BsGLRenderAPI.h 20 KB

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  1. #pragma once
  2. #include "BsGLPrerequisites.h"
  3. #include "BsRenderAPI.h"
  4. #include "BsGLHardwareBufferManager.h"
  5. #include "BsGLSLProgramFactory.h"
  6. #include "BsVector4.h"
  7. namespace BansheeEngine
  8. {
  9. /**
  10. * @brief Implementation of a render system using OpenGL. Provides abstracted
  11. * access to various low level OpenGL methods.
  12. */
  13. class BS_RSGL_EXPORT GLRenderAPI : public RenderAPICore
  14. {
  15. public:
  16. GLRenderAPI();
  17. ~GLRenderAPI();
  18. /**
  19. * @copydoc RenderAPICore::getName()
  20. */
  21. const StringID& getName() const override;
  22. /**
  23. * @copydoc RenderAPICore::getShadingLanguageName()
  24. */
  25. const String& getShadingLanguageName() const override;
  26. /**
  27. * @copydoc RenderAPICore::setRenderTarget()
  28. */
  29. void setRenderTarget(const SPtr<RenderTargetCore>& target) override;
  30. /**
  31. * @copydoc RenderAPICore::setVertexBuffers()
  32. */
  33. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
  34. /**
  35. * @copydoc RenderAPICore::setIndexBuffer()
  36. */
  37. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
  38. /**
  39. * @copydoc RenderAPICore::setVertexDeclaration()
  40. */
  41. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
  42. /**
  43. * @copydoc RenderAPICore::setDrawOperation()
  44. */
  45. void setDrawOperation(DrawOperationType op) override;
  46. /**
  47. * @copydoc RenderAPICore::setScissorRect()
  48. */
  49. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
  50. /**
  51. * @copydoc RenderAPICore::setTexture()
  52. */
  53. void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex) override;
  54. /**
  55. * @copydoc RenderAPICore::setLoadStoreTexture
  56. */
  57. void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  58. const TextureSurface& surface) override;
  59. /**
  60. * @copydoc RenderAPICore::setSamplerState()
  61. */
  62. void setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state) override;
  63. /**
  64. * @copydoc RenderAPICore::setBlendState()
  65. */
  66. void setBlendState(const SPtr<BlendStateCore>& blendState) override;
  67. /**
  68. * @copydoc RenderAPICore::setRasterizerState()
  69. */
  70. void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
  71. /**
  72. * @copydoc RenderAPICore::setDepthStencilState()
  73. */
  74. void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
  75. /**
  76. * @copydoc RenderAPICore::setViewport()
  77. */
  78. void setViewport(const Rect2& area) override;
  79. /**
  80. * @copydoc RenderAPICore::bindGpuProgram()
  81. */
  82. void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
  83. /**
  84. * @copydoc RenderAPICore::unbindGpuProgram()
  85. */
  86. void unbindGpuProgram(GpuProgramType gptype) override;
  87. /**
  88. * @copydoc RenderAPICore::setConstantBuffers()
  89. */
  90. void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) override;
  91. /**
  92. * @copydoc RenderAPICore::beginFrame()
  93. */
  94. void beginFrame() override;
  95. /**
  96. * @copydoc RenderAPICore::endFrame()
  97. */
  98. void endFrame() override;
  99. /**
  100. * @copydoc RenderAPICore::draw()
  101. */
  102. void draw(UINT32 vertexOffset, UINT32 vertexCount) override;
  103. /**
  104. * @copydoc RenderAPICore::drawIndexed()
  105. */
  106. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) override;
  107. /**
  108. * @copydoc RenderAPICore::clearRenderTarget()
  109. */
  110. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) override;
  111. /**
  112. * @copydoc RenderAPICore::clearViewport()
  113. */
  114. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) override;
  115. /**
  116. * @copydoc RenderAPICore::getColorVertexElementType()
  117. */
  118. VertexElementType getColorVertexElementType() const override;
  119. /**
  120. * @copydoc RenderAPICore::getHorizontalTexelOffset()
  121. */
  122. float getHorizontalTexelOffset() override;
  123. /**
  124. * @copydoc RenderAPICore::getVerticalTexelOffset()
  125. */
  126. float getVerticalTexelOffset() override;
  127. /**
  128. * @copydoc RenderAPICore::getMinimumDepthInputValue()
  129. */
  130. float getMinimumDepthInputValue() override;
  131. /**
  132. * @copydoc RenderAPICore::getMaximumDepthInputValue()
  133. */
  134. float getMaximumDepthInputValue() override;
  135. /**
  136. * @copydoc RenderAPICore::convertProjectionMatrix()
  137. */
  138. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  139. /**
  140. * @copydoc RenderAPICore::generateParamBlockDesc()
  141. */
  142. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params);
  143. /************************************************************************/
  144. /* Internal use by OpenGL RenderSystem only */
  145. /************************************************************************/
  146. /**
  147. * @brief Query has the main context been initialized.
