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@@ -1,498 +1,498 @@
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-//
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-// Urho3D Engine
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-// Copyright (c) 2008-2012 Lasse Öörni
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-//
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-// Permission is hereby granted, free of charge, to any person obtaining a copy
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-// of this software and associated documentation files (the "Software"), to deal
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-// in the Software without restriction, including without limitation the rights
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-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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-// copies of the Software, and to permit persons to whom the Software is
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-// furnished to do so, subject to the following conditions:
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-//
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-// The above copyright notice and this permission notice shall be included in
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-// all copies or substantial portions of the Software.
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-//
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-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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-// THE SOFTWARE.
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-//
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-
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-#pragma once
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-
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-#include "ArrayPtr.h"
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-#include "Color.h"
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-#include "GraphicsDefs.h"
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-#include "HashMap.h"
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-#include "Matrix3x4.h"
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-#include "Object.h"
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-#include "Rect.h"
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-
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-class Image;
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-class IndexBuffer;
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-class Matrix3;
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-class Matrix4;
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-class Matrix3x4;
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-class GPUObject;
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-class GraphicsImpl;
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-class RenderSurface;
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-class ShaderProgram;
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-class ShaderVariation;
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-class Texture;
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-class Texture2D;
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-class TextureCube;
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-class Vector3;
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-class Vector4;
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-class VertexBuffer;
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-
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-typedef Map<Pair<ShaderVariation*, ShaderVariation*>, SharedPtr<ShaderProgram> > ShaderProgramMap;
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-
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-static const unsigned NUM_SCREEN_BUFFERS = 2;
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-
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-/// CPU-side buffer for VBO discard locking.
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-struct DiscardLockBuffer
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-{
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- DiscardLockBuffer() :
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- size_(0),
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- reserved_(false)
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- {
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- }
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-
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- /// Buffer data.
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- SharedArrayPtr<unsigned char> data_;
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- /// Data size.
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- unsigned size_;
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- /// Reserved flag.
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- bool reserved_;
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-};
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-
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-/// %Graphics subsystem. Manages the application window, rendering state and GPU resources.
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-class Graphics : public Object
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-{
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- OBJECT(Graphics);
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-
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-public:
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- /// Construct.
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- Graphics(Context* context_);
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- /// Destruct. Release the OpenGL context and close the window.
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- virtual ~Graphics();
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-
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- /// Set window title.
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- void SetWindowTitle(const String& windowTitle);
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- /// Set screen mode. Return true if successful.
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- bool SetMode(int width, int height, bool fullscreen, bool vsync, bool tripleBuffer, int multiSample);
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- /// Set screen resolution only. Return true if successful.
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- bool SetMode(int width, int height);
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- /// Toggle between full screen and windowed mode.
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- bool ToggleFullscreen();
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- /// Close the window.
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- void Close();
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- /// Take a screenshot.
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- bool TakeScreenShot(Image& destImage);
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- /// Begin frame rendering. Return true if device available and can render.
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- bool BeginFrame();
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- /// End frame rendering and swap buffers.
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- void EndFrame();
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- /// Clear any or all of rendertarget, depth buffer and stencil buffer.
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- void Clear(unsigned flags, const Color& color = Color(0.0f, 0.0f, 0.0f, 0.0f), float depth = 1.0f, unsigned stencil = 0);
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- /// Resolve multisampled backbuffer to a texture rendertarget.
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- bool ResolveToTexture(Texture2D* destination, const IntRect& viewport);
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- /// Draw non-indexed geometry.
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- void Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount);
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- /// Draw indexed geometry.
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- void Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount);
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- /// Draw indexed, instanced geometry. No-op on OpenGL.
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- void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount, unsigned instanceCount);
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- /// Set vertex buffer.
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- void SetVertexBuffer(VertexBuffer* buffer);
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- /// Set multiple vertex buffers.
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- bool SetVertexBuffers(const Vector<VertexBuffer*>& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
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- /// Set multiple vertex buffers.
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- bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
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- /// Set index buffer.
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- void SetIndexBuffer(IndexBuffer* buffer);
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- /// Set shaders.
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- void SetShaders(ShaderVariation* vs, ShaderVariation* ps);
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- /// Set shader float constants.
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- void SetShaderParameter(StringHash param, const float* data, unsigned count);
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- /// Set shader float constant.
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- void SetShaderParameter(StringHash param, float value);
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- /// Set shader color constant.
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- void SetShaderParameter(StringHash param, const Color& color);
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- /// Set shader 3x3 matrix constant.
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- void SetShaderParameter(StringHash param, const Matrix3& matrix);
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- /// Set shader 3D vector constant.
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- void SetShaderParameter(StringHash param, const Vector3& vector);
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- /// Set shader 4x4 matrix constant.
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- void SetShaderParameter(StringHash param, const Matrix4& matrix);
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- /// Set shader 4D vector constant.
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- void SetShaderParameter(StringHash param, const Vector4& vector);
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- /// Set shader 4x3 matrix constant.
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- void SetShaderParameter(StringHash param, const Matrix3x4& matrix);
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+//
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+// Urho3D Engine
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+// Copyright (c) 2008-2012 Lasse Öörni
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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|
+// of this software and associated documentation files (the "Software"), to deal
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|
|
+// in the Software without restriction, including without limitation the rights
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|
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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|
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
|
|
|
+//
|
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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|
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
|
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#pragma once
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+
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+#include "ArrayPtr.h"
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+#include "Color.h"
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+#include "GraphicsDefs.h"
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+#include "HashMap.h"
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+#include "Matrix3x4.h"
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+#include "Object.h"
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+#include "Rect.h"
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+
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+class Image;
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+class IndexBuffer;
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+class Matrix3;
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+class Matrix4;
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+class Matrix3x4;
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+class GPUObject;
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+class GraphicsImpl;
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+class RenderSurface;
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+class ShaderProgram;
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+class ShaderVariation;
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+class Texture;
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+class Texture2D;
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+class TextureCube;
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+class Vector3;
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+class Vector4;
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+class VertexBuffer;
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+
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+typedef Map<Pair<ShaderVariation*, ShaderVariation*>, SharedPtr<ShaderProgram> > ShaderProgramMap;
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+
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+static const unsigned NUM_SCREEN_BUFFERS = 2;
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+
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+/// CPU-side buffer for VBO discard locking.
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+struct DiscardLockBuffer
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+{
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+ DiscardLockBuffer() :
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+ size_(0),
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+ reserved_(false)
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+ {
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+ }
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+
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+ /// Buffer data.
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+ SharedArrayPtr<unsigned char> data_;
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+ /// Data size.
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+ unsigned size_;
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+ /// Reserved flag.
