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source: downloads/ogre/OgreMain/include/OgreRenderSystem.h @ 11

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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef __RenderSystem_H_
30#define __RenderSystem_H_
31
32// Precompiler options
33#include "OgrePrerequisites.h"
34
35#include "OgreString.h"
36
37#include "OgreTextureUnitState.h"
38#include "OgreCommon.h"
39
40#include "OgreRenderOperation.h"
41#include "OgreRenderSystemCapabilities.h"
42#include "OgreRenderTarget.h"
43#include "OgreRenderTexture.h"
44#include "OgreFrameListener.h"
45#include "OgreConfigOptionMap.h"
46#include "OgreGpuProgram.h"
47#include "OgrePlane.h"
48#include "OgreIteratorWrappers.h"
49
50namespace Ogre
51{
52    typedef std::map< String, RenderTarget * > RenderTargetMap;
53        typedef std::multimap<uchar, RenderTarget * > RenderTargetPriorityMap;
54
55    class TextureManager;
56    /// Enum describing the ways to generate texture coordinates
57    enum TexCoordCalcMethod
58    {
59        /// No calculated texture coordinates
60        TEXCALC_NONE,
61        /// Environment map based on vertex normals
62        TEXCALC_ENVIRONMENT_MAP,
63        /// Environment map based on vertex positions
64        TEXCALC_ENVIRONMENT_MAP_PLANAR,
65        TEXCALC_ENVIRONMENT_MAP_REFLECTION,
66        TEXCALC_ENVIRONMENT_MAP_NORMAL,
67        /// Projective texture
68        TEXCALC_PROJECTIVE_TEXTURE
69    };
70    /// Enum describing the various actions which can be taken onthe stencil buffer
71    enum StencilOperation
72    {
73        /// Leave the stencil buffer unchanged
74        SOP_KEEP,
75        /// Set the stencil value to zero
76        SOP_ZERO,
77        /// Set the stencil value to the reference value
78        SOP_REPLACE,
79        /// Increase the stencil value by 1, clamping at the maximum value
80        SOP_INCREMENT,
81        /// Decrease the stencil value by 1, clamping at 0
82        SOP_DECREMENT,
83        /// Increase the stencil value by 1, wrapping back to 0 when incrementing the maximum value
84        SOP_INCREMENT_WRAP,
85        /// Decrease the stencil value by 1, wrapping when decrementing 0
86        SOP_DECREMENT_WRAP,
87        /// Invert the bits of the stencil buffer
88        SOP_INVERT
89    };
90
91    /** Defines the functionality of a 3D API
92        @remarks
93            The RenderSystem class provides a base interface
94            which abstracts the general functionality of the 3D API
95            e.g. Direct3D or OpenGL. Whilst a few of the general
96            methods have implementations, most of this class is
97            abstract, requiring a subclass based on a specific API
98            to be constructed to provide the full functionality.
99            Note there are 2 levels to the interface - one which
100            will be used often by the caller of the Ogre library,
101            and one which is at a lower level and will be used by the
102            other classes provided by Ogre. These lower level
103            methods are prefixed with '_' to differentiate them.
104            The advanced user of the library may use these lower
105            level methods to access the 3D API at a more fundamental
106            level (dealing direct with render states and rendering
107            primitives), but still benefitting from Ogre's abstraction
108            of exactly which 3D API is in use.
109        @author
110            Steven Streeting
111        @version
112            1.0
113     */
114    class _OgreExport RenderSystem
115    {
116    public:
117        /** Default Constructor.
118        */
119        RenderSystem();
120
121        /** Destructor.
122        */
123        virtual ~RenderSystem();
124
125        /** Returns the name of the rendering system.
126        */
127        virtual const String& getName(void) const = 0;
128
129        /** Returns the details of this API's configuration options
130            @remarks
131                Each render system must be able to inform the world
132                of what options must/can be specified for it's
133                operation.
134            @par
135                These are passed as strings for portability, but
136                grouped into a structure (_ConfigOption) which includes
137                both options and current value.
138            @par
139                Note that the settings returned from this call are
140                affected by the options that have been set so far,
141                since some options are interdependent.
142            @par
143                This routine is called automatically by the default
144                configuration dialogue produced by Root::showConfigDialog
145                or may be used by the caller for custom settings dialogs
146            @returns
147                A 'map' of options, i.e. a list of options which is also
148                indexed by option name.
149         */
150        virtual ConfigOptionMap& getConfigOptions(void) = 0;
151
152        /** Sets an option for this API
153            @remarks
154                Used to confirm the settings (normally chosen by the user) in
155                order to make the renderer able to initialise with the settings as required.
156                This may be video mode, D3D driver, full screen / windowed etc.
157                Called automatically by the default configuration
158                dialog, and by the restoration of saved settings.
159                These settings are stored and only activated when
160                RenderSystem::initialise or RenderSystem::reinitialise
161                are called.
162            @par
163                If using a custom configuration dialog, it is advised that the
164                caller calls RenderSystem::getConfigOptions
165                again, since some options can alter resulting from a selection.
166            @param
167                name The name of the option to alter.
168            @param
169                value The value to set the option to.
170         */
171        virtual void setConfigOption(const String &name, const String &value) = 0;
172
173                /** Create an object for performing hardware occlusion queries.
174                */
175                virtual HardwareOcclusionQuery* createHardwareOcclusionQuery(void) = 0;
176
177                /** Destroy a hardware occlusion query object.
178                */
179                virtual void destroyHardwareOcclusionQuery(HardwareOcclusionQuery *hq);
180
181        /** Validates the options set for the rendering system, returning a message if there are problems.
182            @note
183                If the returned string is empty, there are no problems.
184        */
185        virtual String validateConfigOptions(void) = 0;
186
187        /** Start up the renderer using the settings selected (Or the defaults if none have been selected).
188            @remarks
189                Called by Root::setRenderSystem. Shouldn't really be called
190                directly, although  this can be done if the app wants to.
191            @param
192                autoCreateWindow If true, creates a render window
193                automatically, based on settings chosen so far. This saves
194                an extra call to RenderSystem::createRenderWindow
195                for the main render window.
196            @par
197                If an application has more specific window requirements,
198                however (e.g. a level design app), it should specify false
199                for this parameter and do it manually.
200            @returns
201                A pointer to the automatically created window, if requested, otherwise null.
202        */
203        virtual RenderWindow* initialise(bool autoCreateWindow, const String& windowTitle = "OGRE Render Window");
204
205        /** Restart the renderer (normally following a change in settings).
