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Add OpenGL3 renderer
[irrlicht.git] / source / Irrlicht / OpenGL / Driver.h
1 // Copyright (C) 2023 Vitaliy Lobachevskiy\r
2 // Copyright (C) 2014 Patryk Nadrowski\r
3 // Copyright (C) 2009-2010 Amundis\r
4 // This file is part of the "Irrlicht Engine".\r
5 // For conditions of distribution and use, see copyright notice in Irrlicht.h\r
6 \r
7 #pragma once\r
8 \r
9 #include "SIrrCreationParameters.h"\r
10 \r
11 #include "Common.h"\r
12 #include "CNullDriver.h"\r
13 #include "IMaterialRendererServices.h"\r
14 #include "EDriverFeatures.h"\r
15 #include "fast_atof.h"\r
16 #include "ExtensionHandler.h"\r
17 #include "IContextManager.h"\r
18 \r
19 namespace irr\r
20 {\r
21 namespace video\r
22 {\r
23 \r
24         class COpenGL3FixedPipelineRenderer;\r
25         class COpenGL3Renderer2D;\r
26 \r
27         class COpenGL3Driver : public CNullDriver, public IMaterialRendererServices, public COpenGL3ExtensionHandler\r
28         {\r
29                 friend class COpenGLCoreTexture<COpenGL3Driver>;\r
30                 friend IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
31 \r
32         protected:\r
33                 //! constructor (use createOpenGL3Driver instead)\r
34                 COpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
35 \r
36         public:\r
37 \r
38                 //! destructor\r
39                 virtual ~COpenGL3Driver();\r
40 \r
41                 virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0), f32 clearDepth = 1.f, u8 clearStencil = 0,\r
42                         const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) override;\r
43 \r
44                 bool endScene() override;\r
45 \r
46                 //! sets transformation\r
47                 void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) override;\r
48 \r
49                 struct SHWBufferLink_opengl : public SHWBufferLink\r
50                 {\r
51                         SHWBufferLink_opengl(const scene::IMeshBuffer *meshBuffer)\r
52                         : SHWBufferLink(meshBuffer), vbo_verticesID(0), vbo_indicesID(0)\r
53                         , vbo_verticesSize(0), vbo_indicesSize(0)\r
54                         {}\r
55 \r
56                         u32 vbo_verticesID; //tmp\r
57                         u32 vbo_indicesID; //tmp\r
58 \r
59                         u32 vbo_verticesSize; //tmp\r
60                         u32 vbo_indicesSize; //tmp\r
61                 };\r
62 \r
63                 bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);\r
64                 bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);\r
65 \r
66                 //! updates hardware buffer if needed\r
67                 bool updateHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
68 \r
69                 //! Create hardware buffer from mesh\r
70                 SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) override;\r
71 \r
72                 //! Delete hardware buffer (only some drivers can)\r
73                 void deleteHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
74 \r
75                 //! Draw hardware buffer\r
76                 void drawHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
77 \r
78                 IRenderTarget* addRenderTarget() override;\r
79 \r
80                 //! draws a vertex primitive list\r
81                 virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
82                                 const void* indexList, u32 primitiveCount,\r
83                                 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) override;\r
84 \r
85                 //! queries the features of the driver, returns true if feature is available\r
86                 bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const override\r
87                 {\r
88                         return FeatureEnabled[feature] && COpenGL3ExtensionHandler::queryFeature(feature);\r
89                 }\r
90 \r
91                 //! Sets a material.\r
92                 void setMaterial(const SMaterial& material) override;\r
93 \r
94                 virtual void draw2DImage(const video::ITexture* texture,\r
95                                 const core::position2d<s32>& destPos,\r
96                                 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
97                                 SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) override;\r
98 \r
99                 virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,\r
100                         const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
101                         const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) override;\r
102 \r
103                 // internally used\r
104                 virtual void draw2DImage(const video::ITexture* texture, u32 layer, bool flip);\r
105 \r
106                 //! draws a set of 2d images\r
107                 virtual void draw2DImageBatch(const video::ITexture* texture,\r
108                                 const core::position2d<s32>& pos,\r
