1 /* 2 ----------------------------------------------------------------------------- 3 This source file is part of OGRE 4 (Object-oriented Graphics Rendering Engine) 5 For the latest info, see http://www.ogre3d.org 6 7 Copyright (c) 2000-2014 Torus Knot Software Ltd 8 9 Permission is hereby granted, free of charge, to any person obtaining a copy 10 of this software and associated documentation files (the "Software"), to deal 11 in the Software without restriction, including without limitation the rights 12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 13 copies of the Software, and to permit persons to whom the Software is 14 furnished to do so, subject to the following conditions: 15 16 The above copyright notice and this permission notice shall be included in 17 all copies or substantial portions of the Software. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 25 THE SOFTWARE. 26 ----------------------------------------------------------------------------- 27 */ 28 #ifndef __RenderSystem_H_ 29 #define __RenderSystem_H_ 30 31 // Precompiler options 32 #include "OgrePrerequisites.h" 33 34 #include "OgreTextureUnitState.h" 35 #include "OgreCommon.h" 36 37 #include "OgreRenderSystemCapabilities.h" 38 #include "OgreConfigOptionMap.h" 39 #include "OgreGpuProgram.h" 40 #include "OgrePlane.h" 41 #include "OgreHardwareVertexBuffer.h" 42 #include "OgreHeaderPrefix.h" 43 44 namespace Ogre 45 { 46 /** \addtogroup Core 47 * @{ 48 */ 49 /** \addtogroup RenderSystem 50 * @{ 51 */ 52 53 typedef std::vector<DepthBuffer*> DepthBufferVec; 54 typedef std::map< uint16, DepthBufferVec > DepthBufferMap; 55 typedef std::map< String, RenderTarget * > RenderTargetMap; 56 typedef std::multimap<uchar, RenderTarget * > RenderTargetPriorityMap; 57 58 class TextureManager; 59 /// Enum describing the ways to generate texture coordinates 60 enum TexCoordCalcMethod 61 { 62 /// No calculated texture coordinates 63 TEXCALC_NONE, 64 /// Environment map based on vertex normals 65 TEXCALC_ENVIRONMENT_MAP, 66 /// Environment map based on vertex positions 67 TEXCALC_ENVIRONMENT_MAP_PLANAR, 68 TEXCALC_ENVIRONMENT_MAP_REFLECTION, 69 TEXCALC_ENVIRONMENT_MAP_NORMAL, 70 /// Projective texture 71 TEXCALC_PROJECTIVE_TEXTURE 72 }; 73 /// Enum describing the various actions which can be taken on the stencil buffer 74 enum StencilOperation 75 { 76 /// Leave the stencil buffer unchanged 77 SOP_KEEP, 78 /// Set the stencil value to zero 79 SOP_ZERO, 80 /// Set the stencil value to the reference value 81 SOP_REPLACE, 82 /// Increase the stencil value by 1, clamping at the maximum value 83 SOP_INCREMENT, 84 /// Decrease the stencil value by 1, clamping at 0 85 SOP_DECREMENT, 86 /// Increase the stencil value by 1, wrapping back to 0 when incrementing the maximum value 87 SOP_INCREMENT_WRAP, 88 /// Decrease the stencil value by 1, wrapping when decrementing 0 89 SOP_DECREMENT_WRAP, 90 /// Invert the bits of the stencil buffer 91 SOP_INVERT 92 }; 93 94 95 /** Defines the functionality of a 3D API 96 @remarks 97 The RenderSystem class provides a base interface 98 which abstracts the general functionality of the 3D API 99 e.g. Direct3D or OpenGL. Whilst a few of the general 100 methods have implementations, most of this class is 101 abstract, requiring a subclass based on a specific API 102 to be constructed to provide the full functionality. 103 Note there are 2 levels to the interface - one which 104 will be used often by the caller of the Ogre library, 105 and one which is at a lower level and will be used by the 106 other classes provided by Ogre. These lower level 107 methods are prefixed with '_' to differentiate them. 108 The advanced user of the library may use these lower 109 level methods to access the 3D API at a more fundamental 110 level (dealing direct with render states and rendering 111 primitives), but still benefiting from Ogre's abstraction 112 of exactly which 3D API is in use. 113 @author 114 Steven Streeting 115 @version 116 1.0 117 */ 118 class _OgreExport RenderSystem : public RenderSysAlloc 119 { 120 public: 121 /** Default Constructor. 122 */ 123 RenderSystem(); 124 125 /** Destructor. 126 */ 127 virtual ~RenderSystem(); 128 129 /** Returns the name of the rendering system. 130 */ 131 virtual const String& getName(void) const = 0; 132 133 /** Returns the details of this API's configuration options 134 @remarks 135 Each render system must be able to inform the world 136 of what options must/can be specified for it's 137 operation. 138 @par 139 These are passed as strings for portability, but 140 grouped into a structure (_ConfigOption) which includes 141 both options and current value. 142 @par 143 Note that the settings returned from this call are 144 affected by the options that have been set so far, 145 since some options are interdependent. 146 @par 147 This routine is called automatically by the default 148 configuration dialogue produced by Root::showConfigDialog 149 or may be used by the caller for custom settings dialogs 150 @return 151 A 'map' of options, i.e. a list of options which is also 152 indexed by option name. 153 */ getConfigOptions()154 ConfigOptionMap& getConfigOptions() { return mOptions; } 155 156 /** Sets an option for this API 157 @remarks 158 Used to confirm the settings (normally chosen by the user) in 159 order to make the renderer able to initialise with the settings as required. 160 This may be video mode, D3D driver, full screen / windowed etc. 161 Called automatically by the default configuration 162 dialog, and by the restoration of saved settings. 163 These settings are stored and only activated when 164 RenderSystem::initialise or RenderSystem::reinitialise 165 are called. 166 @par 167 If using a custom configuration dialog, it is advised that the 168 caller calls RenderSystem::getConfigOptions 169 again, since some options can alter resulting from a selection. 170 @param 171 name The name of the option to alter. 172 @param 173 value The value to set the option to. 174 */ 175 virtual void setConfigOption(const String &name, const String &value) = 0; 176 177 /** Create an object for performing hardware occlusion queries. 178 */ 179 virtual HardwareOcclusionQuery* createHardwareOcclusionQuery(void) = 0; 180 181 /** Destroy a hardware occlusion query object. 182 */ 183 virtual void destroyHardwareOcclusionQuery(HardwareOcclusionQuery *hq); 184 185 /** Validates the options set for the rendering system, returning a message if there are problems. 186 @note 187 If the returned string is empty, there are no problems. 188 */ 189 virtual String validateConfigOptions(void) = 0; 190 191 /** Start up the renderer using the settings selected (Or the defaults if none have been selected). 192 @remarks 193 Called by Root::setRenderSystem. Shouldn't really be called 194 directly, although this can be done if the app wants to. 195 @param 196 autoCreateWindow If true, creates a render window 197 automatically, based on settings chosen so far. This saves 198 an extra call to _createRenderWindow 199 for the main render window. 200 @param 201 windowTitle Sets the app window title 202 @return 203 A pointer to the automatically created window, if requested, otherwise null. 204 */ 205 virtual RenderWindow* _initialise(bool autoCreateWindow, const String& windowTitle = "OGRE Render Window"); 206 207 /** 208 Returns whether under the current render system buffers marked as TU_STATIC can be locked for update 209 @remarks 210 Needed in the implementation of DirectX9 with DirectX9Ex driver 211 */ isStaticBufferLockable()212 virtual bool isStaticBufferLockable() const { return true; } 213 214 /** Query the real capabilities of the GPU and driver in the RenderSystem*/ 215 virtual RenderSystemCapabilities* createRenderSystemCapabilities() const = 0; 216 217 /** Get a pointer to the current capabilities being used by the RenderSystem. 218 @remarks 219 The capabilities may be modified using this pointer, this will only have an effect 220 before the RenderSystem has been initialised. It's intended use is to allow a 221 listener of the RenderSystemCapabilitiesCreated event to customise the capabilities 222 on the fly before the RenderSystem is initialised. 223 */ getMutableCapabilities()224 RenderSystemCapabilities* getMutableCapabilities(){ return mCurrentCapabilities; } 225 226 /** Force the render system to use the special capabilities. Can only be called 227 * before the render system has been fully initializer (before createWindow is called) 228 * @param 229 * capabilities has to be a subset of the real capabilities and the caller is 230 * responsible for deallocating capabilities. 