206        */
207        virtual void reinitialise(void) = 0;
208
209        /** Shutdown the renderer and cleanup resources.
210        */
211        virtual void shutdown(void);
212
213
214        /** Sets the colour & strength of the ambient (global directionless) light in the world.
215        */
216        virtual void setAmbientLight(float r, float g, float b) = 0;
217
218        /** Sets the type of light shading required (default = Gouraud).
219        */
220        virtual void setShadingType(ShadeOptions so) = 0;
221
222        /** Sets whether or not dynamic lighting is enabled.
223            @param
224                enabled If true, dynamic lighting is performed on geometry with normals supplied, geometry without
225                normals will not be displayed. If false, no lighting is applied and all geometry will be full brightness.
226        */
227        virtual void setLightingEnabled(bool enabled) = 0;
228
229        /** Sets whether or not W-buffers are enabled if they are avalible for this renderer.
230                        @param
231                                enabled If true and the renderer supports them W-buffers will be used.  If false
232                                W-buffers will not be used even if avalible.  W-buffers are enabled by default
233                                for 16bit depth buffers and disabled for all other depths.
234        */
235                void setWBufferEnabled(bool enabled);
236
237                /** Returns true if the renderer will try to use W-buffers when avalible.
238                */
239                bool getWBufferEnabled(void) const;
240
241                /** Creates a new rendering window.
242            @remarks
243                This method creates a new rendering window as specified
244                by the paramteters. The rendering system could be
245                responible for only a single window (e.g. in the case
246                of a game), or could be in charge of multiple ones (in the
247                case of a level editor). The option to create the window
248                as a child of another is therefore given.
249                This method will create an appropriate subclass of
250                RenderWindow depending on the API and platform implementation.
251            @par
252                After creation, this window can be retrieved using getRenderTarget().
253            @param
254                name The name of the window. Used in other methods
255                later like setRenderTarget and getRenderWindow.
256            @param
257                width The width of the new window.
258            @param
259                height The height of the new window.
260            @param
261                fullScreen Specify true to make the window full screen
262                without borders, title bar or menu bar.
263            @param
264                miscParams A NameValuePairList describing the other parameters for the new rendering window.
265                                        Options are case sensitive. Unrecognised parameters will be ignored silently.
266                                        These values might be platform dependent, but these are present for all platorms unless
267                                        indicated otherwise:
268                                **
269                                Key: "title"
270                                Description: The title of the window that will appear in the title bar
271                                Values: string
272                                Default: RenderTarget name
273                                **
274                                Key: "colourDepth"
275                                Description: Colour depth of the resulting rendering window; only applies if fullScreen
276                                        is set.
277                                Values: 16 or 32
278                                Default: desktop depth
279                                Notes: [W32 specific]
280                                **
281                                Key: "left"
282                                Description: screen x coordinate from left
283                                Values: positive integers
284                                Default: 'center window on screen'
285                                Notes: Ignored in case of full screen
286                                **
287                                Key: "top"
288                                Description: screen y coordinate from top
289                                Values: positive integers
290                                Default: 'center window on screen'
291                                Notes: Ignored in case of full screen
292                                **
293                                Key: "depthBuffer" [DX9 specific]
294                                Description: Use depth buffer
295                                Values: false or true
296                                Default: true
297                                **
298                                Key: "externalWindowHandle" [API specific]
299                                Description: External window handle, for embedding the OGRE context
300                                Values: positive integer for W32 (HWND handle)
301                                        poslong:posint:poslong (display*:screen:windowHandle) or
302                                        poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*) for GLX
303                                Default: 0 (None)
304                                **
305                                Key: "externalGLControl" [Win32 OpenGL specific]
306                                Description: Let the external window control OpenGL i.e. don't select a pixel format for the window,
307                                             do not change v-sync and do not swap buffer. When set to true, the calling application
308                                             is responsible of OpenGL initialization and buffer swapping. It should also create an
309                                             OpenGL context for its own rendering, Ogre will create one for its use. Then the calling
310                                             application must also enable Ogre OpenGL context before calling any Ogre function and
311                                             restore its OpenGL context after these calls. The Ogre OpenGL context can be retrieved
312                                             after Ogre initialisation by calling wglGetCurrentDC() and wglGetCurrentContext().
313                                             It is only used when the externalWindowHandle parameter is used.
314                                Values: true, false
315                                Default: false
316                                **
317                                Key: "externalGLContext" [Win32 OpenGL specific]
318                                Description: Use an externally created GL context
319                                Values: <Context as Unsigned Long>
320                                Default: 0 (create own context)
321                                **
322                                Key: "parentWindowHandle" [API specific]
323                                Description: Parent window handle, for embedding the OGRE context
324                                Values: positive integer for W32 (HWND handle)
325                                        poslong:posint:poslong for GLX (display*:screen:windowHandle)
326                                Default: 0 (None)
327                                **
328                                Key: "FSAA"
329                                Description: Full screen antialiasing factor
330                                Values: 0,2,4,6,...
331                                Default: 0
332                                **
333                                Key: "displayFrequency"
334                                Description: Display frequency rate, for fullscreen mode
335                                Values: 60...?
336                                Default: Desktop vsync rate
337                                **
338                                Key: "vsync"
339                                Description: Synchronize buffer swaps to vsync
340                                Values: true, false
341                                Default: 0
342                                **
343                                Key: "border"
344                                Description: The type of window border (in windowed mode)
345                                Values: none, fixed, resize
346                                Default: resize
347                                **
348                                Key: "outerDimensions"
349                                Description: Whether the width/height is expressed as the size of the
350                                outer window, rather than the content area
351                                Values: true, false
352                                Default: false
353                                **
354                                Key: "useNVPerfHUD" [DX9 specific]
355                                Description: Enable the use of nVidia NVPerfHUD
356                                Values: true, false
357                                Default: false
358        */
359                virtual RenderWindow* createRenderWindow(const String &name, unsigned int width, unsigned int height, 
360                        bool fullScreen, const NameValuePairList *miscParams = 0) = 0;
361
362                /** Creates and registers a render texture object.
363                        @param name
364                                The name for the new render texture. Note that names must be unique.
365                        @param width
366                                The requested width for the render texture. See Remarks for more info.
367                        @param height
368                                The requested width for the render texture. See Remarks for more info.
369                        @param texType
370                                The type of texture; defaults to TEX_TYPE_2D
371                        @param internalFormat
372                                The internal format of the texture; defaults to PF_X8R8G8B8
373                        @param miscParams This parameter is ignored.
