|
@@ -22,10 +22,724 @@
|
|
|
|
|
|
|
|
#pragma once
|
|
#pragma once
|
|
|
|
|
|
|
|
-#if defined(URHO3D_OPENGL)
|
|
|
|
|
-#include "OpenGL/OGLGraphics.h"
|
|
|
|
|
-#elif defined(URHO3D_D3D11)
|
|
|
|
|
-#include "Direct3D11/D3D11Graphics.h"
|
|
|
|
|
-#else
|
|
|
|
|
-#include "Direct3D9/D3D9Graphics.h"
|
|
|
|
|
-#endif
|
|
|
|
|
|
|
+#include "../Container/ArrayPtr.h"
|
|
|
|
|
+#include "../Container/HashSet.h"
|
|
|
|
|
+#include "../Core/Mutex.h"
|
|
|
|
|
+#include "../Core/Object.h"
|
|
|
|
|
+#include "../Graphics/GraphicsDefs.h"
|
|
|
|
|
+#include "../Graphics/ShaderVariation.h"
|
|
|
|
|
+#include "../Math/Color.h"
|
|
|
|
|
+#include "../Math/Plane.h"
|
|
|
|
|
+#include "../Math/Rect.h"
|
|
|
|
|
+#include "../Resource/Image.h"
|
|
|
|
|
+
|
|
|
|
|
+namespace Urho3D
|
|
|
|
|
+{
|
|
|
|
|
+
|
|
|
|
|
+class ConstantBuffer;
|
|
|
|
|
+class File;
|
|
|
|
|
+class Image;
|
|
|
|
|
+class IndexBuffer;
|
|
|
|
|
+class GPUObject;
|
|
|
|
|
+class GraphicsImpl;
|
|
|
|
|
+class RenderSurface;
|
|
|
|
|
+class Shader;
|
|
|
|
|
+class ShaderPrecache;
|
|
|
|
|
+class ShaderProgram;
|
|
|
|
|
+class ShaderVariation;
|
|
|
|
|
+class Texture;
|
|
|
|
|
+class Texture2D;
|
|
|
|
|
+class Texture2DArray;
|
|
|
|
|
+class TextureCube;
|
|
|
|
|
+class Vector3;
|
|
|
|
|
+class Vector4;
|
|
|
|
|
+class VertexBuffer;
|
|
|
|
|
+class VertexDeclaration;
|
|
|
|
|
+
|
|
|
|
|
+struct ShaderParameter;
|
|
|
|
|
+
|
|
|
|
|
+/// CPU-side scratch buffer for vertex data updates.
|
|
|
|
|
+struct ScratchBuffer
|
|
|
|
|
+{
|
|
|
|
|
+ ScratchBuffer() :
|
|
|
|
|
+ size_(0),
|
|
|
|
|
+ reserved_(false)
|
|
|
|
|
+ {
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ /// Buffer data.
|
|
|
|
|
+ SharedArrayPtr<unsigned char> data_;
|
|
|
|
|
+ /// Data size.
|
|
|
|
|
+ unsigned size_;
|
|
|
|
|
+ /// Reserved flag.
|
|
|
|
|
+ bool reserved_;
|
|
|
|
|
+};
|
|
|
|
|
+
|
|
|
|
|
+/// %Graphics subsystem. Manages the application window, rendering state and GPU resources.
|
|
|
|
|
+class URHO3D_API Graphics : public Object
|
|
|
|
|
+{
|
|
|
|
|
+ URHO3D_OBJECT(Graphics, Object);
|
|
|
|
|
+
|
|
|
|
|
+public:
|
|
|
|
|
+ /// Construct.
|
|
|
|
|
+ Graphics(Context* context);
|
|
|
|
|
+ /// Destruct. Release the Direct3D11 device and close the window.
|
|
|
|
|
+ virtual ~Graphics();
|
|
|
|
|
+
|
|
|
|
|
+ /// Set external window handle. Only effective before setting the initial screen mode.
|
|
|
|
|
+ void SetExternalWindow(void* window);
|
|
|
|
|
+ /// Set window title.
|
|
|
|
|
+ void SetWindowTitle(const String& windowTitle);
|
|
|
|
|
+ /// Set window icon.
|
|
|
|
|
+ void SetWindowIcon(Image* windowIcon);
|
|
|
|
|
+ /// Set window position. Sets initial position if window is not created yet.
|
|
|
|
|
+ void SetWindowPosition(const IntVector2& position);
|
|
|
|
|
+ /// Set window position. Sets initial position if window is not created yet.
|
|
|
|
|
+ void SetWindowPosition(int x, int y);
|
|
|
|
|
+ /// Set screen mode. Return true if successful.
