Coverage Report

Created: 2025-08-28 06:22

/src/ogre/OgreMain/include/OgreRenderSystem.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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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 deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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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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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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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 FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __RenderSystem_H_
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#define __RenderSystem_H_
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// Precompiler options
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#include "OgrePrerequisites.h"
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#include "OgreCommon.h"
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#include "OgreBlendMode.h"
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#include "OgreRenderSystemCapabilities.h"
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#include "OgreConfigOptionMap.h"
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#include "OgreGpuProgram.h"
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#include "OgrePlane.h"
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#include "OgreHardwareVertexBuffer.h"
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#include "OgreHeaderPrefix.h"
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namespace Ogre
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{
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    class Sampler;
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    class TextureUnitState;
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup RenderSystem
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    *  @{
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    */
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    typedef std::vector<DepthBuffer*> DepthBufferVec;
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    typedef std::map< uint16, DepthBufferVec > DepthBufferMap;
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    typedef std::map< String, RenderTarget * > RenderTargetMap;
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    typedef std::multimap<uchar, RenderTarget * > RenderTargetPriorityMap;
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    class TextureManager;
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    /// Enum describing the ways to generate texture coordinates
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    enum TexCoordCalcMethod : uint8
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    {
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        /// No calculated texture coordinates
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        TEXCALC_NONE,
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        /// 2D texture coordinates using spherical reflection mapping based on vertex normals.
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        TEXCALC_ENVIRONMENT_MAP,
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        /// 2D texture coordinates using view space position. Same as #TEXCALC_ENVIRONMENT_MAP on all backends.
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        TEXCALC_ENVIRONMENT_MAP_PLANAR,
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        /// 3D texture coordinates using the reflection vector.
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        TEXCALC_ENVIRONMENT_MAP_REFLECTION,
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        /// 3D texture coordinates using the normal vector.
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        TEXCALC_ENVIRONMENT_MAP_NORMAL,
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        /// Projective texture
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        TEXCALC_PROJECTIVE_TEXTURE
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    };
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    /// Enum describing the various actions which can be taken on the stencil buffer
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    enum StencilOperation
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    {
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        /// Leave the stencil buffer unchanged
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        SOP_KEEP,
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        /// Set the stencil value to zero
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        SOP_ZERO,
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        /// Set the stencil value to the reference value
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        SOP_REPLACE,
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        /// Increase the stencil value by 1, clamping at the maximum value
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        SOP_INCREMENT,
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        /// Decrease the stencil value by 1, clamping at 0
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        SOP_DECREMENT,
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        /// Increase the stencil value by 1, wrapping back to 0 when incrementing the maximum value
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        SOP_INCREMENT_WRAP,
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        /// Decrease the stencil value by 1, wrapping when decrementing 0
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        SOP_DECREMENT_WRAP,
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        /// Invert the bits of the stencil buffer
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        SOP_INVERT
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    };
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    /** Describes the stencil buffer operation
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    The stencil buffer is used to mask out pixels in the render target, allowing
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    you to do effects like mirrors, cut-outs, stencil shadows and more. Each of
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    your batches of rendering is likely to ignore the stencil buffer,
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    update it with new values, or apply it to mask the output of the render.
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    The stencil test is:
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    $$(referenceValue\\,\\&\\,compareMask)\\;compareOp\\;(stencilBuffer\\,\\&\\,compareMask)$$
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    The result of this will cause one of 3 actions depending on whether
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    1. the stencil test fails
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    2. the stencil test succeeds but the depth buffer check fails
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    3. both depth buffer check and stencil test pass
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    */
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    struct _OgreExport StencilState
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    {
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        /// Comparison operator for the stencil test
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        CompareFunction compareOp;
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        /// The action to perform when the stencil check fails
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        StencilOperation stencilFailOp;
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        /// The action to perform when the stencil check passes, but the depth buffer check fails
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        StencilOperation depthFailOp;
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        /// The action to take when both the stencil and depth check pass
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        StencilOperation depthStencilPassOp;
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        /// The reference value used in the stencil comparison
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        uint32 referenceValue;
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        ///  The bitmask applied to both the stencil value and the reference value before comparison
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        uint32 compareMask;
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        /** The bitmask the controls which bits from stencilRefValue will be written to stencil buffer
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        (valid for operations such as #SOP_REPLACE) */
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        uint32 writeMask;
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        /// Turns stencil buffer checking on or off
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        bool enabled : 1;
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        /// Toggles two-sided stencil operation, which swaps increment and decrement for back-facing polygons.
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        bool twoSidedOperation : 1;
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        StencilState()
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            : compareOp(CMPF_LESS_EQUAL), stencilFailOp(SOP_KEEP), depthFailOp(SOP_KEEP),
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              depthStencilPassOp(SOP_KEEP), referenceValue(0), compareMask(0xFFFFFFFF),
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              writeMask(0xFFFFFFFF), enabled(false), twoSidedOperation(false)
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0
        {
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0
        }
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    };
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    struct _OgreExport GlobalInstancingData
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    {
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        HardwareVertexBufferPtr vertexBuffer;
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        VertexDeclaration* vertexDecl = nullptr;
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        uint32 instanceCount = 1;
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    };
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    /** Defines the functionality of a 3D API
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    The RenderSystem class provides a base interface
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    which abstracts the general functionality of the 3D API
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    e.g. Direct3D or OpenGL. Whilst a few of the general
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    methods have implementations, most of this class is
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    abstract, requiring a subclass based on a specific API
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    to be constructed to provide the full functionality.
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    Note there are 2 levels to the interface - one which
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    will be used often by the caller of the Ogre library,
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    and one which is at a lower level and will be used by the
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    other classes provided by Ogre. These lower level
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    methods are prefixed with '_' to differentiate them.
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    The advanced user of the library may use these lower
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    level methods to access the 3D API at a more fundamental
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    level (dealing direct with render states and rendering
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    primitives), but still benefiting from Ogre's abstraction
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    of exactly which 3D API is in use.
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    @author
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    Steven Streeting
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    */
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    class _OgreExport RenderSystem : public RenderSysAlloc
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    {
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    public:
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        /** Default Constructor.
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        */
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        RenderSystem();
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        /** Destructor.
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        */
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        virtual ~RenderSystem();
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        /** Returns the name of the rendering system.
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        */
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        virtual const String& getName(void) const = 0;
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        /** Returns the details of this API's configuration options
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        Each render system must be able to inform the world
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        of what options must/can be specified for it's
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        operation.
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        @par
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        These are passed as strings for portability, but
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        grouped into a structure (ConfigOption) which includes
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        both options and current value.
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        @par
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        Note that the settings returned from this call are
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        affected by the options that have been set so far,
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        since some options are interdependent.
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        @par
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        This routine is called automatically by the default
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        configuration dialogue produced by Root::showConfigDialog
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        or may be used by the caller for custom settings dialogs
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        @return
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        A 'map' of options, i.e. a list of options which is also
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        indexed by option name.
