mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
262 lines
9.5 KiB
C++
262 lines
9.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXGLDEVICE_H_
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#define _GFXGLDEVICE_H_
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#include "platform/platform.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxInit.h"
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#include "gfx/gl/tGL/tGL.h"
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#include "windowManager/platformWindow.h"
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#include "gfx/gfxFence.h"
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#include "gfx/gfxResource.h"
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#include "gfx/gl/gfxGLStateBlock.h"
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class GFXGLVertexBuffer;
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class GFXGLPrimitiveBuffer;
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class GFXGLTextureTarget;
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class GFXGLCubemap;
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class GFXGLStateCache;
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class GFXGLVertexDecl;
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class GFXGLDevice : public GFXDevice
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{
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public:
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void zombify();
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void resurrect();
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GFXGLDevice(U32 adapterIndex);
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virtual ~GFXGLDevice();
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static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
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static GFXDevice *createInstance( U32 adapterIndex );
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virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL );
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virtual void activate() { }
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virtual void deactivate() { }
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virtual GFXAdapterType getAdapterType() { return OpenGL; }
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virtual void enterDebugEvent(ColorI color, const char *name);
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virtual void leaveDebugEvent();
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virtual void setDebugMarker(ColorI color, const char *name);
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virtual void enumerateVideoModes();
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virtual U32 getTotalVideoMemory_GL_EXT();
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virtual U32 getTotalVideoMemory();
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virtual GFXCubemap * createCubemap();
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virtual F32 getFillConventionOffset() const { return 0.0f; }
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///@}
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/// @name Render Target functions
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/// @{
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///
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virtual GFXTextureTarget *allocRenderToTextureTarget();
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virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
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virtual void _updateRenderTargets();
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///@}
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/// @name Shader functions
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/// @{
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virtual F32 getPixelShaderVersion() const { return mPixelShaderVersion; }
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virtual void setPixelShaderVersion( F32 version ) { mPixelShaderVersion = version; }
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virtual void setShader(GFXShader *shader, bool force = false);
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/// @attention GL cannot check if the given format supports blending or filtering!
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virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
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const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter);
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/// Returns the number of texture samplers that can be used in a shader rendering pass
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virtual U32 getNumSamplers() const;
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/// Returns the number of simultaneous render targets supported by the device.
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virtual U32 getNumRenderTargets() const;
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virtual GFXShader* createShader();
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virtual void clear( U32 flags, ColorI color, F32 z, U32 stencil );
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virtual bool beginSceneInternal();
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virtual void endSceneInternal();
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virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount );
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virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
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U32 startVertex,
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U32 minIndex,
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U32 numVerts,
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U32 startIndex,
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U32 primitiveCount );
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virtual void setClipRect( const RectI &rect );
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virtual const RectI &getClipRect() const { return mClip; }
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virtual void preDestroy() { Parent::preDestroy(); }
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virtual U32 getMaxDynamicVerts() { return MAX_DYNAMIC_VERTS; }
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virtual U32 getMaxDynamicIndices() { return MAX_DYNAMIC_INDICES; }
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GFXFence *createFence();
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GFXOcclusionQuery* createOcclusionQuery();
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GFXGLStateBlockRef getCurrentStateBlock() { return mCurrentGLStateBlock; }
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virtual void setupGenericShaders( GenericShaderType type = GSColor );
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///
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bool supportsAnisotropic() const { return mSupportsAnisotropic; }
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GFXGLStateCache* getOpenglCache() { return mOpenglStateCache; }
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GFXTextureObject* getDefaultDepthTex() const;
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/// Returns the number of vertex streams supported by the device.
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const U32 getNumVertexStreams() const { return mNumVertexStream; }
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bool glUseMap() const { return mUseGlMap; }
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protected:
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/// Called by GFXDevice to create a device specific stateblock
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virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc);
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/// Called by GFXDevice to actually set a stateblock.