|
|
|
|
|
+ bool SetMode
|
|
|
|
|
+ (int width, int height, bool fullscreen, bool borderless, bool resizable, bool highDPI, bool vsync, bool tripleBuffer,
|
|
|
|
|
+ int multiSample);
|
|
|
|
|
+ /// Set screen resolution only. Return true if successful.
|
|
|
|
|
+ bool SetMode(int width, int height);
|
|
|
|
|
+ /// Set whether the main window uses sRGB conversion on write.
|
|
|
|
|
+ void SetSRGB(bool enable);
|
|
|
|
|
+ /// Set whether to flush the GPU command buffer to prevent multiple frames being queued and uneven frame timesteps. Default off, may decrease performance if enabled. Not currently implemented on OpenGL.
|
|
|
|
|
+ void SetFlushGPU(bool enable);
|
|
|
|
|
+ /// Set forced use of OpenGL 2 even if OpenGL 3 is available. Must be called before setting the screen mode for the first time. Default false. No effect on Direct3D9 & 11.
|
|
|
|
|
+ void SetForceGL2(bool enable);
|
|
|
|
|
+ /// Set allowed screen orientations as a space-separated list of "LandscapeLeft", "LandscapeRight", "Portrait" and "PortraitUpsideDown". Affects currently only iOS platform.
|
|
|
|
|
+ void SetOrientations(const String& orientations);
|
|
|
|
|
+ /// Toggle between full screen and windowed mode. Return true if successful.
|
|
|
|
|
+ bool ToggleFullscreen();
|
|
|
|
|
+ /// Close the window.
|
|
|
|
|
+ void Close();
|
|
|
|
|
+ /// Take a screenshot. Return true if successful.
|
|
|
|
|
+ bool TakeScreenShot(Image& destImage);
|
|
|
|
|
+ /// Begin frame rendering. Return true if device available and can render.
|
|
|
|
|
+ bool BeginFrame();
|
|
|
|
|
+ /// End frame rendering and swap buffers.
|
|
|
|
|
+ void EndFrame();
|
|
|
|
|
+ /// Clear any or all of rendertarget, depth buffer and stencil buffer.
|
|
|
|
|
+ void Clear(unsigned flags, const Color& color = Color(0.0f, 0.0f, 0.0f, 0.0f), float depth = 1.0f, unsigned stencil = 0);
|
|
|
|
|
+ /// Resolve multisampled backbuffer to a texture rendertarget. The texture's size should match the viewport size.
|
|
|
|
|
+ bool ResolveToTexture(Texture2D* destination, const IntRect& viewport);
|
|
|
|
|
+ /// Draw non-indexed geometry.
|
|
|
|
|
+ void Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount);
|
|
|
|
|
+ /// Draw indexed geometry.
|
|
|
|
|
+ void Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount);
|
|
|
|
|
+ /// Draw indexed geometry with vertex index offset.
|
|
|
|
|
+ void Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex, unsigned vertexCount);
|
|
|
|
|
+ /// Draw indexed, instanced geometry. An instancing vertex buffer must be set.
|
|
|
|
|
+ void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount,
|
|
|
|
|
+ unsigned instanceCount);
|
|
|
|
|
+ /// Draw indexed, instanced geometry with vertex index offset.
|
|
|
|
|
+ void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex,
|
|
|
|
|
+ unsigned vertexCount, unsigned instanceCount);
|
|
|
|
|
+ /// Set vertex buffer.
|
|
|
|
|
+ void SetVertexBuffer(VertexBuffer* buffer);
|
|
|
|
|
+ /// Set multiple vertex buffers.
|
|
|
|
|
+ bool SetVertexBuffers(const PODVector<VertexBuffer*>& buffers, unsigned instanceOffset = 0);
|
|
|
|
|
+ /// Set multiple vertex buffers.
|
|
|
|
|
+ bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, unsigned instanceOffset = 0);
|
|
|
|
|
+ /// Set index buffer.
|
|
|
|
|
+ void SetIndexBuffer(IndexBuffer* buffer);
|
|
|
|
|
+ /// Set shaders.
|
|
|
|
|
+ void SetShaders(ShaderVariation* vs, ShaderVariation* ps);
|
|
|
|
|
+ /// Set shader float constants.
|
|
|
|
|
+ void SetShaderParameter(StringHash param, const float* data, unsigned count);
|
|
|
|
|
+ /// Set shader float constant.
|
|
|
|
|
+ void SetShaderParameter(StringHash param, float value);
|
|
|
|
|
+ /// Set shader boolean constant.