109                                 const core::array<core::rect<s32> >& sourceRects,\r
110                                 const core::array<s32>& indices, s32 kerningWidth = 0,\r
111                                 const core::rect<s32>* clipRect = 0,\r
112                                 SColor color = SColor(255, 255, 255, 255),\r
113                                 bool useAlphaChannelOfTexture = false) override;\r
114 \r
115                 void draw2DImageBatch(const video::ITexture* texture,\r
116                                 const core::array<core::position2d<s32> >& positions,\r
117                                 const core::array<core::rect<s32> >& sourceRects,\r
118                                 const core::rect<s32>* clipRect,\r
119                                 SColor color,\r
120                                 bool useAlphaChannelOfTexture) override;\r
121 \r
122                 //! draw an 2d rectangle\r
123                 virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,\r
124                                 const core::rect<s32>* clip = 0) override;\r
125 \r
126                 //!Draws an 2d rectangle with a gradient.\r
127                 virtual void draw2DRectangle(const core::rect<s32>& pos,\r
128                                 SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,\r
129                                 const core::rect<s32>* clip = 0) override;\r
130 \r
131                 //! Draws a 2d line.\r
132                 virtual void draw2DLine(const core::position2d<s32>& start,\r
133                                 const core::position2d<s32>& end,\r
134                                 SColor color = SColor(255, 255, 255, 255)) override;\r
135 \r
136                 //! Draws a single pixel\r
137                 void drawPixel(u32 x, u32 y, const SColor & color) override;\r
138 \r
139                 //! Draws a 3d line.\r
140                 virtual void draw3DLine(const core::vector3df& start,\r
141                                 const core::vector3df& end,\r
142                                 SColor color = SColor(255, 255, 255, 255)) override;\r
143 \r
144                 //! Draws a pixel\r
145 //                      virtual void drawPixel(u32 x, u32 y, const SColor & color);\r
146 \r
147                 //! Returns the name of the video driver.\r
148                 const wchar_t* getName() const override;\r
149 \r
150                 //! Returns the maximum texture size supported.\r
151                 core::dimension2du getMaxTextureSize() const override;\r
152 \r
153                 //! Draws a shadow volume into the stencil buffer.\r
154                 void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) override;\r
155 \r
156                 //! Fills the stencil shadow with color.\r
157                 virtual void drawStencilShadow(bool clearStencilBuffer=false,\r
158                         video::SColor leftUpEdge = video::SColor(0,0,0,0),\r
159                         video::SColor rightUpEdge = video::SColor(0,0,0,0),\r
160                         video::SColor leftDownEdge = video::SColor(0,0,0,0),\r
161                         video::SColor rightDownEdge = video::SColor(0,0,0,0)) override;\r
162 \r
163                 //! sets a viewport\r
164                 void setViewPort(const core::rect<s32>& area) override;\r
165 \r
166                 //! Only used internally by the engine\r
167                 void OnResize(const core::dimension2d<u32>& size) override;\r
168 \r
169                 //! Returns type of video driver\r
170                 E_DRIVER_TYPE getDriverType() const override;\r
171 \r
172                 //! get color format of the current color buffer\r
173                 ECOLOR_FORMAT getColorFormat() const override;\r
174 \r
175                 //! Returns the transformation set by setTransform\r
176                 const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const override;\r
177 \r
178                 //! Can be called by an IMaterialRenderer to make its work easier.\r
179                 void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderstates) override;\r
180 \r
181                 //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.\r
182                 void setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates);\r
183 \r
184                 //! Get a vertex shader constant index.\r
185                 s32 getVertexShaderConstantID(const c8* name) override;\r
186 \r
187                 //! Get a pixel shader constant index.\r
188                 s32 getPixelShaderConstantID(const c8* name) override;\r
189 \r
190                 //! Sets a vertex shader constant.\r
191                 void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override;\r
192 \r
193                 //! Sets a pixel shader constant.\r
194                 void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override;\r
195 \r
196                 //! Sets a constant for the vertex shader based on an index.\r
197                 bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;\r
198 \r
199                 //! Int interface for the above.\r
