/usr/include/OGRE/OgreRenderSystem.h is in libogre-1.8-dev 1.8.0+dfsg1-7+b1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 | /*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2012 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __RenderSystem_H_
#define __RenderSystem_H_
// Precompiler options
#include "OgrePrerequisites.h"
#include "OgreString.h"
#include "OgreTextureUnitState.h"
#include "OgreCommon.h"
#include "OgreMaterialManager.h"
#include "OgreRenderOperation.h"
#include "OgreRenderSystemCapabilities.h"
#include "OgreRenderTarget.h"
#include "OgreRenderTexture.h"
#include "OgreFrameListener.h"
#include "OgreConfigOptionMap.h"
#include "OgreGpuProgram.h"
#include "OgrePlane.h"
#include "OgreIteratorWrappers.h"
namespace Ogre
{
/** \addtogroup Core
* @{
*/
/** \addtogroup RenderSystem
* @{
*/
typedef vector<DepthBuffer*>::type DepthBufferVec;
typedef map< uint16, DepthBufferVec >::type DepthBufferMap;
typedef map< String, RenderTarget * >::type RenderTargetMap;
typedef multimap<uchar, RenderTarget * >::type RenderTargetPriorityMap;
class TextureManager;
/// Enum describing the ways to generate texture coordinates
enum TexCoordCalcMethod
{
/// No calculated texture coordinates
TEXCALC_NONE,
/// Environment map based on vertex normals
TEXCALC_ENVIRONMENT_MAP,
/// Environment map based on vertex positions
TEXCALC_ENVIRONMENT_MAP_PLANAR,
TEXCALC_ENVIRONMENT_MAP_REFLECTION,
TEXCALC_ENVIRONMENT_MAP_NORMAL,
/// Projective texture
TEXCALC_PROJECTIVE_TEXTURE
};
/// Enum describing the various actions which can be taken onthe stencil buffer
enum StencilOperation
{
/// Leave the stencil buffer unchanged
SOP_KEEP,
/// Set the stencil value to zero
SOP_ZERO,
/// Set the stencil value to the reference value
SOP_REPLACE,
/// Increase the stencil value by 1, clamping at the maximum value
SOP_INCREMENT,
/// Decrease the stencil value by 1, clamping at 0
SOP_DECREMENT,
/// Increase the stencil value by 1, wrapping back to 0 when incrementing the maximum value
SOP_INCREMENT_WRAP,
/// Decrease the stencil value by 1, wrapping when decrementing 0
SOP_DECREMENT_WRAP,
/// Invert the bits of the stencil buffer
SOP_INVERT
};
/** Defines the functionality of a 3D API
@remarks
The RenderSystem class provides a base interface
which abstracts the general functionality of the 3D API
e.g. Direct3D or OpenGL. Whilst a few of the general
methods have implementations, most of this class is
abstract, requiring a subclass based on a specific API
to be constructed to provide the full functionality.
Note there are 2 levels to the interface - one which
will be used often by the caller of the Ogre library,
and one which is at a lower level and will be used by the
other classes provided by Ogre. These lower level
methods are prefixed with '_' to differentiate them.
The advanced user of the library may use these lower
level methods to access the 3D API at a more fundamental
level (dealing direct with render states and rendering
primitives), but still benefiting from Ogre's abstraction
of exactly which 3D API is in use.
@author
Steven Streeting
@version
1.0
*/
class _OgreExport RenderSystem : public RenderSysAlloc
{
public:
/** Default Constructor.
*/
RenderSystem();
/** Destructor.
*/
virtual ~RenderSystem();
/** Returns the name of the rendering system.
*/
virtual const String& getName(void) const = 0;
/** Returns the details of this API's configuration options
@remarks
Each render system must be able to inform the world
of what options must/can be specified for it's
operation.
@par
These are passed as strings for portability, but
grouped into a structure (_ConfigOption) which includes
both options and current value.
@par
Note that the settings returned from this call are
affected by the options that have been set so far,
since some options are interdependent.
@par
This routine is called automatically by the default
configuration dialogue produced by Root::showConfigDialog
or may be used by the caller for custom settings dialogs
@return
A 'map' of options, i.e. a list of options which is also
indexed by option name.
*/
virtual ConfigOptionMap& getConfigOptions(void) = 0;
/** Sets an option for this API
@remarks
Used to confirm the settings (normally chosen by the user) in
order to make the renderer able to initialise with the settings as required.
This may be video mode, D3D driver, full screen / windowed etc.
Called automatically by the default configuration
dialog, and by the restoration of saved settings.
These settings are stored and only activated when
RenderSystem::initialise or RenderSystem::reinitialise
are called.
@par
If using a custom configuration dialog, it is advised that the
caller calls RenderSystem::getConfigOptions
again, since some options can alter resulting from a selection.
@param
name The name of the option to alter.
@param
value The value to set the option to.
*/
virtual void setConfigOption(const String &name, const String &value) = 0;
/** Create an object for performing hardware occlusion queries.
*/
virtual HardwareOcclusionQuery* createHardwareOcclusionQuery(void) = 0;
/** Destroy a hardware occlusion query object.
*/
virtual void destroyHardwareOcclusionQuery(HardwareOcclusionQuery *hq);
/** Validates the options set for the rendering system, returning a message if there are problems.
@note
If the returned string is empty, there are no problems.
*/
virtual String validateConfigOptions(void) = 0;
/** Start up the renderer using the settings selected (Or the defaults if none have been selected).
@remarks
Called by Root::setRenderSystem. Shouldn't really be called
directly, although this can be done if the app wants to.
@param
autoCreateWindow If true, creates a render window
automatically, based on settings chosen so far. This saves
an extra call to _createRenderWindow
for the main render window.
@par
If an application has more specific window requirements,
however (e.g. a level design app), it should specify false
for this parameter and do it manually.
@return
A pointer to the automatically created window, if requested, otherwise null.
*/
virtual RenderWindow* _initialise(bool autoCreateWindow, const String& windowTitle = "OGRE Render Window");
/** Query the real capabilities of the GPU and driver in the RenderSystem*/
virtual RenderSystemCapabilities* createRenderSystemCapabilities() const = 0;
/** Get a pointer to the current capabilities being used by the RenderSystem.
@remarks
The capabilities may be modified using this pointer, this will only have an effect
before the RenderSystem has been initialised. It's intended use is to allow a
listener of the RenderSystemCapabilitiesCreated event to customise the capabilities
on the fly before the RenderSystem is initialised.
*/
RenderSystemCapabilities* getMutableCapabilities(){ return mCurrentCapabilities; }
/** Force the render system to use the special capabilities. Can only be called
* before the render system has been fully initializer (before createWindow is called)
* @param
* capabilities has to be a subset of the real capabilities and the caller is
* responsible for deallocating capabilities.
*/
virtual void useCustomRenderSystemCapabilities(RenderSystemCapabilities* capabilities);
/** Restart the renderer (normally following a change in settings).
*/
virtual void reinitialise(void) = 0;
/** Shutdown the renderer and cleanup resources.
*/
virtual void shutdown(void);
/** Sets the colour & strength of the ambient (global directionless) light in the world.
