CmGLRenderSystem.cpp 60 KB

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  1. #include "CmGLRenderSystem.h"
  2. #include "CmRenderSystem.h"
  3. #include "CmGLTextureManager.h"
  4. #include "CmGLVertexBuffer.h"
  5. #include "CmGLIndexBuffer.h"
  6. #include "CmGLUtil.h"
  7. #include "CmGLSLGpuProgram.h"
  8. #include "CmException.h"
  9. #include "CmGLOcclusionQuery.h"
  10. #include "CmGLContext.h"
  11. #include "CmGLSupport.h"
  12. #include "CmAsyncOp.h"
  13. #include "CmBlendState.h"
  14. #include "CmRasterizerState.h"
  15. #include "CmDepthStencilState.h"
  16. #include "CmGLRenderTexture.h"
  17. #include "CmGLRenderWindowManager.h"
  18. #include "CmGLSLProgramPipelineManager.h"
  19. #include "BsGLVertexArrayObjectManager.h"
  20. #include "CmRenderStateManager.h"
  21. #include "CmGpuParams.h"
  22. #include "CmGLGpuParamBlockBuffer.h"
  23. #include "CmCoreThread.h"
  24. #include "CmGLQueryManager.h"
  25. #include "CmDebug.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 = cm_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. RenderWindowManager::startUp(cm_new<GLRenderWindowManager>(this));
  89. RenderStateManager::startUp(cm_new<RenderStateManager>());
  90. QueryManager::startUp(cm_new<GLQueryManager>());
  91. // Initialize a window so we have something to create a GL context with
  92. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  93. // Get the context from the window and finish initialization
  94. GLContext *context = nullptr;
  95. primaryWindow->getCustomAttribute("GLCONTEXT", &context);
  96. // Set main and current context
  97. mMainContext = context;
  98. mCurrentContext = mMainContext;
  99. // Set primary context as active
  100. if (mCurrentContext)
  101. mCurrentContext->setCurrent();
  102. // Setup GLSupport
  103. mGLSupport->initializeExtensions();
  104. Vector<BansheeEngine::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
  105. if (!tokens.empty())
  106. {
  107. mDriverVersion.major = parseInt(tokens[0]);
  108. if (tokens.size() > 1)
  109. mDriverVersion.minor = parseInt(tokens[1]);
  110. if (tokens.size() > 2)
  111. mDriverVersion.release = parseInt(tokens[2]);
  112. }
  113. mDriverVersion.build = 0;
  114. mCurrentCapabilities = createRenderSystemCapabilities();
  115. initFromCaps(mCurrentCapabilities);
  116. GLVertexArrayObjectManager::startUp(cm_new<GLVertexArrayObjectManager>());
  117. mGLInitialised = true;
  118. RenderSystem::initialize_internal(asyncOp);
  119. asyncOp._completeOperation(primaryWindow);
  120. }
  121. void GLRenderSystem::destroy_internal()
  122. {
  123. RenderSystem::destroy_internal();
  124. GLVertexArrayObjectManager::shutDown();
  125. // Deleting the GLSL program factory
  126. if (mGLSLProgramFactory)
  127. {
  128. // Remove from manager safely
  129. GpuProgramManager::instance().removeFactory(mGLSLProgramFactory);
  130. cm_delete(mGLSLProgramFactory);
  131. mGLSLProgramFactory = nullptr;
  132. }
  133. // Deleting the hardware buffer manager. Has to be done before the mGLSupport->stop().
  134. HardwareBufferManager::shutDown();
  135. GLRTTManager::shutDown();
  136. mBoundVertexBuffers.clear();
  137. mBoundVertexDeclaration = nullptr;
  138. mBoundIndexBuffer = nullptr;
  139. mCurrentVertexProgram = nullptr;
  140. mCurrentFragmentProgram = nullptr;
  141. mCurrentGeometryProgram = nullptr;
  142. mCurrentHullProgram = nullptr;
  143. mCurrentDomainProgram = nullptr;
  144. mGLSupport->stop();
  145. TextureManager::shutDown();
  146. QueryManager::shutDown();
  147. RenderWindowManager::shutDown();
  148. RenderStateManager::shutDown();
  149. mGLInitialised = false;
  150. if(mProgramPipelineManager != nullptr)
  151. cm_delete(mProgramPipelineManager);
  152. if(mGLSupport)
  153. cm_delete(mGLSupport);
  154. if(mTextureTypes != nullptr)
  155. cm_deleteN(mTextureTypes, mNumTextureTypes);
  156. }
  157. void GLRenderSystem::bindGpuProgram(HGpuProgram prg)
  158. {
  159. THROW_IF_NOT_CORE_THREAD;
  160. GLSLGpuProgramPtr glprg = std::static_pointer_cast<GLSLGpuProgram>(prg->getThisPtr());
  161. switch (glprg->getType())
  162. {
  163. case GPT_VERTEX_PROGRAM:
  164. if (mCurrentVertexProgram != glprg)
  165. {
  166. unbindGpuProgram(glprg->getType());
  167. mCurrentVertexProgram = glprg;
  168. }
  169. break;
  170. case GPT_FRAGMENT_PROGRAM:
  171. if (mCurrentFragmentProgram != glprg)
  172. {
  173. unbindGpuProgram(glprg->getType());
  174. mCurrentFragmentProgram = glprg;
  175. }
  176. break;
  177. case GPT_GEOMETRY_PROGRAM:
  178. if (mCurrentGeometryProgram != glprg)
  179. {
  180. unbindGpuProgram(glprg->getType());
  181. mCurrentGeometryProgram = glprg;
  182. }
  183. break;
  184. case GPT_DOMAIN_PROGRAM:
  185. if (mCurrentDomainProgram != glprg)
  186. {
  187. unbindGpuProgram(glprg->getType());
  188. mCurrentDomainProgram = glprg;
  189. }
  190. break;
  191. case GPT_HULL_PROGRAM:
  192. if (mCurrentHullProgram != glprg)
  193. {
  194. unbindGpuProgram(glprg->getType());
  195. mCurrentHullProgram = glprg;
  196. }
  197. break;
  198. }
  199. RenderSystem::bindGpuProgram(prg);
  200. }
  201. void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype)
  202. {
  203. THROW_IF_NOT_CORE_THREAD;
  204. setActiveProgram(gptype, nullptr);
  205. RenderSystem::unbindGpuProgram(gptype);
  206. }
  207. void GLRenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  208. {
  209. THROW_IF_NOT_CORE_THREAD;
  210. bindableParams.updateHardwareBuffers();
  211. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  212. GLSLGpuProgramPtr activeProgram = getActiveProgram(gptype);
  213. GLuint glProgram = activeProgram->getGLHandle();
  214. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  215. {
  216. HTexture texture = bindableParams.getTexture(iter->second.slot);
  217. if(!texture.isLoaded())
  218. setTexture(gptype, iter->second.slot, false, nullptr);
  219. else
  220. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  221. }
  222. UINT32 texUnit = 0;
  223. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  224. {
  225. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  226. if(samplerState == nullptr)
  227. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  228. else
