/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2012 Torus Knot Software Ltd 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. ----------------------------------------------------------------------------- */ #ifndef __GLRenderSystem_H__ #define __GLRenderSystem_H__ #include "OgreGLPrerequisites.h" #include "OgrePlatform.h" #include "OgreRenderSystem.h" #include "OgreGLHardwareBufferManager.h" #include "OgreGLGpuProgramManager.h" #include "OgreVector4.h" namespace Ogre { class GLSLProgramFactory; /** Implementation of GL as a rendering system. */ class _OgreGLExport GLRenderSystem : public RenderSystem { private: /// Rendering loop control bool mStopRendering; /** Array of up to 8 lights, indexed as per API Note that a null value indicates a free slot */ #define MAX_LIGHTS 8 Light* mLights[MAX_LIGHTS]; /// View matrix to set world against Matrix4 mViewMatrix; Matrix4 mWorldMatrix; Matrix4 mTextureMatrix; /// Last min & mip filtering options, so we can combine them FilterOptions mMinFilter; FilterOptions mMipFilter; /// What texture coord set each texture unit is using size_t mTextureCoordIndex[OGRE_MAX_TEXTURE_LAYERS]; /// Holds texture type settings for every stage GLenum mTextureTypes[OGRE_MAX_TEXTURE_LAYERS]; /// Number of fixed-function texture units unsigned short mFixedFunctionTextureUnits; void initConfigOptions(void); void initInputDevices(void); void processInputDevices(void); void setGLLight(size_t index, Light* lt); void makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m); GLint getBlendMode(SceneBlendFactor ogreBlend) const; GLint getTextureAddressingMode(TextureUnitState::TextureAddressingMode tam) const; void initialiseContext(RenderWindow* primary); void setLights(); /// Store last depth write state bool mDepthWrite; /// Store last stencil mask state uint32 mStencilMask; /// Store last colour write state bool mColourWrite[4]; GLint convertCompareFunction(CompareFunction func) const; GLint convertStencilOp(StencilOperation op, bool invert = false) const; /// Internal method for anisotropy validation GLfloat _getCurrentAnisotropy(size_t unit); /// GL support class, used for creating windows etc. GLSupport* mGLSupport; /// Internal method to set pos / direction of a light void setGLLightPositionDirection(Light* lt, GLenum lightindex); bool mUseAutoTextureMatrix; GLfloat mAutoTextureMatrix[16]; /// Check if the GL system has already been initialised bool mGLInitialised; HardwareBufferManager* mHardwareBufferManager; GLGpuProgramManager* mGpuProgramManager; GLSLProgramFactory* mGLSLProgramFactory; unsigned short mCurrentLights; GLuint getCombinedMinMipFilter(void) const; GLGpuProgram* mCurrentVertexProgram; GLGpuProgram* mCurrentFragmentProgram; GLGpuProgram* mCurrentGeometryProgram; /* The main GL context - main thread only */ GLContext *mMainContext; /* The current GL context - main thread only */ GLContext *mCurrentContext; typedef list::type GLContextList; /// List of background thread contexts GLContextList mBackgroundContextList; /** Manager object for creating render textures. Direct render to texture via GL_EXT_framebuffer_object is preferable to pbuffers, which depend on the GL support used and are generally unwieldy and slow. However, FBO support for stencil buffers is poor. */ GLRTTManager *mRTTManager; ushort mActiveTextureUnit; // local data members of _render that were moved here to improve performance // (save allocations) vector::type mRenderAttribsBound; vector::type mRenderInstanceAttribsBound; protected: void setClipPlanesImpl(const PlaneList& clipPlanes); bool activateGLTextureUnit(size_t unit); void bindVertexElementToGpu( const VertexElement &elem, HardwareVertexBufferSharedPtr vertexBuffer, const size_t vertexStart, vector::type &attribsBound, vector::type &instanceAttribsBound ); public: // Default constructor / destructor GLRenderSystem(); ~GLRenderSystem(); // ---------------------------------- // Overridden RenderSystem functions // ---------------------------------- /** See RenderSystem */ const String& getName(void) const; /** See RenderSystem */ ConfigOptionMap& getConfigOptions(void); /** See RenderSystem */ void setConfigOption(const String &name, const String &value); /** See RenderSystem */ String validateConfigOptions(void); /** See RenderSystem */ RenderWindow* _initialise(bool autoCreateWindow, const