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+ bool reserved_;
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+};
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+
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+/// %Graphics subsystem. Manages the application window, rendering state and GPU resources.
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+class Graphics : public Object
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+{
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+ OBJECT(Graphics);
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+
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+public:
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+ /// Construct.
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+ Graphics(Context* context_);
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+ /// Destruct. Release the OpenGL context and close the window.
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+ virtual ~Graphics();
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+
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+ /// Set window title.
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+ void SetWindowTitle(const String& windowTitle);
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+ /// Set screen mode. Return true if successful.
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+ bool SetMode(int width, int height, bool fullscreen, bool vsync, bool tripleBuffer, int multiSample);
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+ /// Set screen resolution only. Return true if successful.
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+ bool SetMode(int width, int height);
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+ /// Toggle between full screen and windowed mode.
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+ bool ToggleFullscreen();
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+ /// Close the window.
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+ void Close();
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+ /// Take a screenshot.
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+ bool TakeScreenShot(Image& destImage);
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+ /// Begin frame rendering. Return true if device available and can render.
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+ bool BeginFrame();
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+ /// End frame rendering and swap buffers.
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+ void EndFrame();
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+ /// Clear any or all of rendertarget, depth buffer and stencil buffer.
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+ void Clear(unsigned flags, const Color& color = Color(0.0f, 0.0f, 0.0f, 0.0f), float depth = 1.0f, unsigned stencil = 0);
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+ /// Resolve multisampled backbuffer to a texture rendertarget.
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+ bool ResolveToTexture(Texture2D* destination, const IntRect& viewport);
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+ /// Draw non-indexed geometry.
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+ void Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount);
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+ /// Draw indexed geometry.
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+ void Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount);
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+ /// Draw indexed, instanced geometry. No-op on OpenGL.
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+ void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount, unsigned instanceCount);
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+ /// Set vertex buffer.
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+ void SetVertexBuffer(VertexBuffer* buffer);
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+ /// Set multiple vertex buffers.
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+ bool SetVertexBuffers(const Vector<VertexBuffer*>& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
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+ /// Set multiple vertex buffers.
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+ bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
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+ /// Set index buffer.
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+ void SetIndexBuffer(IndexBuffer* buffer);
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+ /// Set shaders.
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+ void SetShaders(ShaderVariation* vs, ShaderVariation* ps);
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+ /// Set shader float constants.
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+ void SetShaderParameter(StringHash param, const float* data, unsigned count);
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+ /// Set shader float constant.
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+ void SetShaderParameter(StringHash param, float value);
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+ /// Set shader color constant.
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+ void SetShaderParameter(StringHash param, const Color& color);
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+ /// Set shader 3x3 matrix constant.
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+ void SetShaderParameter(StringHash param, const Matrix3& matrix);
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+ /// Set shader 3D vector constant.
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+ void SetShaderParameter(StringHash param, const Vector3& vector);
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+ /// Set shader 4x4 matrix constant.
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+ void SetShaderParameter(StringHash param, const Matrix4& matrix);
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+ /// Set shader 4D vector constant.
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+ void SetShaderParameter(StringHash param, const Vector4& vector);
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+ /// Set shader 4x3 matrix constant.
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+ void SetShaderParameter(StringHash param, const Matrix3x4& matrix);
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/// Check whether a shader parameter group needs update. Does not actually check whether parameters exist in the shaders.
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- bool NeedParameterUpdate(ShaderParameterGroup group, const void* source);
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- /// Check whether a shader parameter exists on the currently set shaders.
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- bool HasShaderParameter(ShaderType type, StringHash param);
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- /// Check whether the current pixel shader uses a texture unit.
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- bool HasTextureUnit(TextureUnit unit);
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+ bool NeedParameterUpdate(ShaderParameterGroup group, const void* source);
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+ /// Check whether a shader parameter exists on the currently set shaders.
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+ bool HasShaderParameter(ShaderType type, StringHash param);
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+ /// Check whether the current pixel shader uses a texture unit.
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+ bool HasTextureUnit(TextureUnit unit);
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/// Clear remembered shader parameter source group.
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void ClearParameterSource(ShaderParameterGroup group);
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/// Clear remembered shader parameter sources.
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void ClearParameterSources();
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/// Clear remembered transform shader parameter sources.
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- void ClearTransformSources();
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- /// Clean up unused shader programs.
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- void CleanupShaderPrograms();
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- /// Set texture.
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- void SetTexture(unsigned index, Texture* texture);
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- /// Bind texture unit 0 for update. Called by Texture.
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- void SetTextureForUpdate(Texture* texture);
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- /// Set default texture filtering mode.
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- void SetDefaultTextureFilterMode(TextureFilterMode mode);
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- /// Set texture anisotropy.
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- void SetTextureAnisotropy(unsigned level);
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- /// Dirty texture parameters of all textures (when global settings change.)
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- void SetTextureParametersDirty();
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- /// Reset all rendertargets, depth-stencil surface and viewport.
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- void ResetRenderTargets();
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- /// Reset specific rendertarget.
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- void ResetRenderTarget(unsigned index);
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- /// Reset depth-stencil surface.
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- void ResetDepthStencil();
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- /// Set rendertarget.
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- void SetRenderTarget(unsigned index, RenderSurface* renderTarget);
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- /// Set rendertarget.
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- void SetRenderTarget(unsigned index, Texture2D* texture);
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- /// Set depth-stencil surface.
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- void SetDepthStencil(RenderSurface* depthStencil);
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- /// Set depth-stencil surface.
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- void SetDepthStencil(Texture2D* texture);
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- /// %Set view texture (deferred rendering final output rendertarget) to prevent it from being sampled.
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- void SetViewTexture(Texture* texture);
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- /// Set viewport.
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- void SetViewport(const IntRect& rect);
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- /// Set alpha test.
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- void SetAlphaTest(bool enable, CompareMode mode = CMP_ALWAYS, float alphaRef = 0.5f);
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- /// Set blending mode.
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- void SetBlendMode(BlendMode mode);
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- /// Set color write on/off.
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- void SetColorWrite(bool enable);
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- /// Set hardware culling mode.
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- void SetCullMode(CullMode mode);
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- /// Set depth bias.
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- void SetDepthBias(float constantBias, float slopeScaledBias);
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- /// Set depth compare.
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- void SetDepthTest(CompareMode mode);
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- /// Set depth write on/off.
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- void SetDepthWrite(bool enable);
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- /// Set polygon fill mode.
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- void SetFillMode(FillMode mode);
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- /// Set scissor test.
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- void SetScissorTest(bool enable, const Rect& rect = Rect::FULL, bool borderInclusive = true);
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- /// Set scissor test.
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- void SetScissorTest(bool enable, const IntRect& rect);
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- /// Set stencil test.