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        */
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0
        const ConfigOptionMap& getConfigOptions() const { return mOptions; }
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        /** Sets an option for this API
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        Used to confirm the settings (normally chosen by the user) in
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        order to make the renderer able to initialise with the settings as required.
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        This may initialise the @ref RenderWindowDescription or set some RenderSystem
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        specific parameters.
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        Called automatically by the default configuration
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        dialog, and by the restoration of saved settings.
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        These settings are stored and only activated when
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        @ref RenderSystem::_initialise or @ref RenderSystem::reinitialise
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        are called.
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        If using a custom configuration dialog, it is advised that the
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        caller calls RenderSystem::getConfigOptions
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        again, since some options can alter resulting from a selection.
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        Common options:
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        | Key |  Default | Description |
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        |-----|---------------|---------|
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        | Full Screen | false | Window full-screen flag |
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        | VSync | true | "vsync" in  @ref _createRenderWindow |
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        | VSync Interval | 1 | "vsyncInterval" in  @ref _createRenderWindow |
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        | sRGB Gamma Conversion | false | "gamma" in  @ref _createRenderWindow  |
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        | FSAA | 0 | concatenation of "FSAA" and "FSAAHint" as in  @ref _createRenderWindow  |
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        | Video Mode | - | Window resolution |
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        | Display Frequency | - | "displayFrequency" in  @ref _createRenderWindow |
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        | Content Scaling Factor | 1.0 | "contentScalingFactor" in  @ref _createRenderWindow |
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        @param
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        name The name of the option to alter.
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        @param
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        value The value to set the option to.
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        */
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        virtual void setConfigOption(const String &name, const String &value) = 0;
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        /** get a RenderWindowDescription from the current ConfigOptionMap
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         */
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        RenderWindowDescription getRenderWindowDescription() const;
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        /** Create an object for performing hardware occlusion queries. 
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        */
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        virtual HardwareOcclusionQuery* createHardwareOcclusionQuery(void) = 0;
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        /** Destroy a hardware occlusion query object. 
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        */
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        virtual void destroyHardwareOcclusionQuery(HardwareOcclusionQuery *hq);
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        /** Validates the options set for the rendering system, returning a message if there are problems.
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        @note
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        If the returned string is empty, there are no problems.
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        */
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        virtual String validateConfigOptions(void) { return BLANKSTRING; }
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        /** Start up the renderer using the settings selected (Or the defaults if none have been selected).
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        Called by Root::setRenderSystem. Shouldn't really be called
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        directly, although  this can be done if the app wants to.
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        */
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        virtual void _initialise();
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        /** Get a pointer to the current capabilities being used by the RenderSystem.
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        The capabilities may be modified using this pointer, this will only have an effect
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        before the RenderSystem has been initialised. It's intended use is to allow a
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        listener of the RenderSystemCapabilitiesCreated event to customise the capabilities
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        on the fly before the RenderSystem is initialised.
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        */
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        RenderSystemCapabilities* getMutableCapabilities(){ return mCurrentCapabilities; }
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        /** Force the render system to use the special capabilities. Can only be called
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        *    before the render system has been fully initializer (before createWindow is called) 
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        *   @param
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        *        capabilities has to be a subset of the real capabilities and the caller is 
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        *        responsible for deallocating capabilities.
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        */
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        void useCustomRenderSystemCapabilities(RenderSystemCapabilities* capabilities);
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        /** Restart the renderer (normally following a change in settings).
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        */
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        void reinitialise(void);
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        /** Shutdown the renderer and cleanup resources.
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        */
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        virtual void shutdown(void);
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        virtual const GpuProgramParametersPtr& getFixedFunctionParams(TrackVertexColourType tracking,
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                                                                      FogMode fog)
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        {
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            return mFixedFunctionParams;
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        }
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        /// @deprecated migrate to getFixedFunctionParams ASAP. this is very slow now.
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        OGRE_DEPRECATED void _setProjectionMatrix(Matrix4 m);
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        /// @deprecated migrate to getFixedFunctionParams ASAP. this is very slow now.
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        OGRE_DEPRECATED void _setViewMatrix(const Matrix4& m)
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        {
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            if (!mFixedFunctionParams) return;
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            mFixedFunctionParams->setConstant(4, m);
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            applyFixedFunctionParams(mFixedFunctionParams, GPV_GLOBAL);
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        }
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        /// @deprecated migrate to getFixedFunctionParams ASAP. this is very slow now.
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        OGRE_DEPRECATED void _setWorldMatrix(const Matrix4& m)
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        {
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            if (!mFixedFunctionParams) return;
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            mFixedFunctionParams->setConstant(0, m);
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            applyFixedFunctionParams(mFixedFunctionParams, GPV_PER_OBJECT);
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        }
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        /// @deprecated migrate to getFixedFunctionParams ASAP. this is very slow now.
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        OGRE_DEPRECATED void _setFog(FogMode f)
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        {
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            if (mFixedFunctionParams)
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                getFixedFunctionParams(TVC_NONE, f);
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0
        }
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        /// @deprecated use setColourBlendState
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        OGRE_DEPRECATED void _setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor,
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                                               SceneBlendOperation op = SBO_ADD)
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        {
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            mCurrentBlend.sourceFactor = sourceFactor;
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            mCurrentBlend.destFactor = destFactor;
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            mCurrentBlend.sourceFactorAlpha = sourceFactor;
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            mCurrentBlend.destFactorAlpha = destFactor;
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            mCurrentBlend.operation = op;
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            mCurrentBlend.alphaOperation = op;
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            setColourBlendState(mCurrentBlend);
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        }
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        virtual void applyFixedFunctionParams(const GpuProgramParametersPtr& params, uint16 variabilityMask) {}
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        /** Sets the type of light shading required (default = Gouraud).
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        @deprecated only needed for fixed function APIs
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        */
347
0
        virtual void setShadingType(ShadeOptions so) {}
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        /** Sets whether or not dynamic lighting is enabled.
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        @param
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        enabled If true, dynamic lighting is performed on geometry with normals supplied, geometry without
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        normals will not be displayed. If false, no lighting is applied and all geometry will be full brightness.
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        @deprecated only needed for fixed function APIs
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        */
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        virtual void setLightingEnabled(bool enabled) {}
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        /** Creates a new rendering window.
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        This method creates a new rendering window as specified
360
        by the paramteters. The rendering system could be
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        responible for only a single window (e.g. in the case
362
        of a game), or could be in charge of multiple ones (in the
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        case of a level editor). The option to create the window
364
        as a child of another is therefore given.
365
        This method will create an appropriate subclass of
366
        RenderWindow depending on the API and platform implementation.
367
        @par
368
        After creation, this window can be retrieved using getRenderTarget().
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        @param
370
        name The name of the window. Used in other methods
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        later like setRenderTarget and getRenderTarget.
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        @param
373
        width The width of the new window.
374
        @param
375
        height The height of the new window.
376
        @param
377
        fullScreen Specify true to make the window full screen
378
        without borders, title bar or menu bar.
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        @param
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        miscParams A NameValuePairList describing the other parameters for the new rendering window. 
