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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org
- Copyright (c) 2000-2011 Torus Knot Software Ltd
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- -----------------------------------------------------------------------------
- */
- #ifndef __RenderSystem_H_
- #define __RenderSystem_H_
- // Precompiler options
- #include "CmPrerequisites.h"
- #include <memory>
- #include "CmString.h"
- #include "CmSamplerState.h"
- #include "CmCommonEnums.h"
- #include "CmCommandQueue.h"
- #include "CmRenderOperation.h"
- #include "CmRenderSystemCapabilities.h"
- #include "CmRenderTarget.h"
- #include "CmRenderTexture.h"
- #include "CmRenderWindow.h"
- #include "CmGpuProgram.h"
- #include "CmPlane.h"
- #include "CmModule.h"
- #include "boost/function.hpp"
- #include "boost/signal.hpp"
- namespace CamelotFramework
- {
- /** \addtogroup Core
- * @{
- */
- /** \addtogroup RenderSystem
- * @{
- */
- typedef Multimap<UINT8, RenderTarget * >::type RenderTargetPriorityMap;
- class TextureManager;
- /** Defines the functionality of a 3D API
- @remarks
- The RenderSystem class provides a base interface
- which abstracts the general functionality of the 3D API
- e.g. Direct3D or OpenGL. Whilst a few of the general
- methods have implementations, most of this class is
- abstract, requiring a subclass based on a specific API
- to be constructed to provide the full functionality.
- @author
- Steven Streeting
- @version
- 1.0
- */
- class CM_EXPORT RenderSystem : public Module<RenderSystem>
- {
- public:
- /** Default Constructor.
- */
- RenderSystem();
- /** Destructor.
- */
- virtual ~RenderSystem();
- /** Returns the name of the rendering system.
- */
- virtual const String& getName(void) const = 0;
- /**
- * @brief Gets the name of the primary shading language.
- */
- virtual const String& getShadingLanguageName() const = 0;
- /**
- * @brief Sets a sampler state for the specified texture unit.
- * @see SamplerState
- */
- virtual void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState) = 0;
- /** Turns off a texture unit. */
- virtual void disableTextureUnit(GpuProgramType gptype, UINT16 texUnit);
- /**
- * @brief Sets a blend state used for all active render targets.
- * @see BlendState
- */
- virtual void setBlendState(const BlendStatePtr& blendState) = 0;
- /**
- * @brief Sets a state that controls various rasterizer options.
- * @see RasterizerState
- */
- virtual void setRasterizerState(const RasterizerStatePtr& rasterizerState) = 0;
- /**
- * @brief Sets a state that controls depth & stencil buffer options.
- * @see DepthStencilState
- */
- virtual void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue) = 0;
- /**
- Sets the texture to bind to a given texture unit.
- User processes would not normally call this direct unless rendering
- primitives themselves.
- @param unit The index of the texture unit to modify. Multitexturing
- hardware can support multiple units (see
- RenderSystemCapabilites::getNumTextureUnits)
- @param enabled Boolean to turn the unit on/off
- @param texPtr Pointer to the texture to use.
- */
- virtual void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr) = 0;
- /**
- * Signifies the beginning of a frame, i.e. the start of rendering on a single viewport. Will occur
- * several times per complete frame if multiple viewports exist.
- */
- virtual void beginFrame(void) = 0;
-
- /**
- * Ends rendering of a frame to the current viewport.
- */
- virtual void endFrame(void) = 0;
- /**
- Sets the provided viewport as the active one for future
- rendering operations. This viewport is aware of it's own
- camera and render target. Must be implemented by subclass.
- @param target Viewport to render to.
- */
- virtual void setViewport(ViewportPtr& vp) = 0;
- /** Sets the current vertex buffer for the specified source index.
- /** @note Set buffer to nullptr to clear the buffer at the specified index.*/
- virtual void setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer) = 0;
- /**
- * @brief Sets an index buffer to use when drawing. Indices in an index buffer
- * reference vertices in the vertex buffer, which increases cache coherency
- * and reduces the size of vertex buffers by eliminating duplicate data.
