summaryrefslogtreecommitdiff
path: root/Runtime/GfxDevice/opengl/GfxDeviceGL.h
blob: 59831a21dcfa7437bbe53280ed61ff4a794d2483 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
#pragma once

#if GFX_DEVICE_VIRTUAL

class GFX_GL_IMPL : public GfxThreadableDevice {
public:
	GFX_GL_IMPL();
	GFX_API ~GFX_GL_IMPL();
	GFX_API void	OnDeviceCreated (bool callingFromRenderThread);

	GFX_API void	InvalidateState();
	#if GFX_DEVICE_VERIFY_ENABLE
	GFX_API void	VerifyState();
	#endif

	GFX_API void	Clear (UInt32 clearFlags, const float color[4], float depth, int stencil);
	GFX_API void	SetUserBackfaceMode( bool enable );
	GFX_API void SetWireframe(bool wire);
	GFX_API bool GetWireframe() const;

	GFX_API void	SetInvertProjectionMatrix( bool enable );
	GFX_API bool	GetInvertProjectionMatrix() const;
	#if GFX_USES_VIEWPORT_OFFSET
	GFX_API void	SetViewportOffset( float x, float y );
	GFX_API void	GetViewportOffset( float &x, float &y ) const;
	#endif

	GFX_API void	SetWorldMatrix( const float matrix[16] );
	GFX_API void	SetViewMatrix( const float matrix[16] );

	GFX_API void	SetProjectionMatrix (const Matrix4x4f& matrix);
	GFX_API void	GetMatrix( float outMatrix[16] ) const;

	GFX_API	const float* GetWorldMatrix() const ;
	GFX_API	const float* GetViewMatrix() const;
	GFX_API	const float* GetProjectionMatrix() const;
	GFX_API const float* GetDeviceProjectionMatrix() const;

	GFX_API void	SetNormalizationBackface( NormalizationMode mode, bool backface );
	GFX_API void	SetFFLighting( bool on, bool separateSpecular, ColorMaterialMode colorMaterial );
	GFX_API void	SetMaterial( const float ambient[4], const float diffuse[4], const float specular[4], const float emissive[4], const float shininess );
	GFX_API void	SetColor( const float color[4] );
	GFX_API void	SetViewport( int x, int y, int width, int height );
	GFX_API void	GetViewport( int* values ) const;

	GFX_API void	SetScissorRect( int x, int y, int width, int height );
	GFX_API void	DisableScissor();
	GFX_API bool	IsScissorEnabled() const;
	GFX_API void	GetScissorRect( int values[4] ) const;
	GFX_API void	DiscardContents (RenderSurfaceHandle& rs) {}

	GFX_API GPUSkinningInfo *CreateGPUSkinningInfo() { return NULL; }
	GFX_API void	DeleteGPUSkinningInfo(GPUSkinningInfo *info) { AssertBreak(false); }
	GFX_API void	SkinOnGPU( GPUSkinningInfo * info, bool lastThisFrame ) { AssertBreak(false); }
	GFX_API void	UpdateSkinSourceData(GPUSkinningInfo *info, const void *vertData, const BoneInfluence *skinData, bool dirty) { AssertBreak(false); }
	GFX_API void	UpdateSkinBonePoses(GPUSkinningInfo *info, const int boneCount, const Matrix4x4f* poses) { AssertBreak(false); }

	GFX_API bool	IsCombineModeSupported( unsigned int combiner );
	GFX_API TextureCombinersHandle CreateTextureCombiners( int count, const ShaderLab::TextureBinding* texEnvs, const ShaderLab::PropertySheet* props, bool hasVertexColorOrLighting, bool usesAddSpecular );
	GFX_API void	DeleteTextureCombiners( TextureCombinersHandle& textureCombiners );
	GFX_API void	SetTextureCombinersThreadable( TextureCombinersHandle textureCombiners, const TexEnvData* texEnvData, const Vector4f* texColors );
	GFX_API void	SetTextureCombiners( TextureCombinersHandle textureCombiners, const ShaderLab::PropertySheet* props );