381
        Options are case sensitive. Unrecognised parameters will be ignored silently.
382
        These values might be platform dependent, but these are present for all platforms unless
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        indicated otherwise:
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        | Key | Type / Values | Default | Description | Platform |
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        |-----|---------------|---------|-------------|-------|
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        | title | String | RenderTarget name | The title of the window that will appear in the title bar |  |
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        | left | Positive integers | Centred | Screen x coordinate from left |  |
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        | top | Positive integers | Centred | Screen y coordinate from left |  |
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        | hidden | true, false | false | hide the created window | |
391
        | FSAA | Positive integer (usually 0, 2, 4, 8, 16) | 0 | Full screen antialiasing factor |  |
392
        | gamma | true, false | false | Enable hardware conversion from linear colour space to gamma colour space on rendering to the window. |  |
393
        | vsync | true, false | false | Synchronize buffer swaps to monitor vsync, eliminating tearing at the expense of a fixed frame rate |  |
394
        | 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. |  |
395
        | Full Screen | true, false | false | Specify whether to create the window in full screen mode | |
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        | border | none, fixed, resize | resize | The type of window border (in windowed mode) | Windows, OSX |
397
        | displayFrequency | Refresh rate in Hertz (e.g. 60, 75, 100) | Desktop vsync rate | Display frequency rate, for fullscreen mode |  |
398
        | externalWindowHandle | <ul><li>Win32: HWND as int<li>Linux: X11 Window as ulong<li>OSX: OgreGLView address as an integer. You can pass NSView or NSWindow too, but should perform OgreGLView callbacks into the Ogre manually<li>iOS: UIWindow address as an integer<li>Emscripten: canvas selector String ("#canvas")</ul> | 0 (none) | External window handle, for embedding the OGRE render in an existing window |  |
399
        | 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 |
400
        | externalWlDisplay | wl_display address as an integer | 0 (none) | Wayland display connection | Linux |
401
        | externalWlSurface | wl_surface address as an integer | 0 (none) | Wayland onscreen surface | Linux |
402
        | currentGLContext | true, false | false | Use an externally created GL context. (Must be current) | OpenGL |
403
        | currentEGLSurface | true, false | false | Use an externally created EGL surface. | Android |
404
        | minColourBufferSize | Positive integer (usually 16, 32) | 16 | Min total colour buffer size. See EGL_BUFFER_SIZE | OpenGL |
405
        | windowProc | WNDPROC | DefWindowProc | function that processes window messages | Win 32 |
406
        | colourDepth | 16, 32 | Desktop depth | Colour depth of the resulting rendering window; only applies if fullScreen | Win32 |
407
        | FSAAHint | %RenderSystem specific. Currently enables EQAA/ CSAA mode on D3D: if you want 4f8x (8x CSAA), set FSAA=4 and this to "f8" | Blank | FSAA mode hint | D3D |
408
        | outerDimensions | true, false | false | Whether the width/height is expressed as the size of the outer window, rather than the content area | Win32  |
409
        | monitorIndex | | -1 | | Win 32 |
410
        | monitorHandle | | 0 (none) | | Win 32 (OpenGL) |
411
        | enableDoubleClick | true, false | false | Enable the window to keep track and transmit double click messages. | Win32 |
412
        | useNVPerfHUD | true, false | false | Enable the use of nVidia NVPerfHUD | D3D |
413
        | depthBuffer | true, false | true | Use depth buffer | D3D |
414
        | NSOpenGLCPSurfaceOrder | -1 or 1 | 1 | [NSOpenGLCPSurfaceOrder](https://developer.apple.com/documentation/appkit/nsopenglcpsurfaceorder) | OSX |
415
        | contentScalingFactor | Positive Float | The default content scaling factor of the screen | On IOS specifies the CAEAGLLayer content scaling factor. 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. | OSX, iOS, Android |
416
        | externalViewHandle | UIView pointer as an integer | 0 | External view handle, for rendering OGRE render in an existing view | iOS |
417
        | externalViewControllerHandle | UIViewController pointer as an integer | 0 | External view controller handle, for embedding OGRE in an existing view controller | iOS |
418
        | externalSharegroup | EAGLSharegroup pointer as an integer | 0 | External sharegroup, used to shared GL resources between contexts | iOS |
419
        | 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 |
420
        | maxColourBufferSize | Positive integer (usually 16, 32) | 32 | Max EGL_BUFFER_SIZE | Android |
421
        | maxStencilBufferSize | Positive integer (usually 0, 8) | 0 | EGL_STENCIL_SIZE | Android |
422
        | maxDepthBufferSize | Positive integer (usually 0, 16, 24) | 16 | EGL_DEPTH_SIZE | Android |
423
        */
424
        virtual RenderWindow* _createRenderWindow(const String &name, unsigned int width, unsigned int height, 
425
            bool fullScreen, const NameValuePairList *miscParams = 0);
426
        
427
        /** Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures
428
        at once. Surfaces can be bound and unbound at will.
429
        This fails if mCapabilities->getNumMultiRenderTargets() is smaller than 2.
430
        */
431
        virtual MultiRenderTarget * createMultiRenderTarget(const String & name) = 0; 
432
433
        /** Destroys a render window */
434
        virtual void destroyRenderWindow(const String& name);
435
        /** Destroys a render texture */
436
        virtual void destroyRenderTexture(const String& name);
437
        /** Destroys a render target of any sort */
438
        virtual void destroyRenderTarget(const String& name);
439
440
        /** Attaches the passed render target to the render system.
441
        */
442
        void attachRenderTarget( RenderTarget &target );
443
        /** Returns a pointer to the render target with the passed name, or NULL if that
444
        render target cannot be found.
445
        */
446
        RenderTarget * getRenderTarget( const String &name );
447
        /** Detaches the render target with the passed name from the render system and
448
        returns a pointer to it.
449
        @note
450
        If the render target cannot be found, NULL is returned.
451
        */
452
        virtual RenderTarget * detachRenderTarget( const String &name );
453
454
        /// @deprecated use getSchemeInstancingData instead
455
        OGRE_DEPRECATED HardwareVertexBufferPtr getGlobalInstanceVertexBuffer() const
456
0
        {
457
0
            auto it = mSchemeInstancingData.find(_getDefaultViewportMaterialScheme());
458
0
            return it != mSchemeInstancingData.end() ? it->second.vertexBuffer : nullptr;
459
0
        }
460
        /// @deprecated use enableSchemeInstancing instead
461
        OGRE_DEPRECATED void setGlobalInstanceVertexBuffer(const HardwareVertexBufferPtr& val);
462
        /// @deprecated use getSchemeInstancingData instead
463
        OGRE_DEPRECATED VertexDeclaration* getGlobalInstanceVertexDeclaration() const
464
0
        {
465
0
            auto it = mSchemeInstancingData.find(_getDefaultViewportMaterialScheme());
466
0
            return it != mSchemeInstancingData.end() ? it->second.vertexDecl : nullptr;
467
0
        }
468
        /// @deprecated use enableSchemeInstancing instead
469
        OGRE_DEPRECATED void setGlobalInstanceVertexDeclaration(VertexDeclaration* val)
470
0
        {
471
0
            mSchemeInstancingData[_getDefaultViewportMaterialScheme()].vertexDecl = val;
472
0
        }
473
        /// @deprecated use getSchemeInstancingData instead
474
        OGRE_DEPRECATED uint32 getGlobalInstanceCount() const
475
0
        {
476
0
            auto it = mSchemeInstancingData.find(_getDefaultViewportMaterialScheme());
477
0
            return it != mSchemeInstancingData.end() ? it->second.instanceCount : 1;
478
0
        }
479
        /// @deprecated use enableSchemeInstancing instead
480
        OGRE_DEPRECATED void setGlobalInstanceCount(uint32 val)
481
0
        {
482
0
            mSchemeInstancingData[_getDefaultViewportMaterialScheme()].instanceCount = val;
483
0
        }
484
485
        /// Sets the global instance data for the given material scheme.
