OGRE  1.12.0
Object-Oriented Graphics Rendering Engine

Implementation of GL ES 2.x as a rendering system. More...

Classes

class  Ogre::GLES2RenderSystem
 Implementation of GL ES 2.x as a rendering system. More...
 

Functions

 Ogre::GLES2RenderSystem::GLES2RenderSystem ()
 
virtual Ogre::GLES2RenderSystem::~GLES2RenderSystem ()
 
void Ogre::GLES2RenderSystem::_beginFrame (void)
 Signifies the beginning of a frame, i.e. More...
 
void Ogre::GLES2RenderSystem::_bindVao (GLContext *context, uint32 vao)
 Bind VAO, context should be equal to current context, as VAOs are not shared. More...
 
void Ogre::GLES2RenderSystem::_copyContentsToMemory (Viewport *vp, const Box &src, const PixelBox &dst, RenderWindow::FrameBuffer buffer)
 Copies the current contents of the render target to a pixelbox. More...
 
DepthBufferOgre::GLES2RenderSystem::_createDepthBufferFor (RenderTarget *renderTarget)
 Creates a DepthBuffer that can be attached to the specified RenderTarget. More...
 
RenderWindowOgre::GLES2RenderSystem::_createRenderWindow (const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams=0)
 Creates a new rendering window. More...
 
uint32 Ogre::GLES2RenderSystem::_createVao ()
 Create VAO on current context. More...
 
void Ogre::GLES2RenderSystem::_destroyDepthBuffer (RenderTarget *pRenderWnd)
 
void Ogre::GLES2RenderSystem::_destroyFbo (GLContext *context, uint32 fbo)
 Destroy FBO immediately or defer if it was created on other context. More...
 
void Ogre::GLES2RenderSystem::_destroyVao (GLContext *context, uint32 vao)
 Destroy VAO immediately or defer if it was created on other context. More...
 
void Ogre::GLES2RenderSystem::_endFrame (void)
 Ends rendering of a frame to the current viewport. More...
 
GLES2StateCacheManagerOgre::GLES2RenderSystem::_getStateCacheManager ()
 
void Ogre::GLES2RenderSystem::_initialise () override
 Start up the renderer using the settings selected (Or the defaults if none have been selected). More...
 
void Ogre::GLES2RenderSystem::_oneTimeContextInitialization ()
 One time initialization for the RenderState of a context. More...
 
void Ogre::GLES2RenderSystem::_render (const RenderOperation &op)
 Render something to the active viewport. More...
 
void Ogre::GLES2RenderSystem::_setAlphaRejectSettings (CompareFunction func, unsigned char value, bool alphaToCoverage)
 Sets the global alpha rejection approach for future renders. More...
 
void Ogre::GLES2RenderSystem::_setColourBufferWriteEnabled (bool red, bool green, bool blue, bool alpha)
 
void Ogre::GLES2RenderSystem::_setCullingMode (CullingMode mode)
 Sets the culling mode for the render system based on the 'vertex winding'. More...
 
void Ogre::GLES2RenderSystem::_setDepthBias (float constantBias, float slopeScaleBias)
 Sets the depth bias, NB you should use the Material version of this. More...
 
void Ogre::GLES2RenderSystem::_setDepthBufferCheckEnabled (bool enabled=true)
 Sets whether or not the depth buffer check is performed before a pixel write. More...
 
void Ogre::GLES2RenderSystem::_setDepthBufferFunction (CompareFunction func=CMPF_LESS_EQUAL)
 Sets the comparison function for the depth buffer check. More...
 
void Ogre::GLES2RenderSystem::_setDepthBufferParams (bool depthTest=true, bool depthWrite=true, CompareFunction depthFunction=CMPF_LESS_EQUAL)
 Sets the mode of operation for depth buffer tests from this point onwards. More...
 
void Ogre::GLES2RenderSystem::_setDepthBufferWriteEnabled (bool enabled=true)
 Sets whether or not the depth buffer is updated after a pixel write. More...
 