*/
virtual void setAmbientLight(float r, float g, float b) = 0;
/** Sets the type of light shading required (default = Gouraud).
*/
virtual void setShadingType(ShadeOptions so) = 0;
/** Sets whether or not dynamic lighting is enabled.
@param
enabled If true, dynamic lighting is performed on geometry with normals supplied, geometry without
normals will not be displayed. If false, no lighting is applied and all geometry will be full brightness.
*/
virtual void setLightingEnabled(bool enabled) = 0;
/** Sets whether or not W-buffers are enabled if they are available for this renderer.
@param
enabled If true and the renderer supports them W-buffers will be used. If false
W-buffers will not be used even if available. W-buffers are enabled by default
for 16bit depth buffers and disabled for all other depths.
*/
void setWBufferEnabled(bool enabled);
/** Returns true if the renderer will try to use W-buffers when avalible.
*/
bool getWBufferEnabled(void) const;
/** Creates a new rendering window.
@remarks
This method creates a new rendering window as specified
by the paramteters. The rendering system could be
responible for only a single window (e.g. in the case
of a game), or could be in charge of multiple ones (in the
case of a level editor). The option to create the window
as a child of another is therefore given.
This method will create an appropriate subclass of
RenderWindow depending on the API and platform implementation.
@par
After creation, this window can be retrieved using getRenderTarget().
@param
name The name of the window. Used in other methods
later like setRenderTarget and getRenderTarget.
@param
width The width of the new window.
@param
height The height of the new window.
@param
fullScreen Specify true to make the window full screen
without borders, title bar or menu bar.
@param
miscParams A NameValuePairList describing the other parameters for the new rendering window.
Options are case sensitive. Unrecognised parameters will be ignored silently.
These values might be platform dependent, but these are present for all platforms unless
indicated otherwise:
<table>
<tr>
<td><b>Key</b></td>
<td><b>Type/Values</b></td>
<td><b>Default</b></td>
<td><b>Description</b></td>
<td><b>Notes</b></td>
</tr>
<tr>
<td>title</td>
<td>Any string</td>
<td>RenderTarget name</td>
<td>The title of the window that will appear in the title bar</td>
<td> </td>
</tr>
<tr>
<td>colourDepth</td>
<td>16, 32</td>
<td>Desktop depth</td>
<td>Colour depth of the resulting rendering window; only applies if fullScreen</td>
<td>Win32 Specific</td>
</tr>
<tr>
<td>left</td>
<td>Positive integers</td>
<td>Centred</td>
<td>Screen x coordinate from left</td>
<td> </td>
</tr>
<tr>
<td>top</td>
<td>Positive integers</td>
<td>Centred</td>
<td>Screen y coordinate from left</td>
<td> </td>
</tr>
<tr>
<td>depthBuffer</td>
<td>true, false</td>
<td>true</td>
<td>Use depth buffer</td>
<td>DirectX9 specific</td>
</tr>
<tr>
<td>externalWindowHandle</td>
<td>Win32: HWND as integer<br/>
GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*)<br/>
OS X: WindowRef for Carbon or NSWindow for Cocoa address as an integer
iOS: UIWindow address as an integer
</td>
<td>0 (none)</td>
<td>External window handle, for embedding the OGRE render in an existing window</td>
<td> </td>
</tr>
<tr>
<td>externalGLControl</td>
<td>true, false</td>
<td>false</td>
<td>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.</td>
<td>OpenGL specific</td>
</tr>
<tr>
<td>externalGLContext</td>
<td>Context as Unsigned Long</td>
<td>0 (create own context)</td>
<td>Use an externally created GL context</td>
<td>OpenGL Specific</td>
</tr>
<tr>
<td>parentWindowHandle</td>
<td>Win32: HWND as integer<br/>
GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*)</td>
<td>0 (none)</td>
<td>Parent window handle, for embedding the OGRE in a child of an external window</td>
<td> </td>
</tr>
<tr>
<td>macAPI</td>
<td>String: "cocoa" or "carbon"</td>
<td>"carbon"</td>
<td>Specifies the type of rendering window on the Mac Platform.</td>
<td>Mac OS X Specific</td>
<td> </td>
</tr>
<tr>
<td>macAPICocoaUseNSView</td>
<td>bool "true" or "false"</td>
<td>"false"</td>
<td>On the Mac platform the most diffused method to embed OGRE in a custom application is to use Interface Builder
and add to the interface an instance of OgreView.
The pointer to this instance is then used as "externalWindowHandle".
However, there are cases where you are NOT using Interface Builder and you get the Cocoa NSView* of an existing interface.
For example, this is happens when you want to render into a Java/AWT interface.
In short, by setting this flag to "true" the Ogre::Root::createRenderWindow interprets the "externalWindowHandle" as a NSView*
instead of an OgreView*. See OgreOSXCocoaView.h/mm.
</td>
<td>Mac OS X Specific</td>
<td> </td>
</tr>
<tr>
<td>contentScalingFactor</td>
<td>Positive Float greater than 1.0</td>
<td>The default content scaling factor of the screen</td>
<td>Specifies the CAEAGLLayer content scaling factor. Only supported on iOS 4 or greater.
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.
</td>
<td>iOS Specific</td>
<td> </td>
</tr>
<tr>
<td>externalViewHandle</td>
<td>UIView pointer as an integer</td>
<td>0</td>
<td>External view handle, for rendering OGRE render in an existing view</td>
<td>iOS Specific</td>
<td> </td>
</tr>
<tr>
<td>externalViewControllerHandle</td>
<td>UIViewController pointer as an integer</td>
<td>0</td>
<td>External view controller handle, for embedding OGRE in an existing view controller</td>
<td>iOS Specific</td>
<td> </td>
</tr>
<tr>
<td>FSAA</td>
<td>Positive integer (usually 0, 2, 4, 8, 16)</td>
<td>0</td>
<td>Full screen antialiasing factor</td>
<td> </td>
</tr>
<tr>
<td>FSAAHint</td>
<td>Depends on RenderSystem and hardware. Currently supports:<br/>
"Quality": on systems that have an option to prefer higher AA quality over speed, use it</td>
<td>Blank</td>
<td>Full screen antialiasing hint</td>
<td> </td>
</tr>
<tr>
<td>displayFrequency</td>
<td>Refresh rate in Hertz (e.g. 60, 75, 100)</td>
<td>Desktop vsync rate</td>
<td>Display frequency rate, for fullscreen mode</td>
<td> </td>
</tr>
<tr>
<td>vsync</td>
<td>true, false</td>
<td>false</td>
<td>Synchronize buffer swaps to monitor vsync, eliminating tearing at the expense of a fixed frame rate</td>
<td> </td>
</tr>
<tr>
<td>vsyncInterval</td>
<td>1, 2, 3, 4</td>
<td>1</td>
<td>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.</td>
<td> </td>
</tr>
<tr>
<td>border</td>
<td>none, fixed, resize</td>
<td>resize</td>
<td>The type of window border (in windowed mode)</td>
<td> </td>
</tr>
<tr>
<td>outerDimensions</td>
<td>true, false</td>
<td>false</td>
<td>Whether the width/height is expressed as the size of the
outer window, rather than the content area</td>
<td> </td>
</tr>
<tr>
<td>useNVPerfHUD</td>
<td>true, false</td>
<td>false</td>
<td>Enable the use of nVidia NVPerfHUD</td>
<td> </td>
</tr>
<tr>
<td>gamma</td>
<td>true, false</td>
<td>false</td>
<td>Enable hardware conversion from linear colour space to gamma
colour space on rendering to the window.</td>
<td> </td>
</tr>
<tr>
<td>enableDoubleClick</td>
<td>true, false</td>
<td>false</td>
<td>Enable the window to keep track and transmit double click messages.</td>
<td>Win32 Specific</td>
</tr>
*/
virtual RenderWindow* _createRenderWindow(const String &name, unsigned int width, unsigned int height,
bool fullScreen, const NameValuePairList *miscParams = 0) = 0;
/** Creates multiple rendering windows.
