BsGLRenderAPI.h 20 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsGLPrerequisites.h"
  5. #include "BsRenderAPI.h"
  6. #include "BsGLHardwareBufferManager.h"
  7. #include "BsGLSLProgramFactory.h"
  8. #include "BsMatrix4.h"
  9. namespace BansheeEngine
  10. {
  11. /**
  12. * @brief Implementation of a render system using OpenGL. Provides abstracted
  13. * access to various low level OpenGL methods.
  14. */
  15. class BS_RSGL_EXPORT GLRenderAPI : public RenderAPICore
  16. {
  17. public:
  18. GLRenderAPI();
  19. ~GLRenderAPI();
  20. /**
  21. * @copydoc RenderAPICore::getName()
  22. */
  23. const StringID& getName() const override;
  24. /**
  25. * @copydoc RenderAPICore::getShadingLanguageName()
  26. */
  27. const String& getShadingLanguageName() const override;
  28. /**
  29. * @copydoc RenderAPICore::setRenderTarget()
  30. */
  31. void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) override;
  32. /**
  33. * @copydoc RenderAPICore::setVertexBuffers()
  34. */
  35. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
  36. /**
  37. * @copydoc RenderAPICore::setIndexBuffer()
  38. */
  39. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
  40. /**
  41. * @copydoc RenderAPICore::setVertexDeclaration()
  42. */
  43. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
  44. /**
  45. * @copydoc RenderAPICore::setDrawOperation()
  46. */
  47. void setDrawOperation(DrawOperationType op) override;
  48. /**
  49. * @copydoc RenderAPICore::setScissorRect()
  50. */
  51. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
  52. /**
  53. * @copydoc RenderAPICore::setTexture()
  54. */
  55. void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex) override;
  56. /**
  57. * @copydoc RenderAPICore::setLoadStoreTexture
  58. */
  59. void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  60. const TextureSurface& surface) override;
  61. /**
  62. * @copydoc RenderAPICore::setSamplerState()
  63. */
  64. void setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state) override;
  65. /**
  66. * @copydoc RenderAPICore::setBlendState()
  67. */
  68. void setBlendState(const SPtr<BlendStateCore>& blendState) override;
  69. /**
  70. * @copydoc RenderAPICore::setRasterizerState()
  71. */
  72. void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
  73. /**
  74. * @copydoc RenderAPICore::setDepthStencilState()
  75. */
  76. void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
  77. /**
  78. * @copydoc RenderAPICore::setViewport()
  79. */
  80. void setViewport(const Rect2& area) override;
  81. /**
  82. * @copydoc RenderAPICore::bindGpuProgram()
  83. */
  84. void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
  85. /**
  86. * @copydoc RenderAPICore::unbindGpuProgram()
  87. */
  88. void unbindGpuProgram(GpuProgramType gptype) override;
  89. /**
  90. * @copydoc RenderAPICore::setConstantBuffers()
  91. */
  92. void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) override;
  93. /**
  94. * @copydoc RenderAPICore::beginFrame()
  95. */
  96. void beginFrame() override;
  97. /**
  98. * @copydoc RenderAPICore::endFrame()
  99. */
  100. void endFrame() override;
  101. /**
  102. * @copydoc RenderAPICore::draw()
  103. */
  104. void draw(UINT32 vertexOffset, UINT32 vertexCount) override;
  105. /**
  106. * @copydoc RenderAPICore::drawIndexed()
  107. */
  108. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) override;
  109. /**
  110. * @copydoc RenderAPICore::dispatchCompute()
  111. */
  112. void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1) override;
  113. /**
  114. * @copydoc RenderAPICore::clearRenderTarget()
  115. */
  116. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  117. UINT8 targetMask = 0xFF) override;
  118. /**
  119. * @copydoc RenderAPICore::clearViewport()
  120. */
  121. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  122. UINT8 targetMask = 0xFF) override;
  123. /**
  124. * @copydoc RenderAPICore::convertProjectionMatrix()
  125. */
  126. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  127. /** @copydoc RenderAPICore::getAPIInfo */
  128. const RenderAPIInfo& getAPIInfo() const override;
  129. /**
  130. * @copydoc RenderAPICore::generateParamBlockDesc()
  131. */
  132. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  133. /************************************************************************/
  134. /* Internal use by OpenGL RenderSystem only */
  135. /************************************************************************/
  136. /**
  137. * @brief Query has the main context been initialized.