374                        @returns
375                                On succes, a pointer to a new platform-dependernt, RenderTexture-derived
376                                class is returned. On failiure, NULL is returned.
377                        @remarks
378                                Because a render texture is basically a wrapper around a texture object,
379                                the width and height parameters of this method just hint the preferred
380                                size for the texture. Depending on the hardware driver or the underlying
381                                API, these values might change when the texture is created. The same applies
382                                to the internalFormat parameter.
383            @deprecated
384                This method is deprecated, and exists only for backward compatibility. You can create
385                arbitrary rendertextures with the TextureManager::createManual call with usage
386                TU_RENDERTARGET.
387                */
388                RenderTexture * createRenderTexture( const String & name, unsigned int width, unsigned int height,
389                        TextureType texType = TEX_TYPE_2D, PixelFormat internalFormat = PF_X8R8G8B8, 
390                        const NameValuePairList *miscParams = 0 ); 
391
392                /**     Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures
393                        at once. Surfaces can be bound and unbound at will.
394                        This fails if mCapabilities->numMultiRenderTargets() is smaller than 2.
395                */
396                virtual MultiRenderTarget * createMultiRenderTarget(const String & name) = 0; 
397
398        /** Destroys a render window */
399        virtual void destroyRenderWindow(const String& name);
400        /** Destroys a render texture */
401        virtual void destroyRenderTexture(const String& name);
402        /** Destroys a render target of any sort */
403        virtual void destroyRenderTarget(const String& name);
404
405        /** Attaches the passed render target to the render system.
406        */
407        virtual void attachRenderTarget( RenderTarget &target );
408        /** Returns a pointer to the render target with the passed name, or NULL if that
409            render target cannot be found.
410        */
411        virtual RenderTarget * getRenderTarget( const String &name );
412        /** Detaches the render target with the passed name from the render system and
413            returns a pointer to it.
414            @note
415                If the render target cannot be found, NULL is returned.
416        */
417        virtual RenderTarget * detachRenderTarget( const String &name );
418
419                /// Iterator over RenderTargets
420                typedef MapIterator<Ogre::RenderTargetMap> RenderTargetIterator;
421
422                /** Returns a specialised MapIterator over all render targets attached to the RenderSystem. */
423                virtual RenderTargetIterator getRenderTargetIterator(void) {
424                        return RenderTargetIterator( mRenderTargets.begin(), mRenderTargets.end() );
425                }
426        /** Returns a description of an error code.
427        */
428        virtual String getErrorDescription(long errorNumber) const = 0;
429
430        /** Defines whether or now fullscreen render windows wait for the vertical blank before flipping buffers.
431            @remarks
432                By default, all rendering windows wait for a vertical blank (when the CRT beam turns off briefly to move
433                from the bottom right of the screen back to the top left) before flipping the screen buffers. This ensures
434                that the image you see on the screen is steady. However it restricts the frame rate to the refresh rate of
435                the monitor, and can slow the frame rate down. You can speed this up by not waiting for the blank, but
436                this has the downside of introducing 'tearing' artefacts where part of the previous frame is still displayed
437                as the buffers are switched. Speed vs quality, you choose.
438            @note
439                Has NO effect on windowed mode render targets. Only affects fullscreen mode.
440            @param
441                enabled If true, the system waits for vertical blanks - quality over speed. If false it doesn't - speed over quality.
442        */
443        void setWaitForVerticalBlank(bool enabled);
444
445        /** Returns true if the system is synchronising frames with the monitor vertical blank.
446        */
447        bool getWaitForVerticalBlank(void) const;
448
449        // ------------------------------------------------------------------------
450        //                     Internal Rendering Access
451        // All methods below here are normally only called by other OGRE classes
452        // They can be called by library user if required
453        // ------------------------------------------------------------------------
454
455
456        /** Tells the rendersystem to use the attached set of lights (and no others)
457        up to the number specified (this allows the same list to be used with different
458        count limits) */
459        virtual void _useLights(const LightList& lights, unsigned short limit) = 0;
460        /** Sets the world transform matrix. */
461        virtual void _setWorldMatrix(const Matrix4 &m) = 0;
462        /** Sets multiple world matrices (vertex blending). */
463        virtual void _setWorldMatrices(const Matrix4* m, unsigned short count);
464        /** Sets the view transform matrix */
465        virtual void _setViewMatrix(const Matrix4 &m) = 0;
466        /** Sets the projection transform matrix */
467        virtual void _setProjectionMatrix(const Matrix4 &m) = 0;
468        /** Utility function for setting all the properties of a texture unit at once.
469            This method is also worth using over the individual texture unit settings because it
470            only sets those settings which are different from the current settings for this
471            unit, thus minimising render state changes.
472        */
473        virtual void _setTextureUnitSettings(size_t texUnit, TextureUnitState& tl);
474        /** Turns off a texture unit. */
475        virtual void _disableTextureUnit(size_t texUnit);
476        /** Disables all texture units from the given unit upwards */
477        virtual void _disableTextureUnitsFrom(size_t texUnit);
478        /** Sets the surface properties to be used for future rendering.
479
480            This method sets the the properties of the surfaces of objects
481            to be rendered after it. In this context these surface properties
482            are the amount of each type of light the object reflects (determining
483            it's colour under different types of light), whether it emits light
484            itself, and how shiny it is. Textures are not dealt with here,
485            see the _setTetxure method for details.
486            This method is used by _setMaterial so does not need to be called
487            direct if that method is being used.
488
489            @param ambient The amount of ambient (sourceless and directionless)
490            light an object reflects. Affected by the colour/amount of ambient light in the scene.
491            @param diffuse The amount of light from directed sources that is
492            reflected (affected by colour/amount of point, directed and spot light sources)
493            @param specular The amount of specular light reflected. This is also
494            affected by directed light sources but represents the colour at the
495            highlights of the object.
496            @param emissive The colour of light emitted from the object. Note that
497            this will make an object seem brighter and not dependent on lights in
498            the scene, but it will not act as a light, so will not illuminate other
499            objects. Use a light attached to the same SceneNode as the object for this purpose.
500            @param shininess A value which only has an effect on specular highlights (so
501            specular must be non-black). The higher this value, the smaller and crisper the
502            specular highlights will be, imitating a more highly polished surface.
503            This value is not constrained to 0.0-1.0, in fact it is likely to
504            be more (10.0 gives a modest sheen to an object).