|
|
|
|
|
+ void SetShaderParameter(StringHash param, bool value);
|
|
|
|
|
+ /// Set shader color constant.
|
|
|
|
|
+ void SetShaderParameter(StringHash param, const Color& color);
|
|
|
|
|
+ /// Set shader 2D vector constant.
|
|
|
|
|
+ void SetShaderParameter(StringHash param, const Vector2& vector);
|
|
|
|
|
+ /// Set shader 3x3 matrix constant.
|
|
|
|
|
+ void SetShaderParameter(StringHash param, const Matrix3& matrix);
|
|
|
|
|
+ /// Set shader 3D vector constant.
|
|
|
|
|
+ void SetShaderParameter(StringHash param, const Vector3& vector);
|
|
|
|
|
+ /// Set shader 4x4 matrix constant.
|
|
|
|
|
+ void SetShaderParameter(StringHash param, const Matrix4& matrix);
|
|
|
|
|
+ /// Set shader 4D vector constant.
|
|
|
|
|
+ void SetShaderParameter(StringHash param, const Vector4& vector);
|
|
|
|
|
+ /// Set shader 3x4 matrix constant.
|
|
|
|
|
+ void SetShaderParameter(StringHash param, const Matrix3x4& matrix);
|
|
|
|
|
+ /// Set shader constant from a variant. Supported variant types: bool, float, vector2, vector3, vector4, color.
|
|
|
|
|
+ void SetShaderParameter(StringHash param, const Variant& value);
|
|
|
|
|
+ /// Check whether a shader parameter group needs update. Does not actually check whether parameters exist in the shaders.
|
|
|
|
|
+ bool NeedParameterUpdate(ShaderParameterGroup group, const void* source);
|
|
|
|
|
+ /// Check whether a shader parameter exists on the currently set shaders.
|
|
|
|
|
+ bool HasShaderParameter(StringHash param);
|
|
|
|
|
+ /// Check whether the current vertex or pixel shader uses a texture unit.
|
|
|
|
|
+ bool HasTextureUnit(TextureUnit unit);
|
|
|
|
|
+ /// Clear remembered shader parameter source group.
|
|
|
|
|
+ void ClearParameterSource(ShaderParameterGroup group);
|
|
|
|
|
+ /// Clear remembered shader parameter sources.
|
|
|
|
|
+ void ClearParameterSources();
|
|
|
|
|
+ /// Clear remembered transform shader parameter sources.
|
|
|
|
|
+ void ClearTransformSources();
|
|
|
|
|
+ /// Set texture.
|
|
|
|
|
+ void SetTexture(unsigned index, Texture* texture);
|
|
|
|
|
+ /// Bind texture unit 0 for update. Called by Texture. Used only on OpenGL.
|
|
|
|
|
+ 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 viewport.
|
|
|
|
|
+ void SetViewport(const IntRect& rect);
|
|
|
|
|
+ /// 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 a custom clipping plane. The plane is specified in world space, but is dependent on the view and projection matrices.
|
|
|
|
|
+ void SetClipPlane(bool enable, const Plane& clipPlane = Plane::UP, const Matrix3x4& view = Matrix3x4::IDENTITY,
|
|
|
|
|
+ const Matrix4& projection = Matrix4::IDENTITY);
|
|
|
|
|
+ /// Begin dumping shader variation names to an XML file for precaching.
|
|
|
|
|
+ void BeginDumpShaders(const String& fileName);
|
|
|
|
|
+ /// End dumping shader variations names.
|
|
|
|
|
+ void EndDumpShaders();
|
|
|
|
|
+ /// Precache shader variations from an XML file generated with BeginDumpShaders().
|
|
|
|
|
+ void PrecacheShaders(Deserializer& source);
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether rendering initialized.
|
|
|
|
|
+ bool IsInitialized() const;
|
|
|
|
|
+
|
|
|
|
|
+ /// Return graphics implementation, which holds the actual API-specific resources.
|
|
|
|
|
+ GraphicsImpl* GetImpl() const { return impl_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return OS-specific external window handle. Null if not in use.
|
|
|
|
|
+ void* GetExternalWindow() const { return externalWindow_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return window title.
|
|
|
|
|
+ const String& GetWindowTitle() const { return windowTitle_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return graphics API name.
|
|
|
|
|
+ const String& GetApiName() const { return apiName_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return window position.
|
|
|
|
|
+ IntVector2 GetWindowPosition() const;
|
|
|
|
|
+
|
|
|
|
|
+ /// Return window width in pixels.
|
|
|
|
|
+ int GetWidth() const { return width_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return window height in pixels.
|
|
|
|
|
+ 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 window is borderless.