  148. */
  149. bool _isContextInitialized() const { return mGLInitialised; }
  150. /**
  151. * @brief Returns main context. Caller must ensure the context has been initialized.
  152. */
  153. SPtr<GLContext> getMainContext() const { return mMainContext; }
  154. /**
  155. * @brief Returns a support object you may use for creating
  156. */
  157. GLSupport* getGLSupport() const { return mGLSupport; }
  158. protected:
  159. /**
  160. * @copydoc RenderAPICore::initializePrepare
  161. */
  162. void initializePrepare() override;
  163. /**
  164. * @copydoc RenderAPICore::initializeFinalize
  165. */
  166. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
  167. /**
  168. * @copydoc RenderAPICore::destroy_internal().
  169. */
  170. void destroyCore() override;
  171. /**
  172. * @brief Call before doing a draw operation, this method sets everything up.
  173. */
  174. void beginDraw();
  175. /**
  176. * @brief Needs to accompany every beginDraw after you are done with a single draw operation.
  177. */
  178. void endDraw();
  179. /**
  180. * @brief Clear a part of a render target.
  181. */
  182. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, const Rect2I& clearArea = Rect2I::EMPTY);
  183. /**
  184. * @brief Set up clip planes against which all geometry will get clipped.
  185. */
  186. void setClipPlanesImpl(const PlaneList& clipPlanes) override;
  187. /**
  188. * @brief Set up a clip plane at a specific clip plane index. If enabled,
  189. * geometry will be clipped against the positive side of the plane.
  190. *
  191. * @note Valid index range is [0, 5].
  192. */
  193. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  194. /**
  195. * @brief Enable or disable clipping against a clip plane at the specified index.
  196. *
  197. * @note Valid index range is [0, 5].
  198. */
  199. void enableClipPlane (UINT16 index, bool enable);
  200. /**
  201. * @brief Changes the currently active texture unit. Any texture related operations
  202. * will then be performed on this unit.
  203. */
  204. bool activateGLTextureUnit(UINT16 unit);
  205. /**
  206. * @brief Changes the active GPU program.
  207. */
  208. void setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program);
  209. /**
  210. * @brief Retrieves the active GPU program of the specified type.
  211. */
  212. SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
  213. /**
  214. * @brief Converts Banshee blend mode to OpenGL blend mode.
  215. */
  216. GLint getBlendMode(BlendFactor blendMode) const;
  217. /**
  218. * @brief Converts Banshee texture addressing mode to OpenGL texture addressing mode.
  219. */
  220. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  221. /**
  222. * @brief Gets a combined min/mip filter value usable by OpenGL from the currently
  223. * set min and mip filters.
  224. */
  225. GLuint getCombinedMinMipFilter() const;
  226. /**
  227. * @brief OpenGL shares all texture slots, but the engine prefers to keep textures
  228. * separate per-stage. This will convert texture unit that is set per stage
  229. * into a global texture unit usable by OpenGL.
  230. */
  231. UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
  232. /**
  233. * @brief OpenGL shares all buffer bindings, but the engine prefers to keep buffers
  234. * separate per-stage. This will convert block buffer binding that is set per stage
  235. * into a global block buffer binding usable by OpenGL.
  236. */
  237. UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
  238. /**
  239. * @brief Returns the OpenGL specific mode used for drawing, depending on the
  240. * currently set draw operation;
  241. */
  242. GLint getGLDrawMode() const;
  243. /**
  244. * @brief Creates render system capabilities that specify which features are
  245. * or aren't supported.
  246. */
  247. RenderAPICapabilities* createRenderSystemCapabilities() const;
  248. /**
  249. * @brief Finish initialization by setting up any systems dependant on render system
  250. * capabilities.
