OGRE  14.2
Object-Oriented Graphics Rendering Engine
Ogre::GL3PlusRenderSystem Class Reference

Implementation of GL 3 as a rendering system. More...

#include <OgreGL3PlusRenderSystem.h>

+ Inheritance diagram for Ogre::GL3PlusRenderSystem:

Public Member Functions

 GL3PlusRenderSystem ()
 
 ~GL3PlusRenderSystem ()
 
void _bindVao (GLContext *context, uint32 vao) override
 Bind VAO, context should be equal to current context, as VAOs are not shared
More...
 
void _copyContentsToMemory (Viewport *vp, const Box &src, const PixelBox &dst, RenderWindow::FrameBuffer buffer) override
 Copies the current contents of the render target to a pixelbox. More...
 
DepthBuffer_createDepthBufferFor (RenderTarget *renderTarget) override
 Creates a DepthBuffer that can be attached to the specified RenderTarget. More...
 
RenderWindow_createRenderWindow (const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams=0) override
 Creates a new rendering window. More...
 
uint32 _createVao () override
 Create VAO on current context. More...
 
void _destroyFbo (GLContext *context, uint32 fbo) override
 Destroy FBO immediately or defer if it was created on other context. More...
 
void _destroyVao (GLContext *context, uint32 vao) override
 Destroy VAO immediately or defer if it was created on other context. More...
 
void _dispatchCompute (const Vector3i &workgroupDim) override
 
void _endFrame (void) override
 Ends rendering of a frame to the current viewport. More...
 
void _getDepthStencilFormatFor (PixelFormat internalColourFormat, uint32 *depthFormat, uint32 *stencilFormat) override
 Mimics D3D9RenderSystem::_getDepthStencilFormatFor, if no FBO RTT manager, outputs GL_NONE. More...
 
GL3PlusStateCacheManager_getStateCacheManager ()
 
void _initialise () override
 Start up the renderer using the settings selected (Or the defaults if none have been selected). More...
 
void _oneTimeContextInitialization () override
 One time initialization for the RenderState of a context. More...
 
void _render (const RenderOperation &op) override
 Render something to the active viewport. More...
 
void _setAlphaRejectSettings (CompareFunction func, unsigned char value, bool alphaToCoverage) override
 Sets the global alpha rejection approach for future renders. More...
 
void _setCullingMode (CullingMode mode) override
 Sets the culling mode for the render system based on the 'vertex winding'. More...
 
void _setDepthBias (float constantBias, float slopeScaleBias) override
 Sets the depth bias, NB you should use the Material version of this. More...
 
void _setDepthBufferParams (bool depthTest=true, bool depthWrite=true, CompareFunction depthFunction=CMPF_LESS_EQUAL) override
 Sets the mode of operation for depth buffer tests from this point onwards. More...
 
void _setDepthClamp (bool enable) override
 Clamp depth values to near and far plane rather than discarding. More...
 
void _setLineWidth (float width) override
 Set the line width when drawing as RenderOperation::OT_LINE_LIST/ RenderOperation::OT_LINE_STRIP. More...
 
void _setPolygonMode (PolygonMode level) override
 Sets how to rasterise triangles, as points, wireframe or solid polys. More...
 
void _setRenderTarget (RenderTarget *target) override
 Set current render target to target, enabling its GL context if needed. More...
 
void _setSampler (size_t unit, Sampler &sampler) override
 set the sampler settings for the given texture unit More...
 
void _setTexture (size_t unit, bool enabled, const TexturePtr &tex) override
 Sets the texture to bind to a given texture unit. More...
 
void _setViewport (Viewport *vp) override
 Sets the provided viewport as the active one for future rendering operations. More...
 
void _switchContext (GL3PlusContext *context)
 Switch GL context, dealing with involved internal cached states too. More...
 
void _unregisterContext (GL3PlusContext *context) override
 Unregister a render target->context mapping. More...
 
void beginProfileEvent (const String &eventName) override
 This marks the beginning of an event for GPU profiling. More...
 
void bindGpuProgram (GpuProgram *prg) override
 Binds a given GpuProgram (but not the parameters). More...
 
void bindGpuProgramParameters (GpuProgramType gptype, const GpuProgramParametersPtr &params, uint16 mask) override
 Bind Gpu program parameters. More...
 
void clearFrameBuffer (unsigned int buffers, const ColourValue &colour=ColourValue::Black, float depth=1.0f, unsigned short stencil=0) override
 
HardwareOcclusionQuerycreateHardwareOcclusionQuery (void) override
 Create an object for performing hardware occlusion queries. More...
 