@param
renderWindowDescriptions Array of structures containing the descriptions of each render window.
The structure's members are the same as the parameters of _createRenderWindow:
* name
* width
* height
* fullScreen
* miscParams
See _createRenderWindow for details about each member.
@param
createdWindows This array will hold the created render windows.
@return
true on success.
*/
virtual bool _createRenderWindows(const RenderWindowDescriptionList& renderWindowDescriptions,
RenderWindowList& createdWindows);
/** Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures
at once. Surfaces can be bound and unbound at will.
This fails if mCapabilities->getNumMultiRenderTargets() is smaller than 2.
*/
virtual MultiRenderTarget * createMultiRenderTarget(const String & name) = 0;
/** Destroys a render window */
virtual void destroyRenderWindow(const String& name);
/** Destroys a render texture */
virtual void destroyRenderTexture(const String& name);
/** Destroys a render target of any sort */
virtual void destroyRenderTarget(const String& name);
/** Attaches the passed render target to the render system.
*/
virtual void attachRenderTarget( RenderTarget &target );
/** Returns a pointer to the render target with the passed name, or NULL if that
render target cannot be found.
*/
virtual RenderTarget * getRenderTarget( const String &name );
/** Detaches the render target with the passed name from the render system and
returns a pointer to it.
@note
If the render target cannot be found, NULL is returned.
*/
virtual RenderTarget * detachRenderTarget( const String &name );
/// Iterator over RenderTargets
typedef MapIterator<Ogre::RenderTargetMap> RenderTargetIterator;
/** Returns a specialised MapIterator over all render targets attached to the RenderSystem. */
virtual RenderTargetIterator getRenderTargetIterator(void) {
return RenderTargetIterator( mRenderTargets.begin(), mRenderTargets.end() );
}
/** Returns a description of an error code.
*/
virtual String getErrorDescription(long errorNumber) const = 0;
/** Defines whether or now fullscreen render windows wait for the vertical blank before flipping buffers.
@remarks
By default, all rendering windows wait for a vertical blank (when the CRT beam turns off briefly to move
from the bottom right of the screen back to the top left) before flipping the screen buffers. This ensures
that the image you see on the screen is steady. However it restricts the frame rate to the refresh rate of
the monitor, and can slow the frame rate down. You can speed this up by not waiting for the blank, but
this has the downside of introducing 'tearing' artefacts where part of the previous frame is still displayed
as the buffers are switched. Speed vs quality, you choose.
@note
Has NO effect on windowed mode render targets. Only affects fullscreen mode.
@param
enabled If true, the system waits for vertical blanks - quality over speed. If false it doesn't - speed over quality.
*/
void setWaitForVerticalBlank(bool enabled);
/** Returns true if the system is synchronising frames with the monitor vertical blank.
*/
bool getWaitForVerticalBlank(void) const;
/** Returns the global instance vertex buffer.
*/
HardwareVertexBufferSharedPtr getGlobalInstanceVertexBuffer() const;
/** Sets the global instance vertex buffer.
*/
void setGlobalInstanceVertexBuffer(const HardwareVertexBufferSharedPtr val);
/** Gets vertex declaration for the global vertex buffer for the global instancing
*/
VertexDeclaration* getGlobalInstanceVertexBufferVertexDeclaration() const;
/** Sets vertex declaration for the global vertex buffer for the global instancing
*/
void setGlobalInstanceVertexBufferVertexDeclaration( VertexDeclaration* val);
/** Gets the global number of instances.
*/
size_t getGlobalNumberOfInstances() const;
/** Sets the global number of instances.
*/
void setGlobalNumberOfInstances(const size_t val);
#ifdef RTSHADER_SYSTEM_BUILD_CORE_SHADERS
/** Sets if fixed pipeline rendering is enabled on the system.
*/
void setFixedPipelineEnabled(bool enabled);
/** Returns true if fixed pipeline rendering is enabled on the system.
*/
bool getFixedPipelineEnabled(void) const;
#endif
/** Retrieves an existing DepthBuffer or creates a new one suited for the given RenderTarget
and sets it.
@remarks
RenderTarget's pool ID is respected. @see RenderTarget::setDepthBufferPool()
*/
virtual void setDepthBufferFor( RenderTarget *renderTarget );
// ------------------------------------------------------------------------
// Internal Rendering Access
// All methods below here are normally only called by other OGRE classes
// They can be called by library user if required
// ------------------------------------------------------------------------
/** Tells the rendersystem to use the attached set of lights (and no others)
up to the number specified (this allows the same list to be used with different
count limits) */
virtual void _useLights(const LightList& lights, unsigned short limit) = 0;
/** Are fixed-function lights provided in view space? Affects optimisation.
*/
virtual bool areFixedFunctionLightsInViewSpace() const { return false; }
/** Sets the world transform matrix. */
virtual void _setWorldMatrix(const Matrix4 &m) = 0;
/** Sets multiple world matrices (vertex blending). */
virtual void _setWorldMatrices(const Matrix4* m, unsigned short count);
/** Sets the view transform matrix */
virtual void _setViewMatrix(const Matrix4 &m) = 0;
/** Sets the projection transform matrix */
virtual void _setProjectionMatrix(const Matrix4 &m) = 0;
/** Utility function for setting all the properties of a texture unit at once.
This method is also worth using over the individual texture unit settings because it
only sets those settings which are different from the current settings for this
unit, thus minimising render state changes.
*/
virtual void _setTextureUnitSettings(size_t texUnit, TextureUnitState& tl);
/** Turns off a texture unit. */
virtual void _disableTextureUnit(size_t texUnit);
/** Disables all texture units from the given unit upwards */
virtual void _disableTextureUnitsFrom(size_t texUnit);
/** Sets the surface properties to be used for future rendering.
This method sets the the properties of the surfaces of objects
to be rendered after it. In this context these surface properties
are the amount of each type of light the object reflects (determining
it's colour under different types of light), whether it emits light
itself, and how shiny it is. Textures are not dealt with here,
see the _setTetxure method for details.
This method is used by _setMaterial so does not need to be called
direct if that method is being used.
@param ambient The amount of ambient (sourceless and directionless)
light an object reflects. Affected by the colour/amount of ambient light in the scene.
@param diffuse The amount of light from directed sources that is
reflected (affected by colour/amount of point, directed and spot light sources)
@param specular The amount of specular light reflected. This is also
affected by directed light sources but represents the colour at the
highlights of the object.
