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BsGLRenderAPI.h 19 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsGLPrerequisites.h"
  5. #include "BsRenderAPI.h"
  6. #include "BsGLHardwareBufferManager.h"
  7. #include "BsGLSLProgramFactory.h"
  8. #include "BsMatrix4.h"
  9. namespace BansheeEngine
  10. {
  11. /** @addtogroup GL
  12. * @{
  13. */
  14. /** Implementation of a render system using OpenGL. Provides abstracted access to various low level OpenGL methods. */
  15. class BS_RSGL_EXPORT GLRenderAPI : public RenderAPICore
  16. {
  17. public:
  18. GLRenderAPI();
  19. ~GLRenderAPI();
  20. /** @copydoc RenderAPICore::getName() */
  21. const StringID& getName() const override;
  22. /** @copydoc RenderAPICore::getShadingLanguageName() */
  23. const String& getShadingLanguageName() const override;
  24. /** @copydoc RenderAPICore::setRenderTarget() */
  25. void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) override;
  26. /** @copydoc RenderAPICore::setVertexBuffers() */
  27. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
  28. /** @copydoc RenderAPICore::setIndexBuffer() */
  29. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
  30. /** @copydoc RenderAPICore::setVertexDeclaration() */
  31. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
  32. /** @copydoc RenderAPICore::setDrawOperation() */
  33. void setDrawOperation(DrawOperationType op) override;
  34. /** @copydoc RenderAPICore::setScissorRect() */
  35. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
  36. /** @copydoc RenderAPICore::setTexture() */
  37. void setTexture(GpuProgramType gptype, UINT16 texUnit, bool enabled, const SPtr<TextureCore>& texPtr) override;
  38. /** @copydoc RenderAPICore::setLoadStoreTexture */
  39. void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, bool enabled, const SPtr<TextureCore>& texPtr,
  40. const TextureSurface& surface) override;
  41. /** @copydoc RenderAPICore::setSamplerState() */
  42. void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState) override;
  43. /** @copydoc RenderAPICore::setBlendState() */
  44. void setBlendState(const SPtr<BlendStateCore>& blendState) override;
  45. /** @copydoc RenderAPICore::setRasterizerState() */
  46. void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
  47. /** @copydoc RenderAPICore::setDepthStencilState() */
  48. void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
  49. /** @copydoc RenderAPICore::setViewport() */
  50. void setViewport(const Rect2& area) override;
  51. /** @copydoc RenderAPICore::bindGpuProgram() */
  52. void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
  53. /** @copydoc RenderAPICore::unbindGpuProgram() */
  54. void unbindGpuProgram(GpuProgramType gptype) override;
  55. /** @copydoc RenderAPICore::setConstantBuffers() */
  56. void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) override;
  57. /** @copydoc RenderAPICore::beginFrame() */
  58. void beginFrame() override;
  59. /** @copydoc RenderAPICore::endFrame() */
  60. void endFrame() override;
  61. /** @copydoc RenderAPICore::draw() */
  62. void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0) override;
  63. /** @copydoc RenderAPICore::drawIndexed() */
  64. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount
  65. , UINT32 instanceCount = 0) override;
  66. /** @copydoc RenderAPICore::dispatchCompute() */
  67. void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1) override;
  68. /** @copydoc RenderAPICore::clearRenderTarget() */
  69. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  70. UINT8 targetMask = 0xFF) override;
  71. /** @copydoc RenderAPICore::clearViewport() */
  72. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  73. UINT8 targetMask = 0xFF) override;
  74. /** @copydoc RenderAPICore::convertProjectionMatrix() */
  75. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  76. /** @copydoc RenderAPICore::getAPIInfo */
  77. const RenderAPIInfo& getAPIInfo() const override;
  78. /** @copydoc RenderAPICore::generateParamBlockDesc() */
  79. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  80. /************************************************************************/
  81. /* Internal use by OpenGL RenderSystem only */
  82. /************************************************************************/
  83. /** Query has the main context been initialized. */
  84. bool _isContextInitialized() const { return mGLInitialised; }