MultiRenderTargetcreateMultiRenderTarget (const String &name) override
 Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures at once. More...
 
RenderSystemCapabilitiescreateRenderSystemCapabilities () const override
 Query the real capabilities of the GPU and driver in the RenderSystem. More...
 
void destroyRenderWindow (const String &name) override
 Destroys a render window. More...
 
void endProfileEvent (void) override
 Ends the currently active GPU profiling event. More...
 
const StringgetName (void) const override
 Returns the name of the rendering system. More...
 
void initConfigOptions () override
 
void initialiseContext (RenderWindow *primary)
 
void initialiseFromRenderSystemCapabilities (RenderSystemCapabilities *caps, RenderTarget *primary) override
 Initialize the render system from the capabilities. More...
 
void markProfileEvent (const String &eventName) override
 Marks an instantaneous event for graphics profilers. More...
 
void setColourBlendState (const ColourBlendState &state) override
 Sets the global blending factors for combining subsequent renders with the existing frame contents. More...
 
void setScissorTest (bool enabled, const Rect &rect=Rect()) override
 Sets the 'scissor region' i.e. More...
 
void setStencilState (const StencilState &state) override
 This method allows you to set all the stencil buffer parameters in one call. More...
 
void shutdown (void) override
 Shutdown the renderer and cleanup resources. More...
 
void unbindGpuProgram (GpuProgramType gptype) override
 Unbinds GpuPrograms of a given GpuProgramType. More...
 
- Public Member Functions inherited from Ogre::GLRenderSystemCommon
virtual ~GLRenderSystemCommon ()
 
void _completeDeferredVaoFboDestruction ()
 Complete destruction of VAOs and FBOs deferred while creator context was not current. More...
 
void _convertProjectionMatrix (const Matrix4 &matrix, Matrix4 &dest, bool) override
 Converts a uniform projection matrix to suitable for this render system. More...
 
GLContext_getCurrentContext ()
 Returns the current context. More...
 
GLContext_getMainContext ()
 Returns the main context. More...
 
bool checkExtension (const String &ext) const
 Check if an extension is available. More...
 
Real getMaximumDepthInputValue (void) override
 Gets the maximum (farthest) depth value to be used when rendering using identity transforms. More...
 
Real getMinimumDepthInputValue (void) override
 Gets the minimum (closest) depth value to be used when rendering using identity transforms. More...
 
bool hasMinGLVersion (int major, int minor) const
 Check if GL Version is supported. More...
 
void postExtraThreadsStarted () override
 Tell the rendersystem to perform any tasks it needs to directly after other threads which might access the rendering API are registered. More...
 
void preExtraThreadsStarted () override
 Tell the rendersystem to perform any prep tasks it needs to directly before other threads which might access the rendering API are registered. More...
 
void registerThread () override
 Register the an additional thread which may make calls to rendersystem-related objects. More...
 
void setConfigOption (const String &name, const String &value) override
 Specific options: More...
 
void unregisterThread () override
 Unregister an additional thread which may make calls to rendersystem-related objects. More...
 
- Public Member Functions inherited from Ogre::RenderSystem
 RenderSystem ()
 Default Constructor. More...
 
virtual ~RenderSystem ()
 Destructor. More...
 
virtual void _beginFrame ()
 Signifies the beginning of a frame, i.e. More...
 
virtual void _beginGeometryCount (void)
 The RenderSystem will keep a count of tris rendered, this resets the count. More...
 
void _cleanupDepthBuffers (bool bCleanManualBuffers=true)
 Removes all depth buffers. More...
 
virtual void _disableTextureUnit (size_t texUnit)
 Turns off a texture unit. More...
 
virtual void _disableTextureUnitsFrom (size_t texUnit)
 Disables all texture units from the given unit upwards. More...
 
virtual unsigned int _getBatchCount (void) const
 Reports the number of batches rendered since the last _beginGeometryCount call. More...
 
virtual CullingMode _getCullingMode (void) const
 
const String_getDefaultViewportMaterialScheme (void) const
 Returns the default material scheme used by the render system. More...
 
virtual unsigned int _getFaceCount (void) const
 Reports the number of tris rendered since the last _beginGeometryCount call. More...
 
virtual unsigned int _getVertexCount (void) const
 Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. More...
 
virtual Viewport_getViewport (void)
 Get the current active viewport for rendering. More...
 
void _initRenderTargets (void)
 Utility method for initialising all render targets attached to this rendering system. More...
 
void _notifyCameraRemoved (const Camera *cam)
 Utility method to notify all render targets that a camera has been removed, in case they were referring to it as their viewer. More...
 
