BsGLRenderSystem.h 19 KB

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  1. #pragma once
  2. #include "BsGLPrerequisites.h"
  3. #include "BsRenderSystem.h"
  4. #include "BsGLHardwareBufferManager.h"
  5. #include "BsGLSLProgramFactory.h"
  6. #include "BsVector4.h"
  7. namespace BansheeEngine
  8. {
  9. /**
  10. * @brief Implementation of a render system using OpenGL. Provides abstracted
  11. * access to various low level OpenGL methods.
  12. */
  13. class BS_RSGL_EXPORT GLRenderSystem : public RenderSystem
  14. {
  15. public:
  16. GLRenderSystem();
  17. ~GLRenderSystem();
  18. /**
  19. * @copydoc RenderSystem::getName()
  20. */
  21. const String& getName() const;
  22. /**
  23. * @copydoc RenderSystem::getShadingLanguageName()
  24. */
  25. const String& getShadingLanguageName() const;
  26. /**
  27. * @copydoc RenderSystem::setRenderTarget()
  28. */
  29. void setRenderTarget(const SPtr<RenderTargetCore>& target);
  30. /**
  31. * @copydoc RenderSystem::setVertexBuffers()
  32. */
  33. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers);
  34. /**
  35. * @copydoc RenderSystem::setIndexBuffer()
  36. */
  37. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer);
  38. /**
  39. * @copydoc RenderSystem::setVertexDeclaration()
  40. */
  41. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration);
  42. /**
  43. * @copydoc RenderSystem::setDrawOperation()
  44. */
  45. void setDrawOperation(DrawOperationType op);
  46. /**
  47. * @copydoc RenderSystem::setScissorRect()
  48. */
  49. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom);
  50. /**
  51. * @copydoc RenderSystem::setTexture()
  52. */
  53. void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex);
  54. /**
  55. * @copydoc RenderSystem::setLoadStoreTexture
  56. */
  57. void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  58. const TextureSurface& surface);
  59. /**
  60. * @copydoc RenderSystem::setSamplerState()
  61. */
  62. void setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state);
  63. /**
  64. * @copydoc RenderSystem::setBlendState()
  65. */
  66. void setBlendState(const SPtr<BlendStateCore>& blendState);
  67. /**
  68. * @copydoc RenderSystem::setRasterizerState()
  69. */
  70. void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState);
  71. /**
  72. * @copydoc RenderSystem::setDepthStencilState()
  73. */
  74. void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue);
  75. /**
  76. * @copydoc RenderSystem::setViewport()
  77. */
  78. void setViewport(const Rect2& area);
  79. /**
  80. * @copydoc RenderSystem::bindGpuProgram()
  81. */
  82. void bindGpuProgram(const SPtr<GpuProgramCore>& prg);
  83. /**
  84. * @copydoc RenderSystem::unbindGpuProgram()
  85. */
  86. void unbindGpuProgram(GpuProgramType gptype);
  87. /**
  88. * @copydoc RenderSystem::bindGpuParams()
  89. */
  90. void bindGpuParams(GpuProgramType gptype, const SPtr<GpuParamsCore>& params);
  91. /**
  92. * @copydoc RenderSystem::beginFrame()
  93. */
  94. void beginFrame(void);
  95. /**
  96. * @copydoc RenderSystem::endFrame()
  97. */
  98. void endFrame(void);
  99. /**
  100. * @copydoc RenderSystem::draw()
  101. */
  102. void draw(UINT32 vertexOffset, UINT32 vertexCount);
  103. /**
  104. * @copydoc RenderSystem::drawIndexed()
  105. */
  106. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount);
  107. /**
  108. * @copydoc RenderSystem::clearRenderTarget()
  109. */
  110. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
  111. /**
  112. * @copydoc RenderSystem::clearViewport()
  113. */
  114. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
  115. /**
  116. * @copydoc RenderSystem::getColorVertexElementType()
  117. */
  118. VertexElementType getColorVertexElementType() const;
  119. /**
  120. * @copydoc RenderSystem::getHorizontalTexelOffset()
  121. */
  122. float getHorizontalTexelOffset();
  123. /**
  124. * @copydoc RenderSystem::getVerticalTexelOffset()
  125. */
  126. float getVerticalTexelOffset();
  127. /**
  128. * @copydoc RenderSystem::getMinimumDepthInputValue()
  129. */
  130. float getMinimumDepthInputValue();
  131. /**
  132. * @copydoc RenderSystem::getMaximumDepthInputValue()
  133. */
  134. float getMaximumDepthInputValue();
  135. /**
  136. * @copydoc RenderSystem::convertProjectionMatrix()
  137. */
  138. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest);
  139. /************************************************************************/
  140. /* Internal use by OpenGL RenderSystem only */
  141. /************************************************************************/
  142. /**
  143. * @brief Query has the main context been initialized.
