BsGLRenderSystem.cpp 56 KB

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  1. #include "BsGLRenderSystem.h"
  2. #include "BsRenderSystem.h"
  3. #include "BsGLTextureManager.h"
  4. #include "BsGLVertexBuffer.h"
  5. #include "BsGLIndexBuffer.h"
  6. #include "BsGLUtil.h"
  7. #include "BsGLSLGpuProgram.h"
  8. #include "BsException.h"
  9. #include "BsGLOcclusionQuery.h"
  10. #include "BsGLContext.h"
  11. #include "BsGLSupport.h"
  12. #include "BsAsyncOp.h"
  13. #include "BsBlendState.h"
  14. #include "BsRasterizerState.h"
  15. #include "BsDepthStencilState.h"
  16. #include "BsGLRenderTexture.h"
  17. #include "BsGLRenderWindowManager.h"
  18. #include "BsGLSLProgramPipelineManager.h"
  19. #include "BsGLVertexArrayObjectManager.h"
  20. #include "BsRenderStateManager.h"
  21. #include "BsGpuParams.h"
  22. #include "BsGLGpuParamBlockBuffer.h"
  23. #include "BsCoreThread.h"
  24. #include "BsGLQueryManager.h"
  25. #include "BsDebug.h"
  26. namespace BansheeEngine
  27. {
  28. String MODULE_NAME = "CamelotGLRenderSystem.dll";
  29. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
  30. /************************************************************************/
  31. /* PUBLIC INTERFACE */
  32. /************************************************************************/
  33. GLRenderSystem::GLRenderSystem()
  34. : mDepthWrite(true),
  35. mGLSLProgramFactory(nullptr),
  36. mProgramPipelineManager(nullptr),
  37. mActivePipeline(nullptr),
  38. mActiveTextureUnit(0),
  39. mScissorTop(0), mScissorBottom(720), mScissorLeft(0), mScissorRight(1280),
  40. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  41. mStencilReadMask(0xFFFFFFFF),
  42. mStencilWriteMask(0xFFFFFFFF),
  43. mStencilCompareFront(CMPF_ALWAYS_PASS),
  44. mStencilCompareBack(CMPF_ALWAYS_PASS),
  45. mStencilRefValue(0),
  46. mFragmentTexOffset(0),
  47. mVertexTexOffset(0),
  48. mGeometryTexOffset(0),
  49. mTextureTypes(nullptr),
  50. mNumTextureTypes(0),
  51. mFragmentUBOffset(0),
  52. mVertexUBOffset(0),
  53. mGeometryUBOffset(0),
  54. mHullUBOffset(0),
  55. mDomainUBOffset(0),
  56. mComputeUBOffset(0),
  57. mDrawCallInProgress(false),
  58. mCurrentDrawOperation(DOT_TRIANGLE_LIST)
  59. {
  60. // Get our GLSupport
  61. mGLSupport = BansheeEngine::getGLSupport();
  62. mViewMatrix = Matrix4::IDENTITY;
  63. mColorWrite[0] = mColorWrite[1] = mColorWrite[2] = mColorWrite[3] = true;
  64. mCurrentContext = 0;
  65. mMainContext = 0;
  66. mGLInitialised = false;
  67. mMinFilter = FO_LINEAR;
  68. mMipFilter = FO_POINT;
  69. mProgramPipelineManager = bs_new<GLSLProgramPipelineManager>();
  70. }
  71. GLRenderSystem::~GLRenderSystem()
  72. {
  73. }
  74. const String& GLRenderSystem::getName() const
  75. {
  76. static String strName("GLRenderSystem");
  77. return strName;
  78. }
  79. const String& GLRenderSystem::getShadingLanguageName() const
  80. {
  81. static String strName("glsl");
  82. return strName;
  83. }
  84. void GLRenderSystem::initialize_internal(AsyncOp& asyncOp)
  85. {
  86. THROW_IF_NOT_CORE_THREAD;
  87. mGLSupport->start();
  88. mVideoModeInfo = mGLSupport->getVideoModeInfo();
  89. RenderWindowManager::startUp<GLRenderWindowManager>(this);
  90. RenderStateManager::startUp();
  91. QueryManager::startUp<GLQueryManager>();
  92. // Initialize a window so we have something to create a GL context with
  93. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  94. // Get the context from the window and finish initialization
  95. GLContext *context = nullptr;
  96. primaryWindow->getCustomAttribute("GLCONTEXT", &context);
  97. // Set main and current context
  98. mMainContext = context;
  99. mCurrentContext = mMainContext;
  100. // Set primary context as active
  101. if (mCurrentContext)
  102. mCurrentContext->setCurrent();
  103. // Setup GLSupport
  104. mGLSupport->initializeExtensions();
  105. Vector<BansheeEngine::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
  106. if (!tokens.empty())
  107. {
  108. mDriverVersion.major = parseInt(tokens[0]);
  109. if (tokens.size() > 1)
  110. mDriverVersion.minor = parseInt(tokens[1]);
  111. if (tokens.size() > 2)
  112. mDriverVersion.release = parseInt(tokens[2]);
  113. }
  114. mDriverVersion.build = 0;
  115. mCurrentCapabilities = createRenderSystemCapabilities();
  116. initFromCaps(mCurrentCapabilities);
  117. GLVertexArrayObjectManager::startUp();
  118. mGLInitialised = true;
  119. RenderSystem::initialize_internal(asyncOp);
  120. asyncOp._completeOperation(primaryWindow);
  121. }
  122. void GLRenderSystem::destroy_internal()
  123. {
  124. RenderSystem::destroy_internal();
  125. GLVertexArrayObjectManager::shutDown();
  126. // Deleting the GLSL program factory
  127. if (mGLSLProgramFactory)
  128. {
  129. // Remove from manager safely
  130. GpuProgramManager::instance().removeFactory(mGLSLProgramFactory);
  131. bs_delete(mGLSLProgramFactory);
  132. mGLSLProgramFactory = nullptr;
  133. }
  134. // Deleting the hardware buffer manager. Has to be done before the mGLSupport->stop().