void _setColourBufferWriteEnabled (bool red, bool green, bool blue, bool alpha)
 
void _setFog (FogMode f)
 
virtual void _setPointParameters (bool attenuationEnabled, Real minSize, Real maxSize)
 
virtual void _setPointSpritesEnabled (bool enabled)
 Sets whether or not rendering points using OT_POINT_LIST will render point sprites (textured quads) or plain points. More...
 
void _setProjectionMatrix (Matrix4 m)
 
void _setSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op=SBO_ADD)
 
void _setSeparateSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op=SBO_ADD, SceneBlendOperation alphaOp=SBO_ADD)
 
virtual void _setTextureBlendMode (size_t unit, const LayerBlendModeEx &bm)
 Sets the texture blend modes from a TextureUnitState record. More...
 
virtual void _setTextureCoordCalculation (size_t unit, TexCoordCalcMethod m, const Frustum *frustum=0)
 Sets a method for automatically calculating texture coordinates for a stage. More...
 
virtual void _setTextureCoordSet (size_t unit, size_t index)
 Sets the texture coordinate set to use for a texture unit. More...
 
virtual void _setTextureMatrix (size_t unit, const Matrix4 &xform)
 Sets the texture coordinate transformation matrix for a texture unit. More...
 
virtual void _setTextureProjectionRelativeTo (bool enabled, const Vector3 &pos)
 Notify the rendersystem that it should adjust texture projection to be relative to a different origin. More...
 
virtual void _setTextureUnitSettings (size_t texUnit, TextureUnitState &tl)
 Utility function for setting all the properties of a texture unit at once. More...
 
void _setViewMatrix (const Matrix4 &m)
 
void _setWorldMatrix (const Matrix4 &m)
 
virtual void _swapAllRenderTargetBuffers ()
 Internal method for swapping all the buffers on all render targets, if _updateAllRenderTargets was called with a 'false' parameter. More...
 
virtual void _updateAllRenderTargets (bool swapBuffers=true)
 Internal method for updating all render targets attached to this rendering system. More...
 
virtual void _useLights (unsigned short limit)
 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) More...
 
void addListener (Listener *l)
 Adds a listener to the custom events that this render system can raise. More...
 
virtual void applyFixedFunctionParams (const GpuProgramParametersPtr &params, uint16 variabilityMask)
 
void attachRenderTarget (RenderTarget &target)
 Attaches the passed render target to the render system. More...
 
virtual void clearFrameBuffer (uint32 buffers, const ColourValue &colour=ColourValue::Black, float depth=1.0f, uint16 stencil=0)=0
 Clears one or more frame buffers on the active render target. More...
 
virtual void destroyHardwareOcclusionQuery (HardwareOcclusionQuery *hq)
 Destroy a hardware occlusion query object. More...
 
virtual void destroyRenderTarget (const String &name)
 Destroys a render target of any sort. More...
 
virtual void destroyRenderTexture (const String &name)
 Destroys a render texture. More...
 
virtual RenderTargetdetachRenderTarget (const String &name)
 Detaches the render target with the passed name from the render system and returns a pointer to it. More...
 
const RenderSystemCapabilitiesgetCapabilities (void) const
 Gets the capabilities of the render system. More...
 
const ConfigOptionMapgetConfigOptions () const
 Returns the details of this API's configuration options. More...
 
virtual void getCustomAttribute (const String &name, void *pData)
 Gets a custom (maybe platform-specific) attribute. More...
 
const DriverVersiongetDriverVersion (void) const
 Returns the driver version. More...
 
virtual const GpuProgramParametersPtrgetFixedFunctionParams (TrackVertexColourType tracking, FogMode fog)
 
uint32 getGlobalInstanceCount () const
 Gets the global number of instances. More...
 
HardwareVertexBufferPtr getGlobalInstanceVertexBuffer () const
 Returns the global instance vertex buffer. More...
 
VertexDeclarationgetGlobalInstanceVertexDeclaration () const
 Gets vertex declaration for the global vertex buffer for the global instancing. More...
 
virtual Real getHorizontalTexelOffset (void)
 Returns the horizontal texel offset value required for mapping texel origins to pixel origins in this rendersystem. More...
 
bool getInvertVertexWinding (void) const
 Indicates whether or not the vertex windings set will be inverted for the current render (e.g. More...
 
RenderSystemCapabilitiesgetMutableCapabilities ()
 Get a pointer to the current capabilities being used by the RenderSystem. More...
 
uint16 getNativeShadingLanguageVersion () const
 Gets the native shading language version for this render system. More...
 
const StringVectorgetRenderSystemEvents (void) const
 Gets a list of the rendersystem specific events that this rendersystem can raise. More...
 