String& windowTitle = "OGRE Render Window"); /** See RenderSystem */ virtual RenderSystemCapabilities* createRenderSystemCapabilities() const; /** See RenderSystem */ void initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps, RenderTarget* primary); /** See RenderSystem */ void reinitialise(void); // Used if settings changed mid-rendering /** See RenderSystem */ void shutdown(void); /** See RenderSystem */ void setAmbientLight(float r, float g, float b); /** See RenderSystem */ void setShadingType(ShadeOptions so); /** See RenderSystem */ void setLightingEnabled(bool enabled); /// @copydoc RenderSystem::_createRenderWindow RenderWindow* _createRenderWindow(const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams = 0); /// @copydoc RenderSystem::_createRenderWindows bool _createRenderWindows(const RenderWindowDescriptionList& renderWindowDescriptions, RenderWindowList& createdWindows); /// @copydoc RenderSystem::_createDepthBufferFor DepthBuffer* _createDepthBufferFor( RenderTarget *renderTarget ); /// Mimics D3D9RenderSystem::_getDepthStencilFormatFor, if no FBO RTT manager, outputs GL_NONE void _getDepthStencilFormatFor( GLenum internalColourFormat, GLenum *depthFormat, GLenum *stencilFormat ); /// @copydoc RenderSystem::createMultiRenderTarget virtual MultiRenderTarget * createMultiRenderTarget(const String & name); /** See RenderSystem */ void destroyRenderWindow(RenderWindow* pWin); /** See RenderSystem */ String getErrorDescription(long errorNumber) const; /** See RenderSystem */ VertexElementType getColourVertexElementType(void) const; /** See RenderSystem */ void setNormaliseNormals(bool normalise); // ----------------------------- // Low-level overridden members // ----------------------------- /** See RenderSystem */ void _useLights(const LightList& lights, unsigned short limit); /** See RenderSystem */ bool areFixedFunctionLightsInViewSpace() const { return true; } /** See RenderSystem */ void _setWorldMatrix(const Matrix4 &m); /** See RenderSystem */ void _setViewMatrix(const Matrix4 &m); /** See RenderSystem */ void _setProjectionMatrix(const Matrix4 &m); /** See RenderSystem */ void _setSurfaceParams(const ColourValue &ambient, const ColourValue &diffuse, const ColourValue &specular, const ColourValue &emissive, Real shininess, TrackVertexColourType tracking); /** See RenderSystem */ void _setPointParameters(Real size, bool attenuationEnabled, Real constant, Real linear, Real quadratic, Real minSize, Real maxSize); /** See RenderSystem */ void _setPointSpritesEnabled(bool enabled); /** See RenderSystem */ void _setTexture(size_t unit, bool enabled, const TexturePtr &tex); /** See RenderSystem */ void _setTextureCoordSet(size_t stage, size_t index); /** See RenderSystem */ void _setTextureCoordCalculation(size_t stage, TexCoordCalcMethod m, const Frustum* frustum = 0); /** See RenderSystem */ void _setTextureBlendMode(size_t stage, const LayerBlendModeEx& bm); /** See RenderSystem */ void _setTextureAddressingMode(size_t stage, const TextureUnitState::UVWAddressingMode& uvw); /** See RenderSystem */ void _setTextureBorderColour(size_t stage, const ColourValue& colour); /** See RenderSystem */ void _setTextureMipmapBias(size_t unit, float bias); /** See RenderSystem */ void _setTextureMatrix(size_t stage, const Matrix4& xform); /** See RenderSystem */ void _setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op ); /** See RenderSystem */ void _setSeparateSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op, SceneBlendOperation alphaOp ); /** See RenderSystem */ void _setSceneBlendingOperation(SceneBlendOperation op); /** See RenderSystem */ void _setSeparateSceneBlendingOperation(SceneBlendOperation op, SceneBlendOperation alphaOp); /** See RenderSystem */ void _setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverage); /** See RenderSystem */ void _setViewport(Viewport *vp); /** See RenderSystem */ void _beginFrame(void); /** See RenderSystem */ void _endFrame(void); /** See RenderSystem */ void _setCullingMode(CullingMode mode); /** See RenderSystem */ void _setDepthBufferParams(bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL); /** See RenderSystem */ void _setDepthBufferCheckEnabled(bool enabled = true); /** See RenderSystem */ void _setDepthBufferWriteEnabled(bool enabled = true); /** See RenderSystem */ void _setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL); /** See RenderSystem */ void _setDepthBias(float constantBias, float slopeScaleBias); /** See RenderSystem */ void _setColourBufferWriteEnabled(bool red, bool green, bool blue, bool alpha); /** See RenderSystem */ void _setFog(FogMode mode, const ColourValue& colour, Real density, Real start, Real end); /** See RenderSystem */ void _convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram = false); /** See RenderSystem */ void _makeProjectionMatrix(const Radian& fovy, Real aspect, Real nearPlane, Real farPlane, Matrix4& dest, bool forGpuProgram = false); /** See RenderSystem */ void _makeProjectionMatrix(Real left, Real right, Real bottom, Real top, Real nearPlane, Real farPlane, Matrix4& dest, bool forGpuProgram = false); /** See RenderSystem */ void _makeOrthoMatrix(const Radian& fovy, Real aspect, Real nearPlane, Real farPlane, Matrix4& dest, bool forGpuProgram = false); /** See RenderSystem */ void _applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, bool forGpuProgram); /** See RenderSystem */ void setClipPlane (ushort index, Real A, Real B, Real C, Real D); /** See RenderSystem */ void enableClipPlane (ushort index, bool enable); /** See RenderSystem */ void _setPolygonMode(PolygonMode level); /** See RenderSystem */ void setStencilCheckEnabled(bool enabled); /** See RenderSystem. */ void setStencilBufferParams(CompareFunction func = CMPF_ALWAYS_PASS, uint32 refValue = 0, uint32 mask = 0xFFFFFFFF, StencilOperation stencilFailOp = SOP_KEEP, StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP, bool twoSidedOperation = false); /** See RenderSystem */ void _setTextureUnitFiltering(size_t unit, FilterType ftype, FilterOptions filter); /** See RenderSystem */ void _setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy); /** See RenderSystem */ void setVertexDeclaration(VertexDeclaration* decl); /** See RenderSystem */ void setVertexBufferBinding(VertexBufferBinding* binding); /** See RenderSystem */ void _render(const RenderOperation& op); /** See RenderSystem */ void bindGpuProgram(GpuProgram* prg); /** See RenderSystem */ void unbindGpuProgram(GpuProgramType gptype); /** See RenderSystem */ void bindGpuProgramParameters(GpuProgramType gptype, GpuProgramParametersSharedPtr params, uint16 variabilityMask); /** See RenderSystem */ void bindGpuProgramPassIterationParameters(GpuProgramType gptype); /** See RenderSystem */ void setScissorTest(bool enabled, size_t left = 0, size_t top = 0, size_t right = 800, size_t bottom = 600) ; void clearFrameBuffer(unsigned int buffers, const ColourValue& colour = ColourValue::Black, Real depth = 1.0f, unsigned short stencil = 0); HardwareOcclusionQuery* createHardwareOcclusionQuery(void); Real getHorizontalTexelOffset(void); Real getVerticalTexelOffset(void); Real getMinimumDepthInputValue(void); Real getMaximumDepthInputValue(void); OGRE_MUTEX(mThreadInitMutex) void registerThread(); void unregisterThread(); void preExtraThreadsStarted(); void postExtraThreadsStarted(); // ---------------------------------- // GLRenderSystem specific members // ---------------------------------- /** One time initialization for the RenderState of a context. Things that only need to be set once, like the LightingModel can be defined here. */ void _oneTimeContextInitialization(); /** Switch GL context, dealing with involved internal cached states too */ void _switchContext(GLContext *context); /** * Set current render target to target, enabling its GL context if needed */ void _setRenderTarget(RenderTarget *target); /** Unregister a render target->context mapping. If the context of target is the current context, change the context to the main context so it can be destroyed safely. @note This is automatically called by the destructor of GLContext. */ void _unregisterContext(GLContext *context); /** Returns the main context */ GLContext* _getMainContext() {return mMainContext;} /// @copydoc RenderSystem::getDisplayMonitorCount unsigned int getDisplayMonitorCount() const; /// @copydoc RenderSystem::beginProfileEvent virtual void beginProfileEvent( const String &eventName ); /// @copydoc RenderSystem::endProfileEvent virtual void endProfileEvent( void ); /// @copydoc RenderSystem::markProfileEvent virtual void markProfileEvent( const String &eventName ); }; } #endif