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- void SetStencilTest(bool enable, CompareMode mode = CMP_ALWAYS, StencilOp pass = OP_KEEP, StencilOp fail = OP_KEEP, StencilOp zFail = OP_KEEP, unsigned stencilRef = 0, unsigned compareMask = M_MAX_UNSIGNED, unsigned writeMask = M_MAX_UNSIGNED);
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- /// Set vertex buffer stream frequency. No-op on OpenGL.
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- void SetStreamFrequency(unsigned index, unsigned frequency);
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- /// Reset stream frequencies. No-op on OpenGL.
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- void ResetStreamFrequencies();
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- /// Set force Shader Model 2 flag. No effect on OpenGL.
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- void SetForceSM2(bool enable);
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-
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- /// Return whether rendering initialized.
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- bool IsInitialized() const;
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- /// Return graphics implementation, which holds the actual API-specific resources.
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- GraphicsImpl* GetImpl() const { return impl_; }
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- /// Return window title.
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- const String& GetWindowTitle() const { return windowTitle_; }
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- /// Return window width.
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- int GetWidth() const { return width_; }
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- /// Return window height.
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- int GetHeight() const { return height_; }
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- /// Return multisample mode (1 = no multisampling.)
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- int GetMultiSample() const { return multiSample_; }
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- /// Return whether window is fullscreen.
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- bool GetFullscreen() const { return fullscreen_; }
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- /// Return whether vertical sync is on.
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- bool GetVSync() const { return vsync_; }
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- /// Return whether triple buffering is enabled.
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- bool GetTripleBuffer() const { return tripleBuffer_; }
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- /// Return whether device is lost, and can not yet render. Always false on OpenGL.
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- bool IsDeviceLost() const { return false; }
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- /// Return window handle.
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- void* GetWindowHandle() const;
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- /// Return number of primitives drawn this frame.
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- unsigned GetNumPrimitives() const { return numPrimitives_; }
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- /// Return number of batches drawn this frame.
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- unsigned GetNumBatches() const { return numBatches_; }
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- /// Return dummy color texture format for shadow maps. Is always 0 on OpenGL.
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- unsigned GetDummyColorFormat() const { return 0; }
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- /// Return shadow map depth texture format, or 0 if not supported.
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- unsigned GetShadowMapFormat() const { return shadowMapFormat_; }
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- /// Return 24-bit shadow map depth texture format, or 0 if not supported.
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- unsigned GetHiresShadowMapFormat() const { return hiresShadowMapFormat_; }
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- /// Return whether Shader Model 3 is supported. Always false on OpenGL.
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- bool GetSM3Support() const { return false; }
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- /// Return whether light pre-pass rendering is supported.
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- bool GetLightPrepassSupport() const { return lightPrepassSupport_; }
|
|
|
- /// Return whether deferred rendering is supported.
|
|
|
- bool GetDeferredSupport() const { return deferredSupport_; }
|
|
|
- /// Return whether hardware depth texture is supported.
|
|
|
- bool GetHardwareDepthSupport() const { return hardwareDepthSupport_; }
|
|
|
- /// Return whether shadow map depth compare is done in hardware. Always true on OpenGL.
|
|
|
- bool GetHardwareShadowSupport() const { return true; }
|
|
|
- /// Return whether 24-bit shadow maps are supported. Assume true on OpenGL.
|
|
|
- bool GetHiresShadowSupport() const { return true; }
|
|
|
- /// Return whether stream offset is supported. Always false on OpenGL.
|
|
|
- bool GetStreamOffsetSupport() const { return false; }
|
|
|
- /// Return whether DXT texture compression is supported.
|
|
|
- bool GetCompressedTextureSupport() const { return compressedTextureSupport_; }
|
|
|
- /// Return supported fullscreen resolutions.
|
|
|
- PODVector<IntVector2> GetResolutions() const;
|
|
|
- /// Return supported multisampling levels.
|
|
|
- PODVector<int> GetMultiSampleLevels() const;
|
|
|
- /// Return vertex buffer by index.
|
|
|
- VertexBuffer* GetVertexBuffer(unsigned index) const;
|
|
|
- /// Return index buffer.
|
|
|
- IndexBuffer* GetIndexBuffer() const { return indexBuffer_; }
|
|
|
- /// Return vertex shader.
|
|
|
- ShaderVariation* GetVertexShader() const { return vertexShader_; }
|
|
|
- /// Return pixel shader.
|
|
|
- ShaderVariation* GetPixelShader() const { return pixelShader_; }
|
|
|
- /// Return shader program.
|
|
|
- ShaderProgram* GetShaderProgram() const { return shaderProgram_; }
|
|
|
- /// Return texture unit index by name.
|
|
|
- TextureUnit GetTextureUnit(const String& name);
|
|
|
- /// Return texture unit name by index.
|
|
|
- const String& GetTextureUnitName(TextureUnit unit);
|
|
|
- /// Return texture by texture unit index.
|
|
|
- Texture* GetTexture(unsigned index) const;
|
|
|
- /// Return default texture filtering mode.
|
|
|
- TextureFilterMode GetDefaultTextureFilterMode() const { return defaultTextureFilterMode_; }
|
|
|
- /// Return rendertarget by index.
|
|
|
- RenderSurface* GetRenderTarget(unsigned index) const;
|
|
|
- /// Return depth-stencil surface.
|
|
|
- RenderSurface* GetDepthStencil() const { return depthStencil_; }
|
|
|
- /// Return readable depth-stencil texture. Not created automatically on OpenGL.
|
|
|
- Texture2D* GetDepthTexture() const { return 0; }
|
|
|
- /// Return the viewport coordinates.
|
|
|
- IntRect GetViewport() const { return viewport_; }
|
|
|
- /// Return whether alpha testing is enabled.
|
|
|
- bool GetAlphaTest() const { return alphaTest_; }
|
|
|
- /// Return alpha test compare mode.
|
|
|
- CompareMode GetAlphaTestMode() const { return alphaTestMode_; }
|
|
|
- /// Return texture anisotropy.
|
|
|
- unsigned GetTextureAnisotropy() const { return textureAnisotropy_; }
|
|
|
- /// Return alpha test reference value.
|
|
|
- float GetAlphaRef() const { return alphaRef_; }
|
|
|
- /// Return blending mode.
|
|
|
- BlendMode GetBlendMode() const { return blendMode_; }
|
|
|
- /// Return whether color write is enabled.
|
|
|
- bool GetColorWrite() const { return colorWrite_; }
|
|
|
- /// Return hardware culling mode.
|
|
|
- CullMode GetCullMode() const { return cullMode_; }
|
|
|
- /// Return depth constant bias.
|
|
|
- float GetDepthConstantBias() const { return constantDepthBias_; }
|
|
|
- /// Return depth slope scaled bias.