void Ogre::GLES2RenderSystem::_setLineWidth (float width)
 Set the line width when drawing as RenderOperation::OT_LINE_LIST/ RenderOperation::OT_LINE_STRIP. More...
 
void Ogre::GLES2RenderSystem::_setPolygonMode (PolygonMode level)
 Sets how to rasterise triangles, as points, wireframe or solid polys. More...
 
void Ogre::GLES2RenderSystem::_setRenderTarget (RenderTarget *target)
 Set current render target to target, enabling its GL context if needed. More...
 
void Ogre::GLES2RenderSystem::_setSampler (size_t unit, Sampler &sampler)
 set the sampler settings for the given texture unit More...
 
void Ogre::GLES2RenderSystem::_setSeparateSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op, SceneBlendOperation alphaOp)
 
void Ogre::GLES2RenderSystem::_setTexture (size_t unit, bool enabled, const TexturePtr &tex)
 Sets the texture to bind to a given texture unit. More...
 
void Ogre::GLES2RenderSystem::_setTextureAddressingMode (size_t stage, const Sampler::UVWAddressingMode &uvw)
 
virtual void Ogre::GLES2RenderSystem::_setTextureUnitFiltering (size_t unit, FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter)
 
void Ogre::GLES2RenderSystem::_setTextureUnitFiltering (size_t unit, FilterType ftype, FilterOptions filter)
 
void Ogre::GLES2RenderSystem::_setViewport (Viewport *vp)
 Sets the provided viewport as the active one for future rendering operations. More...
 
void Ogre::GLES2RenderSystem::_switchContext (GLContext *context)
 Switch GL context, dealing with involved internal cached states too. More...
 
void Ogre::GLES2RenderSystem::_unregisterContext (GLContext *context)
 Unregister a render target->context mapping. More...
 
virtual void Ogre::GLES2RenderSystem::beginProfileEvent (const String &eventName)
 This marks the beginning of an event for GPU profiling. More...
 
void Ogre::GLES2RenderSystem::bindGpuProgram (GpuProgram *prg)
 Binds a given GpuProgram (but not the parameters). More...
 
void Ogre::GLES2RenderSystem::bindGpuProgramParameters (GpuProgramType gptype, const GpuProgramParametersPtr &params, uint16 mask)
 Bind Gpu program parameters. More...
 
void Ogre::GLES2RenderSystem::bindGpuProgramPassIterationParameters (GpuProgramType gptype)
 Only binds Gpu program parameters used for passes that have more than one iteration rendering. More...
 
void Ogre::GLES2RenderSystem::clearFrameBuffer (unsigned int buffers, const ColourValue &colour=ColourValue::Black, Real depth=1.0f, unsigned short stencil=0)
 Clears one or more frame buffers on the active render target. More...
 
GLint Ogre::GLES2RenderSystem::convertCompareFunction (CompareFunction func) const
 
GLint Ogre::GLES2RenderSystem::convertStencilOp (StencilOperation op, bool invert=false) const
 
HardwareOcclusionQueryOgre::GLES2RenderSystem::createHardwareOcclusionQuery (void)
 Create an object for performing hardware occlusion queries. More...
 
virtual MultiRenderTargetOgre::GLES2RenderSystem::createMultiRenderTarget (const String &name)
 Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures at once. More...
 
virtual RenderSystemCapabilitiesOgre::GLES2RenderSystem::createRenderSystemCapabilities () const
 Query the real capabilities of the GPU and driver in the RenderSystem. More...
 
void Ogre::GLES2RenderSystem::destroyRenderWindow (const String &name)
 Destroys a render window. More...
 
virtual void Ogre::GLES2RenderSystem::endProfileEvent (void)
 Ends the currently active GPU profiling event. More...
 
unsigned int Ogre::GLES2RenderSystem::getDisplayMonitorCount () const
 Gets the number of display monitors. More...
 
const StringOgre::GLES2RenderSystem::getName (void) const
 Returns the name of the rendering system. More...
 
void Ogre::GLES2RenderSystem::initialiseContext (RenderWindow *primary)
 
void Ogre::GLES2RenderSystem::initialiseFromRenderSystemCapabilities (RenderSystemCapabilities *caps, RenderTarget *primary)
 Initialize the render system from the capabilities. More...
 
virtual void Ogre::GLES2RenderSystem::markProfileEvent (const String &eventName)
 Marks an instantaneous event for graphics profilers. More...
 