RenderTargetgetRenderTarget (const String &name)
 Returns a pointer to the render target with the passed name, or NULL if that render target cannot be found. More...
 
RenderWindowDescription getRenderWindowDescription () const
 get a RenderWindowDescription from the current ConfigOptionMap More...
 
virtual Real getVerticalTexelOffset (void)
 Returns the vertical texel offset value required for mapping texel origins to pixel origins in this rendersystem. More...
 
bool isGpuProgramBound (GpuProgramType gptype)
 Returns whether or not a Gpu program of the given type is currently bound. More...
 
bool isReverseDepthBufferEnabled () const
 Returns if reverse Z-buffer is enabled. More...
 
void reinitialise (void)
 Restart the renderer (normally following a change in settings). More...
 
void removeListener (Listener *l)
 Remove a listener to the custom events that this render system can raise. More...
 
virtual void setClipPlanes (const PlaneList &clipPlanes)
 Sets the user clipping region. More...
 
virtual void setCurrentPassIterationCount (const size_t count)
 set the current multi pass count value. More...
 
void setDepthBufferFor (RenderTarget *renderTarget)
 Retrieves an existing DepthBuffer or creates a new one suited for the given RenderTarget and sets it. More...
 
void setDeriveDepthBias (bool derive, float baseValue=0.0f, float multiplier=0.0f, float slopeScale=0.0f)
 Tell the render system whether to derive a depth bias on its own based on the values passed to it in setCurrentPassIterationCount. More...
 
void setGlobalInstanceCount (uint32 val)
 Sets the global number of instances. More...
 
void setGlobalInstanceVertexBuffer (const HardwareVertexBufferPtr &val)
 Sets the global instance vertex buffer. More...
 
void setGlobalInstanceVertexDeclaration (VertexDeclaration *val)
 Sets vertex declaration for the global vertex buffer for the global instancing. More...
 
void setInvertVertexWinding (bool invert)
 Sets whether or not vertex windings set should be inverted; this can be important for rendering reflections. More...
 
virtual void setLightingEnabled (bool enabled)
 Sets whether or not dynamic lighting is enabled. More...
 
virtual void setNormaliseNormals (bool normalise)
 Sets whether or not normals are to be automatically normalised. More...
 
void setScissorTest (bool enabled, uint32 left, uint32 top=0, uint32 right=800, uint32 bottom=600)
 
virtual void setShadingType (ShadeOptions so)
 Sets the type of light shading required (default = Gouraud). More...
 
void setStencilBufferParams (CompareFunction func=CMPF_ALWAYS_PASS, uint32 refValue=0, uint32 compareMask=0xFFFFFFFF, uint32 writeMask=0xFFFFFFFF, StencilOperation stencilFailOp=SOP_KEEP, StencilOperation depthFailOp=SOP_KEEP, StencilOperation passOp=SOP_KEEP, bool twoSidedOperation=false)
 
void setStencilCheckEnabled (bool enabled)
 
void useCustomRenderSystemCapabilities (RenderSystemCapabilities *capabilities)
 Force the render system to use the special capabilities. More...
 
virtual String validateConfigOptions (void)
 Validates the options set for the rendering system, returning a message if there are problems. More...
 

Static Public Member Functions

static GLint convertCompareFunction (CompareFunction func)
 
static GLint convertStencilOp (StencilOperation op, bool invert=false)
 
- Static Public Member Functions inherited from Ogre::RenderSystem
static void convertColourValue (const ColourValue &colour, uint32 *pDest)
 
static VertexElementType getColourVertexElementType (void)
 
static ListenergetSharedListener (void)
 Retrieve a pointer to the current shared render system listener. More...
 
static void setSharedListener (Listener *listener)
 Sets shared listener. More...
 

Detailed Description

Implementation of GL 3 as a rendering system.

Constructor & Destructor Documentation

◆ GL3PlusRenderSystem()

Ogre::GL3PlusRenderSystem::GL3PlusRenderSystem ( )

◆ ~GL3PlusRenderSystem()

Ogre::GL3PlusRenderSystem::~GL3PlusRenderSystem ( )

Member Function Documentation

◆ getName()

const String& Ogre::GL3PlusRenderSystem::getName ( void  ) const
overridevirtual

Returns the name of the rendering system.

Implements Ogre::RenderSystem.

◆ _initialise()

void Ogre::GL3PlusRenderSystem::_initialise ( )
overridevirtual

Start up the renderer using the settings selected (Or the defaults if none have been selected).