200                 bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;\r
201 \r
202                 //! Uint interface for the above.\r
203                 bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;\r
204 \r
205                 //! Sets a constant for the pixel shader based on an index.\r
206                 bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;\r
207 \r
208                 //! Int interface for the above.\r
209                 bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;\r
210 \r
211                 //! Uint interface for the above.\r
212                 bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;\r
213 \r
214                 //! Adds a new material renderer to the VideoDriver\r
215                 virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,\r
216                                 IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;\r
217 \r
218                 //! Adds a new material renderer to the VideoDriver\r
219                 virtual s32 addHighLevelShaderMaterial(\r
220                                 const c8* vertexShaderProgram,\r
221                                 const c8* vertexShaderEntryPointName = 0,\r
222                                 E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,\r
223                                 const c8* pixelShaderProgram = 0,\r
224                                 const c8* pixelShaderEntryPointName = 0,\r
225                                 E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,\r
226                                 const c8* geometryShaderProgram = 0,\r
227                                 const c8* geometryShaderEntryPointName = "main",\r
228                                 E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,\r
229                                 scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,\r
230                                 scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,\r
231                                 u32 verticesOut = 0,\r
232                                 IShaderConstantSetCallBack* callback = 0,\r
233                                 E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,\r
234                                 s32 userData=0) override;\r
235 \r
236                 //! Returns pointer to the IGPUProgrammingServices interface.\r
237                 IGPUProgrammingServices* getGPUProgrammingServices() override;\r
238 \r
239                 //! Returns a pointer to the IVideoDriver interface.\r
240                 IVideoDriver* getVideoDriver() override;\r
241 \r
242                 //! Returns the maximum amount of primitives\r
243                 u32 getMaximalPrimitiveCount() const override;\r
244 \r
245                 virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,\r
246                                 const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) override;\r
247 \r
248                 //! Creates a render target texture for a cubemap\r
249                 ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,\r
250                                 const io::path& name, const ECOLOR_FORMAT format) override;\r
251 \r
252                 virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0),\r
253                         f32 clearDepth = 1.f, u8 clearStencil = 0) override;\r
254 \r
255                 void clearBuffers(u16 flag, SColor color = SColor(255, 0, 0, 0), f32 depth = 1.f, u8 stencil = 0) override;\r
256 \r
257                 //! Returns an image created from the last rendered frame.\r
258                 IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) override;\r
259 \r
260                 //! checks if an OpenGL error has happened and prints it (+ some internal code which is usually the line number)\r
261                 bool testGLError(int code=0);\r
262 \r
263                 //! checks if an OGLES1 error has happened and prints it\r
264                 bool testEGLError();\r
265 \r
266                 //! Set/unset a clipping plane.\r
267                 bool setClipPlane(u32 index, const core::plane3df& plane, bool enable = false) override;\r
268 \r
269                 //! returns the current amount of user clip planes set.\r
270                 u32 getClipPlaneCount() const;\r
271 \r
272                 //! returns the 0 indexed Plane\r
273                 const core::plane3df& getClipPlane(u32 index) const;\r
274 \r
275                 //! Enable/disable a clipping plane.\r
276                 void enableClipPlane(u32 index, bool enable) override;\r
277 \r
278                 //! Returns the graphics card vendor name.\r
279                 core::stringc getVendorInfo() override\r
280                 {\r
281                         return VendorName;\r
282                 };\r
283 \r
284                 void removeTexture(ITexture* texture) override;\r
285 \r
286                 //! Check if the driver supports creating textures with the given color format\r
287                 bool queryTextureFormat(ECOLOR_FORMAT format) const override;\r
288 \r
