2
0

BsGLRenderAPI.h 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425
  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::setGraphicsPipeline */
  25. void setGraphicsPipeline(const SPtr<GpuPipelineStateCore>& pipelineState,
  26. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  27. /** @copydoc RenderAPICore::setComputePipeline */
  28. void setComputePipeline(const SPtr<GpuProgramCore>& computeProgram,
  29. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  30. /** @copydoc RenderAPICore::setGpuParams() */
  31. void setGpuParams(const SPtr<GpuParamsCore>& gpuParams,
  32. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  33. /** @copydoc RenderAPICore::beginFrame() */
  34. void beginFrame(const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  35. /** @copydoc RenderAPICore::endFrame() */
  36. void endFrame(const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  37. /** @copydoc RenderAPICore::setViewport() */
  38. void setViewport(const Rect2& area, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  39. /** @copydoc RenderAPICore::setScissorRect() */
  40. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom,
  41. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  42. /** @copydoc RenderAPICore::setStencilRef */
  43. void setStencilRef(UINT32 value, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  44. /** @copydoc RenderAPICore::setVertexBuffers() */
  45. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers,
  46. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  47. /** @copydoc RenderAPICore::setIndexBuffer() */
  48. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer,
  49. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  50. /** @copydoc RenderAPICore::setVertexDeclaration() */
  51. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration,
  52. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  53. /** @copydoc RenderAPICore::setDrawOperation() */
  54. void setDrawOperation(DrawOperationType op, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  55. /** @copydoc RenderAPICore::draw() */
  56. void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0,
  57. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  58. /** @copydoc RenderAPICore::drawIndexed() */
  59. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount
  60. , UINT32 instanceCount = 0, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  61. /** @copydoc RenderAPICore::dispatchCompute() */
  62. void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1,
  63. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  64. /** @copydoc RenderAPICore::swapBuffers() */
  65. void swapBuffers(const SPtr<RenderTargetCore>& target,
  66. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  67. /** @copydoc RenderAPICore::setRenderTarget() */
  68. void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false,
  69. const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  70. /** @copydoc RenderAPICore::clearRenderTarget() */
  71. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  72. UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  73. /** @copydoc RenderAPICore::clearViewport() */
  74. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  75. UINT8 targetMask = 0xFF, const SPtr<CommandBuffer>& commandBuffer = nullptr) override;
  76. /** @copydoc RenderAPICore::addCommands() */
  77. void addCommands(const SPtr<CommandBuffer>& commandBuffer, const SPtr<CommandBuffer>& secondary) override;
  78. /** @copydoc RenderAPICore::executeCommands() */
  79. void executeCommands(const SPtr<CommandBuffer>& commandBuffer) override;
  80. /** @copydoc RenderAPICore::convertProjectionMatrix() */
  81. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  82. /** @copydoc RenderAPICore::getAPIInfo */
  83. const RenderAPIInfo& getAPIInfo() const override;
  84. /** @copydoc RenderAPICore::generateParamBlockDesc() */
  85. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  86. /************************************************************************/
  87. /* Internal use by OpenGL RenderSystem only */
  88. /************************************************************************/
  89. /** Query has the main context been initialized. */
  90. bool _isContextInitialized() const { return mGLInitialised; }
  91. /** Returns main context. Caller must ensure the context has been initialized. */
  92. SPtr<GLContext> getMainContext() const { return mMainContext; }
  93. /** Returns a support object you may use for creating */
  94. GLSupport* getGLSupport() const { return mGLSupport; }
  95. protected:
  96. /** @copydoc RenderAPICore::initializePrepare */
  97. void initialize() override;
  98. /** @copydoc RenderAPICore::initializeFinalize */
  99. void initializeWithWindow(const SPtr<RenderWindowCore>& primaryWindow) override;
  100. /** @copydoc RenderAPICore::destroyCore */
  101. void destroyCore() override;
  102. /** Call before doing a draw operation, this method sets everything up. */
  103. void beginDraw();
  104. /** Needs to accompany every beginDraw after you are done with a single draw operation. */
  105. void endDraw();
  106. /** Clear a part of a render target. */
  107. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  108. const Rect2I& clearArea = Rect2I::EMPTY, UINT8 targetMask = 0xFF);
  109. /**
  110. * Changes the currently active texture unit. Any texture related operations will then be performed on this unit.
