BsRenderAPI.h 27 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 "BsCorePrerequisites.h"
  5. #include "BsSamplerState.h"
  6. #include "BsCommandQueue.h"
  7. #include "BsDrawOps.h"
  8. #include "BsRenderAPICapabilities.h"
  9. #include "BsRenderTarget.h"
  10. #include "BsRenderTexture.h"
  11. #include "BsRenderWindow.h"
  12. #include "BsGpuProgram.h"
  13. #include "BsVertexDeclaration.h"
  14. #include "BsPlane.h"
  15. #include "BsModule.h"
  16. #include "BsEvent.h"
  17. namespace BansheeEngine
  18. {
  19. /** @addtogroup RenderAPI
  20. * @{
  21. */
  22. class RenderAPIInfo;
  23. /**
  24. * Version of the render API interface usable from the sim thread. All the commands get queued on the accessor provided
  25. * to each method and will be executed on the core thread later.
  26. *
  27. * @see RenderAPICore
  28. *
  29. * @note Sim thread only.
  30. */
  31. class BS_CORE_EXPORT RenderAPI
  32. {
  33. public:
  34. /**
  35. * @copydoc RenderAPICore::disableTextureUnit()
  36. *
  37. * @param[in] accessor Accessor on which will this command be queued for execution.
  38. */
  39. static void disableTextureUnit(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit);
  40. /**
  41. * @copydoc RenderAPICore::setTexture()
  42. *
  43. * @param[in] accessor Accessor on which will this command be queued for execution.
  44. */
  45. static void setTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit, bool enabled,
  46. const SPtr<Texture> &texPtr);
  47. /**
  48. * @copydoc RenderAPICore::setLoadStoreTexture()
  49. *
  50. * @param[in] accessor Accessor on which will this command be queued for execution.
  51. */
  52. static void setLoadStoreTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit, bool enabled,
  53. const SPtr<Texture>& texPtr, const TextureSurface& surface);
  54. /**
  55. * @copydoc RenderAPICore::setSamplerState()
  56. *
  57. * @param[in] accessor Accessor on which will this command be queued for execution.
  58. */
  59. static void setSamplerState(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit,
  60. const SPtr<SamplerState>& samplerState);
  61. /**
  62. * @copydoc RenderAPICore::setBlendState()
  63. *
  64. * @param[in] accessor Accessor on which will this command be queued for execution.
  65. */
  66. static void setBlendState(CoreAccessor& accessor, const SPtr<BlendState>& blendState);
  67. /**
  68. * @copydoc RenderAPICore::setRasterizerState()
  69. *
  70. * @param[in] accessor Accessor on which will this command be queued for execution.
  71. */
  72. static void setRasterizerState(CoreAccessor& accessor, const SPtr<RasterizerState>& rasterizerState);
  73. /**
  74. * @copydoc RenderAPICore::setDepthStencilState()
  75. *
  76. * @param[in] accessor Accessor on which will this command be queued for execution.
  77. */
  78. static void setDepthStencilState(CoreAccessor& accessor, const SPtr<DepthStencilState>& depthStencilState,
  79. UINT32 stencilRefValue);
  80. /**
  81. * Sets the provided vertex buffers starting at the specified source index. Set buffer to nullptr to clear the
  82. * buffer at the specified index.
  83. *
  84. * @param[in] accessor Accessor on which will this command be queued for execution.
  85. * @param[in] index Index at which to start binding the vertex buffers.
  86. * @param[in] buffers A list of buffers to bind to the pipeline.
  87. */
  88. static void setVertexBuffers(CoreAccessor& accessor, UINT32 index, const Vector<SPtr<VertexBuffer>>& buffers);
  89. /**
  90. * @copydoc RenderAPICore::setIndexBuffer()
  91. *
  92. * @param[in] accessor Accessor on which will this command be queued for execution.
  93. */
  94. static void setIndexBuffer(CoreAccessor& accessor, const SPtr<IndexBuffer>& buffer);
  95. /**
  96. * @copydoc RenderAPICore::setVertexDeclaration()
  97. *
  98. * @param[in] accessor Accessor on which will this command be queued for execution.