  144. */
  145. bool _isContextInitialized() const { return mGLInitialised; }
  146. /**
  147. * @brief Returns main context. Caller must ensure the context has been initialized.
  148. */
  149. GLContext* getMainContext() const { return mMainContext; }
  150. /**
  151. * @brief Returns a support object you may use for creating
  152. */
  153. GLSupport* getGLSupport() const { return mGLSupport; }
  154. protected:
  155. /**
  156. * @copydoc RenderSystem::initializePrepare
  157. */
  158. void initializePrepare();
  159. /**
  160. * @copydoc RenderSystem::initializeFinalize
  161. */
  162. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow);
  163. /**
  164. * @copydoc RenderSystem::destroy_internal().
  165. */
  166. void destroy_internal(void);
  167. /**
  168. * @brief Call before doing a draw operation, this method sets everything up.
  169. */
  170. void beginDraw();
  171. /**
  172. * @brief Needs to accompany every beginDraw after you are done with a single draw operation.
  173. */
  174. void endDraw();
  175. /**
  176. * @brief Clear a part of a render target.
  177. */
  178. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, const Rect2I& clearArea = Rect2I::EMPTY);
  179. /**
  180. * @brief Set up clip planes against which all geometry will get clipped.
  181. */
  182. void setClipPlanesImpl(const PlaneList& clipPlanes);
  183. /**
  184. * @brief Set up a clip plane at a specific clip plane index. If enabled,
  185. * geometry will be clipped against the positive side of the plane.
  186. *
  187. * @note Valid index range is [0, 5].
  188. */
  189. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  190. /**
  191. * @brief Enable or disable clipping against a clip plane at the specified index.
  192. *
  193. * @note Valid index range is [0, 5].
  194. */
  195. void enableClipPlane (UINT16 index, bool enable);
  196. /**
  197. * @brief Changes the currently active texture unit. Any texture related operations
  198. * will then be performed on this unit.
  199. */
  200. bool activateGLTextureUnit(UINT16 unit);
  201. /**
  202. * @brief Changes the active GPU program.
  203. */
  204. void setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program);
  205. /**
  206. * @brief Retrieves the active GPU program of the specified type.
  207. */
  208. SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
  209. /**
  210. * @brief Converts Banshee blend mode to OpenGL blend mode.
  211. */
  212. GLint getBlendMode(BlendFactor blendMode) const;
  213. /**
  214. * @brief Converts Banshee texture addressing mode to OpenGL texture addressing mode.
  215. */
  216. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  217. /**
  218. * @brief Gets a combined min/mip filter value usable by OpenGL from the currently
  219. * set min and mip filters.
  220. */
  221. GLuint getCombinedMinMipFilter() const;
  222. /**
  223. * @brief OpenGL shares all texture slots, but the engine prefers to keep textures
  224. * separate per-stage. This will convert texture unit that is set per stage
  225. * into a global texture unit usable by OpenGL.
  226. */
  227. UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
  228. /**
  229. * @brief OpenGL shares all buffer bindings, but the engine prefers to keep buffers
  230. * separate per-stage. This will convert block buffer binding that is set per stage
  231. * into a global block buffer binding usable by OpenGL.
  232. */
  233. UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
  234. /**
  235. * @brief Returns the OpenGL specific mode used for drawing, depending on the
  236. * currently set draw operation;
  237. */
  238. GLint getGLDrawMode() const;
  239. /**
  240. * @brief Creates render system capabilities that specify which features are
  241. * or aren't supported.
  242. */
  243. RenderSystemCapabilities* createRenderSystemCapabilities() const;
  244. /**
  245. * @brief Finish initialization by setting up any systems dependant on render system
  246. * capabilities.