  229. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  230. glProgramUniform1i(glProgram, iter->second.slot, getGLTextureUnit(gptype, texUnit));
  231. texUnit++;
  232. }
  233. UINT8* uniformBufferData = nullptr;
  234. UINT32 blockBinding = 0;
  235. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  236. {
  237. GpuParamBlockBufferPtr paramBlockBuffer = bindableParams.getParamBlockBuffer(iter->second.slot);
  238. if(paramBlockBuffer == nullptr)
  239. continue;
  240. if(iter->second.slot == 0)
  241. {
  242. // 0 means uniforms are not in block, in which case we handle it specially
  243. if (uniformBufferData == nullptr && paramBlockBuffer->getSize() > 0)
  244. {
  245. uniformBufferData = (UINT8*)cm_alloc<ScratchAlloc>(paramBlockBuffer->getSize());
  246. paramBlockBuffer->readData(uniformBufferData);
  247. }
  248. continue;
  249. }
  250. const GLGpuParamBlockBuffer* glParamBlockBuffer = static_cast<const GLGpuParamBlockBuffer*>(paramBlockBuffer.get());
  251. UINT32 globalBlockBinding = getGLUniformBlockBinding(gptype, blockBinding);
  252. glUniformBlockBinding(glProgram, iter->second.slot - 1, globalBlockBinding);
  253. glBindBufferRange(GL_UNIFORM_BUFFER, globalBlockBinding, glParamBlockBuffer->getGLHandle(), 0, glParamBlockBuffer->getSize());
  254. blockBinding++;
  255. }
  256. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  257. {
  258. const GpuParamDataDesc& paramDesc = iter->second;
  259. if(paramDesc.paramBlockSlot != 0) // 0 means uniforms are not in a block
  260. continue;
  261. const UINT8* ptrData = uniformBufferData + paramDesc.cpuMemOffset * sizeof(UINT32);
  262. switch(paramDesc.type)
  263. {
  264. case GCT_FLOAT1:
  265. glProgramUniform1fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  266. break;
  267. case GCT_FLOAT2:
  268. glProgramUniform2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  269. break;
  270. case GCT_FLOAT3:
  271. glProgramUniform3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  272. break;
  273. case GCT_FLOAT4:
  274. glProgramUniform4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  275. break;
  276. case GCT_MATRIX_2X2:
  277. glProgramUniformMatrix2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  278. GL_FALSE, (GLfloat*)ptrData);
  279. break;
  280. case GCT_MATRIX_2X3:
  281. glProgramUniformMatrix2x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  282. GL_FALSE, (GLfloat*)ptrData);
  283. break;
  284. case GCT_MATRIX_2X4:
  285. glProgramUniformMatrix2x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  286. GL_FALSE, (GLfloat*)ptrData);
  287. break;
  288. case GCT_MATRIX_3X2:
  289. glProgramUniformMatrix3x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  290. GL_FALSE, (GLfloat*)ptrData);
  291. break;
  292. case GCT_MATRIX_3X3:
  293. glProgramUniformMatrix3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  294. GL_FALSE, (GLfloat*)ptrData);
  295. break;
  296. case GCT_MATRIX_3X4:
  297. glProgramUniformMatrix3x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  298. GL_FALSE, (GLfloat*)ptrData);
  299. break;
  300. case GCT_MATRIX_4X2:
  301. glProgramUniformMatrix4x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  302. GL_FALSE, (GLfloat*)ptrData);
  303. break;
  304. case GCT_MATRIX_4X3:
  305. glProgramUniformMatrix4x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  306. GL_FALSE, (GLfloat*)ptrData);
  307. break;
  308. case GCT_MATRIX_4X4:
  309. glProgramUniformMatrix4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  310. GL_FALSE, (GLfloat*)ptrData);
  311. break;
  312. case GCT_INT1:
  313. glProgramUniform1iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  314. break;
  315. case GCT_INT2:
  316. glProgramUniform2iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  317. break;
  318. case GCT_INT3:
  319. glProgramUniform3iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  320. break;
  321. case GCT_INT4:
  322. glProgramUniform4iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  323. break;
  324. case GPDT_BOOL:
  325. glProgramUniform1uiv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLuint*)ptrData);
  326. break;
  327. case GCT_UNKNOWN:
  328. break;
  329. }
  330. }
  331. if(uniformBufferData != nullptr)
  332. {
  333. cm_free<ScratchAlloc>(uniformBufferData);
  334. }
  335. }
  336. void GLRenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  337. {
  338. THROW_IF_NOT_CORE_THREAD;
  339. unit = getGLTextureUnit(gptype, unit);
  340. GLTexturePtr tex = std::static_pointer_cast<GLTexture>(texPtr);
  341. GLenum lastTextureType = mTextureTypes[unit];
  342. if (!activateGLTextureUnit(unit))
  343. return;
  344. if (enabled && tex)
  345. {
  346. mTextureTypes[unit] = tex->getGLTextureTarget();
  347. glBindTexture(mTextureTypes[unit], tex->getGLID());
  348. }
  349. else
  350. {
  351. // TODO - This doesn't actually disable all textures set on this image unit, only the 2D ones
  352. // - If a non-2D sampler is used, the texture will still be displayed
  353. glBindTexture(GL_TEXTURE_2D, 0);
  354. }
  355. activateGLTextureUnit(0);
  356. }
  357. void GLRenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  358. {
  359. THROW_IF_NOT_CORE_THREAD;
  360. unit = getGLTextureUnit(gptype, unit);
  361. // Set texture layer filtering
  362. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  363. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  364. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  365. // Set texture anisotropy
  366. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  367. // Set mipmap biasing
  368. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  369. // Texture addressing mode
  370. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  371. setTextureAddressingMode(unit, uvw);
  372. // Set border color
  373. setTextureBorderColor(unit, state->getBorderColor());
  374. }
  375. void GLRenderSystem::setBlendState(const BlendStatePtr& blendState)
  376. {
  377. THROW_IF_NOT_CORE_THREAD;
  378. // Alpha to coverage
  379. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  380. // Blend states
  381. // OpenGL doesn't allow us to specify blend state per render target, so we just use the first one.
