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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org
- Copyright (c) 2000-2011 Torus Knot Software Ltd
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in*
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.s
- -----------------------------------------------------------------------------
- */
- #include "CmGLRenderSystem.h"
- #include "CmRenderSystem.h"
- #include "CmCamera.h"
- #include "CmGLTextureManager.h"
- #include "CmGLHardwareVertexBuffer.h"
- #include "CmGLHardwareIndexBuffer.h"
- #include "CmGLDefaultHardwareBufferManager.h"
- #include "CmGLUtil.h"
- #include "CmGLGpuProgram.h"
- #include "ATI_FS_GLGpuProgram.h"
- #include "CmGLGpuProgramManager.h"
- #include "CmException.h"
- #include "CmGLSLExtSupport.h"
- #include "CmGLHardwareOcclusionQuery.h"
- #include "CmGLContext.h"
- #include "CmAsyncOp.h"
- #include "CmBlendState.h"
- #include "CmRasterizerState.h"
- #include "CmDepthStencilState.h"
- #include "CmGLRenderTexture.h"
- #include "CmGLRenderWindowManager.h"
- #if CM_DEBUG_MODE
- #define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
- #else
- #define THROW_IF_NOT_RENDER_THREAD
- #endif
- // Convenience macro from ARB_vertex_buffer_object spec
- #define VBO_BUFFER_OFFSET(i) ((char *)NULL + (i))
- #if CM_THREAD_SUPPORT != 1
- GLenum glewContextInit (CamelotEngine::GLSupport *glSupport);
- #endif
- namespace CamelotEngine {
- // Callback function used when registering GLGpuPrograms
- GpuProgram* createGLArbGpuProgram(const String& source, const String& entryPoint, const String& language, GpuProgramType gptype, GpuProgramProfile profile)
- {
- GLArbGpuProgram* ret = new GLArbGpuProgram(source, entryPoint, language, gptype, profile);
- return ret;
- }
- GpuProgram* createGL_ATI_FS_GpuProgram(const String& source, const String& entryPoint, const String& language, GpuProgramType gptype, GpuProgramProfile profile)
- {
- ATI_FS_GLGpuProgram* ret = new ATI_FS_GLGpuProgram(source, entryPoint, language, gptype, profile);
- return ret;
- }
- /************************************************************************/
- /* PUBLIC INTERFACE */
- /************************************************************************/
- GLRenderSystem::GLRenderSystem()
- : mDepthWrite(true),
- mGLSLProgramFactory(0),
- mCgProgramFactory(0),
- mActiveTextureUnit(0),
- mScissorTop(0), mScissorBottom(720), mScissorLeft(0), mScissorRight(1280),
- mStencilReadMask(0xFFFFFFFF),
- mStencilWriteMask(0xFFFFFFFF),
- mStencilCompareFront(CMPF_ALWAYS_PASS),
- mStencilCompareBack(CMPF_ALWAYS_PASS),
- mStencilRefValue(0)
- {
- size_t i;
- // Get our GLSupport
- mGLSupport = CamelotEngine::getGLSupport();
- mWorldMatrix = Matrix4::IDENTITY;
- mViewMatrix = Matrix4::IDENTITY;
- initConfigOptions();
- mColourWrite[0] = mColourWrite[1] = mColourWrite[2] = mColourWrite[3] = true;
- for (i = 0; i < CM_MAX_TEXTURE_LAYERS; i++)
- {
- // Dummy value
- mTextureCoordIndex[i] = 99;
- mTextureTypes[i] = 0;
- }
- mActiveRenderTarget = 0;
- mCurrentContext = 0;
- mMainContext = 0;
- mGLInitialised = false;
- mCurrentLights = 0;
- mMinFilter = FO_LINEAR;
- mMipFilter = FO_POINT;
- mCurrentVertexProgram = 0;
- mCurrentGeometryProgram = 0;
- mCurrentFragmentProgram = 0;
- }
- GLRenderSystem::~GLRenderSystem()
- {
- destroy_internal();
- // Destroy render windows
- for (auto i = mRenderTargets.begin(); i != mRenderTargets.end(); ++i)
- {
- delete *i;
- }
- mRenderTargets.clear();
- if(mGLSupport)
- delete mGLSupport;
- }
- const String& GLRenderSystem::getName(void) const
- {
- static String strName("GLRenderSystem");
- return strName;
- }
- void GLRenderSystem::initialize_internal()
- {
- THROW_IF_NOT_RENDER_THREAD;
- mGLSupport->start();
- RenderWindowManager::startUp(new GLRenderWindowManager(this));
- RenderSystem::initialize_internal();
- }
- void GLRenderSystem::destroy_internal(void)
- {
- RenderSystem::destroy_internal();
- // Deleting the GLSL program factory
- if (mGLSLProgramFactory)
- {
- // Remove from manager safely
- HighLevelGpuProgramManager::instance().removeFactory(mGLSLProgramFactory);
- delete mGLSLProgramFactory;
- mGLSLProgramFactory = 0;
- }
- // Deleting Cg GLSL program factory
- if (mCgProgramFactory)
- {
- // Remove from manager safely
- HighLevelGpuProgramManager::instance().removeFactory(mCgProgramFactory);
- delete mCgProgramFactory;
- mCgProgramFactory = 0;
- }
- // Deleting the GPU program manager and hardware buffer manager. Has to be done before the mGLSupport->stop().
- GpuProgramManager::shutDown();
- HardwareBufferManager::shutDown();
- GLRTTManager::shutDown();
- // Delete extra threads contexts
- for (GLContextList::iterator i = mBackgroundContextList.begin();
- i != mBackgroundContextList.end(); ++i)
- {
- GLContext* pCurContext = *i;
- pCurContext->releaseContext();
- delete pCurContext;
- }
- mBackgroundContextList.clear();
- mGLSupport->stop();
- mStopRendering = true;
- TextureManager::shutDown();
- // There will be a new initial window and so forth, thus any call to test
- // some params will access an invalid pointer, so it is best to reset
- // the whole state.
- mGLInitialised = 0;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::bindGpuProgram(GpuProgramHandle prg)
- {
- THROW_IF_NOT_RENDER_THREAD;
- GpuProgram* bindingPrg = prg->getBindingDelegate_internal();
- GLGpuProgram* glprg = static_cast<GLGpuProgram*>(bindingPrg);
- // Unbind previous gpu program first.
- //
- // Note:
- // 1. Even if both previous and current are the same object, we can't
- // bypass re-bind completely since the object itself maybe modified.
- // But we can bypass unbind based on the assumption that object
- // internally GL program type shouldn't be changed after it has
- // been created. The behavior of bind to a GL program type twice
- // should be same as unbind and rebind that GL program type, even
- // for difference objects.
- // 2. We also assumed that the program's type (vertex or fragment) should
- // not be changed during it's in using. If not, the following switch
- // statement will confuse GL state completely, and we can't fix it
- // here. To fix this case, we must coding the program implementation
- // itself, if type is changing (during load/unload, etc), and it's inuse,
- // unbind and notify render system to correct for its state.