 Ogre::GLES2RenderSystem::OGRE_MUTEX (mThreadInitMutex)
 
void Ogre::GLES2RenderSystem::postExtraThreadsStarted ()
 Tell the rendersystem to perform any tasks it needs to directly after other threads which might access the rendering API are registered. More...
 
void Ogre::GLES2RenderSystem::preExtraThreadsStarted ()
 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 Ogre::GLES2RenderSystem::registerThread ()
 Register the an additional thread which may make calls to rendersystem-related objects. More...
 
void Ogre::GLES2RenderSystem::setScissorTest (bool enabled, size_t left=0, size_t top=0, size_t right=800, size_t bottom=600)
 Sets the 'scissor region' i.e. More...
 
void Ogre::GLES2RenderSystem::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, bool readBackAsTexture=false)
 This method allows you to set all the stencil buffer parameters in one call. More...
 
void Ogre::GLES2RenderSystem::setStencilCheckEnabled (bool enabled)
 Turns stencil buffer checking on or off. More...
 
void Ogre::GLES2RenderSystem::shutdown (void)
 Shutdown the renderer and cleanup resources. More...
 
void Ogre::GLES2RenderSystem::unbindGpuProgram (GpuProgramType gptype)
 Unbinds GpuPrograms of a given GpuProgramType. More...
 
void Ogre::GLES2RenderSystem::unregisterThread ()
 Unregister an additional thread which may make calls to rendersystem-related objects. More...
 

Friends

class Ogre::GLES2RenderSystem::ShaderGeneratorTechniqueResolverListener
 

Detailed Description

Implementation of GL ES 2.x as a rendering system.

Function Documentation

◆ GLES2RenderSystem()

Ogre::GLES2RenderSystem::GLES2RenderSystem ( )

◆ ~GLES2RenderSystem()

virtual Ogre::GLES2RenderSystem::~GLES2RenderSystem ( )
virtual

◆ getName()

const String& Ogre::GLES2RenderSystem::getName ( void  ) const
virtual

Returns the name of the rendering system.

Implements Ogre::RenderSystem.

◆ _initialise()

void Ogre::GLES2RenderSystem::_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.

◆ createRenderSystemCapabilities()

virtual RenderSystemCapabilities* Ogre::GLES2RenderSystem::createRenderSystemCapabilities ( ) const
virtual

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

Implements Ogre::RenderSystem.

◆ initialiseFromRenderSystemCapabilities()

void Ogre::GLES2RenderSystem::initialiseFromRenderSystemCapabilities ( RenderSystemCapabilities caps,
RenderTarget primary 
)
virtual

Initialize the render system from the capabilities.

Implements Ogre::RenderSystem.

◆ shutdown()

void Ogre::GLES2RenderSystem::shutdown ( void  )
virtual

Shutdown the renderer and cleanup resources.

Reimplemented from Ogre::RenderSystem.

◆ _createRenderWindow()

RenderWindow* Ogre::GLES2RenderSystem::_createRenderWindow ( const String name,
unsigned int  width,
unsigned int  height,
bool  fullScreen,
const NameValuePairList miscParams = 0 
)
virtual

Creates a new rendering window.