  138. */
  139. bool _isContextInitialized() const { return mGLInitialised; }
  140. /**
  141. * @brief Returns main context. Caller must ensure the context has been initialized.
  142. */
  143. SPtr<GLContext> getMainContext() const { return mMainContext; }
  144. /**
  145. * @brief Returns a support object you may use for creating
  146. */
  147. GLSupport* getGLSupport() const { return mGLSupport; }
  148. protected:
  149. /**
  150. * @copydoc RenderAPICore::initializePrepare
  151. */
  152. void initializePrepare() override;
  153. /**
  154. * @copydoc RenderAPICore::initializeFinalize
  155. */
  156. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
  157. /**
  158. * @copydoc RenderAPICore::destroy_internal().
  159. */
  160. void destroyCore() override;
  161. /**
  162. * @brief Call before doing a draw operation, this method sets everything up.
  163. */
  164. void beginDraw();
  165. /**
  166. * @brief Needs to accompany every beginDraw after you are done with a single draw operation.
  167. */
  168. void endDraw();
  169. /**
  170. * @brief Clear a part of a render target.
  171. */
  172. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  173. const Rect2I& clearArea = Rect2I::EMPTY, UINT8 targetMask = 0xFF);
  174. /**
  175. * @brief Set up clip planes against which all geometry will get clipped.
  176. */
  177. void setClipPlanesImpl(const PlaneList& clipPlanes) override;
  178. /**
  179. * @brief Set up a clip plane at a specific clip plane index. If enabled,
  180. * geometry will be clipped against the positive side of the plane.
  181. *
  182. * @note Valid index range is [0, 5].
  183. */
  184. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  185. /**
  186. * @brief Enable or disable clipping against a clip plane at the specified index.
  187. *
  188. * @note Valid index range is [0, 5].
  189. */
  190. void enableClipPlane (UINT16 index, bool enable);
  191. /**
  192. * @brief Changes the currently active texture unit. Any texture related operations
  193. * will then be performed on this unit.
  194. */
  195. bool activateGLTextureUnit(UINT16 unit);
  196. /**
  197. * @brief Changes the active GPU program.
  198. */
  199. void setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program);
  200. /**
  201. * @brief Retrieves the active GPU program of the specified type.
  202. */
  203. SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
  204. /**
  205. * @brief Converts Banshee blend mode to OpenGL blend mode.
  206. */
  207. GLint getBlendMode(BlendFactor blendMode) const;
  208. /**
  209. * @brief Converts Banshee texture addressing mode to OpenGL texture addressing mode.
  210. */
  211. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  212. /**
  213. * @brief Gets a combined min/mip filter value usable by OpenGL from the currently
  214. * set min and mip filters.
  215. */
  216. GLuint getCombinedMinMipFilter() const;
  217. /**
  218. * @brief OpenGL shares all texture slots, but the engine prefers to keep textures
  219. * separate per-stage. This will convert texture unit that is set per stage
  220. * into a global texture unit usable by OpenGL.
  221. */
  222. UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
  223. /**
  224. * @brief OpenGL shares all buffer bindings, but the engine prefers to keep buffers
  225. * separate per-stage. This will convert block buffer binding that is set per stage
  226. * into a global block buffer binding usable by OpenGL.
  227. */
  228. UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
  229. /**
  230. * @brief Returns the OpenGL specific mode used for drawing, depending on the
  231. * currently set draw operation;
  232. */
  233. GLint getGLDrawMode() const;
  234. /**
  235. * @brief Creates render system capabilities that specify which features are
  236. * or aren't supported.
  237. */
  238. RenderAPICapabilities* createRenderSystemCapabilities() const;
  239. /**
  240. * @brief Finish initialization by setting up any systems dependant on render system
  241. * capabilities.
