mCurrentContext->setCurrent();
  1457. // Must reset depth/colour write mask to according with user desired, otherwise,
  1458. // clearFrameBuffer would be wrong because the value we are recorded may be
  1459. // difference with the really state stored in GL context.
  1460. glDepthMask(mDepthWrite);
  1461. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  1462. glStencilMask(mStencilWriteMask);
  1463. }
  1464. RenderSystemCapabilities* GLRenderSystem::createRenderSystemCapabilities() const
  1465. {
  1466. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  1467. rsc->setDriverVersion(mDriverVersion);
  1468. const char* deviceName = (const char*)glGetString(GL_RENDERER);
  1469. const char* vendorName = (const char*)glGetString(GL_VENDOR);
  1470. rsc->setDeviceName(deviceName);
  1471. rsc->setRenderSystemName(getName());
  1472. // determine vendor
  1473. if (strstr(vendorName, "NVIDIA"))
  1474. rsc->setVendor(GPU_NVIDIA);
  1475. else if (strstr(vendorName, "ATI"))
  1476. rsc->setVendor(GPU_AMD);
  1477. else if (strstr(vendorName, "AMD"))
  1478. rsc->setVendor(GPU_AMD);
  1479. else if (strstr(vendorName, "Intel"))
  1480. rsc->setVendor(GPU_INTEL);
  1481. else
  1482. rsc->setVendor(GPU_UNKNOWN);
  1483. // Check for hardware mipmapping support.
  1484. if(GLEW_VERSION_1_4)
  1485. {
  1486. rsc->setCapability(RSC_AUTOMIPMAP);
  1487. }
  1488. // Check for Anisotropy support
  1489. if (getGLSupport()->checkExtension("GL_EXT_texture_filter_anisotropic"))
  1490. {
  1491. rsc->setCapability(RSC_ANISOTROPY);
  1492. }
  1493. // Check for cube mapping
  1494. if(GLEW_VERSION_1_3 ||
  1495. getGLSupport()->checkExtension("GL_ARB_texture_cube_map") ||
  1496. getGLSupport()->checkExtension("GL_EXT_texture_cube_map"))
  1497. {
  1498. rsc->setCapability(RSC_CUBEMAPPING);
  1499. }
  1500. // Point sprites
  1501. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_point_sprite"))
  1502. {
  1503. rsc->setCapability(RSC_POINT_SPRITES);
  1504. }
  1505. // Check for hardware stencil support and set bit depth
  1506. GLint stencil;
  1507. glGetIntegerv(GL_STENCIL_BITS, &stencil);
  1508. if(stencil)
  1509. {
  1510. rsc->setStencilBufferBitDepth(stencil);
  1511. }
  1512. if (GLEW_VERSION_2_0 ||
  1513. (getGLSupport()->checkExtension("GL_ARB_shading_language_100") &&
  1514. getGLSupport()->checkExtension("GL_ARB_shader_objects") &&
  1515. getGLSupport()->checkExtension("GL_ARB_fragment_shader") &&
  1516. getGLSupport()->checkExtension("GL_ARB_vertex_shader")))
  1517. {
  1518. rsc->addShaderProfile("glsl");
  1519. }
  1520. // Check if geometry shaders are supported
  1521. if (GLEW_VERSION_2_0 &&
  1522. getGLSupport()->checkExtension("GL_EXT_geometry_shader4"))
  1523. {
  1524. rsc->setCapability(RSC_GEOMETRY_PROGRAM);
  1525. rsc->setGeometryProgramConstantBoolCount(0);
  1526. rsc->setGeometryProgramConstantIntCount(0);
  1527. GLint floatConstantCount = 0;
  1528. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
  1529. rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
  1530. GLint maxOutputVertices;
  1531. glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
  1532. rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
  1533. }
  1534. //Check if render to vertex buffer (transform feedback in OpenGL)
  1535. if (GLEW_VERSION_2_0 && getGLSupport()->checkExtension("GL_EXT_transform_feedback"))
  1536. {
  1537. rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
  1538. }
  1539. // Check for texture compression
  1540. if (GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_compression"))
  1541. {
  1542. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1543. // Check for dxt compression
  1544. if (getGLSupport()->checkExtension("GL_EXT_texture_compression_s3tc"))
  1545. {
  1546. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1547. }
  1548. // Check for vtc compression
  1549. if (getGLSupport()->checkExtension("GL_NV_texture_compression_vtc"))
  1550. {
  1551. rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
  1552. }
  1553. }
  1554. // As are user clipping planes
  1555. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1556. // 2-sided stencil?
  1557. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_EXT_stencil_two_side"))
  1558. {
  1559. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1560. }
  1561. // stencil wrapping?
