Torque3D/Engine/source/gfx/gl/gfxGLDevice.h
2015-06-15 21:10:49 +10:00

262 lines
9.5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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 _GFXGLDEVICE_H_
#define _GFXGLDEVICE_H_
#include "platform/platform.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxInit.h"
#include "gfx/gl/tGL/tGL.h"
#include "windowManager/platformWindow.h"
#include "gfx/gfxFence.h"
#include "gfx/gfxResource.h"
#include "gfx/gl/gfxGLStateBlock.h"
class GFXGLVertexBuffer;
class GFXGLPrimitiveBuffer;
class GFXGLTextureTarget;
class GFXGLCubemap;
class GFXGLStateCache;
class GFXGLVertexDecl;
class GFXGLDevice : public GFXDevice
{
public:
void zombify();
void resurrect();
GFXGLDevice(U32 adapterIndex);
virtual ~GFXGLDevice();
static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
static GFXDevice *createInstance( U32 adapterIndex );
virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL );
virtual void activate() { }
virtual void deactivate() { }
virtual GFXAdapterType getAdapterType() { return OpenGL; }
virtual void enterDebugEvent(ColorI color, const char *name);
virtual void leaveDebugEvent();
virtual void setDebugMarker(ColorI color, const char *name);
virtual void enumerateVideoModes();
virtual U32 getTotalVideoMemory_GL_EXT();
virtual U32 getTotalVideoMemory();
virtual GFXCubemap * createCubemap();
virtual F32 getFillConventionOffset() const { return 0.0f; }
///@}
/// @name Render Target functions
/// @{
///
virtual GFXTextureTarget *allocRenderToTextureTarget();
virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
virtual void _updateRenderTargets();
///@}
/// @name Shader functions
/// @{
virtual F32 getPixelShaderVersion() const { return mPixelShaderVersion; }
virtual void setPixelShaderVersion( F32 version ) { mPixelShaderVersion = version; }
virtual void setShader(GFXShader *shader, bool force = false);
/// @attention GL cannot check if the given format supports blending or filtering!
virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter);
/// Returns the number of texture samplers that can be used in a shader rendering pass
virtual U32 getNumSamplers() const;
/// Returns the number of simultaneous render targets supported by the device.
virtual U32 getNumRenderTargets() const;
virtual GFXShader* createShader();
virtual void clear( U32 flags, ColorI color, F32 z, U32 stencil );
virtual bool beginSceneInternal();
virtual void endSceneInternal();
virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount );
virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
U32 startVertex,
U32 minIndex,
U32 numVerts,
U32 startIndex,
U32 primitiveCount );
virtual void setClipRect( const RectI &rect );
virtual const RectI &getClipRect() const { return mClip; }
virtual void preDestroy() { Parent::preDestroy(); }
virtual U32 getMaxDynamicVerts() { return MAX_DYNAMIC_VERTS; }
virtual U32 getMaxDynamicIndices() { return MAX_DYNAMIC_INDICES; }
GFXFence *createFence();
GFXOcclusionQuery* createOcclusionQuery();
GFXGLStateBlockRef getCurrentStateBlock() { return mCurrentGLStateBlock; }
virtual void setupGenericShaders( GenericShaderType type = GSColor );
///
bool supportsAnisotropic() const { return mSupportsAnisotropic; }
GFXGLStateCache* getOpenglCache() { return mOpenglStateCache; }
GFXTextureObject* getDefaultDepthTex() const;
/// Returns the number of vertex streams supported by the device.
const U32 getNumVertexStreams() const { return mNumVertexStream; }
bool glUseMap() const { return mUseGlMap; }
protected:
/// Called by GFXDevice to create a device specific stateblock
virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc);
/// Called by GFXDevice to actually set a stateblock.
virtual void setStateBlockInternal(GFXStateBlock* block, bool force);
/// Called by base GFXDevice to actually set a const buffer
virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer);
virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
virtual void setCubemapInternal(U32 cubemap, const GFXGLCubemap* texture);
virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
virtual void setLightMaterialInternal(const GFXLightMaterial mat);
virtual void setGlobalAmbientInternal(ColorF color);
/// @name State Initalization.
/// @{
/// State initalization. This MUST BE CALLED in setVideoMode after the device
/// is created.
virtual void initStates() { }
virtual void setMatrix( GFXMatrixType mtype, const MatrixF &mat );
virtual GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
const GFXVertexFormat *vertexFormat,
U32 vertSize,
GFXBufferType bufferType );
virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType );
// NOTE: The GL device doesn't need a vertex declaration at
// this time, but we need to return something to keep the system
// from retrying to allocate one on every call.
virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat );
virtual void setVertexDecl( const GFXVertexDecl *decl );
virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer );
virtual void setVertexStreamFrequency( U32 stream, U32 frequency );
private:
typedef GFXDevice Parent;
friend class GFXGLTextureObject;
friend class GFXGLCubemap;
friend class GFXGLWindowTarget;
friend class GFXGLPrimitiveBuffer;
friend class GFXGLVertexBuffer;
static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
U32 mAdapterIndex;
StrongRefPtr<GFXGLVertexBuffer> mCurrentVB[VERTEX_STREAM_COUNT];
U32 mCurrentVB_Divisor[VERTEX_STREAM_COUNT];
bool mNeedUpdateVertexAttrib;
StrongRefPtr<GFXGLPrimitiveBuffer> mCurrentPB;
U32 mDrawInstancesCount;
GFXShader* mCurrentShader;
GFXShaderRef mGenericShader[GS_COUNT];
GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];
/// Since GL does not have separate world and view matrices we need to track them
MatrixF m_mCurrentWorld;
MatrixF m_mCurrentView;
void* mContext;
void* mPixelFormat;
F32 mPixelShaderVersion;
bool mSupportsAnisotropic;
U32 mNumVertexStream;
U32 mMaxShaderTextures;
U32 mMaxFFTextures;
U32 mMaxTRColors;
RectI mClip;
GFXGLStateBlockRef mCurrentGLStateBlock;
GLenum mActiveTextureType[TEXTURE_STAGE_COUNT];
Vector< StrongRefPtr<GFXGLVertexBuffer> > mVolatileVBs; ///< Pool of existing volatile VBs so we can reuse previously created ones
Vector< StrongRefPtr<GFXGLPrimitiveBuffer> > mVolatilePBs; ///< Pool of existing volatile PBs so we can reuse previously created ones
GLsizei primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount);
void preDrawPrimitive();
void postDrawPrimitive(U32 primitiveCount);
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
GFXPrimitiveBuffer* findVolatilePBO(U32 numIndices, U32 numPrimitives); ///< Returns an existing volatile PB which has >= numIndices, or creates a new PB if necessary
void initGLState(); ///< Guaranteed to be called after all extensions have been loaded, use to init card profiler, shader version, max samplers, etc.
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
void setPB(GFXGLPrimitiveBuffer* pb); ///< Sets mCurrentPB
GFXGLStateCache *mOpenglStateCache;
GFXWindowTargetRef *mWindowRT;
bool mUseGlMap;
};
#define GFXGL static_cast<GFXGLDevice*>(GFXDevice::get())
#endif