Called by Root::setRenderSystem. Shouldn't really be called directly, although this can be done if the app wants to.

Reimplemented from Ogre::RenderSystem.

◆ initConfigOptions()

void Ogre::GL3PlusRenderSystem::initConfigOptions ( )
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ createRenderSystemCapabilities()

RenderSystemCapabilities* Ogre::GL3PlusRenderSystem::createRenderSystemCapabilities ( ) const
overridevirtual

Query the real capabilities of the GPU and driver in the RenderSystem.

Implements Ogre::RenderSystem.

◆ initialiseFromRenderSystemCapabilities()

void Ogre::GL3PlusRenderSystem::initialiseFromRenderSystemCapabilities ( RenderSystemCapabilities caps,
RenderTarget primary 
)
overridevirtual

Initialize the render system from the capabilities.

Implements Ogre::RenderSystem.

◆ shutdown()

void Ogre::GL3PlusRenderSystem::shutdown ( void  )
overridevirtual

Shutdown the renderer and cleanup resources.

Reimplemented from Ogre::RenderSystem.

◆ _createRenderWindow()

RenderWindow* Ogre::GL3PlusRenderSystem::_createRenderWindow ( const String name,
unsigned int  width,
unsigned int  height,
bool  fullScreen,
const NameValuePairList miscParams = 0 
)
overridevirtual

Creates a new rendering window.

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.

After creation, this window can be retrieved using getRenderTarget().
Parameters
nameThe name of the window. Used in other methods later like setRenderTarget and getRenderTarget.
widthThe width of the new window.
heightThe height of the new window.
fullScreenSpecify true to make the window full screen without borders, title bar or menu bar.
miscParamsA 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:
Key Type / Values Default Description Platform
title String RenderTarget name The title of the window that will appear in the title bar
left Positive integers Centred Screen x coordinate from left
top Positive integers Centred Screen y coordinate from left
hidden true, false false hide the created window
FSAA Positive integer (usually 0, 2, 4, 8, 16) 0 Full screen antialiasing factor
gamma true, false false Enable hardware conversion from linear colour space to gamma colour space on rendering to the window.
vsync true, false false Synchronize buffer swaps to monitor vsync, eliminating tearing at the expense of a fixed frame rate
vsyncInterval 1, 2, 3, 4 1 If vsync is enabled, the minimum number of vertical blanks that should occur between renders. For example if vsync is enabled, the refresh rate is 60 and this is set to 2, then the frame rate will be locked at 30.
Full Screen true, false false Specify whether to create the window in full screen mode
border none, fixed, resize resize The type of window border (in windowed mode) Windows, OSX
displayFrequency Refresh rate in Hertz (e.g. 60, 75, 100) Desktop vsync rate Display frequency rate, for fullscreen mode
externalWindowHandle
  • Win32: HWND as int
  • Linux: X11 Window as ulong
  • OSX: OgreGLView address as an integer. You can pass NSView or NSWindow too, but should perform OgreGLView callbacks into the Ogre manually
  • iOS: UIWindow address as an integer
  • Emscripten: canvas selector String ("#canvas")
0 (none) External window handle, for embedding the OGRE render in an existing window
externalGLControl true, false false Let the external window control OpenGL i.e. don't select a pixel format for the window, do not change v-sync and do not swap buffer. When set to true, the calling application is responsible of OpenGL initialization and buffer swapping. It should also create an OpenGL context for its own rendering, Ogre will create one for its use. Then the calling application must also enable Ogre OpenGL context before calling any Ogre function and restore its OpenGL context after these calls. OpenGL
currentGLContext true, false false Use an externally created GL context. (Must be current) OpenGL
minColourBufferSize Positive integer (usually 16, 32) 16 Min total colour buffer size. See EGL_BUFFER_SIZE OpenGL
windowProc WNDPROC DefWindowProc function that processes window messages Win 32
colourDepth 16, 32 Desktop depth Colour depth of the resulting rendering window; only applies if fullScreen Win32
FSAAHint RenderSystem specific. Currently enables EQAA/ CSAA mode on D3D: if you want 4f8x (8x CSAA), set FSAA=4 and this to "f8" Blank FSAA mode hint D3D
outerDimensions true, false false Whether the width/height is expressed as the size of the outer window, rather than the content area Win32
monitorIndex -1 Win 32
monitorHandle 0 (none) Win 32 (OpenGL)
enableDoubleClick true, false false Enable the window to keep track and transmit double click messages. Win32
useNVPerfHUD true, false false Enable the use of nVidia NVPerfHUD D3D
depthBuffer true, false true Use depth buffer D3D
NSOpenGLCPSurfaceOrder -1 or 1 1 NSOpenGLCPSurfaceOrder OSX
contentScalingFactor Positive Float The default content scaling factor of the screen On IOS specifies the CAEAGLLayer content scaling factor. This can be useful to limit the resolution of the OpenGL ES backing store. For example, the iPhone 4's native resolution is 960 x 640. Windows are always 320 x 480, if you would like to limit the display to 720 x 480, specify 1.5 as the scaling factor. OSX, iOS, Android
externalViewHandle UIView pointer as an integer 0 External view handle, for rendering OGRE render in an existing view iOS
externalViewControllerHandle UIViewController pointer as an integer 0 External view controller handle, for embedding OGRE in an existing view controller iOS
externalSharegroup EAGLSharegroup pointer as an integer 0 External sharegroup, used to shared GL resources between contexts iOS
CSAA Positive integer (usually 0, 2, 4, 8, 16) 0 Coverage sampling factor Android
maxColourBufferSize Positive integer (usually 16, 32) 32 Max EGL_BUFFER_SIZE Android
maxStencilBufferSize Positive integer (usually 0, 8) 0 EGL_STENCIL_SIZE Android
maxDepthBufferSize Positive integer (usually 0, 16, 24) 16 EGL_DEPTH_SIZE Android