  135. HardwareBufferManager::shutDown();
  136. GLRTTManager::shutDown();
  137. mBoundVertexBuffers.clear();
  138. mBoundVertexDeclaration = nullptr;
  139. mBoundIndexBuffer = nullptr;
  140. mCurrentVertexProgram = nullptr;
  141. mCurrentFragmentProgram = nullptr;
  142. mCurrentGeometryProgram = nullptr;
  143. mCurrentHullProgram = nullptr;
  144. mCurrentDomainProgram = nullptr;
  145. mGLSupport->stop();
  146. TextureManager::shutDown();
  147. QueryManager::shutDown();
  148. RenderWindowManager::shutDown();
  149. RenderStateManager::shutDown();
  150. mGLInitialised = false;
  151. if(mProgramPipelineManager != nullptr)
  152. bs_delete(mProgramPipelineManager);
  153. if(mGLSupport)
  154. bs_delete(mGLSupport);
  155. if(mTextureTypes != nullptr)
  156. bs_deleteN(mTextureTypes, mNumTextureTypes);
  157. }
  158. void GLRenderSystem::bindGpuProgram(HGpuProgram prg)
  159. {
  160. THROW_IF_NOT_CORE_THREAD;
  161. GLSLGpuProgramPtr glprg = std::static_pointer_cast<GLSLGpuProgram>(prg->getThisPtr());
  162. switch (glprg->getType())
  163. {
  164. case GPT_VERTEX_PROGRAM:
  165. mCurrentVertexProgram = glprg;
  166. break;
  167. case GPT_FRAGMENT_PROGRAM:
  168. mCurrentFragmentProgram = glprg;
  169. break;
  170. case GPT_GEOMETRY_PROGRAM:
  171. mCurrentGeometryProgram = glprg;
  172. break;
  173. case GPT_DOMAIN_PROGRAM:
  174. mCurrentDomainProgram = glprg;
  175. break;
  176. case GPT_HULL_PROGRAM:
  177. mCurrentHullProgram = glprg;
  178. break;
  179. }
  180. RenderSystem::bindGpuProgram(prg);
  181. }
  182. void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype)
  183. {
  184. THROW_IF_NOT_CORE_THREAD;
  185. setActiveProgram(gptype, nullptr);
  186. RenderSystem::unbindGpuProgram(gptype);
  187. }
  188. void GLRenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  189. {
  190. THROW_IF_NOT_CORE_THREAD;
  191. bindableParams.updateHardwareBuffers();
  192. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  193. GLSLGpuProgramPtr activeProgram = getActiveProgram(gptype);
  194. GLuint glProgram = activeProgram->getGLHandle();
  195. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  196. {
  197. HTexture texture = bindableParams.getTexture(iter->second.slot);
  198. if(!texture.isLoaded())
  199. setTexture(gptype, iter->second.slot, false, nullptr);
  200. else
  201. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  202. }
  203. UINT32 texUnit = 0;
  204. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  205. {
  206. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  207. if(samplerState == nullptr)
  208. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  209. else
  210. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  211. glProgramUniform1i(glProgram, iter->second.slot, getGLTextureUnit(gptype, texUnit));
  212. texUnit++;
  213. }
  214. UINT8* uniformBufferData = nullptr;
  215. UINT32 blockBinding = 0;
  216. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  217. {
  218. GpuParamBlockBufferPtr paramBlockBuffer = bindableParams.getParamBlockBuffer(iter->second.slot);
  219. if(paramBlockBuffer == nullptr)
  220. continue;
  221. if(iter->second.slot == 0)
  222. {
  223. // 0 means uniforms are not in block, in which case we handle it specially
  224. if (uniformBufferData == nullptr && paramBlockBuffer->getSize() > 0)
  225. {
  226. uniformBufferData = (UINT8*)bs_alloc<ScratchAlloc>(paramBlockBuffer->getSize());
  227. paramBlockBuffer->readData(uniformBufferData);
  228. }
  229. continue;
  230. }
  231. const GLGpuParamBlockBuffer* glParamBlockBuffer = static_cast<const GLGpuParamBlockBuffer*>(paramBlockBuffer.get());
  232. UINT32 globalBlockBinding = getGLUniformBlockBinding(gptype, blockBinding);
  233. glUniformBlockBinding(glProgram, iter->second.slot - 1, globalBlockBinding);
  234. glBindBufferRange(GL_UNIFORM_BUFFER, globalBlockBinding, glParamBlockBuffer->getGLHandle(), 0, glParamBlockBuffer->getSize());
  235. blockBinding++;
  236. mRenderStats.numGpuParamBufferBinds++;
  237. }
  238. bool hasBoundAtLeastOne = false;
  239. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  240. {
  241. const GpuParamDataDesc& paramDesc = iter->second;
  242. if(paramDesc.paramBlockSlot != 0) // 0 means uniforms are not in a block
  243. continue;
  244. const UINT8* ptrData = uniformBufferData + paramDesc.cpuMemOffset * sizeof(UINT32);
  245. hasBoundAtLeastOne = true;
  246. switch(paramDesc.type)
  247. {
  248. case GPDT_FLOAT1:
  249. glProgramUniform1fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  250. break;
  251. case GPDT_FLOAT2:
  252. glProgramUniform2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  253. break;
  254. case GPDT_FLOAT3:
  255. glProgramUniform3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  256. break;
  257. case GPDT_FLOAT4:
  258. glProgramUniform4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  259. break;
  260. case GPDT_MATRIX_2X2:
  261. glProgramUniformMatrix2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  262. GL_FALSE, (GLfloat*)ptrData);
  263. break;
  264. case GPDT_MATRIX_2X3:
  265. glProgramUniformMatrix2x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  266. GL_FALSE, (GLfloat*)ptrData);
  267. break;
  268. case GPDT_MATRIX_2X4:
  269. glProgramUniformMatrix2x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  270. GL_FALSE, (GLfloat*)ptrData);
  271. break;
  272. case GPDT_MATRIX_3X2:
  273. glProgramUniformMatrix3x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  274. GL_FALSE, (GLfloat*)ptrData);
  275. break;
  276. case GPDT_MATRIX_3X3:
  277. glProgramUniformMatrix3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  278. GL_FALSE, (GLfloat*)ptrData);
  279. break;
  280. case GPDT_MATRIX_3X4:
  281. glProgramUniformMatrix3x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  282. GL_FALSE, (GLfloat*)ptrData);
  283. break;
  284. case GPDT_MATRIX_4X2:
  285. glProgramUniformMatrix4x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  286. GL_FALSE, (GLfloat*)ptrData);
  287. break;
  288. case GPDT_MATRIX_4X3:
  289. glProgramUniformMatrix4x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  290. GL_FALSE, (GLfloat*)ptrData);
  291. break;
  292. case GPDT_MATRIX_4X4:
  293. glProgramUniformMatrix4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  294. GL_FALSE, (GLfloat*)ptrData);
  295. break;
  296. case GPDT_INT1:
  297. glProgramUniform1iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  298. break;
  299. case GPDT_INT2:
  300. glProgramUniform2iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  301. break;
  302. case GPDT_INT3:
  303. glProgramUniform3iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  304. break;
  305. case GPDT_INT4:
  306. glProgramUniform4iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  307. break;
  308. case GPDT_BOOL:
  309. glProgramUniform1uiv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLuint*)ptrData);
  310. break;
  311. case GPDT_UNKNOWN:
  312. break;
  313. }
  314. }
  315. if (hasBoundAtLeastOne)
  316. mRenderStats.numGpuParamBufferBinds++;
  317. if(uniformBufferData != nullptr)
  318. {
  319. bs_free<ScratchAlloc>(uniformBufferData);
  320. }
  321. }
  322. void GLRenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  323. {
  324. THROW_IF_NOT_CORE_THREAD;
  325. unit = getGLTextureUnit(gptype, unit);
  326. GLTexturePtr tex = std::static_pointer_cast<GLTexture>(texPtr);
  327. GLenum lastTextureType = mTextureTypes[unit];
  328. if (!activateGLTextureUnit(unit))
  329. return;
  330. if (enabled && tex)
  331. {
  332. mTextureTypes[unit] = tex->getGLTextureTarget();
  333. glBindTexture(mTextureTypes[unit], tex->getGLID());
  334. }
  335. else
  336. {
  337. // TODO - This doesn't actually disable all textures set on this image unit, only the 2D ones
  338. // - If a non-2D sampler is used, the texture will still be displayed
  339. glBindTexture(GL_TEXTURE_2D, 0);
  340. }
  341. activateGLTextureUnit(0);
  342. mRenderStats.numTextureBinds++;
  343. }
  344. void GLRenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  345. {
  346. THROW_IF_NOT_CORE_THREAD;
  347. unit = getGLTextureUnit(gptype, unit);
  348. // Set texture layer filtering
  349. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  350. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  351. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  352. // Set texture anisotropy
  353. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  354. // Set mipmap biasing
  355. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  356. // Texture addressing mode
  357. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  358. setTextureAddressingMode(unit, uvw);
  359. // Set border color
  360. setTextureBorderColor(unit, state->getBorderColor());
  361. mRenderStats.numSamplerBinds++;
  362. }
  363. void GLRenderSystem::setBlendState(const BlendStatePtr& blendState)
  364. {
  365. THROW_IF_NOT_CORE_THREAD;
  366. // Alpha to coverage
  367. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  368. // Blend states
  369. // OpenGL doesn't allow us to specify blend state per render target, so we just use the first one.
