CmRenderSystem.h 13 KB

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  1. #pragma once
  2. #include "CmPrerequisites.h"
  3. #include <memory>
  4. #include "CmString.h"
  5. #include "CmSamplerState.h"
  6. #include "CmCommonEnums.h"
  7. #include "CmCommandQueue.h"
  8. #include "CmDrawOps.h"
  9. #include "CmRenderSystemCapabilities.h"
  10. #include "CmRenderTarget.h"
  11. #include "CmRenderTexture.h"
  12. #include "CmRenderWindow.h"
  13. #include "CmGpuProgram.h"
  14. #include "CmVertexDeclaration.h"
  15. #include "CmPlane.h"
  16. #include "CmModule.h"
  17. #include "BsEvent.h"
  18. namespace BansheeEngine
  19. {
  20. /**
  21. * @brief Render system provides base functionality for a rendering API like
  22. * DirectX or OpenGL. Most of the class is abstract and specific
  23. * subclass for each rendering API needs to be implemented.
  24. *
  25. * @note Core thread only unless specifically noted otherwise on per-method basis.
  26. */
  27. class CM_EXPORT RenderSystem : public Module<RenderSystem>
  28. {
  29. public:
  30. RenderSystem();
  31. virtual ~RenderSystem();
  32. /**
  33. * @brief Returns the name of the rendering system.
  34. *
  35. * @note Thread safe.
  36. */
  37. virtual const String& getName() const = 0;
  38. /**
  39. * @brief Gets the name of the primary shading language
  40. * used by the rendering system.
  41. *
  42. * @note Thread safe.
  43. */
  44. virtual const String& getShadingLanguageName() const = 0;
  45. /**
  46. * @brief Sets a sampler state for the specified texture unit.
  47. *
  48. * @see SamplerState
  49. */
  50. virtual void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState) = 0;
  51. /**
  52. * @brief Sets a blend state used for all active render targets.
  53. *
  54. * @see BlendState
  55. */
  56. virtual void setBlendState(const BlendStatePtr& blendState) = 0;
  57. /**
  58. * @brief Sets a state that controls various rasterizer options.
  59. *
  60. * @see RasterizerState
  61. */
  62. virtual void setRasterizerState(const RasterizerStatePtr& rasterizerState) = 0;
  63. /**
  64. * @brief Sets a state that controls depth & stencil buffer options.
  65. *
  66. * @see DepthStencilState
  67. */
  68. virtual void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue) = 0;
  69. /**
  70. * @brief Binds a texture to the pipeline for the specified GPU program type at the specified slot.
  71. * If the slot matches the one configured in the GPU program the program will be able to access
  72. * this texture on the GPU.
  73. */
  74. virtual void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr) = 0;
  75. /**
  76. * @brief Turns off a texture unit.
  77. */
  78. virtual void disableTextureUnit(GpuProgramType gptype, UINT16 texUnit);
  79. /**
  80. * @brief Signals that rendering for a specific viewport has started. Any draw calls
  81. * need to be called between beginFrame and endFrame. You may not switch render targets
  82. * until you call endFrame.
  83. */
  84. virtual void beginFrame() = 0;
  85. /**
  86. * @brief Ends that rendering to a specific viewport has ended.
  87. */
  88. virtual void endFrame() = 0;
  89. /**
  90. * @brief Sets the active viewport that will be used for all render operations.
  91. * Viewport will change active render target if needed.
  92. */
  93. virtual void setViewport(const ViewportPtr& vp) = 0;
  94. /**
  95. * @brief Sets the provided vertex buffers starting at the specified source index.
  96. * Set buffer to nullptr to clear the buffer at the specified index.
  97. */
  98. virtual void setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers) = 0;
  99. /**
  100. * @brief Sets an index buffer to use when drawing. Indices in an index buffer
  101. * reference vertices in the vertex buffer, which increases cache coherency
  102. * and reduces the size of vertex buffers by eliminating duplicate data.
  103. */
  104. virtual void setIndexBuffer(const IndexBufferPtr& buffer) = 0;
  105. /**
  106. * @brief Sets the vertex declaration to use when drawing. Vertex declaration
  107. * is used to decode contents of a single vertex in a vertex buffer.
  108. */
  109. virtual void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration) = 0;
  110. /**
  111. * @brief Sets the draw operation that determines how to interpret the elements
  112. * of the index or vertex buffers.