  251. */
  252. void initFromCaps(RenderAPICapabilities* caps);
  253. /**
  254. * @brief Switch the currently used OpenGL context. You will need to re-bind
  255. * any previously bound values manually. (e.g. textures, gpu programs and such)
  256. */
  257. void switchContext(const SPtr<GLContext>& context);
  258. /************************************************************************/
  259. /* Sampler states */
  260. /************************************************************************/
  261. /**
  262. * @brief Sets the texture addressing mode for a texture unit. This determines
  263. * how are UV address values outside of [0, 1] range handled when sampling
  264. * from texture.
  265. */
  266. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  267. /**
  268. * @brief Sets the texture border color for a texture unit. Border color
  269. * determines color returned by the texture sampler when border addressing mode
  270. * is used and texture address is outside of [0, 1] range.
  271. */
  272. void setTextureBorderColor(UINT16 stage, const Color& color);
  273. /**
  274. * @brief Sets the mipmap bias value for a given texture unit. Bias allows
  275. * you to adjust the mipmap selection calculation. Negative values force a
  276. * larger mipmap to be used, and positive values smaller. Units are in values
  277. * of mip levels, so -1 means use a mipmap one level higher than default.
  278. */
  279. void setTextureMipmapBias(UINT16 unit, float bias);
  280. /**
  281. * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
  282. * Different filter types are used for different situations like magnifying or minifying a texture.
  283. */
  284. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  285. /**
  286. * @brief Sets anisotropy value for the specified texture unit.
  287. */
  288. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  289. /**
  290. * @brief Gets anisotropy value for the specified texture unit.
  291. */
  292. GLfloat getCurrentAnisotropy(UINT16 unit);
  293. /************************************************************************/
  294. /* Blend states */
  295. /************************************************************************/
  296. /**
  297. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  298. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  299. */
  300. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  301. /**
  302. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  303. * Allows you to set up separate blend operations for alpha values.
  304. *
  305. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  306. */
  307. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  308. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  309. /**
  310. * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
  311. * versus the provided reference value.
  312. */
  313. void setAlphaTest(CompareFunction func, unsigned char value);
  314. /**
  315. * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
  316. * to worry about order of rendering like regular blending does. It requires multi-sampling to
  317. * be active in order to work, and you need to supply an alpha texture that determines object transparency.
  318. */
  319. void setAlphaToCoverage(bool enabled);
  320. /**
  321. * @brief Enables or disables writing to certain color channels of the render target.
  322. */
  323. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  324. /************************************************************************/
  325. /* Rasterizer states */
  326. /************************************************************************/
  327. /**
  328. * @brief Sets vertex winding order. Normally you would use this to cull back facing
  329. * polygons.
  330. */
  331. void setCullingMode(CullingMode mode);
  332. /**
  333. * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
  334. */
  335. void setPolygonMode(PolygonMode level);
  336. /**
  337. * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
  338. * Final depth bias value is a combination of the constant depth bias and slope depth bias.
  339. * Slope depth bias has more effect the higher the slope of the rendered polygon.
  340. *
  341. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  342. */
  343. void setDepthBias(float constantBias, float slopeScaleBias);
  344. /**
  345. * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
  346. * identified by the rectangle set by setScissorRect().
  347. */
  348. void setScissorTestEnable(bool enable);
  349. /**
  350. * @brief Enables or disables multisample antialiasing.
  351. */
  352. void setMultisamplingEnable(bool enable);
  353. /**
  354. * @brief Enables or disables depth clipping (i.e. near/fear plane clipping).
  355. */
  356. void setDepthClipEnable(bool enable);
  357. /**
  358. * @brief Enables or disables antialiased line rendering.
  359. */
  360. void setAntialiasedLineEnable(bool enable);
  361. /************************************************************************/
  362. /* Depth stencil state */
  363. /************************************************************************/
  364. /**
  365. * @brief Should new pixels perform depth testing using the set depth comparison function before
  366. * being written.
  367. */
  368. void setDepthBufferCheckEnabled(bool enabled = true);
  369. /**
  370. * @brief Should new pixels write to the depth buffer.
  371. */
  372. void setDepthBufferWriteEnabled(bool enabled = true);
  373. /**
  374. * @brief Sets comparison function used for depth testing. Determines how are new and existing
  375. * pixel values compared - if comparison function returns true the new pixel is written.