  370. if(blendState->getBlendEnabled(0))
  371. {
  372. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0),
  373. blendState->getAlphaDstBlend(0), blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  374. }
  375. else
  376. {
  377. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  378. }
  379. // Color write mask
  380. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  381. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  382. mRenderStats.numBlendStateChanges++;
  383. }
  384. void GLRenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  385. {
  386. THROW_IF_NOT_CORE_THREAD;
  387. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  388. setCullingMode(rasterizerState->getCullMode());
  389. setPolygonMode(rasterizerState->getPolygonMode());
  390. setScissorTestEnable(rasterizerState->getScissorEnable());
  391. mRenderStats.numRasterizerStateChanges++;
  392. }
  393. void GLRenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  394. {
  395. THROW_IF_NOT_CORE_THREAD;
  396. // Set stencil buffer options
  397. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  398. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  399. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), depthStencilState->getStencilReadMask(), true);
  400. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  401. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), depthStencilState->getStencilReadMask(), false);
  402. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  403. // Set depth buffer options
  404. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  405. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  406. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  407. // Set stencil ref value
  408. setStencilRefValue(stencilRefValue);
  409. mRenderStats.numDepthStencilStateChanges++;
  410. }
  411. void GLRenderSystem::setViewport(const ViewportPtr& vp)
  412. {
  413. THROW_IF_NOT_CORE_THREAD;
  414. assert(vp != nullptr);
  415. RenderTargetPtr target;
  416. target = vp->getTarget();
  417. setRenderTarget(target);
  418. // Calculate the "lower-left" corner of the viewport
  419. mViewportWidth = vp->getWidth();
  420. mViewportHeight = vp->getHeight();
  421. mViewportLeft = vp->getX();
  422. mViewportTop = vp->getY();
  423. if (!target->requiresTextureFlipping())
  424. {
  425. // Convert "upper-left" corner to "lower-left"
  426. mViewportTop = target->getHeight() - mViewportHeight - mViewportTop;
  427. }
  428. glViewport(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  429. // Configure the viewport clipping
  430. glScissor(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  431. }
  432. void GLRenderSystem::setRenderTarget(RenderTargetPtr target)
  433. {
  434. THROW_IF_NOT_CORE_THREAD;
  435. mActiveRenderTarget = target;
  436. // Switch context if different from current one
  437. GLContext *newContext = 0;
  438. target->getCustomAttribute("GLCONTEXT", &newContext);
  439. if(newContext && mCurrentContext != newContext)
  440. {
  441. switchContext(newContext);
  442. }
  443. GLFrameBufferObject *fbo = 0;
  444. target->getCustomAttribute("FBO", &fbo);
  445. if(fbo)
  446. fbo->bind();
  447. else
  448. // Old style context (window/pbuffer) or copying render texture
  449. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  450. if (GLEW_EXT_framebuffer_sRGB)
  451. {
  452. // Enable / disable sRGB states
  453. if (target->isHwGammaEnabled())
  454. {
  455. glEnable(GL_FRAMEBUFFER_SRGB_EXT);
  456. // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
  457. // enabling, but GL spec says incapable surfaces ignore the setting
  458. // anyway. We test the capability to enable isHardwareGammaEnabled.
  459. }
  460. else
  461. {
  462. glDisable(GL_FRAMEBUFFER_SRGB_EXT);
  463. }
  464. }
  465. mRenderStats.numRenderTargetChanges++;
  466. }
  467. void GLRenderSystem::beginFrame()
  468. {
  469. THROW_IF_NOT_CORE_THREAD;
  470. // Activate the viewport clipping
  471. glEnable(GL_SCISSOR_TEST);
  472. }
  473. void GLRenderSystem::endFrame()
  474. {
  475. THROW_IF_NOT_CORE_THREAD;
  476. // Deactivate the viewport clipping.
  477. glDisable(GL_SCISSOR_TEST);
  478. }
  479. void GLRenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  480. {
  481. THROW_IF_NOT_CORE_THREAD;
  482. if ((index + numBuffers) > (UINT32)mBoundVertexBuffers.size())
  483. mBoundVertexBuffers.resize(index + numBuffers);
  484. for(UINT32 i = 0; i < numBuffers; i++)
  485. {
  486. mBoundVertexBuffers[index + i] = buffers[i];
  487. }
  488. }
  489. void GLRenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  490. {
  491. THROW_IF_NOT_CORE_THREAD;
  492. mBoundVertexDeclaration = vertexDeclaration;
  493. }
  494. void GLRenderSystem::setDrawOperation(DrawOperationType op)
  495. {
  496. THROW_IF_NOT_CORE_THREAD;
  497. mCurrentDrawOperation = op;
  498. }
  499. void GLRenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  500. {
  501. THROW_IF_NOT_CORE_THREAD;
  502. mBoundIndexBuffer = buffer;
  503. }
  504. void GLRenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  505. {
  506. // Find the correct type to render
  507. GLint primType = getGLDrawMode();
  508. beginDraw();
  509. glDrawArrays(primType, vertexOffset, vertexCount);
  510. endDraw();
  511. mRenderStats.numDrawCalls++;
  512. mRenderStats.numVertices += vertexCount;
  513. mRenderStats.numPrimitives += vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  514. }
  515. void GLRenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  516. {
  517. if(mBoundIndexBuffer == nullptr)
  518. {
  519. LOGWRN("Cannot draw indexed because index buffer is not set.");
  520. return;
  521. }
  522. // Find the correct type to render
  523. GLint primType = getGLDrawMode();
  524. beginDraw();
  525. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
  526. static_cast<GLIndexBuffer*>(mBoundIndexBuffer.get())->getGLBufferId());
  527. GLenum indexType = (mBoundIndexBuffer->getType() == IndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
  528. glDrawElementsBaseVertex(primType, indexCount, indexType, (GLvoid*)(mBoundIndexBuffer->getIndexSize() * startIndex), vertexOffset);
  529. endDraw();
  530. mRenderStats.numDrawCalls++;
  531. mRenderStats.numVertices += vertexCount;
  532. mRenderStats.numPrimitives += vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  533. mRenderStats.numIndexBufferBinds++;
  534. }
  535. void GLRenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  536. {
  537. THROW_IF_NOT_CORE_THREAD;
  538. mScissorTop = top;
  539. mScissorBottom = bottom;
  540. mScissorLeft = left;
  541. mScissorRight = right;
  542. }
  543. void GLRenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  544. {
  545. if(mActiveRenderTarget == nullptr)
  546. return;
  547. RectI clearRect(0, 0, mActiveRenderTarget->getWidth(), mActiveRenderTarget->getHeight());
  548. clearArea(buffers, color, depth, stencil, clearRect);
  549. }
  550. void GLRenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  551. {
  552. RectI clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  553. clearArea(buffers, color, depth, stencil, clearRect);
  554. }
  555. void GLRenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const RectI& clearRect)
  556. {
  557. THROW_IF_NOT_CORE_THREAD;
  558. if(mActiveRenderTarget == nullptr)
  559. return;
  560. bool colorMask = !mColorWrite[0] || !mColorWrite[1]
  561. || !mColorWrite[2] || !mColorWrite[3];
  562. GLbitfield flags = 0;
  563. if (buffers & FBT_COLOR)
  564. {
  565. flags |= GL_COLOR_BUFFER_BIT;