|
|
|
|
|
+ bool GetBorderless() const { return borderless_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether window is resizable.
|
|
|
|
|
+ bool GetResizable() const { return resizable_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether window is high DPI.
|
|
|
|
|
+ bool GetHighDPI() const { return highDPI_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether vertical sync is on.
|
|
|
|
|
+ bool GetVSync() const { return vsync_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether triple buffering is enabled.
|
|
|
|
|
+ bool GetTripleBuffer() const { return tripleBuffer_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether the main window is using sRGB conversion on write.
|
|
|
|
|
+ bool GetSRGB() const { return sRGB_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether the GPU command buffer is flushed each frame.
|
|
|
|
|
+ bool GetFlushGPU() const { return flushGPU_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether OpenGL 2 use is forced. Effective only on OpenGL.
|
|
|
|
|
+ bool GetForceGL2() const { return forceGL2_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return allowed screen orientations.
|
|
|
|
|
+ const String& GetOrientations() const { return orientations_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether graphics context is lost and can not render or load GPU resources.
|
|
|
|
|
+ bool IsDeviceLost() 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 "NULL" (consume no video memory) if supported.
|
|
|
|
|
+ unsigned GetDummyColorFormat() const { return dummyColorFormat_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// 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 hardware instancing is supported.
|
|
|
|
|
+ bool GetInstancingSupport() const { return instancingSupport_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// 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 anisotropic texture filtering is supported.
|
|
|
|
|
+ bool GetAnisotropySupport() const { return anisotropySupport_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether shadow map depth compare is done in hardware.
|
|
|
|
|
+ bool GetHardwareShadowSupport() const { return hardwareShadowSupport_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether a readable hardware depth format is available.
|
|
|
|
|
+ bool GetReadableDepthSupport() const { return GetReadableDepthFormat() != 0; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether sRGB conversion on texture sampling is supported.
|
|
|
|
|
+ bool GetSRGBSupport() const { return sRGBSupport_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return whether sRGB conversion on rendertarget writing is supported.
|
|
|
|
|
+ bool GetSRGBWriteSupport() const { return sRGBWriteSupport_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return supported fullscreen resolutions. Will be empty if listing the resolutions is not supported on the platform (e.g. Web).
|
|
|
|
|
+ PODVector<IntVector2> GetResolutions() const;
|
|
|
|
|
+ /// Return supported multisampling levels.
|
|
|
|
|
+ PODVector<int> GetMultiSampleLevels() const;
|
|
|
|
|
+ /// Return the desktop resolution.
|
|
|
|
|
+ IntVector2 GetDesktopResolution() const;
|
|
|
|
|
+ /// Return hardware format for a compressed image format, or 0 if unsupported.
|
|
|
|
|
+ unsigned GetFormat(CompressedFormat format) const;
|
|
|
|
|
+ /// Return a shader variation by name and defines.
|
|
|
|
|
+ ShaderVariation* GetShader(ShaderType type, const String& name, const String& defines = String::EMPTY) const;
|
|
|
|
|
+ /// Return a shader variation by name and defines.
|
|
|
|
|
+ ShaderVariation* GetShader(ShaderType type, const char* name, const char* defines) const;
|
|
|
|
|
+ /// Return current vertex buffer by index.
|
|
|
|
|
+ VertexBuffer* GetVertexBuffer(unsigned index) const;
|
|
|
|
|
+
|
|
|
|
|
+ /// Return current index buffer.
|
|
|
|
|
+ IndexBuffer* GetIndexBuffer() const { return indexBuffer_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return current vertex shader.
|
|
|
|
|
+ ShaderVariation* GetVertexShader() const { return vertexShader_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return current pixel shader.
|
|
|
|
|
+ ShaderVariation* GetPixelShader() const { return pixelShader_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return shader program. This is an API-specific class and should not be used by applications.
|
|
|
|
|
+ ShaderProgram* GetShaderProgram() const;
|
|
|
|
|
+
|
|
|
|
|
+ /// Return texture unit index by name.
|
|
|
|
|
+ TextureUnit GetTextureUnit(const String& name);
|
|
|
|
|
+ /// Return texture unit name by index.
|
|
|
|
|
+ const String& GetTextureUnitName(TextureUnit unit);
|
|
|
|
|
+ /// Return current texture by texture unit index.
|
|
|
|
|
+ Texture* GetTexture(unsigned index) const;
|
|
|
|
|
+
|
|
|
|
|
+ /// Return default texture filtering mode.
|
|
|
|
|
+ TextureFilterMode GetDefaultTextureFilterMode() const { return defaultTextureFilterMode_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return current rendertarget by index.