486
        void enableSchemeInstancing(const String& materialScheme, const HardwareVertexBufferPtr& buffer,
487
                                    VertexDeclaration* decl, uint32 instanceCount);
488
        /// Gets all data for the global scheme based instancing
489
        GlobalInstancingData getSchemeInstancingData(const String& materialScheme) const
490
0
        {
491
0
            auto it = mSchemeInstancingData.find(materialScheme);
492
0
            return it != mSchemeInstancingData.end() ? it->second : GlobalInstancingData();
493
0
        }
494
        /// disables instancing for the given material scheme
495
0
        void disableSchemeInstancing(const String& materialScheme) { mSchemeInstancingData.erase(materialScheme); }
496
497
        /** Retrieves an existing DepthBuffer or creates a new one suited for the given RenderTarget
498
            and sets it.
499
500
            RenderTarget's pool ID is respected. @see RenderTarget::setDepthBufferPool()
501
        */
502
        void setDepthBufferFor( RenderTarget *renderTarget );
503
504
        /**
505
         Returns if reverse Z-buffer is enabled.
506
507
         If you have large scenes and need big far clip distance but still want
508
         to draw objects closer (for example cockpit of a plane) you can enable
509
         reverse depth buffer so that the depth buffer precision is greater further away.
510
         This enables the OGRE_REVERSED_Z preprocessor define for shaders.
511
512
         @retval true If reverse Z-buffer is enabled.
513
         @retval false If reverse Z-buffer is disabled (default).
514
515
         @see setReverseDepthBuffer
516
         */
517
        bool isReverseDepthBufferEnabled() const;
518
519
        // ------------------------------------------------------------------------
520
        //                     Internal Rendering Access
521
        // All methods below here are normally only called by other OGRE classes
522
        // They can be called by library user if required
523
        // ------------------------------------------------------------------------
524
525
        /** Tells the rendersystem to use the attached set of lights (and no others) 
526
        up to the number specified (this allows the same list to be used with different
527
        count limits)
528
        @deprecated only needed for fixed function APIs
529
        */
530
0
        virtual void _useLights(unsigned short limit) {}
531
        /** Utility function for setting all the properties of a texture unit at once.
532
        This method is also worth using over the individual texture unit settings because it
533
        only sets those settings which are different from the current settings for this
534
        unit, thus minimising render state changes.
535
        */
536
        virtual void _setTextureUnitSettings(size_t texUnit, TextureUnitState& tl);
537
        /// set the sampler settings for the given texture unit
538
        virtual void _setSampler(size_t texUnit, Sampler& s) = 0;
539
        /** Turns off a texture unit. */
540
        virtual void _disableTextureUnit(size_t texUnit);
541
        /** Disables all texture units from the given unit upwards */
542
        virtual void _disableTextureUnitsFrom(size_t texUnit);
543
544
        /** Sets whether or not rendering points using OT_POINT_LIST will 
545
        render point sprites (textured quads) or plain points.
546
        @param enabled True enables point sprites, false returns to normal
547
        point rendering.
548
        @deprecated only needed for fixed function APIs
549
        */  
550
0
        virtual void _setPointSpritesEnabled(bool enabled) {};
551
552
        /**
553
        @deprecated only needed for fixed function APIs
554
        */
555
0
        virtual void _setPointParameters(bool attenuationEnabled, Real minSize, Real maxSize) {}
556
557
        /**
558
         * Set the line width when drawing as RenderOperation::OT_LINE_LIST/ RenderOperation::OT_LINE_STRIP
559
         * @param width only value of 1.0 might be supported. Check for RSC_WIDE_LINES.
560
         */
561
0
        virtual void _setLineWidth(float width) {};
562
563
        /**
564
        Sets the texture to bind to a given texture unit.
565
566
        User processes would not normally call this direct unless rendering
567
        primitives themselves.
568
569
        @param unit The index of the texture unit to modify. Multitexturing 
570
        hardware can support multiple units (see 
571
        RenderSystemCapabilites::getNumTextureUnits)
572
        @param enabled Boolean to turn the unit on/off
573
        @param texPtr Pointer to the texture to use.
574
        */
575
        virtual void _setTexture(size_t unit, bool enabled, 
576
            const TexturePtr &texPtr) = 0;
577
578
        /**
579
        Sets the texture coordinate set to use for a texture unit.
580
581
        Meant for use internally - not generally used directly by apps - the Material and TextureUnitState
582
        classes let you manage textures far more easily.
583
584
        @param unit Texture unit as above
585
        @param index The index of the texture coordinate set to use.
586
        @deprecated only needed for fixed function APIs
587
        */
588
0
        virtual void _setTextureCoordSet(size_t unit, size_t index) {}
589
590
        /**
591
        Sets a method for automatically calculating texture coordinates for a stage.
592
        Should not be used by apps - for use by Ogre only.
593
        @param unit Texture unit as above
594
        @param m Calculation method to use
595
        @param frustum Optional Frustum param, only used for projective effects
596
        @deprecated only needed for fixed function APIs
597
        */
598
        virtual void _setTextureCoordCalculation(size_t unit, TexCoordCalcMethod m, 
599
0
            const Frustum* frustum = 0) {}
600
601
        /** Sets the texture blend modes from a TextureUnitState record.
602
        Meant for use internally only - apps should use the Material
603
        and TextureUnitState classes.
604
        @param unit Texture unit as above
605
        @param bm Details of the blending mode
606
        @deprecated only needed for fixed function APIs
607
        */
608
0
        virtual void _setTextureBlendMode(size_t unit, const LayerBlendModeEx& bm) {}
609
610
        /** Sets the texture coordinate transformation matrix for a texture unit.
611
        @param unit Texture unit to affect
612
        @param xform The 4x4 matrix
613
        @deprecated only needed for fixed function APIs
614
        */
615
0
        virtual void _setTextureMatrix(size_t unit, const Matrix4& xform) {}
616
617
        /// Sets the global blending factors for combining subsequent renders with the existing frame contents.