231 */ 232 void useCustomRenderSystemCapabilities(RenderSystemCapabilities* capabilities); 233 234 /** Restart the renderer (normally following a change in settings). 235 */ 236 virtual void reinitialise(void) = 0; 237 238 /** Shutdown the renderer and cleanup resources. 239 */ 240 virtual void shutdown(void); 241 242 243 /** Sets the colour & strength of the ambient (global directionless) light in the world. 244 @deprecated only needed for fixed function APIs 245 */ setAmbientLight(float r,float g,float b)246 virtual void setAmbientLight(float r, float g, float b) {} 247 248 /// @overload setAmbientLight(const ColourValue & c)249 void setAmbientLight(const ColourValue& c) { setAmbientLight(c.r, c.g, c.b); } 250 251 /** Sets the type of light shading required (default = Gouraud). 252 @deprecated only needed for fixed function APIs 253 */ setShadingType(ShadeOptions so)254 virtual void setShadingType(ShadeOptions so) {} 255 256 /** Sets whether or not dynamic lighting is enabled. 257 @param 258 enabled If true, dynamic lighting is performed on geometry with normals supplied, geometry without 259 normals will not be displayed. If false, no lighting is applied and all geometry will be full brightness. 260 @deprecated only needed for fixed function APIs 261 */ setLightingEnabled(bool enabled)262 virtual void setLightingEnabled(bool enabled) {} 263 264 /// @deprecated use RSC_WBUFFER 265 OGRE_DEPRECATED void setWBufferEnabled(bool enabled); 266 267 /// @deprecated use RSC_WBUFFER 268 OGRE_DEPRECATED bool getWBufferEnabled(void) const; 269 270 /** Creates a new rendering window. 271 @remarks 272 This method creates a new rendering window as specified 273 by the paramteters. The rendering system could be 274 responible for only a single window (e.g. in the case 275 of a game), or could be in charge of multiple ones (in the 276 case of a level editor). The option to create the window 277 as a child of another is therefore given. 278 This method will create an appropriate subclass of 279 RenderWindow depending on the API and platform implementation. 280 @par 281 After creation, this window can be retrieved using getRenderTarget(). 282 @param 283 name The name of the window. Used in other methods 284 later like setRenderTarget and getRenderTarget. 285 @param 286 width The width of the new window. 287 @param 288 height The height of the new window. 289 @param 290 fullScreen Specify true to make the window full screen 291 without borders, title bar or menu bar. 292 @param 293 miscParams A NameValuePairList describing the other parameters for the new rendering window. 294 Options are case sensitive. Unrecognised parameters will be ignored silently. 295 These values might be platform dependent, but these are present for all platforms unless 296 indicated otherwise: 297 | Key | Type / Values | Default | Description | Notes | 298 |-----|---------------|---------|-------------|-------| 299 | title | Any string | RenderTarget name | The title of the window that will appear in the title bar | | 300 | left | Positive integers | Centred | Screen x coordinate from left | | 301 | top | Positive integers | Centred | Screen y coordinate from left | | 302 | border | none, fixed, resize | resize | The type of window border (in windowed mode) | | 303 | hidden | true, false | false | hide the created window | | 304 | FSAA | Positive integer (usually 0, 2, 4, 8, 16) | 0 | Full screen antialiasing factor | | 305 | gamma | true, false | false | Enable hardware conversion from linear colour space to gamma colour space on rendering to the window. | | 306 | vsync | true, false | false | Synchronize buffer swaps to monitor vsync, eliminating tearing at the expense of a fixed frame rate | | 307 | vsyncInterval | 1, 2, 3, 4 | 1 | If vsync is enabled, the minimum number of vertical blanks that should occur between renders. For example if vsync is enabled, the refresh rate is 60 and this is set to 2, then the frame rate will be locked at 30. | | 308 | Full Screen | true, false | false | Specify whether to create the window in full screen mode | | 309 | displayFrequency | Refresh rate in Hertz (e.g. 60, 75, 100) | Desktop vsync rate | Display frequency rate, for fullscreen mode | | 310 | parentWindowHandle | <ul><li>Win32: HWND as integer<li>GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*) | 0 (none) | Parent window handle, for embedding the OGRE in a child of an external window | | 311 | externalWindowHandle | <ul><li>Win32: HWND as integer<li>GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*)<li>OS X Cocoa: OgreGLView address as an integer. You can pass NSView or NSWindow too, but should perform OgreGLView callbacks into the Ogre manually.<li>OS X Carbon: WindowRef as an integer<li>iOS: UIWindow address as an integer</ul> | 0 (none) | External window handle, for embedding the OGRE render in an existing window | | 312 | externalGLControl | true, false | false | Let the external window control OpenGL i.e. don't select a pixel format for the window, do not change v-sync and do not swap buffer. When set to true, the calling application is responsible of OpenGL initialization and buffer swapping. It should also create an OpenGL context for its own rendering, Ogre will create one for its use. Then the calling application must also enable Ogre OpenGL context before calling any Ogre function and restore its OpenGL context after these calls. | OpenGL Specific | 313 | currentGLContext | true, false | false | Use an externally created GL context. (Must be current) | OpenGL Specific | 314 | minColourBufferSize | Positive integer (usually 16, 32) | 16 | Min total colour buffer size. See EGL_BUFFER_SIZE | OpenGL Specific | 315 | windowProc | WNDPROC | DefWindowProc | function that processes window messages | Win 32 Specific | 316 | colourDepth | 16, 32 | Desktop depth | Colour depth of the resulting rendering window; only applies if fullScreen | Win32 Specific | 317 | FSAAHint | Depends on RenderSystem and hardware. Currently supports:"Quality": on systems that have an option to prefer higher AA quality over speed, use it | Blank | Full screen antialiasing hint | Win32 Specific | 318 | outerDimensions | true, false | false | Whether the width/height is expressed as the size of the outer window, rather than the content area | Win32 Specific | 319 | monitorIndex | | -1 | | Win 32 Specific | 320 | monitorHandle | | 0 (none) | | Win 32 Specific (OpenGL) | 321 | enableDoubleClick | true, false | false | Enable the window to keep track and transmit double click messages. | Win32 Specific | 322 | useNVPerfHUD | true, false | false | Enable the use of nVidia NVPerfHUD | DirectX Specific | 323 | depthBuffer | true, false | true | Use depth buffer | DirectX9 Specific | 324 | NSOpenGLCPSurfaceOrder | -1 or 1 | 1 | [NSOpenGLCPSurfaceOrder](https://developer.apple.com/documentation/appkit/nsopenglcpsurfaceorder) | Mac OS X Specific | 325 | contentScalingFactor | Positive Float greater than 1.0 | The default content scaling factor of the screen | On IOS specifies the CAEAGLLayer content scaling factor. Only supported on iOS 4 or greater. This can be useful to limit the resolution of the OpenGL ES backing store. For example, the iPhone 4's native resolution is 960 x 640\. Windows are always 320 x 480, if you would like to limit the display to 720 x 480, specify 1.5 as the scaling factor. | iOS / Android Specific | 326 | externalViewHandle | UIView pointer as an integer | 0 | External view handle, for rendering OGRE render in an existing view | iOS Specific | 327 | externalViewControllerHandle | UIViewController pointer as an integer | 0 | External view controller handle, for embedding OGRE in an existing view controller | iOS Specific | 328 | externalSharegroup | EAGLSharegroup pointer as an integer | 0 | External sharegroup, used to shared GL resources between contexts | iOS Specific | 329 | MSAA | Positive integer (usually 0, 2, 4, 8, 16) | 0 | Full screen antialiasing factor | Android Specific | 330 | CSAA | Positive integer (usually 0, 2, 4, 8, 16) | 0 | [Coverage sampling factor](https://www.khronos.org/registry/egl/extensions/NV/EGL_NV_coverage_sample.txt) | Android Specific | 331 | maxColourBufferSize | Positive integer (usually 16, 32) | 32 | Max EGL_BUFFER_SIZE | Android Specific | 332 | maxStencilBufferSize | Positive integer (usually 0, 8) | 0 | EGL_STENCIL_SIZE | Android Specific | 333 | maxDepthBufferSize | Positive integer (usually 0, 16, 24) | 16 | EGL_DEPTH_SIZE | Android Specific | 334 */ 335 virtual RenderWindow* _createRenderWindow(const String &name, unsigned int width, unsigned int height, 336 bool fullScreen, const NameValuePairList *miscParams = 0) = 0; 337 338 /** Creates multiple rendering windows. 