- //
- switch (glprg->getType())
- {
- case GPT_VERTEX_PROGRAM:
- if (mCurrentVertexProgram != glprg)
- {
- if (mCurrentVertexProgram)
- mCurrentVertexProgram->unbindProgram();
- mCurrentVertexProgram = glprg;
- }
- break;
- case GPT_FRAGMENT_PROGRAM:
- if (mCurrentFragmentProgram != glprg)
- {
- if (mCurrentFragmentProgram)
- mCurrentFragmentProgram->unbindProgram();
- mCurrentFragmentProgram = glprg;
- }
- break;
- case GPT_GEOMETRY_PROGRAM:
- if (mCurrentGeometryProgram != glprg)
- {
- if (mCurrentGeometryProgram)
- mCurrentGeometryProgram->unbindProgram();
- mCurrentGeometryProgram = glprg;
- }
- break;
- }
- // Bind the program
- glprg->bindProgram();
- RenderSystem::bindGpuProgram(prg);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype)
- {
- THROW_IF_NOT_RENDER_THREAD;
- if (gptype == GPT_VERTEX_PROGRAM && mCurrentVertexProgram)
- {
- mActiveVertexGpuProgramParameters = nullptr;
- mCurrentVertexProgram->unbindProgram();
- mCurrentVertexProgram = 0;
- }
- else if (gptype == GPT_GEOMETRY_PROGRAM && mCurrentGeometryProgram)
- {
- mActiveGeometryGpuProgramParameters = nullptr;
- mCurrentGeometryProgram->unbindProgram();
- mCurrentGeometryProgram = 0;
- }
- else if (gptype == GPT_FRAGMENT_PROGRAM && mCurrentFragmentProgram)
- {
- mActiveFragmentGpuProgramParameters = nullptr;
- mCurrentFragmentProgram->unbindProgram();
- mCurrentFragmentProgram = 0;
- }
- RenderSystem::unbindGpuProgram(gptype);
- }
- void GLRenderSystem::bindGpuProgramParameters(GpuProgramType gptype, GpuProgramParametersSharedPtr params, UINT16 mask)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Set textures
- const GpuNamedConstants& consts = params->getConstantDefinitions();
- for(auto iter = consts.map.begin(); iter != consts.map.end(); ++iter)
- {
- const GpuConstantDefinition& def = iter->second;
- if(def.variability & mask)
- {
- if(def.isSampler())
- {
- TextureHandle curTexture = params->getTexture(def.physicalIndex);
- if(!curTexture.isLoaded())
- continue;
- setTexture(def.physicalIndex, true, curTexture.getInternalPtr());
- SamplerStatePtr samplerState = params->getSamplerState(def.physicalIndex);
- if(samplerState == nullptr)
- setSamplerState(def.physicalIndex, SamplerState::getDefault());
- else
- setSamplerState(def.physicalIndex, *samplerState);
- }
- }
- }
- switch (gptype)
- {
- case GPT_VERTEX_PROGRAM:
- mActiveVertexGpuProgramParameters = params;
- mCurrentVertexProgram->bindProgramParameters(params, mask);
- break;
- case GPT_GEOMETRY_PROGRAM:
- mActiveGeometryGpuProgramParameters = params;
- mCurrentGeometryProgram->bindProgramParameters(params, mask);
- break;
- case GPT_FRAGMENT_PROGRAM:
- mActiveFragmentGpuProgramParameters = params;
- mCurrentFragmentProgram->bindProgramParameters(params, mask);
- break;
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setTexture(UINT16 stage, bool enabled, const TexturePtr &texPtr)
- {
- THROW_IF_NOT_RENDER_THREAD;
- GLTexturePtr tex = std::static_pointer_cast<GLTexture>(texPtr);
- GLenum lastTextureType = mTextureTypes[stage];
- if (!activateGLTextureUnit(stage))
- return;
- if (enabled)
- {
- if (tex)
- {
- // note used
- mTextureTypes[stage] = tex->getGLTextureTarget();
- }
- else
- // assume 2D
- mTextureTypes[stage] = GL_TEXTURE_2D;
- if(lastTextureType != mTextureTypes[stage] && lastTextureType != 0)
- {
- if (stage < mFixedFunctionTextureUnits)
- {
- glDisable( lastTextureType );
- }
- }
- if (stage < mFixedFunctionTextureUnits)
- {
- glEnable( mTextureTypes[stage] );
- }
- if(tex)
- glBindTexture( mTextureTypes[stage], tex->getGLID() );
- else
- {
- glBindTexture( mTextureTypes[stage], static_cast<GLTextureManager*>(&TextureManager::instance())->getWarningTextureID() );
- }
- }
- else
- {
- if (stage < mFixedFunctionTextureUnits)
- {
- if (lastTextureType != 0)
- {
- glDisable( mTextureTypes[stage] );
- }
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- }
- // bind zero texture
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- activateGLTextureUnit(0);
- }
- //-----------------------------------------------------------------------
- void GLRenderSystem::setSamplerState(UINT16 unit, const SamplerState& state)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Set texture layer filtering
- setTextureFiltering(unit, FT_MIN, state.getTextureFiltering(FT_MIN));
- setTextureFiltering(unit, FT_MAG, state.getTextureFiltering(FT_MAG));
- setTextureFiltering(unit, FT_MIP, state.getTextureFiltering(FT_MIP));
- // Set texture anisotropy
- setTextureAnisotropy(unit, state.getTextureAnisotropy());
- // Set mipmap biasing
- setTextureMipmapBias(unit, state.getTextureMipmapBias());
- // Texture addressing mode
- const UVWAddressingMode& uvw = state.getTextureAddressingMode();
- setTextureAddressingMode(unit, uvw);
- // Set border color
- setTextureBorderColor(unit, state.getBorderColor());
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setBlendState(const BlendState& blendState)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Alpha to coverage
- setAlphaToCoverage(blendState.getAlphaToCoverageEnabled());
- // Blend states
- // DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one.
- if(blendState.getBlendEnabled(0))
- {
- setSceneBlending(blendState.getSrcBlend(0), blendState.getDstBlend(0), blendState.getAlphaSrcBlend(0), blendState.getAlphaDstBlend(0)
- , blendState.getBlendOperation(0), blendState.getAlphaBlendOperation(0));
- }
- else
- {
- setSceneBlending(SBF_ONE, SBF_ZERO, SBO_ADD);
- }
- // Color write mask
- UINT8 writeMask = blendState.getRenderTargetWriteMask(0);
- setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
- }
- //----------------------------------------------------------------------
- void GLRenderSystem::setRasterizerState(const RasterizerState& rasterizerState)
- {
- THROW_IF_NOT_RENDER_THREAD;
- setDepthBias((float)rasterizerState.getDepthBias(), rasterizerState.getSlopeScaledDepthBias());
- setCullingMode(rasterizerState.getCullMode());
- setPolygonMode(rasterizerState.getPolygonMode());
- setScissorTestEnable(rasterizerState.getScissorEnable());
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setDepthStencilState(const DepthStencilState& depthStencilState)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Set stencil buffer options
- setStencilCheckEnabled(depthStencilState.getStencilEnable());
- setStencilBufferOperations(depthStencilState.getStencilFrontFailOp(), depthStencilState.getStencilFrontZFailOp(), depthStencilState.getStencilFrontPassOp(), true);
- setStencilBufferFunc(depthStencilState.getStencilFrontCompFunc(), depthStencilState.getStencilReadMask(), true);
- setStencilBufferOperations(depthStencilState.getStencilBackFailOp(), depthStencilState.getStencilBackZFailOp(), depthStencilState.getStencilBackPassOp(), false);
- setStencilBufferFunc(depthStencilState.getStencilBackCompFunc(), depthStencilState.getStencilReadMask(), false);
- setStencilBufferWriteMask(depthStencilState.getStencilWriteMask());
- // Set depth buffer options
- setDepthBufferCheckEnabled(depthStencilState.getDepthReadEnable());
- setDepthBufferWriteEnabled(depthStencilState.getDepthWriteEnable());
- setDepthBufferFunction(depthStencilState.getDepthComparisonFunc());
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setStencilRefValue(UINT32 refValue)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mStencilRefValue = refValue;
- glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
- glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setViewport(const Viewport& vp)
- {
- THROW_IF_NOT_RENDER_THREAD;
- RenderTargetPtr target;
- target = vp.getTarget();
- setRenderTarget(target.get());
- mActiveViewport = vp;
-
- GLsizei x, y, w, h;
- // Calculate the "lower-left" corner of the viewport
- w = vp.getActualWidth();
- h = vp.getActualHeight();
- x = vp.getActualLeft();
- y = vp.getActualTop();
- if (!target->requiresTextureFlipping())
- {
- // Convert "upper-left" corner to "lower-left"
- y = target->getHeight() - h - y;
- }
- glViewport(x, y, w, h);
- // Configure the viewport clipping
- glScissor(x, y, w, h);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setRenderTarget(RenderTarget *target)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mActiveRenderTarget = target;
- // Switch context if different from current one
- GLContext *newContext = 0;
- target->getCustomAttribute("GLCONTEXT", &newContext);
- if(newContext && mCurrentContext != newContext)
- {
- switchContext(newContext);
- }
- GLFrameBufferObject *fbo = 0;
- target->getCustomAttribute("FBO", &fbo);
- if(fbo)
- fbo->bind();
- else
- // Old style context (window/pbuffer) or copying render texture
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- if (GLEW_EXT_framebuffer_sRGB)
- {
- // Enable / disable sRGB states
- if (target->isHardwareGammaEnabled())
- {
- glEnable(GL_FRAMEBUFFER_SRGB_EXT);
- // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
- // enabling, but GL spec says incapable surfaces ignore the setting
- // anyway. We test the capability to enable isHardwareGammaEnabled.
- }
- else
- {
- glDisable(GL_FRAMEBUFFER_SRGB_EXT);
- }
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::beginFrame(void)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Activate the viewport clipping
- glEnable(GL_SCISSOR_TEST);
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::endFrame(void)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Deactivate the viewport clipping.