505            @param tracking A bit field that describes which of the ambient, diffuse, specular
506            and emissive colours follow the vertex colour of the primitive. When a bit in this field is set
507            its ColourValue is ignored. This is a combination of TVC_AMBIENT, TVC_DIFFUSE, TVC_SPECULAR(note that the shininess value is still
508            taken from shininess) and TVC_EMISSIVE. TVC_NONE means that there will be no material property
509            tracking the vertex colours.
510        */
511        virtual void _setSurfaceParams(const ColourValue &ambient,
512            const ColourValue &diffuse, const ColourValue &specular,
513            const ColourValue &emissive, Real shininess,
514            TrackVertexColourType tracking = TVC_NONE) = 0;
515
516                /** Sets whether or not rendering points using OT_POINT_LIST will
517                        render point sprites (textured quads) or plain points.
518                @param enabled True enables point sprites, false returns to normal
519                        point rendering.
520                */     
521                virtual void _setPointSpritesEnabled(bool enabled) = 0;
522
523                /** Sets the size of points and how they are attenuated with distance.
524                @remarks
525                        When performing point rendering or point sprite rendering,
526                        point size can be attenuated with distance. The equation for
527                        doing this is attenuation = 1 / (constant + linear * dist + quadratic * d^2) .
528                @par
529                        For example, to disable distance attenuation (constant screensize)
530                        you would set constant to 1, and linear and quadratic to 0. A
531                        standard perspective attenuation would be 0, 1, 0 respectively.
532                */
533                virtual void _setPointParameters(Real size, bool attenuationEnabled, 
534                        Real constant, Real linear, Real quadratic, Real minSize, Real maxSize) = 0;
535
536
537        /**
538          Sets the texture to bind to a given texture unit.
539
540          User processes would not normally call this direct unless rendering
541          primitives themselves.
542
543          @param unit The index of the texture unit to modify. Multitexturing
544                        hardware can support multiple units (see
545                        RenderSystemCapabilites::getNumTextureUnits)
546          @param enabled Boolean to turn the unit on/off
547          @param texPtr Pointer to the texture to use.
548         */
549        virtual void _setTexture(size_t unit, bool enabled, 
550                        const TexturePtr &texPtr) = 0;
551        /**
552          Sets the texture to bind to a given texture unit.
553
554          User processes would not normally call this direct unless rendering
555          primitives themselves.
556
557          @param unit The index of the texture unit to modify. Multitexturing
558                        hardware can support multiple units (see
559                        RenderSystemCapabilites::getNumTextureUnits)
560          @param enabled Boolean to turn the unit on/off
561          @param texname The name of the texture to use - this should have
562              already been loaded with TextureManager::load.
563         */
564        virtual void _setTexture(size_t unit, bool enabled, const String &texname);
565
566                /** Binds a texture to a vertex sampler.
567                @remarks
568                        Not all rendersystems support separate vertex samplers. For those that
569                        do, you can set a texture for them, separate to the regular texture
570                        samplers, using this method. For those that don't, you should use the
571                        regular texture samplers which are shared between the vertex and
572                        fragment units; calling this method will throw an exception.
573                        @see RenderSystemCapabilites::getVertexTextureUnitsShared
574                */
575                virtual void _setVertexTexture(size_t unit, const TexturePtr& tex);
576
577        /**
578          Sets the texture coordinate set to use for a texture unit.
579
580          Meant for use internally - not generally used directly by apps - the Material and TextureUnitState
581          classes let you manage textures far more easily.
582
583          @param unit Texture unit as above
584          @param index The index of the texture coordinate set to use.
585         */
586        virtual void _setTextureCoordSet(size_t unit, size_t index) = 0;
587
588        /**
589          Sets a method for automatically calculating texture coordinates for a stage.
590          Should not be used by apps - for use by Ogre only.
591          @param unit Texture unit as above
592          @param m Calculation method to use
593          @param frustum Optional Frustum param, only used for projective effects
594         */
595        virtual void _setTextureCoordCalculation(size_t unit, TexCoordCalcMethod m, 
596            const Frustum* frustum = 0) = 0;
597
598        /** Sets the texture blend modes from a TextureUnitState record.
599            Meant for use internally only - apps should use the Material
600            and TextureUnitState classes.
601            @param unit Texture unit as above
602            @param bm Details of the blending mode
603        */
604        virtual void _setTextureBlendMode(size_t unit, const LayerBlendModeEx& bm) = 0;
605
606        /** Sets the filtering options for a given texture unit.
607        @param unit The texture unit to set the filtering options for
608        @param minFilter The filter used when a texture is reduced in size
609        @param magFilter The filter used when a texture is magnified
610        @param mipFilter The filter used between mipmap levels, FO_NONE disables mipmapping
611        */
612        virtual void _setTextureUnitFiltering(size_t unit, FilterOptions minFilter,
613            FilterOptions magFilter, FilterOptions mipFilter);
614
615        /** Sets a single filter for a given texture unit.
616        @param unit The texture unit to set the filtering options for
617        @param ftype The filter type
618        @param filter The filter to be used
619        */
620        virtual void _setTextureUnitFiltering(size_t unit, FilterType ftype, FilterOptions filter) = 0;
621
622                /** Sets the maximal anisotropy for the specified texture unit.*/
623                virtual void _setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy) = 0;
624
625                /** Sets the texture addressing mode for a texture unit.*/
626        virtual void _setTextureAddressingMode(size_t unit, const TextureUnitState::UVWAddressingMode& uvw) = 0;
627
628                /** Sets the texture border colour for a texture unit.*/
629        virtual void _setTextureBorderColour(size_t unit, const ColourValue& colour) = 0;
630
631                /** Sets the mipmap bias value for a given texture unit.
632                @remarks
633                        This allows you to adjust the mipmap calculation up or down for a
634                        given texture unit. Negative values force a larger mipmap to be used,
635                        positive values force a smaller mipmap to be used. Units are in numbers
636                        of levels, so +1 forces the mipmaps to one smaller level.
637                @note Only does something if render system has capability RSC_MIPMAP_LOD_BIAS.
638                */
639                virtual void _setTextureMipmapBias(size_t unit, float bias) = 0;
640
641                /** Sets the texture coordinate transformation matrix for a texture unit.
642            @param unit Texture unit to affect
643            @param xform The 4x4 matrix
644        */
645        virtual void _setTextureMatrix(size_t unit, const Matrix4& xform) = 0;
646
647        /** Sets the global blending factors for combining subsequent renders with the existing frame contents.
648            The result of the blending operation is:</p>
649            <p align="center">final = (texture * sourceFactor) + (pixel * destFactor)</p>
650            Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor
651            enumerated type.
652            @param sourceFactor The source factor in the above calculation, i.e. multiplied by the texture colour components.
