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- #pragma once
- #include "CmPrerequisites.h"
- #include <memory>
- #include "CmString.h"
- #include "CmSamplerState.h"
- #include "CmCommonEnums.h"
- #include "CmCommandQueue.h"
- #include "CmDrawOps.h"
- #include "CmRenderSystemCapabilities.h"
- #include "CmRenderTarget.h"
- #include "CmRenderTexture.h"
- #include "CmRenderWindow.h"
- #include "CmGpuProgram.h"
- #include "CmVertexDeclaration.h"
- #include "CmPlane.h"
- #include "CmModule.h"
- #include "BsEvent.h"
- namespace BansheeEngine
- {
- /**
- * @brief Render system provides base functionality for a rendering API like
- * DirectX or OpenGL. Most of the class is abstract and specific
- * subclass for each rendering API needs to be implemented.
- *
- * @note Core thread only unless specifically noted otherwise on per-method basis.
- */
- class CM_EXPORT RenderSystem : public Module<RenderSystem>
- {
- public:
- RenderSystem();
- virtual ~RenderSystem();
- /**
- * @brief Returns the name of the rendering system.
- *
- * @note Thread safe.
- */
- virtual const String& getName() const = 0;
- /**
- * @brief Gets the name of the primary shading language
- * used by the rendering system.
- *
- * @note Thread safe.
- */
- virtual const String& getShadingLanguageName() const = 0;
- /**
- * @brief Sets a sampler state for the specified texture unit.
- *
- * @see SamplerState
- */
- virtual void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState) = 0;
- /**
- * @brief Sets a blend state used for all active render targets.
- *
- * @see BlendState
- */
- virtual void setBlendState(const BlendStatePtr& blendState) = 0;
- /**
- * @brief Sets a state that controls various rasterizer options.
- *
- * @see RasterizerState
- */
- virtual void setRasterizerState(const RasterizerStatePtr& rasterizerState) = 0;
- /**
- * @brief Sets a state that controls depth & stencil buffer options.
- *
- * @see DepthStencilState
- */
- virtual void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue) = 0;
- /**
- * @brief Binds a texture to the pipeline for the specified GPU program type at the specified slot.
- * If the slot matches the one configured in the GPU program the program will be able to access
- * this texture on the GPU.
- */
- virtual void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr) = 0;
- /**
- * @brief Turns off a texture unit.
- */
- virtual void disableTextureUnit(GpuProgramType gptype, UINT16 texUnit);
- /**
- * @brief Signals that rendering for a specific viewport has started. Any draw calls
- * need to be called between beginFrame and endFrame. You may not switch render targets
- * until you call endFrame.
- */
- virtual void beginFrame() = 0;
-
- /**
- * @brief Ends that rendering to a specific viewport has ended.
- */
- virtual void endFrame() = 0;
- /**
- * @brief Sets the active viewport that will be used for all render operations.
- * Viewport will change active render target if needed.
- */
- virtual void setViewport(const ViewportPtr& vp) = 0;
- /**
- * @brief Sets the provided vertex buffers starting at the specified source index.
- * Set buffer to nullptr to clear the buffer at the specified index.
- */
- virtual void setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers) = 0;
- /**
- * @brief Sets an index buffer to use when drawing. Indices in an index buffer
- * reference vertices in the vertex buffer, which increases cache coherency
- * and reduces the size of vertex buffers by eliminating duplicate data.
- */
- virtual void setIndexBuffer(const IndexBufferPtr& buffer) = 0;
- /**
- * @brief Sets the vertex declaration to use when drawing. Vertex declaration
- * is used to decode contents of a single vertex in a vertex buffer.
- */
- virtual void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration) = 0;
- /**
- * @brief Sets the draw operation that determines how to interpret the elements
- * of the index or vertex buffers.
- */
- virtual void setDrawOperation(DrawOperationType op) = 0;
- /**
- * @brief A helper method that provides a simple way of rendering a single object. It will
- * automatically set up vertex declaration, draw operation, vertex and index buffers and
- * draw them.
- *
- * @param mesh The mesh.
- * @param indexOffset (optional) Offset into the mesh buffer to start drawing from.
- * @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.
- * @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.
- * @param drawOp (optional) Draw operation to use when rendering.
- */
- virtual void render(const MeshBasePtr& mesh, UINT32 indexOffset = 0, UINT32 indexCount = 0, bool useIndices = true, DrawOperationType drawOp = DOT_TRIANGLE_LIST);
- /**
- * @brief Draw an object based on currently bound GPU programs, vertex declaration and vertex buffers.
- *
- * Draws directly from the vertex buffer without using indices.
- */
- virtual void draw(UINT32 vertexOffset, UINT32 vertexCount) = 0;
- /**
- * @brief Draw an object based on currently bound GPU programs, vertex declaration, vertex
- * and index buffers.
- */
- virtual void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) = 0;
- /**
- * @brief Swap the front and back buffer of the specified render target.
- */
- virtual void swapBuffers(RenderTargetPtr target);
- /**
- * @brief Gets the capabilities of the render system.
- *
- * @note Thread safe.
- */
- const RenderSystemCapabilities* getCapabilities() const;
- /**
- * @brief Returns information about the driver version.
- */
- virtual const DriverVersion& getDriverVersion() const;
- /**
- * @brief Binds the provided GPU program to the pipeline. Any following
- * draw operations will use this program.
- *
- * @note You need to bind at least a vertex and a fragment program in order to draw something.
- */
- virtual void bindGpuProgram(HGpuProgram prg);
- /**
- * @brief Binds GPU program parameters. Caller must ensure these match the previously
- * bound GPU program.
