CmDeferredRenderContext.cpp 5.4 KB

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  1. #include "CmDeferredRenderContext.h"
  2. #include "CmCommandQueue.h"
  3. #include "CmRenderSystem.h"
  4. #include "CmBlendState.h"
  5. #include "CmRasterizerState.h"
  6. #include "CmDepthStencilState.h"
  7. namespace CamelotEngine
  8. {
  9. DeferredRenderContext::DeferredRenderContext(RenderSystem* rs, CM_THREAD_ID_TYPE threadId)
  10. :mCommandQueue(new CommandQueue(threadId))
  11. , mWaitForVerticalBlank(true)
  12. , mRenderSystem(rs)
  13. {
  14. assert(mRenderSystem != nullptr);
  15. }
  16. DeferredRenderContext::~DeferredRenderContext()
  17. {
  18. delete mCommandQueue;
  19. }
  20. void DeferredRenderContext::swapAllRenderTargetBuffers(bool waitForVSync)
  21. {
  22. mCommandQueue->queue(boost::bind(&RenderSystem::swapAllRenderTargetBuffers, mRenderSystem, waitForVSync));
  23. }
  24. void DeferredRenderContext::setViewport(const Viewport& vp)
  25. {
  26. mCommandQueue->queue(boost::bind(&RenderSystem::setViewport, mRenderSystem, vp));
  27. }
  28. void DeferredRenderContext::setSamplerState(UINT16 texUnit, const SamplerState& samplerState)
  29. {
  30. mCommandQueue->queue(boost::bind(&RenderSystem::setSamplerState, mRenderSystem, texUnit, samplerState));
  31. }
  32. void DeferredRenderContext::setBlendState(const BlendState& blendState)
  33. {
  34. mCommandQueue->queue(boost::bind(&RenderSystem::setBlendState, mRenderSystem, blendState));
  35. }
  36. void DeferredRenderContext::setRasterizerState(const RasterizerState& rasterizerState)
  37. {
  38. mCommandQueue->queue(boost::bind(&RenderSystem::setRasterizerState, mRenderSystem, rasterizerState));
  39. }
  40. void DeferredRenderContext::setDepthStencilState(const DepthStencilState& depthStencilState)
  41. {
  42. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthStencilState, mRenderSystem, depthStencilState));
  43. }
  44. void DeferredRenderContext::setStencilRefValue(UINT32 refValue)
  45. {
  46. mCommandQueue->queue(boost::bind(&RenderSystem::setStencilRefValue, mRenderSystem, refValue));
  47. }
  48. void DeferredRenderContext::setTexture(UINT16 unit, bool enabled, const TexturePtr& texPtr)
  49. {
  50. mCommandQueue->queue(boost::bind(&RenderSystem::setTexture, mRenderSystem, unit, enabled, texPtr));
  51. }
  52. void DeferredRenderContext::disableTextureUnit(UINT16 texUnit)
  53. {
  54. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnit, mRenderSystem, texUnit));
  55. }
  56. void DeferredRenderContext::disableTextureUnitsFrom(UINT16 texUnit)
  57. {
  58. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnitsFrom, mRenderSystem, texUnit));
  59. }
  60. void DeferredRenderContext::setScissorTest(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  61. {
  62. mCommandQueue->queue(boost::bind(&RenderSystem::setScissorRect, mRenderSystem, left, top, right, bottom));
  63. }
  64. bool DeferredRenderContext::getWaitForVerticalBlank(void) const
  65. {
  66. return mWaitForVerticalBlank;
  67. }
  68. void DeferredRenderContext::setWaitForVerticalBlank(bool enabled)
  69. {
  70. mWaitForVerticalBlank = enabled;
  71. mCommandQueue->queue(boost::bind(&RenderSystem::setWaitForVerticalBlank, mRenderSystem, enabled));
  72. }
  73. void DeferredRenderContext::addClipPlane(const Plane &p)
  74. {
  75. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, p));
  76. }
  77. void DeferredRenderContext::addClipPlane(float A, float B, float C, float D)
  78. {
  79. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, A, B, C, D));
  80. }
  81. void DeferredRenderContext::setClipPlanes(const PlaneList& clipPlanes)
  82. {
  83. mCommandQueue->queue(boost::bind(&RenderSystem::setClipPlanes, mRenderSystem, clipPlanes));
  84. }
  85. void DeferredRenderContext::resetClipPlanes()
  86. {
  87. mCommandQueue->queue(boost::bind(&RenderSystem::resetClipPlanes, mRenderSystem));
  88. }
  89. void DeferredRenderContext::bindGpuProgram(GpuProgramHandle prg)
  90. {
  91. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgram, mRenderSystem, prg));
  92. }
  93. void DeferredRenderContext::unbindGpuProgram(GpuProgramType gptype)
  94. {
  95. mCommandQueue->queue(boost::bind(&RenderSystem::unbindGpuProgram, mRenderSystem, gptype));
  96. }
  97. void DeferredRenderContext::bindGpuProgramParameters(GpuProgramType gptype,
  98. GpuProgramParametersSharedPtr params, UINT16 variabilityMask)
  99. {
  100. GpuProgramParametersSharedPtr paramCopy = GpuProgramParametersSharedPtr(new GpuProgramParameters(*params));
  101. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgramParameters, mRenderSystem, gptype, paramCopy, variabilityMask));
  102. }
  103. void DeferredRenderContext::setRenderTarget(RenderTarget* target)
  104. {
  105. mCommandQueue->queue(boost::bind(&RenderSystem::setRenderTarget, mRenderSystem, target));
  106. }
  107. void DeferredRenderContext::clearFrameBuffer(unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  108. {
  109. mCommandQueue->queue(boost::bind(&RenderSystem::clearFrameBuffer, mRenderSystem, buffers, color, depth, stencil));
  110. }
  111. void DeferredRenderContext::beginFrame()
  112. {
  113. mCommandQueue->queue(boost::bind(&RenderSystem::beginFrame, mRenderSystem));
  114. }
  115. void DeferredRenderContext::endFrame()
  116. {
  117. mCommandQueue->queue(boost::bind(&RenderSystem::endFrame, mRenderSystem));
  118. }
  119. void DeferredRenderContext::render(const RenderOperation& op)
  120. {
  121. mCommandQueue->queue(boost::bind(&RenderSystem::render, mRenderSystem, op));
  122. }
  123. void DeferredRenderContext::submitToGpu()
  124. {
  125. vector<CommandQueue::Command>::type* commands = mCommandQueue->flush();
  126. RenderSystem* rs = RenderSystem::instancePtr();
  127. rs->queueCommand(boost::bind(&CommandQueue::playback, mCommandQueue, commands));
  128. }
  129. }