@param emissive The colour of light emitted from the object. Note that
this will make an object seem brighter and not dependent on lights in
the scene, but it will not act as a light, so will not illuminate other
objects. Use a light attached to the same SceneNode as the object for this purpose.
@param shininess A value which only has an effect on specular highlights (so
specular must be non-black). The higher this value, the smaller and crisper the
specular highlights will be, imitating a more highly polished surface.
This value is not constrained to 0.0-1.0, in fact it is likely to
be more (10.0 gives a modest sheen to an object).
@param tracking A bit field that describes which of the ambient, diffuse, specular
and emissive colours follow the vertex colour of the primitive. When a bit in this field is set
its ColourValue is ignored. This is a combination of TVC_AMBIENT, TVC_DIFFUSE, TVC_SPECULAR(note that the shininess value is still
taken from shininess) and TVC_EMISSIVE. TVC_NONE means that there will be no material property
tracking the vertex colours.
*/
virtual void _setSurfaceParams(const ColourValue &ambient,
const ColourValue &diffuse, const ColourValue &specular,
const ColourValue &emissive, Real shininess,
TrackVertexColourType tracking = TVC_NONE) = 0;
/** Sets whether or not rendering points using OT_POINT_LIST will
render point sprites (textured quads) or plain points.
@param enabled True enables point sprites, false returns to normal
point rendering.
*/
virtual void _setPointSpritesEnabled(bool enabled) = 0;
/** Sets the size of points and how they are attenuated with distance.
@remarks
When performing point rendering or point sprite rendering,
point size can be attenuated with distance. The equation for
doing this is attenuation = 1 / (constant + linear * dist + quadratic * d^2) .
@par
For example, to disable distance attenuation (constant screensize)
you would set constant to 1, and linear and quadratic to 0. A
standard perspective attenuation would be 0, 1, 0 respectively.
*/
virtual void _setPointParameters(Real size, bool attenuationEnabled,
Real constant, Real linear, Real quadratic, Real minSize, Real maxSize) = 0;
/**
Sets the texture to bind to a given texture unit.
User processes would not normally call this direct unless rendering
primitives themselves.
@param unit The index of the texture unit to modify. Multitexturing
hardware can support multiple units (see
RenderSystemCapabilites::getNumTextureUnits)
@param enabled Boolean to turn the unit on/off
@param texPtr Pointer to the texture to use.
*/
virtual void _setTexture(size_t unit, bool enabled,
const TexturePtr &texPtr) = 0;
/**
Sets the texture to bind to a given texture unit.
User processes would not normally call this direct unless rendering
primitives themselves.
@param unit The index of the texture unit to modify. Multitexturing
hardware can support multiple units (see
RenderSystemCapabilites::getNumTextureUnits)
@param enabled Boolean to turn the unit on/off
@param texname The name of the texture to use - this should have
already been loaded with TextureManager::load.
*/
virtual void _setTexture(size_t unit, bool enabled, const String &texname);
/** Binds a texture to a vertex sampler.
@remarks
Not all rendersystems support separate vertex samplers. For those that
do, you can set a texture for them, separate to the regular texture
samplers, using this method. For those that don't, you should use the
regular texture samplers which are shared between the vertex and
fragment units; calling this method will throw an exception.
@see RenderSystemCapabilites::getVertexTextureUnitsShared
*/
virtual void _setVertexTexture(size_t unit, const TexturePtr& tex);
/**
Sets the texture coordinate set to use for a texture unit.
Meant for use internally - not generally used directly by apps - the Material and TextureUnitState
classes let you manage textures far more easily.
@param unit Texture unit as above
@param index The index of the texture coordinate set to use.
*/
virtual void _setTextureCoordSet(size_t unit, size_t index) = 0;
/**
Sets a method for automatically calculating texture coordinates for a stage.
Should not be used by apps - for use by Ogre only.
@param unit Texture unit as above
@param m Calculation method to use
@param frustum Optional Frustum param, only used for projective effects
*/
virtual void _setTextureCoordCalculation(size_t unit, TexCoordCalcMethod m,
const Frustum* frustum = 0) = 0;
/** Sets the texture blend modes from a TextureUnitState record.
Meant for use internally only - apps should use the Material
and TextureUnitState classes.
@param unit Texture unit as above
@param bm Details of the blending mode
*/
virtual void _setTextureBlendMode(size_t unit, const LayerBlendModeEx& bm) = 0;
/** Sets the filtering options for a given texture unit.
@param unit The texture unit to set the filtering options for
@param minFilter The filter used when a texture is reduced in size
@param magFilter The filter used when a texture is magnified
@param mipFilter The filter used between mipmap levels, FO_NONE disables mipmapping
*/
virtual void _setTextureUnitFiltering(size_t unit, FilterOptions minFilter,
FilterOptions magFilter, FilterOptions mipFilter);
/** Sets a single filter for a given texture unit.
@param unit The texture unit to set the filtering options for
@param ftype The filter type
@param filter The filter to be used
*/
virtual void _setTextureUnitFiltering(size_t unit, FilterType ftype, FilterOptions filter) = 0;
/** Sets the maximal anisotropy for the specified texture unit.*/
virtual void _setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy) = 0;
/** Sets the texture addressing mode for a texture unit.*/
virtual void _setTextureAddressingMode(size_t unit, const TextureUnitState::UVWAddressingMode& uvw) = 0;
/** Sets the texture border colour for a texture unit.*/
virtual void _setTextureBorderColour(size_t unit, const ColourValue& colour) = 0;
/** Sets the mipmap bias value for a given texture unit.
@remarks
This allows you to adjust the mipmap calculation up or down for a
given texture unit. Negative values force a larger mipmap to be used,
positive values force a smaller mipmap to be used. Units are in numbers
of levels, so +1 forces the mipmaps to one smaller level.
@note Only does something if render system has capability RSC_MIPMAP_LOD_BIAS.
*/
virtual void _setTextureMipmapBias(size_t unit, float bias) = 0;
/** Sets the texture coordinate transformation matrix for a texture unit.
@param unit Texture unit to affect
@param xform The 4x4 matrix
*/
virtual void _setTextureMatrix(size_t unit, const Matrix4& xform) = 0;
/** Sets the global blending factors for combining subsequent renders with the existing frame contents.
The result of the blending operation is:</p>
<p align="center">final = (texture * sourceFactor) + (pixel * destFactor)</p>
Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
enumerated type.
By changing the operation you can change addition between the source and destination pixels to a different operator.
@param sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
@param destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
@param op The blend operation mode for combining pixels
*/
virtual void _setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op = SBO_ADD) = 0;
/** Sets the global blending factors for combining subsequent renders with the existing frame contents.
The result of the blending operation is:</p>
<p align="center">final = (texture * sourceFactor) + (pixel * destFactor)</p>
Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
enumerated type.
@param sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
@param destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
@param sourceFactorAlpha The source factor in the above calculation for the alpha channel, i.e. multiplied by the texture alpha components.
@param destFactorAlpha The destination factor in the above calculation for the alpha channel, i.e. multiplied by the pixel alpha components.