Reimplemented from Ogre::RenderSystem.

◆ _createDepthBufferFor()

DepthBuffer* Ogre::GL3PlusRenderSystem::_createDepthBufferFor ( RenderTarget renderTarget)
overridevirtual

Creates a DepthBuffer that can be attached to the specified RenderTarget.

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.

Implements Ogre::RenderSystem.

◆ createMultiRenderTarget()

MultiRenderTarget* Ogre::GL3PlusRenderSystem::createMultiRenderTarget ( const String name)
overridevirtual

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.

Implements Ogre::RenderSystem.

◆ destroyRenderWindow()

void Ogre::GL3PlusRenderSystem::destroyRenderWindow ( const String name)
overridevirtual

Destroys a render window.

Reimplemented from Ogre::RenderSystem.

◆ _setTexture()

void Ogre::GL3PlusRenderSystem::_setTexture ( size_t  unit,
bool  enabled,
const TexturePtr texPtr 
)
overridevirtual

Sets the texture to bind to a given texture unit.

User processes would not normally call this direct unless rendering primitives themselves.

Parameters
unitThe index of the texture unit to modify. Multitexturing hardware can support multiple units (see RenderSystemCapabilites::getNumTextureUnits)
enabledBoolean to turn the unit on/off
texPtrPointer to the texture to use.

Implements Ogre::RenderSystem.

◆ _setSampler()

void Ogre::GL3PlusRenderSystem::_setSampler ( size_t  texUnit,
Sampler s 
)
overridevirtual

set the sampler settings for the given texture unit

Implements Ogre::RenderSystem.

◆ _setLineWidth()

void Ogre::GL3PlusRenderSystem::_setLineWidth ( float  width)
overridevirtual

Set the line width when drawing as RenderOperation::OT_LINE_LIST/ RenderOperation::OT_LINE_STRIP.

Parameters
widthonly value of 1.0 might be supported. Check for RSC_WIDE_LINES.

Reimplemented from Ogre::RenderSystem.

◆ _setViewport()

void Ogre::GL3PlusRenderSystem::_setViewport ( Viewport vp)
overridevirtual

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.

Parameters
vpPointer to the appropriate viewport.

Implements Ogre::RenderSystem.

◆ _endFrame()

void Ogre::GL3PlusRenderSystem::_endFrame ( void  )
overridevirtual

Ends rendering of a frame to the current viewport.

Implements Ogre::RenderSystem.

◆ _setCullingMode()

void Ogre::GL3PlusRenderSystem::_setCullingMode ( CullingMode  mode)
overridevirtual

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 either be clockwise or anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is Ogre::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 Ogre::CULL_NONE option for mesh data that you cull yourself where the vertex winding is uncertain or for creating 2-sided passes.

Implements Ogre::RenderSystem.

◆ _setDepthClamp()

void Ogre::GL3PlusRenderSystem::_setDepthClamp ( bool  enable)
overridevirtual

Clamp depth values to near and far plane rather than discarding.

Useful for "shadow caster pancaking" or with shadow volumes

Reimplemented from Ogre::RenderSystem.

◆ _setDepthBufferParams()

void Ogre::GL3PlusRenderSystem::_setDepthBufferParams ( bool  depthTest = true,
bool  depthWrite = true,
CompareFunction  depthFunction = CMPF_LESS_EQUAL 
)
overridevirtual

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.

