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- //
- // Urho3D Engine
- // Copyright (c) 2008-2012 Lasse Öörni
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #pragma once
- #include "Color.h"
- #include "Object.h"
- #include "Rect.h"
- #include "GraphicsDefs.h"
- class Image;
- class IndexBuffer;
- class Matrix3;
- class Matrix4;
- class Matrix3x4;
- class GPUObject;
- class GraphicsImpl;
- class RenderSurface;
- class ShaderVariation;
- class Texture;
- class Texture2D;
- class TextureCube;
- class Vector3;
- class Vector4;
- class VertexBuffer;
- class VertexDeclaration;
- struct ShaderParameter;
- /// %Graphics subsystem. Manages the application window, rendering state and GPU resources.
- class Graphics : public Object
- {
- OBJECT(Graphics);
-
- public:
- /// Construct.
- Graphics(Context* context);
- /// Destruct. Close the window and release the Direct3D9 device .
- virtual ~Graphics();
-
- /// %Set window title.
- void SetWindowTitle(const String& windowTitle);
- /// %Set screen mode. Return true if successful.
- bool SetMode(int width, int height, bool fullscreen, bool vsync, bool tripleBuffer, int multiSample);
- /// %Set screen resolution only. Return true if successful.
- bool SetMode(int width, int height);
- /// 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.
- 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, instanced geometry. An instancing vertex buffer must be set.
- void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount, unsigned instanceCount);
- /// %Set vertex buffer.
- void SetVertexBuffer(VertexBuffer* buffer);
- /// %Set multiple vertex buffers.
- bool SetVertexBuffers(const Vector<VertexBuffer*>& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
- /// %Set multiple vertex buffers.
- bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>& elementMasks, 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 color constant.
- void SetShaderParameter(StringHash param, const Color& color);
- /// %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);
- /// Register a shader parameter globally. Called by Shader.
- void RegisterShaderParameter(StringHash param, const ShaderParameter& definition);
- /// Check whether a shader parameter in the currently set shaders needs update.
- bool NeedParameterUpdate(StringHash param, const void* source);
- /// Check whether the current pixel shader uses a texture unit.
- bool NeedTextureUnit(TextureUnit unit);
- /// Clear remembered shader parameter source.
- void ClearParameterSource(StringHash param);
- /// Clear remembered shader parameter sources.
- void ClearParameterSources();
- /// Clear remembered transform shader parameter sources.
- void ClearTransformSources();
- /// %Set texture.
- void SetTexture(unsigned index, Texture* texture);
- /// %Set default texture filtering mode.
- void SetDefaultTextureFilterMode(TextureFilterMode mode);
- /// %Set texture anisotropy.
- void SetTextureAnisotropy(unsigned level);
- /// 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.
- void SetStreamFrequency(unsigned index, unsigned frequency);
- /// Reset stream frequencies.
- void ResetStreamFrequencies();
- /// %Set force Shader Model 2 flag.
- 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 Direct3D device is lost, and can not yet render. This happens during fullscreen resolution switching.
- bool IsDeviceLost() const { return deviceLost_; }
- /// Return window handle.
- unsigned 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 "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 Shader Model 3 is supported.
- bool GetSM3Support() const { return hasSM3_; }
- /// 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 can be read as a texture.
- bool GetHardwareDepthSupport() const { return hardwareDepthSupport_; }
- /// Return whether shadow map depth compare is done in hardware.
- bool GetHardwareShadowSupport() const { return hardwareShadowSupport_; }
- /// Return whether 24-bit shadow maps are supported.
- bool GetHiresShadowSupport() const { return hiresShadowSupport_; }
- /// Return whether stream offset is supported.
- bool GetStreamOffsetSupport() const { return streamOffsetSupport_; }
- /// Return whether DXT texture compression is supported. Always true on Direct3D9.
- bool GetCompressedTextureSupport() const { return true; }
- /// 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 current index buffer.
- IndexBuffer* GetIndexBuffer() const { return indexBuffer_; }
- /// Return current vertex declaration.
- VertexDeclaration* GetVertexDeclaration() const { return vertexDeclaration_; }
- /// Return current vertex shader.