|
|
|
|
|
+ RenderSurface* GetRenderTarget(unsigned index) const;
|
|
|
|
|
+
|
|
|
|
|
+ /// Return current depth-stencil surface.
|
|
|
|
|
+ RenderSurface* GetDepthStencil() const { return depthStencil_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return the viewport coordinates.
|
|
|
|
|
+ IntRect GetViewport() const { return viewport_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return texture anisotropy.
|
|
|
|
|
+ unsigned GetTextureAnisotropy() const { return textureAnisotropy_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// 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 whether a custom clipping plane is in use.
|
|
|
|
|
+ bool GetUseClipPlane() const { return useClipPlane_; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return current rendertarget width and height.
|
|
|
|
|
+ IntVector2 GetRenderTargetDimensions() const;
|
|
|
|
|
+
|
|
|
|
|
+ /// Window was resized through user interaction. Called by Input subsystem.
|
|
|
|
|
+ void OnWindowResized();
|
|
|
|
|
+ /// Window was moved through user interaction. Called by Input subsystem.
|
|
|
|
|
+ void OnWindowMoved();
|
|
|
|
|
+ /// Restore GPU objects and reinitialize state. Requires an open window. Used only on OpenGL.
|
|
|
|
|
+ void Restore();
|
|
|
|
|
+ /// Maximize the window.
|
|
|
|
|
+ void Maximize();
|
|
|
|
|
+ /// Minimize the window.
|
|
|
|
|
+ void Minimize();
|
|
|
|
|
+ /// 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 scratch buffer.
|
|
|
|
|
+ void* ReserveScratchBuffer(unsigned size);
|
|
|
|
|
+ /// Free a CPU-side scratch buffer.
|
|
|
|
|
+ void FreeScratchBuffer(void* buffer);
|
|
|
|
|
+ /// Clean up too large scratch buffers.
|
|
|
|
|
+ void CleanupScratchBuffers();
|
|
|
|
|
+ /// Clean up shader parameters when a shader variation is released or destroyed.
|
|
|
|
|
+ void CleanupShaderPrograms(ShaderVariation* variation);
|
|
|
|
|
+ /// Clean up a render surface from all FBOs. Used only on OpenGL.
|
|
|
|
|
+ void CleanupRenderSurface(RenderSurface* surface);
|
|
|
|
|
+ /// Get or create a constant buffer. Will be shared between shaders if possible.
|
|
|
|
|
+ ConstantBuffer* GetOrCreateConstantBuffer(ShaderType type, unsigned index, unsigned size);
|
|
|
|
|
+ /// Mark the FBO needing an update. Used only on OpenGL.
|
|
|
|
|
+ void MarkFBODirty();
|
|
|
|
|
+ /// Bind a VBO, avoiding redundant operation. Used only on OpenGL.
|
|
|
|
|
+ void SetVBO(unsigned object);
|
|
|
|
|
+ /// Bind a UBO, avoiding redundant operation. Used only on OpenGL.
|
|
|
|
|
+ void SetUBO(unsigned object);
|
|
|
|
|
+
|
|
|
|
|
+ /// 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 RGBA 16-bit texture format.
|
|
|
|
|
+ static unsigned GetRGBA16Format();
|
|
|
|
|
+ /// Return the API-specific RGBA 16-bit float texture format.
|
|
|
|
|
+ static unsigned GetRGBAFloat16Format();
|
|
|
|
|
+ /// Return the API-specific RGBA 32-bit float texture format.
|
|
|
|
|
+ static unsigned GetRGBAFloat32Format();
|
|
|
|
|
+ /// Return the API-specific RG 16-bit texture format.
|
|
|
|
|
+ static unsigned GetRG16Format();
|
|
|
|
|
+ /// Return the API-specific RG 16-bit float texture format.
|
|
|
|
|
+ static unsigned GetRGFloat16Format();
|
|
|
|
|
+ /// Return the API-specific RG 32-bit float texture format.
|
|
|
|
|
+ static unsigned GetRGFloat32Format();
|
|
|
|
|
+ /// Return the API-specific single channel 16-bit float texture format.
|
|
|
|
|
+ static unsigned GetFloat16Format();
|
|
|
|
|
+ /// Return the API-specific single channel 32-bit float texture format.
|
|
|
|
|
+ static unsigned GetFloat32Format();
|
|
|
|
|
+ /// Return the API-specific linear depth texture format.
|
|
|
|
|
+ static unsigned GetLinearDepthFormat();
|
|
|
|
|
+ /// Return the API-specific hardware depth-stencil texture format.
|
|
|
|
|
+ static unsigned GetDepthStencilFormat();
|
|
|
|
|
+ /// Return the API-specific readable hardware depth format, or 0 if not supported.