  85. /** Returns main context. Caller must ensure the context has been initialized. */
  86. SPtr<GLContext> getMainContext() const { return mMainContext; }
  87. /** Returns a support object you may use for creating */
  88. GLSupport* getGLSupport() const { return mGLSupport; }
  89. protected:
  90. /** @copydoc RenderAPICore::initializePrepare */
  91. void initializePrepare() override;
  92. /** @copydoc RenderAPICore::initializeFinalize */
  93. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
  94. /** @copydoc RenderAPICore::destroyCore */
  95. void destroyCore() override;
  96. /** Call before doing a draw operation, this method sets everything up. */
  97. void beginDraw();
  98. /** Needs to accompany every beginDraw after you are done with a single draw operation. */
  99. void endDraw();
  100. /** Clear a part of a render target. */
  101. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  102. const Rect2I& clearArea = Rect2I::EMPTY, UINT8 targetMask = 0xFF);
  103. /** Set up clip planes against which all geometry will get clipped. */
  104. void setClipPlanesImpl(const PlaneList& clipPlanes) override;
  105. /**
  106. * Set up a clip plane at a specific clip plane index. If enabled, geometry will be clipped against the positive
  107. * side of the plane.
  108. *
  109. * @note Valid index range is [0, 5].
  110. */
  111. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  112. /**
  113. * Enable or disable clipping against a clip plane at the specified index.
  114. *
  115. * @note Valid index range is [0, 5].
  116. */
  117. void enableClipPlane (UINT16 index, bool enable);
  118. /**
  119. * Changes the currently active texture unit. Any texture related operations will then be performed on this unit.
  120. */
  121. bool activateGLTextureUnit(UINT16 unit);
  122. /** Changes the active GPU program. */
  123. void setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program);
  124. /** Retrieves the active GPU program of the specified type. */
  125. SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
  126. /** Converts Banshee blend mode to OpenGL blend mode. */
  127. GLint getBlendMode(BlendFactor blendMode) const;
  128. /** Converts Banshee texture addressing mode to OpenGL texture addressing mode. */
  129. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  130. /** Gets a combined min/mip filter value usable by OpenGL from the currently set min and mip filters. */
  131. GLuint getCombinedMinMipFilter() const;
  132. /**
  133. * OpenGL shares all texture slots, but the engine prefers to keep textures separate per-stage. This will convert
  134. * texture unit that is set per stage into a global texture unit usable by OpenGL.
  135. */
  136. UINT32 getGLTextureUnit(GpuProgramType gptype, UINT32 unit);
  137. /**
  138. * OpenGL shares all buffer bindings, but the engine prefers to keep buffers separate per-stage. This will convert
  139. * block buffer binding that is set per stage into a global block buffer binding usable by OpenGL.
  140. */
  141. UINT32 getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding);
  142. /** Returns the OpenGL specific mode used for drawing, depending on the currently set draw operation. */
  143. GLint getGLDrawMode() const;
  144. /** Creates render system capabilities that specify which features are or aren't supported. */
  145. RenderAPICapabilities* createRenderSystemCapabilities() const;
  146. /** Finish initialization by setting up any systems dependant on render systemcapabilities. */
  147. void initFromCaps(RenderAPICapabilities* caps);
  148. /**
  149. * Switch the currently used OpenGL context. You will need to re-bind any previously bound values manually
  150. * (for example textures, gpu programs and such).
  151. */
  152. void switchContext(const SPtr<GLContext>& context);
  153. /************************************************************************/
  154. /* Sampler states */
  155. /************************************************************************/
  156. /**
  157. * Sets the texture addressing mode for a texture unit. This determines how are UV address values outside of [0, 1]
  158. * range handled when sampling from texture.
  159. */
  160. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  161. /**
  162. * Sets the texture border color for a texture unit. Border color determines color returned by the texture sampler
  163. * when border addressing mode is used and texture address is outside of [0, 1] range.