|
|
|
- float GetDepthSlopeScaledBias() const { return slopeScaledDepthBias_; }
|
|
|
- /// Return depth compare mode.
|
|
|
- CompareMode GetDepthTest() const { return depthTestMode_; }
|
|
|
- /// Return whether depth write is enabled.
|
|
|
- bool GetDepthWrite() const { return depthWrite_; }
|
|
|
- /// Return polygon fill mode.
|
|
|
- FillMode GetFillMode() const { return fillMode_; }
|
|
|
- /// Return whether stencil test is enabled.
|
|
|
- bool GetStencilTest() const { return stencilTest_; }
|
|
|
- /// Return whether scissor test is enabled.
|
|
|
- bool GetScissorTest() const { return scissorTest_; }
|
|
|
- /// Return scissor rectangle coordinates.
|
|
|
- const IntRect& GetScissorRect() const { return scissorRect_; }
|
|
|
- /// Return stencil compare mode.
|
|
|
- CompareMode GetStencilTestMode() const { return stencilTestMode_; }
|
|
|
- /// Return stencil operation to do if stencil test passes.
|
|
|
- StencilOp GetStencilPass() const { return stencilPass_; }
|
|
|
- /// Return stencil operation to do if stencil test fails.
|
|
|
- StencilOp GetStencilFail() const { return stencilFail_; }
|
|
|
- /// Return stencil operation to do if depth compare fails.
|
|
|
- StencilOp GetStencilZFail() const { return stencilZFail_; }
|
|
|
- /// Return stencil reference value.
|
|
|
- unsigned GetStencilRef() const { return stencilRef_; }
|
|
|
- /// Return stencil compare bitmask.
|
|
|
- unsigned GetStencilCompareMask() const { return stencilCompareMask_; }
|
|
|
- /// Return stencil write bitmask.
|
|
|
- unsigned GetStencilWriteMask() const { return stencilWriteMask_; }
|
|
|
- /// Return stream frequency by vertex buffer index. Always returns 0 on OpenGL.
|
|
|
- unsigned GetStreamFrequency(unsigned index) const { return 0; }
|
|
|
- /// Return rendertarget width and height.
|
|
|
- IntVector2 GetRenderTargetDimensions() const;
|
|
|
- /// Return force Shader Model 2 flag. Always false on OpenGL.
|
|
|
- bool GetForceSM2() const { return false; }
|
|
|
-
|
|
|
- /// Add a GPU object to keep track of. Called by GPUObject.
|
|
|
- void AddGPUObject(GPUObject* object);
|
|
|
- /// Remove a GPU object. Called by GPUObject.
|
|
|
- void RemoveGPUObject(GPUObject* object);
|
|
|
- /// Reserve a CPU side discard locking buffer.
|
|
|
- void* ReserveDiscardLockBuffer(unsigned size);
|
|
|
- /// Free a CPU side discard locking buffer.
|
|
|
- void FreeDiscardLockBuffer(void* buffer);
|
|
|
- /// Release/clear GPU objects and optionally close the window.
|
|
|
- void Release(bool clearGPUObjects, bool closeWindow);
|
|
|
- /// Clean up a render surface from all FBOs.
|
|
|
- void CleanupRenderSurface(RenderSurface* surface);
|
|
|
-
|
|
|
- /// Return the API-specific alpha texture format.
|
|
|
- static unsigned GetAlphaFormat();
|
|
|
- /// Return the API-specific luminance texture format.
|
|
|
- static unsigned GetLuminanceFormat();
|
|
|
- /// Return the API-specific luminance alpha texture format.
|
|
|
- static unsigned GetLuminanceAlphaFormat();
|
|
|
- /// Return the API-specific RGB texture format.
|
|
|
- static unsigned GetRGBFormat();
|
|
|
- /// Return the API-specific RGBA texture format.
|
|
|
- static unsigned GetRGBAFormat();
|
|
|
- /// Return the API-specific single channel float texture format.
|
|
|
- static unsigned GetFloatFormat();
|
|
|
- /// Return the API-specific linear depth texture format.
|
|
|
- static unsigned GetLinearDepthFormat();
|
|
|
- /// Return the API-specific hardware depth-stencil texture format.
|
|
|
- static unsigned GetDepthStencilFormat();
|
|
|
-
|
|
|
-private:
|
|
|
- /// Check supported rendering features.
|
|
|
- void CheckFeatureSupport();
|
|
|
- /// Select FBO and commit changes.
|
|
|
- void CommitFramebuffer();
|
|
|
- /// Check FBO completeness.
|
|
|
- bool CheckFramebuffer();
|
|
|
- /// Cleanup unused and unbound FBO's.
|
|
|
- void CleanupFramebuffers(bool deleteAll);
|
|
|
- /// Reset cached rendering state.
|
|
|
- void ResetCachedState();
|
|
|
- /// Initialize texture unit mappings.
|
|
|
- void SetTextureUnitMappings();
|
|
|
-
|
|
|
- /// Implementation.
|
|
|
- GraphicsImpl* impl_;
|
|
|
- /// Window title.
|
|
|
- String windowTitle_;
|
|
|
- /// Window width.
|
|
|
- int width_;
|
|
|
- /// Window height.
|
|
|
- int height_;
|
|
|
- /// Multisampling mode.
|
|
|
- int multiSample_;
|
|
|
- /// Fullscreen flag.
|
|
|
- bool fullscreen_;
|
|
|
- /// Vertical sync flag.
|
|
|
- bool vsync_;
|
|
|
- /// Triple buffering flag.
|
|
|
- bool tripleBuffer_;
|
|
|
- /// Light prepass support flag.
|
|
|
- bool lightPrepassSupport_;
|
|
|
- /// Deferred rendering support flag.
|
|
|
- bool deferredSupport_;
|
|
|
- /// Hardware depth support flag.
|
|
|
- bool hardwareDepthSupport_;
|
|
|
- /// Compressed texture support flag.
|
|
|
- bool compressedTextureSupport_;
|
|
|
- /// Number of primitives this frame.
|
|
|
- unsigned numPrimitives_;
|
|
|
- /// Number of batches this frame.
|
|
|
- unsigned numBatches_;
|
|
|
- /// GPU objects.
|
|
|
- Vector<GPUObject*> gpuObjects_;
|
|
|
- /// Discard lock buffers.
|
|
|
- Vector<DiscardLockBuffer> discardLockBuffers_;
|
|
|
- /// Shadow map depth texture format.
|
|
|
- unsigned shadowMapFormat_;
|
|
|
- /// Shadow map 24-bit depth texture format.
|
|
|
- unsigned hiresShadowMapFormat_;
|
|
|
- /// Vertex buffers in use.