- */
- virtual void setIndexBuffer(const IndexBufferPtr& buffer) = 0;
- /**
- * @brief Sets the vertex declaration to use when drawing. Vertex declaration
- * is used to decode contents of a single vertex in a vertex buffer.
- */
- virtual void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration) = 0;
- /**
- * @brief Sets the draw operation that determines how to interpret the elements
- * of the index or vertex buffers.
- */
- virtual void setDrawOperation(DrawOperationType op) = 0;
- /**
- * @brief A helper method that provides a simple way of rendering a single object.
- * It will automatically set up vertex declaration, draw operation,
- * vertex and index buffers and draw them.
- */
- virtual void render(const RenderOperation& op);
- /**
- * @brief Draw an object based on currently set
- * shaders, vertex declaration index buffers.
- *
- * Draws directly from the vertex buffer without using
- * indices.
- */
- virtual void draw(UINT32 vertexCount) = 0;
- /**
- * @brief Draw an object based on currently set
- * shaders, vertex declaration and vertex
- * and index buffers.
- */
- virtual void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount) = 0;
- /**
- * @brief Swap the front and back buffer of the specified render target.
- */
- virtual void swapBuffers(RenderTargetPtr target);
- /** Gets the capabilities of the render system. */
- const RenderSystemCapabilities* getCapabilities(void) const;
- /** Returns the driver version.
- */
- virtual const DriverVersion& getDriverVersion(void) const;
- /** Binds a given GpuProgram (but not the parameters).
- @remarks Only one GpuProgram of each type can be bound at once, binding another
- one will simply replace the existing one.
- */
- virtual void bindGpuProgram(HGpuProgram prg);
- /** Bind Gpu program parameters.
- @param gptype The type of program to bind the parameters to
- @param params The parameters to bind
- */
- virtual void bindGpuParams(GpuProgramType gptype, BindableGpuParams& params) = 0;
- /** Unbinds GpuPrograms of a given GpuProgramType.
- @remarks
- This returns the pipeline to fixed-function processing for this type.
- */
- virtual void unbindGpuProgram(GpuProgramType gptype);
- /** Returns whether or not a Gpu program of the given type is currently bound. */
- virtual bool isGpuProgramBound(GpuProgramType gptype);
- /** Sets the user clipping region.
- */
- virtual void setClipPlanes(const PlaneList& clipPlanes);
- /** Add a user clipping plane. */
- virtual void addClipPlane (const Plane& p);
- /** Add a user clipping plane. */
- virtual void addClipPlane (float A, float B, float C, float D);
- /** Clears the user clipping region.
- */
- virtual void resetClipPlanes();
- /** Sets the 'scissor region' ie the region of the target in which rendering can take place.
- @remarks
- This method allows you to 'mask off' rendering in all but a given rectangular area
- as identified by the parameters to this method.
- @note
- Not all systems support this method. Check the RenderSystemCapabilities for the
- RSC_SCISSOR_TEST capability to see if it is supported.
- @param left, top, right, bottom The location of the corners of the rectangle, expressed in
- <i>pixels</i>.
- */
- virtual void setScissorRect(UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600) = 0;
- /** Clears the provided render target to the specified values
- @param renderTarget Render target to clear. Entire surface will be cleared
- regardless of viewport or scissor rect.
- @param buffers Combination of one or more elements of FrameBufferType
- denoting which buffers are to be cleared
- @param colour The colour to clear the colour buffer with, if enabled
- @param depth The value to initialise the depth buffer with, if enabled
- @param stencil The value to initialise the stencil buffer with, if enabled.
- */
- virtual void clear(RenderTargetPtr renderTarget, unsigned int buffers,
- const Color& color = Color::Black,
- float depth = 1.0f, unsigned short stencil = 0) = 0;
- /**
- * Set current render target to target, enabling its device context if needed
- */
- virtual void setRenderTarget(RenderTargetPtr target) = 0;
- /**
- * @brief Updates the resource with the specified data.
- */
- void writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceData& data, AsyncOp& asyncOp);
- /**
- * @brief Reads data from a resource into a pre-allocated GpuResourceData instance.