	GFX_API void	SetTexture (ShaderType shaderType, int unit, int samplerUnit, TextureID texture, TextureDimension dim, float bias);
	GFX_API void	SetTextureParams( TextureID texture, TextureDimension texDim, TextureFilterMode filter, TextureWrapMode wrap, int anisoLevel, bool hasMipMap, TextureColorSpace colorSpace );
	GFX_API void	SetTextureTransform( int unit, TextureDimension dim, TexGenMode texGen, bool identity, const float matrix[16]);
	GFX_API void	SetTextureName ( TextureID texture, const char* name ) { }

	GFX_API void	SetShadersThreadable (GpuProgram* programs[kShaderTypeCount], const GpuProgramParameters* params[kShaderTypeCount], UInt8 const * const paramsBuffer[kShaderTypeCount]);
	GFX_API void	CreateShaderParameters( ShaderLab::SubProgram* program, FogMode fogMode );
	GFX_API bool	IsShaderActive( ShaderType type ) const;
	GFX_API void	DestroySubProgram( ShaderLab::SubProgram* subprogram );

	GFX_API void	DisableLights( int startLight );
	GFX_API void	SetLight( int light, const GfxVertexLight& data);
	GFX_API void	SetAmbient( const float ambient[4] );

	GFX_API void	EnableFog (const GfxFogParams& fog);
	GFX_API void	DisableFog();

	GFX_API VBO*	CreateVBO();
	GFX_API void	DeleteVBO( VBO* vbo );
	GFX_API DynamicVBO&	GetDynamicVBO();

	GFX_API RenderSurfaceHandle CreateRenderColorSurface (TextureID textureID, int width, int height, int samples, int depth, TextureDimension dim, RenderTextureFormat format, UInt32 createFlags);
	GFX_API RenderSurfaceHandle CreateRenderDepthSurface (TextureID textureID, int width, int height, int samples, TextureDimension dim, DepthBufferFormat depthFormat, UInt32 createFlags);
	GFX_API void DestroyRenderSurface (RenderSurfaceHandle& rs);
	GFX_API void SetRenderTargets (int count, RenderSurfaceHandle* colorHandles, RenderSurfaceHandle depthHandle, int mipLevel, CubemapFace face = kCubeFaceUnknown);
	GFX_API void ResolveColorSurface (RenderSurfaceHandle srcHandle, RenderSurfaceHandle dstHandle);
	GFX_API void ResolveDepthIntoTexture (RenderSurfaceHandle colorHandle, RenderSurfaceHandle depthHandle);
	GFX_API RenderSurfaceHandle GetActiveRenderColorSurface (int index);
	GFX_API RenderSurfaceHandle GetActiveRenderDepthSurface ();
	GFX_API void SetSurfaceFlags(RenderSurfaceHandle surf, UInt32 flags, UInt32 keepFlags);

	GFX_API void UploadTexture2D( TextureID texture, TextureDimension dimension, UInt8* srcData, int srcSize, int width, int height, TextureFormat format, int mipCount, UInt32 uploadFlags, int skipMipLevels, TextureUsageMode usageMode, TextureColorSpace colorSpace);
	GFX_API void UploadTextureSubData2D( TextureID texture, UInt8* srcData, int srcSize, int mipLevel, int x, int y, int width, int height, TextureFormat format, TextureColorSpace colorSpace );
	GFX_API void UploadTextureCube( TextureID texture, UInt8* srcData, int srcSize, int faceDataSize, int size, TextureFormat format, int mipCount, UInt32 uploadFlags, TextureColorSpace colorSpace );
	GFX_API void UploadTexture3D( TextureID texture, UInt8* srcData, int srcSize, int width, int height, int depth, TextureFormat format, int mipCount, UInt32 uploadFlags );
	GFX_API void DeleteTexture( TextureID texture );

	GFX_API PresentMode	GetPresentMode();

	GFX_API void	BeginFrame();
	GFX_API void	EndFrame();
	GFX_API void	PresentFrame();
	GFX_API bool	IsValidState();

	GFX_API void	FinishRendering();

	// Immediate mode rendering
	GFX_API void	ImmediateVertex( float x, float y, float z );
	GFX_API void	ImmediateNormal( float x, float y, float z );
	GFX_API void	ImmediateColor( float r, float g, float b, float a );
	GFX_API void	ImmediateTexCoordAll( float x, float y, float z );
	GFX_API void	ImmediateTexCoord( int unit, float x, float y, float z );
	GFX_API void	ImmediateBegin( GfxPrimitiveType type );
	GFX_API	void	ImmediateEnd();

	GFX_API bool	CaptureScreenshot( int left, int bottom, int width, int height, UInt8* rgba32 );
	GFX_API bool	ReadbackImage( ImageReference& image, int left, int bottom, int width, int height, int destX, int destY );
	GFX_API void	GrabIntoRenderTexture( RenderSurfaceHandle rs, RenderSurfaceHandle rd, int x, int y, int width, int height );

	GFX_API void	BeforeDrawCall( bool immediateMode );

	GFX_API void	SetBlendState(const DeviceBlendState* state, float alphaRef);
	GFX_API void	SetRasterState(const DeviceRasterState* state);
	GFX_API void	SetDepthState(const DeviceDepthState* state);
	GFX_API void	SetStencilState(const DeviceStencilState* state, int stencilRef);
	GFX_API void	SetSRGBWrite (const bool);
	GFX_API bool	GetSRGBWrite ();

	GFX_API DeviceBlendState* CreateBlendState(const GfxBlendState& state);
	GFX_API DeviceDepthState* CreateDepthState(const GfxDepthState& state);
	GFX_API DeviceStencilState* CreateStencilState(const GfxStencilState& state);
	GFX_API DeviceRasterState* CreateRasterState(const GfxRasterState& state);

	GFX_API RenderTextureFormat	GetDefaultRTFormat() const;
	GFX_API RenderTextureFormat	GetDefaultHDRRTFormat() const;

	GFX_API bool	IsPositionRequiredForTexGen (int texStageIndex) const { return false; }
	GFX_API bool	IsNormalRequiredForTexGen (int texStageIndex) const { return false; }
	GFX_API bool	IsPositionRequiredForTexGen() const { return false; }
	GFX_API bool	IsNormalRequiredForTexGen() const { return false; }

	GFX_API void	SetActiveContext (void* ctx);
	GFX_API void	UnbindObjects ();

	GFX_API void* GetNativeTexturePointer(TextureID id);

	#if ENABLE_PROFILER
	GFX_API GfxTimerQuery*	CreateTimerQuery();
	GFX_API void			DeleteTimerQuery(GfxTimerQuery* query);
	GFX_API void			BeginTimerQueries();
	GFX_API void			EndTimerQueries();
	GFX_API bool			TimerQueriesIsActive();
	#endif

	#if UNITY_EDITOR
	GFX_API void               SetAntiAliasFlag( bool aa );
	GFX_API void               DrawUserPrimitives( GfxPrimitiveType type, int vertexCount, UInt32 vertexChannels, const void* data, int stride );
	GFX_API int                GetCurrentTargetAA() const;

	#if UNITY_WIN
	GFX_API GfxDeviceWindow*   CreateGfxWindow( HWND window, int width, int height, DepthBufferFormat depthFormat, int antiAlias );
	#endif

	#endif

	DeviceStateGL&  GetState() { return m_State; }

private:
	DeviceStateGL		m_State;
};

#define STATE this->m_State
#define GetGLDeviceState(device) device.GetState()

#else

struct GfxDeviceImpl {
#if UNITY_WII
	DeviceStateWii	state;
#else
	DeviceStateGL	state;
#endif
};

#define STATE impl->state
#define GetGLDeviceState(device) device.GetImpl()->state

#endif