  566. // Enable buffer for writing if it isn't
  567. if (colorMask)
  568. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  569. glClearColor(color.r, color.g, color.b, color.a);
  570. }
  571. if (buffers & FBT_DEPTH)
  572. {
  573. flags |= GL_DEPTH_BUFFER_BIT;
  574. // Enable buffer for writing if it isn't
  575. if (!mDepthWrite)
  576. glDepthMask(GL_TRUE);
  577. glClearDepth(depth);
  578. }
  579. if (buffers & FBT_STENCIL)
  580. {
  581. flags |= GL_STENCIL_BUFFER_BIT;
  582. // Enable buffer for writing if it isn't
  583. glStencilMask(0xFFFFFFFF);
  584. glClearStencil(stencil);
  585. }
  586. // Disable scissor test as we want to clear the entire render surface
  587. GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
  588. UINT32 oldScissorTop = mScissorTop;
  589. UINT32 oldScissorBottom = mScissorBottom;
  590. UINT32 oldScissorLeft = mScissorLeft;
  591. UINT32 oldScissorRight = mScissorRight;
  592. if (scissorTestEnabled)
  593. {
  594. glDisable(GL_SCISSOR_TEST);
  595. }
  596. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  597. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == mActiveRenderTarget->getWidth() && clearRect.height == mActiveRenderTarget->getHeight());
  598. if(!clearEntireTarget)
  599. {
  600. setScissorRect(clearRect.x, clearRect.y, clearRect.x + clearRect.width, clearRect.y + clearRect.height);
  601. setScissorTestEnable(true);
  602. }
  603. // Clear buffers
  604. glClear(flags);
  605. if(!clearEntireTarget)
  606. {
  607. setScissorTestEnable(false);
  608. }
  609. // Restore scissor test
  610. if (scissorTestEnabled)
  611. {
  612. glEnable(GL_SCISSOR_TEST);
  613. mScissorTop = oldScissorTop;
  614. mScissorBottom = oldScissorBottom;
  615. mScissorLeft = oldScissorLeft;
  616. mScissorRight = oldScissorRight;
  617. }
  618. // Reset buffer write state
  619. if (!mDepthWrite && (buffers & FBT_DEPTH))
  620. {
  621. glDepthMask( GL_FALSE );
  622. }
  623. if (colorMask && (buffers & FBT_COLOR))
  624. {
  625. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  626. }
  627. if (buffers & FBT_STENCIL)
  628. {
  629. glStencilMask(mStencilWriteMask);
  630. }
  631. mRenderStats.numClears++;
  632. }
  633. /************************************************************************/
  634. /* PRIVATE */
  635. /************************************************************************/
  636. void GLRenderSystem::setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw)
  637. {
  638. if (!activateGLTextureUnit(stage))
  639. return;
  640. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S,
  641. getTextureAddressingMode(uvw.u));
  642. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T,
  643. getTextureAddressingMode(uvw.v));
  644. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R,
  645. getTextureAddressingMode(uvw.w));
  646. activateGLTextureUnit(0);
  647. }
  648. void GLRenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
  649. {
  650. GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a };
  651. if (activateGLTextureUnit(stage))
  652. {
  653. glTexParameterfv(mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border);
  654. activateGLTextureUnit(0);
  655. }
  656. }
  657. void GLRenderSystem::setTextureMipmapBias(UINT16 stage, float bias)
  658. {
  659. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  660. {
  661. if (activateGLTextureUnit(stage))
  662. {
  663. glTexParameterf(mTextureTypes[stage], GL_TEXTURE_LOD_BIAS, bias);
  664. activateGLTextureUnit(0);
  665. }
  666. }
  667. }
  668. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  669. {
  670. GLint sourceBlend = getBlendMode(sourceFactor);
  671. GLint destBlend = getBlendMode(destFactor);
  672. if(sourceFactor == BF_ONE && destFactor == BF_ZERO)
  673. {
  674. glDisable(GL_BLEND);
  675. }
  676. else
  677. {
  678. glEnable(GL_BLEND);
  679. glBlendFunc(sourceBlend, destBlend);
  680. }
  681. GLint func = GL_FUNC_ADD;
  682. switch(op)
  683. {
  684. case BO_ADD:
  685. func = GL_FUNC_ADD;
  686. break;
  687. case BO_SUBTRACT:
  688. func = GL_FUNC_SUBTRACT;
  689. break;
  690. case BO_REVERSE_SUBTRACT:
  691. func = GL_FUNC_REVERSE_SUBTRACT;
  692. break;
  693. case BO_MIN:
  694. func = GL_MIN;
  695. break;
  696. case BO_MAX:
  697. func = GL_MAX;
  698. break;
  699. }
  700. if(GLEW_VERSION_1_4 || GLEW_ARB_imaging)
  701. {
  702. glBlendEquation(func);
  703. }
  704. else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX))
  705. {
  706. glBlendEquationEXT(func);
  707. }
  708. }
  709. void GLRenderSystem::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor,
  710. BlendFactor sourceFactorAlpha, BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp)
  711. {
  712. GLint sourceBlend = getBlendMode(sourceFactor);
  713. GLint destBlend = getBlendMode(destFactor);
  714. GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha);
  715. GLint destBlendAlpha = getBlendMode(destFactorAlpha);
  716. if(sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  717. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  718. {
  719. glDisable(GL_BLEND);
  720. }
  721. else
  722. {
  723. glEnable(GL_BLEND);
  724. glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha);
  725. }
  726. GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD;
  727. switch(op)
  728. {
  729. case BO_ADD:
  730. func = GL_FUNC_ADD;
  731. break;
  732. case BO_SUBTRACT:
  733. func = GL_FUNC_SUBTRACT;
  734. break;
  735. case BO_REVERSE_SUBTRACT:
  736. func = GL_FUNC_REVERSE_SUBTRACT;
  737. break;
  738. case BO_MIN:
  739. func = GL_MIN;
  740. break;
  741. case BO_MAX:
  742. func = GL_MAX;
  743. break;
  744. }
  745. switch(alphaOp)
  746. {
  747. case BO_ADD:
  748. alphaFunc = GL_FUNC_ADD;
  749. break;
  750. case BO_SUBTRACT:
  751. alphaFunc = GL_FUNC_SUBTRACT;
  752. break;
  753. case BO_REVERSE_SUBTRACT:
  754. alphaFunc = GL_FUNC_REVERSE_SUBTRACT;
  755. break;
  756. case BO_MIN:
  757. alphaFunc = GL_MIN;
  758. break;
  759. case BO_MAX:
  760. alphaFunc = GL_MAX;
  761. break;
  762. }
  763. if(GLEW_VERSION_2_0) {
  764. glBlendEquationSeparate(func, alphaFunc);
  765. }
  766. else if(GLEW_EXT_blend_equation_separate) {
  767. glBlendEquationSeparateEXT(func, alphaFunc);
  768. }
  769. }
  770. void GLRenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
  771. {
  772. if(func == CMPF_ALWAYS_PASS)
  773. {
  774. glDisable(GL_ALPHA_TEST);
  775. }
  776. else
  777. {
  778. glEnable(GL_ALPHA_TEST);
  779. glAlphaFunc(convertCompareFunction(func), value / 255.0f);
  780. }
  781. }
  782. void GLRenderSystem::setAlphaToCoverage(bool enable)
  783. {
  784. static bool lasta2c = false;
  785. if (enable != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  786. {
  787. if (enable)
  788. glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  789. else
  790. glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  791. lasta2c = enable;
  792. }
  793. }
  794. void GLRenderSystem::setScissorTestEnable(bool enable)
  795. {
  796. // If request texture flipping, use "upper-left", otherwise use "lower-left"
  797. bool flipping = mActiveRenderTarget->requiresTextureFlipping();
  798. // GL measures from the bottom, not the top
  799. UINT32 targetHeight = mActiveRenderTarget->getHeight();
  800. // Calculate the "lower-left" corner of the viewport
  801. GLsizei x = 0, y = 0, w = 0, h = 0;
  802. if (enable)
  803. {
  804. glEnable(GL_SCISSOR_TEST);
  805. // GL uses width / height rather than right / bottom
  806. x = mScissorLeft;
  807. if (flipping)
  808. y = mScissorTop;
  809. else