339 @param 340 renderWindowDescriptions Array of structures containing the descriptions of each render window. 341 The structure's members are the same as the parameters of _createRenderWindow: 342 * name 343 * width 344 * height 345 * fullScreen 346 * miscParams 347 See _createRenderWindow for details about each member. 348 @param 349 createdWindows This array will hold the created render windows. 350 @return 351 true on success. 352 */ 353 virtual bool _createRenderWindows(const RenderWindowDescriptionList& renderWindowDescriptions, 354 RenderWindowList& createdWindows); 355 356 357 /** Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures 358 at once. Surfaces can be bound and unbound at will. 359 This fails if mCapabilities->getNumMultiRenderTargets() is smaller than 2. 360 */ 361 virtual MultiRenderTarget * createMultiRenderTarget(const String & name) = 0; 362 363 /** Destroys a render window */ 364 virtual void destroyRenderWindow(const String& name); 365 /** Destroys a render texture */ 366 virtual void destroyRenderTexture(const String& name); 367 /** Destroys a render target of any sort */ 368 virtual void destroyRenderTarget(const String& name); 369 370 /** Attaches the passed render target to the render system. 371 */ 372 void attachRenderTarget( RenderTarget &target ); 373 /** Returns a pointer to the render target with the passed name, or NULL if that 374 render target cannot be found. 375 */ 376 RenderTarget * getRenderTarget( const String &name ); 377 /** Detaches the render target with the passed name from the render system and 378 returns a pointer to it. 379 @note 380 If the render target cannot be found, NULL is returned. 381 */ 382 virtual RenderTarget * detachRenderTarget( const String &name ); 383 384 /// Iterator over RenderTargets 385 typedef MapIterator<Ogre::RenderTargetMap> RenderTargetIterator; 386 387 /** Returns a specialised MapIterator over all render targets attached to the RenderSystem. */ getRenderTargetIterator(void)388 RenderTargetIterator getRenderTargetIterator(void) { 389 return RenderTargetIterator( mRenderTargets.begin(), mRenderTargets.end() ); 390 } 391 /** Returns the global instance vertex buffer. 392 */ 393 HardwareVertexBufferSharedPtr getGlobalInstanceVertexBuffer() const; 394 /** Sets the global instance vertex buffer. 395 */ 396 void setGlobalInstanceVertexBuffer(const HardwareVertexBufferSharedPtr &val); 397 /** Gets vertex declaration for the global vertex buffer for the global instancing 398 */ 399 VertexDeclaration* getGlobalInstanceVertexBufferVertexDeclaration() const; 400 /** Sets vertex declaration for the global vertex buffer for the global instancing 401 */ 402 void setGlobalInstanceVertexBufferVertexDeclaration( VertexDeclaration* val); 403 /** Gets the global number of instances. 404 */ 405 size_t getGlobalNumberOfInstances() const; 406 /** Sets the global number of instances. 407 */ 408 void setGlobalNumberOfInstances(const size_t val); 409 410 /** Retrieves an existing DepthBuffer or creates a new one suited for the given RenderTarget 411 and sets it. 412 @remarks 413 RenderTarget's pool ID is respected. @see RenderTarget::setDepthBufferPool() 414 */ 415 void setDepthBufferFor( RenderTarget *renderTarget ); 416 417 // ------------------------------------------------------------------------ 418 // Internal Rendering Access 419 // All methods below here are normally only called by other OGRE classes 420 // They can be called by library user if required 421 // ------------------------------------------------------------------------ 422 423 424 /** Tells the rendersystem to use the attached set of lights (and no others) 425 up to the number specified (this allows the same list to be used with different 426 count limits) 427 @deprecated only needed for fixed function APIs 428 */ _useLights(const LightList & lights,unsigned short limit)429 virtual void _useLights(const LightList& lights, unsigned short limit) {} 430 /** Are fixed-function lights provided in view space? Affects optimisation. 431 */ areFixedFunctionLightsInViewSpace()432 virtual bool areFixedFunctionLightsInViewSpace() const { return false; } 433 /** Sets the world transform matrix. 434 * @deprecated only needed for fixed function APIs */ _setWorldMatrix(const Matrix4 & m)435 virtual void _setWorldMatrix(const Matrix4 &m) {} 436 /** Sets the view transform matrix 437 * @deprecated only needed for fixed function APIs */ _setViewMatrix(const Matrix4 & m)438 virtual void _setViewMatrix(const Matrix4 &m) {} 439 /** Sets the projection transform matrix 440 * @deprecated only needed for fixed function APIs*/ _setProjectionMatrix(const Matrix4 & m)441 virtual void _setProjectionMatrix(const Matrix4 &m) {} 442 /** Utility function for setting all the properties of a texture unit at once. 443 This method is also worth using over the individual texture unit settings because it 444 only sets those settings which are different from the current settings for this 445 unit, thus minimising render state changes. 446 */ 447 virtual void _setTextureUnitSettings(size_t texUnit, TextureUnitState& tl); 448 /// set the sampler settings for the given texture unit 449 virtual void _setSampler(size_t texUnit, Sampler& s) = 0; _setBindingType(TextureUnitState::BindingType bindigType)450 OGRE_DEPRECATED virtual void _setBindingType(TextureUnitState::BindingType bindigType) {} 451 /** Turns off a texture unit. */ 452 virtual void _disableTextureUnit(size_t texUnit); 453 /** Disables all texture units from the given unit upwards */ 454 virtual void _disableTextureUnitsFrom(size_t texUnit); 455 /** Sets the surface properties to be used for future rendering. 456 457 This method sets the the properties of the surfaces of objects 458 to be rendered after it. In this context these surface properties 459 are the amount of each type of light the object reflects (determining 460 it's colour under different types of light), whether it emits light 461 itself, and how shiny it is. Textures are not dealt with here, 462 see the _setTetxure method for details. 463 This method is used by _setMaterial so does not need to be called 464 direct if that method is being used. 465 466 @param ambient The amount of ambient (sourceless and directionless) 467 light an object reflects. Affected by the colour/amount of ambient light in the scene. 468 @param diffuse The amount of light from directed sources that is 469 reflected (affected by colour/amount of point, directed and spot light sources) 470 @param specular The amount of specular light reflected. This is also 471 affected by directed light sources but represents the colour at the 472 highlights of the object. 473 @param emissive The colour of light emitted from the object. Note that 474 this will make an object seem brighter and not dependent on lights in 475 the scene, but it will not act as a light, so will not illuminate other 476 objects. Use a light attached to the same SceneNode as the object for this purpose. 477 @param shininess A value which only has an effect on specular highlights (so 478 specular must be non-black). The higher this value, the smaller and crisper the 479 specular highlights will be, imitating a more highly polished surface. 480 This value is not constrained to 0.0-1.0, in fact it is likely to 481 be more (10.0 gives a modest sheen to an object). 482 @param tracking A bit field that describes which of the ambient, diffuse, specular 483 and emissive colours follow the vertex colour of the primitive. When a bit in this field is set 484 its ColourValue is ignored. This is a combination of TVC_AMBIENT, TVC_DIFFUSE, TVC_SPECULAR(note that the shininess value is still 485 taken from shininess) and TVC_EMISSIVE. TVC_NONE means that there will be no material property 486 tracking the vertex colours. 487 @deprecated only needed for fixed function APIs 488 */ 489 virtual void _setSurfaceParams(const ColourValue &ambient, 490 const ColourValue &diffuse, const ColourValue &specular, 491 const ColourValue &emissive, Real shininess, 492 TrackVertexColourType tracking = TVC_NONE) {} 493 494 /** Sets whether or not rendering points using OT_POINT_LIST will 495 render point sprites (textured quads) or plain points. 