|
|
|
- VertexBuffer* vertexBuffers_[MAX_VERTEX_STREAMS];
|
|
|
- /// Element mask in use.
|
|
|
- unsigned elementMasks_[MAX_VERTEX_STREAMS];
|
|
|
- /// Index buffer in use.
|
|
|
- IndexBuffer* indexBuffer_;
|
|
|
- /// Vertex shader in use.
|
|
|
- ShaderVariation* vertexShader_;
|
|
|
- /// Pixel shader in use.
|
|
|
- ShaderVariation* pixelShader_;
|
|
|
- /// Shader program in use.
|
|
|
- ShaderProgram* shaderProgram_;
|
|
|
- /// Linked shader programs.
|
|
|
- ShaderProgramMap shaderPrograms_;
|
|
|
- /// Shader parameters global frame number.
|
|
|
- unsigned shaderParameterFrame_;
|
|
|
- /// Textures in use.
|
|
|
- Texture* textures_[MAX_TEXTURE_UNITS];
|
|
|
- /// OpenGL texture types in use.
|
|
|
- unsigned textureTypes_[MAX_TEXTURE_UNITS];
|
|
|
- /// Texture unit mappings.
|
|
|
- Map<String, TextureUnit> textureUnits_;
|
|
|
- /// Rendertargets in use.
|
|
|
- RenderSurface* renderTargets_[MAX_RENDERTARGETS];
|
|
|
- /// Depth-stencil surface in use.
|
|
|
- RenderSurface* depthStencil_;
|
|
|
- /// View texture.
|
|
|
- Texture* viewTexture_;
|
|
|
- /// Viewport coordinates.
|
|
|
- IntRect viewport_;
|
|
|
- /// Alpha test enable flag.
|
|
|
- bool alphaTest_;
|
|
|
- /// Alpha test compare mode.
|
|
|
- CompareMode alphaTestMode_;
|
|
|
- /// Alpha test reference value.
|
|
|
- float alphaRef_;
|
|
|
- /// Texture anisotropy level.
|
|
|
- unsigned textureAnisotropy_;
|
|
|
- /// Blending mode.
|
|
|
- BlendMode blendMode_;
|
|
|
- /// Color write enable.
|
|
|
- bool colorWrite_;
|
|
|
- /// Hardware culling mode.
|
|
|
- CullMode cullMode_;
|
|
|
- /// Depth constant bias.
|
|
|
- float constantDepthBias_;
|
|
|
- /// Depth slope scaled bias.
|
|
|
- float slopeScaledDepthBias_;
|
|
|
- /// Depth compare mode.
|
|
|
- CompareMode depthTestMode_;
|
|
|
- /// Depth write enable flag.
|
|
|
- bool depthWrite_;
|
|
|
- /// Polygon fill mode.
|
|
|
- FillMode fillMode_;
|
|
|
- /// Scissor test rectangle.
|
|
|
- IntRect scissorRect_;
|
|
|
- /// Scissor test enable flag.
|
|
|
- bool scissorTest_;
|
|
|
- /// Stencil test compare mode.
|
|
|
- CompareMode stencilTestMode_;
|
|
|
- /// Stencil operation on pass.
|
|
|
- StencilOp stencilPass_;
|
|
|
- /// Stencil operation on fail.
|
|
|
- StencilOp stencilFail_;
|
|
|
- /// Stencil operation on depth fail.
|
|
|
- StencilOp stencilZFail_;
|
|
|
- /// Stencil test enable flag.
|
|
|
- bool stencilTest_;
|
|
|
- /// Stencil test reference value.
|
|
|
- unsigned stencilRef_;
|
|
|
- /// Stencil compare bitmask.
|
|
|
- unsigned stencilCompareMask_;
|
|
|
- /// Stencil write bitmask.
|
|
|
- unsigned stencilWriteMask_;
|
|
|
- /// Default texture filtering mode.
|
|
|
- TextureFilterMode defaultTextureFilterMode_;
|
|
|
- /// Map for additional depth textures, to emulate Direct3D9 ability to mix render texture and backbuffer rendering.
|
|
|
- HashMap<int, SharedPtr<Texture2D> > depthTextures_;
|
|
|
+ void ClearTransformSources();
|
|
|
+ /// Clean up unused shader programs.
|
|
|
+ void CleanupShaderPrograms();
|
|
|
+ /// Set texture.
|
|
|
+ void SetTexture(unsigned index, Texture* texture);
|
|
|
+ /// Bind texture unit 0 for update. Called by Texture.
|
|
|
+ void SetTextureForUpdate(Texture* texture);
|
|
|
+ /// Set default texture filtering mode.
|
|
|
+ void SetDefaultTextureFilterMode(TextureFilterMode mode);
|
|
|
+ /// Set texture anisotropy.
|
|
|
+ void SetTextureAnisotropy(unsigned level);
|
|
|
+ /// Dirty texture parameters of all textures (when global settings change.)
|
|
|
+ void SetTextureParametersDirty();
|
|
|
+ /// Reset all rendertargets, depth-stencil surface and viewport.
|
|
|
+ void ResetRenderTargets();
|
|
|
+ /// Reset specific rendertarget.
|
|
|
+ void ResetRenderTarget(unsigned index);
|
|
|
+ /// Reset depth-stencil surface.
|
|
|
+ void ResetDepthStencil();
|
|
|
+ /// Set rendertarget.
|
|
|
+ void SetRenderTarget(unsigned index, RenderSurface* renderTarget);
|
|
|
+ /// Set rendertarget.
|
|
|
+ void SetRenderTarget(unsigned index, Texture2D* texture);
|
|
|
+ /// Set depth-stencil surface.
|
|
|
+ void SetDepthStencil(RenderSurface* depthStencil);
|
|
|
+ /// Set depth-stencil surface.
|
|
|
+ void SetDepthStencil(Texture2D* texture);
|
|
|
+ /// %Set view texture (deferred rendering final output rendertarget) to prevent it from being sampled.
|
|
|
+ void SetViewTexture(Texture* texture);
|
|
|
+ /// Set viewport.
|
|
|
+ void SetViewport(const IntRect& rect);
|
|
|
+ /// Set alpha test.
|
|
|
+ void SetAlphaTest(bool enable, CompareMode mode = CMP_ALWAYS, float alphaRef = 0.5f);
|
|
|
+ /// Set blending mode.
|
|
|
+ void SetBlendMode(BlendMode mode);
|
|
|
+ /// Set color write on/off.
|
|
|
+ void SetColorWrite(bool enable);
|
|
|
+ /// Set hardware culling mode.
|
|
|
+ void SetCullMode(CullMode mode);
|
|
|
+ /// Set depth bias.
