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