618
        virtual void setColourBlendState(const ColourBlendState& state) = 0;
619
620
        /// @deprecated use setColourBlendState
621
        OGRE_DEPRECATED void
622
        _setSeparateSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor,
623
                                  SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha,
624
                                  SceneBlendOperation op = SBO_ADD, SceneBlendOperation alphaOp = SBO_ADD)
625
0
        {
626
0
            mCurrentBlend.sourceFactor = sourceFactor;
627
0
            mCurrentBlend.destFactor = destFactor;
628
0
            mCurrentBlend.sourceFactorAlpha = sourceFactorAlpha;
629
0
            mCurrentBlend.destFactorAlpha = destFactorAlpha;
630
0
            mCurrentBlend.operation = op;
631
0
            mCurrentBlend.alphaOperation = alphaOp;
632
0
            setColourBlendState(mCurrentBlend);
633
0
        }
634
635
        /** Sets the global alpha rejection approach for future renders.
636
        By default images are rendered regardless of texture alpha. This method lets you change that.
637
        @param func The comparison function which must pass for a pixel to be written.
638
        @param value The value to compare each pixels alpha value to (0-255)
639
        @param alphaToCoverage Whether to enable alpha to coverage, if supported
640
        */
641
        virtual void _setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverage) = 0;
642
643
        /** Notify the rendersystem that it should adjust texture projection to be 
644
            relative to a different origin.
645
        */
646
        virtual void _setTextureProjectionRelativeTo(bool enabled, const Vector3& pos);
647
648
        /** Creates a DepthBuffer that can be attached to the specified RenderTarget
649
650
            It doesn't attach anything, it just returns a pointer to a new DepthBuffer
651
            Caller is responsible for putting this buffer into the right pool, for
652
            attaching, and deleting it. Here's where API-specific magic happens.
653
            Don't call this directly unless you know what you're doing.
654
        */
655
        virtual DepthBuffer* _createDepthBufferFor( RenderTarget *renderTarget ) = 0;
656
657
        /** Removes all depth buffers. Should be called on device lost and shutdown
658
659
            Advanced users can call this directly with bCleanManualBuffers=false to
660
            remove all depth buffers created for RTTs; when they think the pool has
661
            grown too big or they've used lots of depth buffers they don't need anymore,
662
            freeing GPU RAM.
663
        */
664
        void _cleanupDepthBuffers( bool bCleanManualBuffers=true );
665
666
        /**
667
        * Signifies the beginning of a frame, i.e. the start of rendering on a single viewport. Will occur
668
        * several times per complete frame if multiple viewports exist.
669
        */
670
        virtual void _beginFrame();
671
672
        /**
673
        * Ends rendering of a frame to the current viewport.
674
        */
675
        virtual void _endFrame(void) = 0;
676
        /**
677
        Sets the provided viewport as the active one for future
678
        rendering operations. This viewport is aware of it's own
679
        camera and render target. Must be implemented by subclass.
680
681
        @param vp Pointer to the appropriate viewport.
682
        */
683
        virtual void _setViewport(Viewport *vp) = 0;
684
        /** Get the current active viewport for rendering. */
685
        virtual Viewport* _getViewport(void);
686
687
        /** Sets the culling mode for the render system based on the 'vertex winding'.
688
        @copydetails Pass::setCullingMode
689
        */
690
        virtual void _setCullingMode(CullingMode mode) = 0;
691
692
        virtual CullingMode _getCullingMode(void) const;
693
694
        /** Sets the mode of operation for depth buffer tests from this point onwards.
695
        Sometimes you may wish to alter the behaviour of the depth buffer to achieve
696
        special effects. Because it's unlikely that you'll set these options for an entire frame,
697
        but rather use them to tweak settings between rendering objects, this is an internal
698
        method (indicated by the '_' prefix) which will be used by a SceneManager implementation
699
        rather than directly from the client application.
700
        If this method is never called the settings are automatically the same as the default parameters.
701
        @param depthTest If true, the depth buffer is tested for each pixel and the frame buffer is only updated
702
        if the depth function test succeeds. If false, no test is performed and pixels are always written.
703
        @param depthWrite If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds.
704
        If false, the depth buffer is left unchanged even if a new pixel is written.
705
        @param depthFunction Sets the function required for the depth test.
706
        */
707
        virtual void _setDepthBufferParams(bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL) = 0;
708
709
        /// @deprecated use setColourBlendState
710
        OGRE_DEPRECATED void _setColourBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
711
0
        {
712
0
            mCurrentBlend.writeR = red;
713
0
            mCurrentBlend.writeG = green;
714
0
            mCurrentBlend.writeB = blue;
715
0
            mCurrentBlend.writeA = alpha;
716
0
            setColourBlendState(mCurrentBlend);
717
0
        }
718
        /** Sets the depth bias, NB you should use the Material version of this. 
719
720
        When polygons are coplanar, you can get problems with 'depth fighting' where
721
        the pixels from the two polys compete for the same screen pixel. This is particularly
722
        a problem for decals (polys attached to another surface to represent details such as
723
        bulletholes etc.).
724
        @par
725
        A way to combat this problem is to use a depth bias to adjust the depth buffer value
726
        used for the decal such that it is slightly higher than the true value, ensuring that
727
        the decal appears on top.
728
        @note
729
        The final bias value is a combination of a constant bias and a bias proportional
730
        to the maximum depth slope of the polygon being rendered. The final bias
731
        is constantBias + slopeScaleBias * maxslope. Slope scale biasing is
732
        generally preferable but is not available on older hardware.
733
        @param constantBias The constant bias value, expressed as a value in 
734
        homogeneous depth coordinates.
735
        @param slopeScaleBias The bias value which is factored by the maximum slope
736
        of the polygon, see the description above. This is not supported by all
737
        cards.
738
739
        */
740
        virtual void _setDepthBias(float constantBias, float slopeScaleBias = 0.0f) = 0;
741
742
        /**
743
         * Clamp depth values to near and far plane rather than discarding
744
         *
745
         * Useful for "shadow caster pancaking" or with shadow volumes
746
         */
747
0
        virtual void _setDepthClamp(bool enable) {}
748
749
        /** The RenderSystem will keep a count of tris rendered, this resets the count. */
750
        void _beginGeometryCount(void);
751
        /** Reports the number of tris rendered since the last _beginGeometryCount call. */
752
0
        unsigned int _getFaceCount(void) const { return static_cast<unsigned int>(mFaceCount); }
753
        /** Reports the number of batches rendered since the last _beginGeometryCount call. */
754
0
        unsigned int _getBatchCount(void) const { return static_cast<unsigned int>(mBatchCount); }
755
        /** Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. */
756
0
        unsigned int _getVertexCount(void) const { return static_cast<unsigned int>(mVertexCount); }
757
758
        /// @deprecated use ColourValue::getAsBYTE()
759
        OGRE_DEPRECATED static void convertColourValue(const ColourValue& colour, uint32* pDest)
760
0
        {
761
0
            *pDest = colour.getAsBYTE();
762
0
        }
763
        /// @deprecated assume VET_UBYTE4_NORM
764
0
        OGRE_DEPRECATED static VertexElementType getColourVertexElementType(void) { return VET_UBYTE4_NORM; }
765
766
        /** Converts a uniform projection matrix to suitable for this render system.