653            @param destFactor The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
654        */
655        virtual void _setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor) = 0;
656
657        /** Sets the global alpha rejection approach for future renders.
658            By default images are rendered regardless of texture alpha. This method lets you change that.
659            @param func The comparison function which must pass for a pixel to be written.
660            @param val The value to compare each pixels alpha value to (0-255)
661        */
662        virtual void _setAlphaRejectSettings(CompareFunction func, unsigned char value) = 0;
663        /**
664         * Signifies the beginning of a frame, ie the start of rendering on a single viewport. Will occur
665         * several times per complete frame if multiple viewports exist.
666         */
667        virtual void _beginFrame(void) = 0;
668
669
670        /**
671         * Ends rendering of a frame to the current viewport.
672         */
673        virtual void _endFrame(void) = 0;
674        /**
675          Sets the provided viewport as the active one for future
676          rendering operations. This viewport is aware of it's own
677          camera and render target. Must be implemented by subclass.
678
679          @param target Pointer to the appropriate viewport.
680         */
681        virtual void _setViewport(Viewport *vp) = 0;
682        /** Get the current active viewport for rendering. */
683        virtual Viewport* _getViewport(void);
684
685        /** Sets the culling mode for the render system based on the 'vertex winding'.
686            A typical way for the rendering engine to cull triangles is based on the
687            'vertex winding' of triangles. Vertex winding refers to the direction in
688            which the vertices are passed or indexed to in the rendering operation as viewed
689            from the camera, and will wither be clockwise or anticlockwise (that's 'counterclockwise' for
690            you Americans out there ;) The default is CULL_CLOCKWISE i.e. that only triangles whose vertices
691            are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models
692            for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing.
693            You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex
694            winding is uncertain.
695        */
696        virtual void _setCullingMode(CullingMode mode) = 0;
697
698        virtual CullingMode _getCullingMode(void) const;
699
700        /** Sets the mode of operation for depth buffer tests from this point onwards.
701            Sometimes you may wish to alter the behaviour of the depth buffer to achieve
702            special effects. Because it's unlikely that you'll set these options for an entire frame,
703            but rather use them to tweak settings between rendering objects, this is an internal
704            method (indicated by the '_' prefix) which will be used by a SceneManager implementation
705            rather than directly from the client application.
706            If this method is never called the settings are automatically the same as the default parameters.
707            @param depthTest If true, the depth buffer is tested for each pixel and the frame buffer is only updated
708                if the depth function test succeeds. If false, no test is performed and pixels are always written.
709            @param depthWrite If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds.
710                If false, the depth buffer is left unchanged even if a new pixel is written.
711            @param depthFunction Sets the function required for the depth test.
712        */
713        virtual void _setDepthBufferParams(bool depthTest = true, bool depthWrite = true, CompareFunction depthFunction = CMPF_LESS_EQUAL) = 0;
714
715        /** Sets whether or not the depth buffer check is performed before a pixel write.
716            @param enabled If true, the depth buffer is tested for each pixel and the frame buffer is only updated
717                if the depth function test succeeds. If false, no test is performed and pixels are always written.
718        */
719        virtual void _setDepthBufferCheckEnabled(bool enabled = true) = 0;
720        /** Sets whether or not the depth buffer is updated after a pixel write.
721            @param enabled If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds.
722                If false, the depth buffer is left unchanged even if a new pixel is written.
723        */
724        virtual void _setDepthBufferWriteEnabled(bool enabled = true) = 0;
725        /** Sets the comparison function for the depth buffer check.
726            Advanced use only - allows you to choose the function applied to compare the depth values of
727            new and existing pixels in the depth buffer. Only an issue if the deoth buffer check is enabled
728            (see _setDepthBufferCheckEnabled)
729            @param  func The comparison between the new depth and the existing depth which must return true
730             for the new pixel to be written.
731        */
732        virtual void _setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL) = 0;
733                /** Sets whether or not colour buffer writing is enabled, and for which channels.
734                @remarks
735                        For some advanced effects, you may wish to turn off the writing of certain colour
736                        channels, or even all of the colour channels so that only the depth buffer is updated
737                        in a rendering pass. However, the chances are that you really want to use this option
738                        through the Material class.
739                @param red, green, blue, alpha Whether writing is enabled for each of the 4 colour channels. */
740                virtual void _setColourBufferWriteEnabled(bool red, bool green, bool blue, bool alpha) = 0;
741        /** Sets the depth bias, NB you should use the Material version of this.
742        @remarks
743            When polygons are coplanar, you can get problems with 'depth fighting' where
744            the pixels from the two polys compete for the same screen pixel. This is particularly
745            a problem for decals (polys attached to another surface to represent details such as
746            bulletholes etc.).
747        @par
748            A way to combat this problem is to use a depth bias to adjust the depth buffer value
749            used for the decal such that it is slightly higher than the true value, ensuring that
750            the decal appears on top.
751                @note
752                        The final bias value is a combination of a constant bias and a bias proportional
753                        to the maximum depth slope of the polygon being rendered. The final bias
754                        is constantBias + slopeScaleBias * maxslope. Slope scale biasing is
755                        generally preferable but is not available on older hardware.
756        @param constantBias The constant bias value, expressed as a value in
757                        homogenous depth coordinates.
758                @param slopeScaleBias The bias value which is factored by the maximum slope
759                        of the polygon, see the description above. This is not supported by all
760                        cards.
761
762        */
763        virtual void _setDepthBias(float constantBias, float slopeScaleBias = 0.0f) = 0;
764        /** Sets the fogging mode for future geometry.
765            @param mode Set up the mode of fog as described in the FogMode enum, or set to FOG_NONE to turn off.
766            @param colour The colour of the fog. Either set this to the same as your viewport background colour,
767                or to blend in with a skydome or skybox.
768            @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
769                that fog never completely obscures the scene.
770            @param linearStart Distance at which linear fog starts to encroach. The distance must be passed
771                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.
772            @param linearEnd Distance at which linear fog becomes completely opaque.The distance must be passed
773                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.
774        */
775        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;
776
777
778        /** The RenderSystem will keep a count of tris rendered, this resets the count. */
779        virtual void _beginGeometryCount(void);
780        /** Reports the number of tris rendered since the last _beginGeometryCount call. */
781        virtual unsigned int _getFaceCount(void) const;
782                /** Reports the number of batches rendered since the last _beginGeometryCount call. */
783                virtual unsigned int _getBatchCount(void) const;
784        /** Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. */
785        virtual unsigned int _getVertexCount(void) const;
786
787        /** Generates a packed data version of the passed in ColourValue suitable for
788            use as with this RenderSystem.