@param op The blend operation mode for combining pixels
@param alphaOp The blend operation mode for combining pixel alpha values
*/
virtual void _setSeparateSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha,
SceneBlendFactor destFactorAlpha, SceneBlendOperation op = SBO_ADD, SceneBlendOperation alphaOp = SBO_ADD) = 0;
/** Sets the global alpha rejection approach for future renders.
By default images are rendered regardless of texture alpha. This method lets you change that.
@param func The comparison function which must pass for a pixel to be written.
@param val The value to compare each pixels alpha value to (0-255)
@param alphaToCoverage Whether to enable alpha to coverage, if supported
*/
virtual void _setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverage) = 0;
/** Notify the rendersystem that it should adjust texture projection to be
relative to a different origin.
*/
virtual void _setTextureProjectionRelativeTo(bool enabled, const Vector3& pos);
/** Creates a DepthBuffer that can be attached to the specified RenderTarget
@remarks
It doesn't attach anything, it just returns a pointer to a new DepthBuffer
Caller is responsible for putting this buffer into the right pool, for
attaching, and deleting it. Here's where API-specific magic happens.
Don't call this directly unless you know what you're doing.
*/
virtual DepthBuffer* _createDepthBufferFor( RenderTarget *renderTarget ) = 0;
/** Removes all depth buffers. Should be called on device lost and shutdown
@remarks
Advanced users can call this directly with bCleanManualBuffers=false to
remove all depth buffers created for RTTs; when they think the pool has
grown too big or they've used lots of depth buffers they don't need anymore,
freeing GPU RAM.
*/
void _cleanupDepthBuffers( bool bCleanManualBuffers=true );
/**
* Signifies the beginning of a frame, i.e. the start of rendering on a single viewport. Will occur
* several times per complete frame if multiple viewports exist.
*/
virtual void _beginFrame(void) = 0;
//Dummy structure for render system contexts - implementing RenderSystems can extend
//as needed
struct RenderSystemContext { };
/**
* Pause rendering for a frame. This has to be called after _beginFrame and before _endFrame.
* Will usually be called by the SceneManager, don't use this manually unless you know what
* you are doing.
*/
virtual RenderSystemContext* _pauseFrame(void);
/**
* Resume rendering for a frame. This has to be called after a _pauseFrame call
* Will usually be called by the SceneManager, don't use this manually unless you know what
* you are doing.
* @param context the render system context, as returned by _pauseFrame
*/
virtual void _resumeFrame(RenderSystemContext* context);
/**
* Ends rendering of a frame to the current viewport.
*/
virtual void _endFrame(void) = 0;
/**
Sets the provided viewport as the active one for future
rendering operations. This viewport is aware of it's own
camera and render target. Must be implemented by subclass.
@param target Pointer to the appropriate viewport.
*/
virtual void _setViewport(Viewport *vp) = 0;
/** Get the current active viewport for rendering. */
virtual Viewport* _getViewport(void);
/** Sets the culling mode for the render system based on the 'vertex winding'.
A typical way for the rendering engine to cull triangles is based on the
'vertex winding' of triangles. Vertex winding refers to the direction in
which the vertices are passed or indexed to in the rendering operation as viewed
from the camera, and will wither be clockwise or anticlockwise (that's 'counterclockwise' for
you Americans out there ;) The default is CULL_CLOCKWISE i.e. that only triangles whose vertices
are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models
for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing.
You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex
winding is uncertain.
*/
virtual void _setCullingMode(CullingMode mode) = 0;
virtual CullingMode _getCullingMode(void) const;
/** Sets the mode of operation for depth buffer tests from this point onwards.
Sometimes you may wish to alter the behaviour of the depth buffer to achieve
special effects. Because it's unlikely that you'll set these options for an entire frame,
but rather use them to tweak settings between rendering objects, this is an internal
method (indicated by the '_' prefix) which will be used by a SceneManager implementation
rather than directly from the client application.
If this method is never called the settings are automatically the same as the default parameters.
@param depthTest If true, the depth buffer is tested for each pixel and the frame buffer is only updated
if the depth function test succeeds. If false, no test is performed and pixels are always written.
@param depthWrite If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds.
If false, the depth buffer is left unchanged even if a new pixel is written.
@param depthFunction Sets the function required for the depth test.
*/
virtual void _setDepthBufferParams(bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL) = 0;
/** Sets whether or not the depth buffer check is performed before a pixel write.
@param enabled If true, the depth buffer is tested for each pixel and the frame buffer is only updated
if the depth function test succeeds. If false, no test is performed and pixels are always written.
*/
virtual void _setDepthBufferCheckEnabled(bool enabled = true) = 0;
/** Sets whether or not the depth buffer is updated after a pixel write.
@param enabled If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds.
If false, the depth buffer is left unchanged even if a new pixel is written.
*/
virtual void _setDepthBufferWriteEnabled(bool enabled = true) = 0;
/** Sets the comparison function for the depth buffer check.
Advanced use only - allows you to choose the function applied to compare the depth values of
new and existing pixels in the depth buffer. Only an issue if the deoth buffer check is enabled
(see _setDepthBufferCheckEnabled)
@param func The comparison between the new depth and the existing depth which must return true
for the new pixel to be written.
*/
virtual void _setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL) = 0;
/** Sets whether or not colour buffer writing is enabled, and for which channels.
@remarks
For some advanced effects, you may wish to turn off the writing of certain colour
channels, or even all of the colour channels so that only the depth buffer is updated
in a rendering pass. However, the chances are that you really want to use this option
through the Material class.
@param red, green, blue, alpha Whether writing is enabled for each of the 4 colour channels. */
virtual void _setColourBufferWriteEnabled(bool red, bool green, bool blue, bool alpha) = 0;
/** Sets the depth bias, NB you should use the Material version of this.
@remarks
When polygons are coplanar, you can get problems with 'depth fighting' where
the pixels from the two polys compete for the same screen pixel. This is particularly
a problem for decals (polys attached to another surface to represent details such as
bulletholes etc.).
@par
A way to combat this problem is to use a depth bias to adjust the depth buffer value
used for the decal such that it is slightly higher than the true value, ensuring that
the decal appears on top.
@note
The final bias value is a combination of a constant bias and a bias proportional
to the maximum depth slope of the polygon being rendered. The final bias
is constantBias + slopeScaleBias * maxslope. Slope scale biasing is
generally preferable but is not available on older hardware.
@param constantBias The constant bias value, expressed as a value in
homogeneous depth coordinates.
@param slopeScaleBias The bias value which is factored by the maximum slope
of the polygon, see the description above. This is not supported by all
cards.
*/
virtual void _setDepthBias(float constantBias, float slopeScaleBias = 0.0f) = 0;
/** Sets the fogging mode for future geometry.
@param mode Set up the mode of fog as described in the FogMode enum, or set to FOG_NONE to turn off.
@param colour The colour of the fog. Either set this to the same as your viewport background colour,
or to blend in with a skydome or skybox.
@param expDensity The density of the fog in FOG_EXP or FOG_EXP2 mode, as a value between 0 and 1. The default is 1. i.e. completely opaque, lower values can mean
that fog never completely obscures the scene.