  99. */
  100. static void setVertexDeclaration(CoreAccessor& accessor, const SPtr<VertexDeclaration>& vertexDeclaration);
  101. /**
  102. * @copydoc RenderAPICore::setViewport()
  103. *
  104. * @param[in] accessor Accessor on which will this command be queued for execution.
  105. */
  106. static void setViewport(CoreAccessor& accessor, const Rect2& area);
  107. /**
  108. * @copydoc RenderAPICore::setDrawOperation()
  109. *
  110. * @param[in] accessor Accessor on which will this command be queued for execution.
  111. */
  112. static void setDrawOperation(CoreAccessor& accessor, DrawOperationType op);
  113. /**
  114. * @copydoc RenderAPICore::setClipPlanes()
  115. *
  116. * @param[in] accessor Accessor on which will this command be queued for execution.
  117. */
  118. static void setClipPlanes(CoreAccessor& accessor, const PlaneList& clipPlanes);
  119. /**
  120. * @copydoc RenderAPICore::addClipPlane(const Plane&)
  121. *
  122. * @param[in] accessor Accessor on which will this command be queued for execution.
  123. */
  124. static void addClipPlane(CoreAccessor& accessor, const Plane& p);
  125. /**
  126. * @copydoc RenderAPICore::resetClipPlanes()
  127. *
  128. * @param[in] accessor Accessor on which will this command be queued for execution.
  129. */
  130. static void resetClipPlanes(CoreAccessor& accessor);
  131. /**
  132. * @copydoc RenderAPICore::setScissorRect()
  133. *
  134. * @param[in] accessor Accessor on which will this command be queued for execution.
  135. */
  136. static void setScissorRect(CoreAccessor& accessor, UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600);
  137. /**
  138. * @copydoc RenderAPICore::setRenderTarget()
  139. *
  140. * @param[in] accessor Accessor on which will this command be queued for execution.
  141. */
  142. static void setRenderTarget(CoreAccessor& accessor, const SPtr<RenderTarget>& target, bool readOnlyDepthStencil = false);
  143. /**
  144. * @copydoc RenderAPICore::bindGpuProgram()
  145. *
  146. * @param[in] accessor Accessor on which will this command be queued for execution.
  147. */
  148. static void bindGpuProgram(CoreAccessor& accessor, const SPtr<GpuProgram>& prg);
  149. /**
  150. * @copydoc RenderAPICore::unbindGpuProgram()
  151. *
  152. * @param[in] accessor Accessor on which will this command be queued for execution.
  153. */
  154. static void unbindGpuProgram(CoreAccessor& accessor, GpuProgramType gptype);
  155. /**
  156. * @copydoc RenderAPICore::setConstantBuffers()
  157. *
  158. * @param[in] accessor Accessor on which will this command be queued for execution.
  159. */
  160. static void setConstantBuffers(CoreAccessor& accessor, GpuProgramType gptype, const SPtr<GpuParams>& params);
  161. /**
  162. * @copydoc RenderAPICore::setGpuParams()
  163. *
  164. * @param[in] accessor Accessor on which will this command be queued for execution.
  165. */
  166. static void setGpuParams(CoreAccessor& accessor, GpuProgramType gptype, const SPtr<GpuParams>& params);
  167. /**
  168. * @copydoc RenderAPICore::beginFrame()
  169. *
  170. * @param[in] accessor Accessor on which will this command be queued for execution.
  171. */
  172. static void beginRender(CoreAccessor& accessor);
  173. /**
  174. * @copydoc RenderAPICore::endFrame()
  175. *
  176. * @param[in] accessor Accessor on which will this command be queued for execution.
  177. */
  178. static void endRender(CoreAccessor& accessor);
  179. /**
  180. * @copydoc RenderAPICore::clearRenderTarget()
  181. *
  182. * @param[in] accessor Accessor on which will this command be queued for execution.