789        @remarks
790            Since different render systems have different colour data formats (eg
791            RGBA for GL, ARGB for D3D) this method allows you to use 1 method for all.
792        @param colour The colour to convert
793        @param pDest Pointer to location to put the result.
794        */
795        virtual void convertColourValue(const ColourValue& colour, uint32* pDest);
796                /** Get the native VertexElementType for a compact 32-bit colour value
797                        for this rendersystem.
798                */
799                virtual VertexElementType getColourVertexElementType(void) const = 0;
800
801        /** Converts a uniform projection matrix to suitable for this render system.
802        @remarks
803            Because different APIs have different requirements (some incompatible) for the
804            projection matrix, this method allows each to implement their own correctly and pass
805            back a generic OGRE matrix for storage in the engine.
806        */
807        virtual void _convertProjectionMatrix(const Matrix4& matrix,
808            Matrix4& dest, bool forGpuProgram = false) = 0;
809
810        /** Builds a perspective projection matrix suitable for this render system.
811        @remarks
812            Because different APIs have different requirements (some incompatible) for the
813            projection matrix, this method allows each to implement their own correctly and pass
814            back a generic OGRE matrix for storage in the engine.
815        */
816        virtual void _makeProjectionMatrix(const Radian& fovy, Real aspect, Real nearPlane, Real farPlane, 
817            Matrix4& dest, bool forGpuProgram = false) = 0;
818
819        /** Builds a perspective projection matrix for the case when frustum is
820            not centered around camera.
821        @remarks
822            Viewport coordinates are in camera coordinate frame, i.e. camera is
823            at the origin.
824        */
825        virtual void _makeProjectionMatrix(Real left, Real right, Real bottom, Real top, 
826            Real nearPlane, Real farPlane, Matrix4& dest, bool forGpuProgram = false) = 0;
827        /** Builds an orthographic projection matrix suitable for this render system.
828        @remarks
829            Because different APIs have different requirements (some incompatible) for the
830            projection matrix, this method allows each to implement their own correctly and pass
831            back a generic OGRE matrix for storage in the engine.
832        */
833        virtual void _makeOrthoMatrix(const Radian& fovy, Real aspect, Real nearPlane, Real farPlane, 
834            Matrix4& dest, bool forGpuProgram = false) = 0;
835
836                /** Update a perspective projection matrix to use 'oblique depth projection'.
837                @remarks
838                        This method can be used to change the nature of a perspective
839                        transform in order to make the near plane not perpendicular to the
840                        camera view direction, but to be at some different orientation.
841                        This can be useful for performing arbitrary clipping (e.g. to a
842                        reflection plane) which could otherwise only be done using user
843                        clip planes, which are more expensive, and not necessarily supported
844                        on all cards.
845                @param matrix The existing projection matrix. Note that this must be a
846                        perspective transform (not orthographic), and must not have already
847                        been altered by this method. The matrix will be altered in-place.
848                @param plane The plane which is to be used as the clipping plane. This
849                        plane must be in CAMERA (view) space.
850        @param forGpuProgram Is this for use with a Gpu program or fixed-function
851                */
852                virtual void _applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, 
853            bool forGpuProgram) = 0;
854               
855        /** Sets how to rasterise triangles, as points, wireframe or solid polys. */
856        virtual void _setPolygonMode(PolygonMode level) = 0;
857
858        /** Turns stencil buffer checking on or off.
859        @remarks
860            Stencilling (masking off areas of the rendering target based on the stencil
861            buffer) canbe turned on or off using this method. By default, stencilling is
862            disabled.
863        */
864        virtual void setStencilCheckEnabled(bool enabled) = 0;
865        /** Determines if this system supports hardware accelerated stencil buffer.
866        @remarks
867            Note that the lack of this function doesn't mean you can't do stencilling, but
868            the stencilling operations will be provided in software, which will NOT be
869            fast.
870        @par
871            Generally hardware stencils are only supported in 32-bit colour modes, because
872            the stencil buffer shares the memory of the z-buffer, and in most cards the
873            z-buffer has to be the same depth as the colour buffer. This means that in 32-bit
874            mode, 24 bits of the z-buffer are depth and 8 bits are stencil. In 16-bit mode there
875            is no room for a stencil (although some cards support a 15:1 depth:stencil option,
876            this isn't useful for very much) so 8 bits of stencil are provided in software.
877            This can mean that if you use stencilling, your applications may be faster in
878            32-but colour than in 16-bit, which may seem odd to some people.
879        */
880        /*virtual bool hasHardwareStencil(void) = 0;*/
881
882        /** This method allows you to set all the stencil buffer parameters in one call.
883        @remarks
884            The stencil buffer is used to mask out pixels in the render target, allowing
885            you to do effects like mirrors, cut-outs, stencil shadows and more. Each of
886            your batches of rendering is likely to ignore the stencil buffer,
887            update it with new values, or apply it to mask the output of the render.
888            The stencil test is:<PRE>
889            (Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)</PRE>
890            The result of this will cause one of 3 actions depending on whether the test fails,
891            succeeds but with the depth buffer check still failing, or succeeds with the
892            depth buffer check passing too.
893        @par
894            Unlike other render states, stencilling is left for the application to turn
895            on and off when it requires. This is because you are likely to want to change
896            parameters between batches of arbitrary objects and control the ordering yourself.
897            In order to batch things this way, you'll want to use OGRE's separate render queue
898            groups (see RenderQueue) and register a RenderQueueListener to get notifications
899            between batches.
900        @par
901            There are individual state change methods for each of the parameters set using
902            this method.
903            Note that the default values in this method represent the defaults at system
904            start up too.
905        @param func The comparison function applied.
906        @param refValue The reference value used in the comparison
907        @param mask The bitmask applied to both the stencil value and the reference value
908            before comparison
909        @param stencilFailOp The action to perform when the stencil check fails
910        @param depthFailOp The action to perform when the stencil check passes, but the
911            depth buffer check still fails
912        @param passOp The action to take when both the stencil and depth check pass.
913        @param twoSidedOperation If set to true, then if you render both back and front faces
914            (you'll have to turn off culling) then these parameters will apply for front faces,
915            and the inverse of them will happen for back faces (keep remains the same).