Remarks
This method creates a new rendering window as specified by the paramteters. The rendering system could be responible for only a single window (e.g. in the case of a game), or could be in charge of multiple ones (in the case of a level editor). The option to create the window as a child of another is therefore given. This method will create an appropriate subclass of RenderWindow depending on the API and platform implementation.
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 Notes
title Any 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
border none, fixed, resize resize The type of window border (in windowed mode)
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
displayFrequency Refresh rate in Hertz (e.g. 60, 75, 100) Desktop vsync rate Display frequency rate, for fullscreen mode
parentWindowHandle
  • Win32: HWND as integer
  • GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*)
0 (none) Parent window handle, for embedding the OGRE in a child of an external window
externalWindowHandle
  • Win32: HWND as integer
  • GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*)
  • OS X Cocoa: OgreGLView address as an integer. You can pass NSView or NSWindow too, but should perform OgreGLView callbacks into the Ogre manually.
  • OS X Carbon: WindowRef as an integer
  • iOS: UIWindow address as an integer
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 Specific
currentGLContext true, false false Use an externally created GL context. (Must be current) OpenGL Specific
minColourBufferSize Positive integer (usually 16, 32) 16 Min total colour buffer size. See EGL_BUFFER_SIZE OpenGL Specific
windowProc WNDPROC DefWindowProc function that processes window messages Win 32 Specific
colourDepth 16, 32 Desktop depth Colour depth of the resulting rendering window; only applies if fullScreen Win32 Specific
FSAAHint Depends on RenderSystem and hardware. Currently supports:"Quality": on systems that have an option to prefer higher AA quality over speed, use it Blank Full screen antialiasing hint Win32 Specific
outerDimensions true, false false Whether the width/height is expressed as the size of the outer window, rather than the content area Win32 Specific
monitorIndex -1 Win 32 Specific
monitorHandle 0 (none) Win 32 Specific (OpenGL)
enableDoubleClick true, false false Enable the window to keep track and transmit double click messages. Win32 Specific
useNVPerfHUD true, false false Enable the use of nVidia NVPerfHUD DirectX Specific
depthBuffer true, false true Use depth buffer DirectX9 Specific
NSOpenGLCPSurfaceOrder -1 or 1 1 NSOpenGLCPSurfaceOrder Mac OS X Specific
contentScalingFactor Positive Float greater than 1.0 The default content scaling factor of the screen On IOS specifies the CAEAGLLayer content scaling factor. Only supported on iOS 4 or greater. This can be useful to limit the resolution of the OpenGL ES backing store. For example, the iPhone 4's native resolution is 960 x 640. Windows are always 320 x 480, if you would like to limit the display to 720 x 480, specify 1.5 as the scaling factor. iOS / Android Specific
externalViewHandle UIView pointer as an integer 0 External view handle, for rendering OGRE render in an existing view iOS Specific
externalViewControllerHandle UIViewController pointer as an integer 0 External view controller handle, for embedding OGRE in an existing view controller iOS Specific
externalSharegroup EAGLSharegroup pointer as an integer 0 External sharegroup, used to shared GL resources between contexts iOS Specific
MSAA Positive integer (usually 0, 2, 4, 8, 16) 0 Full screen antialiasing factor Android Specific
CSAA Positive integer (usually 0, 2, 4, 8, 16) 0 Coverage sampling factor Android Specific
maxColourBufferSize Positive integer (usually 16, 32) 32 Max EGL_BUFFER_SIZE Android Specific
maxStencilBufferSize Positive integer (usually 0, 8) 0 EGL_STENCIL_SIZE Android Specific
maxDepthBufferSize Positive integer (usually 0, 16, 24) 16 EGL_DEPTH_SIZE Android Specific

Implements Ogre::RenderSystem.

◆ _createDepthBufferFor()

DepthBuffer* Ogre::GLES2RenderSystem::_createDepthBufferFor ( RenderTarget renderTarget)
virtual

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

Remarks
It doesn't attach anything, it just returns a pointer to a new DepthBuffer Caller is responsible for putting this buffer into the right pool, for attaching, and deleting it. Here's where API-specific magic happens. Don't call this directly unless you know what you're doing.