  247. */
  248. void initFromCaps(RenderSystemCapabilities* caps);
  249. /**
  250. * @brief Switch the currently used OpenGL context. You will need to re-bind
  251. * any previously bound values manually. (e.g. textures, gpu programs and such)
  252. */
  253. void switchContext(GLContext* context);
  254. /************************************************************************/
  255. /* Sampler states */
  256. /************************************************************************/
  257. /**
  258. * @brief Sets the texture addressing mode for a texture unit. This determines
  259. * how are UV address values outside of [0, 1] range handled when sampling
  260. * from texture.
  261. */
  262. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  263. /**
  264. * @brief Sets the texture border color for a texture unit. Border color
  265. * determines color returned by the texture sampler when border addressing mode
  266. * is used and texture address is outside of [0, 1] range.
  267. */
  268. void setTextureBorderColor(UINT16 stage, const Color& color);
  269. /**
  270. * @brief Sets the mipmap bias value for a given texture unit. Bias allows
  271. * you to adjust the mipmap selection calculation. Negative values force a
  272. * larger mipmap to be used, and positive values smaller. Units are in values
  273. * of mip levels, so -1 means use a mipmap one level higher than default.
  274. */
  275. void setTextureMipmapBias(UINT16 unit, float bias);
  276. /**
  277. * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
  278. * Different filter types are used for different situations like magnifying or minifying a texture.
  279. */
  280. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  281. /**
  282. * @brief Sets anisotropy value for the specified texture unit.
  283. */
  284. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  285. /**
  286. * @brief Gets anisotropy value for the specified texture unit.
  287. */
  288. GLfloat getCurrentAnisotropy(UINT16 unit);
  289. /************************************************************************/
  290. /* Blend states */
  291. /************************************************************************/
  292. /**
  293. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  294. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  295. */
  296. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  297. /**
  298. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  299. * Allows you to set up separate blend operations for alpha values.
  300. *
  301. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  302. */
  303. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  304. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  305. /**
  306. * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
  307. * versus the provided reference value.
  308. */
  309. void setAlphaTest(CompareFunction func, unsigned char value);
  310. /**
  311. * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
  312. * to worry about order of rendering like regular blending does. It requires multi-sampling to
  313. * be active in order to work, and you need to supply an alpha texture that determines object transparency.
  314. */
  315. void setAlphaToCoverage(bool enabled);
  316. /**
  317. * @brief Enables or disables writing to certain color channels of the render target.
  318. */
  319. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  320. /************************************************************************/
  321. /* Rasterizer states */
  322. /************************************************************************/
  323. /**
  324. * @brief Sets vertex winding order. Normally you would use this to cull back facing
  325. * polygons.
  326. */
  327. void setCullingMode(CullingMode mode);
  328. /**
  329. * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
  330. */
  331. void setPolygonMode(PolygonMode level);
  332. /**
  333. * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
  334. * Final depth bias value is a combination of the constant depth bias and slope depth bias.
  335. * Slope depth bias has more effect the higher the slope of the rendered polygon.
  336. *
  337. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  338. */
  339. void setDepthBias(float constantBias, float slopeScaleBias);
  340. /**
  341. * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
  342. * identified by the rectangle set by setScissorRect().
  343. */
  344. void setScissorTestEnable(bool enable);
  345. /**
  346. * @brief Enables or disables multisample antialiasing.
  347. */
  348. void setMultisamplingEnable(bool enable);
  349. /**
  350. * @brief Enables or disables depth clipping (i.e. near/fear plane clipping).
  351. */
  352. void setDepthClipEnable(bool enable);
  353. /**
  354. * @brief Enables or disables antialiased line rendering.
  355. */
  356. void setAntialiasedLineEnable(bool enable);
  357. /************************************************************************/
  358. /* Depth stencil state */
  359. /************************************************************************/
  360. /**
  361. * @brief Should new pixels perform depth testing using the set depth comparison function before
  362. * being written.
  363. */
  364. void setDepthBufferCheckEnabled(bool enabled = true);
  365. /**
  366. * @brief Should new pixels write to the depth buffer.
  367. */
  368. void setDepthBufferWriteEnabled(bool enabled = true);
  369. /**
  370. * @brief Sets comparison function used for depth testing. Determines how are new and existing
  371. * pixel values compared - if comparison function returns true the new pixel is written.