916        */
917        virtual void setStencilBufferParams(CompareFunction func = CMPF_ALWAYS_PASS, 
918            uint32 refValue = 0, uint32 mask = 0xFFFFFFFF, 
919            StencilOperation stencilFailOp = SOP_KEEP, 
920            StencilOperation depthFailOp = SOP_KEEP,
921            StencilOperation passOp = SOP_KEEP, 
922            bool twoSidedOperation = false) = 0;
923
924
925
926                /** Sets the current vertex declaration, ie the source of vertex data. */
927                virtual void setVertexDeclaration(VertexDeclaration* decl) = 0;
928                /** Sets the current vertex buffer binding state. */
929                virtual void setVertexBufferBinding(VertexBufferBinding* binding) = 0;
930
931        /** Sets whether or not normals are to be automatically normalised.
932        @remarks
933            This is useful when, for example, you are scaling SceneNodes such that
934            normals may not be unit-length anymore. Note though that this has an
935            overhead so should not be turn on unless you really need it.
936        @par
937            You should not normally call this direct unless you are rendering
938            world geometry; set it on the Renderable because otherwise it will be
939            overridden by material settings.
940        */
941        virtual void setNormaliseNormals(bool normalise) = 0;
942
943        /**
944          Render something to the active viewport.
945
946          Low-level rendering interface to perform rendering
947          operations. Unlikely to be used directly by client
948          applications, since the SceneManager and various support
949          classes will be responsible for calling this method.
950          Can only be called between _beginScene and _endScene
951
952          @param op A rendering operation instance, which contains
953            details of the operation to be performed.
954         */
955        virtual void _render(const RenderOperation& op);
956
957                /** Gets the capabilities of the render system. */
958                const RenderSystemCapabilities* getCapabilities(void) const { return mCapabilities; }
959
960        /** Binds a given GpuProgram (but not the parameters).
961        @remarks Only one GpuProgram of each type can be bound at once, binding another
962        one will simply replace the exsiting one.
963        */
964        virtual void bindGpuProgram(GpuProgram* prg);
965
966        /** Bind Gpu program parameters.
967        */
968        virtual void bindGpuProgramParameters(GpuProgramType gptype, GpuProgramParametersSharedPtr params) = 0;
969                /** Only binds Gpu program parameters used for passes that have more than one iteration rendering
970        */
971        virtual void bindGpuProgramPassIterationParameters(GpuProgramType gptype) = 0;
972        /** Unbinds GpuPrograms of a given GpuProgramType.
973        @remarks
974            This returns the pipeline to fixed-function processing for this type.
975        */
976        virtual void unbindGpuProgram(GpuProgramType gptype);
977       
978        /** Returns whether or not a Gpu program of the given type is currently bound. */
979        virtual bool isGpuProgramBound(GpuProgramType gptype);
980
981        /** sets the clipping region.
982        */
983        virtual void setClipPlanes(const PlaneList& clipPlanes) = 0;
984
985        /** Utility method for initialising all render targets attached to this rendering system. */
986        virtual void _initRenderTargets(void);
987
988        /** Utility method to notify all render targets that a camera has been removed,
989            incase they were referring to it as their viewer.
990        */
991        virtual void _notifyCameraRemoved(const Camera* cam);
992
993        /** Internal method for updating all render targets attached to this rendering system. */
994        virtual void _updateAllRenderTargets(void);
995
996        /** Set a clipping plane. */
997        virtual void setClipPlane (ushort index, const Plane &p);
998        /** Set a clipping plane. */
999        virtual void setClipPlane (ushort index, Real A, Real B, Real C, Real D) = 0;
1000        /** Enable the clipping plane. */
1001        virtual void enableClipPlane (ushort index, bool enable) = 0;
1002
1003        /** Sets whether or not vertex windings set should be inverted; this can be important
1004            for rendering reflections. */
1005        virtual void setInvertVertexWinding(bool invert);
1006        /** Sets the 'scissor region' ie the region of the target in which rendering can take place.
1007        @remarks
1008            This method allows you to 'mask off' rendering in all but a given rectangular area
1009            as identified by the parameters to this method.
1010        @note
1011            Not all systems support this method. Check the RenderSystemCapabilities for the
1012            RSC_SCISSOR_TEST capability to see if it is supported.
1013        @param enabled True to enable the scissor test, false to disable it.
1014        @param left, top, right, bottom The location of the corners of the rectangle, expressed in
1015            <i>pixels</i>.
1016        */
1017        virtual void setScissorTest(bool enabled, size_t left = 0, size_t top = 0, 
1018            size_t right = 800, size_t bottom = 600) = 0;
1019
1020        /** Clears one or more frame buffers on the active render target.
1021        @param buffers Combination of one or more elements of FrameBufferType
1022            denoting which buffers are to be cleared
1023        @param colour The colour to clear the colour buffer with, if enabled
1024        @param depth The value to initialise the depth buffer with, if enabled
1025        @param stencil The value to initialise the stencil buffer with, if enabled.
1026        */
1027        virtual void clearFrameBuffer(unsigned int buffers, 
1028            const ColourValue& colour = ColourValue::Black, 
1029            Real depth = 1.0f, unsigned short stencil = 0) = 0;
1030        /** Returns the horizontal texel offset value required for mapping
1031            texel origins to pixel origins in this rendersystem.
1032        @remarks
1033            Since rendersystems sometimes disagree on the origin of a texel,
1034            mapping from texels to pixels can sometimes be problematic to
1035            implement generically. This method allows you to retrieve the offset
1036            required to map the origin of a texel to the origin of a pixel in
1037            the horizontal direction.
1038        */
1039        virtual Real getHorizontalTexelOffset(void) = 0;
1040        /** Returns the vertical texel offset value required for mapping
1041        texel origins to pixel origins in this rendersystem.
1042        @remarks
1043        Since rendersystems sometimes disagree on the origin of a texel,
1044        mapping from texels to pixels can sometimes be problematic to
1045        implement generically. This method allows you to retrieve the offset
1046        required to map the origin of a texel to the origin of a pixel in
1047        the vertical direction.
1048        */
1049        virtual Real getVerticalTexelOffset(void) = 0;
1050
1051        /** Gets the minimum (closest) depth value to be used when rendering
1052            using identity transforms.
1053        @remarks
1054            When using identity transforms you can manually set the depth
1055            of a vertex; however the input values required differ per
1056            rendersystem. This method lets you retrieve the correct value.
1057        @see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection
1058        */
1059        virtual Real getMinimumDepthInputValue(void) = 0;
1060        /** Gets the maximum (farthest) depth value to be used when rendering
1061            using identity transforms.
1062        @remarks
1063            When using identity transforms you can manually set the depth
1064            of a vertex; however the input values required differ per
1065            rendersystem. This method lets you retrieve the correct value.