  111. */
  112. bool activateGLTextureUnit(UINT16 unit);
  113. /** Retrieves the active GPU program of the specified type. */
  114. SPtr<GLSLGpuProgramCore> getActiveProgram(GpuProgramType gptype) const;
  115. /** Converts Banshee blend mode to OpenGL blend mode. */
  116. GLint getBlendMode(BlendFactor blendMode) const;
  117. /** Converts Banshee texture addressing mode to OpenGL texture addressing mode. */
  118. GLint getTextureAddressingMode(TextureAddressingMode tam) const;
  119. /** Gets a combined min/mip filter value usable by OpenGL from the currently set min and mip filters. */
  120. GLuint getCombinedMinMipFilter() const;
  121. /** Returns the OpenGL specific mode used for drawing, depending on the currently set draw operation. */
  122. GLint getGLDrawMode() const;
  123. /** Creates render system capabilities that specify which features are or aren't supported. */
  124. RenderAPICapabilities* createRenderSystemCapabilities() const;
  125. /** Finish initialization by setting up any systems dependant on render systemcapabilities. */
  126. void initFromCaps(RenderAPICapabilities* caps);
  127. /**
  128. * Switch the currently used OpenGL context. You will need to re-bind any previously bound values manually
  129. * (for example textures, gpu programs and such).
  130. */
  131. void switchContext(const SPtr<GLContext>& context);
  132. /************************************************************************/
  133. /* Sampler states */
  134. /************************************************************************/
  135. /**
  136. * Sets the texture addressing mode for a texture unit. This determines how are UV address values outside of [0, 1]
  137. * range handled when sampling from texture.
  138. */
  139. void setTextureAddressingMode(UINT16 unit, const UVWAddressingMode& uvw);
  140. /**
  141. * Sets the texture border color for a texture unit. Border color determines color returned by the texture sampler
  142. * when border addressing mode is used and texture address is outside of [0, 1] range.
  143. */
  144. void setTextureBorderColor(UINT16 unit, const Color& color);
  145. /**
  146. * Sets the mipmap bias value for a given texture unit. Bias allows you to adjust the mipmap selection calculation.
  147. * Negative values force a larger mipmap to be used, and positive values smaller. Units are in values of mip levels,
  148. * so -1 means use a mipmap one level higher than default.
  149. */
  150. void setTextureMipmapBias(UINT16 unit, float bias);
  151. /**
  152. * Allows you to specify how is the texture bound to the specified texture unit filtered. Different filter types are
  153. * used for different situations like magnifying or minifying a texture.
  154. */
  155. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  156. /** Sets anisotropy value for the specified texture unit. */
  157. void setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy);
  158. /** Gets anisotropy value for the specified texture unit. */
  159. GLfloat getCurrentAnisotropy(UINT16 unit);
  160. /************************************************************************/
  161. /* Blend states */
  162. /************************************************************************/
  163. /**
  164. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  165. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  166. */
  167. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  168. /**
  169. * Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  170. * Allows you to set up separate blend operations for alpha values.
  171. *
  172. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  173. */
  174. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  175. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  176. /**
  177. * Sets alpha test that allows you to reject pixels that fail the comparison function versus the provided reference
  178. * value.
  179. */
  180. void setAlphaTest(CompareFunction func, unsigned char value);
  181. /**
  182. * Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing to worry about order
  183. * of rendering like regular blending does. It requires multi-sampling to be active in order to work, and you need
  184. * to supply an alpha texture that determines object transparency.
  185. */
  186. void setAlphaToCoverage(bool enabled);
  187. /** Enables or disables writing to certain color channels of the render target. */
  188. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  189. /************************************************************************/
  190. /* Rasterizer states */
  191. /************************************************************************/
  192. /** Sets vertex winding order. Normally you would use this to cull back facing polygons. */
  193. void setCullingMode(CullingMode mode);
  194. /** Sets the polygon rasterization mode. Determines how are polygons interpreted. */
  195. void setPolygonMode(PolygonMode level);
  196. /**
  197. * Sets a depth bias that will offset the depth values of new pixels by the specified amount. Final depth bias value
  198. * is a combination of the constant depth bias and slope depth bias. Slope depth bias has more effect the higher
  199. * the slope of the rendered polygon.
  200. *
  201. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  202. */
  203. void setDepthBias(float constantBias, float slopeScaleBias);
  204. /**
  205. * Scissor test allows you to mask off rendering in all but a given rectangular area identified by the rectangle
  206. * set by setScissorRect().
  207. */
  208. void setScissorTestEnable(bool enable);
  209. /** Enables or disables multisample antialiasing. */
  210. void setMultisamplingEnable(bool enable);
  211. /** Enables or disables depth clipping (near/fear plane clipping). */
  212. void setDepthClipEnable(bool enable);
  213. /** Enables or disables antialiased line rendering. */
  214. void setAntialiasedLineEnable(bool enable);
  215. /************************************************************************/
  216. /* Depth stencil state */
  217. /************************************************************************/
  218. /** Should new pixels perform depth testing using the set depth comparison function before being written. */
  219. void setDepthBufferCheckEnabled(bool enabled = true);
  220. /** Should new pixels write to the depth buffer. */
  221. void setDepthBufferWriteEnabled(bool enabled = true);
  222. /**
  223. * Sets comparison function used for depth testing. Determines how are new and existing pixel values compared - if
  224. * comparison function returns true the new pixel is written.