Implements Ogre::RenderSystem.

◆ createMultiRenderTarget()

virtual MultiRenderTarget* Ogre::GLES2RenderSystem::createMultiRenderTarget ( const String name)
virtual

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::GLES2RenderSystem::destroyRenderWindow ( const String name)
virtual

Destroys a render window.

Reimplemented from Ogre::RenderSystem.

◆ _setTexture()

void Ogre::GLES2RenderSystem::_setTexture ( size_t  unit,
bool  enabled,
const TexturePtr texPtr 
)
virtual

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::GLES2RenderSystem::_setSampler ( size_t  texUnit,
Sampler s 
)
virtual

set the sampler settings for the given texture unit

Implements Ogre::RenderSystem.

◆ _setTextureAddressingMode()

void Ogre::GLES2RenderSystem::_setTextureAddressingMode ( size_t  unit,
const Sampler::UVWAddressingMode uvw 
)
virtual
Deprecated:
use _setSampler

Implements Ogre::RenderSystem.

◆ _setLineWidth()

void Ogre::GLES2RenderSystem::_setLineWidth ( float  width)
virtual

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::GLES2RenderSystem::_setViewport ( Viewport vp)
virtual

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.

◆ _beginFrame()

void Ogre::GLES2RenderSystem::_beginFrame ( void  )
virtual

Signifies the beginning of a frame, i.e.

the start of rendering on a single viewport. Will occur several times per complete frame if multiple viewports exist.

Implements Ogre::RenderSystem.

◆ _endFrame()

void Ogre::GLES2RenderSystem::_endFrame ( void  )
virtual

Ends rendering of a frame to the current viewport.

Implements Ogre::RenderSystem.

◆ _setCullingMode()

void Ogre::GLES2RenderSystem::_setCullingMode ( CullingMode  mode)
virtual

Sets the culling mode for the render system based on the 'vertex winding'.

A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of triangles. Vertex winding refers to the direction in which the vertices are passed or indexed to in the rendering operation as viewed from the camera, and will wither be clockwise or anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing. You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex winding is uncertain.

Implements Ogre::RenderSystem.

◆ _setDepthBufferParams()

void Ogre::GLES2RenderSystem::_setDepthBufferParams ( bool  depthTest = true,
bool  depthWrite = true,
CompareFunction  depthFunction = CMPF_LESS_EQUAL 
)
virtual

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.

◆ _setDepthBufferCheckEnabled()

void Ogre::GLES2RenderSystem::_setDepthBufferCheckEnabled ( bool  enabled = true)
virtual

Sets whether or not the depth buffer check is performed before a pixel write.

Parameters
enabledIf 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.

Implements Ogre::RenderSystem.

◆ _setDepthBufferWriteEnabled()

void Ogre::GLES2RenderSystem::_setDepthBufferWriteEnabled ( bool  enabled = true)
virtual

Sets whether or not the depth buffer is updated after a pixel write.

Parameters
enabledIf 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.

Implements Ogre::RenderSystem.

◆ _setDepthBufferFunction()

void Ogre::GLES2RenderSystem::_setDepthBufferFunction ( CompareFunction  func = CMPF_LESS_EQUAL)
virtual

Sets the comparison function for the depth buffer check.

Advanced use only - allows you to choose the function applied to compare the depth values of new and existing pixels in the depth buffer. Only an issue if the deoth buffer check is enabled (see _setDepthBufferCheckEnabled)

Parameters
funcThe comparison between the new depth and the existing depth which must return true for the new pixel to be written.

Implements Ogre::RenderSystem.

◆ _setDepthBias()

void Ogre::GLES2RenderSystem::_setDepthBias ( float  constantBias,
float  slopeScaleBias 
)
virtual

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

Remarks
When polygons are coplanar, you can get problems with 'depth fighting' where the pixels from the two polys compete for the same screen pixel. This is particularly a problem for decals (polys attached to another surface to represent details such as bulletholes etc.).
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.