1066        @see Renderable::getUseIdentityView, Renderable::getUseIdentityProjection
1067        */
1068        virtual Real getMaximumDepthInputValue(void) = 0;
1069        /** set the current multi pass count value.  This must be set prior to
1070            calling _render() if multiple renderings of the same pass state are
1071            required.
1072        @param count Number of times to render the current state.
1073        */
1074        void setCurrentPassIterationCount(const size_t count) { mCurrentPassIterationCount = count; }
1075
1076                /** Defines a listener on the custom events that this render system
1077                        can raise.
1078                @see RenderSystem::addListener
1079                */
1080                class _OgreExport Listener
1081                {
1082                public:
1083                        Listener() {}
1084                        virtual ~Listener() {}
1085
1086                        /** A rendersystem-specific event occurred.
1087                        @param eventName The name of the event which has occurred
1088                        @param parameters A list of parameters that may belong to this event,
1089                                may be null if there are no parameters
1090                        */
1091                        virtual void eventOccurred(const String& eventName, 
1092                                const NameValuePairList* parameters = 0) = 0;
1093                };
1094                /** Adds a listener to the custom events that this render system can raise.
1095                @remarks
1096                        Some render systems have quite specific, internally generated events
1097                        that the application may wish to be notified of. Many applications
1098                        don't have to worry about these events, and can just trust OGRE to
1099                        handle them, but if you want to know, you can add a listener here.
1100                @par
1101                        Events are raised very generically by string name. Perhaps the most
1102                        common example of a render system specific event is the loss and
1103                        restoration of a device in DirectX; which OGRE deals with, but you
1104                        may wish to know when it happens.
1105                @see RenderSystem::getRenderSystemEvents
1106                */
1107                virtual void addListener(Listener* l);
1108                /** Remove a listener to the custom events that this render system can raise.
1109                */
1110                virtual void removeListener(Listener* l);
1111
1112                /** Gets a list of the rendersystem specific events that this rendersystem
1113                        can raise.
1114                @see RenderSystem::addListener
1115                */
1116                virtual const StringVector& getRenderSystemEvents(void) const { return mEventNames; }
1117
1118                /** Tell the rendersystem to perform any prep tasks it needs to directly
1119                        before other threads which might access the rendering API are registered.
1120                @remarks
1121                        Call this from your main thread before starting your other threads
1122                        (which themselves should call registerThread()). Note that if you
1123                        start your own threads, there is a specific startup sequence which
1124                        must be respected and requires synchronisation between the threads:
1125                        <ol>
1126                        <li>[Main thread]Call preExtraThreadsStarted</li>
1127                        <li>[Main thread]Start other thread, wait</li>
1128                        <li>[Other thread]Call registerThread, notify main thread & continue</li>
1129                        <li>[Main thread]Wake up & call postExtraThreadsStarted</li>
1130                        </ol>
1131                        Once this init sequence is completed the threads are independent but
1132                        this startup sequence must be respected.
1133                */
1134                virtual void preExtraThreadsStarted() = 0;
1135
1136                /* Tell the rendersystem to perform any tasks it needs to directly
1137                        after other threads which might access the rendering API are registered.
1138                @see RenderSystem::preExtraThreadsStarted
1139                */
1140                virtual void postExtraThreadsStarted() = 0;
1141               
1142                /** Register the an additional thread which may make calls to rendersystem-related
1143                        objects.
1144                @remarks
1145                        This method should only be called by additional threads during their
1146                        initialisation. If they intend to use hardware rendering system resources
1147                        they should call this method before doing anything related to the render system.
1148                        Some rendering APIs require a per-thread setup and this method will sort that
1149                        out. It is also necessary to call unregisterThread before the thread shuts down.
1150                @note
1151                        This method takes no parameters - it must be called from the thread being
1152                        registered and that context is enough.
1153                */
1154                virtual void registerThread() = 0;
1155                       
1156                /** Unregister an additional thread which may make calls to rendersystem-related objects.
1157                @see RenderSystem::registerThread
1158                */
1159                virtual void unregisterThread() = 0;
1160    protected:
1161
1162               
1163        /** The render targets. */
1164        RenderTargetMap mRenderTargets;
1165                /** The render targets, ordered by priority. */
1166                RenderTargetPriorityMap mPrioritisedRenderTargets;
1167                /** The Active render target. */
1168                RenderTarget * mActiveRenderTarget;
1169        /** The Active GPU programs and gpu program parameters*/
1170        GpuProgramParametersSharedPtr mActiveVertexGpuProgramParameters;
1171        GpuProgramParametersSharedPtr mActiveFragmentGpuProgramParameters;
1172
1173        // Texture manager
1174        // A concrete class of this will be created and
1175        // made available under the TextureManager singleton,
1176        // managed by the RenderSystem
1177        TextureManager* mTextureManager;
1178
1179        /// Used to store the capabilities of the graphics card
1180        RenderSystemCapabilities* mCapabilities;
1181
1182        // Active viewport (dest for future rendering operations)
1183        Viewport* mActiveViewport;
1184
1185        CullingMode mCullingMode;
1186
1187        bool mVSync;
1188                bool mWBuffer;
1189
1190        size_t mBatchCount;
1191        size_t mFaceCount;
1192        size_t mVertexCount;
1193
1194                /// Saved manual colour blends
1195                ColourValue mManualBlendColours[OGRE_MAX_TEXTURE_LAYERS][2];
1196
1197        bool mInvertVertexWinding;
1198
1199        /// Texture units from this upwards are disabled
1200        size_t mDisabledTexUnitsFrom;
1201
1202        /// number of times to render the current state
1203        size_t mCurrentPassIterationCount;
1204
1205        /** updates pass iteration rendering state including bound gpu program parameter
1206            pass iteration auto constant entry
1207        @returns True if more iterations are required
1208        */
1209        bool updatePassIterationRenderState(void);
1210
1211                /// List of names of events this rendersystem may raise
1212                StringVector mEventNames;
1213
1214                /// Internal method for firing a rendersystem event
1215                virtual void fireEvent(const String& name, const NameValuePairList* params = 0);
1216
1217                typedef std::list<Listener*> ListenerList;
1218                ListenerList mEventListeners;
1219
1220                typedef std::list<HardwareOcclusionQuery*> HardwareOcclusionQueryList;
1221                HardwareOcclusionQueryList mHwOcclusionQueries;
1222               
1223                bool mVertexProgramBound;
1224                bool mFragmentProgramBound;
1225               
1226
1227
1228    };
1229}
1230
1231#endif
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