|
|
|
+ void SetDepthBias(float constantBias, float slopeScaledBias);
|
|
|
+ /// Set depth compare.
|
|
|
+ void SetDepthTest(CompareMode mode);
|
|
|
+ /// Set depth write on/off.
|
|
|
+ void SetDepthWrite(bool enable);
|
|
|
+ /// Set polygon fill mode.
|
|
|
+ void SetFillMode(FillMode mode);
|
|
|
+ /// Set scissor test.
|
|
|
+ void SetScissorTest(bool enable, const Rect& rect = Rect::FULL, bool borderInclusive = true);
|
|
|
+ /// Set scissor test.
|
|
|
+ void SetScissorTest(bool enable, const IntRect& rect);
|
|
|
+ /// Set stencil test.
|
|
|
+ void SetStencilTest(bool enable, CompareMode mode = CMP_ALWAYS, StencilOp pass = OP_KEEP, StencilOp fail = OP_KEEP, StencilOp zFail = OP_KEEP, unsigned stencilRef = 0, unsigned compareMask = M_MAX_UNSIGNED, unsigned writeMask = M_MAX_UNSIGNED);
|
|
|
+ /// Set vertex buffer stream frequency. No-op on OpenGL.
|
|
|
+ void SetStreamFrequency(unsigned index, unsigned frequency);
|
|
|
+ /// Reset stream frequencies. No-op on OpenGL.
|
|
|
+ void ResetStreamFrequencies();
|
|
|
+ /// Set force Shader Model 2 flag. No effect on OpenGL.
|
|
|
+ void SetForceSM2(bool enable);
|
|
|
+
|
|
|
+ /// Return whether rendering initialized.
|
|
|
+ bool IsInitialized() const;
|
|
|
+ /// Return graphics implementation, which holds the actual API-specific resources.
|
|
|
+ GraphicsImpl* GetImpl() const { return impl_; }
|
|
|
+ /// Return window title.
|
|
|
+ const String& GetWindowTitle() const { return windowTitle_; }
|
|
|
+ /// Return window width.
|
|
|
+ int GetWidth() const { return width_; }
|
|
|
+ /// Return window height.
|
|
|
+ int GetHeight() const { return height_; }
|
|
|
+ /// Return multisample mode (1 = no multisampling.)
|
|
|
+ int GetMultiSample() const { return multiSample_; }
|
|
|
+ /// Return whether window is fullscreen.
|
|
|
+ bool GetFullscreen() const { return fullscreen_; }
|
|
|
+ /// Return whether vertical sync is on.
|
|
|
+ bool GetVSync() const { return vsync_; }
|
|
|
+ /// Return whether triple buffering is enabled.
|
|
|
+ bool GetTripleBuffer() const { return tripleBuffer_; }
|
|
|
+ /// Return whether device is lost, and can not yet render. Always false on OpenGL.
|
|
|
+ bool IsDeviceLost() const { return false; }
|
|
|
+ /// Return window handle.
|
|
|
+ void* GetWindowHandle() const;
|
|
|
+ /// Return number of primitives drawn this frame.
|
|
|
+ unsigned GetNumPrimitives() const { return numPrimitives_; }
|
|
|
+ /// Return number of batches drawn this frame.
|
|
|
+ unsigned GetNumBatches() const { return numBatches_; }
|
|
|
+ /// Return dummy color texture format for shadow maps. Is always 0 on OpenGL.
|
|
|
+ unsigned GetDummyColorFormat() const { return 0; }
|
|
|
+ /// Return shadow map depth texture format, or 0 if not supported.
|
|
|
+ unsigned GetShadowMapFormat() const { return shadowMapFormat_; }
|
|
|
+ /// Return 24-bit shadow map depth texture format, or 0 if not supported.
|
|
|
+ unsigned GetHiresShadowMapFormat() const { return hiresShadowMapFormat_; }
|
|
|
+ /// Return whether Shader Model 3 is supported. Always false on OpenGL.
|
|
|
+ bool GetSM3Support() const { return false; }
|
|
|
+ /// Return whether light pre-pass rendering is supported.
|
|
|
+ bool GetLightPrepassSupport() const { return lightPrepassSupport_; }
|
|
|
+ /// Return whether deferred rendering is supported.
|
|
|
+ bool GetDeferredSupport() const { return deferredSupport_; }
|
|
|
+ /// Return whether hardware depth texture is supported.
|
|
|
+ bool GetHardwareDepthSupport() const { return hardwareDepthSupport_; }
|
|
|
+ /// Return whether shadow map depth compare is done in hardware. Always true on OpenGL.
|
|
|
+ bool GetHardwareShadowSupport() const { return true; }
|
|
|
+ /// Return whether 24-bit shadow maps are supported. Assume true on OpenGL.
|
|
|
+ bool GetHiresShadowSupport() const { return true; }
|
|
|
+ /// Return whether stream offset is supported. Always false on OpenGL.
|
|
|
+ bool GetStreamOffsetSupport() const { return false; }
|
|
|
+ /// Return whether DXT texture compression is supported.
|
|
|
+ bool GetCompressedTextureSupport() const { return compressedTextureSupport_; }
|
|
|
+ /// Return supported fullscreen resolutions.
|
|
|
+ PODVector<IntVector2> GetResolutions() const;
|
|
|
+ /// Return supported multisampling levels.
|
|
|
+ PODVector<int> GetMultiSampleLevels() const;
|
|
|
+ /// Return vertex buffer by index.
|
|
|
+ VertexBuffer* GetVertexBuffer(unsigned index) const;
|
|
|
+ /// Return index buffer.
|
|
|
+ IndexBuffer* GetIndexBuffer() const { return indexBuffer_; }
|
|
|
+ /// Return vertex shader.
|
|
|
+ ShaderVariation* GetVertexShader() const { return vertexShader_; }
|
|
|
+ /// Return pixel shader.
|
|
|
+ ShaderVariation* GetPixelShader() const { return pixelShader_; }
|
|
|
+ /// Return shader program.
|
|
|
+ ShaderProgram* GetShaderProgram() const { return shaderProgram_; }
|
|
|
+ /// Return texture unit index by name.
|
|
|
+ TextureUnit GetTextureUnit(const String& name);
|
|
|
+ /// Return texture unit name by index.
|
|
|
+ const String& GetTextureUnitName(TextureUnit unit);
|
|
|
+ /// Return texture by texture unit index.
|
|
|
+ Texture* GetTexture(unsigned index) const;
|
|
|
+ /// Return default texture filtering mode.
|
|
|
+ TextureFilterMode GetDefaultTextureFilterMode() const { return defaultTextureFilterMode_; }
|
|
|
+ /// Return rendertarget by index.
|
|
|
+ RenderSurface* GetRenderTarget(unsigned index) const;
|
|
|
+ /// Return depth-stencil surface.