767
768
        Because different APIs have different requirements (some incompatible) for the
769
        projection matrix, this method allows each to implement their own correctly and pass
770
        back a generic OGRE matrix for storage in the engine.
771
        */
772
        virtual void _convertProjectionMatrix(const Matrix4& matrix,
773
            Matrix4& dest, bool forGpuProgram = false) = 0;
774
775
        /** Sets how to rasterise triangles, as points, wireframe or solid polys. */
776
        virtual void _setPolygonMode(PolygonMode level) = 0;
777
778
        /** This method allows you to set all the stencil buffer parameters in one call.
779
780
        Unlike other render states, stencilling is left for the application to turn
781
        on and off when it requires. This is because you are likely to want to change
782
        parameters between batches of arbitrary objects and control the ordering yourself.
783
        In order to batch things this way, you'll want to use OGRE's Compositor stencil pass
784
        or separate render queue groups and register a RenderQueueListener to get notifications
785
        between batches.
786
787
        @see RenderQueue
788
        */
789
        virtual void setStencilState(const StencilState& state) = 0;
790
791
        /// @deprecated use setStencilState
792
        OGRE_DEPRECATED void setStencilCheckEnabled(bool enabled);
793
        /// @deprecated use setStencilState
794
        OGRE_DEPRECATED void setStencilBufferParams(CompareFunction func = CMPF_ALWAYS_PASS, uint32 refValue = 0,
795
                                    uint32 compareMask = 0xFFFFFFFF, uint32 writeMask = 0xFFFFFFFF,
796
                                    StencilOperation stencilFailOp = SOP_KEEP,
797
                                    StencilOperation depthFailOp = SOP_KEEP,
798
                                    StencilOperation passOp = SOP_KEEP, bool twoSidedOperation = false);
799
800
        /** Sets whether or not normals are to be automatically normalised.
801
802
        This is useful when, for example, you are scaling SceneNodes such that
803
        normals may not be unit-length anymore. Note though that this has an
804
        overhead so should not be turn on unless you really need it.
805
        @par
806
        You should not normally call this direct unless you are rendering
807
        world geometry; set it on the Renderable because otherwise it will be
808
        overridden by material settings.
809
        @deprecated only needed for fixed function APIs
810
        */
811
0
        virtual void setNormaliseNormals(bool normalise) {}
812
813
        /**
814
        Render something to the active viewport.
815
816
        Low-level rendering interface to perform rendering
817
        operations. Unlikely to be used directly by client
818
        applications, since the SceneManager and various support
819
        classes will be responsible for calling this method.
820
        Can only be called between _beginScene and _endScene
821
822
        @param op A rendering operation instance, which contains
823
        details of the operation to be performed.
824
        */
825
        virtual void _render(const RenderOperation& op);
826
827
0
        virtual void _dispatchCompute(const Vector3i& workgroupDim) {}
828
829
        /** Gets the capabilities of the render system. */
830
0
        const RenderSystemCapabilities* getCapabilities(void) const { return mCurrentCapabilities; }
831
832
833
        /** Returns the driver version.
834
        */
835
0
        const DriverVersion& getDriverVersion(void) const { return mDriverVersion; }
836
837
        /** Returns the default material scheme used by the render system.
838
            Systems that use the RTSS to emulate a fixed function pipeline 
839
            (e.g. OpenGL ES 2, GL3+, DX11) need to return
840
            the default material scheme of the RTSS ShaderGenerator.
841
         
842
            This is currently only used to set the default material scheme for
843
            viewports.  It is a necessary step on these render systems for
844
            render textures to be rendered into properly.
845
        */
846
        const String& _getDefaultViewportMaterialScheme(void) const;
847
848
        /** Binds a given GpuProgram (but not the parameters). 
849
        @remarks Only one GpuProgram of each type can be bound at once, binding another
850
        one will simply replace the existing one.
851
        */
852
        virtual void bindGpuProgram(GpuProgram* prg);
853
854
        /** Bind Gpu program parameters.
855
        @param gptype The type of program to bind the parameters to
856
        @param params The parameters to bind
857
        @param variabilityMask A mask of GpuParamVariability identifying which params need binding
858
        */
859
        virtual void bindGpuProgramParameters(GpuProgramType gptype, 
860
            const GpuProgramParametersPtr& params, uint16 variabilityMask) = 0;
861
862
        /** Unbinds GpuPrograms of a given GpuProgramType.
863
864
        This returns the pipeline to fixed-function processing for this type.
865
        */
866
        virtual void unbindGpuProgram(GpuProgramType gptype);
867
868
        /** Returns whether or not a Gpu program of the given type is currently bound. */
869
        bool isGpuProgramBound(GpuProgramType gptype);
870
871
        /**
872
         * Gets the native shading language version for this render system.
873
         * Formatted so that it can be used within a shading program. 
874
         * For example, OpenGL 3.2 would return 150, while 3.3 would return 330
875
         */
876
0
        uint16 getNativeShadingLanguageVersion() const { return mNativeShadingLanguageVersion; }
877
878
        /** Sets the user clipping region.
879
        @deprecated only needed for fixed function APIs
880
        */
881
        virtual void setClipPlanes(const PlaneList& clipPlanes);
882
883
        /** Utility method for initialising all render targets attached to this rendering system. */
884
        void _initRenderTargets(void);
885
886
        /** Utility method to notify all render targets that a camera has been removed, 
887
        in case they were referring to it as their viewer. 
888
        */
889
        void _notifyCameraRemoved(const Camera* cam);
890
891
        /** Internal method for updating all render targets attached to this rendering system. */
892
        virtual void _updateAllRenderTargets(bool swapBuffers = true);
893
        /** Internal method for swapping all the buffers on all render targets,
894
        if _updateAllRenderTargets was called with a 'false' parameter. */
895
        virtual void _swapAllRenderTargetBuffers();
896
897
        /** Sets whether or not vertex windings set should be inverted; this can be important
898
        for rendering reflections. */
899
        void setInvertVertexWinding(bool invert);
900
901
        /** Indicates whether or not the vertex windings set will be inverted for the current render (e.g. reflections)
902
        @see RenderSystem::setInvertVertexWinding
903
        */
904
        bool getInvertVertexWinding(void) const;
905
906
        /** Sets the 'scissor region' i.e. the region of the target in which rendering can take place.
907
908
        This method allows you to 'mask off' rendering in all but a given rectangular area
909
        as identified by the parameters to this method.
910
        @param enabled True to enable the scissor test, false to disable it.
911
        @param rect The location of the corners of the rectangle, expressed in
912
        <i>pixels</i>.
913
        */
914
        virtual void setScissorTest(bool enabled, const Rect& rect = Rect()) = 0;
915
        /// @deprecated
916
        OGRE_DEPRECATED void setScissorTest(bool enabled, uint32 left, uint32 top = 0,
917
                                            uint32 right = 800, uint32 bottom = 600)
918
0
        {
919
0
            setScissorTest(enabled, Rect(left, top, right, bottom));
920
0
        }
921
922
        /** Clears one or more frame buffers on the active render target. 