  183. */
  184. static void clearRenderTarget(CoreAccessor& accessor, UINT32 buffers,
  185. const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF);
  186. /**
  187. * @copydoc RenderAPICore::clearViewport()
  188. *
  189. * @param[in] accessor Accessor on which will this command be queued for execution.
  190. */
  191. static void clearViewport(CoreAccessor& accessor, UINT32 buffers, const Color& color = Color::Black,
  192. float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF);
  193. /**
  194. * @copydoc RenderAPICore::swapBuffers()
  195. *
  196. * @param[in] accessor Accessor on which will this command be queued for execution.
  197. */
  198. static void swapBuffers(CoreAccessor& accessor, const SPtr<RenderTarget>& target);
  199. /**
  200. * @copydoc RenderAPICore::draw()
  201. *
  202. * @param[in] accessor Accessor on which will this command be queued for execution.
  203. */
  204. static void draw(CoreAccessor& accessor, UINT32 vertexOffset, UINT32 vertexCount);
  205. /**
  206. * @copydoc RenderAPICore::drawIndexed()
  207. *
  208. * @param[in] accessor Accessor on which will this command be queued for execution.
  209. */
  210. static void drawIndexed(CoreAccessor& accessor, UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount);
  211. /**
  212. * @copydoc RenderAPICore::dispatchCompute()
  213. *
  214. * @param[in] accessor Accessor on which will this command be queued for execution.
  215. */
  216. static void dispatchCompute(CoreAccessor& accessor, UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1);
  217. /** @copydoc RenderAPICore::getVideoModeInfo */
  218. static const VideoModeInfo& getVideoModeInfo();
  219. /** @copydoc RenderAPICore::convertProjectionMatrix */
  220. static void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest);
  221. /** @copydoc RenderAPICore::getAPIInfo */
  222. static const RenderAPIInfo& getAPIInfo();
  223. };
  224. /** Contains properties specific to a render API implementation. */
  225. class RenderAPIInfo
  226. {
  227. public:
  228. RenderAPIInfo(float horzTexelOffset, float vertTexelOffset, float minDepth, float maxDepth,
  229. VertexElementType vertexColorType, bool vertexColorFlip, bool ndcVerticalTopToBottom, bool columnMajorMatrices)
  230. : mHorizontalTexelOffset(horzTexelOffset), mVerticalTexelOffset(vertTexelOffset), mMinDepth(minDepth)
  231. , mMaxDepth(maxDepth), mVertexColorType(vertexColorType), mVertexColorFlip(vertexColorFlip)
  232. , mNDCYAxisDown(ndcVerticalTopToBottom), mColumnMajorMatrices(columnMajorMatrices)
  233. {
  234. }
  235. /** Gets the native type used for vertex colors. */
  236. VertexElementType getColorVertexElementType() const { return mVertexColorType; }
  237. /** Gets horizontal texel offset used for mapping texels to pixels in this render system. */
  238. float getHorizontalTexelOffset() const { return mHorizontalTexelOffset; }
  239. /** Gets vertical texel offset used for mapping texels to pixels in this render system. */
  240. float getVerticalTexelOffset() const { return mVerticalTexelOffset; }
  241. /** Gets the minimum (closest) depth value used by this render system. */
  242. float getMinimumDepthInputValue() const { return mMinDepth; }
  243. /** Gets the maximum (farthest) depth value used by this render system. */
  244. float getMaximumDepthInputValue() const { return mMaxDepth; }
  245. /** Checks if vertex color needs to be flipped before sent to the shader. */
  246. bool getVertexColorFlipRequired() const { return mVertexColorFlip; }
  247. /** Checks whether GPU programs expect matrices in column major format. */
  248. bool getGpuProgramHasColumnMajorMatrices() const { return mColumnMajorMatrices; }
  249. /**
  250. * Returns true if Y axis in normalized device coordinates points down, false if up. If axis is pointing down the
  251. * NDC at the top is -1, and at the bottom is 1, otherwise reverse.