|
|
|
|
|
+ static unsigned GetReadableDepthFormat();
|
|
|
|
|
+ /// Return the API-specific texture format from a textual description, for example "rgb".
|
|
|
|
|
+ static unsigned GetFormat(const String& formatName);
|
|
|
|
|
+
|
|
|
|
|
+ /// Return UV offset required for pixel perfect rendering.
|
|
|
|
|
+ static const Vector2& GetPixelUVOffset() { return pixelUVOffset; }
|
|
|
|
|
+
|
|
|
|
|
+ /// Return maximum number of supported bones for skinning.
|
|
|
|
|
+ static unsigned GetMaxBones();
|
|
|
|
|
+ /// Return whether is using an OpenGL 3 context. Return always false on Direct3D9 & Direct3D11.
|
|
|
|
|
+ static bool GetGL3Support();
|
|
|
|
|
+
|
|
|
|
|
+private:
|
|
|
|
|
+ /// Create the application window.
|
|
|
|
|
+ bool OpenWindow(int width, int height, bool resizable, bool borderless);
|
|
|
|
|
+ /// Create the application window icon.
|
|
|
|
|
+ void CreateWindowIcon();
|
|
|
|
|
+ /// Adjust the window for new resolution and fullscreen mode.
|
|
|
|
|
+ void AdjustWindow(int& newWidth, int& newHeight, bool& newFullscreen, bool& newBorderless);
|
|
|
|
|
+ /// Create the Direct3D11 device and swap chain. Requires an open window. Can also be called again to recreate swap chain. Return true on success.
|
|
|
|
|
+ bool CreateDevice(int width, int height, int multiSample);
|
|
|
|
|
+ /// Update Direct3D11 swap chain state for a new mode and create views for the backbuffer & default depth buffer. Return true on success.
|
|
|
|
|
+ bool UpdateSwapChain(int width, int height);
|
|
|
|
|
+ /// Create the Direct3D9 interface.
|
|
|
|
|
+ bool CreateInterface();
|
|
|
|
|
+ /// Create the Direct3D9 device.
|
|
|
|
|
+ bool CreateDevice(unsigned adapter, unsigned deviceType);
|
|
|
|
|
+ /// Reset the Direct3D9 device.
|
|
|
|
|
+ void ResetDevice();
|
|
|
|
|
+ /// Notify all GPU resources so they can release themselves as needed. Used only on Direct3D9.
|
|
|
|
|
+ void OnDeviceLost();
|
|
|
|
|
+ /// Notify all GPU resources so they can recreate themselves as needed. Used only on Direct3D9.
|
|
|
|
|
+ void OnDeviceReset();
|
|
|
|
|
+ /// Set vertex buffer stream frequency. Used only on Direct3D9.
|
|
|
|
|
+ void SetStreamFrequency(unsigned index, unsigned frequency);
|
|
|
|
|
+ /// Reset stream frequencies. Used only on Direct3D9.
|
|
|
|
|
+ void ResetStreamFrequencies();
|
|
|
|
|
+ /// Check supported rendering features.
|
|
|
|
|
+ void CheckFeatureSupport();
|
|
|
|
|
+ /// Reset cached rendering state.
|
|
|
|
|
+ void ResetCachedState();
|
|
|
|
|
+ /// Initialize texture unit mappings.
|
|
|
|
|
+ void SetTextureUnitMappings();
|
|
|
|
|
+ /// Process dirtied state before draw.
|
|
|
|
|
+ void PrepareDraw();
|
|
|
|
|
+ /// Create intermediate texture for multisampled backbuffer resolve. No-op if already exists.
|
|
|
|
|
+ void CreateResolveTexture();
|
|
|
|
|
+ /// Clean up all framebuffers. Called when destroying the context. Used only on OpenGL.
|
|
|
|
|
+ void CleanupFramebuffers();
|
|
|
|
|
+ /// Create a framebuffer using either extension or core functionality. Used only on OpenGL.
|
|
|
|
|
+ unsigned CreateFramebuffer();
|
|
|
|
|
+ /// Delete a framebuffer using either extension or core functionality. Used only on OpenGL.
|
|
|
|
|
+ void DeleteFramebuffer(unsigned fbo);
|
|
|
|
|
+ /// Bind a framebuffer using either extension or core functionality. Used only on OpenGL.
|
|
|
|
|
+ void BindFramebuffer(unsigned fbo);
|
|
|
|
|
+ /// Bind a framebuffer color attachment using either extension or core functionality. Used only on OpenGL.