- glDisable(GL_SCISSOR_TEST);
- // unbind GPU programs at end of frame
- // this is mostly to avoid holding bound programs that might get deleted
- // outside via the resource manager
- unbindGpuProgram(GPT_VERTEX_PROGRAM);
- unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setVertexDeclaration(VertexDeclarationPtr decl)
- {
- THROW_IF_NOT_RENDER_THREAD;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setVertexBufferBinding(VertexBufferBinding* binding)
- {
- THROW_IF_NOT_RENDER_THREAD;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::render(const RenderOperation& op)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Call super class
- RenderSystem::render(op);
- void* pBufferData = 0;
- bool multitexturing = (getCapabilities()->getNumTextureUnits() > 1);
- const VertexDeclaration::VertexElementList& decl =
- op.vertexData->vertexDeclaration->getElements();
- VertexDeclaration::VertexElementList::const_iterator elem, elemEnd;
- elemEnd = decl.end();
- vector<GLuint>::type attribsBound;
- for (elem = decl.begin(); elem != elemEnd; ++elem)
- {
- if (!op.vertexData->vertexBufferBinding->isBufferBound(elem->getSource()))
- continue; // skip unbound elements
- HardwareVertexBufferPtr vertexBuffer =
- op.vertexData->vertexBufferBinding->getBuffer(elem->getSource());
- if(mCurrentCapabilities->hasCapability(RSC_VBO))
- {
- glBindBufferARB(GL_ARRAY_BUFFER_ARB,
- static_cast<const GLHardwareVertexBuffer*>(vertexBuffer.get())->getGLBufferId());
- pBufferData = VBO_BUFFER_OFFSET(elem->getOffset());
- }
- else
- {
- pBufferData = static_cast<const GLDefaultHardwareVertexBuffer*>(vertexBuffer.get())->getDataPtr(elem->getOffset());
- }
- if (op.vertexData->vertexStart)
- {
- pBufferData = static_cast<char*>(pBufferData) + op.vertexData->vertexStart * vertexBuffer->getVertexSize();
- }
- unsigned int i = 0;
- VertexElementSemantic sem = elem->getSemantic();
-
- bool isCustomAttrib = false;
- if (mCurrentVertexProgram)
- isCustomAttrib = mCurrentVertexProgram->isAttributeValid(sem, elem->getIndex());
-
- // Custom attribute support
- // tangents, binormals, blendweights etc always via this route
- // builtins may be done this way too
- if (isCustomAttrib)
- {
- GLint attrib = mCurrentVertexProgram->getAttributeIndex(sem, elem->getIndex());
- unsigned short typeCount = VertexElement::getTypeCount(elem->getType());
- GLboolean normalised = GL_FALSE;
- switch(elem->getType())
- {
- case VET_COLOUR:
- case VET_COLOUR_ABGR:
- case VET_COLOUR_ARGB:
- // Because GL takes these as a sequence of single unsigned bytes, count needs to be 4
- // VertexElement::getTypeCount treats them as 1 (RGBA)
- // Also need to normalise the fixed-point data
- typeCount = 4;
- normalised = GL_TRUE;
- break;
- default:
- break;
- };
- glVertexAttribPointerARB(
- attrib,
- typeCount,
- GLHardwareBufferManager::getGLType(elem->getType()),
- normalised,
- static_cast<GLsizei>(vertexBuffer->getVertexSize()),
- pBufferData);
- glEnableVertexAttribArrayARB(attrib);
-
- attribsBound.push_back(attrib);
- }
- else
- {
- // fixed-function & builtin attribute support
- switch(sem)
- {
- case VES_POSITION:
- glVertexPointer(VertexElement::getTypeCount(
- elem->getType()),
- GLHardwareBufferManager::getGLType(elem->getType()),
- static_cast<GLsizei>(vertexBuffer->getVertexSize()),
- pBufferData);
- glEnableClientState( GL_VERTEX_ARRAY );
- break;
- case VES_NORMAL:
- glNormalPointer(
- GLHardwareBufferManager::getGLType(elem->getType()),
- static_cast<GLsizei>(vertexBuffer->getVertexSize()),
- pBufferData);
- glEnableClientState( GL_NORMAL_ARRAY );
- break;
- case VES_DIFFUSE:
- glColorPointer(4,
- GLHardwareBufferManager::getGLType(elem->getType()),
- static_cast<GLsizei>(vertexBuffer->getVertexSize()),
- pBufferData);
- glEnableClientState( GL_COLOR_ARRAY );
- break;
- case VES_SPECULAR:
- if (GLEW_EXT_secondary_color)
- {
- glSecondaryColorPointerEXT(4,
- GLHardwareBufferManager::getGLType(elem->getType()),
- static_cast<GLsizei>(vertexBuffer->getVertexSize()),
- pBufferData);
- glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
- }
- break;
- case VES_TEXTURE_COORDINATES:
-
- if (mCurrentVertexProgram)
- {
- // Programmable pipeline - direct UV assignment
- glClientActiveTextureARB(GL_TEXTURE0 + elem->getIndex());
- glTexCoordPointer(
- VertexElement::getTypeCount(elem->getType()),
- GLHardwareBufferManager::getGLType(elem->getType()),
- static_cast<GLsizei>(vertexBuffer->getVertexSize()),
- pBufferData);
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );
- }
- else
- {
- // fixed function matching to units based on tex_coord_set
- for (i = 0; i < mDisabledTexUnitsFrom; i++)
- {
- // Only set this texture unit's texcoord pointer if it
- // is supposed to be using this element's index
- if (mTextureCoordIndex[i] == elem->getIndex() && i < mFixedFunctionTextureUnits)
- {
- if (multitexturing)
- glClientActiveTextureARB(GL_TEXTURE0 + i);
- glTexCoordPointer(
- VertexElement::getTypeCount(elem->getType()),
- GLHardwareBufferManager::getGLType(elem->getType()),
- static_cast<GLsizei>(vertexBuffer->getVertexSize()),
- pBufferData);
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );
- }
- }
- }
- break;
- default:
- break;
- };
- } // isCustomAttrib
-
- }
- if (multitexturing)
- glClientActiveTextureARB(GL_TEXTURE0);
- // Find the correct type to render
- GLint primType;
- //Use adjacency if there is a geometry program and it requested adjacency info
- bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
- switch (op.operationType)
- {
- case RenderOperation::OT_POINT_LIST:
- primType = GL_POINTS;
- break;
- case RenderOperation::OT_LINE_LIST:
- primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
- break;
- case RenderOperation::OT_LINE_STRIP:
- primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
- break;
- default:
- case RenderOperation::OT_TRIANGLE_LIST:
- primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
- break;
- case RenderOperation::OT_TRIANGLE_STRIP:
- primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
- break;
- case RenderOperation::OT_TRIANGLE_FAN:
- primType = GL_TRIANGLE_FAN;
- break;
- }
- if (op.useIndexes)
- {
- if(mCurrentCapabilities->hasCapability(RSC_VBO))
- {
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
- static_cast<GLHardwareIndexBuffer*>(
- op.indexData->indexBuffer.get())->getGLBufferId());
- pBufferData = VBO_BUFFER_OFFSET(
- op.indexData->indexStart * op.indexData->indexBuffer->getIndexSize());
- }
- else
- {
- pBufferData = static_cast<GLDefaultHardwareIndexBuffer*>(
- op.indexData->indexBuffer.get())->getDataPtr(
- op.indexData->indexStart * op.indexData->indexBuffer->getIndexSize());
- }
- GLenum indexType = (op.indexData->indexBuffer->getType() == HardwareIndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
- glDrawElements(primType, op.indexData->indexCount, indexType, pBufferData);
- }
- else
- {
- glDrawArrays(primType, 0, op.vertexData->vertexCount);
- }
- glDisableClientState( GL_VERTEX_ARRAY );
- // only valid up to GL_MAX_TEXTURE_UNITS, which is recorded in mFixedFunctionTextureUnits
- if (multitexturing)
- {
- for (int i = 0; i < mFixedFunctionTextureUnits; i++)
- {
- glClientActiveTextureARB(GL_TEXTURE0 + i);
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );
- }
- glClientActiveTextureARB(GL_TEXTURE0);
- }
- else
- {
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );
- }
- glDisableClientState( GL_NORMAL_ARRAY );
- glDisableClientState( GL_COLOR_ARRAY );
- if (GLEW_EXT_secondary_color)
- {
- glDisableClientState( GL_SECONDARY_COLOR_ARRAY );
- }
- // unbind any custom attributes
- for (vector<GLuint>::type::iterator ai = attribsBound.begin(); ai != attribsBound.end(); ++ai)
- {
- glDisableVertexAttribArrayARB(*ai);
-
- }
-
- glColor4f(1,1,1,1);
- if (GLEW_EXT_secondary_color)
- {
- glSecondaryColor3fEXT(0.0f, 0.0f, 0.0f);
- }
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mScissorTop = top;
- mScissorBottom = bottom;
- mScissorLeft = left;
- mScissorRight = right;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::clearFrameBuffer(unsigned int buffers,
- const Color& colour, float depth, unsigned short stencil)
- {
- THROW_IF_NOT_RENDER_THREAD;
- bool colourMask = !mColourWrite[0] || !mColourWrite[1]
- || !mColourWrite[2] || !mColourWrite[3];
- GLbitfield flags = 0;
- if (buffers & FBT_COLOUR)
- {
- flags |= GL_COLOR_BUFFER_BIT;
- // Enable buffer for writing if it isn't
- if (colourMask)
- {
- glColorMask(true, true, true, true);
- }
- glClearColor(colour.r, colour.g, colour.b, colour.a);
- }
- if (buffers & FBT_DEPTH)
- {
- flags |= GL_DEPTH_BUFFER_BIT;
- // Enable buffer for writing if it isn't
- if (!mDepthWrite)
- {
- glDepthMask( GL_TRUE );
- }
- glClearDepth(depth);
- }
- if (buffers & FBT_STENCIL)
- {
- flags |= GL_STENCIL_BUFFER_BIT;
- // Enable buffer for writing if it isn't
- glStencilMask(0xFFFFFFFF);
- glClearStencil(stencil);
- }
- // Should be enable scissor test due the clear region is
- // relied on scissor box bounds.
- GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
- if (!scissorTestEnabled)
- {
- glEnable(GL_SCISSOR_TEST);
- }
- // Sets the scissor box as same as viewport
- GLint viewport[4] = { 0, 0, 0, 0 };
- GLint scissor[4] = { 0, 0, 0, 0 };
- glGetIntegerv(GL_VIEWPORT, viewport);
- glGetIntegerv(GL_SCISSOR_BOX, scissor);
- bool scissorBoxDifference =
- viewport[0] != scissor[0] || viewport[1] != scissor[1] ||
- viewport[2] != scissor[2] || viewport[3] != scissor[3];
- if (scissorBoxDifference)
- {
- glScissor(viewport[0], viewport[1], viewport[2], viewport[3]);
- }
- // Clear buffers
- glClear(flags);
- // Restore scissor box
- if (scissorBoxDifference)
- {
- glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
- }
- // Restore scissor test
- if (!scissorTestEnabled)
- {
- glDisable(GL_SCISSOR_TEST);
- }
- // Reset buffer write state
- if (!mDepthWrite && (buffers & FBT_DEPTH))
- {
- glDepthMask( GL_FALSE );
- }
- if (colourMask && (buffers & FBT_COLOUR))
- {
- glColorMask(mColourWrite[0], mColourWrite[1], mColourWrite[2], mColourWrite[3]);
- }
- if (buffers & FBT_STENCIL)
- {
- glStencilMask(mStencilWriteMask);
- }
- }
- /************************************************************************/
- /* PRIVATE */
- /************************************************************************/
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw)
- {
- if (!activateGLTextureUnit(stage))
- return;
- glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S,
- getTextureAddressingMode(uvw.u));
- glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T,
- getTextureAddressingMode(uvw.v));
- glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R,
- getTextureAddressingMode(uvw.w));
- activateGLTextureUnit(0);
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
- {
- GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a };
- if (activateGLTextureUnit(stage))
- {
- glTexParameterfv( mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border);
- activateGLTextureUnit(0);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setTextureMipmapBias(UINT16 stage, float bias)
- {
- if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
- {
- if (activateGLTextureUnit(stage))
- {
- glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, bias);
- activateGLTextureUnit(0);
- }
- }
- }
- void GLRenderSystem::setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op )
- {
- GLint sourceBlend = getBlendMode(sourceFactor);
- GLint destBlend = getBlendMode(destFactor);
- if(sourceFactor == SBF_ONE && destFactor == SBF_ZERO)
- {
- glDisable(GL_BLEND);
- }
- else
- {
- glEnable(GL_BLEND);
- glBlendFunc(sourceBlend, destBlend);
- }
- GLint func = GL_FUNC_ADD;
- switch(op)
- {
- case SBO_ADD:
- func = GL_FUNC_ADD;
- break;
- case SBO_SUBTRACT:
- func = GL_FUNC_SUBTRACT;
- break;
- case SBO_REVERSE_SUBTRACT:
- func = GL_FUNC_REVERSE_SUBTRACT;
- break;
- case SBO_MIN:
- func = GL_MIN;
- break;
- case SBO_MAX:
- func = GL_MAX;
- break;
- }
- if(GLEW_VERSION_1_4 || GLEW_ARB_imaging)
- {
- glBlendEquation(func);
- }
- else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX))
- {
- glBlendEquationEXT(func);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setSceneBlending(
- SceneBlendFactor sourceFactor, SceneBlendFactor destFactor,
- SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha,
- SceneBlendOperation op, SceneBlendOperation alphaOp )
- {
- GLint sourceBlend = getBlendMode(sourceFactor);
- GLint destBlend = getBlendMode(destFactor);
- GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha);
- GLint destBlendAlpha = getBlendMode(destFactorAlpha);
- if(sourceFactor == SBF_ONE && destFactor == SBF_ZERO &&
- sourceFactorAlpha == SBF_ONE && destFactorAlpha == SBF_ZERO)
- {
- glDisable(GL_BLEND);
- }
- else
- {
- glEnable(GL_BLEND);
- glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha);
- }
- GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD;
- switch(op)
- {
- case SBO_ADD:
- func = GL_FUNC_ADD;
- break;
- case SBO_SUBTRACT:
- func = GL_FUNC_SUBTRACT;
- break;
- case SBO_REVERSE_SUBTRACT:
- func = GL_FUNC_REVERSE_SUBTRACT;
- break;
- case SBO_MIN:
- func = GL_MIN;
- break;
- case SBO_MAX:
- func = GL_MAX;
- break;
- }
- switch(alphaOp)
- {
- case SBO_ADD:
- alphaFunc = GL_FUNC_ADD;
- break;
- case SBO_SUBTRACT:
- alphaFunc = GL_FUNC_SUBTRACT;
- break;
- case SBO_REVERSE_SUBTRACT:
- alphaFunc = GL_FUNC_REVERSE_SUBTRACT;
- break;
- case SBO_MIN:
- alphaFunc = GL_MIN;
- break;
- case SBO_MAX:
- alphaFunc = GL_MAX;
- break;
- }
- if(GLEW_VERSION_2_0) {
- glBlendEquationSeparate(func, alphaFunc);
- }
- else if(GLEW_EXT_blend_equation_separate) {
- glBlendEquationSeparateEXT(func, alphaFunc);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
- {
- if(func == CMPF_ALWAYS_PASS)
- {
- glDisable(GL_ALPHA_TEST);
- }
- else
- {
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(convertCompareFunction(func), value / 255.0f);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setAlphaToCoverage(bool enable)
- {
- static bool lasta2c = false;
- if (enable != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
- {
- if (enable)
- glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
- else
- glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
- lasta2c = enable;
- }
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setScissorTestEnable(bool enable)
- {
- // If request texture flipping, use "upper-left", otherwise use "lower-left"
- bool flipping = mActiveRenderTarget->requiresTextureFlipping();
- // GL measures from the bottom, not the top
- UINT32 targetHeight = mActiveRenderTarget->getHeight();
- // Calculate the "lower-left" corner of the viewport
- GLsizei x = 0, y = 0, w = 0, h = 0;
- if (enable)
- {
- glEnable(GL_SCISSOR_TEST);
- // GL uses width / height rather than right / bottom
- x = mScissorLeft;
- if (flipping)
- y = mScissorTop;
- else
- y = targetHeight - mScissorBottom;
- w = mScissorRight - mScissorLeft;
- h = mScissorBottom - mScissorTop;
- glScissor(x, y, w, h);
- }
- else
- {
- glDisable(GL_SCISSOR_TEST);
- // GL requires you to reset the scissor when disabling
- w = mActiveViewport.getActualWidth();
- h = mActiveViewport.getActualHeight();
- x = mActiveViewport.getActualLeft();
- if (flipping)
- y = mActiveViewport.getActualTop();
- else
- y = targetHeight - mActiveViewport.getActualTop() - h;
- glScissor(x, y, w, h);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setCullingMode(CullingMode mode)
- {
- mCullingMode = mode;
- GLenum cullMode;
- switch( mode )
- {
- case CULL_NONE:
- glDisable( GL_CULL_FACE );
- return;
- default:
- case CULL_CLOCKWISE:
- if (mActiveRenderTarget &&
- ((mActiveRenderTarget->requiresTextureFlipping() && !mInvertVertexWinding) ||
- (!mActiveRenderTarget->requiresTextureFlipping() && mInvertVertexWinding)))
- {
- cullMode = GL_FRONT;
- }
- else
- {
- cullMode = GL_BACK;
- }
- break;
- case CULL_ANTICLOCKWISE:
- if (mActiveRenderTarget &&
- ((mActiveRenderTarget->requiresTextureFlipping() && !mInvertVertexWinding) ||
- (!mActiveRenderTarget->requiresTextureFlipping() && mInvertVertexWinding)))
- {
- cullMode = GL_BACK;
- }
- else
- {
- cullMode = GL_FRONT;
- }
- break;
- }
- glEnable( GL_CULL_FACE );
- glCullFace( cullMode );
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setDepthBufferParams(bool depthTest, bool depthWrite, CompareFunction depthFunction)
- {
- setDepthBufferCheckEnabled(depthTest);
- setDepthBufferWriteEnabled(depthWrite);
- setDepthBufferFunction(depthFunction);
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setDepthBufferCheckEnabled(bool enabled)
- {
- if (enabled)
- {
- glClearDepth(1.0f);
- glEnable(GL_DEPTH_TEST);
- }
- else
- {
- glDisable(GL_DEPTH_TEST);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setDepthBufferWriteEnabled(bool enabled)
- {
- GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
- glDepthMask( flag );
- // Store for reference in _beginFrame
- mDepthWrite = enabled;
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setDepthBufferFunction(CompareFunction func)
- {
- glDepthFunc(convertCompareFunction(func));
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
- {
- if (constantBias != 0 || slopeScaleBias != 0)
- {
- glEnable(GL_POLYGON_OFFSET_FILL);
- glEnable(GL_POLYGON_OFFSET_POINT);
- glEnable(GL_POLYGON_OFFSET_LINE);
- glPolygonOffset(-slopeScaleBias, -constantBias);
- }
- else
- {
- glDisable(GL_POLYGON_OFFSET_FILL);
- glDisable(GL_POLYGON_OFFSET_POINT);
- glDisable(GL_POLYGON_OFFSET_LINE);
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
- {
- glColorMask(red, green, blue, alpha);
- // record this
- mColourWrite[0] = red;
- mColourWrite[1] = blue;
- mColourWrite[2] = green;
- mColourWrite[3] = alpha;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setPolygonMode(PolygonMode level)
- {
- GLenum glmode;
- switch(level)
- {
- case PM_POINTS:
- glmode = GL_POINT;
- break;
- case PM_WIREFRAME:
- glmode = GL_LINE;
- break;
- default:
- case PM_SOLID:
- glmode = GL_FILL;
- break;
- }
- glPolygonMode(GL_FRONT_AND_BACK, glmode);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setStencilCheckEnabled(bool enabled)
- {
- if (enabled)
- glEnable(GL_STENCIL_TEST);
- else
- glDisable(GL_STENCIL_TEST);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp,
- StencilOperation depthFailOp, StencilOperation passOp, bool front)
- {
- if (front)
- {
- glStencilOpSeparate(GL_FRONT,
- convertStencilOp(stencilFailOp, mInvertVertexWinding),
- convertStencilOp(depthFailOp, mInvertVertexWinding),
- convertStencilOp(passOp, mInvertVertexWinding));
- }
- else
- {
- glStencilOpSeparate(GL_BACK,
- convertStencilOp(stencilFailOp, !mInvertVertexWinding),
- convertStencilOp(depthFailOp, !mInvertVertexWinding),
- convertStencilOp(passOp, !mInvertVertexWinding));
- }
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setStencilBufferFunc(CompareFunction func, UINT32 mask, bool front)
- {
- mStencilReadMask = mask;
- if(front)
- {
- mStencilCompareFront = func;
- glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
- }
- else
- {
- mStencilCompareBack = func;
- glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
- }
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setStencilBufferWriteMask(UINT32 mask)
- {
- mStencilWriteMask = mask;
- glStencilMask(mask);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setTextureFiltering(UINT16 unit,
- FilterType ftype, FilterOptions fo)
- {
- if (!activateGLTextureUnit(unit))
- return;
- switch(ftype)
- {
- case FT_MIN:
- mMinFilter = fo;
- // Combine with existing mip filter
- glTexParameteri(
- mTextureTypes[unit],
- GL_TEXTURE_MIN_FILTER,
- getCombinedMinMipFilter());
- break;
- case FT_MAG:
- switch (fo)
- {
- case FO_ANISOTROPIC: // GL treats linear and aniso the same
- case FO_LINEAR:
- glTexParameteri(
- mTextureTypes[unit],
- GL_TEXTURE_MAG_FILTER,
- GL_LINEAR);
- break;
- case FO_POINT:
- case FO_NONE:
- glTexParameteri(
- mTextureTypes[unit],
- GL_TEXTURE_MAG_FILTER,
- GL_NEAREST);
- break;
- }
- break;
- case FT_MIP:
- mMipFilter = fo;
- // Combine with existing min filter
- glTexParameteri(
- mTextureTypes[unit],
- GL_TEXTURE_MIN_FILTER,
- getCombinedMinMipFilter());
- break;
- }
- activateGLTextureUnit(0);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
- {
- if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY))
- return;
- if (!activateGLTextureUnit(unit))
- return;
- GLfloat largest_supported_anisotropy = 0;
- glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
- if (maxAnisotropy > largest_supported_anisotropy)
- maxAnisotropy = largest_supported_anisotropy ?