923
        @param buffers Combination of one or more elements of FrameBufferType
924
        denoting which buffers are to be cleared
925
        @param colour The colour to clear the colour buffer with, if enabled
926
        @param depth The value to initialise the depth buffer with, if enabled
927
        @param stencil The value to initialise the stencil buffer with, if enabled.
928
        */
929
        virtual void clearFrameBuffer(uint32 buffers, const ColourValue& colour = ColourValue::Black,
930
                                      float depth = 1.0f, uint16 stencil = 0) = 0;
931
        /** Returns the horizontal texel offset value required for mapping 
932
        texel origins to pixel origins in this rendersystem.
933
934
        Since rendersystems sometimes disagree on the origin of a texel, 
935
        mapping from texels to pixels can sometimes be problematic to 
936
        implement generically. This method allows you to retrieve the offset
937
        required to map the origin of a texel to the origin of a pixel in
938
        the horizontal direction.
939
        @note only non-zero with D3D9
940
        */
941
0
        virtual Real getHorizontalTexelOffset(void) { return 0.0f; }
942
        /** Returns the vertical texel offset value required for mapping 
943
        texel origins to pixel origins in this rendersystem.
944
945
        Since rendersystems sometimes disagree on the origin of a texel, 
946
        mapping from texels to pixels can sometimes be problematic to 
947
        implement generically. This method allows you to retrieve the offset
948
        required to map the origin of a texel to the origin of a pixel in
949
        the vertical direction.
950
        @note only non-zero with D3D9
951
        */
952
0
        virtual Real getVerticalTexelOffset(void) { return 0.0f; }
953
954
        /** Gets the minimum (closest) depth value to be used when rendering
955
        using identity transforms.
956
957
        When using identity transforms you can manually set the depth
958
        of a vertex; however the input values required differ per
959
        rendersystem. This method lets you retrieve the correct value.
960
        @see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection
961
        */
962
        virtual Real getMinimumDepthInputValue(void) = 0;
963
        /** Gets the maximum (farthest) depth value to be used when rendering
964
        using identity transforms.
965
966
        When using identity transforms you can manually set the depth
967
        of a vertex; however the input values required differ per
968
        rendersystem. This method lets you retrieve the correct value.
969
        @see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection
970
        */
971
        virtual Real getMaximumDepthInputValue(void) = 0;
972
        /** set the current multi pass count value.  This must be set prior to 
973
        calling _render() if multiple renderings of the same pass state are 
974
        required.
975
        @param count Number of times to render the current state.
976
        */
977
0
        virtual void setCurrentPassIterationCount(const size_t count) { mCurrentPassIterationCount = count; }
978
979
        /** Tell the render system whether to derive a depth bias on its own based on 
980
        the values passed to it in setCurrentPassIterationCount.
981
        The depth bias set will be baseValue + iteration * multiplier
982
        @param derive True to tell the RS to derive this automatically
983
        @param baseValue The base value to which the multiplier should be
984
        added
985
        @param multiplier The amount of depth bias to apply per iteration
986
        @param slopeScale The constant slope scale bias for completeness
987
        */
988
        void setDeriveDepthBias(bool derive, float baseValue = 0.0f,
989
            float multiplier = 0.0f, float slopeScale = 0.0f)
990
0
        {
991
0
            mDerivedDepthBias = derive;
992
0
            mDerivedDepthBiasBase = baseValue;
993
0
            mDerivedDepthBiasMultiplier = multiplier;
994
0
            mDerivedDepthBiasSlopeScale = slopeScale;
995
0
        }
996
997
        /**
998
         * Set current render target to target, enabling its device context if needed
999
         */
1000
        virtual void _setRenderTarget(RenderTarget *target) = 0;
1001
1002
        /** Defines a listener on the custom events that this render system 
1003
        can raise.
1004
        @see RenderSystem::addListener
1005
        */
1006
        class _OgreExport Listener
1007
        {
1008
        public:
1009
0
            Listener() {}
1010
0
            virtual ~Listener() {}
1011
1012
            /** A rendersystem-specific event occurred.
1013
            @param eventName The name of the event which has occurred
1014
            @param parameters A list of parameters that may belong to this event,
1015
            may be null if there are no parameters
1016
            */
1017
            virtual void eventOccurred(const String& eventName, 
1018
                const NameValuePairList* parameters = 0) = 0;
1019
        };
1020
1021
        /** Sets shared listener.
1022
1023
        Shared listener could be set even if no render system is selected yet.
1024
        This listener will receive "RenderSystemChanged" event on each Root::setRenderSystem call.
1025
        */
1026
        static void setSharedListener(Listener* listener);
1027
        /** Retrieve a pointer to the current shared render system listener. */
1028
        static Listener* getSharedListener(void);
1029
1030
        /** Adds a listener to the custom events that this render system can raise.
1031
1032
        Some render systems have quite specific, internally generated events 
1033
        that the application may wish to be notified of. Many applications
1034
        don't have to worry about these events, and can just trust OGRE to 
1035
        handle them, but if you want to know, you can add a listener here.
1036
        @par
1037
        Events are raised very generically by string name. Perhaps the most 
1038
        common example of a render system specific event is the loss and 
1039
        restoration of a device in DirectX; which OGRE deals with, but you 
1040
        may wish to know when it happens. 
1041
        @see RenderSystem::getRenderSystemEvents
1042
        */
1043
        void addListener(Listener* l);
1044
        /** Remove a listener to the custom events that this render system can raise.
1045
        */
1046
        void removeListener(Listener* l);
1047
1048
        /** Gets a list of the rendersystem specific events that this rendersystem
1049
        can raise.
1050
        @see RenderSystem::addListener
1051
        */
1052
0
        const StringVector& getRenderSystemEvents(void) const { return mEventNames; }
1053
1054
        /** Tell the rendersystem to perform any prep tasks it needs to directly
1055
        before other threads which might access the rendering API are registered.
1056
1057
        Call this from your main thread before starting your other threads.
1058
        @note
1059
        If you start your own threads, there is a specific startup sequence which
1060
        must be respected and requires synchronisation between the threads:
1061
1062
        @note
1063
        1. [Main thread] Call preExtraThreadsStarted()
1064
        2. [Main thread] Start other thread, wait
1065
        3. [Other thread] Call registerThread(), notify main thread & continue
1066
        4. [Main thread] Wake up & call postExtraThreadsStarted()
1067
1068
        @note
1069
        Once this init sequence is completed the threads are independent but
1070
        this startup sequence must be respected.
1071
        */
1072
0
        virtual void preExtraThreadsStarted() {}
1073
1074
        /** Tell the rendersystem to perform any tasks it needs to directly
1075
        after other threads which might access the rendering API are registered.
1076
        @see RenderSystem::preExtraThreadsStarted
1077
        */
1078
0
        virtual void postExtraThreadsStarted() {}
1079
1080
        /** Register the an additional thread which may make calls to rendersystem-related 
1081
        objects.