|
|
|
|
|
+ void BindColorAttachment(unsigned index, unsigned target, unsigned object);
|
|
|
|
|
+ /// Bind a framebuffer depth attachment using either extension or core functionality. Used only on OpenGL.
|
|
|
|
|
+ void BindDepthAttachment(unsigned object, bool isRenderBuffer);
|
|
|
|
|
+ /// Bind a framebuffer stencil attachment using either extension or core functionality. Used only on OpenGL.
|
|
|
|
|
+ void BindStencilAttachment(unsigned object, bool isRenderBuffer);
|
|
|
|
|
+ /// Check FBO completeness using either extension or core functionality. Used only on OpenGL.
|
|
|
|
|
+ bool CheckFramebuffer();
|
|
|
|
|
+ /// Set vertex attrib divisor. No-op if unsupported. Used only on OpenGL.
|
|
|
|
|
+ void SetVertexAttribDivisor(unsigned location, unsigned divisor);
|
|
|
|
|
+ /// Release/clear GPU objects and optionally close the window. Used only on OpenGL.
|
|
|
|
|
+ void Release(bool clearGPUObjects, bool closeWindow);
|
|
|
|
|
+
|
|
|
|
|
+ /// Mutex for accessing the GPU objects vector from several threads.
|
|
|
|
|
+ Mutex gpuObjectMutex_;
|
|
|
|
|
+ /// Implementation.
|
|
|
|
|
+ GraphicsImpl* impl_;
|
|
|
|
|
+ /// Window title.
|
|
|
|
|
+ String windowTitle_;
|
|
|
|
|
+ /// Window icon image.
|
|
|
|
|
+ WeakPtr<Image> windowIcon_;
|
|
|
|
|
+ /// External window, null if not in use (default.)
|
|
|
|
|
+ void* externalWindow_;
|
|
|
|
|
+ /// Window width in pixels.
|
|
|
|
|
+ int width_;
|
|
|
|
|
+ /// Window height in pixels.
|
|
|
|
|
+ int height_;
|
|
|
|
|
+ /// Window position.
|
|
|
|
|
+ IntVector2 position_;
|
|
|
|
|
+ /// Multisampling mode.
|
|
|
|
|
+ int multiSample_;
|
|
|
|
|
+ /// Fullscreen flag.
|
|
|
|
|
+ bool fullscreen_;
|
|
|
|
|
+ /// Borderless flag.
|
|
|
|
|
+ bool borderless_;
|
|
|
|
|
+ /// Resizable flag.
|
|
|
|
|
+ bool resizable_;
|
|
|
|
|
+ /// High DPI flag.
|
|
|
|
|
+ bool highDPI_;
|
|
|
|
|
+ /// Vertical sync flag.
|
|
|
|
|
+ bool vsync_;
|
|
|
|
|
+ /// Triple buffering flag.
|
|
|
|
|
+ bool tripleBuffer_;
|
|
|
|
|
+ /// Flush GPU command buffer flag.
|
|
|
|
|
+ bool flushGPU_;
|
|
|
|
|
+ /// Force OpenGL 2 flag. Only used on OpenGL.
|
|
|
|
|
+ bool forceGL2_;
|
|
|
|
|
+ /// sRGB conversion on write flag for the main window.
|
|
|
|
|
+ bool sRGB_;
|
|
|
|
|
+ /// Light pre-pass rendering support flag.
|
|
|
|
|
+ bool lightPrepassSupport_;
|
|
|
|
|
+ /// Deferred rendering support flag.
|
|
|
|
|
+ bool deferredSupport_;
|
|
|
|
|
+ /// Anisotropic filtering support flag.
|
|
|
|
|
+ bool anisotropySupport_;
|
|
|
|
|
+ /// DXT format support flag.
|
|
|
|
|
+ bool dxtTextureSupport_;
|
|
|
|
|
+ /// ETC1 format support flag.
|
|
|
|
|
+ bool etcTextureSupport_;
|
|
|
|
|
+ /// PVRTC formats support flag.
|
|
|
|
|
+ bool pvrtcTextureSupport_;
|
|
|
|
|
+ /// Hardware shadow map depth compare support flag.
|
|
|
|
|
+ bool hardwareShadowSupport_;
|
|
|
|
|
+ /// Instancing support flag.
|
|
|
|
|
+ bool instancingSupport_;
|
|
|
|
|
+ /// sRGB conversion on read support flag.
|
|
|
|
|
+ bool sRGBSupport_;
|
|
|
|
|
+ /// sRGB conversion on write support flag.
|
|
|
|
|
+ bool sRGBWriteSupport_;
|
|
|
|
|
+ /// Number of primitives this frame.
|
|
|
|
|
+ unsigned numPrimitives_;
|
|
|
|
|
+ /// Number of batches this frame.