  252. */
  253. bool getNDCYAxisDown() const { return mNDCYAxisDown; }
  254. private:
  255. float mHorizontalTexelOffset = 0.0f;
  256. float mVerticalTexelOffset = 0.0f;
  257. float mMinDepth = 0.0f;
  258. float mMaxDepth = 1.0f;
  259. VertexElementType mVertexColorType = VET_COLOR_ABGR;
  260. bool mVertexColorFlip = false;
  261. bool mNDCYAxisDown = true;
  262. bool mColumnMajorMatrices = false;
  263. };
  264. /** @} */
  265. /** @addtogroup RenderAPI-Internal
  266. * @{
  267. */
  268. /**
  269. * Render system provides base functionality for a rendering API like DirectX or OpenGL. Most of the class is abstract
  270. * and specific subclass for each rendering API needs to be implemented.
  271. *
  272. * @note Core thread only unless specifically noted otherwise on per-method basis.
  273. */
  274. class BS_CORE_EXPORT RenderAPICore : public Module<RenderAPICore>
  275. {
  276. public:
  277. RenderAPICore();
  278. virtual ~RenderAPICore();
  279. /**
  280. * Returns the name of the rendering system.
  281. *
  282. * @note Thread safe.
  283. */
  284. virtual const StringID& getName() const = 0;
  285. /**
  286. * Gets the name of the primary shading language used by the rendering system.
  287. *
  288. * @note Thread safe.
  289. */
  290. virtual const String& getShadingLanguageName() const = 0;
  291. /**
  292. * Sets a sampler state for the specified texture unit.
  293. *
  294. * @param[in] gptype Determines to which GPU program slot to bind the sampler state.
  295. * @param[in] texUnit Texture unit index to bind the state to.
  296. * @param[in] samplerState Sampler state to bind, or null to unbind.
  297. *
  298. * @see SamplerState
  299. */
  300. virtual void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState) = 0;
  301. /**
  302. * Sets a blend state used for all active render targets.
  303. *
  304. * @param[in] blendState Blend state to bind, or null to unbind.
  305. *
  306. * @see BlendState
  307. */
  308. virtual void setBlendState(const SPtr<BlendStateCore>& blendState) = 0;
  309. /**
  310. * Sets a state that controls various rasterizer options.
  311. *
  312. * @param[in] rasterizerState Rasterizer state to bind, or null to unbind.
  313. *
  314. * @see RasterizerState
  315. */
  316. virtual void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) = 0;
  317. /**
  318. * Sets a state that controls depth & stencil buffer options.
  319. *
  320. * @param[in] depthStencilState Depth-stencil state to bind, or null to unbind.
  321. * @param[in] stencilRefValue Stencil reference value to be used for stencil comparisons, if enabled.
  322. *
  323. * @see DepthStencilState
  324. */
  325. virtual void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) = 0;
  326. /**
  327. * Binds a texture to the pipeline for the specified GPU program type at the specified slot. If the slot matches
  328. * the one configured in the GPU program the program will be able to access this texture on the GPU.
  329. *
  330. * @param[in] gptype Determines to which GPU program slot to bind the texture.
  331. * @param[in] texUnit Texture unit index to bind the texture to.
  332. * @param[in] enabled True to bind the texture at the specified unit, false to unbind.
  333. * @param[in] texPtr Texture to bind.
  334. */
  335. virtual void setTexture(GpuProgramType gptype, UINT16 texUnit, bool enabled, const SPtr<TextureCore>& texPtr) = 0;
  336. /**
  337. * Removes a texture at the specified texture unit.
  338. *
  339. * @param[in] gptype Determines at which GPU program slot to unbind the texture.
  340. * @param[in] texUnit Texture unit index to unbind the texture from.
  341. */
  342. virtual void disableTextureUnit(GpuProgramType gptype, UINT16 texUnit);
  343. /**
  344. * Binds a texture that can be used for random load/store operations from a GPU program.
  345. *
  346. * @param[in] gptype Determines to which GPU program slot to bind the texture.
  347. * @param[in] texUnit Texture unit index to bind the texture to.