- static_cast<UINT32>(largest_supported_anisotropy) : 1;
- if (_getCurrentAnisotropy(unit) != maxAnisotropy)
- glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy);
- activateGLTextureUnit(0);
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
- {
- // A note on GL user clipping:
- // When an ARB vertex program is enabled in GL, user clipping is completely
- // disabled. There is no way around this, it's just turned off.
- // When using GLSL, user clipping can work but you have to include a
- // glClipVertex command in your vertex shader.
- // Thus the planes set here may not actually be respected.
- size_t i = 0;
- size_t numClipPlanes;
- GLdouble clipPlane[4];
- // Save previous modelview
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- // just load view matrix (identity world)
- GLfloat mat[16];
- makeGLMatrix(mat, mViewMatrix);
- glLoadMatrixf(mat);
- numClipPlanes = clipPlanes.size();
- for (i = 0; i < numClipPlanes; ++i)
- {
- GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
- const Plane& plane = clipPlanes[i];
- if (i >= 6/*GL_MAX_CLIP_PLANES*/)
- {
- CM_EXCEPT(RenderingAPIException, "Unable to set clip plane");
- }
- clipPlane[0] = plane.normal.x;
- clipPlane[1] = plane.normal.y;
- clipPlane[2] = plane.normal.z;
- clipPlane[3] = plane.d;
- glClipPlane(clipPlaneId, clipPlane);
- glEnable(clipPlaneId);
- }
- // disable remaining clip planes
- for ( ; i < 6/*GL_MAX_CLIP_PLANES*/; ++i)
- {
- glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
- }
- // restore matrices
- glPopMatrix();
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::oneTimeContextInitialization()
- {
- if (GLEW_VERSION_1_2)
- {
- // Set nicer lighting model -- d3d9 has this by default
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
- }
- if (GLEW_VERSION_1_4)
- {
- glEnable(GL_COLOR_SUM);
- glDisable(GL_DITHER);
- }
- // Check for FSAA
- // Enable the extension if it was enabled by the GLSupport
- if (mGLSupport->checkExtension("GL_ARB_multisample"))
- {
- int fsaa_active = false;
- glGetIntegerv(GL_SAMPLE_BUFFERS_ARB,(GLint*)&fsaa_active);
- if(fsaa_active)
- {
- glEnable(GL_MULTISAMPLE_ARB);
- }
- }
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::switchContext(GLContext *context)
- {
- // Unbind GPU programs and rebind to new context later, because
- // scene manager treat render system as ONE 'context' ONLY, and it
- // cached the GPU programs using state.
- if (mCurrentVertexProgram)
- mCurrentVertexProgram->unbindProgram();
- if (mCurrentGeometryProgram)
- mCurrentGeometryProgram->unbindProgram();
- if (mCurrentFragmentProgram)
- mCurrentFragmentProgram->unbindProgram();
- // Disable lights
- mCurrentLights = 0;
- // Disable textures
- disableTextureUnitsFrom(0);
- // It's ready for switching
- if (mCurrentContext)
- mCurrentContext->endCurrent();
- mCurrentContext = context;
- mCurrentContext->setCurrent();
- // Check if the context has already done one-time initialisation
- if(!mCurrentContext->getInitialized())
- {
- oneTimeContextInitialization();
- mCurrentContext->setInitialized();
- }
- // Rebind GPU programs to new context
- if (mCurrentVertexProgram)
- mCurrentVertexProgram->bindProgram();
- if (mCurrentGeometryProgram)
- mCurrentGeometryProgram->bindProgram();
- if (mCurrentFragmentProgram)
- mCurrentFragmentProgram->bindProgram();
- // Must reset depth/colour write mask to according with user desired, otherwise,
- // clearFrameBuffer would be wrong because the value we are recorded may be
- // difference with the really state stored in GL context.
- glDepthMask(mDepthWrite);
- glColorMask(mColourWrite[0], mColourWrite[1], mColourWrite[2], mColourWrite[3]);
- glStencilMask(mStencilWriteMask);
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::registerContext(GLContext* context)
- {
- if (!mGLInitialised)
- {
- // set up glew and GLSupport
- initialiseContext(context);
- std::vector<CamelotEngine::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
- if (!tokens.empty())
- {
- mDriverVersion.major = parseInt(tokens[0]);
- if (tokens.size() > 1)
- mDriverVersion.minor = parseInt(tokens[1]);
- if (tokens.size() > 2)
- mDriverVersion.release = parseInt(tokens[2]);
- }
- mDriverVersion.build = 0;
- // Initialise GL after the first window has been created
- // TODO: fire this from emulation options, and don't duplicate float and Current capabilities
- mCurrentCapabilities = createRenderSystemCapabilities();
- initialiseFromRenderSystemCapabilities(mCurrentCapabilities);
- // Initialise the main context
- oneTimeContextInitialization();
- if(mCurrentContext)
- mCurrentContext->setInitialized();
- }
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::unregisterContext(GLContext *context)
- {
- if(mCurrentContext == context) {
- // Change the context to something else so that a valid context
- // remains active. When this is the main context being unregistered,
- // we set the main context to 0.