  164. */
  165. void setTextureBorderColor(UINT16 stage, const Color& color);
  166. /**
  167. * Sets the mipmap bias value for a given texture unit. Bias allows you to adjust the mipmap selection calculation.
  168. * Negative values force a larger mipmap to be used, and positive values smaller. Units are in values of mip levels,
  169. * so -1 means use a mipmap one level higher than default.
  170. */
  171. void setTextureMipmapBias(UINT16 unit, float bias);
  172. /**
  173. * Allows you to specify how is the texture bound to the specified texture unit filtered. Different filter types are
  174. * used for different situations like magnifying or minifying a texture.
  175. */
  176. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  177. /** Sets anisotropy value for the specified texture unit. */
  178. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  179. /** Gets anisotropy value for the specified texture unit. */
  180. GLfloat getCurrentAnisotropy(UINT16 unit);
  181. /************************************************************************/
  182. /* Blend states */
  183. /************************************************************************/
  184. /**
  185. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  186. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  187. */
  188. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  189. /**
  190. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  191. * Allows you to set up separate blend operations for alpha values.
  192. *
  193. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  194. */
  195. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  196. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  197. /**
  198. * Sets alpha test that allows you to reject pixels that fail the comparison function versus the provided reference
  199. * value.
  200. */
  201. void setAlphaTest(CompareFunction func, unsigned char value);
  202. /**
  203. * Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing to worry about order
  204. * of rendering like regular blending does. It requires multi-sampling to be active in order to work, and you need
  205. * to supply an alpha texture that determines object transparency.
  206. */
  207. void setAlphaToCoverage(bool enabled);
  208. /** Enables or disables writing to certain color channels of the render target. */
  209. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  210. /************************************************************************/
  211. /* Rasterizer states */
  212. /************************************************************************/
  213. /** Sets vertex winding order. Normally you would use this to cull back facing polygons. */
  214. void setCullingMode(CullingMode mode);
  215. /** Sets the polygon rasterization mode. Determines how are polygons interpreted. */
  216. void setPolygonMode(PolygonMode level);
  217. /**
  218. * Sets a depth bias that will offset the depth values of new pixels by the specified amount. Final depth bias value
  219. * is a combination of the constant depth bias and slope depth bias. Slope depth bias has more effect the higher
  220. * the slope of the rendered polygon.
  221. *
  222. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  223. */
  224. void setDepthBias(float constantBias, float slopeScaleBias);
  225. /**
  226. * Scissor test allows you to mask off rendering in all but a given rectangular area identified by the rectangle
  227. * set by setScissorRect().
  228. */
  229. void setScissorTestEnable(bool enable);
  230. /** Enables or disables multisample antialiasing. */
  231. void setMultisamplingEnable(bool enable);
  232. /** Enables or disables depth clipping (near/fear plane clipping). */
  233. void setDepthClipEnable(bool enable);
  234. /** Enables or disables antialiased line rendering. */
  235. void setAntialiasedLineEnable(bool enable);
  236. /************************************************************************/
  237. /* Depth stencil state */
  238. /************************************************************************/
  239. /** Should new pixels perform depth testing using the set depth comparison function before being written. */
  240. void setDepthBufferCheckEnabled(bool enabled = true);
  241. /** Should new pixels write to the depth buffer. */
  242. void setDepthBufferWriteEnabled(bool enabled = true);
  243. /**
  244. * Sets comparison function used for depth testing. Determines how are new and existing pixel values compared - if
  245. * comparison function returns true the new pixel is written.
  246. */
  247. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  248. /**
  249. * Turns stencil tests on or off. By default this is disabled. Stencil testing allow you to mask out a part of the
  250. * rendered image by using various stencil operations provided.
  251. */
  252. void setStencilCheckEnabled(bool enabled);
  253. /**
  254. * Allows you to set stencil operations that are performed when stencil test passes or fails.
  255. *
  256. * @param[in] stencilFailOp Operation executed when stencil test fails.
  257. * @param[in] depthFailOp Operation executed when stencil test succeeds but depth test fails.