  113. */
  114. virtual void setDrawOperation(DrawOperationType op) = 0;
  115. /**
  116. * @brief A helper method that provides a simple way of rendering a single object. It will
  117. * automatically set up vertex declaration, draw operation, vertex and index buffers and
  118. * draw them.
  119. *
  120. * @param mesh The mesh.
  121. * @param indexOffset (optional) Offset into the mesh buffer to start drawing from.
  122. * @param indexCount (optional) Number of indexes to draw, starting at the offset. Ignored if "drawIndexed" is false. If 0 all indices in the mesh will be drawn.
  123. * @param useIndices (optional) If true, drawing is done using the index buffer on the mesh and the provided offset and size, otherwise all mesh vertices are drawn sequentially.
  124. * @param drawOp (optional) Draw operation to use when rendering.
  125. */
  126. virtual void render(const MeshBasePtr& mesh, UINT32 indexOffset = 0, UINT32 indexCount = 0, bool useIndices = true, DrawOperationType drawOp = DOT_TRIANGLE_LIST);
  127. /**
  128. * @brief Draw an object based on currently bound GPU programs, vertex declaration and vertex buffers.
  129. *
  130. * Draws directly from the vertex buffer without using indices.
  131. */
  132. virtual void draw(UINT32 vertexOffset, UINT32 vertexCount) = 0;
  133. /**
  134. * @brief Draw an object based on currently bound GPU programs, vertex declaration, vertex
  135. * and index buffers.
  136. */
  137. virtual void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) = 0;
  138. /**
  139. * @brief Swap the front and back buffer of the specified render target.
  140. */
  141. virtual void swapBuffers(RenderTargetPtr target);
  142. /**
  143. * @brief Gets the capabilities of the render system.
  144. *
  145. * @note Thread safe.
  146. */
  147. const RenderSystemCapabilities* getCapabilities() const;
  148. /**
  149. * @brief Returns information about the driver version.
  150. */
  151. virtual const DriverVersion& getDriverVersion() const;
  152. /**
  153. * @brief Binds the provided GPU program to the pipeline. Any following
  154. * draw operations will use this program.
  155. *
  156. * @note You need to bind at least a vertex and a fragment program in order to draw something.
  157. */
  158. virtual void bindGpuProgram(HGpuProgram prg);
  159. /**
  160. * @brief Binds GPU program parameters. Caller must ensure these match the previously
  161. * bound GPU program.
  162. */
  163. virtual void bindGpuParams(GpuProgramType gptype, BindableGpuParams& params) = 0;
  164. /**
  165. * @brief Unbinds a program of a given type.
  166. */
  167. virtual void unbindGpuProgram(GpuProgramType gptype);
  168. /**
  169. * @brief Query if a GPU program of a given type is currently bound.
  170. */
  171. virtual bool isGpuProgramBound(GpuProgramType gptype);
  172. /**
  173. * @brief Sets up clip planes that will clip drawn geometry on the negative side of the planes.
  174. */
  175. virtual void setClipPlanes(const PlaneList& clipPlanes);
  176. /**
  177. * @brief Adds a new clip plane. All drawn geometry will be clipped to this plane.
  178. */
  179. virtual void addClipPlane(const Plane& p);
  180. /**
  181. * @brief Clears all clip planes.
  182. */
  183. virtual void resetClipPlanes();
  184. /**
  185. * @brief Allows you to set up a region in which rendering can take place. Coordinates are in pixels.
  186. * No rendering will be done to render target pixels outside of the provided region.
  187. */
  188. virtual void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) = 0;
  189. /**
  190. * @brief Clears the currently active render target.
  191. *
  192. * @param buffers Combination of one or more elements of FrameBufferType
  193. * denoting which buffers are to be cleared.
  194. * @param color (optional) The color to clear the color buffer with, if enabled.
  195. * @param depth (optional) The value to initialise the depth buffer with, if enabled.
  196. * @param stencil (optional) The value to initialise the stencil buffer with, if enabled.
  197. */
  198. virtual void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) = 0;
  199. /**
  200. * @brief Clears the currently active viewport (i.e. it clears just a sub-area of a render-target that is covered by the viewport,
  201. * as opposed to clearRenderTarget which always clears the entire render target).
  202. *
  203. * @param buffers Combination of one or more elements of FrameBufferType
  204. * denoting which buffers are to be cleared.
  205. * @param color (optional) The color to clear the color buffer with, if enabled.
  206. * @param depth (optional) The value to initialise the depth buffer with, if enabled.
  207. * @param stencil (optional) The value to initialise the stencil buffer with, if enabled.