  382. if(blendState->getBlendEnabled(0))
  383. {
  384. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0),
  385. blendState->getAlphaDstBlend(0), blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  386. }
  387. else
  388. {
  389. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  390. }
  391. // Color write mask
  392. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  393. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  394. }
  395. void GLRenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  396. {
  397. THROW_IF_NOT_CORE_THREAD;
  398. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  399. setCullingMode(rasterizerState->getCullMode());
  400. setPolygonMode(rasterizerState->getPolygonMode());
  401. setScissorTestEnable(rasterizerState->getScissorEnable());
  402. }
  403. void GLRenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  404. {
  405. THROW_IF_NOT_CORE_THREAD;
  406. // Set stencil buffer options
  407. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  408. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  409. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), depthStencilState->getStencilReadMask(), true);
  410. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  411. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), depthStencilState->getStencilReadMask(), false);
  412. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  413. // Set depth buffer options
  414. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  415. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  416. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  417. // Set stencil ref value
  418. setStencilRefValue(stencilRefValue);
  419. }
  420. void GLRenderSystem::setViewport(const ViewportPtr& vp)
  421. {
  422. THROW_IF_NOT_CORE_THREAD;
  423. assert(vp != nullptr);
  424. RenderTargetPtr target;
  425. target = vp->getTarget();
  426. setRenderTarget(target);
  427. // Calculate the "lower-left" corner of the viewport
  428. mViewportWidth = vp->getWidth();
  429. mViewportHeight = vp->getHeight();
  430. mViewportLeft = vp->getX();
  431. mViewportTop = vp->getY();
  432. if (!target->requiresTextureFlipping())
  433. {
  434. // Convert "upper-left" corner to "lower-left"
  435. mViewportTop = target->getHeight() - mViewportHeight - mViewportTop;
  436. }
  437. glViewport(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  438. // Configure the viewport clipping
  439. glScissor(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  440. }
  441. void GLRenderSystem::setRenderTarget(RenderTargetPtr target)
  442. {
  443. THROW_IF_NOT_CORE_THREAD;
  444. mActiveRenderTarget = target;
  445. // Switch context if different from current one
  446. GLContext *newContext = 0;
  447. target->getCustomAttribute("GLCONTEXT", &newContext);
  448. if(newContext && mCurrentContext != newContext)
  449. {
  450. switchContext(newContext);
  451. }
  452. GLFrameBufferObject *fbo = 0;
  453. target->getCustomAttribute("FBO", &fbo);
  454. if(fbo)
  455. fbo->bind();
  456. else
  457. // Old style context (window/pbuffer) or copying render texture
  458. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  459. if (GLEW_EXT_framebuffer_sRGB)
  460. {
  461. // Enable / disable sRGB states
  462. if (target->isHwGammaEnabled())
  463. {
  464. glEnable(GL_FRAMEBUFFER_SRGB_EXT);
  465. // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
  466. // enabling, but GL spec says incapable surfaces ignore the setting
  467. // anyway. We test the capability to enable isHardwareGammaEnabled.
  468. }
  469. else
  470. {
  471. glDisable(GL_FRAMEBUFFER_SRGB_EXT);
  472. }
  473. }
  474. }
  475. void GLRenderSystem::beginFrame()
  476. {
  477. THROW_IF_NOT_CORE_THREAD;
  478. // Activate the viewport clipping
  479. glEnable(GL_SCISSOR_TEST);
  480. }
  481. void GLRenderSystem::endFrame()
  482. {
  483. THROW_IF_NOT_CORE_THREAD;
  484. // Deactivate the viewport clipping.
  485. glDisable(GL_SCISSOR_TEST);
  486. }
  487. void GLRenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  488. {
  489. THROW_IF_NOT_CORE_THREAD;
  490. if ((index + numBuffers) > (UINT32)mBoundVertexBuffers.size())
  491. mBoundVertexBuffers.resize(index + numBuffers);
  492. for(UINT32 i = 0; i < numBuffers; i++)
  493. {
  494. mBoundVertexBuffers[index + i] = buffers[i];
  495. }
  496. }
  497. void GLRenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  498. {
  499. THROW_IF_NOT_CORE_THREAD;
  500. mBoundVertexDeclaration = vertexDeclaration;
  501. }
  502. void GLRenderSystem::setDrawOperation(DrawOperationType op)
  503. {
  504. THROW_IF_NOT_CORE_THREAD;
  505. mCurrentDrawOperation = op;
  506. }
  507. void GLRenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  508. {
  509. THROW_IF_NOT_CORE_THREAD;
  510. mBoundIndexBuffer = buffer;
  511. }
  512. void GLRenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  513. {
  514. // Find the correct type to render
  515. GLint primType = getGLDrawMode();
  516. beginDraw();
  517. glDrawArrays(primType, vertexOffset, vertexCount);
  518. endDraw();
  519. }
  520. void GLRenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  521. {
  522. if(mBoundIndexBuffer == nullptr)
  523. {
  524. LOGWRN("Cannot draw indexed because index buffer is not set.");
  525. return;
  526. }
  527. // Find the correct type to render
  528. GLint primType = getGLDrawMode();
  529. beginDraw();
  530. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
  531. static_cast<GLIndexBuffer*>(mBoundIndexBuffer.get())->getGLBufferId());
  532. GLenum indexType = (mBoundIndexBuffer->getType() == IndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
  533. glDrawElementsBaseVertex(primType, indexCount, indexType, (GLvoid*)(mBoundIndexBuffer->getIndexSize() * startIndex), vertexOffset);