  258. * @param[in] passOp Operation executed when stencil test succeeds and depth test succeeds.
  259. * @param[in] front Should the stencil operations be applied to front or back facing polygons.
  260. */
  261. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  262. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  263. bool front = true);
  264. /**
  265. * Sets a stencil buffer comparison function. The result of this will cause one of 3 actions depending on whether
  266. * the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check
  267. * passing too.
  268. *
  269. * @param[in] func Comparison function that determines whether a stencil test fails or passes. Reference value
  270. * gets compared to the value already in the buffer using this function.
  271. * @param[in] mask The bitmask applied to both the stencil value and the reference value
  272. * before comparison
  273. * @param[in] ccw If set to true, the stencil operations will be applied to counterclockwise
  274. * faces. Otherwise they will be applied to clockwise faces.
  275. */
  276. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool ccw = true);
  277. /** The bitmask applied to the stencil value before writing it to the stencil buffer. */
  278. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  279. /**
  280. * Sets a reference values used for stencil buffer comparisons. Actual comparison function and stencil operations
  281. * are set by setting the DepthStencilState.
  282. */
  283. void setStencilRefValue(UINT32 refValue);
  284. /************************************************************************/
  285. /* UTILITY METHODS */
  286. /************************************************************************/
  287. /**
  288. * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target
  289. * and applies them for further rendering.
  290. */
  291. void applyViewport();
  292. /** Converts the provided matrix m into a representation usable by OpenGL. */
  293. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  294. /** Converts the engine depth/stencil compare function into OpenGL representation. */
  295. GLint convertCompareFunction(CompareFunction func) const;
  296. /**
  297. * Convers the engine stencil operation in OpenGL representation. Optionally inverts the operation (increment
  298. * becomes decrement, etc.).
  299. */
  300. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  301. /** Checks if there are any OpenGL errors and prints them to the log. */
  302. bool checkForErrors() const;
  303. private:
  304. Rect2 mViewportNorm;
  305. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  306. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  307. UINT32 mStencilReadMask;
  308. UINT32 mStencilWriteMask;
  309. UINT32 mStencilRefValue;
  310. CompareFunction mStencilCompareFront;
  311. CompareFunction mStencilCompareBack;
  312. // View matrix to set world against
  313. Matrix4 mViewMatrix;
  314. // Last min & mip filtering options, so we can combine them
  315. FilterOptions mMinFilter;
  316. FilterOptions mMipFilter;
  317. // Holds texture type settings for every stage
  318. UINT32 mNumTextureTypes;
  319. GLenum* mTextureTypes;
  320. bool mDepthWrite;
  321. bool mColorWrite[4];
  322. GLSupport* mGLSupport;
  323. bool mGLInitialised;
  324. GLSLProgramFactory* mGLSLProgramFactory;
  325. GLSLProgramPipelineManager* mProgramPipelineManager;
  326. SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
  327. SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
  328. SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
  329. SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
  330. SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
  331. SPtr<GLSLGpuProgramCore> mCurrentComputeProgram;
  332. const GLSLProgramPipeline* mActivePipeline;
  333. UINT32 mFragmentTexOffset;
  334. UINT32 mVertexTexOffset;
  335. UINT32 mGeometryTexOffset;
  336. UINT32 mFragmentUBOffset;
  337. UINT32 mVertexUBOffset;
  338. UINT32 mGeometryUBOffset;
  339. UINT32 mHullUBOffset;
  340. UINT32 mDomainUBOffset;
  341. UINT32 mComputeUBOffset;
  342. Vector<SPtr<VertexBufferCore>> mBoundVertexBuffers;
  343. SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
  344. SPtr<IndexBufferCore> mBoundIndexBuffer;
  345. DrawOperationType mCurrentDrawOperation;
  346. SPtr<GLContext> mMainContext;
  347. SPtr<GLContext> mCurrentContext;
  348. bool mDrawCallInProgress;
  349. UINT16 mActiveTextureUnit;
  350. };
  351. /** @} */
  352. }