496 @param enabled True enables point sprites, false returns to normal 497 point rendering. 498 @deprecated only needed for fixed function APIs 499 */ _setPointSpritesEnabled(bool enabled)500 virtual void _setPointSpritesEnabled(bool enabled) {}; 501 502 /** Sets the size of points and how they are attenuated with distance. 503 @remarks 504 When performing point rendering or point sprite rendering, 505 point size can be attenuated with distance. The equation for 506 doing this is attenuation = 1 / (constant + linear * dist + quadratic * d^2) . 507 @par 508 For example, to disable distance attenuation (constant screensize) 509 you would set constant to 1, and linear and quadratic to 0. A 510 standard perspective attenuation would be 0, 1, 0 respectively. 511 @deprecated only needed for fixed function APIs 512 */ _setPointParameters(Real size,bool attenuationEnabled,Real constant,Real linear,Real quadratic,Real minSize,Real maxSize)513 virtual void _setPointParameters(Real size, bool attenuationEnabled, 514 Real constant, Real linear, Real quadratic, Real minSize, Real maxSize) {}; 515 516 /** 517 * Set the line width when drawing as RenderOperation::OT_LINE_LIST/ RenderOperation::OT_LINE_STRIP 518 * @param width only value of 1.0 might be supported. Check for RSC_WIDE_LINES. 519 */ _setLineWidth(float width)520 virtual void _setLineWidth(float width) {}; 521 522 /** 523 Sets the texture to bind to a given texture unit. 524 525 User processes would not normally call this direct unless rendering 526 primitives themselves. 527 528 @param unit The index of the texture unit to modify. Multitexturing 529 hardware can support multiple units (see 530 RenderSystemCapabilites::getNumTextureUnits) 531 @param enabled Boolean to turn the unit on/off 532 @param texPtr Pointer to the texture to use. 533 */ 534 virtual void _setTexture(size_t unit, bool enabled, 535 const TexturePtr &texPtr) = 0; 536 537 /** Binds a texture to a vertex, geometry, compute, tesselation hull 538 or tessellation domain sampler. 539 @remarks 540 Not all rendersystems support separate vertex samplers. For those that 541 do, you can set a texture for them, separate to the regular texture 542 samplers, using this method. For those that don't, you should use the 543 regular texture samplers which are shared between the vertex and 544 fragment units; calling this method will throw an exception. 545 @deprecated only needed for D3D9 546 */ 547 virtual void _setVertexTexture(size_t unit, const TexturePtr& tex); 548 549 /** 550 Sets the texture coordinate set to use for a texture unit. 551 552 Meant for use internally - not generally used directly by apps - the Material and TextureUnitState 553 classes let you manage textures far more easily. 554 555 @param unit Texture unit as above 556 @param index The index of the texture coordinate set to use. 557 @deprecated only needed for fixed function APIs 558 */ _setTextureCoordSet(size_t unit,size_t index)559 virtual void _setTextureCoordSet(size_t unit, size_t index) {} 560 561 /** 562 Sets a method for automatically calculating texture coordinates for a stage. 563 Should not be used by apps - for use by Ogre only. 564 @param unit Texture unit as above 565 @param m Calculation method to use 566 @param frustum Optional Frustum param, only used for projective effects 567 @deprecated only needed for fixed function APIs 568 */ 569 virtual void _setTextureCoordCalculation(size_t unit, TexCoordCalcMethod m, 570 const Frustum* frustum = 0) {} 571 572 /** Sets the texture blend modes from a TextureUnitState record. 573 Meant for use internally only - apps should use the Material 574 and TextureUnitState classes. 575 @param unit Texture unit as above 576 @param bm Details of the blending mode 577 @deprecated only needed for fixed function APIs 578 */ _setTextureBlendMode(size_t unit,const LayerBlendModeEx & bm)579 virtual void _setTextureBlendMode(size_t unit, const LayerBlendModeEx& bm) {} 580 581 /** Sets a single filter for a given texture unit. 582 @param unit The texture unit to set the filtering options for 583 @param ftype The filter type 584 @param filter The filter to be used 585 */ 586 virtual void _setTextureUnitFiltering(size_t unit, FilterType ftype, FilterOptions filter) = 0; 587 588 /** @overload 589 @param unit The texture unit to set the filtering options for 590 @param minFilter The filter used when a texture is reduced in size 591 @param magFilter The filter used when a texture is magnified 592 @param mipFilter The filter used between mipmap levels, FO_NONE disables mipmapping 593 */ 594 virtual void _setTextureUnitFiltering(size_t unit, FilterOptions minFilter, 595 FilterOptions magFilter, FilterOptions mipFilter); 596 597 /** Sets whether the compare func is enabled or not for this texture unit 598 @param unit The texture unit to set the filtering options for 599 @param compare The state (enabled/disabled) 600 */ 601 virtual void _setTextureUnitCompareEnabled(size_t unit, bool compare) = 0; 602 603 604 /** Sets the compare function to use for a given texture unit 605 @param unit The texture unit to set the filtering options for 606 @param function The comparison function 607 */ 608 virtual void _setTextureUnitCompareFunction(size_t unit, CompareFunction function) = 0; 609 610 611 /** Sets the maximal anisotropy for the specified texture unit.*/ 612 virtual void _setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy) = 0; 613 614 /** Sets the texture addressing mode for a texture unit.*/ 615 virtual void _setTextureAddressingMode(size_t unit, const Sampler::UVWAddressingMode& uvw) = 0; 616 617 /** Sets the texture border colour for a texture unit.*/ 618 virtual void _setTextureBorderColour(size_t unit, const ColourValue& colour) = 0; 619 620 /** Sets the mipmap bias value for a given texture unit. 621 @remarks 622 This allows you to adjust the mipmap calculation up or down for a 623 given texture unit. Negative values force a larger mipmap to be used, 624 positive values force a smaller mipmap to be used. Units are in numbers 625 of levels, so +1 forces the mipmaps to one smaller level. 626 @note Only does something if render system has capability RSC_MIPMAP_LOD_BIAS. 627 */ 628 virtual void _setTextureMipmapBias(size_t unit, float bias) = 0; 629 630 /** Sets the texture coordinate transformation matrix for a texture unit. 631 @param unit Texture unit to affect 632 @param xform The 4x4 matrix 633 @deprecated only needed for fixed function APIs 634 */ _setTextureMatrix(size_t unit,const Matrix4 & xform)635 virtual void _setTextureMatrix(size_t unit, const Matrix4& xform) {} 636 637 /// Sets the global blending factors for combining subsequent renders with the existing frame contents. setColourBlendState(const ColourBlendState & state)638 virtual void setColourBlendState(const ColourBlendState& state) 639 { 640 _setSeparateSceneBlending(state.sourceFactor, state.destFactor, state.sourceFactorAlpha, 641 state.destFactorAlpha, state.operation, state.alphaOperation); 642 _setColourBufferWriteEnabled(state.writeR, state.writeG, state.writeB, state.writeA); 643 } 644 645 /// @deprecated use setColourBlendState 646 OGRE_DEPRECATED void _setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op = SBO_ADD) 647 { 648 _setSeparateSceneBlending(sourceFactor, destFactor, sourceFactor, destFactor, op, op); 649 } 650 651 /// @deprecated use setColourBlendState 652 virtual void _setSeparateSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, 653 SceneBlendFactor destFactorAlpha, SceneBlendOperation op = SBO_ADD, SceneBlendOperation alphaOp = SBO_ADD) = 0; 654 655 /** Sets the global alpha rejection approach for future renders. 656 By default images are rendered regardless of texture alpha. This method lets you change that. 657 @param func The comparison function which must pass for a pixel to be written. 658 @param value The value to compare each pixels alpha value to (0-255) 659 @param alphaToCoverage Whether to enable alpha to coverage, if supported 660 */ 661 virtual void _setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverage) = 0; 662 663 /** Notify the rendersystem that it should adjust texture projection to be 664 relative to a different origin. 