- if(mCurrentContext != mMainContext) {
- switchContext(mMainContext);
- } else {
- /// No contexts remain
- mCurrentContext->endCurrent();
- mCurrentContext = 0;
- mMainContext = 0;
- }
- }
- }
- //---------------------------------------------------------------------
- bool GLRenderSystem::activateGLTextureUnit(UINT16 unit)
- {
- if (mActiveTextureUnit != unit)
- {
- if (GLEW_VERSION_1_2 && unit < getCapabilities()->getNumTextureUnits())
- {
- glActiveTextureARB(GL_TEXTURE0 + unit);
- mActiveTextureUnit = unit;
- return true;
- }
- else if (!unit)
- {
- // always ok to use the first unit
- return true;
- }
- else
- {
- return false;
- }
- }
- else
- {
- return true;
- }
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::initConfigOptions(void)
- {
- mGLSupport->addConfig();
- }
- //---------------------------------------------------------------------
- GLfloat GLRenderSystem::_getCurrentAnisotropy(UINT16 unit)
- {
- GLfloat curAniso = 0;
- glGetTexParameterfv(mTextureTypes[unit],
- GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
- return curAniso ? curAniso : 1;
- }
- //---------------------------------------------------------------------
- GLuint GLRenderSystem::getCombinedMinMipFilter(void) const
- {
- switch(mMinFilter)
- {
- case FO_ANISOTROPIC:
- case FO_LINEAR:
- switch(mMipFilter)
- {
- case FO_ANISOTROPIC:
- case FO_LINEAR:
- // linear min, linear mip
- return GL_LINEAR_MIPMAP_LINEAR;
- case FO_POINT:
- // linear min, point mip
- return GL_LINEAR_MIPMAP_NEAREST;
- case FO_NONE:
- // linear min, no mip
- return GL_LINEAR;
- }
- break;
- case FO_POINT:
- case FO_NONE:
- switch(mMipFilter)
- {
- case FO_ANISOTROPIC:
- case FO_LINEAR:
- // nearest min, linear mip
- return GL_NEAREST_MIPMAP_LINEAR;
- case FO_POINT:
- // nearest min, point mip
- return GL_NEAREST_MIPMAP_NEAREST;
- case FO_NONE:
- // nearest min, no mip
- return GL_NEAREST;
- }
- break;
- }
- // should never get here
- return 0;
- }
- //---------------------------------------------------------------------
- GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const
- {
- switch(op)
- {
- case SOP_KEEP:
- return GL_KEEP;
- case SOP_ZERO:
- return GL_ZERO;
- case SOP_REPLACE:
- return GL_REPLACE;
- case SOP_INCREMENT:
- return invert ? GL_DECR : GL_INCR;
- case SOP_DECREMENT:
- return invert ? GL_INCR : GL_DECR;
- case SOP_INCREMENT_WRAP:
- return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
- case SOP_DECREMENT_WRAP:
- return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
- case SOP_INVERT:
- return GL_INVERT;
- };
- // to keep compiler happy
- return SOP_KEEP;
- }
- //---------------------------------------------------------------------
- GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const
- {
- switch(func)
- {
- case CMPF_ALWAYS_FAIL:
- return GL_NEVER;
- case CMPF_ALWAYS_PASS:
- return GL_ALWAYS;
- case CMPF_LESS:
- return GL_LESS;
- case CMPF_LESS_EQUAL:
- return GL_LEQUAL;
- case CMPF_EQUAL:
- return GL_EQUAL;
- case CMPF_NOT_EQUAL:
- return GL_NOTEQUAL;
- case CMPF_GREATER_EQUAL:
- return GL_GEQUAL;
- case CMPF_GREATER:
- return GL_GREATER;
- };
- // to keep compiler happy
- return GL_ALWAYS;
- }
- //-----------------------------------------------------------------------------
- String GLRenderSystem::getErrorDescription(long errCode) const
- {
- const GLubyte *errString = gluErrorString (errCode);
- return (errString != 0) ? String((const char*) errString) : StringUtil::BLANK;
- }
- //-----------------------------------------------------------------------------
- GLint GLRenderSystem::getBlendMode(SceneBlendFactor blendMode) const
- {
- switch(blendMode)
- {
- case SBF_ONE:
- return GL_ONE;
- case SBF_ZERO:
- return GL_ZERO;
- case SBF_DEST_COLOUR:
- return GL_DST_COLOR;
- case SBF_SOURCE_COLOUR:
- return GL_SRC_COLOR;
- case SBF_ONE_MINUS_DEST_COLOUR:
- return GL_ONE_MINUS_DST_COLOR;
- case SBF_ONE_MINUS_SOURCE_COLOUR:
- return GL_ONE_MINUS_SRC_COLOR;
- case SBF_DEST_ALPHA:
- return GL_DST_ALPHA;
- case SBF_SOURCE_ALPHA:
- return GL_SRC_ALPHA;
- case SBF_ONE_MINUS_DEST_ALPHA:
- return GL_ONE_MINUS_DST_ALPHA;
- case SBF_ONE_MINUS_SOURCE_ALPHA:
- return GL_ONE_MINUS_SRC_ALPHA;
- };
- // to keep compiler happy
- return GL_ONE;
- }
- //-----------------------------------------------------------------------------
- GLint GLRenderSystem::getTextureAddressingMode(
- TextureAddressingMode tam) const
- {
- switch(tam)
- {
- default:
- case TAM_WRAP:
- return GL_REPEAT;
- case TAM_MIRROR:
- return GL_MIRRORED_REPEAT;
- case TAM_CLAMP:
- return GL_CLAMP_TO_EDGE;
- case TAM_BORDER:
- return GL_CLAMP_TO_BORDER;
- }
- }
- //-----------------------------------------------------------------------------
- void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
- {
- size_t x = 0;
- for (size_t i = 0; i < 4; i++)
- {
- for (size_t j = 0; j < 4; j++)
- {
- gl_matrix[x] = m[j][i];
- x++;
- }
- }
- }
- //-----------------------------------------------------------------------
- void GLRenderSystem::initialiseContext(GLContext* primary)
- {
- // Set main and current context
- mMainContext = primary;
- mCurrentContext = mMainContext;
- // Set primary context as active
- if(mCurrentContext)
- mCurrentContext->setCurrent();
- // Setup GLSupport
- mGLSupport->initialiseExtensions();
- // Get extension function pointers
- #if CM_THREAD_SUPPORT != 1
- glewContextInit(mGLSupport);
- #endif
- }
- void GLRenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
- {
- if(caps->getRenderSystemName() != getName())
- {
- CM_EXCEPT(InvalidParametersException,
- "Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support OpenGL");
- }
- // set texture the number of texture units
- mFixedFunctionTextureUnits = caps->getNumTextureUnits();
- //In GL there can be less fixed function texture units than general
- //texture units. Get the minimum of the two.
- if (caps->hasCapability(RSC_FRAGMENT_PROGRAM))
- {
- GLint maxTexCoords = 0;
- glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &maxTexCoords);
- if (mFixedFunctionTextureUnits > maxTexCoords)
- {
- mFixedFunctionTextureUnits = maxTexCoords;
- }
- }
- if(caps->hasCapability(RSC_GL1_5_NOVBO))
- {
- // Assign ARB functions same to GL 1.5 version since
- // interface identical
- glBindBufferARB = glBindBuffer;
- glBufferDataARB = glBufferData;
- glBufferSubDataARB = glBufferSubData;
- glDeleteBuffersARB = glDeleteBuffers;
- glGenBuffersARB = glGenBuffers;
- glGetBufferParameterivARB = glGetBufferParameteriv;
- glGetBufferPointervARB = glGetBufferPointerv;
- glGetBufferSubDataARB = glGetBufferSubData;
- glIsBufferARB = glIsBuffer;
- glMapBufferARB = glMapBuffer;
- glUnmapBufferARB = glUnmapBuffer;
- }
- if(caps->hasCapability(RSC_VBO))
- {
- HardwareBufferManager::startUp(new GLHardwareBufferManager);
- }
- else
- {
- HardwareBufferManager::startUp(new GLDefaultHardwareBufferManager);
- }
- // GPU Program Manager setup
- GpuProgramManager::startUp(new GLGpuProgramManager());
- GLGpuProgramManager* gpuProgramManager = static_cast<GLGpuProgramManager*>(GpuProgramManager::instancePtr());
- if(caps->hasCapability(RSC_VERTEX_PROGRAM))
- {
- if(caps->isShaderProfileSupported("arbvp1"))
- {
- gpuProgramManager->registerProgramFactory("arbvp1", createGLArbGpuProgram);
- }
- if(caps->isShaderProfileSupported("vp30"))
- {
- gpuProgramManager->registerProgramFactory("vp30", createGLArbGpuProgram);
- }
- if(caps->isShaderProfileSupported("vp40"))
- {
- gpuProgramManager->registerProgramFactory("vp40", createGLArbGpuProgram);
- }
- if(caps->isShaderProfileSupported("gp4vp"))
- {
- gpuProgramManager->registerProgramFactory("gp4vp", createGLArbGpuProgram);
- }
- if(caps->isShaderProfileSupported("gpu_vp"))
- {
- gpuProgramManager->registerProgramFactory("gpu_vp", createGLArbGpuProgram);
- }
- }
- if(caps->hasCapability(RSC_GEOMETRY_PROGRAM))
- {
- //TODO : Should these be createGLArbGpuProgram or createGLGpuNVparseProgram?