- ShaderVariation* GetVertexShader() const { return vertexShader_; }
- /// Return current pixel shader.
- ShaderVariation* GetPixelShader() const { return pixelShader_; }
- /// Return texture unit index by name.
- TextureUnit GetTextureUnit(const String& name);
- /// 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 backbuffer depth-stencil texture, created if available.
- Texture2D* GetDepthTexture() const;
- /// 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.
- unsigned GetStreamFrequency(unsigned index) const;
- /// Return rendertarget width and height.
- IntVector2 GetRenderTargetDimensions() const;
- /// Return force Shader Model 2 flag.
- bool GetForceSM2() const { return forceSM2_; }
-
- /// 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);
-
- /// 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:
- /// Create the application window.
- bool OpenWindow(int width, int height);
- /// Adjust the window for new resolution and fullscreen mode.
- void AdjustWindow(int newWidth, int newHeight, bool newFullscreen);
- /// Create the Direct3D interface.
- bool CreateInterface();
- /// Create the Direct3D device.
- bool CreateDevice(unsigned adapter, unsigned deviceType);
- /// Check supported rendering features.
- void CheckFeatureSupport();
- /// Reset the Direct3D device.
- void ResetDevice();
- /// Notify all GPU resources so they can release themselves as needed.
- void OnDeviceLost();
- /// Notify all GPU resources so they can recreate themselves as needed.
- void OnDeviceReset();
- /// Reset cached rendering state.
- void ResetCachedState();
- /// Initialize texture unit mappings.
- void SetTextureUnitMappings();
- /// Handle operating system window message.
- void HandleWindowMessage(StringHash eventType, VariantMap& eventData);
- /// Implementation.
- GraphicsImpl* impl_;
- /// Window title.
- String windowTitle_;
- /// Window width.
- int width_;
- /// Window height.
- int height_;
- /// Multisampling mode.
- int multiSample_;
- /// Stored window X-position.
- int windowPosX_;
- /// Stored window Y-position.
- int windowPosY_;
- /// Fullscreen flag.
- bool fullscreen_;
- /// Vertical sync flag.
- bool vsync_;
- /// Triple buffering flag.
- bool tripleBuffer_;
- /// Direct3D device lost flag.
- bool deviceLost_;
- /// System depth-stencil flag.
- bool systemDepthStencil_;
- /// Light pre-pass rendering support flag.
- bool lightPrepassSupport_;
- /// Deferred rendering support flag.
- bool deferredSupport_;
- /// Hardware depth texture support flag.
- bool hardwareDepthSupport_;
- /// Hardware shadow map depth compare support flag.
- bool hardwareShadowSupport_;
- /// 24-bit shadow map support flag.
- bool hiresShadowSupport_;
- /// Stream offset support flag.
- bool streamOffsetSupport_;
- /// Shader Model 3 flag.
- bool hasSM3_;
- /// Force Shader Model 2 flag.
- bool forceSM2_;
- /// Number of primitives this frame.
- unsigned numPrimitives_;
- /// Number of batches this frame.
- unsigned numBatches_;
- /// GPU objects.
- Vector<GPUObject*> gpuObjects_;
- /// Vertex declarations.
- HashMap<unsigned long long, SharedPtr<VertexDeclaration> > vertexDeclarations_;
- /// 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];
- /// Stream frequencies by vertex buffer.
- unsigned streamFrequencies_[MAX_VERTEX_STREAMS];
- /// Stream offsets by vertex buffer.
- unsigned streamOffsets_[MAX_VERTEX_STREAMS];
- /// Index buffer in use.
- IndexBuffer* indexBuffer_;
- /// Vertex declaration in use.
- VertexDeclaration* vertexDeclaration_;
- /// Vertex shader in use.
- ShaderVariation* vertexShader_;
- /// Pixel shader in use.
- ShaderVariation* pixelShader_;
- /// All known shader parameters.
- HashMap<StringHash, ShaderParameter> shaderParameters_;
- /// 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_;
- /// Backbuffer depth-stencil texture.
- SharedPtr<Texture2D> depthTexture_;
- /// 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_;
- };
- /// Register Graphics library objects.
- void RegisterGraphicsLibrary(Context* context);
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