  348. * @param[in] enabled True to bind the texture at the specified unit, false to unbind.
  349. * @param[in] texPtr Texture to bind.
  350. * @param[in] surface Determines which surface of the texture to bind.
  351. */
  352. virtual void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, bool enabled,
  353. const SPtr<TextureCore>& texPtr, const TextureSurface& surface) = 0;
  354. /**
  355. * Signals that rendering for a specific viewport has started. Any draw calls need to be called between beginFrame()
  356. * and endFrame().
  357. */
  358. virtual void beginFrame() = 0;
  359. /** Ends that rendering to a specific viewport has ended. */
  360. virtual void endFrame() = 0;
  361. /**
  362. * Sets the active viewport that will be used for all render operations.
  363. *
  364. * @param[in] area Area of the viewport, in normalized ([0,1] range) coordinates.
  365. */
  366. virtual void setViewport(const Rect2& area) = 0;
  367. /**
  368. * Sets the provided vertex buffers starting at the specified source index. Set buffer to nullptr to clear the
  369. * buffer at the specified index.
  370. *
  371. * @param[in] index Index at which to start binding the vertex buffers.
  372. * @param[in] buffers A list of buffers to bind to the pipeline.
  373. * @param[in] numBuffers Number of buffers in the @p buffers list.
  374. */
  375. virtual void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) = 0;
  376. /**
  377. * Sets an index buffer to use when drawing. Indices in an index buffer reference vertices in the vertex buffer,
  378. * which increases cache coherency and reduces the size of vertex buffers by eliminating duplicate data.
  379. *
  380. * @param[in] buffer Index buffer to bind, null to unbine.
  381. */
  382. virtual void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) = 0;
  383. /**
  384. * Sets the vertex declaration to use when drawing. Vertex declaration is used to decode contents of a single
  385. * vertex in a vertex buffer.
  386. *
  387. * @param[in] vertexDeclaration Vertex declaration to bind.
  388. */
  389. virtual void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) = 0;
  390. /**
  391. * Sets the draw operation that determines how to interpret the elements of the index or vertex buffers.
  392. *
  393. * @param[in] op Draw operation to enable.
  394. */
  395. virtual void setDrawOperation(DrawOperationType op) = 0;
  396. /**
  397. * Draw an object based on currently bound GPU programs, vertex declaration and vertex buffers. Draws directly from
  398. * the vertex buffer without using indices.
  399. *
  400. * @param[in] vertexOffset Offset into the currently bound vertex buffer to start drawing from.
  401. * @param[in] vertexCount Number of vertices to draw.
  402. */
  403. virtual void draw(UINT32 vertexOffset, UINT32 vertexCount) = 0;
  404. /**
  405. * Draw an object based on currently bound GPU programs, vertex declaration, vertex and index buffers.
  406. *
  407. * @param[in] startIndex Offset into the currently bound index buffer to start drawing from.
  408. * @param[in] indexCount Number of indices to draw.
  409. * @param[in] vertexOffset Offset to apply to each vertex index.
  410. * @param[in] vertexCount Number of vertices to draw.
  411. */
  412. virtual void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) = 0;
  413. /**
  414. * Executes the currently bound compute shader.
  415. *
  416. * @param[in] numGroupsX Number of groups to start in the X direction. Must be in range [1, 65535].
  417. * @param[in] numGroupsY Number of groups to start in the Y direction. Must be in range [1, 65535].
  418. * @param[in] numGroupsZ Number of groups to start in the Z direction. Must be in range [1, 64].
  419. */
  420. virtual void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1) = 0;
  421. /**
  422. * Swap the front and back buffer of the specified render target.
  423. *
  424. * @param[in] target Render target to perform the buffer swap on.
  425. */
  426. virtual void swapBuffers(const SPtr<RenderTargetCore>& target);
  427. /**
  428. * Gets the capabilities of the render system.
  429. *
  430. * @note Thread safe.
  431. */
  432. const RenderAPICapabilities* getCapabilities() const;
  433. /** Returns information about the driver version. */
  434. virtual const DriverVersion& getDriverVersion() const;
  435. /**
  436. * Binds the provided GPU program to the pipeline. Any following draw operations will use this program.