665 */ 666 virtual void _setTextureProjectionRelativeTo(bool enabled, const Vector3& pos); 667 668 /** Creates a DepthBuffer that can be attached to the specified RenderTarget 669 @remarks 670 It doesn't attach anything, it just returns a pointer to a new DepthBuffer 671 Caller is responsible for putting this buffer into the right pool, for 672 attaching, and deleting it. Here's where API-specific magic happens. 673 Don't call this directly unless you know what you're doing. 674 */ 675 virtual DepthBuffer* _createDepthBufferFor( RenderTarget *renderTarget ) = 0; 676 677 /** Removes all depth buffers. Should be called on device lost and shutdown 678 @remarks 679 Advanced users can call this directly with bCleanManualBuffers=false to 680 remove all depth buffers created for RTTs; when they think the pool has 681 grown too big or they've used lots of depth buffers they don't need anymore, 682 freeing GPU RAM. 683 */ 684 void _cleanupDepthBuffers( bool bCleanManualBuffers=true ); 685 686 /** 687 * Signifies the beginning of a frame, i.e. the start of rendering on a single viewport. Will occur 688 * several times per complete frame if multiple viewports exist. 689 */ 690 virtual void _beginFrame(void) = 0; 691 692 /// Dummy structure for render system contexts - implementing RenderSystems can extend 693 /// as needed 694 struct RenderSystemContext { }; 695 /** 696 * Pause rendering for a frame. This has to be called after _beginFrame and before _endFrame. 697 * Will usually be called by the SceneManager, don't use this manually unless you know what 698 * you are doing. 699 */ 700 virtual RenderSystemContext* _pauseFrame(void); 701 /** 702 * Resume rendering for a frame. This has to be called after a _pauseFrame call 703 * Will usually be called by the SceneManager, don't use this manually unless you know what 704 * you are doing. 705 * @param context the render system context, as returned by _pauseFrame 706 */ 707 virtual void _resumeFrame(RenderSystemContext* context); 708 709 /** 710 * Ends rendering of a frame to the current viewport. 711 */ 712 virtual void _endFrame(void) = 0; 713 /** 714 Sets the provided viewport as the active one for future 715 rendering operations. This viewport is aware of it's own 716 camera and render target. Must be implemented by subclass. 717 718 @param vp Pointer to the appropriate viewport. 719 */ 720 virtual void _setViewport(Viewport *vp) = 0; 721 /** Get the current active viewport for rendering. */ 722 virtual Viewport* _getViewport(void); 723 724 /** Sets the culling mode for the render system based on the 'vertex winding'. 725 A typical way for the rendering engine to cull triangles is based on the 726 'vertex winding' of triangles. Vertex winding refers to the direction in 727 which the vertices are passed or indexed to in the rendering operation as viewed 728 from the camera, and will wither be clockwise or anticlockwise (that's 'counterclockwise' for 729 you Americans out there ;) The default is CULL_CLOCKWISE i.e. that only triangles whose vertices 730 are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models 731 for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing. 732 You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex 733 winding is uncertain. 734 */ 735 virtual void _setCullingMode(CullingMode mode) = 0; 736 737 virtual CullingMode _getCullingMode(void) const; 738 739 /** Sets the mode of operation for depth buffer tests from this point onwards. 740 Sometimes you may wish to alter the behaviour of the depth buffer to achieve 741 special effects. Because it's unlikely that you'll set these options for an entire frame, 742 but rather use them to tweak settings between rendering objects, this is an internal 743 method (indicated by the '_' prefix) which will be used by a SceneManager implementation 744 rather than directly from the client application. 745 If this method is never called the settings are automatically the same as the default parameters. 746 @param depthTest If true, the depth buffer is tested for each pixel and the frame buffer is only updated 747 if the depth function test succeeds. If false, no test is performed and pixels are always written. 748 @param depthWrite If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds. 749 If false, the depth buffer is left unchanged even if a new pixel is written. 750 @param depthFunction Sets the function required for the depth test. 751 */ 752 virtual void _setDepthBufferParams(bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL) = 0; 753 754 /** Sets whether or not the depth buffer check is performed before a pixel write. 755 @param enabled If true, the depth buffer is tested for each pixel and the frame buffer is only updated 756 if the depth function test succeeds. If false, no test is performed and pixels are always written. 757 */ 758 virtual void _setDepthBufferCheckEnabled(bool enabled = true) = 0; 759 /** Sets whether or not the depth buffer is updated after a pixel write. 760 @param enabled If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds. 761 If false, the depth buffer is left unchanged even if a new pixel is written. 762 */ 763 virtual void _setDepthBufferWriteEnabled(bool enabled = true) = 0; 764 /** Sets the comparison function for the depth buffer check. 765 Advanced use only - allows you to choose the function applied to compare the depth values of 766 new and existing pixels in the depth buffer. Only an issue if the deoth buffer check is enabled 767 (see _setDepthBufferCheckEnabled) 768 @param func The comparison between the new depth and the existing depth which must return true 769 for the new pixel to be written. 770 */ 771 virtual void _setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL) = 0; 772 /// @deprecated use setColourBlendState 773 virtual void _setColourBufferWriteEnabled(bool red, bool green, bool blue, bool alpha) = 0; 774 /** Sets the depth bias, NB you should use the Material version of this. 775 @remarks 776 When polygons are coplanar, you can get problems with 'depth fighting' where 777 the pixels from the two polys compete for the same screen pixel. This is particularly 778 a problem for decals (polys attached to another surface to represent details such as 779 bulletholes etc.). 780 @par 781 A way to combat this problem is to use a depth bias to adjust the depth buffer value 782 used for the decal such that it is slightly higher than the true value, ensuring that 783 the decal appears on top. 784 @note 785 The final bias value is a combination of a constant bias and a bias proportional 786 to the maximum depth slope of the polygon being rendered. The final bias 787 is constantBias + slopeScaleBias * maxslope. Slope scale biasing is 788 generally preferable but is not available on older hardware. 789 @param constantBias The constant bias value, expressed as a value in 790 homogeneous depth coordinates. 791 @param slopeScaleBias The bias value which is factored by the maximum slope 792 of the polygon, see the description above. This is not supported by all 793 cards. 794 795 */ 796 virtual void _setDepthBias(float constantBias, float slopeScaleBias = 0.0f) = 0; 797 /** Sets the fogging mode for future geometry. 798 @param mode Set up the mode of fog as described in the FogMode enum, or set to FOG_NONE to turn off. 799 @param colour The colour of the fog. Either set this to the same as your viewport background colour, 800 or to blend in with a skydome or skybox. 801 @param expDensity The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. The default is 1. i.e. completely opaque, lower values can mean 802 that fog never completely obscures the scene. 803 @param linearStart Distance at which linear fog starts to encroach. The distance must be passed 804 as a parametric value between 0 and 1, with 0 being the near clipping plane, and 1 being the far clipping plane. Only applicable if mode is FOG_LINEAR. 805 @param linearEnd Distance at which linear fog becomes completely opaque.The distance must be passed 806 as a parametric value between 0 and 1, with 0 being the near clipping plane, and 1 being the far clipping plane. Only applicable if mode is FOG_LINEAR. 807 @deprecated only needed for fixed function APIs 808 */ 809 virtual void _setFog(FogMode mode = FOG_NONE, const ColourValue& colour = ColourValue::White, Real expDensity = 1.0, Real linearStart = 0.0, Real linearEnd = 1.0) {} 810 811 812 /** The RenderSystem will keep a count of tris rendered, this resets the count. */ 813 virtual void _beginGeometryCount(void); 814 /** Reports the number of tris rendered since the last _beginGeometryCount call. */ 815 virtual unsigned int _getFaceCount(void) const; 816 /** Reports the number of batches rendered since the last _beginGeometryCount call. */ 817 virtual unsigned int _getBatchCount(void) const; 818 /** Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. */ 819 virtual unsigned int _getVertexCount(void) const; 820 821 /** Generates a packed data version of the passed in ColourValue suitable for 822 use as with this RenderSystem. 