  1562. if (GLEW_VERSION_1_4 || getGLSupport()->checkExtension("GL_EXT_stencil_wrap"))
  1563. {
  1564. rsc->setCapability(RSC_STENCIL_WRAP);
  1565. }
  1566. // Check for hardware occlusion support
  1567. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_occlusion_query"))
  1568. {
  1569. rsc->setCapability(RSC_HWOCCLUSION);
  1570. }
  1571. // UBYTE4 always supported
  1572. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1573. // Infinite far plane always supported
  1574. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1575. // Check for non-power-of-2 texture support
  1576. if (getGLSupport()->checkExtension("GL_ARB_texture_non_power_of_two"))
  1577. {
  1578. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1579. }
  1580. // Check for Float textures
  1581. if (getGLSupport()->checkExtension("GL_ATI_texture_float") || getGLSupport()->checkExtension("GL_ARB_texture_float"))
  1582. {
  1583. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1584. }
  1585. // 3D textures should always be supported
  1586. rsc->setCapability(RSC_TEXTURE_3D);
  1587. // Check for framebuffer object extension
  1588. if (getGLSupport()->checkExtension("GL_ARB_framebuffer_object"))
  1589. {
  1590. // Probe number of draw buffers
  1591. // Only makes sense with FBO support, so probe here
  1592. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_draw_buffers") || getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1593. {
  1594. GLint buffers;
  1595. glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
  1596. rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1597. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1598. rsc->setCapability(RSC_FBO);
  1599. }
  1600. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1601. }
  1602. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1603. rsc->setCapability(RSC_PBUFFER);
  1604. // Point size
  1605. float ps;
  1606. glGetFloatv(GL_POINT_SIZE_MAX, &ps);
  1607. rsc->setMaxPointSize(ps);
  1608. // Max number of fragment shader textures
  1609. GLint units;
  1610. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &units);
  1611. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, static_cast<UINT16>(units));
  1612. // Max number of vertex shader textures
  1613. GLint vUnits;
  1614. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vUnits);
  1615. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, static_cast<UINT16>(vUnits));
  1616. if (vUnits > 0)
  1617. {
  1618. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1619. }
  1620. GLint numUniformBlocks;
  1621. glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &numUniformBlocks);
  1622. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, numUniformBlocks);
  1623. glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &numUniformBlocks);
  1624. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, numUniformBlocks);
  1625. if (mGLSupport->checkExtension("GL_ARB_geometry_shader4"))
  1626. {
  1627. GLint geomUnits;
  1628. glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &geomUnits);
  1629. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, static_cast<UINT16>(geomUnits));
  1630. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &numUniformBlocks);
  1631. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, numUniformBlocks);
  1632. }
  1633. if (mGLSupport->checkExtension("GL_ARB_tessellation_shader"))
  1634. {
  1635. rsc->setCapability(RSC_TESSELLATION_PROGRAM);
  1636. glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &numUniformBlocks);
  1637. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, numUniformBlocks);
  1638. glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &numUniformBlocks);
  1639. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, numUniformBlocks);
  1640. }
  1641. if (mGLSupport->checkExtension("GL_ARB_compute_shader"))
  1642. {
  1643. rsc->setCapability(RSC_COMPUTE_PROGRAM);
  1644. GLint computeUnits;
  1645. glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &computeUnits);
  1646. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, static_cast<UINT16>(computeUnits));
  1647. glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &numUniformBlocks);
  1648. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, numUniformBlocks);
  1649. }
  1650. GLint combinedTexUnits;
  1651. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &combinedTexUnits);
  1652. rsc->setNumCombinedTextureUnits(static_cast<UINT16>(combinedTexUnits));
  1653. GLint combinedUniformBlockUnits;
  1654. glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &combinedUniformBlockUnits);
  1655. rsc->setNumCombinedGpuParamBlockBuffers(static_cast<UINT16>(combinedUniformBlockUnits));
  1656. // Mipmap LOD biasing
  1657. if (mGLSupport->checkExtension("GL_EXT_texture_lod_bias"))
  1658. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1659. // Alpha to coverage?
  1660. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1661. {
  1662. // Alpha to coverage always 'supported' when MSAA is available
  1663. // although card may ignore it if it doesn't specifically support A2C
  1664. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1665. }
  1666. // Advanced blending operations
  1667. if(GLEW_VERSION_2_0)
  1668. {
  1669. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1670. }
  1671. return rsc;
  1672. }
  1673. bool GLRenderSystem::checkForErrors() const
  1674. {
  1675. GLenum glErr = glGetError();
  1676. bool errorsFound = false;
  1677. String msg;
  1678. while (glErr != GL_NO_ERROR)
  1679. {
  1680. const char* glerrStr = (const char*)gluErrorString(glErr);
  1681. if (glerrStr)
  1682. {
  1683. msg += String(glerrStr);
  1684. }
  1685. glErr = glGetError();
  1686. errorsFound = true;
  1687. }
  1688. if (errorsFound)
  1689. LOGWRN("OpenGL error: " + msg);
  1690. return errorsFound;
  1691. }
  1692. void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
  1693. {
  1694. UINT32 x = 0;
  1695. for (UINT32 i = 0; i < 4; i++)
  1696. {
  1697. for (UINT32 j = 0; j < 4; j++)
  1698. {
  1699. gl_matrix[x] = m[j][i];
  1700. x++;
  1701. }
  1702. }
  1703. }
  1704. /************************************************************************/
  1705. /* UTILITY */
  1706. /************************************************************************/
  1707. float GLRenderSystem::getMinimumDepthInputValue()
  1708. {
  1709. return -1.0f;
  1710. }
  1711. float GLRenderSystem::getMaximumDepthInputValue()
  1712. {
  1713. return 1.0f;
  1714. }
  1715. float GLRenderSystem::getHorizontalTexelOffset()
  1716. {
  1717. return 0.0f;
  1718. }
  1719. float GLRenderSystem::getVerticalTexelOffset()
  1720. {
  1721. return 0.0f;
  1722. }
  1723. VertexElementType GLRenderSystem::getColorVertexElementType() const
  1724. {
  1725. return VET_COLOR_ABGR;
  1726. }
  1727. void GLRenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  1728. {
  1729. dest = matrix;
  1730. }
  1731. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam)
  1732. {
  1733. BS_EXCEPT(RenderingAPIException, "OpenGL error: " + String(message));
  1734. }
  1735. }