  534. endDraw();
  535. }
  536. void GLRenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  537. {
  538. THROW_IF_NOT_CORE_THREAD;
  539. mScissorTop = top;
  540. mScissorBottom = bottom;
  541. mScissorLeft = left;
  542. mScissorRight = right;
  543. }
  544. void GLRenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  545. {
  546. if(mActiveRenderTarget == nullptr)
  547. return;
  548. RectI clearRect(0, 0, mActiveRenderTarget->getWidth(), mActiveRenderTarget->getHeight());
  549. clearArea(buffers, color, depth, stencil, clearRect);
  550. }
  551. void GLRenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  552. {
  553. RectI clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  554. clearArea(buffers, color, depth, stencil, clearRect);
  555. }
  556. void GLRenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const RectI& clearRect)
  557. {
  558. THROW_IF_NOT_CORE_THREAD;
  559. if(mActiveRenderTarget == nullptr)
  560. return;
  561. bool colorMask = !mColorWrite[0] || !mColorWrite[1]
  562. || !mColorWrite[2] || !mColorWrite[3];
  563. GLbitfield flags = 0;
  564. if (buffers & FBT_COLOR)
  565. {
  566. flags |= GL_COLOR_BUFFER_BIT;
  567. // Enable buffer for writing if it isn't
  568. if (colorMask)
  569. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  570. glClearColor(color.r, color.g, color.b, color.a);
  571. }
  572. if (buffers & FBT_DEPTH)
  573. {
  574. flags |= GL_DEPTH_BUFFER_BIT;
  575. // Enable buffer for writing if it isn't
  576. if (!mDepthWrite)
  577. glDepthMask(GL_TRUE);
  578. glClearDepth(depth);
  579. }
  580. if (buffers & FBT_STENCIL)
  581. {
  582. flags |= GL_STENCIL_BUFFER_BIT;
  583. // Enable buffer for writing if it isn't
  584. glStencilMask(0xFFFFFFFF);
  585. glClearStencil(stencil);
  586. }
  587. // Disable scissor test as we want to clear the entire render surface
  588. GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
  589. UINT32 oldScissorTop = mScissorTop;
  590. UINT32 oldScissorBottom = mScissorBottom;
  591. UINT32 oldScissorLeft = mScissorLeft;
  592. UINT32 oldScissorRight = mScissorRight;
  593. if (scissorTestEnabled)
  594. {
  595. glDisable(GL_SCISSOR_TEST);
  596. }
  597. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  598. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == mActiveRenderTarget->getWidth() && clearRect.height == mActiveRenderTarget->getHeight());
  599. if(!clearEntireTarget)
  600. {
  601. setScissorRect(clearRect.x, clearRect.y, clearRect.x + clearRect.width, clearRect.y + clearRect.height);
  602. setScissorTestEnable(true);
  603. }
  604. // Clear buffers
  605. glClear(flags);
  606. if(!clearEntireTarget)
  607. {
  608. setScissorTestEnable(false);
  609. }
  610. // Restore scissor test
  611. if (scissorTestEnabled)
  612. {
  613. glEnable(GL_SCISSOR_TEST);
  614. mScissorTop = oldScissorTop;
  615. mScissorBottom = oldScissorBottom;
  616. mScissorLeft = oldScissorLeft;
  617. mScissorRight = oldScissorRight;
  618. }
  619. // Reset buffer write state
  620. if (!mDepthWrite && (buffers & FBT_DEPTH))
  621. {
  622. glDepthMask( GL_FALSE );
  623. }
  624. if (colorMask && (buffers & FBT_COLOR))
  625. {
  626. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  627. }
  628. if (buffers & FBT_STENCIL)
  629. {
  630. glStencilMask(mStencilWriteMask);
  631. }
  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. CM_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. CM_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. }
  1091. void GLRenderSystem::endDraw()
  1092. {
  1093. if(!mDrawCallInProgress)
  1094. return;
  1095. mDrawCallInProgress = false;
  1096. }
  1097. GLfloat GLRenderSystem::getCurrentAnisotropy(UINT16 unit)
  1098. {
  1099. GLfloat curAniso = 0;
  1100. glGetTexParameterfv(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
  1101. return curAniso ? curAniso : 1;
  1102. }
  1103. GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const
  1104. {
  1105. switch (op)
  1106. {
  1107. case SOP_KEEP:
  1108. return GL_KEEP;
  1109. case SOP_ZERO:
  1110. return GL_ZERO;
  1111. case SOP_REPLACE:
  1112. return GL_REPLACE;
  1113. case SOP_INCREMENT:
  1114. return invert ? GL_DECR : GL_INCR;
  1115. case SOP_DECREMENT:
  1116. return invert ? GL_INCR : GL_DECR;
  1117. case SOP_INCREMENT_WRAP:
  1118. return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
  1119. case SOP_DECREMENT_WRAP:
  1120. return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
  1121. case SOP_INVERT:
  1122. return GL_INVERT;
  1123. };
  1124. // to keep compiler happy
  1125. return SOP_KEEP;
  1126. }
  1127. GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const
  1128. {
  1129. switch (func)
  1130. {
  1131. case CMPF_ALWAYS_FAIL:
  1132. return GL_NEVER;
  1133. case CMPF_ALWAYS_PASS:
  1134. return GL_ALWAYS;
  1135. case CMPF_LESS:
  1136. return GL_LESS;
  1137. case CMPF_LESS_EQUAL:
  1138. return GL_LEQUAL;
  1139. case CMPF_EQUAL:
  1140. return GL_EQUAL;
  1141. case CMPF_NOT_EQUAL:
  1142. return GL_NOTEQUAL;
  1143. case CMPF_GREATER_EQUAL:
  1144. return GL_GEQUAL;
  1145. case CMPF_GREATER:
  1146. return GL_GREATER;
  1147. };
  1148. return GL_ALWAYS;
  1149. }
  1150. GLuint GLRenderSystem::getCombinedMinMipFilter() const
  1151. {
  1152. switch (mMinFilter)
  1153. {
  1154. case FO_ANISOTROPIC:
  1155. case FO_LINEAR:
  1156. switch (mMipFilter)
  1157. {
  1158. case FO_ANISOTROPIC:
  1159. case FO_LINEAR:
  1160. // Linear min, linear mip
  1161. return GL_LINEAR_MIPMAP_LINEAR;
  1162. case FO_POINT:
  1163. // Linear min, point mip
  1164. return GL_LINEAR_MIPMAP_NEAREST;
  1165. case FO_NONE:
  1166. // Linear min, no mip
  1167. return GL_LINEAR;
  1168. }
  1169. break;
  1170. case FO_POINT:
  1171. case FO_NONE:
  1172. switch (mMipFilter)
  1173. {
  1174. case FO_ANISOTROPIC:
  1175. case FO_LINEAR:
  1176. // Nearest min, linear mip
  1177. return GL_NEAREST_MIPMAP_LINEAR;
  1178. case FO_POINT:
  1179. // Nearest min, point mip
  1180. return GL_NEAREST_MIPMAP_NEAREST;
  1181. case FO_NONE:
  1182. // Nearest min, no mip
  1183. return GL_NEAREST;
  1184. }
  1185. break;
  1186. }
  1187. // Should never get here
  1188. return 0;
  1189. }
  1190. GLint GLRenderSystem::getBlendMode(BlendFactor blendMode) const
  1191. {
  1192. switch (blendMode)
  1193. {
  1194. case BF_ONE:
  1195. return GL_ONE;
  1196. case BF_ZERO:
  1197. return GL_ZERO;
  1198. case BF_DEST_COLOR:
  1199. return GL_DST_COLOR;
  1200. case BF_SOURCE_COLOR:
  1201. return GL_SRC_COLOR;
  1202. case BF_INV_DEST_COLOR:
  1203. return GL_ONE_MINUS_DST_COLOR;
  1204. case BF_INV_SOURCE_COLOR:
  1205. return GL_ONE_MINUS_SRC_COLOR;
  1206. case BF_DEST_ALPHA:
  1207. return GL_DST_ALPHA;
  1208. case BF_SOURCE_ALPHA:
  1209. return GL_SRC_ALPHA;
  1210. case BF_INV_DEST_ALPHA:
  1211. return GL_ONE_MINUS_DST_ALPHA;
  1212. case BF_INV_SOURCE_ALPHA:
  1213. return GL_ONE_MINUS_SRC_ALPHA;
  1214. };
  1215. return GL_ONE;
  1216. }
  1217. GLint GLRenderSystem::getTextureAddressingMode(TextureAddressingMode tam) const
  1218. {
  1219. switch (tam)
  1220. {
  1221. default:
  1222. case TAM_WRAP:
  1223. return GL_REPEAT;
  1224. case TAM_MIRROR:
  1225. return GL_MIRRORED_REPEAT;
  1226. case TAM_CLAMP:
  1227. return GL_CLAMP_TO_EDGE;
  1228. case TAM_BORDER:
  1229. return GL_CLAMP_TO_BORDER;
  1230. }
  1231. }
  1232. GLint GLRenderSystem::getGLDrawMode() const
  1233. {
  1234. GLint primType;
  1235. // Use adjacency if there is a geometry program and it requested adjacency info
  1236. bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
  1237. switch (mCurrentDrawOperation)
  1238. {
  1239. case DOT_POINT_LIST:
  1240. primType = GL_POINTS;
  1241. break;
  1242. case DOT_LINE_LIST:
  1243. primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
  1244. break;
  1245. case DOT_LINE_STRIP:
  1246. primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
  1247. break;
  1248. default:
  1249. case DOT_TRIANGLE_LIST:
  1250. primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
  1251. break;
  1252. case DOT_TRIANGLE_STRIP:
  1253. primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
  1254. break;
  1255. case DOT_TRIANGLE_FAN:
  1256. primType = GL_TRIANGLE_FAN;
  1257. break;
  1258. }
  1259. return primType;
  1260. }
  1261. UINT32 GLRenderSystem::getGLTextureUnit(GpuProgramType gptype, UINT32 unit)
  1262. {
  1263. if (gptype != GPT_VERTEX_PROGRAM && gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_GEOMETRY_PROGRAM)
  1264. {
  1265. CM_EXCEPT(InvalidParametersException, "OpenGL cannot assign textures to this gpu program type: " + toString(gptype));
  1266. }
  1267. UINT32 numSupportedUnits = mCurrentCapabilities->getNumTextureUnits(gptype);
  1268. if (unit < 0 || unit >= numSupportedUnits)
  1269. {
  1270. CM_EXCEPT(InvalidParametersException, "Invalid texture unit index for the provided stage. Unit index: " + toString(unit) + ". Stage: " +
  1271. toString(gptype) + ". Supported range is 0 .. " + toString(numSupportedUnits - 1));
  1272. }
  1273. switch (gptype)
  1274. {
  1275. case GPT_FRAGMENT_PROGRAM:
  1276. return mFragmentTexOffset + unit;
  1277. case GPT_VERTEX_PROGRAM:
  1278. return mVertexTexOffset + unit;
  1279. case GPT_GEOMETRY_PROGRAM:
  1280. return mGeometryTexOffset + unit;
  1281. default:
  1282. CM_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1283. }
  1284. }
  1285. UINT32 GLRenderSystem::getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding)
  1286. {
  1287. UINT32 maxNumBindings = mCurrentCapabilities->getNumUniformBlockBuffers(gptype);
  1288. if (binding < 0 || binding >= maxNumBindings)
  1289. {
  1290. CM_EXCEPT(InvalidParametersException, "Invalid buffer binding for the provided stage. Buffer binding: " + toString(binding) + ". Stage: " +
  1291. toString(gptype) + ". Supported range is 0 .. " + toString(maxNumBindings - 1));
  1292. }
  1293. switch (gptype)
  1294. {
  1295. case GPT_FRAGMENT_PROGRAM:
  1296. return mFragmentUBOffset + binding;
  1297. case GPT_VERTEX_PROGRAM:
  1298. return mVertexUBOffset + binding;
  1299. case GPT_GEOMETRY_PROGRAM:
  1300. return mGeometryUBOffset + binding;
  1301. case GPT_HULL_PROGRAM:
  1302. return mHullUBOffset + binding;
  1303. case GPT_DOMAIN_PROGRAM:
  1304. return mDomainUBOffset + binding;
  1305. case GPT_COMPUTE_PROGRAM:
  1306. return mComputeUBOffset + binding;
  1307. default:
  1308. CM_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1309. }
  1310. }
  1311. void GLRenderSystem::setActiveProgram(GpuProgramType gptype, GLSLGpuProgramPtr program)
  1312. {
  1313. switch (gptype)
  1314. {
  1315. case GPT_VERTEX_PROGRAM:
  1316. mCurrentVertexProgram = program;
  1317. break;
  1318. case GPT_FRAGMENT_PROGRAM:
  1319. mCurrentFragmentProgram = program;
  1320. break;
  1321. case GPT_GEOMETRY_PROGRAM:
  1322. mCurrentGeometryProgram = program;
  1323. break;
  1324. case GPT_DOMAIN_PROGRAM:
  1325. mCurrentDomainProgram = program;
  1326. break;
  1327. case GPT_HULL_PROGRAM:
  1328. mCurrentHullProgram = program;
  1329. break;
  1330. }
  1331. }
  1332. GLSLGpuProgramPtr GLRenderSystem::getActiveProgram(GpuProgramType gptype) const
  1333. {
  1334. switch (gptype)
  1335. {
  1336. case GPT_VERTEX_PROGRAM:
  1337. return mCurrentVertexProgram;
  1338. break;
  1339. case GPT_FRAGMENT_PROGRAM:
  1340. return mCurrentFragmentProgram;
  1341. break;
  1342. case GPT_GEOMETRY_PROGRAM:
  1343. return mCurrentGeometryProgram;
  1344. break;
  1345. case GPT_DOMAIN_PROGRAM:
  1346. return mCurrentDomainProgram;
  1347. break;
  1348. case GPT_HULL_PROGRAM:
  1349. return mCurrentHullProgram;
  1350. break;
  1351. default:
  1352. CM_EXCEPT(InvalidParametersException, "Insupported gpu program type: " + toString(gptype));
  1353. }
  1354. }
  1355. void GLRenderSystem::initFromCaps(RenderSystemCapabilities* caps)
  1356. {
  1357. if(caps->getRenderSystemName() != getName())
  1358. {
  1359. CM_EXCEPT(InvalidParametersException,
  1360. "Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support OpenGL");
  1361. }
  1362. if(caps->hasCapability(RSC_GL1_5_NOVBO))
  1363. {
  1364. // Assign ARB functions same to GL 1.5 version since
  1365. // interface identical
  1366. glBindBufferARB = glBindBuffer;
  1367. glBufferDataARB = glBufferData;
  1368. glBufferSubDataARB = glBufferSubData;
  1369. glDeleteBuffersARB = glDeleteBuffers;
  1370. glGenBuffersARB = glGenBuffers;
  1371. glGetBufferParameterivARB = glGetBufferParameteriv;
  1372. glGetBufferPointervARB = glGetBufferPointerv;
  1373. glGetBufferSubDataARB = glGetBufferSubData;
  1374. glIsBufferARB = glIsBuffer;
  1375. glMapBufferARB = glMapBuffer;
  1376. glUnmapBufferARB = glUnmapBuffer;
  1377. }
  1378. HardwareBufferManager::startUp(cm_new<GLHardwareBufferManager>());
  1379. checkForErrors();
  1380. // GPU Program Manager setup
  1381. checkForErrors();
  1382. if(caps->isShaderProfileSupported("glsl"))
  1383. {
  1384. mGLSLProgramFactory = cm_new<GLSLProgramFactory>();
  1385. GpuProgramManager::instance().addFactory(mGLSLProgramFactory);
  1386. checkForErrors();
  1387. }
  1388. if(caps->hasCapability(RSC_HWOCCLUSION))
  1389. {
  1390. if(caps->hasCapability(RSC_GL1_5_NOHWOCCLUSION))
  1391. {
  1392. // Assign ARB functions same to GL 1.5 version since
  1393. // interface identical
  1394. glBeginQueryARB = glBeginQuery;
  1395. glDeleteQueriesARB = glDeleteQueries;
  1396. glEndQueryARB = glEndQuery;
  1397. glGenQueriesARB = glGenQueries;
  1398. glGetQueryObjectivARB = glGetQueryObjectiv;
  1399. glGetQueryObjectuivARB = glGetQueryObjectuiv;
  1400. glGetQueryivARB = glGetQueryiv;
  1401. glIsQueryARB = glIsQuery;
  1402. }
  1403. }
  1404. // Check for framebuffer object extension
  1405. if(caps->hasCapability(RSC_FBO))
  1406. {
  1407. // Before GL version 2.0, we need to get one of the extensions
  1408. if(caps->hasCapability(RSC_FBO_ARB))
  1409. GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersARB;
  1410. else if(caps->hasCapability(RSC_FBO_ATI))
  1411. GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersATI;
  1412. if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
  1413. {
  1414. // Create FBO manager
  1415. GLRTTManager::startUp(cm_new<GLRTTManager>());
  1416. checkForErrors();
  1417. }
  1418. }
  1419. else
  1420. {
  1421. CM_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
  1422. }
  1423. mFragmentTexOffset = 0;
  1424. mVertexTexOffset = caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1425. mGeometryTexOffset = mVertexTexOffset + caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1426. UINT16 numCombinedTexUnits = caps->getNumCombinedTextureUnits();
  1427. UINT32 totalNumTexUnits = caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1428. totalNumTexUnits += caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1429. totalNumTexUnits += caps->getNumTextureUnits(GPT_GEOMETRY_PROGRAM);
  1430. totalNumTexUnits += caps->getNumTextureUnits(GPT_HULL_PROGRAM);
  1431. totalNumTexUnits += caps->getNumTextureUnits(GPT_DOMAIN_PROGRAM);
  1432. totalNumTexUnits += caps->getNumTextureUnits(GPT_COMPUTE_PROGRAM);
  1433. if(totalNumTexUnits > numCombinedTexUnits)
  1434. CM_EXCEPT(InternalErrorException, "Number of combined texture units less than the number of individual units!?");
  1435. mNumTextureTypes = numCombinedTexUnits;
  1436. mTextureTypes = cm_newN<GLenum>(mNumTextureTypes);
  1437. for(UINT16 i = 0; i < numCombinedTexUnits; i++)
  1438. mTextureTypes[i] = 0;
  1439. mVertexUBOffset = 0;
  1440. UINT32 totalNumUniformBlocks = caps->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM);
  1441. mFragmentUBOffset = totalNumUniformBlocks;
  1442. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM);
  1443. mGeometryUBOffset = totalNumUniformBlocks;
  1444. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM);
  1445. mHullUBOffset = totalNumUniformBlocks;
  1446. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_HULL_PROGRAM);
  1447. mDomainUBOffset = totalNumUniformBlocks;
  1448. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM);
  1449. mComputeUBOffset = totalNumUniformBlocks;
  1450. totalNumUniformBlocks += caps->getNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM);
  1451. UINT16 numCombinedUniformBlocks = caps->getNumCombinedUniformBlockBuffers();
  1452. if(totalNumUniformBlocks > numCombinedUniformBlocks)
  1453. CM_EXCEPT(InternalErrorException, "Number of combined uniform block buffers less than the number of individual per-stage buffers!?");
  1454. TextureManager::startUp(cm_new<GLTextureManager>(std::ref(*mGLSupport)));
  1455. // Check for FSAA
  1456. // Enable the extension if it was enabled by the GLSupport
  1457. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1458. {
  1459. int fsaa_active = false;
  1460. glGetIntegerv(GL_SAMPLE_BUFFERS_ARB, (GLint*)&fsaa_active);
  1461. if (fsaa_active)
  1462. {
  1463. glEnable(GL_MULTISAMPLE_ARB);
  1464. }
  1465. }
  1466. #if CM_DEBUG_MODE
  1467. if (mGLSupport->checkExtension("GL_ARB_debug_output"))
  1468. {
  1469. glDebugMessageCallback(&openGlErrorCallback, 0);
  1470. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  1471. }
  1472. #endif
  1473. checkForErrors();
  1474. }
  1475. void GLRenderSystem::switchContext(GLContext *context)
  1476. {
  1477. // Unbind GPU programs and rebind to new context later, because
  1478. // scene manager treat render system as ONE 'context' ONLY, and it
  1479. // cached the GPU programs using state.