- */
- void readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, GpuResourceData& data, AsyncOp& asyncOp);
- /************************************************************************/
- /* UTILITY METHODS */
- /************************************************************************/
- /** Get the native VertexElementType for a compact 32-bit colour value
- for this rendersystem.
- */
- virtual VertexElementType getColorVertexElementType(void) const = 0;
- /** Converts a uniform projection matrix to suitable for this render system.
- @remarks
- Because different APIs have different requirements (some incompatible) for the
- projection matrix, this method allows each to implement their own correctly and pass
- back a generic Camelot matrix for storage in the engine.
- */
- virtual void convertProjectionMatrix(const Matrix4& matrix,
- Matrix4& dest, bool forGpuProgram = false) = 0;
- /** Returns the horizontal texel offset value required for mapping
- texel origins to pixel origins in this rendersystem.
- @remarks
- Since rendersystems sometimes disagree on the origin of a texel,
- mapping from texels to pixels can sometimes be problematic to
- implement generically. This method allows you to retrieve the offset
- required to map the origin of a texel to the origin of a pixel in
- the horizontal direction.
- */
- virtual float getHorizontalTexelOffset(void) = 0;
- /** Returns the vertical texel offset value required for mapping
- texel origins to pixel origins in this rendersystem.
- @remarks
- Since rendersystems sometimes disagree on the origin of a texel,
- mapping from texels to pixels can sometimes be problematic to
- implement generically. This method allows you to retrieve the offset
- required to map the origin of a texel to the origin of a pixel in
- the vertical direction.
- */
- virtual float getVerticalTexelOffset(void) = 0;
- /** Gets the minimum (closest) depth value to be used when rendering
- using identity transforms.
- @remarks
- When using identity transforms you can manually set the depth
- of a vertex; however the input values required differ per
- rendersystem. This method lets you retrieve the correct value.
- @see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection
- */
- virtual float getMinimumDepthInputValue(void) = 0;
- /** Gets the maximum (farthest) depth value to be used when rendering
- using identity transforms.
- @remarks
- When using identity transforms you can manually set the depth
- of a vertex; however the input values required differ per
- rendersystem. This method lets you retrieve the correct value.
- @see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection
- */
- virtual float getMaximumDepthInputValue(void) = 0;
- /************************************************************************/
- /* INTERNAL DATA & METHODS */
- /************************************************************************/
- protected:
- friend class RenderSystemManager;
- /** The Active render target. */
- RenderTargetPtr mActiveRenderTarget;
- CullingMode mCullingMode;
- bool mInvertVertexWinding;
- /// Texture units from this upwards are disabled
- UINT16 mDisabledTexUnitsFrom;
- bool mVertexProgramBound;
- bool mGeometryProgramBound;
- bool mFragmentProgramBound;
- // Recording user clip planes
- PlaneList mClipPlanes;
- // Indicator that we need to re-set the clip planes on next render call
- bool mClipPlanesDirty;
- /// Used to store the capabilities of the graphics card
- RenderSystemCapabilities* mCurrentCapabilities;
- // TODO - Only used between initialize and initialize_internal. Handle it better?
- RENDER_WINDOW_DESC mPrimaryWindowDesc;
- /**
- * @brief Initializes the render system and creates a primary render window.
- *
- * @note Although I'd like otherwise, due to the nature of some render system implementations,
- * you cannot initialize the render system without a window.
- */
- RenderWindowPtr initialize(const RENDER_WINDOW_DESC& primaryWindowDesc);
- virtual void initialize_internal(AsyncOp& asyncOp);
- virtual void destroy_internal();
- /// Internal method used to set the underlying clip planes when needed
- virtual void setClipPlanesImpl(const PlaneList& clipPlanes) = 0;
- /** Query the real capabilities of the GPU and driver in the RenderSystem*/
- virtual RenderSystemCapabilities* createRenderSystemCapabilities() const = 0;
- /** Initialize the render system from the capabilities*/
- virtual void initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps) = 0;
- /** Returns a description of an error code.
- */
- virtual String getErrorDescription(long errorNumber) const = 0;
- DriverVersion mDriverVersion;
- };
- /** @} */
- /** @} */
- }
- #endif
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