  810. y = targetHeight - mScissorBottom;
  811. w = mScissorRight - mScissorLeft;
  812. h = mScissorBottom - mScissorTop;
  813. glScissor(x, y, w, h);
  814. }
  815. else
  816. {
  817. glDisable(GL_SCISSOR_TEST);
  818. // GL requires you to reset the scissor when disabling
  819. w = mViewportWidth;
  820. h = mViewportHeight;
  821. x = mViewportLeft;
  822. if (flipping)
  823. y = mViewportTop;
  824. else
  825. y = targetHeight - mViewportTop - h;
  826. glScissor(x, y, w, h);
  827. }
  828. }
  829. void GLRenderSystem::setCullingMode(CullingMode mode)
  830. {
  831. mCullingMode = mode;
  832. GLenum cullMode;
  833. switch( mode )
  834. {
  835. case CULL_NONE:
  836. glDisable( GL_CULL_FACE );
  837. return;
  838. default:
  839. case CULL_CLOCKWISE:
  840. cullMode = GL_BACK;
  841. break;
  842. case CULL_COUNTERCLOCKWISE:
  843. cullMode = GL_FRONT;
  844. break;
  845. }
  846. glEnable( GL_CULL_FACE );
  847. glCullFace( cullMode );
  848. }
  849. void GLRenderSystem::setDepthBufferCheckEnabled(bool enabled)
  850. {
  851. if (enabled)
  852. {
  853. glClearDepth(1.0f);
  854. glEnable(GL_DEPTH_TEST);
  855. }
  856. else
  857. {
  858. glDisable(GL_DEPTH_TEST);
  859. }
  860. }
  861. void GLRenderSystem::setDepthBufferWriteEnabled(bool enabled)
  862. {
  863. GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
  864. glDepthMask( flag );
  865. // Store for reference in _beginFrame
  866. mDepthWrite = enabled;
  867. }
  868. void GLRenderSystem::setDepthBufferFunction(CompareFunction func)
  869. {
  870. glDepthFunc(convertCompareFunction(func));
  871. }
  872. void GLRenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
  873. {
  874. if (constantBias != 0 || slopeScaleBias != 0)
  875. {
  876. glEnable(GL_POLYGON_OFFSET_FILL);
  877. glEnable(GL_POLYGON_OFFSET_POINT);
  878. glEnable(GL_POLYGON_OFFSET_LINE);
  879. glPolygonOffset(-slopeScaleBias, -constantBias);
  880. }
  881. else
  882. {
  883. glDisable(GL_POLYGON_OFFSET_FILL);
  884. glDisable(GL_POLYGON_OFFSET_POINT);
  885. glDisable(GL_POLYGON_OFFSET_LINE);
  886. }
  887. }
  888. void GLRenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  889. {
  890. glColorMask(red, green, blue, alpha);
  891. // record this
  892. mColorWrite[0] = red;
  893. mColorWrite[1] = blue;
  894. mColorWrite[2] = green;
  895. mColorWrite[3] = alpha;
  896. }
  897. void GLRenderSystem::setPolygonMode(PolygonMode level)
  898. {
  899. GLenum glmode;
  900. switch(level)
  901. {
  902. case PM_WIREFRAME:
  903. glmode = GL_LINE;
  904. break;
  905. default:
  906. case PM_SOLID:
  907. glmode = GL_FILL;
  908. break;
  909. }
  910. glPolygonMode(GL_FRONT_AND_BACK, glmode);
  911. }
  912. void GLRenderSystem::setStencilCheckEnabled(bool enabled)
  913. {
  914. if (enabled)
  915. glEnable(GL_STENCIL_TEST);
  916. else
  917. glDisable(GL_STENCIL_TEST);
  918. }
  919. void GLRenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp,
  920. StencilOperation depthFailOp, StencilOperation passOp, bool front)
  921. {
  922. if (front)
  923. {
  924. glStencilOpSeparate(GL_FRONT,
  925. convertStencilOp(stencilFailOp),
  926. convertStencilOp(depthFailOp),
  927. convertStencilOp(passOp));
  928. }
  929. else
  930. {
  931. glStencilOpSeparate(GL_BACK,
  932. convertStencilOp(stencilFailOp, true),
  933. convertStencilOp(depthFailOp, true),
  934. convertStencilOp(passOp, true));
  935. }
  936. }
  937. void GLRenderSystem::setStencilBufferFunc(CompareFunction func, UINT32 mask, bool front)
  938. {
  939. mStencilReadMask = mask;
  940. if(front)
  941. {
  942. mStencilCompareFront = func;
  943. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  944. }
  945. else
  946. {
  947. mStencilCompareBack = func;
  948. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  949. }
  950. }
  951. void GLRenderSystem::setStencilBufferWriteMask(UINT32 mask)
  952. {
  953. mStencilWriteMask = mask;
  954. glStencilMask(mask);
  955. }
  956. void GLRenderSystem::setStencilRefValue(UINT32 refValue)
  957. {
  958. THROW_IF_NOT_CORE_THREAD;
  959. mStencilRefValue = refValue;
  960. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  961. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  962. }
  963. void GLRenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions fo)
  964. {
  965. if (!activateGLTextureUnit(unit))
  966. return;
  967. switch(ftype)
  968. {
  969. case FT_MIN:
  970. mMinFilter = fo;
  971. // Combine with existing mip filter
  972. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  973. break;
  974. case FT_MAG:
  975. switch (fo)
  976. {
  977. case FO_ANISOTROPIC: // GL treats linear and aniso the same
  978. case FO_LINEAR:
  979. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  980. break;
  981. case FO_POINT:
  982. case FO_NONE:
  983. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  984. break;
  985. }
  986. break;
  987. case FT_MIP:
  988. mMipFilter = fo;
  989. // Combine with existing min filter
  990. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  991. break;
  992. }
  993. activateGLTextureUnit(0);
  994. }
  995. void GLRenderSystem::setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy)
  996. {
  997. if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY))
  998. return;
  999. if (!activateGLTextureUnit(unit))
  1000. return;
  1001. GLfloat largest_supported_anisotropy = 0;
  1002. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
  1003. if (maxAnisotropy > largest_supported_anisotropy)
  1004. maxAnisotropy = largest_supported_anisotropy ?
  1005. static_cast<UINT32>(largest_supported_anisotropy) : 1;
  1006. if(maxAnisotropy < 1)
  1007. maxAnisotropy = 1;
  1008. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  1009. glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy);
  1010. activateGLTextureUnit(0);
  1011. }
  1012. void GLRenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  1013. {
  1014. size_t i = 0;
  1015. size_t numClipPlanes;
  1016. GLdouble clipPlane[4];
  1017. numClipPlanes = clipPlanes.size();
  1018. for (i = 0; i < numClipPlanes; ++i)
  1019. {
  1020. GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
  1021. const Plane& plane = clipPlanes[i];
  1022. if (i >= 6)
  1023. {
  1024. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1025. }
  1026. clipPlane[0] = plane.normal.x;
  1027. clipPlane[1] = plane.normal.y;
  1028. clipPlane[2] = plane.normal.z;
  1029. clipPlane[3] = plane.d;
  1030. glClipPlane(clipPlaneId, clipPlane);
  1031. glEnable(clipPlaneId);
  1032. }
  1033. // Disable remaining clip planes
  1034. for (; i < 6; ++i)
  1035. {
  1036. glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
  1037. }
  1038. }
  1039. bool GLRenderSystem::activateGLTextureUnit(UINT16 unit)
  1040. {
  1041. if (mActiveTextureUnit != unit)
  1042. {
  1043. if (unit < getCapabilities()->getNumCombinedTextureUnits())
  1044. {
  1045. glActiveTexture(GL_TEXTURE0 + unit);
  1046. mActiveTextureUnit = unit;
  1047. return true;
  1048. }
  1049. else if (!unit)
  1050. {
  1051. // always ok to use the first unit
  1052. return true;
  1053. }
  1054. else
  1055. {
  1056. LOGWRN("Provided texture unit index is higher than OpenGL supports. Provided: " + toString(unit) +
  1057. ". Supported range: 0 .. " + toString(getCapabilities()->getNumCombinedTextureUnits() - 1));
  1058. return false;
  1059. }
  1060. }
  1061. else
  1062. {
  1063. return true;
  1064. }
  1065. }
  1066. void GLRenderSystem::beginDraw()
  1067. {
  1068. if(mDrawCallInProgress)