@param linearStart Distance at which linear fog starts to encroach. The distance must be passed
as a parametric value between 0 and 1, with 0 being the near clipping plane, and 1 being the far clipping plane. Only applicable if mode is FOG_LINEAR.
@param linearEnd Distance at which linear fog becomes completely opaque.The distance must be passed
as a parametric value between 0 and 1, with 0 being the near clipping plane, and 1 being the far clipping plane. Only applicable if mode is FOG_LINEAR.
*/
virtual void _setFog(FogMode mode = FOG_NONE, const ColourValue& colour = ColourValue::White, Real expDensity = 1.0, Real linearStart = 0.0, Real linearEnd = 1.0) = 0;
/** The RenderSystem will keep a count of tris rendered, this resets the count. */
virtual void _beginGeometryCount(void);
/** Reports the number of tris rendered since the last _beginGeometryCount call. */
virtual unsigned int _getFaceCount(void) const;
/** Reports the number of batches rendered since the last _beginGeometryCount call. */
virtual unsigned int _getBatchCount(void) const;
/** Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. */
virtual unsigned int _getVertexCount(void) const;
/** Generates a packed data version of the passed in ColourValue suitable for
use as with this RenderSystem.
@remarks
Since different render systems have different colour data formats (eg
RGBA for GL, ARGB for D3D) this method allows you to use 1 method for all.
@param colour The colour to convert
@param pDest Pointer to location to put the result.
*/
virtual void convertColourValue(const ColourValue& colour, uint32* pDest);
/** Get the native VertexElementType for a compact 32-bit colour value
for this rendersystem.
*/
virtual VertexElementType getColourVertexElementType(void) const = 0;
/** Converts a uniform projection matrix to suitable for this render system.
@remarks
Because different APIs have different requirements (some incompatible) for the
projection matrix, this method allows each to implement their own correctly and pass
back a generic OGRE matrix for storage in the engine.
*/
virtual void _convertProjectionMatrix(const Matrix4& matrix,
Matrix4& dest, bool forGpuProgram = false) = 0;
/** Builds a perspective projection matrix suitable for this render system.
@remarks
Because different APIs have different requirements (some incompatible) for the
projection matrix, this method allows each to implement their own correctly and pass
back a generic OGRE matrix for storage in the engine.
*/
virtual void _makeProjectionMatrix(const Radian& fovy, Real aspect, Real nearPlane, Real farPlane,
Matrix4& dest, bool forGpuProgram = false) = 0;
/** Builds a perspective projection matrix for the case when frustum is
not centered around camera.
@remarks
Viewport coordinates are in camera coordinate frame, i.e. camera is
at the origin.
*/
virtual void _makeProjectionMatrix(Real left, Real right, Real bottom, Real top,
Real nearPlane, Real farPlane, Matrix4& dest, bool forGpuProgram = false) = 0;
/** Builds an orthographic projection matrix suitable for this render system.
@remarks
Because different APIs have different requirements (some incompatible) for the
projection matrix, this method allows each to implement their own correctly and pass
back a generic OGRE matrix for storage in the engine.
*/
virtual void _makeOrthoMatrix(const Radian& fovy, Real aspect, Real nearPlane, Real farPlane,
Matrix4& dest, bool forGpuProgram = false) = 0;
/** Update a perspective projection matrix to use 'oblique depth projection'.
@remarks
This method can be used to change the nature of a perspective
transform in order to make the near plane not perpendicular to the
camera view direction, but to be at some different orientation.
This can be useful for performing arbitrary clipping (e.g. to a
reflection plane) which could otherwise only be done using user
clip planes, which are more expensive, and not necessarily supported
on all cards.
@param matrix The existing projection matrix. Note that this must be a
perspective transform (not orthographic), and must not have already
been altered by this method. The matrix will be altered in-place.
@param plane The plane which is to be used as the clipping plane. This
plane must be in CAMERA (view) space.
@param forGpuProgram Is this for use with a Gpu program or fixed-function
*/
virtual void _applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane,
bool forGpuProgram) = 0;
/** Sets how to rasterise triangles, as points, wireframe or solid polys. */
virtual void _setPolygonMode(PolygonMode level) = 0;
/** Turns stencil buffer checking on or off.
@remarks
Stencilling (masking off areas of the rendering target based on the stencil
buffer) can be turned on or off using this method. By default, stencilling is
disabled.
*/
virtual void setStencilCheckEnabled(bool enabled) = 0;
/** Determines if this system supports hardware accelerated stencil buffer.
@remarks
Note that the lack of this function doesn't mean you can't do stencilling, but
the stencilling operations will be provided in software, which will NOT be
fast.
@par
Generally hardware stencils are only supported in 32-bit colour modes, because
the stencil buffer shares the memory of the z-buffer, and in most cards the
z-buffer has to be the same depth as the colour buffer. This means that in 32-bit
mode, 24 bits of the z-buffer are depth and 8 bits are stencil. In 16-bit mode there
is no room for a stencil (although some cards support a 15:1 depth:stencil option,
this isn't useful for very much) so 8 bits of stencil are provided in software.
This can mean that if you use stencilling, your applications may be faster in
32-but colour than in 16-bit, which may seem odd to some people.
*/
/*virtual bool hasHardwareStencil(void) = 0;*/
/** This method allows you to set all the stencil buffer parameters in one call.
@remarks
The stencil buffer is used to mask out pixels in the render target, allowing
you to do effects like mirrors, cut-outs, stencil shadows and more. Each of
your batches of rendering is likely to ignore the stencil buffer,
update it with new values, or apply it to mask the output of the render.
The stencil test is:<PRE>
(Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)</PRE>
The result of this will cause one of 3 actions depending on whether the test fails,
succeeds but with the depth buffer check still failing, or succeeds with the
depth buffer check passing too.
@par
Unlike other render states, stencilling is left for the application to turn
on and off when it requires. This is because you are likely to want to change
parameters between batches of arbitrary objects and control the ordering yourself.
In order to batch things this way, you'll want to use OGRE's separate render queue
groups (see RenderQueue) and register a RenderQueueListener to get notifications
between batches.
@par
There are individual state change methods for each of the parameters set using
this method.
Note that the default values in this method represent the defaults at system
start up too.
@param func The comparison function applied.
@param refValue The reference value used in the comparison
@param mask The bitmask applied to both the stencil value and the reference value
before comparison
@param stencilFailOp The action to perform when the stencil check fails
@param depthFailOp The action to perform when the stencil check passes, but the
depth buffer check still fails
@param passOp The action to take when both the stencil and depth check pass.
@param twoSidedOperation If set to true, then if you render both back and front faces
(you'll have to turn off culling) then these parameters will apply for front faces,
and the inverse of them will happen for back faces (keep remains the same).
*/
virtual void setStencilBufferParams(CompareFunction func = CMPF_ALWAYS_PASS,
uint32 refValue = 0, uint32 mask = 0xFFFFFFFF,
StencilOperation stencilFailOp = SOP_KEEP,
StencilOperation depthFailOp = SOP_KEEP,
StencilOperation passOp = SOP_KEEP,
bool twoSidedOperation = false) = 0;
/** Sets the current vertex declaration, ie the source of vertex data. */
virtual void setVertexDeclaration(VertexDeclaration* decl) = 0;
/** Sets the current vertex buffer binding state. */
virtual void setVertexBufferBinding(VertexBufferBinding* binding) = 0;
/** Sets whether or not normals are to be automatically normalised.