  242. */
  243. void initFromCaps(RenderAPICapabilities* caps);
  244. /**
  245. * @brief Switch the currently used OpenGL context. You will need to re-bind
  246. * any previously bound values manually. (e.g. textures, gpu programs and such)
  247. */
  248. void switchContext(const SPtr<GLContext>& context);
  249. /************************************************************************/
  250. /* Sampler states */
  251. /************************************************************************/
  252. /**
  253. * @brief Sets the texture addressing mode for a texture unit. This determines
  254. * how are UV address values outside of [0, 1] range handled when sampling
  255. * from texture.
  256. */
  257. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  258. /**
  259. * @brief Sets the texture border color for a texture unit. Border color
  260. * determines color returned by the texture sampler when border addressing mode
  261. * is used and texture address is outside of [0, 1] range.
  262. */
  263. void setTextureBorderColor(UINT16 stage, const Color& color);
  264. /**
  265. * @brief Sets the mipmap bias value for a given texture unit. Bias allows
  266. * you to adjust the mipmap selection calculation. Negative values force a
  267. * larger mipmap to be used, and positive values smaller. Units are in values
  268. * of mip levels, so -1 means use a mipmap one level higher than default.
  269. */
  270. void setTextureMipmapBias(UINT16 unit, float bias);
  271. /**
  272. * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
  273. * Different filter types are used for different situations like magnifying or minifying a texture.
  274. */
  275. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  276. /**
  277. * @brief Sets anisotropy value for the specified texture unit.
  278. */
  279. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  280. /**
  281. * @brief Gets anisotropy value for the specified texture unit.
  282. */
  283. GLfloat getCurrentAnisotropy(UINT16 unit);
  284. /************************************************************************/
  285. /* Blend states */
  286. /************************************************************************/
  287. /**
  288. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  289. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  290. */
  291. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  292. /**
  293. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  294. * Allows you to set up separate blend operations for alpha values.
  295. *
  296. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  297. */
  298. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  299. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  300. /**
  301. * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
  302. * versus the provided reference value.
  303. */
  304. void setAlphaTest(CompareFunction func, unsigned char value);
  305. /**
  306. * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
  307. * to worry about order of rendering like regular blending does. It requires multi-sampling to
  308. * be active in order to work, and you need to supply an alpha texture that determines object transparency.
  309. */
  310. void setAlphaToCoverage(bool enabled);
  311. /**
  312. * @brief Enables or disables writing to certain color channels of the render target.
  313. */
  314. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  315. /************************************************************************/
  316. /* Rasterizer states */
  317. /************************************************************************/
  318. /**
  319. * @brief Sets vertex winding order. Normally you would use this to cull back facing
  320. * polygons.
  321. */
  322. void setCullingMode(CullingMode mode);
  323. /**
  324. * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
  325. */
  326. void setPolygonMode(PolygonMode level);
  327. /**
  328. * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
  329. * Final depth bias value is a combination of the constant depth bias and slope depth bias.
  330. * Slope depth bias has more effect the higher the slope of the rendered polygon.
  331. *
  332. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  333. */
  334. void setDepthBias(float constantBias, float slopeScaleBias);
  335. /**
  336. * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
  337. * identified by the rectangle set by setScissorRect().
  338. */
  339. void setScissorTestEnable(bool enable);
  340. /**
  341. * @brief Enables or disables multisample antialiasing.
  342. */
  343. void setMultisamplingEnable(bool enable);
  344. /**
  345. * @brief Enables or disables depth clipping (i.e. near/fear plane clipping).
  346. */
  347. void setDepthClipEnable(bool enable);
  348. /**
  349. * @brief Enables or disables antialiased line rendering.
  350. */
  351. void setAntialiasedLineEnable(bool enable);
  352. /************************************************************************/
  353. /* Depth stencil state */
  354. /************************************************************************/
  355. /**
  356. * @brief Should new pixels perform depth testing using the set depth comparison function before
  357. * being written.
  358. */
  359. void setDepthBufferCheckEnabled(bool enabled = true);
  360. /**
  361. * @brief Should new pixels write to the depth buffer.
  362. */
  363. void setDepthBufferWriteEnabled(bool enabled = true);
  364. /**
  365. * @brief Sets comparison function used for depth testing. Determines how are new and existing
  366. * pixel values compared - if comparison function returns true the new pixel is written.
  367. */
  368. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  369. /**
  370. * @brief Turns stencil tests on or off. By default this is disabled.