◆ _setColourBufferWriteEnabled()

void Ogre::GLES2RenderSystem::_setColourBufferWriteEnabled ( bool  red,
bool  green,
bool  blue,
bool  alpha 
)
virtual
Deprecated:
use setColourBlendState

Implements Ogre::RenderSystem.

◆ _setPolygonMode()

void Ogre::GLES2RenderSystem::_setPolygonMode ( PolygonMode  level)
virtual

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

Implements Ogre::RenderSystem.

◆ setStencilCheckEnabled()

void Ogre::GLES2RenderSystem::setStencilCheckEnabled ( bool  enabled)
virtual

Turns stencil buffer checking on or off.

Remarks
Stencilling (masking off areas of the rendering target based on the stencil buffer) can be turned on or off using this method. By default, stencilling is disabled.

Implements Ogre::RenderSystem.

◆ setStencilBufferParams()

void Ogre::GLES2RenderSystem::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,
bool  readBackAsTexture = false 
)
virtual

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

Remarks
The stencil buffer is used to mask out pixels in the render target, allowing you to do effects like mirrors, cut-outs, stencil shadows and more. Each of your batches of rendering is likely to ignore the stencil buffer, update it with new values, or apply it to mask the output of the render. The stencil test is:
(Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)
The result of this will cause one of 3 actions depending on whether the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check passing too.
Unlike other render states, stencilling is left for the application to turn on and off when it requires. This is because you are likely to want to change parameters between batches of arbitrary objects and control the ordering yourself. In order to batch things this way, you'll want to use OGRE's separate render queue groups (see RenderQueue) and register a RenderQueueListener to get notifications between batches.
There are individual state change methods for each of the parameters set using this method. Note that the default values in this method represent the defaults at system start up too.
Parameters
funcThe comparison function applied.
refValueThe reference value used in the comparison
compareMaskThe bitmask applied to both the stencil value and the reference value before comparison
writeMaskThe bitmask the controls which bits from refValue will be written to stencil buffer (valid for operations such as SOP_REPLACE). the stencil
stencilFailOpThe action to perform when the stencil check fails
depthFailOpThe action to perform when the stencil check passes, but the depth buffer check still fails
passOpThe action to take when both the stencil and depth check pass.
twoSidedOperationIf set to true, then if you render both back and front faces (you'll have to turn off culling) then these parameters will apply for front faces, and the inverse of them will happen for back faces (keep remains the same).
readBackAsTextureD3D11 specific

Implements Ogre::RenderSystem.

◆ _setTextureUnitFiltering() [1/2]

virtual void Ogre::GLES2RenderSystem::_setTextureUnitFiltering ( size_t  unit,
FilterOptions  minFilter,
FilterOptions  magFilter,
FilterOptions  mipFilter 
)
virtual
Deprecated:
use _setSampler

Reimplemented from Ogre::RenderSystem.

◆ _setTextureUnitFiltering() [2/2]

void Ogre::GLES2RenderSystem::_setTextureUnitFiltering ( size_t  unit,
FilterType  ftype,
FilterOptions  filter 
)
virtual
Deprecated:
use _setSampler

Implements Ogre::RenderSystem.

◆ _render()

void Ogre::GLES2RenderSystem::_render ( const RenderOperation op)
virtual

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.

◆ setScissorTest()

void Ogre::GLES2RenderSystem::setScissorTest ( bool  enabled,
size_t  left = 0,
size_t  top = 0,
size_t  right = 800,
size_t  bottom = 600 
)
virtual

Sets the 'scissor region' i.e.

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

Remarks
This method allows you to 'mask off' rendering in all but a given rectangular area as identified by the parameters to this method.
Note
Not all systems support this method. Check the RenderSystemCapabilities for the RSC_SCISSOR_TEST capability to see if it is supported.
Parameters
enabledTrue to enable the scissor test, false to disable it.
left,top,right,bottomThe location of the corners of the rectangle, expressed in pixels.