Parameters
depthTestIf 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.
depthWriteIf 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.
depthFunctionSets the function required for the depth test.

Implements Ogre::RenderSystem.

◆ _setDepthBias()

void Ogre::GL3PlusRenderSystem::_setDepthBias ( float  constantBias,
float  slopeScaleBias 
)
overridevirtual

Sets the depth bias, NB you should use the Material version of this.

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.).

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.
Parameters
constantBiasThe constant bias value, expressed as a value in homogeneous depth coordinates.
slopeScaleBiasThe bias value which is factored by the maximum slope of the polygon, see the description above. This is not supported by all cards.

Implements Ogre::RenderSystem.

◆ setColourBlendState()

void Ogre::GL3PlusRenderSystem::setColourBlendState ( const ColourBlendState state)
overridevirtual

Sets the global blending factors for combining subsequent renders with the existing frame contents.

Implements Ogre::RenderSystem.

◆ _setPolygonMode()

void Ogre::GL3PlusRenderSystem::_setPolygonMode ( PolygonMode  level)
overridevirtual

Sets how to rasterise triangles, as points, wireframe or solid polys.

Implements Ogre::RenderSystem.

◆ setStencilState()

void Ogre::GL3PlusRenderSystem::setStencilState ( const StencilState state)
overridevirtual

This method allows you to set all the stencil buffer parameters in one call.

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 Compositor stencil pass or separate render queue groups and register a RenderQueueListener to get notifications between batches.

See also
RenderQueue

Implements Ogre::RenderSystem.

◆ _dispatchCompute()

void Ogre::GL3PlusRenderSystem::_dispatchCompute ( const Vector3i workgroupDim)
overridevirtual

Reimplemented from Ogre::RenderSystem.

◆ _render()

void Ogre::GL3PlusRenderSystem::_render ( const RenderOperation op)
overridevirtual

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

Parameters
opA rendering operation instance, which contains details of the operation to be performed.

Reimplemented from Ogre::RenderSystem.

◆ _getDepthStencilFormatFor()

void Ogre::GL3PlusRenderSystem::_getDepthStencilFormatFor ( PixelFormat  internalColourFormat,
uint32 depthFormat,
uint32 stencilFormat 
)
overridevirtual

Mimics D3D9RenderSystem::_getDepthStencilFormatFor, if no FBO RTT manager, outputs GL_NONE.

Reimplemented from Ogre::GLRenderSystemCommon.

◆ setScissorTest()

void Ogre::GL3PlusRenderSystem::setScissorTest ( bool  enabled,
const Rect rect = Rect() 
)
overridevirtual

Sets the 'scissor region' i.e.

the region of the target in which rendering can take place.

This method allows you to 'mask off' rendering in all but a given rectangular area as identified by the parameters to this method.

Parameters
enabledTrue to enable the scissor test, false to disable it.
rectThe location of the corners of the rectangle, expressed in pixels.

Implements Ogre::RenderSystem.

◆ clearFrameBuffer()

void Ogre::GL3PlusRenderSystem::clearFrameBuffer ( unsigned int  buffers,
const ColourValue colour = ColourValue::Black,
float  depth = 1.0f,
unsigned short  stencil = 0 
)
override

◆ createHardwareOcclusionQuery()

HardwareOcclusionQuery* Ogre::GL3PlusRenderSystem::createHardwareOcclusionQuery ( void  )
overridevirtual

Create an object for performing hardware occlusion queries.

Implements Ogre::RenderSystem.

◆ _getStateCacheManager()

GL3PlusStateCacheManager* Ogre::GL3PlusRenderSystem::_getStateCacheManager ( )
inline

◆ _createVao()

uint32 Ogre::GL3PlusRenderSystem::_createVao ( )
overridevirtual

Create VAO on current context.

Reimplemented from Ogre::GLRenderSystemCommon.

◆ _bindVao()

void Ogre::GL3PlusRenderSystem::_bindVao ( GLContext context,
uint32  vao 
)
overridevirtual

Bind VAO, context should be equal to current context, as VAOs are not shared

Reimplemented from Ogre::GLRenderSystemCommon.

◆ _destroyVao()

void Ogre::GL3PlusRenderSystem::_destroyVao ( GLContext context,
uint32  vao 
)
overridevirtual

Destroy VAO immediately or defer if it was created on other context.

Reimplemented from Ogre::GLRenderSystemCommon.