@remarks
This is useful when, for example, you are scaling SceneNodes such that
normals may not be unit-length anymore. Note though that this has an
overhead so should not be turn on unless you really need it.
@par
You should not normally call this direct unless you are rendering
world geometry; set it on the Renderable because otherwise it will be
overridden by material settings.
*/
virtual void setNormaliseNormals(bool normalise) = 0;
/**
Render something to the active viewport.
Low-level rendering interface to perform rendering
operations. Unlikely to be used directly by client
applications, since the SceneManager and various support
classes will be responsible for calling this method.
Can only be called between _beginScene and _endScene
@param op A rendering operation instance, which contains
details of the operation to be performed.
*/
virtual void _render(const RenderOperation& op);
/** Gets the capabilities of the render system. */
const RenderSystemCapabilities* getCapabilities(void) const { return mCurrentCapabilities; }
/** Returns the driver version.
*/
virtual const DriverVersion& getDriverVersion(void) const { return mDriverVersion; }
/** Returns the default material scheme used by the render system.
Systems that use the RTSS to emulate a fixed function pipeline
(e.g. OpenGL ES 2, DX11) need to override this function to return
the default material scheme of the RTSS ShaderGenerator.
This is currently only used to set the default material scheme for
viewports. It is a necessary step on these render systems for
render textures to be rendered into properly.
*/
virtual const String& _getDefaultViewportMaterialScheme(void) const;
/** Binds a given GpuProgram (but not the parameters).
@remarks Only one GpuProgram of each type can be bound at once, binding another
one will simply replace the existing one.
*/
virtual void bindGpuProgram(GpuProgram* prg);
/** Bind Gpu program parameters.
@param gptype The type of program to bind the parameters to
@param params The parameters to bind
@param variabilityMask A mask of GpuParamVariability identifying which params need binding
*/
virtual void bindGpuProgramParameters(GpuProgramType gptype,
GpuProgramParametersSharedPtr params, uint16 variabilityMask) = 0;
/** Only binds Gpu program parameters used for passes that have more than one iteration rendering
*/
virtual void bindGpuProgramPassIterationParameters(GpuProgramType gptype) = 0;
/** Unbinds GpuPrograms of a given GpuProgramType.
@remarks
This returns the pipeline to fixed-function processing for this type.
*/
virtual void unbindGpuProgram(GpuProgramType gptype);
/** Returns whether or not a Gpu program of the given type is currently bound. */
virtual bool isGpuProgramBound(GpuProgramType gptype);
/** Sets the user clipping region.
*/
virtual void setClipPlanes(const PlaneList& clipPlanes);
/** Add a user clipping plane. */
virtual void addClipPlane (const Plane &p);
/** Add a user clipping plane. */
virtual void addClipPlane (Real A, Real B, Real C, Real D);
/** Clears the user clipping region.
*/
virtual void resetClipPlanes();
/** Utility method for initialising all render targets attached to this rendering system. */
virtual void _initRenderTargets(void);
/** Utility method to notify all render targets that a camera has been removed,
in case they were referring to it as their viewer.
*/
virtual void _notifyCameraRemoved(const Camera* cam);
/** Internal method for updating all render targets attached to this rendering system. */
virtual void _updateAllRenderTargets(bool swapBuffers = true);
/** Internal method for swapping all the buffers on all render targets,
if _updateAllRenderTargets was called with a 'false' parameter. */
virtual void _swapAllRenderTargetBuffers(bool waitForVsync = true);
/** Sets whether or not vertex windings set should be inverted; this can be important
for rendering reflections. */
virtual void setInvertVertexWinding(bool invert);
/** Indicates whether or not the vertex windings set will be inverted for the current render (e.g. reflections)
@see RenderSystem::setInvertVertexWinding
*/
virtual bool getInvertVertexWinding(void) const;
/** Sets the 'scissor region' ie the region of the target in which rendering can take place.
@remarks
This method allows you to 'mask off' rendering in all but a given rectangular area
as identified by the parameters to this method.
@note
Not all systems support this method. Check the RenderSystemCapabilities for the
RSC_SCISSOR_TEST capability to see if it is supported.
@param enabled True to enable the scissor test, false to disable it.
@param left, top, right, bottom The location of the corners of the rectangle, expressed in
<i>pixels</i>.
*/
virtual void setScissorTest(bool enabled, size_t left = 0, size_t top = 0,
size_t right = 800, size_t bottom = 600) = 0;
/** Clears one or more frame buffers on the active render target.
@param buffers Combination of one or more elements of FrameBufferType
denoting which buffers are to be cleared
@param colour The colour to clear the colour buffer with, if enabled
@param depth The value to initialise the depth buffer with, if enabled
@param stencil The value to initialise the stencil buffer with, if enabled.
*/
virtual void clearFrameBuffer(unsigned int buffers,
const ColourValue& colour = ColourValue::Black,
Real depth = 1.0f, unsigned short stencil = 0) = 0;
/** Returns the horizontal texel offset value required for mapping
texel origins to pixel origins in this rendersystem.
@remarks
Since rendersystems sometimes disagree on the origin of a texel,
mapping from texels to pixels can sometimes be problematic to
implement generically. This method allows you to retrieve the offset
required to map the origin of a texel to the origin of a pixel in
the horizontal direction.
*/
virtual Real getHorizontalTexelOffset(void) = 0;
/** Returns the vertical texel offset value required for mapping
texel origins to pixel origins in this rendersystem.
@remarks
Since rendersystems sometimes disagree on the origin of a texel,
mapping from texels to pixels can sometimes be problematic to
implement generically. This method allows you to retrieve the offset
required to map the origin of a texel to the origin of a pixel in
the vertical direction.
*/
virtual Real getVerticalTexelOffset(void) = 0;
/** Gets the minimum (closest) depth value to be used when rendering
using identity transforms.
@remarks
When using identity transforms you can manually set the depth
of a vertex; however the input values required differ per
rendersystem. This method lets you retrieve the correct value.
@see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection
*/
virtual Real getMinimumDepthInputValue(void) = 0;
/** Gets the maximum (farthest) depth value to be used when rendering
using identity transforms.
@remarks
When using identity transforms you can manually set the depth
of a vertex; however the input values required differ per
rendersystem. This method lets you retrieve the correct value.
@see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection
*/
virtual Real getMaximumDepthInputValue(void) = 0;
/** set the current multi pass count value. This must be set prior to
calling _render() if multiple renderings of the same pass state are
required.
@param count Number of times to render the current state.
*/
virtual void setCurrentPassIterationCount(const size_t count) { mCurrentPassIterationCount = count; }
/** Tell the render system whether to derive a depth bias on its own based on
the values passed to it in setCurrentPassIterationCount.