823 @remarks 824 Since different render systems have different colour data formats (eg 825 RGBA for GL, ARGB for D3D) this method allows you to use 1 method for all. 826 @param colour The colour to convert 827 @param pDest Pointer to location to put the result. 828 */ 829 void convertColourValue(const ColourValue& colour, uint32* pDest); 830 /** Get the native VertexElementType for a compact 32-bit colour value 831 for this rendersystem. 832 */ 833 virtual VertexElementType getColourVertexElementType(void) const = 0; 834 835 /** Converts a uniform projection matrix to suitable for this render system. 836 @remarks 837 Because different APIs have different requirements (some incompatible) for the 838 projection matrix, this method allows each to implement their own correctly and pass 839 back a generic OGRE matrix for storage in the engine. 840 */ 841 virtual void _convertProjectionMatrix(const Matrix4& matrix, 842 Matrix4& dest, bool forGpuProgram = false) = 0; 843 844 /// @deprecated use Frustum::getProjectionMatrixRS 845 OGRE_DEPRECATED virtual void _makeProjectionMatrix(const Radian& fovy, Real aspect, Real nearPlane, Real farPlane, 846 Matrix4& dest, bool forGpuProgram = false) = 0; 847 /// @deprecated use Frustum::getProjectionMatrixRS 848 OGRE_DEPRECATED virtual void _makeProjectionMatrix(Real left, Real right, Real bottom, Real top, 849 Real nearPlane, Real farPlane, Matrix4& dest, bool forGpuProgram = false) = 0; 850 /// @deprecated use Frustum::getProjectionMatrixRS 851 OGRE_DEPRECATED virtual void _makeOrthoMatrix(const Radian& fovy, Real aspect, Real nearPlane, Real farPlane, 852 Matrix4& dest, bool forGpuProgram = false) = 0; 853 /// @deprecated use Frustum::getProjectionMatrixRS 854 OGRE_DEPRECATED virtual void _applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, 855 bool forGpuProgram) = 0; 856 857 /** Sets how to rasterise triangles, as points, wireframe or solid polys. */ 858 virtual void _setPolygonMode(PolygonMode level) = 0; 859 860 /** Turns stencil buffer checking on or off. 861 @remarks 862 Stencilling (masking off areas of the rendering target based on the stencil 863 buffer) can be turned on or off using this method. By default, stencilling is 864 disabled. 865 */ 866 virtual void setStencilCheckEnabled(bool enabled) = 0; 867 868 /** This method allows you to set all the stencil buffer parameters in one call. 869 @remarks 870 The stencil buffer is used to mask out pixels in the render target, allowing 871 you to do effects like mirrors, cut-outs, stencil shadows and more. Each of 872 your batches of rendering is likely to ignore the stencil buffer, 873 update it with new values, or apply it to mask the output of the render. 874 The stencil test is:<PRE> 875 (Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)</PRE> 876 The result of this will cause one of 3 actions depending on whether the test fails, 877 succeeds but with the depth buffer check still failing, or succeeds with the 878 depth buffer check passing too. 879 @par 880 Unlike other render states, stencilling is left for the application to turn 881 on and off when it requires. This is because you are likely to want to change 882 parameters between batches of arbitrary objects and control the ordering yourself. 883 In order to batch things this way, you'll want to use OGRE's separate render queue 884 groups (see RenderQueue) and register a RenderQueueListener to get notifications 885 between batches. 886 @par 887 There are individual state change methods for each of the parameters set using 888 this method. 889 Note that the default values in this method represent the defaults at system 890 start up too. 891 @param func The comparison function applied. 892 @param refValue The reference value used in the comparison 893 @param compareMask The bitmask applied to both the stencil value and the reference value 894 before comparison 895 @param writeMask The bitmask the controls which bits from refValue will be written to 896 stencil buffer (valid for operations such as SOP_REPLACE). 897 the stencil 898 @param stencilFailOp The action to perform when the stencil check fails 899 @param depthFailOp The action to perform when the stencil check passes, but the 900 depth buffer check still fails 901 @param passOp The action to take when both the stencil and depth check pass. 902 @param twoSidedOperation If set to true, then if you render both back and front faces 903 (you'll have to turn off culling) then these parameters will apply for front faces, 904 and the inverse of them will happen for back faces (keep remains the same). 905 @param readBackAsTexture D3D11 specific 906 */ 907 virtual void setStencilBufferParams(CompareFunction func = CMPF_ALWAYS_PASS, 908 uint32 refValue = 0, uint32 compareMask = 0xFFFFFFFF, uint32 writeMask = 0xFFFFFFFF, 909 StencilOperation stencilFailOp = SOP_KEEP, 910 StencilOperation depthFailOp = SOP_KEEP, 911 StencilOperation passOp = SOP_KEEP, 912 bool twoSidedOperation = false, 913 bool readBackAsTexture = false) = 0; 914 915 /** Sets whether or not normals are to be automatically normalised. 916 @remarks 917 This is useful when, for example, you are scaling SceneNodes such that 918 normals may not be unit-length anymore. Note though that this has an 919 overhead so should not be turn on unless you really need it. 920 @par 921 You should not normally call this direct unless you are rendering 922 world geometry; set it on the Renderable because otherwise it will be 923 overridden by material settings. 924 @deprecated only needed for fixed function APIs 925 */ setNormaliseNormals(bool normalise)926 virtual void setNormaliseNormals(bool normalise) {} 927 928 /** 929 Render something to the active viewport. 930 931 Low-level rendering interface to perform rendering 932 operations. Unlikely to be used directly by client 933 applications, since the SceneManager and various support 934 classes will be responsible for calling this method. 935 Can only be called between _beginScene and _endScene 936 937 @param op A rendering operation instance, which contains 938 details of the operation to be performed. 939 */ 940 virtual void _render(const RenderOperation& op); 941 _dispatchCompute(const Vector3i & workgroupDim)942 virtual void _dispatchCompute(const Vector3i& workgroupDim) {} 943 944 /** Gets the capabilities of the render system. */ getCapabilities(void)945 const RenderSystemCapabilities* getCapabilities(void) const { return mCurrentCapabilities; } 946 947 948 /** Returns the driver version. 949 */ getDriverVersion(void)950 const DriverVersion& getDriverVersion(void) const { return mDriverVersion; } 951 952 /** Returns the default material scheme used by the render system. 953 Systems that use the RTSS to emulate a fixed function pipeline 954 (e.g. OpenGL ES 2, GL3+, DX11) need to return 955 the default material scheme of the RTSS ShaderGenerator. 956 957 This is currently only used to set the default material scheme for 958 viewports. It is a necessary step on these render systems for 959 render textures to be rendered into properly. 960 */ 961 const String& _getDefaultViewportMaterialScheme(void) const; 962 963 /** Binds a given GpuProgram (but not the parameters). 964 @remarks Only one GpuProgram of each type can be bound at once, binding another 965 one will simply replace the existing one. 966 */ 967 virtual void bindGpuProgram(GpuProgram* prg); 968 969 /** Bind Gpu program parameters. 970 @param gptype The type of program to bind the parameters to 971 @param params The parameters to bind 972 @param variabilityMask A mask of GpuParamVariability identifying which params need binding 973 */ 974 virtual void bindGpuProgramParameters(GpuProgramType gptype, 975 const GpuProgramParametersPtr& params, uint16 variabilityMask) = 0; 976 977 /** Only binds Gpu program parameters used for passes that have more than one iteration rendering 978 */ 979 virtual void bindGpuProgramPassIterationParameters(GpuProgramType gptype) = 0; 980 /** Unbinds GpuPrograms of a given GpuProgramType. 