|
|
|
+ RenderSurface* GetDepthStencil() const { return depthStencil_; }
|
|
|
+ /// Return readable depth-stencil texture. Not created automatically on OpenGL.
|
|
|
+ Texture2D* GetDepthTexture() const { return 0; }
|
|
|
+ /// Return the viewport coordinates.
|
|
|
+ IntRect GetViewport() const { return viewport_; }
|
|
|
+ /// Return whether alpha testing is enabled.
|
|
|
+ bool GetAlphaTest() const { return alphaTest_; }
|
|
|
+ /// Return alpha test compare mode.
|
|
|
+ CompareMode GetAlphaTestMode() const { return alphaTestMode_; }
|
|
|
+ /// Return texture anisotropy.
|
|
|
+ unsigned GetTextureAnisotropy() const { return textureAnisotropy_; }
|
|
|
+ /// Return alpha test reference value.
|
|
|
+ float GetAlphaRef() const { return alphaRef_; }
|
|
|
+ /// Return blending mode.
|
|
|
+ BlendMode GetBlendMode() const { return blendMode_; }
|
|
|
+ /// Return whether color write is enabled.
|
|
|
+ bool GetColorWrite() const { return colorWrite_; }
|
|
|
+ /// Return hardware culling mode.
|
|
|
+ CullMode GetCullMode() const { return cullMode_; }
|
|
|
+ /// Return depth constant bias.
|
|
|
+ float GetDepthConstantBias() const { return constantDepthBias_; }
|
|
|
+ /// Return depth slope scaled bias.
|
|
|
+ float GetDepthSlopeScaledBias() const { return slopeScaledDepthBias_; }
|
|
|
+ /// Return depth compare mode.
|
|
|
+ CompareMode GetDepthTest() const { return depthTestMode_; }
|
|
|
+ /// Return whether depth write is enabled.
|
|
|
+ bool GetDepthWrite() const { return depthWrite_; }
|
|
|
+ /// Return polygon fill mode.
|
|
|
+ FillMode GetFillMode() const { return fillMode_; }
|
|
|
+ /// Return whether stencil test is enabled.
|
|
|
+ bool GetStencilTest() const { return stencilTest_; }
|
|
|
+ /// Return whether scissor test is enabled.
|
|
|
+ bool GetScissorTest() const { return scissorTest_; }
|
|
|
+ /// Return scissor rectangle coordinates.
|
|
|
+ const IntRect& GetScissorRect() const { return scissorRect_; }
|
|
|
+ /// Return stencil compare mode.
|
|
|
+ CompareMode GetStencilTestMode() const { return stencilTestMode_; }
|
|
|
+ /// Return stencil operation to do if stencil test passes.
|
|
|
+ StencilOp GetStencilPass() const { return stencilPass_; }
|
|
|
+ /// Return stencil operation to do if stencil test fails.
|
|
|
+ StencilOp GetStencilFail() const { return stencilFail_; }
|
|
|
+ /// Return stencil operation to do if depth compare fails.
|
|
|
+ StencilOp GetStencilZFail() const { return stencilZFail_; }
|
|
|
+ /// Return stencil reference value.
|
|
|
+ unsigned GetStencilRef() const { return stencilRef_; }
|
|
|
+ /// Return stencil compare bitmask.
|
|
|
+ unsigned GetStencilCompareMask() const { return stencilCompareMask_; }
|
|
|
+ /// Return stencil write bitmask.
|
|
|
+ unsigned GetStencilWriteMask() const { return stencilWriteMask_; }
|
|
|
+ /// Return stream frequency by vertex buffer index. Always returns 0 on OpenGL.
|
|
|
+ unsigned GetStreamFrequency(unsigned index) const { return 0; }
|
|
|
+ /// Return rendertarget width and height.
|
|
|
+ IntVector2 GetRenderTargetDimensions() const;
|
|
|
+ /// Return force Shader Model 2 flag. Always false on OpenGL.
|
|
|
+ bool GetForceSM2() const { return false; }
|
|
|
+
|
|
|
+ /// Add a GPU object to keep track of. Called by GPUObject.
|
|
|
+ void AddGPUObject(GPUObject* object);
|
|
|
+ /// Remove a GPU object. Called by GPUObject.
|
|
|
+ void RemoveGPUObject(GPUObject* object);
|
|
|
+ /// Reserve a CPU side discard locking buffer.
|
|
|
+ void* ReserveDiscardLockBuffer(unsigned size);
|
|
|
+ /// Free a CPU side discard locking buffer.
|
|
|
+ void FreeDiscardLockBuffer(void* buffer);
|
|
|
+ /// Release/clear GPU objects and optionally close the window.
|
|
|
+ void Release(bool clearGPUObjects, bool closeWindow);
|
|
|
+ /// Clean up a render surface from all FBOs.
|
|
|
+ void CleanupRenderSurface(RenderSurface* surface);
|
|
|
+
|
|
|
+ /// Return the API-specific alpha texture format.
|
|
|
+ static unsigned GetAlphaFormat();
|
|
|
+ /// Return the API-specific luminance texture format.
|
|
|
+ static unsigned GetLuminanceFormat();
|
|
|
+ /// Return the API-specific luminance alpha texture format.
|
|
|
+ static unsigned GetLuminanceAlphaFormat();
|
|
|
+ /// Return the API-specific RGB texture format.
|
|
|
+ static unsigned GetRGBFormat();
|
|
|
+ /// Return the API-specific RGBA texture format.
|
|
|
+ static unsigned GetRGBAFormat();
|
|
|
+ /// Return the API-specific single channel float texture format.
|
|
|
+ static unsigned GetFloatFormat();
|
|
|
+ /// Return the API-specific linear depth texture format.
|
|
|
+ static unsigned GetLinearDepthFormat();
|
|
|
+ /// Return the API-specific hardware depth-stencil texture format.
|
|
|
+ static unsigned GetDepthStencilFormat();
|
|
|
+
|
|
|
+private:
|
|
|
+ /// Check supported rendering features.
|
|
|
+ void CheckFeatureSupport();
|
|
|
+ /// Select FBO and commit changes.
|
|
|
+ void CommitFramebuffer();
|
|
|
+ /// Check FBO completeness.
|
|
|
+ bool CheckFramebuffer();
|
|
|
+ /// Cleanup unused and unbound FBO's.
|
|
|
+ void CleanupFramebuffers(bool deleteAll);
|
|
|
+ /// Reset cached rendering state.
|
|
|
+ void ResetCachedState();
|
|
|
+ /// Initialize texture unit mappings.
|
|
|
+ void SetTextureUnitMappings();
|
|
|
+
|
|
|
+ /// Implementation.