Implements Ogre::RenderSystem.

◆ clearFrameBuffer()

void Ogre::GLES2RenderSystem::clearFrameBuffer ( unsigned int  buffers,
const ColourValue colour = ColourValue::Black,
Real  depth = 1.0f,
unsigned short  stencil = 0 
)
virtual

Clears one or more frame buffers on the active render target.

Parameters
buffersCombination of one or more elements of FrameBufferType denoting which buffers are to be cleared
colourThe colour to clear the colour buffer with, if enabled
depthThe value to initialise the depth buffer with, if enabled
stencilThe value to initialise the stencil buffer with, if enabled.

Implements Ogre::RenderSystem.

◆ createHardwareOcclusionQuery()

HardwareOcclusionQuery* Ogre::GLES2RenderSystem::createHardwareOcclusionQuery ( void  )
virtual

Create an object for performing hardware occlusion queries.

Implements Ogre::RenderSystem.

◆ OGRE_MUTEX()

Ogre::GLES2RenderSystem::OGRE_MUTEX ( mThreadInitMutex  )

◆ registerThread()

void Ogre::GLES2RenderSystem::registerThread ( )
virtual

Register the an additional thread which may make calls to rendersystem-related objects.

Remarks
This method should only be called by additional threads during their initialisation. If they intend to use hardware rendering system resources they should call this method before doing anything related to the render system. Some rendering APIs require a per-thread setup and this method will sort that out. It is also necessary to call unregisterThread before the thread shuts down.
Note
This method takes no parameters - it must be called from the thread being registered and that context is enough.

Implements Ogre::RenderSystem.

◆ unregisterThread()

void Ogre::GLES2RenderSystem::unregisterThread ( )
virtual

Unregister an additional thread which may make calls to rendersystem-related objects.

See also
RenderSystem::registerThread

Implements Ogre::RenderSystem.

◆ preExtraThreadsStarted()

void Ogre::GLES2RenderSystem::preExtraThreadsStarted ( )
virtual

Tell the rendersystem to perform any prep tasks it needs to directly before other threads which might access the rendering API are registered.

Remarks
Call this from your main thread before starting your other threads.
Note
If you start your own threads, there is a specific startup sequence which must be respected and requires synchronisation between the threads:
  1. [Main thread] Call preExtraThreadsStarted()
  2. [Main thread] Start other thread, wait
  3. [Other thread] Call registerThread(), notify main thread & continue
  4. [Main thread] Wake up & call postExtraThreadsStarted()
Once this init sequence is completed the threads are independent but this startup sequence must be respected.

Implements Ogre::RenderSystem.

◆ postExtraThreadsStarted()

void Ogre::GLES2RenderSystem::postExtraThreadsStarted ( )
virtual

Tell the rendersystem to perform any tasks it needs to directly after other threads which might access the rendering API are registered.

See also
RenderSystem::preExtraThreadsStarted

Implements Ogre::RenderSystem.

◆ _getStateCacheManager()

GLES2StateCacheManager* Ogre::GLES2RenderSystem::_getStateCacheManager ( )
inline

◆ _createVao()

uint32 Ogre::GLES2RenderSystem::_createVao ( )
virtual

Create VAO on current context.

Reimplemented from Ogre::GLRenderSystemCommon.

◆ _bindVao()

void Ogre::GLES2RenderSystem::_bindVao ( GLContext context,
uint32  vao 
)
virtual

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

Reimplemented from Ogre::GLRenderSystemCommon.

◆ _destroyVao()

void Ogre::GLES2RenderSystem::_destroyVao ( GLContext context,
uint32  vao 
)
virtual

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

Reimplemented from Ogre::GLRenderSystemCommon.

◆ _destroyFbo()

void Ogre::GLES2RenderSystem::_destroyFbo ( GLContext context,
uint32  fbo 
)
virtual

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

Reimplemented from Ogre::GLRenderSystemCommon.