  225. */
  226. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  227. /**
  228. * Turns stencil tests on or off. By default this is disabled. Stencil testing allow you to mask out a part of the
  229. * rendered image by using various stencil operations provided.
  230. */
  231. void setStencilCheckEnabled(bool enabled);
  232. /**
  233. * Allows you to set stencil operations that are performed when stencil test passes or fails.
  234. *
  235. * @param[in] stencilFailOp Operation executed when stencil test fails.
  236. * @param[in] depthFailOp Operation executed when stencil test succeeds but depth test fails.
  237. * @param[in] passOp Operation executed when stencil test succeeds and depth test succeeds.
  238. * @param[in] front Should the stencil operations be applied to front or back facing polygons.
  239. */
  240. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  241. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  242. bool front = true);
  243. /**
  244. * Sets a stencil buffer comparison function. The result of this will cause one of 3 actions depending on whether
  245. * the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check
  246. * passing too.
  247. *
  248. * @param[in] func Comparison function that determines whether a stencil test fails or passes. Reference value
  249. * gets compared to the value already in the buffer using this function.
  250. * @param[in] mask The bitmask applied to both the stencil value and the reference value
  251. * before comparison
  252. * @param[in] ccw If set to true, the stencil operations will be applied to counterclockwise
  253. * faces. Otherwise they will be applied to clockwise faces.
  254. */
  255. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, UINT32 mask = 0xFFFFFFFF, bool ccw = true);
  256. /** The bitmask applied to the stencil value before writing it to the stencil buffer. */
  257. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  258. /**
  259. * Sets a reference values used for stencil buffer comparisons. Actual comparison function and stencil operations
  260. * are set by setting the DepthStencilState.
  261. */
  262. void setStencilRefValue(UINT32 refValue);
  263. /************************************************************************/
  264. /* UTILITY METHODS */
  265. /************************************************************************/
  266. /**
  267. * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target
  268. * and applies them for further rendering.
  269. */
  270. void applyViewport();
  271. /** Converts the provided matrix m into a representation usable by OpenGL. */
  272. void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m);
  273. /** Converts the engine depth/stencil compare function into OpenGL representation. */
  274. GLint convertCompareFunction(CompareFunction func) const;
  275. /**
  276. * Convers the engine stencil operation in OpenGL representation. Optionally inverts the operation (increment
  277. * becomes decrement, etc.).
  278. */
  279. GLint convertStencilOp(StencilOperation op, bool invert = false) const;
  280. /** Checks if there are any OpenGL errors and prints them to the log. */
  281. bool checkForErrors() const;
  282. private:
  283. /** Information about a currently bound texture. */
  284. struct TextureInfo
  285. {
  286. GLenum type;
  287. };
  288. static const UINT32 MAX_VB_COUNT = 32;
  289. Rect2 mViewportNorm;
  290. UINT32 mScissorTop, mScissorBottom, mScissorLeft, mScissorRight;
  291. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  292. UINT32 mStencilReadMask;
  293. UINT32 mStencilWriteMask;
  294. UINT32 mStencilRefValue;
  295. CompareFunction mStencilCompareFront;
  296. CompareFunction mStencilCompareBack;
  297. // Last min & mip filtering options, so we can combine them
  298. FilterOptions mMinFilter;
  299. FilterOptions mMipFilter;
  300. // Holds texture type settings for every stage
  301. UINT32 mNumTextureUnits;
  302. TextureInfo* mTextureInfos;
  303. bool mDepthWrite;
  304. bool mColorWrite[4];
  305. GLSupport* mGLSupport;
  306. bool mGLInitialised;
  307. GLSLProgramFactory* mGLSLProgramFactory;
  308. GLSLProgramPipelineManager* mProgramPipelineManager;
  309. SPtr<GLSLGpuProgramCore> mCurrentVertexProgram;
  310. SPtr<GLSLGpuProgramCore> mCurrentFragmentProgram;
  311. SPtr<GLSLGpuProgramCore> mCurrentGeometryProgram;
  312. SPtr<GLSLGpuProgramCore> mCurrentHullProgram;
  313. SPtr<GLSLGpuProgramCore> mCurrentDomainProgram;
  314. SPtr<GLSLGpuProgramCore> mCurrentComputeProgram;
  315. const GLSLProgramPipeline* mActivePipeline;
  316. std::array<SPtr<VertexBufferCore>, MAX_VB_COUNT> mBoundVertexBuffers;
  317. SPtr<VertexDeclarationCore> mBoundVertexDeclaration;
  318. SPtr<IndexBufferCore> mBoundIndexBuffer;
  319. DrawOperationType mCurrentDrawOperation;
  320. SPtr<GLContext> mMainContext;
  321. SPtr<GLContext> mCurrentContext;
  322. bool mDrawCallInProgress;
  323. UINT16 mActiveTextureUnit;
  324. };
  325. /** @} */
  326. }