  437. *
  438. * @param[in] prg GPU program to bind. Slot it is bound to is determined by the program type.
  439. *
  440. * @note You need to bind at least a vertex and a fragment program in order to draw something.
  441. */
  442. virtual void bindGpuProgram(const SPtr<GpuProgramCore>& prg);
  443. /**
  444. * Binds constant(uniform) GPU program parameters. Caller must ensure these match the previously bound GPU program.
  445. *
  446. * @param[in] gptype GPU program slot to bind the buffer to.
  447. * @param[in] params Object containing the required constant buffers.
  448. */
  449. virtual void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) = 0;
  450. /**
  451. * Binds all specified GPU program parameters (textures, buffers, samplers and constant buffers). Caller must
  452. * ensure these match the previously bound GPU program.
  453. *
  454. * @param[in] gptype GPU program slot to bind the buffer to.
  455. * @param[in] params Object containing the required parameters.
  456. */
  457. virtual void setGpuParams(GpuProgramType gptype, const SPtr<GpuParamsCore>& params);
  458. /**
  459. * Unbinds a program of a given type.
  460. *
  461. * @param[in] gptype GPU program slot to unbind the program from.
  462. */
  463. virtual void unbindGpuProgram(GpuProgramType gptype);
  464. /** Query if a GPU program of a given type is currently bound. */
  465. virtual bool isGpuProgramBound(GpuProgramType gptype);
  466. /**
  467. * Sets up clip planes that will clip drawn geometry on the negative side of the planes.
  468. *
  469. * @param[in] clipPlanes A list of planes to set, replacing the old ones.
  470. */
  471. virtual void setClipPlanes(const PlaneList& clipPlanes);
  472. /**
  473. * Adds a new clip plane. All drawn geometry will be clipped to this plane.
  474. *
  475. * @param[in] p Clip plane to add.
  476. */
  477. virtual void addClipPlane(const Plane& p);
  478. /** Clears all clip planes. */
  479. virtual void resetClipPlanes();
  480. /**
  481. * Allows you to set up a region in which rendering can take place. Coordinates are in pixels. No rendering will be
  482. * done to render target pixels outside of the provided region.
  483. *
  484. * @param[in] left Left border of the scissor rectangle, in pixels.
  485. * @param[in] top Top border of the scissor rectangle, in pixels.
  486. * @param[in] right Right border of the scissor rectangle, in pixels.
  487. * @param[in] bottom Bottom border of the scissor rectangle, in pixels.
  488. */
  489. virtual void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) = 0;
  490. /**
  491. * Clears the currently active render target.
  492. *
  493. * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are
  494. * to be cleared.
  495. * @param[in] color (optional) The color to clear the color buffer with, if enabled.
  496. * @param[in] depth (optional) The value to initialize the depth buffer with, if enabled.
  497. * @param[in] stencil (optional) The value to initialize the stencil buffer with, if enabled.
  498. * @param[in] targetMask (optional) In case multiple render targets are bound, this allows you to control
  499. * which ones to clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations).
  500. */
  501. virtual void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f,
  502. UINT16 stencil = 0, UINT8 targetMask = 0xFF) = 0;
  503. /**
  504. * Clears the currently active viewport (meaning it clears just a sub-area of a render-target that is covered by the
  505. * viewport, as opposed to clearRenderTarget() which always clears the entire render target).
  506. *
  507. * @param[in] buffers Combination of one or more elements of FrameBufferType denoting which buffers are to be
  508. * cleared.
  509. * @param[in] color (optional) The color to clear the color buffer with, if enabled.
  510. * @param[in] depth (optional) The value to initialize the depth buffer with, if enabled.
  511. * @param[in] stencil (optional) The value to initialize the stencil buffer with, if enabled.
  512. * @param[in] targetMask (optional) In case multiple render targets are bound, this allows you to control
  513. * which ones to clear (0x01 first, 0x02 second, 0x04 third, etc., and combinations).