  208. */
  209. virtual void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) = 0;
  210. /**
  211. * @brief Change the render target into which we want to draw.
  212. */
  213. virtual void setRenderTarget(RenderTargetPtr target) = 0;
  214. /**
  215. * @brief Updates the resource with the specified data.
  216. *
  217. * @note It is assumed GpuResourceData has been locked before being passed here. Data will be unlocked
  218. * when this method finishes.
  219. */
  220. void writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer, AsyncOp& asyncOp);
  221. /**
  222. * @brief Reads data from a resource into a pre-allocated GpuResourceData instance.
  223. *
  224. * @note It is assumed GpuResourceData has been locked before being passed here. Data will be unlocked
  225. * when this method finishes.
  226. */
  227. void readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, GpuResourceDataPtr& data, AsyncOp& asyncOp);
  228. /************************************************************************/
  229. /* UTILITY METHODS */
  230. /************************************************************************/
  231. /**
  232. * @brief Gets the native type used for vertex colors.
  233. *
  234. * @note Thread safe.
  235. */
  236. virtual VertexElementType getColorVertexElementType() const = 0;
  237. /**
  238. * @brief Contains a default matrix into a matrix suitable for use
  239. * by this specific render system.
  240. *
  241. * @note Thread safe.
  242. */
  243. virtual void convertProjectionMatrix(const Matrix4& matrix,
  244. Matrix4& dest, bool forGpuProgram = false) = 0;
  245. /**
  246. * @brief Gets horizontal texel offset used for mapping texels to pixels
  247. * in this render system.
  248. *
  249. * @note Thread safe.
  250. */
  251. virtual float getHorizontalTexelOffset() = 0;
  252. /**
  253. * @brief Gets vertical texel offset used for mapping texels to pixels
  254. * in this render system.
  255. *
  256. * @note Thread safe.
  257. */
  258. virtual float getVerticalTexelOffset() = 0;
  259. /**
  260. * @brief Gets the minimum (closest) depth value used by this
  261. * render system.
  262. *
  263. * @note Thread safe.
  264. */
  265. virtual float getMinimumDepthInputValue() = 0;
  266. /**
  267. * @brief Gets the maximum (farthest) depth value used by this
  268. * render system.
  269. *
  270. * @note Thread safe.
  271. */
  272. virtual float getMaximumDepthInputValue(void) = 0;
  273. /************************************************************************/
  274. /* INTERNAL METHODS */
  275. /************************************************************************/
  276. protected:
  277. /**
  278. * @brief Initializes the render system and creates a primary render window.
  279. *
  280. * @note Although I'd like otherwise, due to the nature of some render system implementations,
  281. * you cannot initialize the render system without a window.
  282. *
  283. * Sim thread.
  284. */
  285. RenderWindowPtr initialize(const RENDER_WINDOW_DESC& primaryWindowDesc);
  286. /**
  287. * @brief Performs second part of the initialization (on Core thread), first part
  288. * being in initialize().
  289. */
  290. virtual void initialize_internal(AsyncOp& asyncOp);
  291. /**
  292. * @brief Shuts down the render system and cleans up all resources.
  293. *
  294. * @note Sim thread.
  295. */
  296. void destroy();
  297. /**
  298. * @brief Performs second part of render system shutdown on the core thread.
  299. */
  300. virtual void destroy_internal();
  301. /**
  302. * @copydoc setClipPlanes.
  303. */
  304. virtual void setClipPlanesImpl(const PlaneList& clipPlanes) = 0;
  305. /************************************************************************/
  306. /* INTERNAL DATA */
  307. /************************************************************************/
  308. protected:
  309. friend class RenderSystemManager;
  310. RenderTargetPtr mActiveRenderTarget;
  311. DriverVersion mDriverVersion;
  312. CullingMode mCullingMode;
  313. UINT16 mDisabledTexUnitsFrom;
  314. bool mVertexProgramBound;
  315. bool mGeometryProgramBound;
  316. bool mFragmentProgramBound;
  317. bool mDomainProgramBound;
  318. bool mHullProgramBound;
  319. bool mComputeProgramBound;
  320. PlaneList mClipPlanes;
  321. bool mClipPlanesDirty;
  322. RenderSystemCapabilities* mCurrentCapabilities;
  323. // TODO - Only used between initialize and initialize_internal. Handle it better?
  324. RENDER_WINDOW_DESC mPrimaryWindowDesc;
  325. };
  326. }