- if(caps->isShaderProfileSupported("nvgp4"))
- {
- gpuProgramManager->registerProgramFactory("nvgp4", createGLArbGpuProgram);
- }
- if(caps->isShaderProfileSupported("gp4gp"))
- {
- gpuProgramManager->registerProgramFactory("gp4gp", createGLArbGpuProgram);
- }
- if(caps->isShaderProfileSupported("gpu_gp"))
- {
- gpuProgramManager->registerProgramFactory("gpu_gp", createGLArbGpuProgram);
- }
- }
- if(caps->hasCapability(RSC_FRAGMENT_PROGRAM))
- {
- if(caps->isShaderProfileSupported("ps_1_4"))
- {
- gpuProgramManager->registerProgramFactory("ps_1_4", createGL_ATI_FS_GpuProgram);
- }
- if(caps->isShaderProfileSupported("ps_1_3"))
- {
- gpuProgramManager->registerProgramFactory("ps_1_3", createGL_ATI_FS_GpuProgram);
- }
- if(caps->isShaderProfileSupported("ps_1_2"))
- {
- gpuProgramManager->registerProgramFactory("ps_1_2", createGL_ATI_FS_GpuProgram);
- }
- if(caps->isShaderProfileSupported("ps_1_1"))
- {
- gpuProgramManager->registerProgramFactory("ps_1_1", createGL_ATI_FS_GpuProgram);
- }
- if(caps->isShaderProfileSupported("arbfp1"))
- {
- gpuProgramManager->registerProgramFactory("arbfp1", createGLArbGpuProgram);
- }
- if(caps->isShaderProfileSupported("fp40"))
- {
- gpuProgramManager->registerProgramFactory("fp40", createGLArbGpuProgram);
- }
- if(caps->isShaderProfileSupported("fp30"))
- {
- gpuProgramManager->registerProgramFactory("fp30", createGLArbGpuProgram);
- }
- }
- if(caps->isShaderProfileSupported("glsl"))
- {
- // NFZ - check for GLSL vertex and fragment shader support successful
- mGLSLProgramFactory = new GLSLProgramFactory();
- HighLevelGpuProgramManager::instance().addFactory(mGLSLProgramFactory);
- }
- if(caps->isShaderProfileSupported("cg"))
- {
- // NFZ - check for GLSL vertex and fragment shader support successful
- mCgProgramFactory = new CgProgramFactory();
- HighLevelGpuProgramManager::instance().addFactory(mCgProgramFactory);
- }
- if(caps->hasCapability(RSC_HWOCCLUSION))
- {
- if(caps->hasCapability(RSC_GL1_5_NOHWOCCLUSION))
- {
- // Assign ARB functions same to GL 1.5 version since
- // interface identical
- glBeginQueryARB = glBeginQuery;
- glDeleteQueriesARB = glDeleteQueries;
- glEndQueryARB = glEndQuery;
- glGenQueriesARB = glGenQueries;
- glGetQueryObjectivARB = glGetQueryObjectiv;
- glGetQueryObjectuivARB = glGetQueryObjectuiv;
- glGetQueryivARB = glGetQueryiv;
- glIsQueryARB = glIsQuery;
- }
- }
- // Check for framebuffer object extension
- if(caps->hasCapability(RSC_FBO))
- {
- // Before GL version 2.0, we need to get one of the extensions
- if(caps->hasCapability(RSC_FBO_ARB))
- GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersARB;
- else if(caps->hasCapability(RSC_FBO_ATI))
- GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersATI;
- if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
- {
- // Create FBO manager
- GLRTTManager::startUp(new GLRTTManager());
- }
- }
- else
- {
- CM_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
- }
- /// Create the texture manager
- TextureManager::startUp(new GLTextureManager(*mGLSupport));
- mGLInitialised = true;
- }
- RenderSystemCapabilities* GLRenderSystem::createRenderSystemCapabilities() const
- {
- RenderSystemCapabilities* rsc = new RenderSystemCapabilities();
- rsc->setCategoryRelevant(CAPS_CATEGORY_GL, true);
- rsc->setDriverVersion(mDriverVersion);
- const char* deviceName = (const char*)glGetString(GL_RENDERER);
- const char* vendorName = (const char*)glGetString(GL_VENDOR);
- rsc->setDeviceName(deviceName);
- rsc->setRenderSystemName(getName());
- // determine vendor
- if (strstr(vendorName, "NVIDIA"))
- rsc->setVendor(GPU_NVIDIA);
- else if (strstr(vendorName, "ATI"))
- rsc->setVendor(GPU_ATI);
- else if (strstr(vendorName, "Intel"))
- rsc->setVendor(GPU_INTEL);
- else if (strstr(vendorName, "S3"))
- rsc->setVendor(GPU_S3);
- else if (strstr(vendorName, "Matrox"))
- rsc->setVendor(GPU_MATROX);
- else if (strstr(vendorName, "3DLabs"))
- rsc->setVendor(GPU_3DLABS);
- else if (strstr(vendorName, "SiS"))
- rsc->setVendor(GPU_SIS);
- else
- rsc->setVendor(GPU_UNKNOWN);
- // Supports fixed-function
- rsc->setCapability(RSC_FIXED_FUNCTION);
- // Check for hardware mipmapping support.
- if(GLEW_VERSION_1_4 || GLEW_SGIS_generate_mipmap)
- {
- bool disableAutoMip = false;
- #if CM_PLATFORM == CM_PLATFORM_APPLE || CM_PLATFORM == CM_PLATFORM_LINUX
- // Apple & Linux ATI drivers have faults in hardware mipmap generation
- if (rsc->getVendor() == GPU_ATI)
- disableAutoMip = true;
- #endif
- // The Intel 915G frequently corrupts textures when using hardware mip generation
- // I'm not currently sure how many generations of hardware this affects,
- // so for now, be safe.
- if (rsc->getVendor() == GPU_INTEL)
- disableAutoMip = true;
- // SiS chipsets also seem to have problems with this
- if (rsc->getVendor() == GPU_SIS)
- disableAutoMip = true;
- if (!disableAutoMip)
- rsc->setCapability(RSC_AUTOMIPMAP);
- }
- // Check for blending support
- if(GLEW_VERSION_1_3 ||
- GLEW_ARB_texture_env_combine ||
- GLEW_EXT_texture_env_combine)
- {
- rsc->setCapability(RSC_BLENDING);
- }
- // Check for Multitexturing support and set number of texture units
- if(GLEW_VERSION_1_3 ||
- GLEW_ARB_multitexture)
- {
- GLint units;
- glGetIntegerv( GL_MAX_TEXTURE_UNITS, &units );
- if (GLEW_ARB_fragment_program)
- {
- // Also check GL_MAX_TEXTURE_IMAGE_UNITS_ARB since NV at least
- // only increased this on the FX/6x00 series
- GLint arbUnits;
- glGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &arbUnits );
- if (arbUnits > units)
- units = arbUnits;
- }
- rsc->setNumTextureUnits(units);
- }
- else
- {
- // If no multitexture support then set one texture unit
- rsc->setNumTextureUnits(1);
- }
- // Check for Anisotropy support
- if(GLEW_EXT_texture_filter_anisotropic)
- {
- rsc->setCapability(RSC_ANISOTROPY);
- }
- // Check for DOT3 support
- if(GLEW_VERSION_1_3 ||
- GLEW_ARB_texture_env_dot3 ||
- GLEW_EXT_texture_env_dot3)
- {
- rsc->setCapability(RSC_DOT3);
- }
- // Check for cube mapping
- if(GLEW_VERSION_1_3 ||
- GLEW_ARB_texture_cube_map ||
- GLEW_EXT_texture_cube_map)
- {
- rsc->setCapability(RSC_CUBEMAPPING);
- }
- // Point sprites
- if (GLEW_VERSION_2_0 || GLEW_ARB_point_sprite)
- {
- rsc->setCapability(RSC_POINT_SPRITES);
- }
- // Check for point parameters
- if (GLEW_VERSION_1_4)
- {
- rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
- }
- if (GLEW_ARB_point_parameters)
- {
- rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS_ARB);
- }
- if (GLEW_EXT_point_parameters)
- {
- rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS_EXT);
- }
- // Check for hardware stencil support and set bit depth
- GLint stencil;
- glGetIntegerv(GL_STENCIL_BITS,&stencil);
- if(stencil)
- {
- rsc->setCapability(RSC_HWSTENCIL);
- rsc->setStencilBufferBitDepth(stencil);
- }
- if(GLEW_VERSION_1_5 || GLEW_ARB_vertex_buffer_object)
- {
- if (!GLEW_ARB_vertex_buffer_object)
- {
- rsc->setCapability(RSC_GL1_5_NOVBO);
- }
- rsc->setCapability(RSC_VBO);
- }
- if(GLEW_ARB_vertex_program)
- {
- rsc->setCapability(RSC_VERTEX_PROGRAM);
- // Vertex Program Properties
- rsc->setVertexProgramConstantBoolCount(0);
- rsc->setVertexProgramConstantIntCount(0);
- GLint floatConstantCount;
- glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &floatConstantCount);
- rsc->setVertexProgramConstantFloatCount(floatConstantCount);
- rsc->addShaderProfile("arbvp1");
- rsc->addGpuProgramProfile(GPP_VS_1_1, "arbvp1"); // TODO - I don't know if any of these GpuProgramProfile mappings are correct!
- rsc->addGpuProgramProfile(GPP_VS_2_0, "arbvp1");
- rsc->addGpuProgramProfile(GPP_VS_2_a, "arbvp1");
- rsc->addGpuProgramProfile(GPP_VS_2_x, "arbvp1");
- if (GLEW_NV_vertex_program2_option)
- {
- rsc->addShaderProfile("vp30");
- rsc->addGpuProgramProfile(GPP_VS_3_0, "vp30"); // TODO - I don't know if any of these GpuProgramProfile mappings are correct!
- rsc->addGpuProgramProfile(GPP_VS_4_0, "vp30");
- }
- if (GLEW_NV_vertex_program3)
- {
- rsc->addShaderProfile("vp40");
- rsc->addGpuProgramProfile(GPP_VS_3_0, "vp40"); // TODO - I don't know if any of these GpuProgramProfile mappings are correct!
- rsc->addGpuProgramProfile(GPP_VS_4_0, "vp40");
- }
- if (GLEW_NV_vertex_program4)
- {
- rsc->addShaderProfile("gp4vp");
- rsc->addShaderProfile("gpu_vp");
- }
- }
- if (GLEW_NV_register_combiners2 &&
- GLEW_NV_texture_shader)
- {
- rsc->setCapability(RSC_FRAGMENT_PROGRAM);
- }
- // NFZ - check for ATI fragment shader support
- if (GLEW_ATI_fragment_shader)
- {
- rsc->setCapability(RSC_FRAGMENT_PROGRAM);
- // no boolean params allowed
- rsc->setFragmentProgramConstantBoolCount(0);
- // no integer params allowed
- rsc->setFragmentProgramConstantIntCount(0);
- // only 8 Vector4 constant floats supported
- rsc->setFragmentProgramConstantFloatCount(8);
- rsc->addShaderProfile("ps_1_4");
- rsc->addShaderProfile("ps_1_3");
- rsc->addShaderProfile("ps_1_2");
- rsc->addShaderProfile("ps_1_1");
- rsc->addGpuProgramProfile(GPP_PS_1_1, "ps_1_1"); // TODO - I don't know if any of these GpuProgramProfile mappings are correct!