  1069. BS_EXCEPT(InternalErrorException, "Calling beginDraw without finishing previous draw call. Please call endDraw().");
  1070. mDrawCallInProgress = true;
  1071. if(mCurrentVertexProgram == nullptr)
  1072. {
  1073. LOGWRN("Cannot render without a set vertex shader.");
  1074. return;
  1075. }
  1076. if(mBoundVertexDeclaration == nullptr)
  1077. {
  1078. LOGWRN("Cannot render without a set vertex declaration.");
  1079. return;
  1080. }
  1081. const GLSLProgramPipeline* pipeline = mProgramPipelineManager->getPipeline(mCurrentVertexProgram.get(),
  1082. mCurrentFragmentProgram.get(), mCurrentGeometryProgram.get(), mCurrentHullProgram.get(), mCurrentDomainProgram.get());
  1083. if(mActivePipeline != pipeline)
  1084. {
  1085. glBindProgramPipeline(pipeline->glHandle);
  1086. mActivePipeline = pipeline;
  1087. }
  1088. const GLVertexArrayObject& vao = GLVertexArrayObjectManager::instance().getVAO(mCurrentVertexProgram, mBoundVertexDeclaration, mBoundVertexBuffers);
  1089. glBindVertexArray(vao.getGLHandle());
  1090. mRenderStats.numVertexBufferBinds++;
  1091. mRenderStats.numGpuProgramBinds++;
  1092. }
  1093. void GLRenderSystem::endDraw()
  1094. {
  1095. if(!mDrawCallInProgress)
  1096. return;
  1097. mDrawCallInProgress = false;
  1098. }
  1099. GLfloat GLRenderSystem::getCurrentAnisotropy(UINT16 unit)
  1100. {
  1101. GLfloat curAniso = 0;
  1102. glGetTexParameterfv(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
  1103. return curAniso ? curAniso : 1;
  1104. }
  1105. GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const
  1106. {
  1107. switch (op)
  1108. {
  1109. case SOP_KEEP:
  1110. return GL_KEEP;
  1111. case SOP_ZERO:
  1112. return GL_ZERO;
  1113. case SOP_REPLACE:
  1114. return GL_REPLACE;
  1115. case SOP_INCREMENT:
  1116. return invert ? GL_DECR : GL_INCR;
  1117. case SOP_DECREMENT:
  1118. return invert ? GL_INCR : GL_DECR;
  1119. case SOP_INCREMENT_WRAP:
  1120. return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
  1121. case SOP_DECREMENT_WRAP:
  1122. return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
  1123. case SOP_INVERT:
  1124. return GL_INVERT;
  1125. };
  1126. // to keep compiler happy
  1127. return SOP_KEEP;
  1128. }
  1129. GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const
  1130. {
  1131. switch (func)
  1132. {
  1133. case CMPF_ALWAYS_FAIL:
  1134. return GL_NEVER;
  1135. case CMPF_ALWAYS_PASS:
  1136. return GL_ALWAYS;
  1137. case CMPF_LESS:
  1138. return GL_LESS;
  1139. case CMPF_LESS_EQUAL:
  1140. return GL_LEQUAL;
  1141. case CMPF_EQUAL:
  1142. return GL_EQUAL;
  1143. case CMPF_NOT_EQUAL:
  1144. return GL_NOTEQUAL;
  1145. case CMPF_GREATER_EQUAL:
  1146. return GL_GEQUAL;
  1147. case CMPF_GREATER:
  1148. return GL_GREATER;
  1149. };
  1150. return GL_ALWAYS;
  1151. }
  1152. GLuint GLRenderSystem::getCombinedMinMipFilter() const
  1153. {
  1154. switch (mMinFilter)
  1155. {
  1156. case FO_ANISOTROPIC:
  1157. case FO_LINEAR:
  1158. switch (mMipFilter)
  1159. {
  1160. case FO_ANISOTROPIC:
  1161. case FO_LINEAR:
  1162. // Linear min, linear mip
  1163. return GL_LINEAR_MIPMAP_LINEAR;
  1164. case FO_POINT:
  1165. // Linear min, point mip
  1166. return GL_LINEAR_MIPMAP_NEAREST;
  1167. case FO_NONE:
  1168. // Linear min, no mip
  1169. return GL_LINEAR;
  1170. }
  1171. break;
  1172. case FO_POINT:
  1173. case FO_NONE:
  1174. switch (mMipFilter)
  1175. {
  1176. case FO_ANISOTROPIC:
  1177. case FO_LINEAR:
  1178. // Nearest min, linear mip
  1179. return GL_NEAREST_MIPMAP_LINEAR;
  1180. case FO_POINT:
  1181. // Nearest min, point mip
  1182. return GL_NEAREST_MIPMAP_NEAREST;
  1183. case FO_NONE:
  1184. // Nearest min, no mip
  1185. return GL_NEAREST;
  1186. }
  1187. break;
  1188. }
  1189. // Should never get here
  1190. return 0;
  1191. }
  1192. GLint GLRenderSystem::getBlendMode(BlendFactor blendMode) const
  1193. {
  1194. switch (blendMode)
  1195. {
  1196. case BF_ONE:
  1197. return GL_ONE;
  1198. case BF_ZERO:
  1199. return GL_ZERO;
  1200. case BF_DEST_COLOR:
  1201. return GL_DST_COLOR;
  1202. case BF_SOURCE_COLOR:
  1203. return GL_SRC_COLOR;
  1204. case BF_INV_DEST_COLOR:
  1205. return GL_ONE_MINUS_DST_COLOR;
  1206. case BF_INV_SOURCE_COLOR:
  1207. return GL_ONE_MINUS_SRC_COLOR;
  1208. case BF_DEST_ALPHA:
  1209. return GL_DST_ALPHA;
  1210. case BF_SOURCE_ALPHA:
  1211. return GL_SRC_ALPHA;
  1212. case BF_INV_DEST_ALPHA:
  1213. return GL_ONE_MINUS_DST_ALPHA;
  1214. case BF_INV_SOURCE_ALPHA:
  1215. return GL_ONE_MINUS_SRC_ALPHA;
  1216. };
  1217. return GL_ONE;
  1218. }
  1219. GLint GLRenderSystem::getTextureAddressingMode(TextureAddressingMode tam) const
  1220. {
  1221. switch (tam)
  1222. {
  1223. default:
  1224. case TAM_WRAP:
  1225. return GL_REPEAT;
  1226. case TAM_MIRROR:
  1227. return GL_MIRRORED_REPEAT;
  1228. case TAM_CLAMP:
  1229. return GL_CLAMP_TO_EDGE;
  1230. case TAM_BORDER:
  1231. return GL_CLAMP_TO_BORDER;
  1232. }
  1233. }
  1234. GLint GLRenderSystem::getGLDrawMode() const
  1235. {
  1236. GLint primType;
  1237. // Use adjacency if there is a geometry program and it requested adjacency info
  1238. bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
  1239. switch (mCurrentDrawOperation)
  1240. {
  1241. case DOT_POINT_LIST:
  1242. primType = GL_POINTS;
  1243. break;
  1244. case DOT_LINE_LIST:
  1245. primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
  1246. break;
  1247. case DOT_LINE_STRIP:
  1248. primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
  1249. break;
  1250. default:
  1251. case DOT_TRIANGLE_LIST:
  1252. primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
  1253. break;
  1254. case DOT_TRIANGLE_STRIP:
  1255. primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
  1256. break;
  1257. case DOT_TRIANGLE_FAN:
  1258. primType = GL_TRIANGLE_FAN;
  1259. break;
  1260. }
  1261. return primType;
  1262. }
  1263. UINT32 GLRenderSystem::getGLTextureUnit(GpuProgramType gptype, UINT32 unit)
  1264. {
  1265. if (gptype != GPT_VERTEX_PROGRAM && gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_GEOMETRY_PROGRAM)
  1266. {
  1267. BS_EXCEPT(InvalidParametersException, "OpenGL cannot assign textures to this gpu program type: " + toString(gptype));
  1268. }
  1269. UINT32 numSupportedUnits = mCurrentCapabilities->getNumTextureUnits(gptype);
  1270. if (unit < 0 || unit >= numSupportedUnits)
  1271. {
  1272. BS_EXCEPT(InvalidParametersException, "Invalid texture unit index for the provided stage. Unit index: " + toString(unit) + ". Stage: " +
  1273. toString(gptype) + ". Supported range is 0 .. " + toString(numSupportedUnits - 1));
  1274. }
  1275. switch (gptype)
  1276. {
  1277. case GPT_FRAGMENT_PROGRAM:
  1278. return mFragmentTexOffset + unit;
  1279. case GPT_VERTEX_PROGRAM:
  1280. return mVertexTexOffset + unit;
  1281. case GPT_GEOMETRY_PROGRAM:
  1282. return mGeometryTexOffset + unit;
  1283. default:
  1284. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1285. }
  1286. }
  1287. UINT32 GLRenderSystem::getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding)
  1288. {
  1289. UINT32 maxNumBindings = mCurrentCapabilities->getNumGpuParamBlockBuffers(gptype);
  1290. if (binding < 0 || binding >= maxNumBindings)
  1291. {
  1292. BS_EXCEPT(InvalidParametersException, "Invalid buffer binding for the provided stage. Buffer binding: " + toString(binding) + ". Stage: " +
  1293. toString(gptype) + ". Supported range is 0 .. " + toString(maxNumBindings - 1));
  1294. }
  1295. switch (gptype)
  1296. {
  1297. case GPT_FRAGMENT_PROGRAM:
  1298. return mFragmentUBOffset + binding;