981 @remarks 982 This returns the pipeline to fixed-function processing for this type. 983 */ 984 virtual void unbindGpuProgram(GpuProgramType gptype); 985 986 /** Returns whether or not a Gpu program of the given type is currently bound. */ 987 bool isGpuProgramBound(GpuProgramType gptype); 988 989 /** 990 * Gets the native shading language version for this render system. 991 * Formatted so that it can be used within a shading program. 992 * For example, OpenGL 3.2 would return 150, while 3.3 would return 330 993 */ getNativeShadingLanguageVersion()994 uint16 getNativeShadingLanguageVersion() const { return mNativeShadingLanguageVersion; } 995 996 /** Sets the user clipping region. 997 @deprecated only needed for fixed function APIs 998 */ 999 virtual void setClipPlanes(const PlaneList& clipPlanes); 1000 1001 /// @deprecated use setClipPlanes 1002 OGRE_DEPRECATED void addClipPlane (const Plane &p); 1003 1004 /// @deprecated use setClipPlanes 1005 OGRE_DEPRECATED void resetClipPlanes(); 1006 1007 /** Utility method for initialising all render targets attached to this rendering system. */ 1008 void _initRenderTargets(void); 1009 1010 /** Utility method to notify all render targets that a camera has been removed, 1011 in case they were referring to it as their viewer. 1012 */ 1013 void _notifyCameraRemoved(const Camera* cam); 1014 1015 /** Internal method for updating all render targets attached to this rendering system. */ 1016 virtual void _updateAllRenderTargets(bool swapBuffers = true); 1017 /** Internal method for swapping all the buffers on all render targets, 1018 if _updateAllRenderTargets was called with a 'false' parameter. */ 1019 virtual void _swapAllRenderTargetBuffers(); 1020 1021 /** Sets whether or not vertex windings set should be inverted; this can be important 1022 for rendering reflections. */ 1023 void setInvertVertexWinding(bool invert); 1024 1025 /** Indicates whether or not the vertex windings set will be inverted for the current render (e.g. reflections) 1026 @see RenderSystem::setInvertVertexWinding 1027 */ 1028 bool getInvertVertexWinding(void) const; 1029 1030 /** Sets the 'scissor region' i.e. the region of the target in which rendering can take place. 1031 @remarks 1032 This method allows you to 'mask off' rendering in all but a given rectangular area 1033 as identified by the parameters to this method. 1034 @note 1035 Not all systems support this method. Check the RenderSystemCapabilities for the 1036 RSC_SCISSOR_TEST capability to see if it is supported. 1037 @param enabled True to enable the scissor test, false to disable it. 1038 @param left, top, right, bottom The location of the corners of the rectangle, expressed in 1039 <i>pixels</i>. 1040 */ 1041 virtual void setScissorTest(bool enabled, size_t left = 0, size_t top = 0, 1042 size_t right = 800, size_t bottom = 600) = 0; 1043 1044 /** Clears one or more frame buffers on the active render target. 1045 @param buffers Combination of one or more elements of FrameBufferType 1046 denoting which buffers are to be cleared 1047 @param colour The colour to clear the colour buffer with, if enabled 1048 @param depth The value to initialise the depth buffer with, if enabled 1049 @param stencil The value to initialise the stencil buffer with, if enabled. 1050 */ 1051 virtual void clearFrameBuffer(unsigned int buffers, 1052 const ColourValue& colour = ColourValue::Black, 1053 Real depth = 1.0f, unsigned short stencil = 0) = 0; 1054 /** Returns the horizontal texel offset value required for mapping 1055 texel origins to pixel origins in this rendersystem. 1056 @remarks 1057 Since rendersystems sometimes disagree on the origin of a texel, 1058 mapping from texels to pixels can sometimes be problematic to 1059 implement generically. This method allows you to retrieve the offset 1060 required to map the origin of a texel to the origin of a pixel in 1061 the horizontal direction. 1062 */ 1063 virtual Real getHorizontalTexelOffset(void) = 0; 1064 /** Returns the vertical texel offset value required for mapping 1065 texel origins to pixel origins in this rendersystem. 1066 @remarks 1067 Since rendersystems sometimes disagree on the origin of a texel, 1068 mapping from texels to pixels can sometimes be problematic to 1069 implement generically. This method allows you to retrieve the offset 1070 required to map the origin of a texel to the origin of a pixel in 1071 the vertical direction. 1072 */ 1073 virtual Real getVerticalTexelOffset(void) = 0; 1074 1075 /** Gets the minimum (closest) depth value to be used when rendering 1076 using identity transforms. 1077 @remarks 1078 When using identity transforms you can manually set the depth 1079 of a vertex; however the input values required differ per 1080 rendersystem. This method lets you retrieve the correct value. 1081 @see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection 1082 */ 1083 virtual Real getMinimumDepthInputValue(void) = 0; 1084 /** Gets the maximum (farthest) depth value to be used when rendering 1085 using identity transforms. 1086 @remarks 1087 When using identity transforms you can manually set the depth 1088 of a vertex; however the input values required differ per 1089 rendersystem. This method lets you retrieve the correct value. 1090 @see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection 1091 */ 1092 virtual Real getMaximumDepthInputValue(void) = 0; 1093 /** set the current multi pass count value. This must be set prior to 1094 calling _render() if multiple renderings of the same pass state are 1095 required. 1096 @param count Number of times to render the current state. 1097 */ setCurrentPassIterationCount(const size_t count)1098 virtual void setCurrentPassIterationCount(const size_t count) { mCurrentPassIterationCount = count; } 1099 1100 /** Tell the render system whether to derive a depth bias on its own based on 1101 the values passed to it in setCurrentPassIterationCount. 1102 The depth bias set will be baseValue + iteration * multiplier 1103 @param derive True to tell the RS to derive this automatically 1104 @param baseValue The base value to which the multiplier should be 1105 added 1106 @param multiplier The amount of depth bias to apply per iteration 1107 @param slopeScale The constant slope scale bias for completeness 1108 */ 1109 void setDeriveDepthBias(bool derive, float baseValue = 0.0f, 1110 float multiplier = 0.0f, float slopeScale = 0.0f) 1111 { 1112 mDerivedDepthBias = derive; 1113 mDerivedDepthBiasBase = baseValue; 1114 mDerivedDepthBiasMultiplier = multiplier; 1115 mDerivedDepthBiasSlopeScale = slopeScale; 1116 } 1117 1118 /** 1119 * Set current render target to target, enabling its device context if needed 1120 */ 1121 virtual void _setRenderTarget(RenderTarget *target) = 0; 1122 1123 /** Defines a listener on the custom events that this render system 1124 can raise. 1125 @see RenderSystem::addListener 1126 */ 1127 class _OgreExport Listener 1128 { 1129 public: Listener()1130 Listener() {} ~Listener()1131 virtual ~Listener() {} 1132 1133 /** A rendersystem-specific event occurred. 1134 @param eventName The name of the event which has occurred 1135 @param parameters A list of parameters that may belong to this event, 1136 may be null if there are no parameters 1137 */ 1138 virtual void eventOccurred(const String& eventName, 1139 const NameValuePairList* parameters = 0) = 0; 1140 }; 1141 1142 /** Sets shared listener. 1143 @remarks 1144 Shared listener could be set even if no render system is selected yet. 1145 This listener will receive "RenderSystemChanged" event on each Root::setRenderSystem call. 1146 */ 1147 static void setSharedListener(Listener* listener); 1148 /** Retrieve a pointer to the current shared render system listener. */ 1149 static Listener* getSharedListener(void); 1150 1151 /** Adds a listener to the custom events that this render system can raise. 1152 @remarks 1153 Some render systems have quite specific, internally generated events 1154 that the application may wish to be notified of. Many applications 1155 don't have to worry about these events, and can just trust OGRE to 1156 handle them, but if you want to know, you can add a listener here. 1157 @par 1158 Events are raised very generically by string name. Perhaps the most 1159 common example of a render system specific event is the loss and 1160 restoration of a device in DirectX; which OGRE deals with, but you 1161 may wish to know when it happens. 