- */
- virtual void bindGpuParams(GpuProgramType gptype, BindableGpuParams& params) = 0;
- /**
- * @brief Unbinds a program of a given type.
- */
- virtual void unbindGpuProgram(GpuProgramType gptype);
- /**
- * @brief Query if a GPU program of a given type is currently bound.
- */
- virtual bool isGpuProgramBound(GpuProgramType gptype);
- /**
- * @brief Sets up clip planes that will clip drawn geometry on the negative side of the planes.
- */
- virtual void setClipPlanes(const PlaneList& clipPlanes);
- /**
- * @brief Adds a new clip plane. All drawn geometry will be clipped to this plane.
- */
- virtual void addClipPlane(const Plane& p);
- /**
- * @brief Clears all clip planes.
- */
- virtual void resetClipPlanes();
- /**
- * @brief Allows you to set up a region in which rendering can take place. Coordinates are in pixels.
- * No rendering will be done to render target pixels outside of the provided region.
- */
- virtual void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) = 0;
- /**
- * @brief Clears the currently active render target.
- *
- * @param buffers Combination of one or more elements of FrameBufferType
- * denoting which buffers are to be cleared.
- * @param color (optional) The color to clear the color buffer with, if enabled.
- * @param depth (optional) The value to initialise the depth buffer with, if enabled.
- * @param stencil (optional) The value to initialise the stencil buffer with, if enabled.
- */
- virtual void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) = 0;
- /**
- * @brief Clears the currently active viewport (i.e. it clears just a sub-area of a render-target that is covered by the viewport,
- * as opposed to clearRenderTarget which always clears the entire render target).
- *
- * @param buffers Combination of one or more elements of FrameBufferType
- * denoting which buffers are to be cleared.
- * @param color (optional) The color to clear the color buffer with, if enabled.
- * @param depth (optional) The value to initialise the depth buffer with, if enabled.
- * @param stencil (optional) The value to initialise the stencil buffer with, if enabled.
- */
- virtual void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) = 0;
- /**
- * @brief Change the render target into which we want to draw.
- */
- virtual void setRenderTarget(RenderTargetPtr target) = 0;
- /**
- * @brief Updates the resource with the specified data.
- *
- * @note It is assumed GpuResourceData has been locked before being passed here. Data will be unlocked
- * when this method finishes.
- */
- void writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer, AsyncOp& asyncOp);
- /**
- * @brief Reads data from a resource into a pre-allocated GpuResourceData instance.
- *
- * @note It is assumed GpuResourceData has been locked before being passed here. Data will be unlocked
- * when this method finishes.
- */
- void readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, GpuResourceDataPtr& data, AsyncOp& asyncOp);
- /************************************************************************/
- /* UTILITY METHODS */
- /************************************************************************/
- /**
- * @brief Gets the native type used for vertex colors.
- *
- * @note Thread safe.
- */
- virtual VertexElementType getColorVertexElementType() const = 0;
- /**
- * @brief Contains a default matrix into a matrix suitable for use
- * by this specific render system.
- *
- * @note Thread safe.
- */
- virtual void convertProjectionMatrix(const Matrix4& matrix,
- Matrix4& dest, bool forGpuProgram = false) = 0;
- /**
- * @brief Gets horizontal texel offset used for mapping texels to pixels
- * in this render system.
- *
- * @note Thread safe.
- */
- virtual float getHorizontalTexelOffset() = 0;
- /**
- * @brief Gets vertical texel offset used for mapping texels to pixels
- * in this render system.
- *
- * @note Thread safe.
- */
- virtual float getVerticalTexelOffset() = 0;
- /**
- * @brief Gets the minimum (closest) depth value used by this
- * render system.
- *
- * @note Thread safe.
- */
- virtual float getMinimumDepthInputValue() = 0;
- /**
- * @brief Gets the maximum (farthest) depth value used by this
- * render system.
- *
- * @note Thread safe.
- */
- virtual float getMaximumDepthInputValue(void) = 0;
- /************************************************************************/
- /* INTERNAL METHODS */
- /************************************************************************/
- protected:
- /**
- * @brief Initializes the render system and creates a primary render window.
- *
- * @note Although I'd like otherwise, due to the nature of some render system implementations,
- * you cannot initialize the render system without a window.
- *
- * Sim thread.
- */
- RenderWindowPtr initialize(const RENDER_WINDOW_DESC& primaryWindowDesc);
- /**
- * @brief Performs second part of the initialization (on Core thread), first part
- * being in initialize().
- */
- virtual void initialize_internal(AsyncOp& asyncOp);
- /**
- * @brief Shuts down the render system and cleans up all resources.
- *
- * @note Sim thread.
- */
- void destroy();
- /**
- * @brief Performs second part of render system shutdown on the core thread.
- */
- virtual void destroy_internal();
- /**
- * @copydoc setClipPlanes.
- */
- virtual void setClipPlanesImpl(const PlaneList& clipPlanes) = 0;
- /************************************************************************/
- /* INTERNAL DATA */
- /************************************************************************/
- protected:
- friend class RenderSystemManager;
- RenderTargetPtr mActiveRenderTarget;
- DriverVersion mDriverVersion;
- CullingMode mCullingMode;
- UINT16 mDisabledTexUnitsFrom;
- bool mVertexProgramBound;
- bool mGeometryProgramBound;
- bool mFragmentProgramBound;
- bool mDomainProgramBound;
- bool mHullProgramBound;
- bool mComputeProgramBound;
- PlaneList mClipPlanes;
- bool mClipPlanesDirty;
- RenderSystemCapabilities* mCurrentCapabilities;
- // TODO - Only used between initialize and initialize_internal. Handle it better?
- RENDER_WINDOW_DESC mPrimaryWindowDesc;
- };
- }
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