1082
1083
        This method should only be called by additional threads during their
1084
        initialisation. If they intend to use hardware rendering system resources 
1085
        they should call this method before doing anything related to the render system.
1086
        Some rendering APIs require a per-thread setup and this method will sort that
1087
        out. It is also necessary to call unregisterThread before the thread shuts down.
1088
        @note
1089
        This method takes no parameters - it must be called from the thread being
1090
        registered and that context is enough.
1091
        */
1092
0
        virtual void registerThread() {}
1093
1094
        /** Unregister an additional thread which may make calls to rendersystem-related objects.
1095
        @see RenderSystem::registerThread
1096
        */
1097
0
        virtual void unregisterThread() {}
1098
1099
        /**
1100
        * This marks the beginning of an event for GPU profiling.
1101
        */
1102
        virtual void beginProfileEvent( const String &eventName ) = 0;
1103
1104
        /**
1105
        * Ends the currently active GPU profiling event.
1106
        */
1107
        virtual void endProfileEvent( void ) = 0;
1108
1109
        /**
1110
        * Marks an instantaneous event for graphics profilers.  
1111
        * This is equivalent to calling @see beginProfileEvent and @see endProfileEvent back to back.
1112
        */
1113
        virtual void markProfileEvent( const String &event ) = 0;
1114
1115
        /** Gets a custom (maybe platform-specific) attribute.
1116
        @remarks This is a nasty way of satisfying any API's need to see platform-specific details.
1117
        @param name The name of the attribute.
1118
        @param pData Pointer to memory of the right kind of structure to receive the info.
1119
        */
1120
        virtual void getCustomAttribute(const String& name, void* pData);
1121
1122
    /**
1123
    * Sets the colour buffer that the render system will to draw. If the render system
1124
    * implementation or configuration does not support a particular value, then false will be
1125
    * returned and the current colour buffer value will not be modified.
1126
    *
1127
    * @param
1128
    *     colourBuffer Specifies the colour buffer that will be drawn into.
1129
    */
1130
0
    virtual bool setDrawBuffer(ColourBufferType colourBuffer) { return false; };
1131
1132
    protected:
1133
1134
        /** DepthBuffers to be attached to render targets */
1135
        DepthBufferMap  mDepthBufferPool;
1136
1137
        /** The render targets. */
1138
        RenderTargetMap mRenderTargets;
1139
        /** The render targets, ordered by priority. */
1140
        RenderTargetPriorityMap mPrioritisedRenderTargets;
1141
        /** The Active render target. */
1142
        RenderTarget * mActiveRenderTarget;
1143
1144
        /** The Active GPU programs and gpu program parameters*/
1145
        GpuProgramParametersPtr mActiveParameters[GPT_COUNT];
1146
1147
        // Texture manager
1148
        // A concrete class of this will be created and
1149
        // made available under the TextureManager singleton,
1150
        // managed by the RenderSystem
1151
        TextureManager* mTextureManager;
1152
1153
        // Active viewport (dest for future rendering operations)
1154
        Viewport* mActiveViewport;
1155
1156
        CullingMode mCullingMode;
1157
1158
        size_t mBatchCount;
1159
        size_t mFaceCount;
1160
        size_t mVertexCount;
1161
1162
        bool mInvertVertexWinding;
1163
        bool mIsReverseDepthBufferEnabled;
1164
1165
        /// Texture units from this upwards are disabled
1166
        size_t mDisabledTexUnitsFrom;
1167
1168
        /// number of times to render the current state
1169
        size_t mCurrentPassIterationCount;
1170
        size_t mCurrentPassIterationNum;
1171
        /// Whether to update the depth bias per render call
1172
        bool mDerivedDepthBias;
1173
        float mDerivedDepthBiasBase;
1174
        float mDerivedDepthBiasMultiplier;
1175
        float mDerivedDepthBiasSlopeScale;
1176
1177
        /** updates pass iteration rendering state including bound gpu program parameter
1178
        pass iteration auto constant entry
1179
        @return True if more iterations are required
1180
        */
1181
        bool updatePassIterationRenderState(void);
1182
1183
        /// List of names of events this rendersystem may raise
1184
        StringVector mEventNames;
1185
1186
        /// Internal method for firing a rendersystem event
1187
        void fireEvent(const String& name, const NameValuePairList* params = 0);
1188
1189
        typedef std::list<Listener*> ListenerList;
1190
        ListenerList mEventListeners;
1191
        static Listener* msSharedEventListener;
1192
1193
        typedef std::list<HardwareOcclusionQuery*> HardwareOcclusionQueryList;
1194
        HardwareOcclusionQueryList mHwOcclusionQueries;
1195
1196
        std::array<bool, GPT_COUNT> mProgramBound;
1197
1198
        // Recording user clip planes
1199
        PlaneList mClipPlanes;
1200
        // Indicator that we need to re-set the clip planes on next render call
1201
        bool mClipPlanesDirty;
1202
1203
        /// Used to store the capabilities of the graphics card
1204
        RenderSystemCapabilities* mRealCapabilities;
1205
        RenderSystemCapabilities* mCurrentCapabilities;
1206
        bool mUseCustomCapabilities;
1207
1208
        /// @deprecated only needed for fixed function APIs
1209
0
        virtual void setClipPlanesImpl(const PlaneList& clipPlanes) {}
1210
1211
        /** Query the real capabilities of the GPU and driver in the RenderSystem*/
1212
        virtual RenderSystemCapabilities* createRenderSystemCapabilities() const = 0;
1213
1214
        /** Initialize the render system from the capabilities*/
1215
        virtual void initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps, RenderTarget* primary) = 0;
1216
1217
1218
        DriverVersion mDriverVersion;
1219
        uint16 mNativeShadingLanguageVersion;
1220
1221
        bool mTexProjRelative;
1222
        Vector3 mTexProjRelativeOrigin;
1223
1224
        // Stored options
1225
        ConfigOptionMap mOptions;
1226
1227
        virtual void initConfigOptions();
1228
1229
        ColourBlendState mCurrentBlend;
1230
        GpuProgramParametersSharedPtr mFixedFunctionParams;
1231
1232
        void initFixedFunctionParams();
1233
        void setFFPLightParams(uint32 index, bool enabled);
1234
        bool flipFrontFace() const;
1235
        static CompareFunction reverseCompareFunction(CompareFunction func);
1236
1237
        const HardwareBufferPtr& updateDefaultUniformBuffer(GpuProgramType type, const ConstantList& params);
1238
    private:
1239
        StencilState mStencilState;
1240
1241
        /// buffers for default uniform blocks
1242
        HardwareBufferPtr mUniformBuffer[GPT_COUNT];
1243
1244
        /// a global vertex buffer for global instancing
1245
        std::map<String, GlobalInstancingData> mSchemeInstancingData;
1246
    };
1247
    /** @} */
1248
    /** @} */
1249
}
1250
1251
#include "OgreHeaderSuffix.h"
1252
1253
#endif