  514. */
  515. virtual void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f,
  516. UINT16 stencil = 0, UINT8 targetMask = 0xFF) = 0;
  517. /**
  518. * Change the render target into which we want to draw.
  519. *
  520. * @param[in] target Render target to draw to.
  521. * @param[in] readOnlyDepthStencil If true the caller guarantees he won't write to the depth/stencil buffer
  522. * (if any was provided). This allows the depth buffer to be bound for depth
  523. * testing, as well as reading in a shader, at the same time.
  524. */
  525. virtual void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) = 0;
  526. /**
  527. * Returns information about available output devices and their video modes.
  528. *
  529. * @note Thread safe.
  530. */
  531. const VideoModeInfo& getVideoModeInfo() const { return *mVideoModeInfo; }
  532. /************************************************************************/
  533. /* UTILITY METHODS */
  534. /************************************************************************/
  535. /**
  536. * Contains a default matrix into a matrix suitable for use by this specific render system.
  537. *
  538. * @note Thread safe.
  539. */
  540. virtual void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) = 0;
  541. /**
  542. * Returns information about the specific API implementation.
  543. *
  544. * @note Thread safe.
  545. */
  546. virtual const RenderAPIInfo& getAPIInfo() const = 0;
  547. /**
  548. * Generates a parameter block description and calculates per-parameter offsets for the provided gpu data
  549. * parameters. The offsets are render API specific and correspond to std140 layout for OpenGL, and the default
  550. * layout in DirectX.
  551. *
  552. * @param[in] name Name to assign the parameter block.
  553. * @param[in] params List of parameters in the parameter block. Only name, type and array size fields need to be
  554. * populated, the rest will be populated when the method returns.
  555. * @return Descriptor for the parameter block holding the provided parameters as laid out by the
  556. * default render API layout.
  557. */
  558. virtual GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) = 0;
  559. /************************************************************************/
  560. /* INTERNAL METHODS */
  561. /************************************************************************/
  562. protected:
  563. /**
  564. * Initializes the render API system and creates a primary render window.
  565. *
  566. * @note
  567. * Although I'd like otherwise, due to the nature of some render API implementations, you cannot initialize the
  568. * render system without a window.
  569. * @note
  570. * Sim thread.
  571. */
  572. SPtr<RenderWindow> initialize(const RENDER_WINDOW_DESC& primaryWindowDesc);
  573. /**
  574. * Prepares the initialization of the render API system on the core thread. After the system is prepared a render
  575. * window can be created and initialization finalized.
  576. */
  577. virtual void initializePrepare();
  578. /**
  579. * Finalizes the initialization of the render API system on the core thread. Should be called after the primary
  580. * render window is created.
  581. */
  582. virtual void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow);
  583. /**
  584. * Shuts down the render API system and cleans up all resources.
  585. *
  586. * @note Sim thread.
  587. */
  588. void destroy();
  589. /** Performs render API system shutdown on the core thread. */
  590. virtual void destroyCore();
  591. /** @copydoc setClipPlanes */
  592. virtual void setClipPlanesImpl(const PlaneList& clipPlanes) = 0;
  593. /************************************************************************/
  594. /* INTERNAL DATA */
  595. /************************************************************************/
  596. protected:
  597. friend class RenderAPIManager;
  598. SPtr<RenderTargetCore> mActiveRenderTarget;
  599. DriverVersion mDriverVersion;
  600. CullingMode mCullingMode;
  601. UINT16 mDisabledTexUnitsFrom;
  602. bool mVertexProgramBound;
  603. bool mGeometryProgramBound;
  604. bool mFragmentProgramBound;
  605. bool mDomainProgramBound;
  606. bool mHullProgramBound;
  607. bool mComputeProgramBound;
  608. PlaneList mClipPlanes;
  609. bool mClipPlanesDirty;
  610. RenderAPICapabilities* mCurrentCapabilities;
  611. SPtr<VideoModeInfo> mVideoModeInfo;
  612. };
  613. /** @} */
  614. }