◆ _unregisterContext()

void Ogre::GLES2RenderSystem::_unregisterContext ( GLContext context)
virtual

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 GLContext.

Implements Ogre::GLRenderSystemCommon.

◆ _switchContext()

void Ogre::GLES2RenderSystem::_switchContext ( GLContext context)

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

◆ _oneTimeContextInitialization()

void Ogre::GLES2RenderSystem::_oneTimeContextInitialization ( )

One time initialization for the RenderState of a context.

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

◆ initialiseContext()

void Ogre::GLES2RenderSystem::initialiseContext ( RenderWindow primary)

◆ _setRenderTarget()

void Ogre::GLES2RenderSystem::_setRenderTarget ( RenderTarget target)
virtual

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

Implements Ogre::RenderSystem.

◆ convertCompareFunction()

GLint Ogre::GLES2RenderSystem::convertCompareFunction ( CompareFunction  func) const

◆ convertStencilOp()

GLint Ogre::GLES2RenderSystem::convertStencilOp ( StencilOperation  op,
bool  invert = false 
) const

◆ bindGpuProgram()

void Ogre::GLES2RenderSystem::bindGpuProgram ( GpuProgram prg)
virtual

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::GLES2RenderSystem::unbindGpuProgram ( GpuProgramType  gptype)
virtual

Unbinds GpuPrograms of a given GpuProgramType.

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

Reimplemented from Ogre::RenderSystem.

◆ bindGpuProgramParameters()

void Ogre::GLES2RenderSystem::bindGpuProgramParameters ( GpuProgramType  gptype,
const GpuProgramParametersPtr params,
uint16  variabilityMask 
)
virtual

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.

◆ bindGpuProgramPassIterationParameters()

void Ogre::GLES2RenderSystem::bindGpuProgramPassIterationParameters ( GpuProgramType  gptype)
virtual

Only binds Gpu program parameters used for passes that have more than one iteration rendering.

Implements Ogre::RenderSystem.

◆ _setSeparateSceneBlending()

void Ogre::GLES2RenderSystem::_setSeparateSceneBlending ( SceneBlendFactor  sourceFactor,
SceneBlendFactor  destFactor,
SceneBlendFactor  sourceFactorAlpha,
SceneBlendFactor  destFactorAlpha,
SceneBlendOperation  op,
SceneBlendOperation  alphaOp 
)
virtual

Deprecated:
use setColourBlendState

Implements Ogre::RenderSystem.

◆ _setAlphaRejectSettings()

void Ogre::GLES2RenderSystem::_setAlphaRejectSettings ( CompareFunction  func,
unsigned char  value,
bool  alphaToCoverage 
)
virtual

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.

◆ getDisplayMonitorCount()

unsigned int Ogre::GLES2RenderSystem::getDisplayMonitorCount ( ) const
virtual

Gets the number of display monitors.

See also
Root::getDisplayMonitorCount

Implements Ogre::RenderSystem.

◆ _destroyDepthBuffer()

void Ogre::GLES2RenderSystem::_destroyDepthBuffer ( RenderTarget pRenderWnd)

◆ beginProfileEvent()

virtual void Ogre::GLES2RenderSystem::beginProfileEvent ( const String eventName)
virtual

This marks the beginning of an event for GPU profiling.

Implements Ogre::RenderSystem.

◆ endProfileEvent()

virtual void Ogre::GLES2RenderSystem::endProfileEvent ( void  )
virtual

Ends the currently active GPU profiling event.

Implements Ogre::RenderSystem.

◆ markProfileEvent()

virtual void Ogre::GLES2RenderSystem::markProfileEvent ( const String eventName)
virtual

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::GLES2RenderSystem::_copyContentsToMemory ( Viewport vp,
const Box src,
const PixelBox dst,
RenderWindow::FrameBuffer  buffer 
)
virtual

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.

Friends

◆ ShaderGeneratorTechniqueResolverListener

friend class ShaderGeneratorTechniqueResolverListener
friend