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virtual void setStateBlockInternal(GFXStateBlock* block, bool force);
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/// Called by base GFXDevice to actually set a const buffer
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virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer);
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virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
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virtual void setCubemapInternal(U32 cubemap, const GFXGLCubemap* texture);
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virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
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virtual void setLightMaterialInternal(const GFXLightMaterial mat);
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virtual void setGlobalAmbientInternal(ColorF color);
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/// @name State Initalization.
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/// @{
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/// State initalization. This MUST BE CALLED in setVideoMode after the device
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/// is created.
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virtual void initStates() { }
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virtual void setMatrix( GFXMatrixType mtype, const MatrixF &mat );
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virtual GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType );
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virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType );
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// NOTE: The GL device doesn't need a vertex declaration at
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// this time, but we need to return something to keep the system
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// from retrying to allocate one on every call.
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virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat );
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virtual void setVertexDecl( const GFXVertexDecl *decl );
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virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer );
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virtual void setVertexStreamFrequency( U32 stream, U32 frequency );
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private:
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typedef GFXDevice Parent;
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friend class GFXGLTextureObject;
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friend class GFXGLCubemap;
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friend class GFXGLWindowTarget;
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friend class GFXGLPrimitiveBuffer;
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friend class GFXGLVertexBuffer;
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static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
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U32 mAdapterIndex;
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StrongRefPtr<GFXGLVertexBuffer> mCurrentVB[VERTEX_STREAM_COUNT];
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U32 mCurrentVB_Divisor[VERTEX_STREAM_COUNT];
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bool mNeedUpdateVertexAttrib;
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StrongRefPtr<GFXGLPrimitiveBuffer> mCurrentPB;
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U32 mDrawInstancesCount;
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GFXShader* mCurrentShader;
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GFXShaderRef mGenericShader[GS_COUNT];
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GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
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GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];
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/// Since GL does not have separate world and view matrices we need to track them
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MatrixF m_mCurrentWorld;
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MatrixF m_mCurrentView;
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void* mContext;
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void* mPixelFormat;
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F32 mPixelShaderVersion;
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bool mSupportsAnisotropic;
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U32 mNumVertexStream;
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U32 mMaxShaderTextures;
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U32 mMaxFFTextures;
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U32 mMaxTRColors;
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RectI mClip;
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GFXGLStateBlockRef mCurrentGLStateBlock;
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GLenum mActiveTextureType[TEXTURE_STAGE_COUNT];
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Vector< StrongRefPtr<GFXGLVertexBuffer> > mVolatileVBs; ///< Pool of existing volatile VBs so we can reuse previously created ones
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Vector< StrongRefPtr<GFXGLPrimitiveBuffer> > mVolatilePBs; ///< Pool of existing volatile PBs so we can reuse previously created ones
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GLsizei primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount);
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void preDrawPrimitive();
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void postDrawPrimitive(U32 primitiveCount);
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GFXVertexBuffer* findVolatileVBO(U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize); ///< Returns an existing volatile VB which has >= numVerts and the same vert flags/size, or creates a new VB if necessary
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GFXPrimitiveBuffer* findVolatilePBO(U32 numIndices, U32 numPrimitives); ///< Returns an existing volatile PB which has >= numIndices, or creates a new PB if necessary
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void initGLState(); ///< Guaranteed to be called after all extensions have been loaded, use to init card profiler, shader version, max samplers, etc.
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GFXFence* _createPlatformSpecificFence(); ///< If our platform (e.g. OS X) supports a fence extenstion (e.g. GL_APPLE_fence) this will create one, otherwise returns NULL
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void setPB(GFXGLPrimitiveBuffer* pb); ///< Sets mCurrentPB
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GFXGLStateCache *mOpenglStateCache;
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GFXWindowTargetRef *mWindowRT;
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bool mUseGlMap;
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};
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#define GFXGL static_cast<GFXGLDevice*>(GFXDevice::get())
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#endif
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