  371. * Stencil testing allow you to mask out a part of the rendered image by using
  372. * various stencil operations provided.
  373. */
  374. void setStencilCheckEnabled(bool enabled);
  375. /**
  376. * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
  377. *
  378. * @param stencilFailOp Operation executed when stencil test fails.
  379. * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
  380. * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
  381. * @param front Should the stencil operations be applied to front or back facing polygons.
  382. */
  383. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  384. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  385. bool front = true);
  386. /**
  387. * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
  388. * depending on whether the test fails, succeeds but with the depth buffer check still failing,
  389. * or succeeds with the depth buffer check passing too.
  390. *
  391. * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
  392. * gets compared to the value already in the buffer using this function.
  393. * @param mask The bitmask applied to both the stencil value and the reference value
  394. * before comparison
  395. * @param ccw If set to true, the stencil operations will be applied to counterclockwise
  396. * faces. Otherwise they will be applied to clockwise faces.
  397. */
  398. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool front = true);
  399. /**
  400. * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
  401. */
  402. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  403. /**
  404. * @brief Sets a reference values used for stencil buffer comparisons.
  405. * Actual comparison function and stencil operations are set by setting the DepthStencilState.
  406. */
  407. void setStencilRefValue(UINT32 refValue);
  408. /************************************************************************/
  409. /* UTILITY METHODS */
  410. /************************************************************************/
  411. /**
  412. * @brief Recalculates actual viewport dimensions based on currently
  413. * set viewport normalized dimensions and render target and applies
  414. * them for further rendering.
  415. */
  416. void applyViewport();
  417. /**
  418. * @brief Converts the provided matrix m into a representation usable by OpenGL.
  419. */
  420. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  421. /**
  422. * @brief Converts the engine depth/stencil compare function into OpenGL representation.
  423. */
  424. GLint convertCompareFunction(CompareFunction func) const;
  425. /**
  426. * @brief Convers the engine stencil operation in OpenGL representation. Optionally inverts
  427. * the operation (increment becomes decrement, etc.).
  428. */
  429. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  430. /**
  431. * @brief Checks if there are any OpenGL errors and prints them to the log.
  432. */
  433. bool checkForErrors() const;
  434. private:
  435. Rect2 mViewportNorm;
  436. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  437. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  438. UINT32 mStencilReadMask;
  439. UINT32 mStencilWriteMask;
  440. UINT32 mStencilRefValue;
  441. CompareFunction mStencilCompareFront;
  442. CompareFunction mStencilCompareBack;
  443. // View matrix to set world against
  444. Matrix4 mViewMatrix;
  445. // Last min & mip filtering options, so we can combine them
  446. FilterOptions mMinFilter;
  447. FilterOptions mMipFilter;
  448. // Holds texture type settings for every stage
  449. UINT32 mNumTextureTypes;
  450. GLenum* mTextureTypes;
  451. bool mDepthWrite;
  452. bool mColorWrite[4];
  453. GLSupport* mGLSupport;
  454. bool mGLInitialised;
  455. GLSLProgramFactory* mGLSLProgramFactory;
  456. GLSLProgramPipelineManager* mProgramPipelineManager;
  457. SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
  458. SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
  459. SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
  460. SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
  461. SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
  462. SPtr<GLSLGpuProgramCore> mCurrentComputeProgram;
  463. const GLSLProgramPipeline* mActivePipeline;
  464. UINT32 mFragmentTexOffset;
  465. UINT32 mVertexTexOffset;
  466. UINT32 mGeometryTexOffset;
  467. UINT32 mFragmentUBOffset;
  468. UINT32 mVertexUBOffset;
  469. UINT32 mGeometryUBOffset;
  470. UINT32 mHullUBOffset;
  471. UINT32 mDomainUBOffset;
  472. UINT32 mComputeUBOffset;
  473. Vector<SPtr<VertexBufferCore>> mBoundVertexBuffers;
  474. SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
  475. SPtr<IndexBufferCore> mBoundIndexBuffer;
  476. DrawOperationType mCurrentDrawOperation;
  477. SPtr<GLContext> mMainContext;
  478. SPtr<GLContext> mCurrentContext;
  479. bool mDrawCallInProgress;
  480. UINT16 mActiveTextureUnit;
  481. };
  482. }