- rsc->addGpuProgramProfile(GPP_PS_1_2, "ps_1_2");
- rsc->addGpuProgramProfile(GPP_PS_1_3, "ps_1_3");
- rsc->addGpuProgramProfile(GPP_PS_1_4, "ps_1_4");
- }
- if (GLEW_ARB_fragment_program)
- {
- rsc->setCapability(RSC_FRAGMENT_PROGRAM);
- // Fragment Program Properties
- rsc->setFragmentProgramConstantBoolCount(0);
- rsc->setFragmentProgramConstantIntCount(0);
- GLint floatConstantCount;
- glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &floatConstantCount);
- rsc->setFragmentProgramConstantFloatCount(floatConstantCount);
- rsc->addShaderProfile("arbfp1");
- rsc->addGpuProgramProfile(GPP_PS_1_1, "arbfp1"); // TODO - I don't know if any of these GpuProgramProfile mappings are correct!
- rsc->addGpuProgramProfile(GPP_PS_1_2, "arbfp1");
- rsc->addGpuProgramProfile(GPP_PS_1_3, "arbfp1");
- rsc->addGpuProgramProfile(GPP_PS_1_4, "arbfp1");
- rsc->addGpuProgramProfile(GPP_PS_2_0, "arbfp1");
- rsc->addGpuProgramProfile(GPP_PS_2_a, "arbfp1");
- rsc->addGpuProgramProfile(GPP_PS_2_b, "arbfp1");
- rsc->addGpuProgramProfile(GPP_PS_2_x, "arbfp1");
- if (GLEW_NV_fragment_program_option)
- {
- rsc->addShaderProfile("fp30");
- rsc->addGpuProgramProfile(GPP_PS_3_0, "fp30"); // TODO - I don't know if any of these GpuProgramProfile mappings are correct!
- rsc->addGpuProgramProfile(GPP_PS_3_x, "fp30");
- rsc->addGpuProgramProfile(GPP_PS_4_0, "fp30");
- }
- if (GLEW_NV_fragment_program2)
- {
- rsc->addShaderProfile("fp40");
- rsc->addGpuProgramProfile(GPP_PS_3_0, "fp40"); // TODO - I don't know if any of these GpuProgramProfile mappings are correct!
- rsc->addGpuProgramProfile(GPP_PS_3_x, "fp40");
- rsc->addGpuProgramProfile(GPP_PS_4_0, "fp40");
- }
- }
- rsc->addShaderProfile("cg");
- // NFZ - Check if GLSL is supported
- if ( GLEW_VERSION_2_0 ||
- (GLEW_ARB_shading_language_100 &&
- GLEW_ARB_shader_objects &&
- GLEW_ARB_fragment_shader &&
- GLEW_ARB_vertex_shader) )
- {
- rsc->addShaderProfile("glsl");
- }
- // Check if geometry shaders are supported
- if (GLEW_VERSION_2_0 &&
- GLEW_EXT_geometry_shader4)
- {
- rsc->setCapability(RSC_GEOMETRY_PROGRAM);
- rsc->addShaderProfile("nvgp4");
- //Also add the CG profiles
- rsc->addShaderProfile("gpu_gp");
- rsc->addShaderProfile("gp4gp");
- rsc->setGeometryProgramConstantBoolCount(0);
- rsc->setGeometryProgramConstantIntCount(0);
- GLint floatConstantCount = 0;
- glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
- rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
- GLint maxOutputVertices;
- glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
- rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
- }
- //Check if render to vertex buffer (transform feedback in OpenGL)
- if (GLEW_VERSION_2_0 &&
- GLEW_NV_transform_feedback)
- {
- rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
- }
- // Check for texture compression
- if(GLEW_VERSION_1_3 || GLEW_ARB_texture_compression)
- {
- rsc->setCapability(RSC_TEXTURE_COMPRESSION);
- // Check for dxt compression
- if(GLEW_EXT_texture_compression_s3tc)
- {
- #if defined(__APPLE__) && defined(__PPC__)
- // Apple on ATI & PPC has errors in DXT
- if (mGLSupport->getGLVendor().find("ATI") == std::string::npos)
- #endif
- rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
- }
- // Check for vtc compression
- if(GLEW_NV_texture_compression_vtc)
- {
- rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
- }
- }
- // Scissor test is standard in GL 1.2 (is it emulated on some cards though?)
- rsc->setCapability(RSC_SCISSOR_TEST);
- // As are user clipping planes
- rsc->setCapability(RSC_USER_CLIP_PLANES);
- // 2-sided stencil?
- if (GLEW_VERSION_2_0 || GLEW_EXT_stencil_two_side)
- {
- rsc->setCapability(RSC_TWO_SIDED_STENCIL);
- }
- // stencil wrapping?
- if (GLEW_VERSION_1_4 || GLEW_EXT_stencil_wrap)
- {
- rsc->setCapability(RSC_STENCIL_WRAP);
- }
- // Check for hardware occlusion support
- if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query)
- {
- // Some buggy driver claim that it is GL 1.5 compliant and
- // not support ARB_occlusion_query
- if (!GLEW_ARB_occlusion_query)
- {
- rsc->setCapability(RSC_GL1_5_NOHWOCCLUSION);
- }
- rsc->setCapability(RSC_HWOCCLUSION);
- }
- else if (GLEW_NV_occlusion_query)
- {
- // Support NV extension too for old hardware
- rsc->setCapability(RSC_HWOCCLUSION);
- }
- // UBYTE4 always supported
- rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
- // Infinite far plane always supported
- rsc->setCapability(RSC_INFINITE_FAR_PLANE);
- // Check for non-power-of-2 texture support
- if(GLEW_ARB_texture_non_power_of_two)
- {
- rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
- }
- // Check for Float textures
- if(GLEW_ATI_texture_float || GLEW_ARB_texture_float)
- {
- rsc->setCapability(RSC_TEXTURE_FLOAT);
- }
- // 3D textures should be supported by GL 1.2, which is our minimum version
- rsc->setCapability(RSC_TEXTURE_3D);
- // Check for framebuffer object extension
- if(GLEW_EXT_framebuffer_object)
- {
- // Probe number of draw buffers
- // Only makes sense with FBO support, so probe here
- if(GLEW_VERSION_2_0 ||
- GLEW_ARB_draw_buffers ||
- GLEW_ATI_draw_buffers)
- {
- GLint buffers;
- glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
- rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)CM_MAX_MULTIPLE_RENDER_TARGETS));
- rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
- if(!GLEW_VERSION_2_0)
- {
- // Before GL version 2.0, we need to get one of the extensions
- if(GLEW_ARB_draw_buffers)
- rsc->setCapability(RSC_FBO_ARB);
- if(GLEW_ATI_draw_buffers)
- rsc->setCapability(RSC_FBO_ATI);
- }
- // Set FBO flag for all 3 'subtypes'
- rsc->setCapability(RSC_FBO);
- }
- rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
- }
- // Check GLSupport for PBuffer support
- if(mGLSupport->supportsPBuffers())
- {
- // Use PBuffers
- rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
- rsc->setCapability(RSC_PBUFFER);
- }
- // Point size
- if (GLEW_VERSION_1_4)
- {
- float ps;
- glGetFloatv(GL_POINT_SIZE_MAX, &ps);
- rsc->setMaxPointSize(ps);
- }
- else
- {
- GLint vSize[2];
- glGetIntegerv(GL_POINT_SIZE_RANGE,vSize);
- rsc->setMaxPointSize((float)vSize[1]);
- }
- // Vertex texture fetching
- if (mGLSupport->checkExtension("GL_ARB_vertex_shader"))
- {
- GLint vUnits;
- glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &vUnits);
- rsc->setNumVertexTextureUnits(static_cast<UINT16>(vUnits));
- if (vUnits > 0)
- {
- rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
- }
- // GL always shares vertex and fragment texture units (for now?)
- rsc->setVertexTextureUnitsShared(true);
- }
- // Mipmap LOD biasing?
- if (GLEW_VERSION_1_4 || GLEW_EXT_texture_lod_bias)
- {
- rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
- }
- // Alpha to coverage?
- if (mGLSupport->checkExtension("GL_ARB_multisample"))
- {
- // Alpha to coverage always 'supported' when MSAA is available
- // although card may ignore it if it doesn't specifically support A2C
- rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
- }
- // Advanced blending operations
- if(GLEW_VERSION_2_0)
- {
- rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
- }
- return rsc;
- }
- /************************************************************************/
- /* UTILITY */
- /************************************************************************/
- float GLRenderSystem::getMinimumDepthInputValue(void)
- {
- // Range [-1.0f, 1.0f]
- return -1.0f;
- }
- //---------------------------------------------------------------------
- float GLRenderSystem::getMaximumDepthInputValue(void)
- {
- // Range [-1.0f, 1.0f]
- return 1.0f;
- }
- //---------------------------------------------------------------------
- float GLRenderSystem::getHorizontalTexelOffset(void)
- {
- // No offset in GL
- return 0.0f;
- }
- //---------------------------------------------------------------------
- float GLRenderSystem::getVerticalTexelOffset(void)
- {
- // No offset in GL
- return 0.0f;
- }
- VertexElementType GLRenderSystem::getColorVertexElementType(void) const
- {
- return VET_COLOUR_ABGR;
- }
- //---------------------------------------------------------------------
- void GLRenderSystem::convertProjectionMatrix(const Matrix4& matrix,
- Matrix4& dest, bool forGpuProgram)
- {
- // no any conversion request for OpenGL
- dest = matrix;
- }
- }
- #undef THROW_IF_NOT_RENDER_THREAD
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