  1480. unbindGpuProgram(GPT_VERTEX_PROGRAM);
  1481. unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  1482. unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  1483. unbindGpuProgram(GPT_HULL_PROGRAM);
  1484. unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  1485. // It's ready for switching
  1486. if (mCurrentContext)
  1487. mCurrentContext->endCurrent();
  1488. mCurrentContext = context;
  1489. mCurrentContext->setCurrent();
  1490. // Must reset depth/colour write mask to according with user desired, otherwise,
  1491. // clearFrameBuffer would be wrong because the value we are recorded may be
  1492. // difference with the really state stored in GL context.
  1493. glDepthMask(mDepthWrite);
  1494. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  1495. glStencilMask(mStencilWriteMask);
  1496. }
  1497. RenderSystemCapabilities* GLRenderSystem::createRenderSystemCapabilities() const
  1498. {
  1499. RenderSystemCapabilities* rsc = cm_new<RenderSystemCapabilities>();
  1500. rsc->setCategoryRelevant(CAPS_CATEGORY_GL, true);
  1501. rsc->setDriverVersion(mDriverVersion);
  1502. const char* deviceName = (const char*)glGetString(GL_RENDERER);
  1503. const char* vendorName = (const char*)glGetString(GL_VENDOR);
  1504. rsc->setDeviceName(deviceName);
  1505. rsc->setRenderSystemName(getName());
  1506. // determine vendor
  1507. if (strstr(vendorName, "NVIDIA"))
  1508. rsc->setVendor(GPU_NVIDIA);
  1509. else if (strstr(vendorName, "ATI"))
  1510. rsc->setVendor(GPU_AMD);
  1511. else if (strstr(vendorName, "AMD"))
  1512. rsc->setVendor(GPU_AMD);
  1513. else if (strstr(vendorName, "Intel"))
  1514. rsc->setVendor(GPU_INTEL);
  1515. else
  1516. rsc->setVendor(GPU_UNKNOWN);
  1517. // Check for hardware mipmapping support.
  1518. if(GLEW_VERSION_1_4)
  1519. {
  1520. rsc->setCapability(RSC_AUTOMIPMAP);
  1521. }
  1522. // Check for blending support
  1523. if(GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_env_combine")
  1524. || getGLSupport()->checkExtension("GL_EXT_texture_env_combine"))
  1525. {
  1526. rsc->setCapability(RSC_BLENDING);
  1527. }
  1528. // Check for Anisotropy support
  1529. if (getGLSupport()->checkExtension("GL_EXT_texture_filter_anisotropic"))
  1530. {
  1531. rsc->setCapability(RSC_ANISOTROPY);
  1532. }
  1533. // Check for DOT3 support
  1534. if(GLEW_VERSION_1_3 ||
  1535. getGLSupport()->checkExtension("GL_ARB_texture_env_dot3") ||
  1536. getGLSupport()->checkExtension("GL_EXT_texture_env_dot3"))
  1537. {
  1538. rsc->setCapability(RSC_DOT3);
  1539. }
  1540. // Check for cube mapping
  1541. if(GLEW_VERSION_1_3 ||
  1542. getGLSupport()->checkExtension("GL_ARB_texture_cube_map") ||
  1543. getGLSupport()->checkExtension("GL_EXT_texture_cube_map"))
  1544. {
  1545. rsc->setCapability(RSC_CUBEMAPPING);
  1546. }
  1547. // Point sprites
  1548. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_point_sprite"))
  1549. {
  1550. rsc->setCapability(RSC_POINT_SPRITES);
  1551. }
  1552. // Check for hardware stencil support and set bit depth
  1553. GLint stencil;
  1554. glGetIntegerv(GL_STENCIL_BITS, &stencil);
  1555. if(stencil)
  1556. {
  1557. rsc->setCapability(RSC_HWSTENCIL);
  1558. rsc->setStencilBufferBitDepth(stencil);
  1559. }
  1560. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_vertex_buffer_object"))
  1561. {
  1562. rsc->setCapability(RSC_VBO);
  1563. }
  1564. rsc->setCapability(RSC_VERTEX_PROGRAM);
  1565. rsc->setCapability(RSC_FRAGMENT_PROGRAM);
  1566. if (GLEW_VERSION_2_0 ||
  1567. (getGLSupport()->checkExtension("GL_ARB_shading_language_100") &&
  1568. getGLSupport()->checkExtension("GL_ARB_shader_objects") &&
  1569. getGLSupport()->checkExtension("GL_ARB_fragment_shader") &&
  1570. getGLSupport()->checkExtension("GL_ARB_vertex_shader")))
  1571. {
  1572. rsc->addShaderProfile("glsl");
  1573. }
  1574. // Check if geometry shaders are supported
  1575. if (GLEW_VERSION_2_0 &&
  1576. getGLSupport()->checkExtension("GL_EXT_geometry_shader4"))
  1577. {
  1578. rsc->setCapability(RSC_GEOMETRY_PROGRAM);
  1579. rsc->setGeometryProgramConstantBoolCount(0);
  1580. rsc->setGeometryProgramConstantIntCount(0);
  1581. GLint floatConstantCount = 0;
  1582. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
  1583. rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
  1584. GLint maxOutputVertices;
  1585. glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
  1586. rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
  1587. }
  1588. //Check if render to vertex buffer (transform feedback in OpenGL)
  1589. if (GLEW_VERSION_2_0 && getGLSupport()->checkExtension("GL_EXT_transform_feedback"))
  1590. {
  1591. rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
  1592. }
  1593. // Check for texture compression
  1594. if (GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_compression"))
  1595. {
  1596. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1597. // Check for dxt compression
  1598. if (getGLSupport()->checkExtension("GL_EXT_texture_compression_s3tc"))
  1599. {
  1600. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1601. }
  1602. // Check for vtc compression
  1603. if (getGLSupport()->checkExtension("GL_NV_texture_compression_vtc"))
  1604. {
  1605. rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
  1606. }
  1607. }
  1608. // Scissor test is standard in GL 1.2 (is it emulated on some cards though?)
  1609. rsc->setCapability(RSC_SCISSOR_TEST);
  1610. // As are user clipping planes
  1611. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1612. // 2-sided stencil?
  1613. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_EXT_stencil_two_side"))
  1614. {
  1615. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1616. }
  1617. // stencil wrapping?