|
|
|
+ GraphicsImpl* impl_;
|
|
|
+ /// Window title.
|
|
|
+ String windowTitle_;
|
|
|
+ /// Window width.
|
|
|
+ int width_;
|
|
|
+ /// Window height.
|
|
|
+ int height_;
|
|
|
+ /// Multisampling mode.
|
|
|
+ int multiSample_;
|
|
|
+ /// Fullscreen flag.
|
|
|
+ bool fullscreen_;
|
|
|
+ /// Vertical sync flag.
|
|
|
+ bool vsync_;
|
|
|
+ /// Triple buffering flag.
|
|
|
+ bool tripleBuffer_;
|
|
|
+ /// Light prepass support flag.
|
|
|
+ bool lightPrepassSupport_;
|
|
|
+ /// Deferred rendering support flag.
|
|
|
+ bool deferredSupport_;
|
|
|
+ /// Hardware depth support flag.
|
|
|
+ bool hardwareDepthSupport_;
|
|
|
+ /// Compressed texture support flag.
|
|
|
+ bool compressedTextureSupport_;
|
|
|
+ /// Number of primitives this frame.
|
|
|
+ unsigned numPrimitives_;
|
|
|
+ /// Number of batches this frame.
|
|
|
+ unsigned numBatches_;
|
|
|
+ /// GPU objects.
|
|
|
+ Vector<GPUObject*> gpuObjects_;
|
|
|
+ /// Discard lock buffers.
|
|
|
+ Vector<DiscardLockBuffer> discardLockBuffers_;
|
|
|
+ /// Shadow map depth texture format.
|
|
|
+ unsigned shadowMapFormat_;
|
|
|
+ /// Shadow map 24-bit depth texture format.
|
|
|
+ unsigned hiresShadowMapFormat_;
|
|
|
+ /// Vertex buffers in use.
|
|
|
+ VertexBuffer* vertexBuffers_[MAX_VERTEX_STREAMS];
|
|
|
+ /// Element mask in use.
|
|
|
+ unsigned elementMasks_[MAX_VERTEX_STREAMS];
|
|
|
+ /// Index buffer in use.
|
|
|
+ IndexBuffer* indexBuffer_;
|
|
|
+ /// Vertex shader in use.
|
|
|
+ ShaderVariation* vertexShader_;
|
|
|
+ /// Pixel shader in use.
|
|
|
+ ShaderVariation* pixelShader_;
|
|
|
+ /// Shader program in use.
|
|
|
+ ShaderProgram* shaderProgram_;
|
|
|
+ /// Linked shader programs.
|
|
|
+ ShaderProgramMap shaderPrograms_;
|
|
|
+ /// Shader parameters global frame number.
|
|
|
+ unsigned shaderParameterFrame_;
|
|
|
+ /// Textures in use.
|
|
|
+ Texture* textures_[MAX_TEXTURE_UNITS];
|
|
|
+ /// OpenGL texture types in use.
|
|
|
+ unsigned textureTypes_[MAX_TEXTURE_UNITS];
|
|
|
+ /// Texture unit mappings.
|
|
|
+ Map<String, TextureUnit> textureUnits_;
|
|
|
+ /// Rendertargets in use.
|
|
|
+ RenderSurface* renderTargets_[MAX_RENDERTARGETS];
|
|
|
+ /// Depth-stencil surface in use.
|
|
|
+ RenderSurface* depthStencil_;
|
|
|
+ /// View texture.
|
|
|
+ Texture* viewTexture_;
|
|
|
+ /// Viewport coordinates.
|
|
|
+ IntRect viewport_;
|
|
|
+ /// Alpha test enable flag.
|
|
|
+ bool alphaTest_;
|
|
|
+ /// Alpha test compare mode.
|
|
|
+ CompareMode alphaTestMode_;
|
|
|
+ /// Alpha test reference value.
|
|
|
+ float alphaRef_;
|
|
|
+ /// Texture anisotropy level.
|
|
|
+ unsigned textureAnisotropy_;
|
|
|
+ /// Blending mode.
|
|
|
+ BlendMode blendMode_;
|
|
|
+ /// Color write enable.
|
|
|
+ bool colorWrite_;
|
|
|
+ /// Hardware culling mode.
|
|
|
+ CullMode cullMode_;
|
|
|
+ /// Depth constant bias.
|
|
|
+ float constantDepthBias_;
|
|
|
+ /// Depth slope scaled bias.
|
|
|
+ float slopeScaledDepthBias_;
|
|
|
+ /// Depth compare mode.
|
|
|
+ CompareMode depthTestMode_;
|
|
|
+ /// Depth write enable flag.
|
|
|
+ bool depthWrite_;
|
|
|
+ /// Polygon fill mode.
|
|
|
+ FillMode fillMode_;
|
|
|
+ /// Scissor test rectangle.
|
|
|
+ IntRect scissorRect_;
|
|
|
+ /// Scissor test enable flag.
|
|
|
+ bool scissorTest_;
|
|
|
+ /// Stencil test compare mode.
|
|
|
+ CompareMode stencilTestMode_;
|
|
|
+ /// Stencil operation on pass.
|
|
|
+ StencilOp stencilPass_;
|
|
|
+ /// Stencil operation on fail.
|
|
|
+ StencilOp stencilFail_;
|
|
|
+ /// Stencil operation on depth fail.
|
|
|
+ StencilOp stencilZFail_;
|
|
|
+ /// Stencil test enable flag.
|
|
|
+ bool stencilTest_;
|
|
|
+ /// Stencil test reference value.
|
|
|
+ unsigned stencilRef_;
|
|
|
+ /// Stencil compare bitmask.
|
|
|
+ unsigned stencilCompareMask_;
|
|
|
+ /// Stencil write bitmask.
|
|
|
+ unsigned stencilWriteMask_;
|
|
|
+ /// Default texture filtering mode.
|
|
|
+ TextureFilterMode defaultTextureFilterMode_;
|
|
|
+ /// Map for additional depth textures, to emulate Direct3D9 ability to mix render texture and backbuffer rendering.
|
|
|
+ HashMap<int, SharedPtr<Texture2D> > depthTextures_;
|
|
|
/// Remembered shader parameter sources.
|
|
|
- const void* shaderParameterSources_[MAX_SHADER_PARAMETER_GROUPS];
|
|
|
-};
|
|
|
-
|
|
|
-/// Register Graphics library objects.
|
|
|
-void RegisterGraphicsLibrary(Context* context_);
|
|
|
+ const void* shaderParameterSources_[MAX_SHADER_PARAMETER_GROUPS];
|
|
|
+};
|
|
|
+
|
|
|
+/// Register Graphics library objects.
|
|
|
+void RegisterGraphicsLibrary(Context* context_);
|