|
|
|
|
|
+ unsigned numBatches_;
|
|
|
|
|
+ /// Largest scratch buffer request this frame.
|
|
|
|
|
+ unsigned maxScratchBufferRequest_;
|
|
|
|
|
+ /// GPU objects.
|
|
|
|
|
+ PODVector<GPUObject*> gpuObjects_;
|
|
|
|
|
+ /// Scratch buffers.
|
|
|
|
|
+ Vector<ScratchBuffer> scratchBuffers_;
|
|
|
|
|
+ /// Shadow map dummy color texture format.
|
|
|
|
|
+ unsigned dummyColorFormat_;
|
|
|
|
|
+ /// 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];
|
|
|
|
|
+ /// Index buffer in use.
|
|
|
|
|
+ IndexBuffer* indexBuffer_;
|
|
|
|
|
+ /// Current vertex declaration hash.
|
|
|
|
|
+ unsigned long long vertexDeclarationHash_;
|
|
|
|
|
+ /// Current primitive type.
|
|
|
|
|
+ unsigned primitiveType_;
|
|
|
|
|
+ /// Vertex shader in use.
|
|
|
|
|
+ ShaderVariation* vertexShader_;
|
|
|
|
|
+ /// Pixel shader in use.
|
|
|
|
|
+ ShaderVariation* pixelShader_;
|
|
|
|
|
+ /// Textures in use.
|
|
|
|
|
+ Texture* textures_[MAX_TEXTURE_UNITS];
|
|
|
|
|
+ /// Texture unit mappings.
|
|
|
|
|
+ HashMap<String, TextureUnit> textureUnits_;
|
|
|
|
|
+ /// Rendertargets in use.
|
|
|
|
|
+ RenderSurface* renderTargets_[MAX_RENDERTARGETS];
|
|
|
|
|
+ /// Depth-stencil surface in use.
|
|
|
|
|
+ RenderSurface* depthStencil_;
|
|
|
|
|
+ /// Viewport coordinates.
|
|
|
|
|
+ IntRect viewport_;
|
|
|
|
|
+ /// Default texture filtering mode.
|
|
|
|
|
+ TextureFilterMode defaultTextureFilterMode_;
|
|
|
|
|
+ /// 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 reference value.
|
|
|
|
|
+ unsigned stencilRef_;
|
|
|
|
|
+ /// Stencil compare bitmask.
|
|
|
|
|
+ unsigned stencilCompareMask_;
|
|
|
|
|
+ /// Stencil write bitmask.
|
|
|
|
|
+ unsigned stencilWriteMask_;
|
|
|
|
|
+ /// Current custom clip plane in post-projection space.
|
|
|
|
|
+ Vector4 clipPlane_;
|
|
|
|
|
+ /// Stencil test enable flag.
|
|
|
|
|
+ bool stencilTest_;
|
|
|
|
|
+ /// Custom clip plane enable flag.
|
|
|
|
|
+ bool useClipPlane_;
|
|
|
|
|
+ /// Remembered shader parameter sources.
|
|
|
|
|
+ const void* shaderParameterSources_[MAX_SHADER_PARAMETER_GROUPS];
|
|
|
|
|
+ /// Base directory for shaders.
|
|
|
|
|
+ String shaderPath_;
|
|
|
|
|
+ /// File extension for shaders.
|
|
|
|
|
+ String shaderExtension_;
|
|
|
|
|
+ /// Last used shader in shader variation query.
|
|
|
|
|
+ mutable WeakPtr<Shader> lastShader_;
|
|
|
|
|
+ /// Last used shader name in shader variation query.
|
|
|
|
|
+ mutable String lastShaderName_;
|
|
|
|
|
+ /// Shader precache utility.
|
|
|
|
|
+ SharedPtr<ShaderPrecache> shaderPrecache_;
|
|
|
|
|
+ /// Allowed screen orientations.
|
|
|
|
|
+ String orientations_;
|
|
|
|
|
+ /// Graphics API name.
|
|
|
|
|
+ String apiName_;
|
|
|
|
|
+
|
|
|
|
|
+ /// Pixel perfect UV offset.
|
|
|
|
|
+ static const Vector2 pixelUVOffset;
|
|
|
|
|
+ /// OpenGL3 support flag.
|
|
|
|
|
+ static bool gl3Support;
|
|
|
|
|
+};
|
|
|
|
|
+
|
|
|
|
|
+/// Register Graphics library objects.
|
|
|
|
|
+void URHO3D_API RegisterGraphicsLibrary(Context* context);
|
|
|
|
|
+
|
|
|
|
|
+}
|