289                 //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass\r
290                 bool needsTransparentRenderPass(const irr::video::SMaterial& material) const override;\r
291 \r
292                 //! Convert E_BLEND_FACTOR to OpenGL equivalent\r
293                 GLenum getGLBlend(E_BLEND_FACTOR factor) const;\r
294 \r
295                 //! Get ZBuffer bits.\r
296                 virtual GLenum getZBufferBits() const;\r
297 \r
298                 virtual bool getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,\r
299                         GLenum& pixelType, void(**converter)(const void*, s32, void*)) const;\r
300 \r
301                 //! Get current material.\r
302                 const SMaterial& getCurrentMaterial() const;\r
303 \r
304                 COpenGL3CacheHandler* getCacheHandler() const;\r
305 \r
306         protected:\r
307                 //! inits the opengl-es driver\r
308                 virtual bool genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer);\r
309 \r
310                 void chooseMaterial2D();\r
311 \r
312                 ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) override;\r
313 \r
314                 ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) override;\r
315 \r
316                 //! Map Irrlicht wrap mode to OpenGL enum\r
317                 GLint getTextureWrapMode(u8 clamp) const;\r
318 \r
319                 //! sets the needed renderstates\r
320                 void setRenderStates3DMode();\r
321 \r
322                 //! sets the needed renderstates\r
323                 void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);\r
324 \r
325                 //! Prevent setRenderStateMode calls to do anything.\r
326                 // hack to allow drawing meshbuffers in 2D mode.\r
327                 // Better solution would be passing this flag through meshbuffers,\r
328                 // but the way this is currently implemented in Irrlicht makes this tricky to implement\r
329                 void lockRenderStateMode()\r
330                 {\r
331                         LockRenderStateMode = true;\r
332                 }\r
333 \r
334                 //! Allow setRenderStateMode calls to work again\r
335                 void unlockRenderStateMode()\r
336                 {\r
337                         LockRenderStateMode = false;\r
338                 }\r
339 \r
340                 void draw2D3DVertexPrimitiveList(const void* vertices,\r
341                                 u32 vertexCount, const void* indexList, u32 primitiveCount,\r
342                                 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,\r
343                                 E_INDEX_TYPE iType, bool is3D);\r
344 \r
345                 void createMaterialRenderers();\r
346 \r
347                 void loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData);\r
348 \r
349                 bool setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture);\r
350 \r
351                 //! Same as `CacheHandler->setViewport`, but also sets `ViewPort`\r
352                 virtual void setViewPortRaw(u32 width, u32 height);\r
353 \r
354                 COpenGL3CacheHandler* CacheHandler;\r
355                 core::stringw Name;\r
356                 core::stringc VendorName;\r
357                 SIrrlichtCreationParameters Params;\r
358 \r
359                 //! bool to make all renderstates reset if set to true.\r
360                 bool ResetRenderStates;\r
361                 bool LockRenderStateMode;\r
362                 u8 AntiAlias;\r
363 \r
364                 struct SUserClipPlane\r
365                 {\r
366                         core::plane3df Plane;\r
367                         bool Enabled;\r
368                 };\r
369 \r
370                 core::array<SUserClipPlane> UserClipPlane;\r
371 \r
372                 core::matrix4 TextureFlipMatrix;\r
373 \r
374 private:\r
375 \r
376                 COpenGL3Renderer2D* MaterialRenderer2DActive;\r
377                 COpenGL3Renderer2D* MaterialRenderer2DTexture;\r
378                 COpenGL3Renderer2D* MaterialRenderer2DNoTexture;\r
379 \r
380                 core::matrix4 Matrices[ETS_COUNT];\r
381 \r
382                 //! enumeration for rendering modes such as 2d and 3d for minimizing the switching of renderStates.\r
383                 enum E_RENDER_MODE\r
384                 {\r
385                         ERM_NONE = 0, // no render state has been set yet.\r
386                         ERM_2D, // 2d drawing rendermode\r
387                         ERM_3D // 3d rendering mode\r
388                 };\r
389 \r
390                 E_RENDER_MODE CurrentRenderMode;\r
391                 bool Transformation3DChanged;\r
392                 irr::io::path OGLES2ShaderPath;\r
393 \r
394                 SMaterial Material, LastMaterial;\r
395 \r
396                 //! Color buffer format\r
397                 ECOLOR_FORMAT ColorFormat;\r
398 \r
399                 IContextManager* ContextManager;\r
400         };\r
401 \r
402 } // end namespace video\r
403 } // end namespace irr\r