  1299. case GPT_VERTEX_PROGRAM:
  1300. return mVertexUBOffset + binding;
  1301. case GPT_GEOMETRY_PROGRAM:
  1302. return mGeometryUBOffset + binding;
  1303. case GPT_HULL_PROGRAM:
  1304. return mHullUBOffset + binding;
  1305. case GPT_DOMAIN_PROGRAM:
  1306. return mDomainUBOffset + binding;
  1307. case GPT_COMPUTE_PROGRAM:
  1308. return mComputeUBOffset + binding;
  1309. default:
  1310. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1311. }
  1312. }
  1313. void GLRenderSystem::setActiveProgram(GpuProgramType gptype, GLSLGpuProgramPtr program)
  1314. {
  1315. switch (gptype)
  1316. {
  1317. case GPT_VERTEX_PROGRAM:
  1318. mCurrentVertexProgram = program;
  1319. break;
  1320. case GPT_FRAGMENT_PROGRAM:
  1321. mCurrentFragmentProgram = program;
  1322. break;
  1323. case GPT_GEOMETRY_PROGRAM:
  1324. mCurrentGeometryProgram = program;
  1325. break;
  1326. case GPT_DOMAIN_PROGRAM:
  1327. mCurrentDomainProgram = program;
  1328. break;
  1329. case GPT_HULL_PROGRAM:
  1330. mCurrentHullProgram = program;
  1331. break;
  1332. }
  1333. }
  1334. GLSLGpuProgramPtr GLRenderSystem::getActiveProgram(GpuProgramType gptype) const
  1335. {
  1336. switch (gptype)
  1337. {
  1338. case GPT_VERTEX_PROGRAM:
  1339. return mCurrentVertexProgram;
  1340. break;
  1341. case GPT_FRAGMENT_PROGRAM:
  1342. return mCurrentFragmentProgram;
  1343. break;
  1344. case GPT_GEOMETRY_PROGRAM:
  1345. return mCurrentGeometryProgram;
  1346. break;
  1347. case GPT_DOMAIN_PROGRAM:
  1348. return mCurrentDomainProgram;
  1349. break;
  1350. case GPT_HULL_PROGRAM:
  1351. return mCurrentHullProgram;
  1352. break;
  1353. default:
  1354. BS_EXCEPT(InvalidParametersException, "Insupported gpu program type: " + toString(gptype));
  1355. }
  1356. }
  1357. void GLRenderSystem::initFromCaps(RenderSystemCapabilities* caps)
  1358. {
  1359. if(caps->getRenderSystemName() != getName())
  1360. {
  1361. BS_EXCEPT(InvalidParametersException,
  1362. "Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support OpenGL");
  1363. }
  1364. HardwareBufferManager::startUp<GLHardwareBufferManager>();
  1365. checkForErrors();
  1366. // GPU Program Manager setup
  1367. if(caps->isShaderProfileSupported("glsl"))
  1368. {
  1369. mGLSLProgramFactory = bs_new<GLSLProgramFactory>();
  1370. GpuProgramManager::instance().addFactory(mGLSLProgramFactory);
  1371. checkForErrors();
  1372. }
  1373. // Check for framebuffer object extension
  1374. if(caps->hasCapability(RSC_FBO))
  1375. {
  1376. if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
  1377. {
  1378. // Create FBO manager
  1379. GLRTTManager::startUp<GLRTTManager>();
  1380. checkForErrors();
  1381. }
  1382. }
  1383. else
  1384. {
  1385. BS_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
  1386. }
  1387. mFragmentTexOffset = 0;
  1388. mVertexTexOffset = caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1389. mGeometryTexOffset = mVertexTexOffset + caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1390. UINT16 numCombinedTexUnits = caps->getNumCombinedTextureUnits();
  1391. UINT32 totalNumTexUnits = caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1392. totalNumTexUnits += caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1393. totalNumTexUnits += caps->getNumTextureUnits(GPT_GEOMETRY_PROGRAM);
  1394. totalNumTexUnits += caps->getNumTextureUnits(GPT_HULL_PROGRAM);
  1395. totalNumTexUnits += caps->getNumTextureUnits(GPT_DOMAIN_PROGRAM);
  1396. totalNumTexUnits += caps->getNumTextureUnits(GPT_COMPUTE_PROGRAM);
  1397. if(totalNumTexUnits > numCombinedTexUnits)
  1398. BS_EXCEPT(InternalErrorException, "Number of combined texture units less than the number of individual units!?");
  1399. mNumTextureTypes = numCombinedTexUnits;
  1400. mTextureTypes = bs_newN<GLenum>(mNumTextureTypes);
  1401. for(UINT16 i = 0; i < numCombinedTexUnits; i++)
  1402. mTextureTypes[i] = 0;
  1403. mVertexUBOffset = 0;
  1404. UINT32 totalNumUniformBlocks = caps->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM);
  1405. mFragmentUBOffset = totalNumUniformBlocks;
  1406. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM);
  1407. mGeometryUBOffset = totalNumUniformBlocks;
  1408. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM);
  1409. mHullUBOffset = totalNumUniformBlocks;
  1410. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM);
  1411. mDomainUBOffset = totalNumUniformBlocks;
  1412. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM);
  1413. mComputeUBOffset = totalNumUniformBlocks;
  1414. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM);
  1415. UINT16 numCombinedUniformBlocks = caps->getNumCombinedGpuParamBlockBuffers();
  1416. if(totalNumUniformBlocks > numCombinedUniformBlocks)
  1417. BS_EXCEPT(InternalErrorException, "Number of combined uniform block buffers less than the number of individual per-stage buffers!?");
  1418. TextureManager::startUp<GLTextureManager>(std::ref(*mGLSupport));
  1419. // Check for multisample support
  1420. // Enable the extension if it was enabled by the GLSupport
  1421. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1422. {
  1423. int multisampleActive = false;
  1424. glGetIntegerv(GL_SAMPLE_BUFFERS_ARB, (GLint*)&multisampleActive);
  1425. if (multisampleActive)
  1426. {
  1427. glEnable(GL_MULTISAMPLE_ARB);
  1428. }
  1429. }
  1430. #if BS_DEBUG_MODE
  1431. if (mGLSupport->checkExtension("GL_ARB_debug_output"))
  1432. {
  1433. glDebugMessageCallback(&openGlErrorCallback, 0);
  1434. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  1435. }
  1436. #endif
  1437. checkForErrors();
  1438. }
  1439. void GLRenderSystem::switchContext(GLContext *context)
  1440. {
  1441. // Unbind GPU programs and rebind to new context later, because
  1442. // scene manager treat render system as ONE 'context' ONLY, and it
  1443. // cached the GPU programs using state.
  1444. unbindGpuProgram(GPT_VERTEX_PROGRAM);
  1445. unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  1446. unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  1447. unbindGpuProgram(GPT_HULL_PROGRAM);
  1448. unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  1449. // It's ready for switching
  1450. if (mCurrentContext)
  1451. mCurrentContext->endCurrent();
  1452. mCurrentContext = context;
  1453. mCurrentContext->setCurrent();
  1454. // Must reset depth/colour write mask to according with user desired, otherwise,
  1455. // clearFrameBuffer would be wrong because the value we are recorded may be
  1456. // difference with the really state stored in GL context.
  1457. glDepthMask(mDepthWrite);
  1458. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  1459. glStencilMask(mStencilWriteMask);
  1460. }
  1461. RenderSystemCapabilities* GLRenderSystem::createRenderSystemCapabilities() const
  1462. {
  1463. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  1464. rsc->setDriverVersion(mDriverVersion);
  1465. const char* deviceName = (const char*)glGetString(GL_RENDERER);
  1466. const char* vendorName = (const char*)glGetString(GL_VENDOR);
  1467. rsc->setDeviceName(deviceName);
  1468. rsc->setRenderSystemName(getName());
  1469. // determine vendor
  1470. if (strstr(vendorName, "NVIDIA"))
  1471. rsc->setVendor(GPU_NVIDIA);
  1472. else if (strstr(vendorName, "ATI"))
  1473. rsc->setVendor(GPU_AMD);
  1474. else if (strstr(vendorName, "AMD"))
  1475. rsc->setVendor(GPU_AMD);
  1476. else if (strstr(vendorName, "Intel"))
  1477. rsc->setVendor(GPU_INTEL);
  1478. else
  1479. rsc->setVendor(GPU_UNKNOWN);
  1480. // Check for hardware mipmapping support.