  376. */
  377. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  378. /**
  379. * @brief Turns stencil tests on or off. By default this is disabled.
  380. * Stencil testing allow you to mask out a part of the rendered image by using
  381. * various stencil operations provided.
  382. */
  383. void setStencilCheckEnabled(bool enabled);
  384. /**
  385. * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
  386. *
  387. * @param stencilFailOp Operation executed when stencil test fails.
  388. * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
  389. * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
  390. * @param front Should the stencil operations be applied to front or back facing polygons.
  391. */
  392. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  393. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  394. bool front = true);
  395. /**
  396. * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
  397. * depending on whether the test fails, succeeds but with the depth buffer check still failing,
  398. * or succeeds with the depth buffer check passing too.
  399. *
  400. * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
  401. * gets compared to the value already in the buffer using this function.
  402. * @param mask The bitmask applied to both the stencil value and the reference value
  403. * before comparison
  404. * @param ccw If set to true, the stencil operations will be applied to counterclockwise
  405. * faces. Otherwise they will be applied to clockwise faces.
  406. */
  407. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool front = true);
  408. /**
  409. * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
  410. */
  411. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  412. /**
  413. * @brief Sets a reference values used for stencil buffer comparisons.
  414. * Actual comparison function and stencil operations are set by setting the DepthStencilState.
  415. */
  416. void setStencilRefValue(UINT32 refValue);
  417. /************************************************************************/
  418. /* UTILITY METHODS */
  419. /************************************************************************/
  420. /**
  421. * @brief Recalculates actual viewport dimensions based on currently
  422. * set viewport normalized dimensions and render target and applies
  423. * them for further rendering.
  424. */
  425. void applyViewport();
  426. /**
  427. * @brief Converts the provided matrix m into a representation usable by OpenGL.
  428. */
  429. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  430. /**
  431. * @brief Converts the engine depth/stencil compare function into OpenGL representation.
  432. */
  433. GLint convertCompareFunction(CompareFunction func) const;
  434. /**
  435. * @brief Convers the engine stencil operation in OpenGL representation. Optionally inverts
  436. * the operation (increment becomes decrement, etc.).
  437. */
  438. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  439. /**
  440. * @brief Checks if there are any OpenGL errors and prints them to the log.
  441. */
  442. bool checkForErrors() const;
  443. private:
  444. Rect2 mViewportNorm;
  445. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  446. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  447. UINT32 mStencilReadMask;
  448. UINT32 mStencilWriteMask;
  449. UINT32 mStencilRefValue;
  450. CompareFunction mStencilCompareFront;
  451. CompareFunction mStencilCompareBack;
  452. // View matrix to set world against
  453. Matrix4 mViewMatrix;
  454. // Last min & mip filtering options, so we can combine them
  455. FilterOptions mMinFilter;
  456. FilterOptions mMipFilter;
  457. // Holds texture type settings for every stage
  458. UINT32 mNumTextureTypes;
  459. GLenum* mTextureTypes;
  460. bool mDepthWrite;
  461. bool mColorWrite[4];
  462. GLSupport* mGLSupport;
  463. bool mGLInitialised;
  464. GLSLProgramFactory* mGLSLProgramFactory;
  465. GLSLProgramPipelineManager* mProgramPipelineManager;
  466. SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
  467. SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
  468. SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
  469. SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
  470. SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
  471. const GLSLProgramPipeline* mActivePipeline;
  472. UINT32 mFragmentTexOffset;
  473. UINT32 mVertexTexOffset;
  474. UINT32 mGeometryTexOffset;
  475. UINT32 mFragmentUBOffset;
  476. UINT32 mVertexUBOffset;
  477. UINT32 mGeometryUBOffset;
  478. UINT32 mHullUBOffset;
  479. UINT32 mDomainUBOffset;
  480. UINT32 mComputeUBOffset;
  481. Vector<SPtr<VertexBufferCore>> mBoundVertexBuffers;
  482. SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
  483. SPtr<IndexBufferCore> mBoundIndexBuffer;
  484. DrawOperationType mCurrentDrawOperation;
  485. SPtr<GLContext> mMainContext;
  486. SPtr<GLContext> mCurrentContext;
  487. bool mDrawCallInProgress;
  488. UINT16 mActiveTextureUnit;
  489. };
  490. }