1162 @see RenderSystem::getRenderSystemEvents 1163 */ 1164 void addListener(Listener* l); 1165 /** Remove a listener to the custom events that this render system can raise. 1166 */ 1167 void removeListener(Listener* l); 1168 1169 /** Gets a list of the rendersystem specific events that this rendersystem 1170 can raise. 1171 @see RenderSystem::addListener 1172 */ getRenderSystemEvents(void)1173 const StringVector& getRenderSystemEvents(void) const { return mEventNames; } 1174 1175 /** Tell the rendersystem to perform any prep tasks it needs to directly 1176 before other threads which might access the rendering API are registered. 1177 @remarks 1178 Call this from your main thread before starting your other threads. 1179 @note 1180 If you start your own threads, there is a specific startup sequence which 1181 must be respected and requires synchronisation between the threads: 1182 1183 @note 1184 1. [Main thread] Call preExtraThreadsStarted() 1185 2. [Main thread] Start other thread, wait 1186 3. [Other thread] Call registerThread(), notify main thread & continue 1187 4. [Main thread] Wake up & call postExtraThreadsStarted() 1188 1189 @note 1190 Once this init sequence is completed the threads are independent but 1191 this startup sequence must be respected. 1192 */ 1193 virtual void preExtraThreadsStarted() = 0; 1194 1195 /** Tell the rendersystem to perform any tasks it needs to directly 1196 after other threads which might access the rendering API are registered. 1197 @see RenderSystem::preExtraThreadsStarted 1198 */ 1199 virtual void postExtraThreadsStarted() = 0; 1200 1201 /** Register the an additional thread which may make calls to rendersystem-related 1202 objects. 1203 @remarks 1204 This method should only be called by additional threads during their 1205 initialisation. If they intend to use hardware rendering system resources 1206 they should call this method before doing anything related to the render system. 1207 Some rendering APIs require a per-thread setup and this method will sort that 1208 out. It is also necessary to call unregisterThread before the thread shuts down. 1209 @note 1210 This method takes no parameters - it must be called from the thread being 1211 registered and that context is enough. 1212 */ 1213 virtual void registerThread() = 0; 1214 1215 /** Unregister an additional thread which may make calls to rendersystem-related objects. 1216 @see RenderSystem::registerThread 1217 */ 1218 virtual void unregisterThread() = 0; 1219 1220 /** 1221 * Gets the number of display monitors. 1222 @see Root::getDisplayMonitorCount 1223 */ 1224 virtual unsigned int getDisplayMonitorCount() const = 0; 1225 1226 /** 1227 * This marks the beginning of an event for GPU profiling. 1228 */ 1229 virtual void beginProfileEvent( const String &eventName ) = 0; 1230 1231 /** 1232 * Ends the currently active GPU profiling event. 1233 */ 1234 virtual void endProfileEvent( void ) = 0; 1235 1236 /** 1237 * Marks an instantaneous event for graphics profilers. 1238 * This is equivalent to calling @see beginProfileEvent and @see endProfileEvent back to back. 1239 */ 1240 virtual void markProfileEvent( const String &event ) = 0; 1241 1242 /** Determines if the system has anisotropic mip map filter support 1243 */ 1244 virtual bool hasAnisotropicMipMapFilter() const = 0; 1245 1246 /** Gets a custom (maybe platform-specific) attribute. 1247 @remarks This is a nasty way of satisfying any API's need to see platform-specific details. 1248 @param name The name of the attribute. 1249 @param pData Pointer to memory of the right kind of structure to receive the info. 1250 */ 1251 virtual void getCustomAttribute(const String& name, void* pData); 1252 1253 /** 1254 * Sets the colour buffer that the render system will to draw. If the render system 1255 * implementation or configuration does not support a particular value, then false will be 1256 * returned and the current colour buffer value will not be modified. 1257 * 1258 * @param 1259 * colourBuffer Specifies the colour buffer that will be drawn into. 1260 */ setDrawBuffer(ColourBufferType colourBuffer)1261 virtual bool setDrawBuffer(ColourBufferType colourBuffer) { return false; }; 1262 1263 protected: 1264 1265 /** DepthBuffers to be attached to render targets */ 1266 DepthBufferMap mDepthBufferPool; 1267 1268 /** The render targets. */ 1269 RenderTargetMap mRenderTargets; 1270 /** The render targets, ordered by priority. */ 1271 RenderTargetPriorityMap mPrioritisedRenderTargets; 1272 /** The Active render target. */ 1273 RenderTarget * mActiveRenderTarget; 1274 1275 /** The Active GPU programs and gpu program parameters*/ 1276 GpuProgramParametersSharedPtr mActiveVertexGpuProgramParameters; 1277 GpuProgramParametersSharedPtr mActiveGeometryGpuProgramParameters; 1278 GpuProgramParametersSharedPtr mActiveFragmentGpuProgramParameters; 1279 GpuProgramParametersSharedPtr mActiveTessellationHullGpuProgramParameters; 1280 GpuProgramParametersSharedPtr mActiveTessellationDomainGpuProgramParameters; 1281 GpuProgramParametersSharedPtr mActiveComputeGpuProgramParameters; 1282 1283 // Texture manager 1284 // A concrete class of this will be created and 1285 // made available under the TextureManager singleton, 1286 // managed by the RenderSystem 1287 TextureManager* mTextureManager; 1288 1289 // Active viewport (dest for future rendering operations) 1290 Viewport* mActiveViewport; 1291 1292 CullingMode mCullingMode; 1293 1294 size_t mBatchCount; 1295 size_t mFaceCount; 1296 size_t mVertexCount; 1297 1298 /// Saved manual colour blends 1299 ColourValue mManualBlendColours[OGRE_MAX_TEXTURE_LAYERS][2]; 1300 1301 bool mInvertVertexWinding; 1302 1303 /// Texture units from this upwards are disabled 1304 size_t mDisabledTexUnitsFrom; 1305 1306 /// number of times to render the current state 1307 size_t mCurrentPassIterationCount; 1308 size_t mCurrentPassIterationNum; 1309 /// Whether to update the depth bias per render call 1310 bool mDerivedDepthBias; 1311 float mDerivedDepthBiasBase; 1312 float mDerivedDepthBiasMultiplier; 1313 float mDerivedDepthBiasSlopeScale; 1314 1315 /// a global vertex buffer for global instancing 1316 HardwareVertexBufferSharedPtr mGlobalInstanceVertexBuffer; 1317 /// a vertex declaration for the global vertex buffer for the global instancing 1318 VertexDeclaration* mGlobalInstanceVertexBufferVertexDeclaration; 1319 /// the number of global instances (this number will be multiply by the render op instance number) 1320 size_t mGlobalNumberOfInstances; 1321 1322 /** updates pass iteration rendering state including bound gpu program parameter 1323 pass iteration auto constant entry 1324 @return True if more iterations are required 1325 */ 1326 bool updatePassIterationRenderState(void); 1327 1328 /// List of names of events this rendersystem may raise 1329 StringVector mEventNames; 1330 1331 /// Internal method for firing a rendersystem event 1332 void fireEvent(const String& name, const NameValuePairList* params = 0); 1333 1334 typedef std::list<Listener*> ListenerList; 1335 ListenerList mEventListeners; 1336 static Listener* msSharedEventListener; 1337 1338 typedef std::list<HardwareOcclusionQuery*> HardwareOcclusionQueryList; 1339 HardwareOcclusionQueryList mHwOcclusionQueries; 1340 1341 bool mVertexProgramBound; 1342 bool mGeometryProgramBound; 1343 bool mFragmentProgramBound; 1344 bool mTessellationHullProgramBound; 1345 bool mTessellationDomainProgramBound; 1346 bool mComputeProgramBound; 1347 1348 // Recording user clip planes 1349 PlaneList mClipPlanes; 1350 // Indicator that we need to re-set the clip planes on next render call 1351 bool mClipPlanesDirty; 1352 1353 /// Used to store the capabilities of the graphics card 1354 RenderSystemCapabilities* mRealCapabilities; 1355 RenderSystemCapabilities* mCurrentCapabilities; 1356 bool mUseCustomCapabilities; 1357 1358 /// @deprecated only needed for fixed function APIs setClipPlanesImpl(const PlaneList & clipPlanes)1359 virtual void setClipPlanesImpl(const PlaneList& clipPlanes) {} 1360 1361 /** Initialize the render system from the capabilities*/ 1362 virtual void initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps, RenderTarget* primary) = 0; 1363 1364 1365 DriverVersion mDriverVersion; 1366 uint16 mNativeShadingLanguageVersion; 1367 1368 bool mTexProjRelative; 1369 Vector3 mTexProjRelativeOrigin; 1370 1371 // Stored options 1372 ConfigOptionMap mOptions; 1373 1374 virtual void initConfigOptions(); 1375 }; 1376 /** @} */ 1377 /** @} */ 1378 } 1379 1380 #include "OgreHeaderSuffix.h" 1381 1382 #endif 1383