  1481. if(GLEW_VERSION_1_4)
  1482. {
  1483. rsc->setCapability(RSC_AUTOMIPMAP);
  1484. }
  1485. // Check for Anisotropy support
  1486. if (getGLSupport()->checkExtension("GL_EXT_texture_filter_anisotropic"))
  1487. {
  1488. rsc->setCapability(RSC_ANISOTROPY);
  1489. }
  1490. // Check for cube mapping
  1491. if(GLEW_VERSION_1_3 ||
  1492. getGLSupport()->checkExtension("GL_ARB_texture_cube_map") ||
  1493. getGLSupport()->checkExtension("GL_EXT_texture_cube_map"))
  1494. {
  1495. rsc->setCapability(RSC_CUBEMAPPING);
  1496. }
  1497. // Point sprites
  1498. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_point_sprite"))
  1499. {
  1500. rsc->setCapability(RSC_POINT_SPRITES);
  1501. }
  1502. // Check for hardware stencil support and set bit depth
  1503. GLint stencil;
  1504. glGetIntegerv(GL_STENCIL_BITS, &stencil);
  1505. if(stencil)
  1506. {
  1507. rsc->setStencilBufferBitDepth(stencil);
  1508. }
  1509. if (GLEW_VERSION_2_0 ||
  1510. (getGLSupport()->checkExtension("GL_ARB_shading_language_100") &&
  1511. getGLSupport()->checkExtension("GL_ARB_shader_objects") &&
  1512. getGLSupport()->checkExtension("GL_ARB_fragment_shader") &&
  1513. getGLSupport()->checkExtension("GL_ARB_vertex_shader")))
  1514. {
  1515. rsc->addShaderProfile("glsl");
  1516. }
  1517. // Check if geometry shaders are supported
  1518. if (GLEW_VERSION_2_0 &&
  1519. getGLSupport()->checkExtension("GL_EXT_geometry_shader4"))
  1520. {
  1521. rsc->setCapability(RSC_GEOMETRY_PROGRAM);
  1522. rsc->setGeometryProgramConstantBoolCount(0);
  1523. rsc->setGeometryProgramConstantIntCount(0);
  1524. GLint floatConstantCount = 0;
  1525. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
  1526. rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
  1527. GLint maxOutputVertices;
  1528. glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
  1529. rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
  1530. }
  1531. //Check if render to vertex buffer (transform feedback in OpenGL)
  1532. if (GLEW_VERSION_2_0 && getGLSupport()->checkExtension("GL_EXT_transform_feedback"))
  1533. {
  1534. rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
  1535. }
  1536. // Check for texture compression
  1537. if (GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_compression"))
  1538. {
  1539. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1540. // Check for dxt compression
  1541. if (getGLSupport()->checkExtension("GL_EXT_texture_compression_s3tc"))
  1542. {
  1543. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1544. }
  1545. // Check for vtc compression
  1546. if (getGLSupport()->checkExtension("GL_NV_texture_compression_vtc"))
  1547. {
  1548. rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
  1549. }
  1550. }
  1551. // As are user clipping planes
  1552. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1553. // 2-sided stencil?
  1554. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_EXT_stencil_two_side"))
  1555. {
  1556. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1557. }
  1558. // stencil wrapping?
  1559. if (GLEW_VERSION_1_4 || getGLSupport()->checkExtension("GL_EXT_stencil_wrap"))
  1560. {
  1561. rsc->setCapability(RSC_STENCIL_WRAP);
  1562. }
  1563. // Check for hardware occlusion support
  1564. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_occlusion_query"))
  1565. {
  1566. rsc->setCapability(RSC_HWOCCLUSION);
  1567. }
  1568. // UBYTE4 always supported
  1569. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1570. // Infinite far plane always supported
  1571. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1572. // Check for non-power-of-2 texture support
  1573. if (getGLSupport()->checkExtension("GL_ARB_texture_non_power_of_two"))
  1574. {
  1575. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1576. }
  1577. // Check for Float textures
  1578. if (getGLSupport()->checkExtension("GL_ATI_texture_float") || getGLSupport()->checkExtension("GL_ARB_texture_float"))
  1579. {
  1580. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1581. }
  1582. // 3D textures should always be supported
  1583. rsc->setCapability(RSC_TEXTURE_3D);
  1584. // Check for framebuffer object extension
  1585. if (getGLSupport()->checkExtension("GL_ARB_framebuffer_object"))
  1586. {
  1587. // Probe number of draw buffers
  1588. // Only makes sense with FBO support, so probe here
  1589. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_draw_buffers") || getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1590. {
  1591. GLint buffers;
  1592. glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
  1593. rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1594. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1595. rsc->setCapability(RSC_FBO);
  1596. }
  1597. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1598. }
  1599. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1600. rsc->setCapability(RSC_PBUFFER);
  1601. // Point size
  1602. float ps;
  1603. glGetFloatv(GL_POINT_SIZE_MAX, &ps);
  1604. rsc->setMaxPointSize(ps);
  1605. // Max number of fragment shader textures
  1606. GLint units;
  1607. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &units);
  1608. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, static_cast<UINT16>(units));
  1609. // Max number of vertex shader textures
  1610. GLint vUnits;
  1611. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vUnits);
  1612. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, static_cast<UINT16>(vUnits));
  1613. if (vUnits > 0)
  1614. {
  1615. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1616. }
  1617. GLint numUniformBlocks;
  1618. glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &numUniformBlocks);
  1619. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, numUniformBlocks);
  1620. glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &numUniformBlocks);
  1621. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, numUniformBlocks);
  1622. if (mGLSupport->checkExtension("GL_ARB_geometry_shader4"))
  1623. {
  1624. GLint geomUnits;
  1625. glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &geomUnits);
  1626. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, static_cast<UINT16>(geomUnits));
  1627. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &numUniformBlocks);
  1628. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, numUniformBlocks);
  1629. }
  1630. if (mGLSupport->checkExtension("GL_ARB_tessellation_shader"))
  1631. {
  1632. rsc->setCapability(RSC_TESSELLATION_PROGRAM);
  1633. glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &numUniformBlocks);
  1634. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, numUniformBlocks);
  1635. glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &numUniformBlocks);
  1636. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, numUniformBlocks);
  1637. }
  1638. if (mGLSupport->checkExtension("GL_ARB_compute_shader"))
  1639. {
  1640. rsc->setCapability(RSC_COMPUTE_PROGRAM);
  1641. GLint computeUnits;
  1642. glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &computeUnits);
  1643. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, static_cast<UINT16>(computeUnits));
  1644. glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &numUniformBlocks);
  1645. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, numUniformBlocks);
  1646. }
  1647. GLint combinedTexUnits;
  1648. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &combinedTexUnits);
  1649. rsc->setNumCombinedTextureUnits(static_cast<UINT16>(combinedTexUnits));
  1650. GLint combinedUniformBlockUnits;
  1651. glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &combinedUniformBlockUnits);
  1652. rsc->setNumCombinedGpuParamBlockBuffers(static_cast<UINT16>(combinedUniformBlockUnits));
  1653. // Mipmap LOD biasing
  1654. if (mGLSupport->checkExtension("GL_EXT_texture_lod_bias"))
  1655. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1656. // Alpha to coverage?
  1657. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1658. {
  1659. // Alpha to coverage always 'supported' when MSAA is available
  1660. // although card may ignore it if it doesn't specifically support A2C
  1661. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1662. }
  1663. // Advanced blending operations
  1664. if(GLEW_VERSION_2_0)
  1665. {
  1666. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1667. }
  1668. return rsc;
  1669. }
  1670. bool GLRenderSystem::checkForErrors() const
  1671. {
  1672. GLenum glErr = glGetError();
  1673. bool errorsFound = false;
  1674. String msg;
  1675. while (glErr != GL_NO_ERROR)
  1676. {
  1677. const char* glerrStr = (const char*)gluErrorString(glErr);
  1678. if (glerrStr)
  1679. {
  1680. msg += String(glerrStr);
  1681. }
  1682. glErr = glGetError();
  1683. errorsFound = true;
  1684. }
  1685. if (errorsFound)
  1686. LOGWRN("OpenGL error: " + msg);
  1687. return errorsFound;
  1688. }
  1689. void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
  1690. {
  1691. UINT32 x = 0;
  1692. for (UINT32 i = 0; i < 4; i++)
  1693. {
  1694. for (UINT32 j = 0; j < 4; j++)
  1695. {
  1696. gl_matrix[x] = m[j][i];
  1697. x++;
  1698. }
  1699. }
  1700. }
  1701. /************************************************************************/
  1702. /* UTILITY */
  1703. /************************************************************************/
  1704. float GLRenderSystem::getMinimumDepthInputValue()
  1705. {
  1706. return -1.0f;
  1707. }
  1708. float GLRenderSystem::getMaximumDepthInputValue()
  1709. {
  1710. return 1.0f;
  1711. }
  1712. float GLRenderSystem::getHorizontalTexelOffset()
  1713. {
  1714. return 0.0f;
  1715. }
  1716. float GLRenderSystem::getVerticalTexelOffset()
  1717. {
  1718. return 0.0f;
  1719. }
  1720. VertexElementType GLRenderSystem::getColorVertexElementType() const
  1721. {
  1722. return VET_COLOR_ABGR;
  1723. }
  1724. void GLRenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  1725. {
  1726. dest = matrix;
  1727. }
  1728. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam)
  1729. {
  1730. BS_EXCEPT(RenderingAPIException, "OpenGL error: " + String(message));
  1731. }
  1732. }