  372. */
  373. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  374. /**
  375. * @brief Turns stencil tests on or off. By default this is disabled.
  376. * Stencil testing allow you to mask out a part of the rendered image by using
  377. * various stencil operations provided.
  378. */
  379. void setStencilCheckEnabled(bool enabled);
  380. /**
  381. * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
  382. *
  383. * @param stencilFailOp Operation executed when stencil test fails.
  384. * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
  385. * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
  386. * @param front Should the stencil operations be applied to front or back facing polygons.
  387. */
  388. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  389. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  390. bool front = true);
  391. /**
  392. * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
  393. * depending on whether the test fails, succeeds but with the depth buffer check still failing,
  394. * or succeeds with the depth buffer check passing too.
  395. *
  396. * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
  397. * gets compared to the value already in the buffer using this function.
  398. * @param mask The bitmask applied to both the stencil value and the reference value
  399. * before comparison
  400. * @param ccw If set to true, the stencil operations will be applied to counterclockwise
  401. * faces. Otherwise they will be applied to clockwise faces.
  402. */
  403. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool front = true);
  404. /**
  405. * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
  406. */
  407. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  408. /**
  409. * @brief Sets a reference values used for stencil buffer comparisons.
  410. * Actual comparison function and stencil operations are set by setting the DepthStencilState.
  411. */
  412. void setStencilRefValue(UINT32 refValue);
  413. /************************************************************************/
  414. /* UTILITY METHODS */
  415. /************************************************************************/
  416. /**
  417. * @brief Recalculates actual viewport dimensions based on currently
  418. * set viewport normalized dimensions and render target and applies
  419. * them for further rendering.
  420. */
  421. void applyViewport();
  422. /**
  423. * @brief Converts the provided matrix m into a representation usable by OpenGL.
  424. */
  425. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  426. /**
  427. * @brief Converts the engine depth/stencil compare function into OpenGL representation.
  428. */
  429. GLint convertCompareFunction(CompareFunction func) const;
  430. /**
  431. * @brief Convers the engine stencil operation in OpenGL representation. Optionally inverts
  432. * the operation (increment becomes decrement, etc.).
  433. */
  434. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  435. /**
  436. * @brief Checks if there are any OpenGL errors and prints them to the log.
  437. */
  438. bool checkForErrors() const;
  439. private:
  440. Rect2 mViewportNorm;
  441. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  442. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  443. UINT32 mStencilReadMask;
  444. UINT32 mStencilWriteMask;
  445. UINT32 mStencilRefValue;
  446. CompareFunction mStencilCompareFront;
  447. CompareFunction mStencilCompareBack;
  448. // View matrix to set world against
  449. Matrix4 mViewMatrix;
  450. // Last min & mip filtering options, so we can combine them
  451. FilterOptions mMinFilter;
  452. FilterOptions mMipFilter;
  453. // Holds texture type settings for every stage
  454. UINT32 mNumTextureTypes;
  455. GLenum* mTextureTypes;
  456. bool mDepthWrite;
  457. bool mColorWrite[4];
  458. GLSupport* mGLSupport;
  459. bool mGLInitialised;
  460. GLSLProgramFactory* mGLSLProgramFactory;
  461. GLSLProgramPipelineManager* mProgramPipelineManager;
  462. SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
  463. SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
  464. SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
  465. SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
  466. SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
  467. const GLSLProgramPipeline* mActivePipeline;
  468. UINT32 mFragmentTexOffset;
  469. UINT32 mVertexTexOffset;
  470. UINT32 mGeometryTexOffset;
  471. UINT32 mFragmentUBOffset;
  472. UINT32 mVertexUBOffset;
  473. UINT32 mGeometryUBOffset;
  474. UINT32 mHullUBOffset;
  475. UINT32 mDomainUBOffset;
  476. UINT32 mComputeUBOffset;
  477. Vector<SPtr<VertexBufferCore>> mBoundVertexBuffers;
  478. SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
  479. SPtr<IndexBufferCore> mBoundIndexBuffer;
  480. DrawOperationType mCurrentDrawOperation;
  481. GLContext* mMainContext;
  482. GLContext* mCurrentContext;
  483. bool mDrawCallInProgress;
  484. UINT16 mActiveTextureUnit;
  485. };
  486. }