The depth bias set will be baseValue + iteration * multiplier
@param derive True to tell the RS to derive this automatically
@param baseValue The base value to which the multiplier should be
added
@param multiplier The amount of depth bias to apply per iteration
@param slopeScale The constant slope scale bias for completeness
*/
virtual void setDeriveDepthBias(bool derive, float baseValue = 0.0f,
float multiplier = 0.0f, float slopeScale = 0.0f)
{
mDerivedDepthBias = derive;
mDerivedDepthBiasBase = baseValue;
mDerivedDepthBiasMultiplier = multiplier;
mDerivedDepthBiasSlopeScale = slopeScale;
}
/**
* Set current render target to target, enabling its device context if needed
*/
virtual void _setRenderTarget(RenderTarget *target) = 0;
/** Defines a listener on the custom events that this render system
can raise.
@see RenderSystem::addListener
*/
class _OgreExport Listener
{
public:
Listener() {}
virtual ~Listener() {}
/** A rendersystem-specific event occurred.
@param eventName The name of the event which has occurred
@param parameters A list of parameters that may belong to this event,
may be null if there are no parameters
*/
virtual void eventOccurred(const String& eventName,
const NameValuePairList* parameters = 0) = 0;
};
/** Adds a listener to the custom events that this render system can raise.
@remarks
Some render systems have quite specific, internally generated events
that the application may wish to be notified of. Many applications
don't have to worry about these events, and can just trust OGRE to
handle them, but if you want to know, you can add a listener here.
@par
Events are raised very generically by string name. Perhaps the most
common example of a render system specific event is the loss and
restoration of a device in DirectX; which OGRE deals with, but you
may wish to know when it happens.
@see RenderSystem::getRenderSystemEvents
*/
virtual void addListener(Listener* l);
/** Remove a listener to the custom events that this render system can raise.
*/
virtual void removeListener(Listener* l);
/** Gets a list of the rendersystem specific events that this rendersystem
can raise.
@see RenderSystem::addListener
*/
virtual const StringVector& getRenderSystemEvents(void) const { return mEventNames; }
/** Tell the rendersystem to perform any prep tasks it needs to directly
before other threads which might access the rendering API are registered.
@remarks
Call this from your main thread before starting your other threads
(which themselves should call registerThread()). Note that if you
start your own threads, there is a specific startup sequence which
must be respected and requires synchronisation between the threads:
<ol>
<li>[Main thread]Call preExtraThreadsStarted</li>
<li>[Main thread]Start other thread, wait</li>
<li>[Other thread]Call registerThread, notify main thread & continue</li>
<li>[Main thread]Wake up & call postExtraThreadsStarted</li>
</ol>
Once this init sequence is completed the threads are independent but
this startup sequence must be respected.
*/
virtual void preExtraThreadsStarted() = 0;
/* Tell the rendersystem to perform any tasks it needs to directly
after other threads which might access the rendering API are registered.
@see RenderSystem::preExtraThreadsStarted
*/
virtual void postExtraThreadsStarted() = 0;
/** Register the an additional thread which may make calls to rendersystem-related
objects.
@remarks
This method should only be called by additional threads during their
initialisation. If they intend to use hardware rendering system resources
they should call this method before doing anything related to the render system.
Some rendering APIs require a per-thread setup and this method will sort that
out. It is also necessary to call unregisterThread before the thread shuts down.
@note
This method takes no parameters - it must be called from the thread being
registered and that context is enough.
*/
virtual void registerThread() = 0;
/** Unregister an additional thread which may make calls to rendersystem-related objects.
@see RenderSystem::registerThread
*/
virtual void unregisterThread() = 0;
/**
* Gets the number of display monitors.
@see Root::getDisplayMonitorCount
*/
virtual unsigned int getDisplayMonitorCount() const = 0;
protected:
/** DepthBuffers to be attached to render targets */
DepthBufferMap mDepthBufferPool;
/** The render targets. */
RenderTargetMap mRenderTargets;
/** The render targets, ordered by priority. */
RenderTargetPriorityMap mPrioritisedRenderTargets;
/** The Active render target. */
RenderTarget * mActiveRenderTarget;
/** The Active GPU programs and gpu program parameters*/
GpuProgramParametersSharedPtr mActiveVertexGpuProgramParameters;
GpuProgramParametersSharedPtr mActiveGeometryGpuProgramParameters;
GpuProgramParametersSharedPtr mActiveFragmentGpuProgramParameters;
// Texture manager
// A concrete class of this will be created and
// made available under the TextureManager singleton,
// managed by the RenderSystem
TextureManager* mTextureManager;
// Active viewport (dest for future rendering operations)
Viewport* mActiveViewport;
CullingMode mCullingMode;
bool mVSync;
unsigned int mVSyncInterval;
bool mWBuffer;
size_t mBatchCount;
size_t mFaceCount;
size_t mVertexCount;
/// Saved manual colour blends
ColourValue mManualBlendColours[OGRE_MAX_TEXTURE_LAYERS][2];
bool mInvertVertexWinding;
/// Texture units from this upwards are disabled
size_t mDisabledTexUnitsFrom;
/// number of times to render the current state
size_t mCurrentPassIterationCount;
size_t mCurrentPassIterationNum;
/// Whether to update the depth bias per render call
bool mDerivedDepthBias;
float mDerivedDepthBiasBase;
float mDerivedDepthBiasMultiplier;
float mDerivedDepthBiasSlopeScale;
/// a global vertex buffer for global instancing
HardwareVertexBufferSharedPtr mGlobalInstanceVertexBuffer;
/// a vertex declaration for the global vertex buffer for the global instancing
VertexDeclaration* mGlobalInstanceVertexBufferVertexDeclaration;
/// the number of global instances (this number will be multiply by the render op instance number)
size_t mGlobalNumberOfInstances;
#ifdef RTSHADER_SYSTEM_BUILD_CORE_SHADERS
/// is fixed pipeline enabled
bool mEnableFixedPipeline;
#endif
/** updates pass iteration rendering state including bound gpu program parameter
pass iteration auto constant entry
@return True if more iterations are required
*/
bool updatePassIterationRenderState(void);
/// List of names of events this rendersystem may raise
StringVector mEventNames;
/// Internal method for firing a rendersystem event
virtual void fireEvent(const String& name, const NameValuePairList* params = 0);
typedef list<Listener*>::type ListenerList;
ListenerList mEventListeners;
typedef list<HardwareOcclusionQuery*>::type HardwareOcclusionQueryList;
HardwareOcclusionQueryList mHwOcclusionQueries;
bool mVertexProgramBound;
bool mGeometryProgramBound;
bool mFragmentProgramBound;
// Recording user clip planes
PlaneList mClipPlanes;
// Indicator that we need to re-set the clip planes on next render call
bool mClipPlanesDirty;
/// Used to store the capabilities of the graphics card
RenderSystemCapabilities* mRealCapabilities;
RenderSystemCapabilities* mCurrentCapabilities;
bool mUseCustomCapabilities;
/// Internal method used to set the underlying clip planes when needed
virtual void setClipPlanesImpl(const PlaneList& clipPlanes) = 0;
/** Initialize the render system from the capabilities*/
virtual void initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps, RenderTarget* primary) = 0;
DriverVersion mDriverVersion;
bool mTexProjRelative;
Vector3 mTexProjRelativeOrigin;
};
/** @} */
/** @} */
}
#endif
|