  1618. if (GLEW_VERSION_1_4 || getGLSupport()->checkExtension("GL_EXT_stencil_wrap"))
  1619. {
  1620. rsc->setCapability(RSC_STENCIL_WRAP);
  1621. }
  1622. // Check for hardware occlusion support
  1623. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_occlusion_query"))
  1624. {
  1625. rsc->setCapability(RSC_HWOCCLUSION);
  1626. }
  1627. // UBYTE4 always supported
  1628. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1629. // Infinite far plane always supported
  1630. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1631. // Check for non-power-of-2 texture support
  1632. if (getGLSupport()->checkExtension("GL_ARB_texture_non_power_of_two"))
  1633. {
  1634. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1635. }
  1636. // Check for Float textures
  1637. if (getGLSupport()->checkExtension("GL_ATI_texture_float") || getGLSupport()->checkExtension("GL_ARB_texture_float"))
  1638. {
  1639. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1640. }
  1641. // 3D textures should always be supported
  1642. rsc->setCapability(RSC_TEXTURE_3D);
  1643. // Check for framebuffer object extension
  1644. if (getGLSupport()->checkExtension("GL_ARB_framebuffer_object"))
  1645. {
  1646. // Probe number of draw buffers
  1647. // Only makes sense with FBO support, so probe here
  1648. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_draw_buffers") || getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1649. {
  1650. GLint buffers;
  1651. glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
  1652. rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)CM_MAX_MULTIPLE_RENDER_TARGETS));
  1653. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1654. if(!GLEW_VERSION_2_0)
  1655. {
  1656. // Before GL version 2.0, we need to get one of the extensions
  1657. if (getGLSupport()->checkExtension("GL_ARB_draw_buffers"))
  1658. rsc->setCapability(RSC_FBO_ARB);
  1659. if (getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1660. rsc->setCapability(RSC_FBO_ATI);
  1661. }
  1662. // Set FBO flag for all 3 'subtypes'
  1663. rsc->setCapability(RSC_FBO);
  1664. }
  1665. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1666. }
  1667. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1668. rsc->setCapability(RSC_PBUFFER);
  1669. // Point size
  1670. float ps;
  1671. glGetFloatv(GL_POINT_SIZE_MAX, &ps);
  1672. rsc->setMaxPointSize(ps);
  1673. // Max number of fragment shader textures
  1674. GLint units;
  1675. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &units);
  1676. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, static_cast<UINT16>(units));
  1677. // Max number of vertex shader textures
  1678. GLint vUnits;
  1679. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vUnits);
  1680. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, static_cast<UINT16>(vUnits));
  1681. if (vUnits > 0)
  1682. {
  1683. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1684. }
  1685. GLint numUniformBlocks;
  1686. glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &numUniformBlocks);
  1687. rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, numUniformBlocks);
  1688. glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &numUniformBlocks);
  1689. rsc->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, numUniformBlocks);
  1690. if (mGLSupport->checkExtension("GL_ARB_geometry_shader4"))
  1691. {
  1692. GLint geomUnits;
  1693. glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &geomUnits);
  1694. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, static_cast<UINT16>(geomUnits));
  1695. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &numUniformBlocks);
  1696. rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, numUniformBlocks);
  1697. }
  1698. if (mGLSupport->checkExtension("GL_ARB_tessellation_shader"))
  1699. {
  1700. rsc->setCapability(RSC_TESSELLATION_PROGRAM);
  1701. glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &numUniformBlocks);
  1702. rsc->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, numUniformBlocks);
  1703. glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &numUniformBlocks);
  1704. rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, numUniformBlocks);
  1705. }
  1706. if (mGLSupport->checkExtension("GL_ARB_compute_shader"))
  1707. {
  1708. rsc->setCapability(RSC_COMPUTE_PROGRAM);
  1709. GLint computeUnits;
  1710. glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &computeUnits);
  1711. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, static_cast<UINT16>(computeUnits));
  1712. glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &numUniformBlocks);
  1713. rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, numUniformBlocks);
  1714. }
  1715. GLint combinedTexUnits;
  1716. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &combinedTexUnits);
  1717. rsc->setNumCombinedTextureUnits(static_cast<UINT16>(combinedTexUnits));
  1718. GLint combinedUniformBlockUnits;
  1719. glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &combinedUniformBlockUnits);
  1720. rsc->setNumCombinedUniformBlockBuffers(static_cast<UINT16>(combinedUniformBlockUnits));
  1721. // Mipmap LOD biasing
  1722. if (mGLSupport->checkExtension("GL_EXT_texture_lod_bias"))
  1723. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1724. // Alpha to coverage?
  1725. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1726. {
  1727. // Alpha to coverage always 'supported' when MSAA is available
  1728. // although card may ignore it if it doesn't specifically support A2C
  1729. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1730. }
  1731. // Advanced blending operations
  1732. if(GLEW_VERSION_2_0)
  1733. {
  1734. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1735. }
  1736. return rsc;
  1737. }
  1738. bool GLRenderSystem::checkForErrors() const
  1739. {
  1740. GLenum glErr = glGetError();
  1741. bool errorsFound = false;
  1742. String msg;
  1743. while (glErr != GL_NO_ERROR)
  1744. {
  1745. const char* glerrStr = (const char*)gluErrorString(glErr);
  1746. if (glerrStr)
  1747. {
  1748. msg += String(glerrStr);
  1749. }
  1750. glErr = glGetError();
  1751. errorsFound = true;
  1752. }
  1753. if (errorsFound)
  1754. LOGWRN("OpenGL error: " + msg);
  1755. return errorsFound;
  1756. }
  1757. void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
  1758. {
  1759. UINT32 x = 0;
  1760. for (UINT32 i = 0; i < 4; i++)
  1761. {
  1762. for (UINT32 j = 0; j < 4; j++)
  1763. {
  1764. gl_matrix[x] = m[j][i];
  1765. x++;
  1766. }
  1767. }
  1768. }
  1769. /************************************************************************/
  1770. /* UTILITY */
  1771. /************************************************************************/
  1772. float GLRenderSystem::getMinimumDepthInputValue()
  1773. {
  1774. return -1.0f;
  1775. }
  1776. float GLRenderSystem::getMaximumDepthInputValue()
  1777. {
  1778. return 1.0f;
  1779. }
  1780. float GLRenderSystem::getHorizontalTexelOffset()
  1781. {
  1782. return 0.0f;
  1783. }
  1784. float GLRenderSystem::getVerticalTexelOffset()
  1785. {
  1786. return 0.0f;
  1787. }
  1788. VertexElementType GLRenderSystem::getColorVertexElementType() const
  1789. {
  1790. return VET_COLOR_ABGR;
  1791. }
  1792. void GLRenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  1793. {
  1794. dest = matrix;
  1795. }
  1796. void openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam)
  1797. {
  1798. CM_EXCEPT(RenderingAPIException, "OpenGL error: " + String(message));
  1799. }
  1800. }