◆ _destroyFbo()

void Ogre::GL3PlusRenderSystem::_destroyFbo ( GLContext context,
uint32  fbo 
)
overridevirtual

Destroy FBO immediately or defer if it was created on other context.

Reimplemented from Ogre::GLRenderSystemCommon.

◆ _unregisterContext()

void Ogre::GL3PlusRenderSystem::_unregisterContext ( GL3PlusContext context)
overridevirtual

Unregister a render target->context mapping.

If the context of target is the current context, change the context to the main context so it can be destroyed safely.

Note
This is automatically called by the destructor of GL3PlusContext.

Implements Ogre::GLRenderSystemCommon.

◆ _switchContext()

void Ogre::GL3PlusRenderSystem::_switchContext ( GL3PlusContext context)

Switch GL context, dealing with involved internal cached states too.

◆ _oneTimeContextInitialization()

void Ogre::GL3PlusRenderSystem::_oneTimeContextInitialization ( )
overridevirtual

One time initialization for the RenderState of a context.

Things that only need to be set once, like the LightingModel can be defined here.

Implements Ogre::GLRenderSystemCommon.

◆ initialiseContext()

void Ogre::GL3PlusRenderSystem::initialiseContext ( RenderWindow primary)

◆ _setRenderTarget()

void Ogre::GL3PlusRenderSystem::_setRenderTarget ( RenderTarget target)
overridevirtual

Set current render target to target, enabling its GL context if needed.

Implements Ogre::RenderSystem.

◆ convertCompareFunction()

static GLint Ogre::GL3PlusRenderSystem::convertCompareFunction ( CompareFunction  func)
static

◆ convertStencilOp()

static GLint Ogre::GL3PlusRenderSystem::convertStencilOp ( StencilOperation  op,
bool  invert = false 
)
static

◆ bindGpuProgram()

void Ogre::GL3PlusRenderSystem::bindGpuProgram ( GpuProgram prg)
overridevirtual

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.

Reimplemented from Ogre::RenderSystem.

◆ unbindGpuProgram()

void Ogre::GL3PlusRenderSystem::unbindGpuProgram ( GpuProgramType  gptype)
overridevirtual

Unbinds GpuPrograms of a given GpuProgramType.

This returns the pipeline to fixed-function processing for this type.

Reimplemented from Ogre::RenderSystem.

◆ bindGpuProgramParameters()

void Ogre::GL3PlusRenderSystem::bindGpuProgramParameters ( GpuProgramType  gptype,
const GpuProgramParametersPtr params,
uint16  variabilityMask 
)
overridevirtual

Bind Gpu program parameters.

Parameters
gptypeThe type of program to bind the parameters to
paramsThe parameters to bind
variabilityMaskA mask of GpuParamVariability identifying which params need binding

Implements Ogre::RenderSystem.

◆ _setAlphaRejectSettings()

void Ogre::GL3PlusRenderSystem::_setAlphaRejectSettings ( CompareFunction  func,
unsigned char  value,
bool  alphaToCoverage 
)
overridevirtual

Sets the global alpha rejection approach for future renders.

By default images are rendered regardless of texture alpha. This method lets you change that.

Parameters
funcThe comparison function which must pass for a pixel to be written.
valueThe value to compare each pixels alpha value to (0-255)
alphaToCoverageWhether to enable alpha to coverage, if supported

Implements Ogre::RenderSystem.

◆ beginProfileEvent()

void Ogre::GL3PlusRenderSystem::beginProfileEvent ( const String eventName)
overridevirtual

This marks the beginning of an event for GPU profiling.

Implements Ogre::RenderSystem.

◆ endProfileEvent()

void Ogre::GL3PlusRenderSystem::endProfileEvent ( void  )
overridevirtual

Ends the currently active GPU profiling event.

Implements Ogre::RenderSystem.

◆ markProfileEvent()

void Ogre::GL3PlusRenderSystem::markProfileEvent ( const String eventName)
overridevirtual

Marks an instantaneous event for graphics profilers.


This is equivalent to calling

See also
beginProfileEvent and
endProfileEvent back to back.

Implements Ogre::RenderSystem.

◆ _copyContentsToMemory()

void Ogre::GL3PlusRenderSystem::_copyContentsToMemory ( Viewport vp,
const Box src,
const PixelBox dst,
RenderWindow::FrameBuffer  buffer 
)
overridevirtual

Copies the current contents of the render target to a pixelbox.

Remarks
See suggestPixelFormat for a tip as to the best pixel format to extract into, although you can use whatever format you like and the results will be converted.

Implements Ogre::GLRenderSystemCommon.


The documentation for this class was generated from the following file: