/usr/src/castle-game-engine-5.2.0/x3d/opengl/castlerenderer.pas is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2002-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ VRML/X3D low-level rendering (TGLRenderer).
You usually don't want to use this renderer directly, you should
rather use TCastleScene that wraps this renderer and gives you simple
method to render whole scene.
The overview of this class can also be found in engine documentation
[http://castle-engine.sourceforge.net/engine_doc.php]
in chapter "OpenGL rendering", section "Basic OpenGL rendering".
@bold(Usage:)
@orderedList(
@item(
Call @link(TGLRenderer.Prepare) for all
the states that you want to later render. The order of calling TGLRenderer.Prepare
methods doesn't matter, also you are free to prepare states that you
will not actually use later. Of course a state, once prepared,
may be used in rendering as many times as you want.
It's important that you have to prepare @italic(every state that
you plan to later render). During rendring the state
must have exactly the same (fields, properties) values as when
it was prepared. In particular, it must have the same
pointers to nodes Last*/Active* and their contents
also must be the same. TGLRenderer.Prepare
may save some associations between objects and OpenGL resources,
so it's important that the same pointer must always point to the
same object (until it's unprepared).
TGLRenderer.Prepare requires active OpenGL context. It doesn't modify
OpenGL state (only allocates some resources like texture names).
It cannot be called inside a display list.
)
@item(
When you want to release resources, you should call TGLRenderer.Unprepare on
nodes that you want to change or free. This should be used
with nodes that were passed as Last*/Active* in some State for TGLRenderer.Prepare.
Note: before engine 2.0.0 release, it was allowed to free some VRML nodes
@italic(before) unpreparing them. This was depending on the fact that
during unprepare we will not actually dereference pointers
(not look at nodes contents etc.). This is forbidden since 2010-03-25,
as it causes some difficult problems (like TGLRendererShaderProgram.Destroy
really needs to access some VRML nodes), and was inherently unclean
and unsafe (it's not a nice programming practice to have a pointers
that may be invalid).
)
@item(
To start actual rendering, call TGLRenderer.RenderBegin. To end rendering, call
TGLRenderer.RenderEnd. Between these calls, you should not touch OpenGL state
yourself --- the renderer may depend that every state change goes
through it. At the end of TGLRenderer.RenderEnd, the OpenGL state is restored
just as it was before TGLRenderer.RenderBegin.
)
@item(
Between TGLRenderer.RenderBegin and TGLRenderer.RenderEnd
you should render the shapes by calling RenderShape.
Remember that you can render only shapes that have Shape.State
prepared by TGLRenderer.Prepare.
)
@item(
Since the first prepare / render calls, this renderer assumes it's
always called in the same OpenGL context. To break association
with OpenGL context call TGLRenderer.UnprepareAll (this is like calling TGLRenderer.Unprepare
on every prepared thing + clearing some remaining resources).
)
)
@bold(OpenGL state affecting VRML rendering:)
Some OpenGL state is unconditionally reset by TGLRenderer.RenderBegin.
There's also some OpenGL state that we let affect our rendering.
This allows you to customize rendering by using normal OpenGL commands.
@unorderedList(
@item(First of all, current matrix values (MODELVIEW,
PROJECTION and TEXTURE) affect our rendering as usual.
So you can move the rendered VRML model by normal OpenGL
matrix transformations, you can even affect rendered texture coords
by your own texture matrix etc.)
@item(Current glPolygonMode.
Of course for normal rendering you want to render polygons
(both sides, GL_FRONT_AND_BACK) with GL_FILL. But you can change
it to get wireframe model view.)
@item(Blending settings (GL_BLEND enabled state, glBlendFunc),
and glDepthMask.
These are typically controlled by higher-level renderer (Scene)
to allow rendering scenes with both tranparent and opaque objects.
Only such higher-level renderer may control them, as only it controls
the order of rendering shapes, which is important for rendering
tranparent shapes.)
@item(Current GL_FOG_HINT.
Just like for any other OpenGL program, you may want to set this
to GL_NICEST (if you have to render models that may look bad
when fog is interpolated without perspective correction).)
@item(glFrontFace is assumed to be CCW (OpenGL default) but not manipulated
by this unit anywhere.
So our normals passed to OpenGL always point from CCW side.
Even if you supplied in VRML file normals pointing from CW
(indicated e.g. by IndexedFaceSet.ccw = FALSE field in VRML 97),
we will internally invert them and pass inverted ones to OpenGL.
And when culling faces, we switch using @code(glCullFace(
GL_BACK / GL_FRONT)), not by switching front face.
Why so much work was done to always work with front face = CCW assumption?
Because this is very handy when you render mirrors by using
@code(Scale(1, 1, -1)) trick. See
[http://www.opengl.org/resources/code/samples/mjktips/Reflect.html]
and example program
@code(castle_game_engine/examples/vrml/plane_mirror_and_shadow.lpr).
With such strange scale, CCW and CW invert places. Sides that were
CCW normally are now CW. This means that you want to call @code(glFrontFace(GL_CW))
temporarily when rendering scene in the mirror. This way scene in the mirror
will have correct normals and backface culling.
Since we don't touch @code(glFrontFace) anywhere, this is possible to you.
And you can reuse resources for the scene in the mirror.
)
)
@bold(Rendered TrianglesCount and VerticesCount:)
This renderer uses the same triangles and vertices counts as
calculated by TAbstractGeometryNode.Triangulate,
TAbstractGeometryNode.LocalTriangulate,
TAbstractGeometryNode.TrianglesCount,
TAbstractGeometryNode.VerticesCount, with OverTriangulate = @true.
Note that it doesn't mean that we actually call TAbstractGeometryNode.Triangulate
for VRML rendering. In fact, currently we don't, and it allows us to be
much faster (for starters, rendering by indexes, or quad strips,
that would not be possible by generic implementation calling
TAbstractGeometryNode.Triangulate).
But our rendering methods generate the same triangles
as TAbstractGeometryNode.Triangulate.
Although for debug purposes, we have a renderer using
TShape.LocalTriangulate, see notes about
USE_VRML_TRIANGULATION in the source code.
}
unit CastleRenderer;
{ When you define USE_VRML_TRIANGULATION, an alternative
rendering method will be used. Each node will be triangulated
using TShape.LocalTriangulate, and each generated triangle
will be passed to OpenGL.
This is usable only for TShape.LocalTriangulate testing.
- It's slower than the normal rendering method,
as triangles are passed to the OpenGL in the most naive immediate way,
without any vertex arrays or VBOs. In fact, it will not work with
OpenGL >= 3.
- Things that are not expressed as triangles
(IndexedLineSet, PointSet) will not be rendered at all.
- It lacks some features, because the triangulating routines
do not return enough information. For example, multi-texturing
does not work (correctly), as TTriangleEvent currently only passes
the coordinates for first texture unit.
}
{ $define USE_VRML_TRIANGULATION}
{$ifdef USE_VRML_TRIANGULATION}
{$ifdef RELEASE}
{$fatal Undefine USE_VRML_TRIANGULATION for CastleRenderer,
you don't want to use this in RELEASE version. }
{$endif}
{$endif}
{$I castleconf.inc}
interface
uses
Classes, SysUtils, CastleUtils, CastleVectors, CastleGL,
X3DFields, X3DNodes, X3DLexer, CastleImages,
CastleGLUtils, CastleRendererInternalLights,
CastleGLShaders, CastleGLImages, CastleVideos, X3DTime, CastleShapes,
CastleGLCubeMaps, CastleClassUtils, CastleDDS, Castle3D, FGL,
CastleGeometryArrays, CastleArraysGenerator, CastleRendererInternalShader, X3DShadowMaps,
CastleRendererInternalTextureEnv;
{$define read_interface}
type
TBeforeGLVertexProc = procedure (Node: TAbstractGeometryNode;
const Vert: TVector3Single) of object;
TShadersRendering = (srDisable, srWhenRequired, srAlways);
{ Faces to cull (make invisible) during VRML/X3D rendering. }
TCullFace = (cfNone, cfCW, cfCCW);
TBumpMapping = CastleRendererInternalShader.TBumpMapping;
TLightRenderEvent = CastleRendererInternalLights.TLightRenderEvent;
{ TRenderingAttributes.Mode possible values. }
TRenderingMode = (
{ Normal rendering features. Everything is enabled
(as long as other TRenderingAttributes settings allow them). }
rmFull,
{ Pure geometry is rendered, without any colors, materials,
lights, textures. Only the geometry primitives
are rendered. We still set correct modelview matrix transformations,
control face culling and depth test and such.
The idea is that we "hit" the same pixels as normal rendering
(with the exception of alpha test textures, that are not used for
pure geometry rendering --- for now).
But we do absolutely nothing to set a particular pixel color.
Which means that the caller controls the color (by default,
if lighting and everything else is disabled, you just get solid look
with color from last glColor).
For example, Renderer will not set any color (no glColor calls),
will not set any material
(no glMaterial calls), will not set any texture coordinates and
will not bind any texture, fog and such.
This is useful for special tricks, in particular to draw the geometry
into stencil buffer.
Another example of use is to render plane-projected shadows,
see castle_game_engine/examples/vrml/plane_projected_shadow_demo.lpr,
where you have to draw the model with pure black color. }
rmPureGeometry,
{ Only the rendering fetures that affect depth buffer work reliably,
everything else is undefined (and works as fast as possible).
This is suitable if you render only to depth buffer, like for shadow maps.
It's quite similar to rmPureGeometry, except alpha testing must work,
so (at least some) textures must be applied over the model.
Also, contrary to rmPureGeometry, various features (like fixed-function
lighting state) are simply forcibly disabled (instead of letting caller
to set OpenGL state for them). }
rmDepth
);
{ Various properties that control rendering done
with @link(TGLRenderer).
They are collected here,
in a class separate from @link(TGLRenderer),
because various things (like TCastleScene and TCastlePrecalculatedAnimation)
wrap @link(TGLRenderer) instances and hide it,
but still they want to allow user to change these attributes. }
TRenderingAttributes = class(TPersistent)
private
FOnRadianceTransfer: TRadianceTransferFunction;
FOnVertexColor: TVertexColorFunction;
FLighting: boolean;
FUseSceneLights: boolean;
FOpacity: Single;
FEnableTextures: boolean;
FMinificationFilter: TMinificationFilter;
FMagnificationFilter: TMagnificationFilter;
FPointSize: TGLFloat;
FLineWidth: TGLFloat;
FBumpMapping: TBumpMapping;
FShaders: TShadersRendering;
FCustomShader, FCustomShaderAlphaTest: TGLSLProgram;
FMode: TRenderingMode;
FVertexBufferObject: boolean;
FShadowSampling: TShadowSampling;
FVisualizeDepthMap: boolean;
FDepthTest: boolean;
protected
{ These methods just set the value on given property,
eventually (some of them) calling ReleaseCachedResources.
@groupBegin }
procedure SetOnRadianceTransfer(const Value: TRadianceTransferFunction); virtual;
procedure SetOnVertexColor(const Value: TVertexColorFunction); virtual;
procedure SetEnableTextures(const Value: boolean); virtual;
procedure SetMinificationFilter(const Value: TMinificationFilter); virtual;
procedure SetMagnificationFilter(const Value: TMagnificationFilter); virtual;
procedure SetBumpMapping(const Value: TBumpMapping); virtual;
procedure SetMode(const Value: TRenderingMode); virtual;
procedure SetShadowSampling(const Value: TShadowSampling); virtual;
procedure SetVertexBufferObject(const Value: boolean); virtual;
procedure SetVisualizeDepthMap(const Value: boolean); virtual;
procedure SetShaders(const Value: TShadersRendering); virtual;
{ @groupEnd }
{ Called before changing an attribute that requires the release
of things cached in a renderer. This includes attributes that affect:
@unorderedList(
@item(How TShapeCache.Arrays contents are generated.
For example, Generator uses TexCoordsNeeded, so changing
any attribute that affects TexCoordsNeeded calls this method.
Likewise OnVertexColor determines if color array will be loaded at all.)
@item(How (and if) TShapeCache.Vbo are loaded.)
@item(How textures are loaded (texture filtering options affect them).)
) }
procedure ReleaseCachedResources; virtual;
public
const
DefaultPointSize = 3.0;
DefaultLineWidth = 2.0;
DefaultShaders = srWhenRequired;
DefaultBumpMapping = bmBasic;
constructor Create; virtual;
procedure Assign(Source: TPersistent); override;
{ Is the second TRenderingAttributes instance on all fields
that affect TShapeCache, that is things that affect generated geometry
arrays or vbo. This compares the subset of variables that call
ReleaseCachedResources --- only the ones that affect TShapeCache. }
function EqualForShapeCache(SecondValue: TRenderingAttributes): boolean; virtual;
{ Calculate vertex color from radiance transfer.
If this is assigned, and geometry object has radianceTransfer
field (see [http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_radiance_transfer])
then this is used to calculate the color of each vertex.
Note that this is evaluated when object is rendered.
It causes the shapes resources to be regenerated at each render frame,
since we have to assume that results of this function change. }
property OnRadianceTransfer: TRadianceTransferFunction
read FOnRadianceTransfer write SetOnRadianceTransfer;
{ Calculate vertex color for given vertex by a callback.
If this is assigned, then this is used to calculate
the color of each vertex.
Note that this is evaluated when object is rendered.
It causes the shapes resources to be regenerated at each render frame,
since we have to assume that results of this function change. }
property OnVertexColor: TVertexColorFunction
read FOnVertexColor write SetOnVertexColor;
{ Enable OpenGL lighting when rendering.
This is @true by default, since it's almost always wanted.
When Lighting is @false, we disable OpenGL lighting.
(We had previously a different approach, when we left GL_LIGHTING
untouched and caller could enable/disable it. But this doesn't really
work for modern OpenGL, the renderer really has to know if lighting
is enabled. (to generate proper shaders, and to avoid clumsy
glPushAttrib / glPopAttrib at some places).) }
property Lighting: boolean
read FLighting write FLighting default true;
{ Should we setup VRML/X3D lights as OpenGL lights during rendering.
VRML/X3D lights are loaded into OpenGL lights. All OpenGL lights
are always used (we always start from the first OpenGL light 0,
up to the last available OpenGL light --- this is necessary,
as shader pipeline must know all the lights anyway).
Initial OpenGL lights are reserved for BaseLights
(useful for you to define any lights from outside of the scene).
Then following OpenGL lights are reserved for the lights defined
in your scene (if this property is @true).
The remaining OpenGL lights, if any, are not used (we make sure they
are disabled for fixed-function pipeline).
This is independent from the @link(Lighting) property (which merely
says whether we will turn OpenGL lighting on at all). }
property UseSceneLights: boolean
read FUseSceneLights write FUseSceneLights default true;
{ Opacity for all rendered shapes. Setting this to something < 1
you can make every shape transparent. }
property Opacity: Single read FOpacity write FOpacity default 1;
{ Take model textures into account. When @true (default),
then our engine takes care of everything related to texturing
for you: enabling and using textures for textured parts of the model,
disabling textures for non-textured parts.
Otherwise, textures are disabled. }
property EnableTextures: boolean
read FEnableTextures write SetEnableTextures default true;
{ Default minification and magnification filters for textures.
These can be overridden on a per-texture basis in VRML / X3D files
by X3D TextureProperties node (see X3D specification).
@groupBegin }
property MinificationFilter: TMinificationFilter
read FMinificationFilter write SetMinificationFilter default minLinearMipmapLinear;
property MagnificationFilter: TMagnificationFilter
read FMagnificationFilter write SetMagnificationFilter default magLinear;
function TextureFilter: TTextureFilter;
{ @groupEnd }
{ Size of points. This has an effect on VRML/X3D PointSet rendering.
Must be > 0. }
property PointSize: TGLFloat
read FPointSize write FPointSize default DefaultPointSize;
{ Line width. This has an effect on VRML/X3D LineSet rendering,
and on wireframe rendering for TSceneRenderingAttributes.WireframeEffect.
Must be > 0. }
property LineWidth: Single
read FLineWidth write FLineWidth default DefaultLineWidth;
{ Use bump mapping. To actually use this, particular shape must also
provide normal map (and height map, if you want parallax bump mapping).
This also requires some OpenGL capabilities, in particular GLSL.
Simple bump mapping (when only normal map is available)
means that normals are provided in the texture, and lighting
is calculated per-fragment.
Parallax bump mapping means that additionally the texture coordinate
is perturbed, based on height map and camera direction, to create
illusion of 3D shape instead of flat surface.
This makes e.g. the bricks on the texture really
visible as "standing out", in 3D, from the wall. And self-shadowing
means that these bricks even cast appropriate shadows on each other.
Steep parallax mapping requires good GPU to work correctly and fast
enough. }
property BumpMapping: TBumpMapping
read FBumpMapping write SetBumpMapping default DefaultBumpMapping;
{ When GLSL shaders are used.
@unorderedList(
@item(srDisable Never use shaders for anything.
This means that "shaders", "effects" VRML/X3D fields
are ignored, and various effects are disabled
(like shadow maps, bump mapping, screen effects).
No GLSL program is active, we always force fixed-function pipeline.)
@item(srWhenRequired Enable only for shapes that require it.
For shapes that don't strictly require shaders
(don't have ComposedShader, don't use shadow maps,
don't have any shader effects etc.) use fixed-function pipeline.)
@item(srAlways Enable for all shapes, render everything by GLSL shaders.
Everything will look beautiful (per-pixel lighting for all shapes),
but rendering may be slower.)
)
Note that Mode <> rmFull also disables all shaders.
That is, when Mode <> rmFull, the value of this property
doesn't matter, it's always treated like srDisable. }
property Shaders: TShadersRendering read FShaders write FShaders
default DefaultShaders;
{ Custom GLSL shader to use for the whole scene.
When this is assigned, @link(Shaders) value is ignored. }
property CustomShader: TGLSLProgram read FCustomShader write FCustomShader;
{ Alternative custom GLSL shader used when alpha test is necessary.
Relevant only if CustomShader <> nil.
@italic(Do not use this.) This is a temporary hack to enable VSM working
with alpha test. It's not clean, and should not be used for anything else. }
property CustomShaderAlphaTest: TGLSLProgram read FCustomShaderAlphaTest write FCustomShaderAlphaTest;
{ Rendering mode, can be used to disable many rendering features at once. }
property Mode: TRenderingMode read FMode write SetMode default rmFull;
{ Use OpenGL vertex buffer object.
This is always a good idea. You can set this to @false
for debug purposes, e.g. to check how much speedup you get from VBO. }
property VertexBufferObject: boolean
read FVertexBufferObject write SetVertexBufferObject default true;
{ Shadow maps sampling. Various approaches result in various quality and speed. }
property ShadowSampling: TShadowSampling
read FShadowSampling write SetShadowSampling
default DefaultShadowSampling;
{ Visualize depths stored in the shadow maps, instead of using them to
actually make shadow.
Even without turning this on, VRML author can always activate it
explicitly for specific lights. For this, you have to use
@code(X3DLightNode.defaultShadowMap) field,
and place a GeneratedShadowMap node there. If the
@code(GeneratedShadowMap.compareMode) is set to @code('NONE'),
we will always visualize depths of this shadow map.
Setting this property to @true has the same effect as setting
compareMode to "NONE" on all (explicit and implicitly created)
GeneratedShadowMap nodes. }
property VisualizeDepthMap: boolean
read FVisualizeDepthMap write SetVisualizeDepthMap default false;
{ By default, we use depth testing to determine which objects are in front
of the others. This allows to display all 3D content (all TCastleScene
instances, and all shapes inside them) in any order.
For very special purposes, you can disable depth testing.
This means that 3D objects will always be drawn in front of the previous
ones, in the order in which they are rendered,
ignoring the contents of the depth buffer. Use only if you know
what you're doing, if you're sure that the order of rendering will
always be good. }
property DepthTest: boolean read FDepthTest write FDepthTest default true;
end;
TRenderingAttributesClass = class of TRenderingAttributes;
TTextureImageCache = class
{ Full URL of used texture image. Empty ('') if not known
(or maybe this texture didn't come from any URL, e.g. it's generated). }
FullUrl: string;
{ The initial VRML/X3D node that created this cache record.
This is only the first node, that initiated this
TTextureImageCache item. Note that many TAbstractTexture2DNode nodes
may correspond to a single TTextureImageCache (since TTextureImageCache
only tries to share GLName between them). So this may help during
_IncReference, but nothing more --- it's *not* an exhaustive list
of texture nodes related to this video texture!
It may be currently TAbstractTexture2DNode, or TRenderedTextureNode. }
InitialNode: TAbstractTextureNode;
Filter: TTextureFilter;
Anisotropy: TGLfloat;
Wrap: TTextureWrap2D;
GUITexture: boolean;
References: Cardinal;
GLName: TGLuint;
end;
TTextureImageCacheList = specialize TFPGObjectList<TTextureImageCache>;
TTextureVideoCache = class
FullUrl: string;
{ The initial VRML/X3D node that created this cache record.
This is only the first TMovieTextureNode node, that initiated this
TTextureVideoCache item. Note that many TMovieTextureNode nodes
may correspond to a single TTextureVideoCache (since TTextureVideoCache
only tries to share TGLVideo3D between them, they don't have to share
other fields like current time etc.). So this may help during
_IncReference, but nothing more --- it's *not* an exhaustive list
of MovieTexture nodes related to this video texture! }
InitialNode: TMovieTextureNode;
Filter: TTextureFilter;
Anisotropy: TGLfloat;
Wrap: TTextureWrap2D;
GUITexture: boolean;
References: Cardinal;
GLVideo: TGLVideo3D;
end;
TTextureVideoCacheList = specialize TFPGObjectList<TTextureVideoCache>;
TTextureCubeMapCache = class
InitialNode: TAbstractEnvironmentTextureNode;
Filter: TTextureFilter;
Anisotropy: TGLfloat;
References: Cardinal;
GLName: TGLuint;
end;
TTextureCubeMapCacheList = specialize TFPGObjectList<TTextureCubeMapCache>;
TTexture3DCache = class
InitialNode: TAbstractTexture3DNode;
Filter: TTextureFilter;
Anisotropy: TGLfloat;
Wrap: TTextureWrap3D;
References: Cardinal;
GLName: TGLuint;
end;
TTexture3DCacheList = specialize TFPGObjectList<TTexture3DCache>;
{ Cached depth or float texture.
For now, depth and float textures require the same fields. }
TTextureDepthOrFloatCache = class
{ The initial VRML/X3D node that created this cache record.
For now, this may be TGeneratedShadowMapNode or TRenderedTextureNode. }
InitialNode: TAbstractTextureNode;
Wrap: TTextureWrap2D;
References: Cardinal;
GLName: TGLuint;
end;
TTextureDepthOrFloatCacheList = specialize TFPGObjectList<TTextureDepthOrFloatCache>;
TX3DRendererShape = class;
TVboType = (vtCoordinate, vtAttribute, vtIndex);
TVboTypes = set of TVboType;
TVboArrays = array [TVboType] of TGLuint;
{ Cached shape resources. }
TShapeCache = class
private
Attributes: TRenderingAttributes;
Geometry: TAbstractGeometryNode;
State: TX3DGraphTraverseState;
Fog: IAbstractFogObject;
FogVolumetric: boolean;
FogVolumetricDirection: TVector3Single;
FogVolumetricVisibilityStart: Single;
References: Cardinal;
{ An instance of TGeometryArrays, decomposing this shape geometry.
Used to easily render and process this geometry, if assigned.
This is managed by TGLRenderer and TCastleScene. }
Arrays: TGeometryArrays;
{ What Vbos do we need to reload.
Next time (right after creating arrays) we load vbo contents,
we'll look at this to know which parts to actually reload to vbo.
This is extended at each FreeArrays call. }
VboToReload: TVboTypes;
Vbo: TVboArrays;
VboAllocatedUsage: TGLenum;
VboAllocatedSize: array [TVboType] of Cardinal;
{ Like TX3DRendererShape.LoadArraysToVbo,
but takes explicit DynamicGeometry. }
procedure LoadArraysToVbo(DynamicGeometry: boolean);
procedure FreeVBO;
public
constructor Create;
destructor Destroy; override;
procedure FreeArrays(const Changed: TVboTypes);
end;
TShapeCacheList = specialize TFPGObjectList<TShapeCache>;
TX3DGLSLProgram = class;
TShaderProgramCache = class
public
{ Hash of TShader code when initializing this shader
by LinkProgram. Used to decide when shader needs to be regenerated,
and when it can be shared. }
Hash: TShaderCodeHash;
{ Actual GLSL program. May be @nil (if it failed to link). }
ShaderProgram: TX3DGLSLProgram;
References: Cardinal;
destructor Destroy; override;
end;
TShaderProgramCacheList = specialize TFPGObjectList<TShaderProgramCache>;
TGLRenderer = class;
{ Cache used by TGLRenderer instances to share OpenGL resources,
like textures. This may save a lot of OpenGL memory when you
use multiple renderers (for example, multiple TCastleScene instances).
The cache can only be shared by renderers in the same OpenGL context,
or in shared OpenGL contexts. It cannot be reused
in totally alien OpenGL contexts, as the OpenGL identifiers will simply
not exist there. In practice, this should not be a problem, as our OpenGL
contexts always share resources, and you will almost always just use
a single instance of this cache inside @link(GLContextCache). }
TGLRendererContextCache = class
private
TextureImageCaches: TTextureImageCacheList;
TextureVideoCaches: TTextureVideoCacheList;
TextureCubeMapCaches: TTextureCubeMapCacheList;
Texture3DCaches: TTexture3DCacheList;
TextureDepthOrFloatCaches: TTextureDepthOrFloatCacheList;
ShapeCaches: TShapeCacheList;
ProgramCaches: TShaderProgramCacheList;
{ Load given texture to OpenGL, using our cache.
@raises(ETextureLoadError If texture cannot be loaded for whatever
reason.) }
function TextureImage_IncReference(
const TextureImage: TEncodedImage;
const TextureFullUrl: string;
const TextureNode: TAbstractTextureNode;
const Filter: TTextureFilter;
const TextureAnisotropy: TGLfloat;
const TextureWrap: TTextureWrap2D;
const DDSForMipmaps: TDDSImage;
const GUITexture: boolean): TGLuint;
procedure TextureImage_DecReference(
const TextureGLName: TGLuint);
function TextureVideo_IncReference(
const TextureVideo: TVideo;
const TextureFullUrl: string;
const TextureNode: TMovieTextureNode;
const Filter: TTextureFilter;
const TextureAnisotropy: TGLfloat;
const TextureWrap: TTextureWrap2D;
const GUITexture: boolean): TGLVideo3D;
procedure TextureVideo_DecReference(
const TextureVideo: TGLVideo3D);
{ Load given cube texture to OpenGL, using our cache.
@raises(ETextureLoadError If texture cannot be loaded for whatever
reason.) }
function TextureCubeMap_IncReference(
Node: TAbstractEnvironmentTextureNode;
const Filter: TTextureFilter;
const Anisotropy: TGLfloat;
PositiveX, NegativeX,
PositiveY, NegativeY,
PositiveZ, NegativeZ: TEncodedImage;
DDSForMipmaps: TDDSImage): TGLuint;
procedure TextureCubeMap_DecReference(
const TextureGLName: TGLuint);
{ Required GLFeatures.TextureDepth before calling this.
For interpreating DepthCompareField, ARB_shadow will be needed
(but we'll make nice warning if it's not available).
DepthCompareField may be @nil, then it's equivalent to "NONE". }
function TextureDepth_IncReference(
Node: TAbstractTextureNode;
const TextureWrap: TTextureWrap2D;
DepthCompareField: TSFString;
const Width, Height: Cardinal;
const VisualizeDepthMap: boolean): TGLuint;
procedure TextureDepth_DecReference(
const TextureGLName: TGLuint);
{ Increase / decrease reference to a float texture.
Required ARB_texture_float or ATI_texture_float before calling this.
Precision32 = @true requires 32-bit full Single floats,
Precision32 = @false requires 16-bit (half) floats. }
function TextureFloat_IncReference(Node: TAbstractTextureNode;
const Filter: TTextureFilter;
const TextureWrap: TTextureWrap2D;
const Width, Height: Cardinal;
const Precision32: boolean): TGLuint;
procedure TextureFloat_DecReference(
const TextureGLName: TGLuint);
{ Load given 3D texture to OpenGL, using our cache.
@raises(ETextureLoadError If texture cannot be loaded for whatever
reason.) }
function Texture3D_IncReference(
Node: TAbstractTexture3DNode;
const Filter: TTextureFilter;
const Anisotropy: TGLfloat;
const TextureWrap: TTextureWrap3D;
Image: TEncodedImage; DDS: TDDSImage): TGLuint;
procedure Texture3D_DecReference(
const TextureGLName: TGLuint);
public
constructor Create;
destructor Destroy; override;
{ Shape cache. We return TShapeCache, either taking an existing
instance from cache or creating and adding a new one.
Caller is responsible for checking are Arrays / Vbo zero and
eventually initializing and setting. }
function Shape_IncReference(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; ARenderer: TGLRenderer): TShapeCache;
procedure Shape_DecReference(var ShapeCache: TShapeCache);
{ Shader program cache. We return TShaderProgramCache,
either taking an existing instance from cache or creating and adding
a new one. If we create a new one, we will use Shader to initialize
program hash and to create and link actual TX3DGLSLProgram instance. }
function Program_IncReference(ARenderer: TGLRenderer;
Shader: TShader; const ShapeNiceName: string): TShaderProgramCache;
procedure Program_DecReference(var ProgramCache: TShaderProgramCache);
end;
{$I castlerenderer_resource.inc}
{$I castlerenderer_texture.inc}
{$I castlerenderer_bumpmapping.inc}
{$I castlerenderer_glsl.inc}
{ Shape that can be rendered. }
TX3DRendererShape = class(TShape)
private
{ Generate VBO if needed, and reload VBO contents.
Assumes GLVertexBufferObject is true.
Arrays data @italic(must not) be freed (by TGeometryArrays.FreeData)
before calling this method. Also, this method will always call
Arrays.FreeData. So do not load the same TGeometryArrays instance
twice to the Vbo.
We always keep assertion that Vbo is loaded <=> Arrays data is freed. }
procedure LoadArraysToVbo;
public
{ Non-nil means that we have obtained TShaderProgramCache instance,
with valid Hash and ShaderProgram. Note that ShaderProgram may still
be @nil, if it failed to link.
Separate values for each rendering pass, since different rendering
passes probably have different BaseLights and so will require different
shaders. This makes multi-pass rendering, like for shadow volumes,
play nicely with shaders. Otherwise we could recreate shaders at each
rendering pass. }
ProgramCache: array [TRenderingPass] of TShaderProgramCache;
Cache: TShapeCache;
{ Assign this each time before passing this shape to RenderShape. }
ModelView: TMatrix4Single;
end;
{ Line types (patterns). For ease of implementation, ordered exactly like
VRML/X3D LineProperties.linetype field. }
TLineType = (ltSolid,
ltDashed,
ltDotted,
ltDashedDotted,
ltDashDotDot);
TGLRenderer = class
private
{ ---------------------------------------------------------
GLContext-specific things, so freed (or reset in some other way to default
uninitialized values) in UnprepareAll. }
GLTextureNodes: TGLTextureNodes;
BumpMappingRenderers: TBumpMappingRendererList;
ScreenEffectPrograms: TGLSLProgramList;
{ ------------------------------------------------------------------------ }
{ For speed, we keep a single instance of TShader,
instead of creating / destroying an instance at each RenderShape.
This is necessary, otherwise the constructor / destructor of TShader
would be bottle-necks. }
PreparedShader: TShader;
{ ------------------------------------------------------------
Things usable only during Render. }
{ Is bump mapping allowed by the current shape.
Fully calculated only after InitMeshRenderer, as determining GeneratorClass
is needed to set this. }
ShapeBumpMappingAllowed: boolean;
{ Is bump mapping used for current shape.
This is determined by ShapeBumpMappingAllowed,
global BumpMapping, and by the texture information for current
shape (whether user provided normal map, height map etc.) }
ShapeBumpMappingUsed: boolean;
{ How many texture units are used.
It's always clamped by the number of available texture units
(GLMaxTextureUnits). Always <= 1 if OpenGL doesn't support
multitexturing (not GLFeatures.UseMultiTexturing). }
BoundTextureUnits: Cardinal;
{ For how many texture units do we have to generate tex coords.
At the end, the idea is that this is <= BoundTextureUnits
(no point in generating tex coords for not existing textures).
However during render it may be temporarily > BoundTextureUnits
(in case we calculate it before actually binding the textures,
this may happen for textures in ComposedShader custom fields). }
TexCoordsNeeded: Cardinal;
{ For which texture units we pushed and modified the texture matrix.
Only inside RenderShape.
Always <= 1 if not GLFeatures.UseMultiTexturing. }
TextureTransformUnitsUsed: Cardinal;
{ Additional texture units used,
in addition to 0..TextureTransformUnitsUsed - 1.
Cleared by RenderShapeBegin, added by PushTextureUnit,
used by RenderShapeEnd. }
TextureTransformUnitsUsedMore: TLongIntList;
FCullFace: TCullFace;
FSmoothShading: boolean;
FFixedFunctionLighting: boolean;
FFixedFunctionAlphaTest: boolean;
FLineWidth: Single;
FLineType: TLineType;
{$ifndef OpenGLES}
{ Call glPushMatrix, assuming that current matrix mode is GL_TEXTURE
and current tex unit is TexUnit (always make sure this is true when
calling it!).
It also records this fact, so that RenderShapeEnd will be able to
make pop texture matrix later.
In fact this optimizes push/pops on texture matrix stack, such that
VRML/X3D TextureTransform nodes and such together with PushTextureUnit
will only use only matrix stack place, even if texture will be
"pushed" multiple times (both by PushTextureUnit and normal
VRML TextureTransform realized in RenderShapeBegin.) }
procedure PushTextureUnit(const TexUnit: Cardinal);
{$endif}
{ Check Attributes (like Attributes.BumpMapping) and OpenGL
context capabilities to see if bump mapping can be used. }
function BumpMapping: TBumpMapping;
procedure SetCullFace(const Value: TCullFace);
procedure SetSmoothShading(const Value: boolean);
procedure SetFixedFunctionLighting(const Value: boolean);
procedure SetFixedFunctionAlphaTest(const Value: boolean);
procedure SetLineWidth(const Value: Single);
procedure SetLineType(const Value: TLineType);
{ Change glCullFace and GL_CULL_FACE enabled by this property.
This way we avoid redundant state changes. }
property CullFace: TCullFace read FCullFace write SetCullFace;
{ Change glShadeModel by this property. }
property SmoothShading: boolean read FSmoothShading write SetSmoothShading;
{ Change GL_LIGHTING enabled by this property. }
property FixedFunctionLighting: boolean read FFixedFunctionLighting write SetFixedFunctionLighting;
{ Change GL_ALPHA_TEST enabled by this property. }
property FixedFunctionAlphaTest: boolean read FFixedFunctionAlphaTest write SetFixedFunctionAlphaTest;
property LineWidth: Single read FLineWidth write SetLineWidth;
property LineType: TLineType read FLineType write SetLineType;
private
{ ----------------------------------------------------------------- }
{ Available between RenderBegin / RenderEnd. }
LightsRenderer: TVRMLGLLightsRenderer;
{ Currently set fog parameters, during render. }
FogNode: IAbstractFogObject;
FogEnabled: boolean;
FogType: TFogType;
FogColor: TVector3Single;
FogLinearEnd: Single;
FogExpDensity: Single;
FogVolumetric: boolean;
FogVolumetricDirection: TVector3Single;
FogVolumetricVisibilityStart: Single;
FAttributes: TRenderingAttributes;
FCache: TGLRendererContextCache;
{ Lights shining on all shapes. Set in each RenderBegin. }
BaseLights: TLightInstancesList;
{ Rendering pass. Set in each RenderBegin. }
Pass: TRenderingPass;
{ Get VRML/X3D fog parameters, based on fog node and Attributes. }
procedure GetFog(Node: IAbstractFogObject;
out Enabled, Volumetric: boolean;
out VolumetricDirection: TVector3Single;
out VolumetricVisibilityStart: Single);
{$ifdef USE_VRML_TRIANGULATION}
procedure DrawTriangle(Shape: TObject;
const Position: TTriangle3Single;
const Normal: TTriangle3Single; const TexCoord: TTriangle4Single;
const Face: TFaceIndex);
{$endif}
{ If multitexturing available, this sets currently active texture unit.
TextureUnit is newly active unit, this is added to GL_TEXTURE0.
So the only thing that you have to care about is to specify TextureUnit <
FreeGLTexturesCount.
Everything else (multitexturing availability, GL_TEXTURE0)
is taken care of inside here. }
procedure ActiveTexture(const TextureUnit: Cardinal);
{ Disable any (fixed-function) texturing (2D, 3D, cube map, and so on)
on given texture unit. }
procedure DisableTexture(const TextureUnit: Cardinal);
procedure DisableCurrentTexture;
procedure RenderShapeLineProperties(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; Shader: TShader);
procedure RenderShapeMaterials(Shape: TX3DRendererShape; Fog: IAbstractFogObject;
Shader: TShader);
procedure RenderShapeLights(Shape: TX3DRendererShape; Fog: IAbstractFogObject;
Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean);
procedure RenderShapeFog(Shape: TX3DRendererShape; Fog: IAbstractFogObject;
Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean);
procedure RenderShapeTextureTransform(Shape: TX3DRendererShape; Fog: IAbstractFogObject;
Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean);
procedure RenderShapeClipPlanes(Shape: TX3DRendererShape; Fog: IAbstractFogObject;
Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean);
procedure RenderShapeCreateMeshRenderer(Shape: TX3DRendererShape; Fog: IAbstractFogObject;
Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean);
procedure RenderShapeShaders(Shape: TX3DRendererShape; Fog: IAbstractFogObject;
Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean;
GeneratorClass: TArraysGeneratorClass;
ExposedMeshRenderer: TObject);
procedure RenderShapeTextures(Shape: TX3DRendererShape; Fog: IAbstractFogObject;
Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean;
GeneratorClass: TArraysGeneratorClass;
ExposedMeshRenderer: TObject;
UsedGLSLTexCoordsNeeded: Cardinal);
procedure RenderShapeInside(Shape: TX3DRendererShape; Fog: IAbstractFogObject;
Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean;
GeneratorClass: TArraysGeneratorClass;
ExposedMeshRenderer: TObject);
{ Reset various OpenGL state parameters, done at RenderBegin
(to prepare state for following RenderShape calls) and at RenderEnd
(to leave *somewhat* defined state afterwards). }
procedure RenderCleanState(const Beginning: boolean);
procedure PrepareIDecls(Nodes: TMFNode; State: TX3DGraphTraverseState);
procedure PrepareIDecls(Nodes: TX3DNodeList; State: TX3DGraphTraverseState);
public
{ If > 0, RenderShape will not actually render, only prepare
per-shape resources for fast rendering (arrays and vbos). }
PrepareRenderShape: Cardinal;
{ Constructor. Always pass a cache instance --- preferably,
something created and used by many scenes. }
constructor Create(AttributesClass: TRenderingAttributesClass;
ACache: TGLRendererContextCache);
destructor Destroy; override;
{ Rendering attributes. You can change them only when renderer
is not tied to the current OpenGL context, so only after construction
or after UnprepareAll call (before any Prepare or Render* calls). }
property Attributes: TRenderingAttributes read FAttributes;
property Cache: TGLRendererContextCache read FCache;
{ Prepare given Shape for rendering.
Between preparing and unpreparing, nodes passed here are "frozen":
do not change, do not free them. }
procedure Prepare(Shape: TX3DRendererShape);
{ Release resources for this texture. }
procedure UnprepareTexture(Node: TAbstractTextureNode);
{ Release every OpenGL and VRML resource. That is release any knowledge
connecting us to the current OpenGL context and any knowledge
about your prepared VRML nodes, states etc.
Calling UnprepareAll is valid (and ignored) call if everything
is already released.
Destructor callls UnprepareAll automatically. So be sure to either
call UnprepareAll or destroy this renderer
when your OpenGL context is still active. }
procedure UnprepareAll;
procedure RenderBegin(ABaseLights: TLightInstancesList;
LightRenderEvent: TLightRenderEvent; const APass: TRenderingPass);
procedure RenderEnd;
procedure RenderShape(Shape: TX3DRendererShape; Fog: IAbstractFogObject);
{ Update generated texture for this shape.
NeedsRestoreViewport will be set to @true if viewport was
(possibly) changed by this procedure (otherwise, NeedsRestoreViewport
will not be modified). }
procedure UpdateGeneratedTextures(Shape: TShape;
TextureNode: TAbstractTextureNode;
const Render: TRenderFromViewFunction;
const ProjectionNear, ProjectionFar: Single;
var NeedsRestoreViewport: boolean;
CurrentViewpoint: TAbstractViewpointNode;
CameraViewKnown: boolean;
const CameraPosition, CameraDirection, CameraUp: TVector3Single);
{ Load GLSL shader for the ScreenEffect node.
Makes sure that Node.ShaderLoaded is true.
When changing Node.ShaderLoaded false to true tries to initialize
the shader, setting Node.Shader if some GLSL program
was successfully loaded.
The GLSL program (TGLSLProgram) will be stored here,
and will be automatically freed during UnprepareAll call. }
procedure PrepareScreenEffect(Node: TScreenEffectNode);
end;
EGLRendererror = class(EX3DError);
const
AllVboTypes = [Low(TVboType) .. High(TVboType)];
BumpMappingNames: array [TBumpMapping] of string =
( 'None',
'Basic',
'Parallax',
'Steep Parallax',
'Steep Parallax With Self-Shadowing' );
var
{ Log renderer cache events. Allows to see how the cache performs.
A @italic(lot) of log messages.
Meaningful only if you initialized log (see CastleLog unit) by InitializeLog first. }
LogRendererCache: boolean = false;
{ Log various renderer information.
Meaningful only if you initialized log (see CastleLog unit) by InitializeLog first. }
LogRenderer: boolean = false;
{$undef read_interface}
implementation
uses Math, CastleStringUtils, CastleGLVersion, CastleLog, CastleWarnings,
CastleRenderingCamera, X3DCameraUtils, CastleRays, CastleColors, CastleRectangles;
{$define read_implementation}
{$I castlerenderer_meshrenderer.inc}
{$I castlerenderer_resource.inc}
{$I castlerenderer_texture.inc}
{$I castlerenderer_bumpmapping.inc}
{$I castlerenderer_glsl.inc}
{ TGLRendererContextCache -------------------------------------------- }
constructor TGLRendererContextCache.Create;
begin
inherited;
TextureImageCaches := TTextureImageCacheList.Create;
TextureVideoCaches := TTextureVideoCacheList.Create;
TextureCubeMapCaches := TTextureCubeMapCacheList.Create;
Texture3DCaches := TTexture3DCacheList.Create;
TextureDepthOrFloatCaches := TTextureDepthOrFloatCacheList.Create;
ShapeCaches := TShapeCacheList.Create;
ProgramCaches := TShaderProgramCacheList.Create;
end;
destructor TGLRendererContextCache.Destroy;
{ $define ONLY_WARN_ON_CACHE_LEAK}
{$ifdef ONLY_WARN_ON_CACHE_LEAK}
procedure Assert(const B: boolean; const S: string = '');
begin
if not B then
OnWarning(wtMinor, 'VRML/X3D', 'GLRendererContextCache warning: ' + S);
end;
{$endif}
begin
if TextureImageCaches <> nil then
begin
Assert(TextureImageCaches.Count = 0, 'Some references to texture images still exist' +
' when freeing TGLRendererContextCache');
FreeAndNil(TextureImageCaches);
end;
if TextureVideoCaches <> nil then
begin
Assert(TextureVideoCaches.Count = 0, 'Some references to texture videos still exist' +
' when freeing TGLRendererContextCache');
FreeAndNil(TextureVideoCaches);
end;
if TextureCubeMapCaches <> nil then
begin
Assert(TextureCubeMapCaches.Count = 0, 'Some references to texture cubemaps still exist' +
' when freeing TGLRendererContextCache');
FreeAndNil(TextureCubeMapCaches);
end;
if Texture3DCaches <> nil then
begin
Assert(Texture3DCaches.Count = 0, 'Some references to texture 3D still exist' +
' when freeing TGLRendererContextCache');
FreeAndNil(Texture3DCaches);
end;
if TextureDepthOrFloatCaches <> nil then
begin
Assert(TextureDepthOrFloatCaches.Count = 0, 'Some references to depth or float texture still exist' +
' when freeing TGLRendererContextCache');
FreeAndNil(TextureDepthOrFloatCaches);
end;
if ShapeCaches <> nil then
begin
Assert(ShapeCaches.Count = 0, 'Some references to Shapes still exist' +
' when freeing TGLRendererContextCache');
FreeAndNil(ShapeCaches);
end;
if ProgramCaches <> nil then
begin
Assert(ProgramCaches.Count = 0, 'Some references to GLSL programs still exist' +
' when freeing TGLRendererContextCache');
FreeAndNil(ProgramCaches);
end;
inherited;
end;
function TGLRendererContextCache.TextureImage_IncReference(
const TextureImage: TEncodedImage;
const TextureFullUrl: string;
const TextureNode: TAbstractTextureNode;
const Filter: TTextureFilter;
const TextureAnisotropy: TGLfloat;
const TextureWrap: TTextureWrap2D;
const DDSForMipmaps: TDDSImage;
const GUITexture: boolean): TGLuint;
var
I: Integer;
TextureCached: TTextureImageCache;
begin
for I := 0 to TextureImageCaches.Count - 1 do
begin
TextureCached := TextureImageCaches[I];
{ Once I had an idea to make here comparison with
TextureImage = TextureCached^.Image. Since we have TTexturesVideosCache,
so images from the same URL would have the same reference, so this
would work perfectly, and make comparison with TextureURL obsolete, right ?
But there's a problem with this: Image reference may be freed while
the corresponding texture is still cached. In fact, it's normal in
"The Castle", if you use FreeResources([frTexturesInNodes]) feature.
Which means that Image reference may become invalid, and, worse,
another Image may be potentially assigned the same reference.
What would be needed is to automatically set cached Image reference
to nil (and implement to not use Image reference if it's nil) if
Image instance is freed. Something like FreeNotification.
But still, the same FreeResources([frTexturesInNodes]) would prevent
the texture from sharing, if we would free the texture prematurely
and later load the same texture, with to different TCastleImage instance.
For now, I don't use this idea, and rely on TextureFullUrl. }
if ( ( (TextureFullUrl <> '') and
(TextureCached.FullUrl = TextureFullUrl) ) or
(TextureCached.InitialNode = TextureNode) ) and
(TextureCached.Filter = Filter) and
(TextureCached.Anisotropy = TextureAnisotropy) and
(TextureCached.Wrap = TextureWrap) and
(TextureCached.GUITexture = GUITexture) then
begin
Inc(TextureCached.References);
if LogRendererCache and Log then
WritelnLog('++', '%s: %d', [TextureFullUrl, TextureCached.References]);
Exit(TextureCached.GLName);
end;
end;
{ Initialize Result first, before calling TextureImageCaches.Add.
That's because in case LoadGLTexture raises exception,
we don't want to add texture to cache (because caller would have
no way to call TextureImage_DecReference later). }
Result := LoadGLTexture(TextureImage, Filter, TextureWrap, DDSForMipmaps, GUITexture);
TexParameterMaxAnisotropy(GL_TEXTURE_2D, TextureAnisotropy);
TextureCached := TTextureImageCache.Create;
TextureImageCaches.Add(TextureCached);
TextureCached.FullUrl := TextureFullUrl;
TextureCached.InitialNode := TextureNode;
TextureCached.Filter := Filter;
TextureCached.Anisotropy := TextureAnisotropy;
TextureCached.Wrap := TextureWrap;
TextureCached.GUITexture := GUITexture;
TextureCached.References := 1;
TextureCached.GLName := Result;
if LogRendererCache and Log then
WritelnLog('++', '%s: %d', [TextureFullUrl, 1]);
end;
procedure TGLRendererContextCache.TextureImage_DecReference(
const TextureGLName: TGLuint);
var
I: Integer;
begin
for I := 0 to TextureImageCaches.Count - 1 do
if TextureImageCaches[I].GLName = TextureGLName then
begin
Dec(TextureImageCaches[I].References);
if LogRendererCache and Log then
WritelnLog('--', '%s: %d', [TextureImageCaches[I].FullUrl,
TextureImageCaches[I].References]);
if TextureImageCaches[I].References = 0 then
begin
glFreeTexture(TextureImageCaches[I].GLName);
TextureImageCaches.Delete(I);
end;
Exit;
end;
raise EInternalError.CreateFmt(
'TGLRendererContextCache.TextureImage_DecReference: no reference ' +
'found to texture %d', [TextureGLName]);
end;
function TGLRendererContextCache.TextureVideo_IncReference(
const TextureVideo: TVideo;
const TextureFullUrl: string;
const TextureNode: TMovieTextureNode;
const Filter: TTextureFilter;
const TextureAnisotropy: TGLfloat;
const TextureWrap: TTextureWrap2D;
const GUITexture: boolean): TGLVideo3D;
var
I: Integer;
TextureCached: TTextureVideoCache;
begin
for I := 0 to TextureVideoCaches.Count - 1 do
begin
TextureCached := TextureVideoCaches[I];
if ( ( (TextureFullUrl <> '') and
(TextureCached.FullUrl = TextureFullUrl) ) or
(TextureCached.InitialNode = TextureNode) ) and
(TextureCached.Filter = Filter) and
(TextureCached.Anisotropy = TextureAnisotropy) and
(TextureCached.Wrap = TextureWrap) and
(TextureCached.GUITexture = GUITexture) then
begin
Inc(TextureCached.References);
if LogRendererCache and Log then
WritelnLog('++', '%s: %d', [TextureFullUrl, TextureCached.References]);
Exit(TextureCached.GLVideo);
end;
end;
{ Initialize Result first, before calling TextureVideoCaches.Add.
That's because in case TGLVideo3D.Create raises exception,
we don't want to add texture to cache (because caller would have
no way to call TextureVideo_DecReference later). }
Result := TGLVideo3D.Create(TextureVideo, Filter, TextureAnisotropy, TextureWrap, GUITexture);
TextureCached := TTextureVideoCache.Create;
TextureVideoCaches.Add(TextureCached);
TextureCached.FullUrl := TextureFullUrl;
TextureCached.InitialNode := TextureNode;
TextureCached.Filter := Filter;
TextureCached.Anisotropy := TextureAnisotropy;
TextureCached.Wrap := TextureWrap;
TextureCached.GUITexture := GUITexture;
TextureCached.References := 1;
TextureCached.GLVideo := Result;
if LogRendererCache and Log then
WritelnLog('++', '%s: %d', [TextureFullUrl, 1]);
end;
procedure TGLRendererContextCache.TextureVideo_DecReference(
const TextureVideo: TGLVideo3D);
var
I: Integer;
begin
for I := 0 to TextureVideoCaches.Count - 1 do
if TextureVideoCaches[I].GLVideo = TextureVideo then
begin
Dec(TextureVideoCaches[I].References);
if LogRendererCache and Log then
WritelnLog('--', '%s: %d', [TextureVideoCaches[I].FullUrl,
TextureVideoCaches[I].References]);
if TextureVideoCaches[I].References = 0 then
begin
FreeAndNil(TextureVideoCaches[I].GLVideo);
TextureVideoCaches.Delete(I);
end;
Exit;
end;
raise EInternalError.CreateFmt(
'TGLRendererContextCache.TextureVideo_DecReference: no reference ' +
'found to texture %s', [PointerToStr(TextureVideo)]);
end;
function TGLRendererContextCache.TextureCubeMap_IncReference(
Node: TAbstractEnvironmentTextureNode;
const Filter: TTextureFilter;
const Anisotropy: TGLfloat;
PositiveX, NegativeX,
PositiveY, NegativeY,
PositiveZ, NegativeZ: TEncodedImage;
DDSForMipmaps: TDDSImage): TGLuint;
var
I: Integer;
TextureCached: TTextureCubeMapCache;
begin
for I := 0 to TextureCubeMapCaches.Count - 1 do
begin
TextureCached := TextureCubeMapCaches[I];
if (TextureCached.InitialNode = Node) and
(TextureCached.Filter = Filter) and
(TextureCached.Anisotropy = Anisotropy) then
begin
Inc(TextureCached.References);
if LogRendererCache and Log then
WritelnLog('++', 'cube map %s: %d', [PointerToStr(Node), TextureCached.References]);
Exit(TextureCached.GLName);
end;
end;
glGenTextures(1, @Result);
glBindTexture(GL_TEXTURE_CUBE_MAP, Result);
SetTextureFilter(GL_TEXTURE_CUBE_MAP, Filter);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GLFeatures.CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GLFeatures.CLAMP_TO_EDGE);
glTextureCubeMap(Result,
PositiveX, NegativeX,
PositiveY, NegativeY,
PositiveZ, NegativeZ,
DDSForMipmaps,
Filter.NeedsMipmaps);
TexParameterMaxAnisotropy(GL_TEXTURE_CUBE_MAP, Anisotropy);
TextureCached := TTextureCubeMapCache.Create;
TextureCubeMapCaches.Add(TextureCached);
TextureCached.InitialNode := Node;
TextureCached.Filter := Filter;
TextureCached.Anisotropy := Anisotropy;
TextureCached.References := 1;
TextureCached.GLName := Result;
if LogRendererCache and Log then
WritelnLog('++', 'cube map %s: %d', [PointerToStr(Node), 1]);
end;
procedure TGLRendererContextCache.TextureCubeMap_DecReference(
const TextureGLName: TGLuint);
var
I: Integer;
begin
for I := 0 to TextureCubeMapCaches.Count - 1 do
if TextureCubeMapCaches[I].GLName = TextureGLName then
begin
Dec(TextureCubeMapCaches[I].References);
if LogRendererCache and Log then
WritelnLog('--', 'cube map %s: %d', [PointerToStr(TextureCubeMapCaches[I].InitialNode), TextureCubeMapCaches[I].References]);
if TextureCubeMapCaches[I].References = 0 then
begin
glFreeTexture(TextureCubeMapCaches[I].GLName);
TextureCubeMapCaches.Delete(I);
end;
Exit;
end;
raise EInternalError.CreateFmt(
'TGLRendererContextCache.TextureCubeMap_DecReference: no reference ' +
'found to texture %d', [TextureGLName]);
end;
function TGLRendererContextCache.Texture3D_IncReference(
Node: TAbstractTexture3DNode;
const Filter: TTextureFilter;
const Anisotropy: TGLfloat;
const TextureWrap: TTextureWrap3D;
Image: TEncodedImage; DDS: TDDSImage): TGLuint;
var
I: Integer;
TextureCached: TTexture3DCache;
begin
for I := 0 to Texture3DCaches.Count - 1 do
begin
TextureCached := Texture3DCaches[I];
if (TextureCached.InitialNode = Node) and
(TextureCached.Filter = Filter) and
(TextureCached.Anisotropy = Anisotropy) and
(TextureCached.Wrap = TextureWrap) then
begin
Inc(TextureCached.References);
if LogRendererCache and Log then
WritelnLog('++', '3d texture %s: %d', [PointerToStr(Node), TextureCached.References]);
Exit(TextureCached.GLName);
end;
end;
glGenTextures(1, @Result);
{$ifndef OpenGLES} // TODO-OpenGLES3 (3D textures are only available in OpenGLES3)
glBindTexture(GL_TEXTURE_3D, Result);
glTextureImage3d(Result, Image, Filter, DDS);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, TextureWrap[0]);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, TextureWrap[1]);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, TextureWrap[2]);
TexParameterMaxAnisotropy(GL_TEXTURE_3D, Anisotropy);
{$endif}
TextureCached := TTexture3DCache.Create;
Texture3DCaches.Add(TextureCached);
TextureCached.InitialNode := Node;
TextureCached.Filter := Filter;
TextureCached.Anisotropy := Anisotropy;
TextureCached.Wrap := TextureWrap;
TextureCached.References := 1;
TextureCached.GLName := Result;
if LogRendererCache and Log then
WritelnLog('++', '3d texture %s: %d', [PointerToStr(Node), 1]);
end;
procedure TGLRendererContextCache.Texture3D_DecReference(
const TextureGLName: TGLuint);
var
I: Integer;
begin
for I := 0 to Texture3DCaches.Count - 1 do
if Texture3DCaches[I].GLName = TextureGLName then
begin
Dec(Texture3DCaches[I].References);
if LogRendererCache and Log then
WritelnLog('--', '3d texture %s: %d', [PointerToStr(Texture3DCaches[I].InitialNode), Texture3DCaches[I].References]);
if Texture3DCaches[I].References = 0 then
begin
glFreeTexture(Texture3DCaches[I].GLName);
Texture3DCaches.Delete(I);
end;
Exit;
end;
raise EInternalError.CreateFmt(
'TGLRendererContextCache.Texture3D_DecReference: no reference ' +
'found to texture %d', [TextureGLName]);
end;
function TGLRendererContextCache.TextureDepth_IncReference(
Node: TAbstractTextureNode;
const TextureWrap: TTextureWrap2D;
DepthCompareField: TSFString;
const Width, Height: Cardinal;
const VisualizeDepthMap: boolean): TGLuint;
var
I: Integer;
TextureCached: TTextureDepthOrFloatCache;
Filter: TTextureFilter;
ImageType: TGLenum;
ImageFormat: string;
ImageSize: Int64;
begin
for I := 0 to TextureDepthOrFloatCaches.Count - 1 do
begin
TextureCached := TextureDepthOrFloatCaches[I];
if (TextureCached.InitialNode = Node) and
(TextureCached.Wrap = TextureWrap) then
begin
Inc(TextureCached.References);
if LogRendererCache and Log then
WritelnLog('++', 'Depth texture %s: %d', [PointerToStr(Node), TextureCached.References]);
Exit(TextureCached.GLName);
end;
end;
glGenTextures(1, @Result);
glBindTexture(GL_TEXTURE_2D, Result);
Filter.Minification := minLinear;
Filter.Magnification := magLinear;
SetTextureFilter(GL_TEXTURE_2D, Filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, TextureWrap[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, TextureWrap[1]);
{ OpenGLES: OES_depth_texture allows only GL_UNSIGNED_SHORT
or GL_UNSIGNED_INT for depth textures. }
ImageType := {$ifdef OpenGLES} GL_UNSIGNED_SHORT {$else} GL_UNSIGNED_BYTE {$endif};
ImageFormat := {$ifdef OpenGLES} 'depth-short' {$else} 'depth-byte' {$endif};
ImageSize := {$ifdef OpenGLES} SizeOf(TGLushort) {$else} SizeOf(TGLbyte) {$endif}
* Width * Height;
{ Do not init any texture image. Just initialize texture sizes
and both internal and external formats to GL_DEPTH_COMPONENT_ARB
(will match depth buffer precision). }
glTexImage2d(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
Width, Height, 0, GL_DEPTH_COMPONENT, ImageType, nil);
TextureMemoryProfiler.Allocate(Result, '', ImageFormat, ImageSize, false,
Width, Height, 1);
{$ifndef OpenGLES} // TODO-es
if GLFeatures.ARB_shadow then
begin
if DepthCompareField <> nil then
begin
if VisualizeDepthMap or (DepthCompareField.Value = 'NONE') then
begin
{ Using Attributes.VisualizeDepthMap effectively forces
every shadow map's compareMode to be NONE.
Although on some GPUs (Radeon X1600 (fglrx, chantal))
setting compareMode to NONE is not needed (one can use them
as sampler2D in shaders anyway, and extract depth as grayscale),
on other GPUs (NVidia GeForce 450 (kocury)) it is needed
(otherwise depth map only returns 0/1 values, not grayscale).
Spec suggests it should be needed. }
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
end else
if DepthCompareField.Value = 'COMPARE_R_LEQUAL' then
begin
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
end else
if DepthCompareField.Value = 'COMPARE_R_GEQUAL' then
begin
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_GEQUAL);
end else
OnWarning(wtMajor, 'VRML/X3D', Format('Invalid value for GeneratedShadowMode.compareMode: "%s"', [DepthCompareField.Value]));
end else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
end else
OnWarning(wtMinor, 'VRML/X3D', 'OpenGL doesn''t support ARB_shadow, we cannot set depth comparison for depth texture');
{$endif}
TextureCached := TTextureDepthOrFloatCache.Create;
TextureDepthOrFloatCaches.Add(TextureCached);
TextureCached.InitialNode := Node;
TextureCached.References := 1;
TextureCached.Wrap := TextureWrap;
TextureCached.GLName := Result;
if LogRendererCache and Log then
WritelnLog('++', 'Depth texture %s: %d', [PointerToStr(Node), 1]);
end;
procedure TGLRendererContextCache.TextureDepth_DecReference(
const TextureGLName: TGLuint);
var
I: Integer;
begin
for I := 0 to TextureDepthOrFloatCaches.Count - 1 do
if TextureDepthOrFloatCaches[I].GLName = TextureGLName then
begin
Dec(TextureDepthOrFloatCaches[I].References);
if LogRendererCache and Log then
WritelnLog('--', 'Depth texture %s: %d', [PointerToStr(TextureDepthOrFloatCaches[I].InitialNode), TextureDepthOrFloatCaches[I].References]);
if TextureDepthOrFloatCaches[I].References = 0 then
begin
glFreeTexture(TextureDepthOrFloatCaches[I].GLName);
TextureDepthOrFloatCaches.Delete(I);
end;
Exit;
end;
raise EInternalError.CreateFmt(
'TGLRendererContextCache.TextureDepth_DecReference: no reference ' +
'found to texture %d', [TextureGLName]);
end;
function TGLRendererContextCache.TextureFloat_IncReference(
Node: TAbstractTextureNode;
const Filter: TTextureFilter;
const TextureWrap: TTextureWrap2D;
const Width, Height: Cardinal;
const Precision32: boolean): TGLuint;
{$ifndef OpenGLES}
var
I: Integer;
TextureCached: TTextureDepthOrFloatCache;
InternalFormat: TGLenum;
begin
for I := 0 to TextureDepthOrFloatCaches.Count - 1 do
begin
TextureCached := TextureDepthOrFloatCaches[I];
if (TextureCached.InitialNode = Node) and
(TextureCached.Wrap = TextureWrap) then
begin
Inc(TextureCached.References);
if LogRendererCache and Log then
WritelnLog('++', 'Float texture %s: %d', [PointerToStr(Node), TextureCached.References]);
Exit(TextureCached.GLName);
end;
end;
glGenTextures(1, @Result);
glBindTexture(GL_TEXTURE_2D, Result);
SetTextureFilter(GL_TEXTURE_2D, Filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, TextureWrap[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, TextureWrap[1]);
if Precision32 then
InternalFormat := GL_RGB32F_ARB { same thing as GL_RGB_FLOAT32_ATI } else
InternalFormat := GL_RGB16F_ARB { same thing as GL_RGB_FLOAT16_ATI };
{ Do not init any texture image. Just initialize texture sizes and formats. }
glTexImage2d(GL_TEXTURE_2D, 0, InternalFormat,
Width, Height, 0, GL_RGB, GL_FLOAT, nil);
TextureMemoryProfiler.Allocate(Result, '', 'rgb-float',
3 * SizeOf(TGLfloat) * Width * Height, false, Width, Height, 1);
TextureCached := TTextureDepthOrFloatCache.Create;
TextureDepthOrFloatCaches.Add(TextureCached);
TextureCached.InitialNode := Node;
TextureCached.References := 1;
TextureCached.Wrap := TextureWrap;
TextureCached.GLName := Result;
{ Hm, we probably should store Filter, Precision32
inside TextureCached as well... Ignore this, useless for now ---
one Node will require only one float texture anyway. }
if LogRendererCache and Log then
WritelnLog('++', 'Float texture %s: %d', [PointerToStr(Node), 1]);
{$else}
begin
raise Exception.Create('Float textures not available on OpenGL ES 2.0');
Result := 0; // silence warning
{$endif}
end;
procedure TGLRendererContextCache.TextureFloat_DecReference(
const TextureGLName: TGLuint);
var
I: Integer;
begin
for I := 0 to TextureDepthOrFloatCaches.Count - 1 do
if TextureDepthOrFloatCaches[I].GLName = TextureGLName then
begin
Dec(TextureDepthOrFloatCaches[I].References);
if LogRendererCache and Log then
WritelnLog('--', 'Float texture %s: %d', [PointerToStr(TextureDepthOrFloatCaches[I].InitialNode), TextureDepthOrFloatCaches[I].References]);
if TextureDepthOrFloatCaches[I].References = 0 then
begin
glFreeTexture(TextureDepthOrFloatCaches[I].GLName);
TextureDepthOrFloatCaches.Delete(I);
end;
Exit;
end;
raise EInternalError.CreateFmt(
'TGLRendererContextCache.TextureFloat_DecReference: no reference ' +
'found to texture %d', [TextureGLName]);
end;
function TGLRendererContextCache.Shape_IncReference(
Shape: TX3DRendererShape; Fog: IAbstractFogObject;
ARenderer: TGLRenderer): TShapeCache;
var
FogEnabled, FogVolumetric: boolean;
FogVolumetricDirection: TVector3Single;
FogVolumetricVisibilityStart: Single;
function IgnoreStateTransform: boolean;
begin
if { Force CacheIgnoresTransform to be false if our shape uses shaders.
Shaders may depend on coordinates in eye space, which obviously
may be different for shapes that differ even only on transform. }
(Shape.Node <> nil) and
(Shape.Node.Appearance <> nil) and
(Shape.Node.Appearance.FdShaders.Count <> 0) then
Exit(false);
Result := not (
{ If we use any features that (may) render shape differently
if shape's transform (or other stuff handled outside arrays
and castlerenderer) changes, then Result must be false. }
Assigned(ARenderer.Attributes.OnVertexColor) or
Assigned(ARenderer.Attributes.OnRadianceTransfer) or
FogVolumetric);
end;
function FogVolumetricEqual(
const Volumetric1: boolean;
const VolumetricDirection1: TVector3Single;
const VolumetricVisibilityStart1: Single;
const Volumetric2: boolean;
const VolumetricDirection2: TVector3Single;
const VolumetricVisibilityStart2: Single): boolean;
begin
Result := (Volumetric1 = Volumetric2) and
( (not Volumetric1) or
( VectorsPerfectlyEqual(VolumetricDirection1, VolumetricDirection2) and
(VolumetricVisibilityStart1 = VolumetricVisibilityStart2) ) );
end;
var
I: Integer;
begin
ARenderer.GetFog(Fog, FogEnabled, FogVolumetric,
FogVolumetricDirection, FogVolumetricVisibilityStart);
for I := 0 to ShapeCaches.Count - 1 do
begin
Result := ShapeCaches[I];
if (Result.Geometry = Shape.Geometry) and
Result.Attributes.EqualForShapeCache(ARenderer.Attributes) and
Result.State.Equals(Shape.State, IgnoreStateTransform) and
FogVolumetricEqual(
Result.FogVolumetric,
Result.FogVolumetricDirection,
Result.FogVolumetricVisibilityStart,
FogVolumetric,
FogVolumetricDirection,
FogVolumetricVisibilityStart) then
begin
Inc(Result.References);
if LogRendererCache and Log then
WritelnLog('++', 'Shape %s (%s): %d', [PointerToStr(Result), Result.Geometry.NodeTypeName, Result.References]);
Exit(Result);
end;
end;
{ not found, so create new }
Result := TShapeCache.Create;
ShapeCaches.Add(Result);
Result.Attributes := ARenderer.Attributes;
Result.Geometry := Shape.Geometry;
Result.State := Shape.State;
Result.Fog := Fog;
Result.FogVolumetric := FogVolumetric;
Result.FogVolumetricDirection := FogVolumetricDirection;
Result.FogVolumetricVisibilityStart := FogVolumetricVisibilityStart;
Result.References := 1;
if LogRendererCache and Log then
WritelnLog('++', 'Shape %s (%s): %d', [PointerToStr(Result), Result.Geometry.NodeTypeName, Result.References]);
end;
procedure TGLRendererContextCache.Shape_DecReference(var ShapeCache: TShapeCache);
var
I: Integer;
begin
for I := 0 to ShapeCaches.Count - 1 do
begin
if ShapeCaches[I] = ShapeCache then
begin
Dec(ShapeCache.References);
if LogRendererCache and Log then
WritelnLog('--', 'Shape %s (%s): %d', [PointerToStr(ShapeCache), ShapeCache.Geometry.NodeTypeName, ShapeCache.References]);
if ShapeCache.References = 0 then
ShapeCaches.Delete(I);
ShapeCache := nil;
Exit;
end;
end;
raise EInternalError.Create(
'TGLRendererContextCache.Shape_DecReference: no reference found');
end;
function TGLRendererContextCache.Program_IncReference(ARenderer: TGLRenderer;
Shader: TShader; const ShapeNiceName: string): TShaderProgramCache;
var
I: Integer;
begin
for I := 0 to ProgramCaches.Count - 1 do
begin
Result := ProgramCaches[I];
if Result.Hash = Shader.CodeHash then
begin
Inc(Result.References);
if LogRendererCache and Log then
WritelnLog('++', 'Shader program (hash %s): %d', [Result.Hash.ToString, Result.References]);
Exit(Result);
end;
end;
Result := TShaderProgramCache.Create;
ProgramCaches.Add(Result);
Result.References := 1;
Result.Hash := Shader.CodeHash;
try
Result.ShaderProgram := TX3DGLSLProgram.Create(ARenderer);
Shader.LinkProgram(Result.ShaderProgram, ShapeNiceName);
except on E: EGLSLError do
begin
FreeAndNil(Result.ShaderProgram);
{ Note: leave Result assigned and Result.Hash set,
to avoid reinitializing this shader next time. }
OnWarning(wtMinor, 'VRML/X3D', Format('Cannot use GLSL shader for shape "%s": %s',
[ShapeNiceName, E.Message]));
end;
end;
{ We *must* have some GLSL shader on OpenGLES }
{$ifdef OpenGLES}
if Result.ShaderProgram = nil then
begin
try
Result.ShaderProgram := TX3DGLSLProgram.Create(ARenderer);
Shader.LinkFallbackProgram(Result.ShaderProgram);
except on E: EGLSLError do
begin
{ We try to behave nicely when LinkFallbackProgram fails, although in practice
Android's OpenGLES implementation may just crash... }
FreeAndNil(Result.ShaderProgram);
OnWarning(wtMinor, 'VRML/X3D', Format('Cannot use even fallback GLSL shader for shape "%s": %s',
[ShapeNiceName, E.Message]));
end;
end;
end;
{$endif}
if LogRendererCache and Log then
WritelnLog('++', 'Shader program (hash %s): %d', [Result.Hash.ToString, Result.References]);
end;
procedure TGLRendererContextCache.Program_DecReference(var ProgramCache: TShaderProgramCache);
var
I: Integer;
begin
for I := 0 to ProgramCaches.Count - 1 do
begin
if ProgramCaches[I] = ProgramCache then
begin
Dec(ProgramCache.References);
if LogRendererCache and Log then
WritelnLog('--', 'Shader program (hash %s): %d', [ProgramCache.Hash.ToString, ProgramCache.References]);
if ProgramCache.References = 0 then
ProgramCaches.Delete(I);
ProgramCache := nil;
Exit;
end;
end;
raise EInternalError.Create(
'TGLRendererContextCache.Program_DecReference: no reference found');
end;
{ TRenderingAttributes --------------------------------------------------- }
procedure TRenderingAttributes.Assign(Source: TPersistent);
begin
if Source is TRenderingAttributes then
begin
OnRadianceTransfer := TRenderingAttributes(Source).OnRadianceTransfer;
OnVertexColor := TRenderingAttributes(Source).OnVertexColor;
Lighting := TRenderingAttributes(Source).Lighting;
UseSceneLights := TRenderingAttributes(Source).UseSceneLights;
Opacity := TRenderingAttributes(Source).Opacity;
EnableTextures := TRenderingAttributes(Source).EnableTextures;
MinificationFilter := TRenderingAttributes(Source).MinificationFilter;
MagnificationFilter := TRenderingAttributes(Source).MagnificationFilter;
PointSize := TRenderingAttributes(Source).PointSize;
LineWidth := TRenderingAttributes(Source).LineWidth;
end else
inherited;
end;
function TRenderingAttributes.EqualForShapeCache(
SecondValue: TRenderingAttributes): boolean;
begin
Result :=
(SecondValue.OnRadianceTransfer = OnRadianceTransfer) and
(SecondValue.OnVertexColor = OnVertexColor) and
(SecondValue.EnableTextures = EnableTextures);
end;
constructor TRenderingAttributes.Create;
begin
inherited;
FLighting := true;
FUseSceneLights := true;
FOpacity := 1;
FEnableTextures := true;
FMinificationFilter := minLinearMipmapLinear;
FMagnificationFilter := magLinear;
FPointSize := DefaultPointSize;
FLineWidth := DefaultLineWidth;
FBumpMapping := DefaultBumpMapping;
FShaders := DefaultShaders;
FVertexBufferObject := true;
FShadowSampling := DefaultShadowSampling;
FDepthTest := true;
end;
procedure TRenderingAttributes.ReleaseCachedResources;
begin
{ Nothing to do in this class. }
end;
procedure TRenderingAttributes.SetOnRadianceTransfer(
const Value: TRadianceTransferFunction);
begin
if OnRadianceTransfer <> Value then
begin
ReleaseCachedResources;
FOnRadianceTransfer := Value;
end;
end;
procedure TRenderingAttributes.SetOnVertexColor(
const Value: TVertexColorFunction);
begin
if OnVertexColor <> Value then
begin
ReleaseCachedResources;
FOnVertexColor := Value;
end;
end;
procedure TRenderingAttributes.SetEnableTextures(const Value: boolean);
begin
if EnableTextures <> Value then
begin
ReleaseCachedResources;
FEnableTextures := Value;
end;
end;
procedure TRenderingAttributes.SetMinificationFilter(const Value: TMinificationFilter);
begin
if MinificationFilter <> Value then
begin
ReleaseCachedResources;
FMinificationFilter := Value;
end;
end;
procedure TRenderingAttributes.SetMagnificationFilter(const Value: TMagnificationFilter);
begin
if MagnificationFilter <> Value then
begin
ReleaseCachedResources;
FMagnificationFilter := Value;
end;
end;
function TRenderingAttributes.TextureFilter: TTextureFilter;
begin
Result.Minification := MinificationFilter;
Result.Magnification := MagnificationFilter;
end;
procedure TRenderingAttributes.SetBumpMapping(const Value: TBumpMapping);
begin
if BumpMapping <> Value then
begin
ReleaseCachedResources;
FBumpMapping := Value;
end;
end;
procedure TRenderingAttributes.SetMode(const Value: TRenderingMode);
begin
FMode := Value;
end;
procedure TRenderingAttributes.SetShadowSampling(const Value: TShadowSampling);
begin
if FShadowSampling <> Value then
begin
{ When swithing between VSM and non-VSM sampling methods,
we need to ReleaseCachedResources, since shadow maps must be regenerated. }
if (FShadowSampling = ssVarianceShadowMaps) <>
(Value = ssVarianceShadowMaps) then
ReleaseCachedResources;
FShadowSampling := Value;
end;
end;
procedure TRenderingAttributes.SetVertexBufferObject(const Value: boolean);
begin
if VertexBufferObject <> Value then
begin
ReleaseCachedResources;
FVertexBufferObject := Value;
end;
end;
procedure TRenderingAttributes.SetVisualizeDepthMap(const Value: boolean);
begin
if VisualizeDepthMap <> Value then
begin
ReleaseCachedResources;
FVisualizeDepthMap := Value;
end;
end;
procedure TRenderingAttributes.SetShaders(const Value: TShadersRendering);
begin
FShaders := Value;
end;
{ TGLRenderer ---------------------------------------------------------- }
constructor TGLRenderer.Create(
AttributesClass: TRenderingAttributesClass;
ACache: TGLRendererContextCache);
begin
inherited Create;
FAttributes := AttributesClass.Create;
GLTextureNodes := TGLTextureNodes.Create(false);
BumpMappingRenderers := TBumpMappingRendererList.Create(false);
ScreenEffectPrograms := TGLSLProgramList.Create;
TextureTransformUnitsUsedMore := TLongIntList.Create;
PreparedShader := TShader.Create;
FCache := ACache;
Assert(FCache <> nil);
end;
destructor TGLRenderer.Destroy;
begin
UnprepareAll;
FreeAndNil(TextureTransformUnitsUsedMore);
FreeAndNil(GLTextureNodes);
FreeAndNil(BumpMappingRenderers);
FreeAndNil(ScreenEffectPrograms);
FreeAndNil(FAttributes);
FreeAndNil(PreparedShader);
FCache := nil; // we don't own cache
inherited;
end;
{ TShapeCache ---------------------------------------------------------------- }
constructor TShapeCache.Create;
begin
inherited;
VboToReload := AllVboTypes;
end;
destructor TShapeCache.Destroy;
begin
FreeArrays(AllVboTypes);
FreeVBO;
inherited;
end;
procedure TShapeCache.FreeVBO;
var
I: TVboType;
begin
if Vbo[vtCoordinate] <> 0 then
begin
{ All Vbo must be zero, or none. }
for I := Low(I) to High(I) do
Assert(Vbo[I] <> 0);
glDeleteBuffers(Ord(High(Vbo)) + 1, @Vbo);
for I := Low(I) to High(I) do
Vbo[I] := 0;
end;
end;
procedure TShapeCache.FreeArrays(const Changed: TVboTypes);
begin
FreeAndNil(Arrays);
VboToReload += Changed;
end;
procedure TShapeCache.LoadArraysToVbo(DynamicGeometry: boolean);
var
DataUsage: TGLenum;
NewVbos: boolean;
{ Bind Vbo buffer and load data. Updates AllocatedSize.
Uses glBufferSubData if possible, as it may be faster than glBufferData
(not confirmed by tests, although OpenGL manuals suggest it). }
procedure BufferData(const VboType: TVboType;
const Target: TGLenum; const Size: Cardinal; const Data: Pointer);
begin
if NewVbos or
(VboType in VboToReload) or
{ In normal circumstances, when vbo is already loaded,
it should have already the appropriate size. But through VRML/X3D
events, user may be able to actually incorrectly change
coordinates, such that new ones have different size than the old ones
--- in this case, VboToReload optimization fails, and we have
to reload data (or we'll get terrible OpenGL segfaults later,
as it tries to access non-existent data from vertex arrays). }
(VboAllocatedSize[VboType] <> Size) then
begin
glBindBuffer(Target, Vbo[VboType]);
if NewVbos or
(VboAllocatedUsage <> DataUsage) or
(VboAllocatedSize[VboType] <> Size) then
begin
glBufferData(Target, Size, Data, DataUsage);
VboAllocatedSize[VboType] := Size;
end else
glBufferSubData(Target, 0, Size, Data);
end;
end;
function VboTypesToStr(const VboTypes: TVboTypes): string;
const
Names: array [TVboType] of string =
( 'Coordinate', 'Attribute', 'Index' );
var
I: TVboType;
begin
Result := '';
for I := Low(I) to High(I) do
if I in VboTypes then
begin
if Result <> '' then Result += ',';
Result += Names[I];
end;
Result := '[' + Result + ']';
end;
begin
Assert(GLFeatures.VertexBufferObject);
Assert(not Arrays.DataFreed);
NewVbos := Vbo[vtCoordinate] = 0;
if NewVbos then
begin
glGenBuffers(Ord(High(Vbo)) + 1, @Vbo);
if Log and LogRenderer then
WritelnLog('Renderer', Format('Creating and loading data to VBOs (%d,%d,%d)',
[Vbo[vtCoordinate], Vbo[vtAttribute], Vbo[vtIndex]]));
end else
begin
if Log and LogRenderer then
WritelnLog('Renderer', Format('Loading data to existing VBOs (%d,%d,%d), reloading %s',
[Vbo[vtCoordinate], Vbo[vtAttribute], Vbo[vtIndex],
VboTypesToStr(VboToReload)]));
end;
if DynamicGeometry then
DataUsage := GL_DYNAMIC_DRAW else
DataUsage := GL_STATIC_DRAW;
BufferData(vtCoordinate, GL_ARRAY_BUFFER,
Arrays.Count * Arrays.CoordinateSize, Arrays.CoordinateArray);
BufferData(vtAttribute, GL_ARRAY_BUFFER,
Arrays.Count * Arrays.AttributeSize, Arrays.AttributeArray);
if Arrays.Indexes <> nil then
BufferData(vtIndex, GL_ELEMENT_ARRAY_BUFFER,
Arrays.Indexes.Count * SizeOf(LongInt), Arrays.Indexes.List);
VboAllocatedUsage := DataUsage;
Arrays.FreeData;
{ Vbos are fully loaded now. By setting them to empty here,
we can later at FreeArrays update VboToReload (and this way things
work even if you call FreeArrays multiple times, the needed updates
are summed). }
VboToReload := [];
end;
{ TShaderProgramCache -------------------------------------------------------- }
destructor TShaderProgramCache.Destroy;
begin
FreeAndNil(ShaderProgram);
inherited;
end;
{ TX3DRendererShape --------------------------------------------------------- }
procedure TX3DRendererShape.LoadArraysToVbo;
begin
Assert(Cache <> nil);
Cache.LoadArraysToVbo(DynamicGeometry);
end;
{ Prepare/Unprepare[All] ------------------------------------------------------- }
procedure TGLRenderer.PrepareIDecls(Nodes: TMFNode;
State: TX3DGraphTraverseState);
begin
PrepareIDecls(Nodes.Items, State);
end;
procedure TGLRenderer.PrepareIDecls(Nodes: TX3DNodeList;
State: TX3DGraphTraverseState);
var
I: Integer;
begin
for I := 0 to Nodes.Count - 1 do
GLTextureNodes.PrepareInterfaceDeclarationsTextures(Nodes[I], State, Self);
end;
procedure TGLRenderer.Prepare(Shape: TX3DRendererShape);
var
I: Integer;
Lights: TLightInstancesList;
Texture: TAbstractTextureNode;
FontTexture: TAbstractTexture2DNode;
State: TX3DGraphTraverseState;
begin
State := Shape.State;
GLTextureNodes.Prepare(State, State.Texture, Self);
FontTexture := Shape.OriginalGeometry.FontTextureNode;
if FontTexture <> nil then
GLTextureNodes.Prepare(State, FontTexture, Self);
BumpMappingRenderers.Prepare(State, Self);
if (State.ShapeNode <> nil) and
(State.ShapeNode.Appearance <> nil) then
begin
PrepareIDecls(State.ShapeNode.Appearance.FdEffects, State);
PrepareIDecls(State.ShapeNode.Appearance.FdShaders, State);
end;
if State.Effects <> nil then
PrepareIDecls(State.Effects, State);
Lights := State.Lights;
if Lights <> nil then
for I := 0 to Lights.Count - 1 do
PrepareIDecls(Lights.L[I].Node.FdEffects, State);
Texture := State.Texture;
if Texture <> nil then
begin
PrepareIDecls(Texture.FdEffects, State);
if Texture is TMultiTextureNode then
for I := 0 to TMultiTextureNode(Texture).FdTexture.Count - 1 do
if TMultiTextureNode(Texture).FdTexture[I] is TAbstractTextureNode then
PrepareIDecls(TAbstractTextureNode(TMultiTextureNode(Texture).
FdTexture[I]).FdEffects, State);
end;
end;
procedure TGLRenderer.PrepareScreenEffect(Node: TScreenEffectNode);
var
Shader: TShader;
ShaderProgram: TX3DGLSLProgram;
ShaderNode: TComposedShaderNode;
begin
if not Node.ShaderLoaded then
begin
Assert(Node.Shader = nil);
Node.ShaderLoaded := true;
if Node.FdEnabled.Value then
begin
{ make sure that textures inside shaders are prepared }
PrepareIDecls(Node.FdShaders, Node.StateForShaderPrepare);
Shader := TShader.Create;
try
{ for ScreenEffect, we require that some ComposedShader was present.
Rendering with default TShader shader makes no sense. }
if Shader.EnableCustomShaderCode(Node.FdShaders, ShaderNode) then
try
ShaderProgram := TX3DGLSLProgram.Create(Self);
Shader.AddScreenEffectCode(Node.FdNeedsDepth.Value);
Shader.LinkProgram(ShaderProgram, Node.NiceName);
{ We have to ignore invalid uniforms, as it's normal that when
rendering screen effect we will pass some screen_* variables
that you will not use. }
ShaderProgram.UniformNotFoundAction := uaIgnore;
Node.Shader := ShaderProgram;
ScreenEffectPrograms.Add(ShaderProgram);
except on E: EGLSLError do
begin
FreeAndNil(ShaderProgram);
OnWarning(wtMinor, 'VRML/X3D', Format('Cannot use GLSL shader for ScreenEffect: %s',
[E.Message]));
end;
end;
finally FreeAndNil(Shader) end;
end;
end;
end;
procedure TGLRenderer.UnprepareTexture(Node: TAbstractTextureNode);
begin
GLTextureNodes.Unprepare(Node);
end;
procedure TGLRenderer.UnprepareAll;
begin
GLTextureNodes.UnprepareAll;
BumpMappingRenderers.UnprepareAll;
ScreenEffectPrograms.Count := 0; { this will free programs inside }
end;
function TGLRenderer.BumpMapping: TBumpMapping;
begin
if (Attributes.BumpMapping <> bmNone) and
Attributes.EnableTextures and
(Attributes.Mode = rmFull) and
GLFeatures.UseMultiTexturing and
(TGLSLProgram.ClassSupport <> gsNone) then
Result := Attributes.BumpMapping else
Result := bmNone;
end;
{ Render ---------------------------------------------------------------------- }
procedure TGLRenderer.ActiveTexture(const TextureUnit: Cardinal);
begin
if GLFeatures.UseMultiTexturing then
glActiveTexture(GL_TEXTURE0 + TextureUnit);
end;
procedure TGLRenderer.DisableTexture(const TextureUnit: Cardinal);
begin
{ TODO: what to do for Shader? We cannot disable texture later...
We should detect it, and do enable only when appropriate }
{ This must be synchronized, and disable all that can be enabled
by TShape.EnableTexture }
ActiveTexture(TextureUnit);
DisableCurrentTexture;
end;
procedure TGLRenderer.DisableCurrentTexture;
begin
GLEnableTexture(etNone);
end;
procedure TGLRenderer.GetFog(Node: IAbstractFogObject;
out Enabled, Volumetric: boolean;
out VolumetricDirection: TVector3Single;
out VolumetricVisibilityStart: Single);
begin
Enabled := (Attributes.Mode = rmFull) and
(Node <> nil) and (Node.FdVisibilityRange.Value <> 0.0);
Volumetric := Enabled and Node.FdVolumetric.Value
{$ifndef OpenGLES} and GLFeatures.EXT_fog_coord {$endif};
if Volumetric then
begin
VolumetricVisibilityStart :=
Node.FdVolumetricVisibilityStart.Value * Node.TransformScale;
VolumetricDirection := Node.FdVolumetricDirection.Value;
end else
begin
{ whatever, just set them to any determined values }
VolumetricVisibilityStart := 0;
VolumetricDirection := ZeroVector3Single;
end;
end;
procedure TGLRenderer.RenderCleanState(const Beginning: boolean);
procedure DisabeAllTextureUnits;
var
I: Integer;
begin
for I := 0 to GLFeatures.MaxTextureUnits - 1 do
DisableTexture(I);
end;
{$ifndef OpenGLES}
var
I: Integer;
{$endif}
begin
DisabeAllTextureUnits;
{ Restore active texture unit to 0 }
if GLFeatures.UseMultiTexturing then
begin
ActiveTexture(0);
{$ifndef OpenGLES}
glClientActiveTexture(GL_TEXTURE0);
{$endif}
end;
{ init our OpenGL state }
{$ifndef OpenGLES}
glMatrixMode(GL_MODELVIEW);
glPointSize(Attributes.PointSize); // TODO-es How to achieve glPointSize in OpenGLES?
{ Reset GL_TEXTURE_ENV, otherwise it may be left GL_COMBINE
after rendering X3D model using MultiTexture. }
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
{$endif}
if Beginning then
begin
FLineWidth := Attributes.LineWidth;
glLineWidth(FLineWidth);
end else
LineWidth := Attributes.LineWidth;
if Beginning then
begin
FLineType := ltSolid;
{$ifndef OpenGLES}
glDisable(GL_LINE_STIPPLE);
{$endif}
end else
LineType := ltSolid;
{ Initialize FCullFace, make sure OpenGL state is set as appropriate }
FCullFace := cfNone;
glDisable(GL_CULL_FACE);
GLSetEnabled(GL_DEPTH_TEST, Beginning and Attributes.DepthTest);
if Attributes.Mode in [rmDepth, rmFull] then
begin
{$ifndef OpenGLES}
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
{$endif}
{ Initialize FFixedFunctionAlphaTest, make sure OpenGL state is appropriate }
FFixedFunctionAlphaTest := false;
{$ifndef OpenGLES}
glDisable(GL_ALPHA_TEST);
{$endif}
{ We only use glAlphaFunc for textures, and there this value is suitable.
We never change glAlphaFunc during rendering, so no need to call this in RenderEnd. }
{$ifndef OpenGLES}
if Beginning then
glAlphaFunc(GL_GEQUAL, 0.5);
{$endif}
end;
if Attributes.Mode = rmFull then
begin
{$ifndef OpenGLES}
glDisable(GL_COLOR_MATERIAL);
{ We don't really need to enable GL_NORMALIZE.
We always provide normalized normals (that's how arraysgenerator.pas
and vrmlmeshrenderer.inc always calculate them, and when provided
in VRML/X3D they should also be already normalized).
However, turning GL_NORMALIZE off doesn't give us *any* performance
benefit as far as I tested (with castle gate, on high-end GPUs
like Radeon X1600 and low-end like Intel).
So leave GL_NORMALIZE enabled, it's still useful:
- for invalid VRML/X3D files that have unnomalized normals.
- in case caller loaded a scaling matrix
(for example, Examine camera may allow user to scale the object). }
GLSetEnabled(GL_NORMALIZE, Beginning);
if not GLVersion.BuggyLightModelTwoSide then
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE) else
if Log then
WritelnLog('Lighting', GLVersion.BuggyLightModelTwoSideMessage);
{$endif}
{ Initialize FSmoothShading, make sure OpenGL state is appropriate }
FSmoothShading := true;
{$ifndef OpenGLES}
glShadeModel(GL_SMOOTH);
{$endif}
if Beginning then
begin
{ Initialize FFixedFunctionLighting, make sure OpenGL state is appropriate }
FFixedFunctionLighting := Attributes.Lighting;
{$ifndef OpenGLES}
GLSetEnabled(GL_LIGHTING, FFixedFunctionLighting);
{$endif}
end else
{$ifndef OpenGLES}
glDisable(GL_LIGHTING);
{$endif}
{$ifndef OpenGLES}
{ No need to disable lights at the beginning.
LightsRenderer already assumes that state of lights is initially unknown,
and handles it. }
if not Beginning then
for I := 0 to GLFeatures.MaxLights - 1 do
glDisable(GL_LIGHT0 + I);
glDisable(GL_FOG);
{ - We always set diffuse material component from the color.
This satisfies all cases.
- TShader.EnableMaterialFromColor
takes care of actually enabling COLOR_MATERIAL, it depends on
the setting below.
- We never change glColorMaterial during rendering,
so no need to call this in RenderEnd. }
if Beginning then
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
{$endif}
end;
end;
procedure TGLRenderer.RenderBegin(ABaseLights: TLightInstancesList;
LightRenderEvent: TLightRenderEvent; const APass: TRenderingPass);
begin
BaseLights := ABaseLights;
Pass := APass;
RenderCleanState(true);
{ push matrix after RenderCleanState, to be sure we're in modelview mode }
{$ifndef OpenGLES}
glPushMatrix;
{$endif}
Assert(FogNode = nil);
Assert(not FogEnabled);
LightsRenderer := TVRMLGLLightsRenderer.Create(LightRenderEvent);
end;
procedure TGLRenderer.RenderEnd;
begin
{ Tests:
Writeln('LightsRenderer stats: light setups done ',
LightsRenderer.Statistics[true], ' vs avoided ',
LightsRenderer.Statistics[false]); }
FreeAndNil(LightsRenderer);
FogNode := nil;
FogEnabled := false;
{$ifndef OpenGLES}
glPopMatrix;
{$endif}
RenderCleanState(false);
CurrentProgram := nil;
end;
{$ifdef USE_VRML_TRIANGULATION}
procedure TGLRenderer.DrawTriangle(Shape: TObject;
const Position: TTriangle3Single;
const Normal: TTriangle3Single; const TexCoord: TTriangle4Single;
const Face: TFaceIndex);
var
I: Integer;
begin
for I := 0 to 2 do
begin
glNormalv(Normal[I]);
glTexCoordv(TexCoord[I]);
glVertexv(Position[I]);
end;
end;
{$endif USE_VRML_TRIANGULATION}
procedure TGLRenderer.RenderShape(Shape: TX3DRendererShape;
Fog: IAbstractFogObject);
var
Shader: TShader;
begin
{ instead of TShader.Create, reuse existing PreparedShader for speed }
Shader := PreparedShader;
Shader.Clear;
Shader.ShapeBoundingBox := Shape.BoundingBox;
Shader.ShadowSampling := Attributes.ShadowSampling;
if (Shape.Node <> nil) and
(Shape.Node.Shading = shPhong) then
Shader.ShapeRequiresShaders := true;
RenderShapeLineProperties(Shape, Fog, Shader);
end;
procedure TGLRenderer.RenderShapeLineProperties(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; Shader: TShader);
var
LP: TLinePropertiesNode;
begin
if Shape.Node <> nil then { Shape.Node is nil for VRML <= 1.0 }
LP := Shape.Node.LineProperties else
LP := nil;
if (LP <> nil) and LP.FdApplied.Value then
begin
LineWidth := Max(1.0, Attributes.LineWidth * LP.FdLineWidthScaleFactor.Value);
LineType := TLineType(
Clamped(LP.FdLineType.Value - 1, 0, Integer(High(TLineType))));
end else
begin
LineWidth := Attributes.LineWidth;
LineType := ltSolid;
end;
RenderShapeMaterials(Shape, Fog, Shader);
end;
procedure TGLRenderer.RenderShapeMaterials(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; Shader: TShader);
{$I castlerenderer_materials.inc}
begin
RenderMaterialsBegin;
RenderShapeLights(Shape, Fog, Shader, MaterialOpacity, Lighting);
end;
procedure TGLRenderer.RenderShapeLights(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean);
var
SceneLights: TLightInstancesList;
begin
{ All this is done before loading State.Transform.
The light renderer assumes current matrix contains only camera +
scene transform.
All this is done after setting Shader.MaterialSpecularColor
by RenderMaterialsBegin,
as MaterialSpecularColor must be already set during Shader.EnableLight. }
{ When lighting is off (for either shaders or fixed-function),
there is no point in setting up lights. }
if Lighting then
begin
if Attributes.UseSceneLights then
SceneLights := Shape.State.Lights else
SceneLights := nil;
LightsRenderer.Render(BaseLights, SceneLights, Shader);
end;
RenderShapeFog(Shape, Fog, Shader, MaterialOpacity, Lighting);
end;
procedure TGLRenderer.RenderShapeFog(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean);
const
FogCoordinateSource: array [boolean { volumetric }] of TFogCoordinateSource =
( fcDepth, fcPassedCoordinate );
{ Set OpenGL fog based on given fog node. Returns also fog parameters,
like GetFog. }
procedure RenderFog(Node: IAbstractFogObject;
out Volumetric: boolean;
out VolumetricDirection: TVector3Single;
out VolumetricVisibilityStart: Single);
var
VisibilityRangeScaled: Single;
const
FogDensityFactor = 3.0;
begin
GetFog(Node, FogEnabled, Volumetric, VolumetricDirection, VolumetricVisibilityStart);
if FogEnabled then
begin
Assert(Node <> nil);
VisibilityRangeScaled := Node.FdVisibilityRange.Value * Node.TransformScale;
{$ifndef OpenGLES}
{ This code really does not need to be executed on OpenGLES at all,
where we know that fog coord is possible and will be realized by passing
castle_FogCoord to shader. }
if Node.FdVolumetric.Value and (not GLFeatures.EXT_fog_coord) then
begin
{ Try to make normal fog that looks similar. This looks poorly,
but it's not a real problem --- EXT_fog_coord is supported
on all sensible GPUs nowadays. Increasing VisibilityRangeScaled
seems enough. }
OnWarning(wtMinor, 'VRML/X3D', 'Volumetric fog not supported, your graphic card (OpenGL) doesn''t support EXT_fog_coord');
VisibilityRangeScaled *= 5;
end;
if Volumetric then
begin
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
end else
begin
{ If not Volumetric but still GL_EXT_fog_coord, we make sure
that we're *not* using FogCoord below. }
if GLFeatures.EXT_fog_coord then
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
end;
{$endif}
{ calculate FogType and other Fog parameters }
FogType := Node.FogType;
FogColor := Node.FdColor.Value;
case FogType of
ftLinear: FogLinearEnd := VisibilityRangeScaled;
ftExp : FogExpDensity := FogDensityFactor / VisibilityRangeScaled;
else raise EInternalError.Create('TGLRenderer.RenderShapeFog:FogType?');
end;
end;
end;
begin
{ Enable / disable fog and set fog parameters if needed }
if Fog <> FogNode then
begin
FogNode := Fog;
RenderFog(FogNode, FogVolumetric,
FogVolumetricDirection, FogVolumetricVisibilityStart);
{$ifndef OpenGLES}
{ Set fixed-function fog parameters, also accessed by GLSL using gl_xxx
on desktop OpenGL. }
if FogEnabled then
begin
glFogv(GL_FOG_COLOR, Vector4Single(FogColor, 1.0));
case FogType of
ftLinear:
begin
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, 0);
glFogf(GL_FOG_END, FogLinearEnd);
end;
ftExp: begin
glFogi(GL_FOG_MODE, GL_EXP);
glFogf(GL_FOG_DENSITY, FogExpDensity);
end;
else raise EInternalError.Create('TGLRenderer.RenderShapeFog:FogType? 2');
end;
glEnable(GL_FOG);
end else
glDisable(GL_FOG);
{$endif}
end;
if FogEnabled then
Shader.EnableFog(FogType, FogCoordinateSource[FogVolumetric],
FogColor, FogLinearEnd, FogExpDensity);
RenderShapeTextureTransform(Shape, Fog, Shader, MaterialOpacity, Lighting);
end;
procedure TGLRenderer.RenderShapeTextureTransform(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean);
var
TextureTransform: TAbstractTextureTransformNode;
Child: TX3DNode;
Transforms: TMFNode;
I, FirstTexUnit: Integer;
State: TX3DGraphTraverseState;
Matrix: TMatrix4Single;
begin
TextureTransformUnitsUsed := 0;
TextureTransformUnitsUsedMore.Count := 0;
{ in case of FontTextureNode <> nil, 1 less texture unit is available.
Everything we do, must be shifted by 1 texture unit. }
if Shape.OriginalGeometry.FontTextureNode <> nil then
FirstTexUnit := 1 else
FirstTexUnit := 0;
State := Shape.State;
if (State.ShapeNode = nil { VRML 1.0, always some texture transform }) or
(State.ShapeNode.TextureTransform <> nil { VRML 2.0 with tex transform }) then
begin
{$ifndef OpenGLES}
glMatrixMode(GL_TEXTURE);
{$endif}
{ We work assuming that texture matrix before RenderShape was identity.
Texture transform encoded in VRML/X3D will be multiplied by this.
This allows the programmer to eventually transform all textures
by placing non-identity texture matrix (just like a programmer
can transform whole rendered model by changing modelview matrix).
So this is a good thing.
Additional advantage is that we do not have to explicitly "clear"
the texture matrix if it's an identity transformation in VRML/X3D.
We just let it stay like it was.
This also nicely cooperates with X3D MultiTextureTransform desired
behavior: "If there are too few entries in the textureTransform field,
identity matrices shall be used for all remaining undefined channels.".
Which means that looking at MultiTextureTransform node, we know exactly
on which texture units we have to apply transform: we can leave
the remaining texture units as they were, regardless of whether
MultiTexture is used at all and regardless of how many texture units
are actually used by MultiTexture. }
{ TODO: for bump mapping, TextureTransform should be done on more than one texture unit. }
if State.ShapeNode = nil then
begin
{ No multitexturing in VRML 1.0, just always transform first tex unit. }
if FirstTexUnit < GLFeatures.MaxTextureUnits then
begin
TextureTransformUnitsUsed := 1;
{$ifndef OpenGLES}
ActiveTexture(FirstTexUnit);
glPushMatrix;
glMultMatrix(State.TextureTransform);
{$else}
Shader.EnableTextureTransform(FirstTexUnit, State.TextureTransform);
{$endif}
end;
end else
begin
TextureTransform := State.ShapeNode.TextureTransform;
if TextureTransform <> nil then
begin
if TextureTransform is TMultiTextureTransformNode then
begin
Transforms := TMultiTextureTransformNode(TextureTransform).FdTextureTransform;
{ Multitexturing, so use as many texture units as there are children in
MultiTextureTransform.textureTransform.
Cap by available texture units. }
TextureTransformUnitsUsed := Min(Transforms.Count,
GLFeatures.MaxTextureUnits - FirstTexUnit);
for I := 0 to TextureTransformUnitsUsed - 1 do
begin
{$ifndef OpenGLES}
ActiveTexture(FirstTexUnit + I);
glPushMatrix;
{$endif}
Child := Transforms[I];
if (Child <> nil) and
(Child is TAbstractTextureTransformNode) then
begin
if Child is TMultiTextureTransformNode then
OnWarning(wtMajor, 'VRML/X3D', 'MultiTextureTransform.textureTransform list cannot contain another MultiTextureTransform instance') else
begin
Matrix := TAbstractTextureTransformNode(Child).TransformMatrix;
{$ifndef OpenGLES}
glMultMatrix(Matrix);
{$else}
Shader.EnableTextureTransform(FirstTexUnit + I, Matrix);
{$endif}
end;
end;
end;
end else
{ Check below is done because X3D specification explicitly
says that MultiTexture is affected *only* by MultiTextureTransform,
that is normal TextureTransform and such is ignored (treated
like identity transform, *not* applied to 1st texture unit).
By the way, we don't do any texture transform if Texture = nil,
since then no texture is used anyway. }
if (State.Texture <> nil) and
(not (State.Texture is TMultiTextureNode)) then
begin
if FirstTexUnit < GLFeatures.MaxTextureUnits then
begin
TextureTransformUnitsUsed := 1;
Matrix := TextureTransform.TransformMatrix;
{$ifndef OpenGLES}
ActiveTexture(FirstTexUnit);
glPushMatrix;
glMultMatrix(Matrix);
{$else}
Shader.EnableTextureTransform(FirstTexUnit, Matrix);
{$endif}
end;
end;
end;
end;
{$ifndef OpenGLES}
{ restore GL_MODELVIEW }
glMatrixMode(GL_MODELVIEW);
{$endif}
end;
RenderShapeClipPlanes(Shape, Fog, Shader, MaterialOpacity, Lighting);
{$ifndef OpenGLES}
if (TextureTransformUnitsUsed <> 0) or
(TextureTransformUnitsUsedMore.Count <> 0) then
begin
glMatrixMode(GL_TEXTURE);
for I := 0 to TextureTransformUnitsUsed - 1 do
begin
{ This code is Ok also when not GLFeatures.UseMultiTexturing: then
TextureTransformUnitsUsed for sure is <= 1 and ActiveTexture
will be simply ignored. }
ActiveTexture(FirstTexUnit + I);
glPopMatrix;
end;
for I := 0 to TextureTransformUnitsUsedMore.Count - 1 do
begin
ActiveTexture(TextureTransformUnitsUsedMore.L[I]);
glPopMatrix;
end;
{ restore GL_MODELVIEW }
glMatrixMode(GL_MODELVIEW);
end;
{$endif}
end;
procedure TGLRenderer.RenderShapeClipPlanes(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean);
var
{ How many clip planes were enabled (and so, how many must be disabled
at the end). }
ClipPlanesEnabled: Cardinal;
{ Initialize OpenGL clip planes, looking at ClipPlanes list.
We know we're inside GL_MODELVIEW mode,
and we know all clip planes are currently disabled. }
procedure ClipPlanesBegin(ClipPlanes: TClipPlaneList);
var
I: Integer;
ClipPlane: PClipPlane;
begin
ClipPlanesEnabled := 0;
{ GLMaxClipPlanes should be >= 6 with every conforming OpenGL,
but still better check. }
if (GLFeatures.MaxClipPlanes > 0) and (ClipPlanes <> nil) then
for I := 0 to ClipPlanes.Count - 1 do
begin
ClipPlane := Addr(ClipPlanes.L[I]);
if ClipPlane^.Node.FdEnabled.Value then
begin
Assert(ClipPlanesEnabled < GLFeatures.MaxClipPlanes);
{ Nope, you should *not* multiply
ClipPlane^.Transform * plane yourself.
The plane equation cannot be transformed in the same way
as you transform normal 4D vertex/direction (Matrix * vector).
E.g. translating a plane this way, with a standard translation
matrix, would make nonsense plane as a result.
This much I understand :)
So what OpenGL does? Some voodoo to allow you to specify
plane equation in local (in current modelview) space,
and not worry about the math :)
http://www2.imm.dtu.dk/~jab/texgen.pdf sheds some light on this.
glClipPlane docs say that glClipPlane is multiplied by
the *inverse* of modelview. The wording is crucial here:
plane is multiplied by the matrix, not the other way around. }
{$ifndef OpenGLES} // TODO-es
glPushMatrix;
glMultMatrix(ClipPlane^.Transform);
glClipPlane(GL_CLIP_PLANE0 + ClipPlanesEnabled,
Vector4Double(ClipPlane^.Node.FdPlane.Value));
Shader.EnableClipPlane(ClipPlanesEnabled);
glPopMatrix;
{$endif}
Inc(ClipPlanesEnabled);
{ No more clip planes possible, regardless if there are any more
enabled clip planes on the list. }
if ClipPlanesEnabled = GLFeatures.MaxClipPlanes then Break;
end;
end;
end;
{ Disable OpenGL clip planes previously initialized by ClipPlanesBegin. }
procedure ClipPlanesEnd;
var
I: Integer;
begin
for I := 0 to ClipPlanesEnabled - 1 do
Shader.DisableClipPlane(I);
ClipPlanesEnabled := 0; { not really needed, but for safety... }
end;
begin
ClipPlanesBegin(Shape.State.ClipPlanes);
{$ifndef OpenGLES}
glPushMatrix;
glMultMatrix(Shape.State.Transform);
{$endif}
Shape.ModelView := Shape.ModelView * Shape.State.Transform;
RenderShapeCreateMeshRenderer(Shape, Fog, Shader, MaterialOpacity, Lighting);
{$ifndef OpenGLES}
glPopMatrix;
{$endif}
ClipPlanesEnd;
end;
procedure TGLRenderer.RenderShapeCreateMeshRenderer(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean);
var
GeneratorClass: TArraysGeneratorClass;
MeshRenderer: TMeshRenderer;
{ If Shape.Geometry should be rendered using one of TMeshRenderer
classes, then create appropriate MeshRenderer and return @true.
Otherwise return @false and doesn't set MeshRenderer.
Takes care of initializing MeshRenderer, so you have to call only
MeshRenderer.Render. }
function InitMeshRenderer: boolean;
begin
GeneratorClass := GetArraysGenerator(Shape.Geometry);
Result := GeneratorClass <> nil;
if Result then
begin
{ If we have GeneratorClass, create TCompleteCoordinateRenderer.
We'll initialize TCompleteCoordinateRenderer.Arrays later. }
MeshRenderer := TCompleteCoordinateRenderer.Create(Self, Shape);
ShapeBumpMappingAllowed := GeneratorClass.BumpMappingAllowed;
end;
end;
begin
{ default ShapeBumpMapping* state }
ShapeBumpMappingAllowed := false;
ShapeBumpMappingUsed := false;
{$ifndef USE_VRML_TRIANGULATION}
{ Initalize MeshRenderer to something non-nil. }
if not InitMeshRenderer then
begin
OnWarning(wtMajor, 'VRML/X3D', Format('Rendering of node kind "%s" not implemented',
[Shape.NiceName]));
Exit;
end;
Assert(MeshRenderer <> nil);
{$else}
MeshRenderer := nil;
{$endif}
try
RenderShapeShaders(Shape, Fog, Shader, MaterialOpacity, Lighting,
GeneratorClass, MeshRenderer);
finally
FreeAndNil(MeshRenderer);
end;
end;
{$define MeshRenderer := TMeshRenderer(ExposedMeshRenderer) }
procedure TGLRenderer.RenderShapeShaders(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean;
GeneratorClass: TArraysGeneratorClass;
ExposedMeshRenderer: TObject);
var
{ > 0 means that we had custom shader node *and* it already
needs given number texture units. Always 0 otherwise. }
UsedGLSLTexCoordsNeeded: Cardinal;
function TextureCoordsDefined: Cardinal;
var
TexCoord: TX3DNode;
begin
if Shape.Geometry.TexCoord(Shape.State, TexCoord) and
(TexCoord <> nil) then
begin
if TexCoord is TMultiTextureCoordinateNode then
Result := TMultiTextureCoordinateNode(TexCoord).FdTexCoord.Count else
Result := 1;
end else
Result := 0;
end;
function TextureUnitsDefined(Node: TComposedShaderNode): Cardinal;
function TextureUnits(Node: TX3DNode): Cardinal;
begin
if Node is TMultiTextureNode then
Result := TMultiTextureNode(Node).FdTexture.Count else
if Node is TAbstractTextureNode then
Result := 1 else
Result := 0;
end;
var
I, J: Integer;
UniformField: TX3DField;
IDecls: TX3DInterfaceDeclarationList;
begin
IDecls := Node.InterfaceDeclarations;
Result := 0;
Assert(IDecls <> nil);
for I := 0 to IDecls.Count - 1 do
begin
UniformField := IDecls[I].Field;
if UniformField <> nil then
begin
if UniformField is TSFNode then
Result += TextureUnits(TSFNode(UniformField).Value) else
if UniformField is TMFNode then
for J := 0 to TMFNode(UniformField).Count - 1 do
Result += TextureUnits(TMFNode(UniformField)[J]);
end;
end;
if Shape.OriginalGeometry.FontTextureNode <> nil then
Inc(Result);
end;
var
TCD: Cardinal;
UsedShaderNode: TComposedShaderNode;
begin
{ Use custom shader code (ComposedShader) if available. }
UsedGLSLTexCoordsNeeded := 0;
if (Shape.Node <> nil) and
(Shape.Node.Appearance <> nil) and
Shader.EnableCustomShaderCode(Shape.Node.Appearance.FdShaders, UsedShaderNode) then
begin
UsedGLSLTexCoordsNeeded := TextureUnitsDefined(UsedShaderNode);
{ Only if we bound texture units defined in shader ComposedShader fields
(it we have shader but UsedGLSLTexCoordsNeeded = 0 then normal
texture apply (including normal TexCoordsNeeded calculation)
will be done):
Although we bound only UsedGLSLTexCoordsNeeded texture units,
we want to pass all texture coords defined in texCoord.
Shaders may use them (even when textures are not bound for them). }
if UsedGLSLTexCoordsNeeded > 0 then
begin
TCD := TextureCoordsDefined;
if Log and (TCD > UsedGLSLTexCoordsNeeded) then
WritelnLog('TexCoord', Format('Texture coords defined in VRML/X3D for %d texture units, using them all, even though we bound only %d texture units. Reason: GLSL shaders may use them',
[TCD, UsedGLSLTexCoordsNeeded]));
MaxTo1st(UsedGLSLTexCoordsNeeded, TCD);
end;
end;
RenderShapeTextures(Shape, Fog, Shader, MaterialOpacity, Lighting,
GeneratorClass, MeshRenderer, UsedGLSLTexCoordsNeeded);
end;
procedure TGLRenderer.RenderShapeTextures(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean;
GeneratorClass: TArraysGeneratorClass;
ExposedMeshRenderer: TObject;
UsedGLSLTexCoordsNeeded: Cardinal);
function NodeTextured(Node: TAbstractGeometryNode): boolean;
begin
Result := not (
(Node is TPointSetNode) or
(Node is TIndexedLineSetNode));
end;
procedure RenderTexturesBegin;
var
TextureNode: TAbstractTextureNode;
GLTextureNode: TGLTextureNode;
AlphaTest: boolean;
FontTextureNode: TAbstractTexture2DNode;
GLFontTextureNode: TGLTextureNode;
TexturesAlphaChannel: TAlphaChannel;
begin
TexCoordsNeeded := 0;
BoundTextureUnits := 0;
if Attributes.Mode = rmPureGeometry then
Exit;
AlphaTest := false;
TextureNode := Shape.State.Texture;
GLTextureNode := GLTextureNodes.TextureNode(TextureNode);
{ assert we never have non-nil GLFontTextureNode and nil FontTextureNode }
Assert((GLTextureNode = nil) or (TextureNode <> nil));
FontTextureNode := Shape.OriginalGeometry.FontTextureNode;
GLFontTextureNode := GLTextureNodes.TextureNode(FontTextureNode);
{ assert we never have non-nil GLFontTextureNode and nil FontTextureNode }
Assert((GLFontTextureNode = nil) or (FontTextureNode <> nil));
if UsedGLSLTexCoordsNeeded > 0 then
begin
{ Do not bind/enable normal textures. Just set TexCoordsNeeded
to generate tex coords for textures used in the shader.
Leave BoundTextureUnits at 0 (BoundTextureUnits will be increased
later when shader actually binds texture uniform values). }
TexCoordsNeeded := UsedGLSLTexCoordsNeeded;
end else
if ( (GLTextureNode <> nil) or (GLFontTextureNode <> nil) ) and
Attributes.EnableTextures and
NodeTextured(Shape.Geometry) then
begin
{ This works also for TextureNode being TMultiTextureNode,
since it has smartly calculated AlphaChannel based on children. }
TexturesAlphaChannel := acNone;
if TextureNode <> nil then
AlphaMaxTo1st(TexturesAlphaChannel, TextureNode.AlphaChannel);
if FontTextureNode <> nil then
AlphaMaxTo1st(TexturesAlphaChannel, FontTextureNode.AlphaChannel);
AlphaTest := TexturesAlphaChannel = acSimpleYesNo;
if GLFontTextureNode <> nil then
GLFontTextureNode.EnableAll(GLFeatures.MaxTextureUnits, TexCoordsNeeded, Shader);
if GLTextureNode <> nil then
GLTextureNode.EnableAll(GLFeatures.MaxTextureUnits, TexCoordsNeeded, Shader);
BoundTextureUnits := TexCoordsNeeded;
{ If there is any texture, and we have room for one more texture,
try enabling bump mapping. Note that we don't increase
TexCoordsNeeded for this, as bump mapping uses the existing
texture coord. }
if (TexCoordsNeeded > 0) and
(TexCoordsNeeded < GLFeatures.MaxTextureUnits) then
BumpMappingRenderers.Enable(Shape.State, BoundTextureUnits, Shader);
end;
{ Set alpha test enabled state for OpenGL (shader and fixed-function).
We handle here textures with simple (yes/no) alpha channel.
This is not necessarily perfect, as OpenGL will test the
final alpha := material alpha mixed with all multi-textures alpha.
So anything using blending (material using transparency,
or other texture will full-range alpha channel) will modify the actual
alpha tested. This isn't really correct --- we would prefer to only
test the alpha of textures with yes/no alpha channel.
But there's no way to fix it in fixed-function pipeline.
May be handled better in shader pipeline someday (alpha test should
be done for texture colors). }
FixedFunctionAlphaTest := AlphaTest;
if AlphaTest then
Shader.EnableAlphaTest;
{ Make active texture 0. This is helpful for rendering code of
some primitives that do not support multitexturing now
(inside vrmlmeshrenderer_x3d_text.inc),
this way they will at least define correct texture coordinates
for texture unit 0. }
if (TexCoordsNeeded > 0) and GLFeatures.UseMultiTexturing then
ActiveTexture(0);
end;
procedure RenderTexturesEnd;
var
I: Integer;
begin
for I := 0 to TexCoordsNeeded - 1 do
DisableTexture(I);
end;
begin
RenderTexturesBegin;
try
RenderShapeInside(Shape, Fog, Shader, MaterialOpacity, Lighting,
GeneratorClass, MeshRenderer);
finally RenderTexturesEnd end;
end;
procedure TGLRenderer.RenderShapeInside(Shape: TX3DRendererShape;
Fog: IAbstractFogObject; Shader: TShader;
const MaterialOpacity: Single; const Lighting: boolean;
GeneratorClass: TArraysGeneratorClass;
ExposedMeshRenderer: TObject);
var
Generator: TArraysGenerator;
CoordinateRenderer: TBaseCoordinateRenderer;
VBO: boolean;
begin
{$ifdef USE_VRML_TRIANGULATION}
{ Simple rendering using LocalTriangulate. }
glBegin(GL_TRIANGLES);
Shape.LocalTriangulate(true, @DrawTriangle);
glEnd;
{$else}
{ initialize TBaseCoordinateRenderer.Arrays now }
if GeneratorClass <> nil then
begin
Assert(MeshRenderer is TBaseCoordinateRenderer);
CoordinateRenderer := TBaseCoordinateRenderer(MeshRenderer);
{ calculate Shape.Cache }
if Shape.Cache = nil then
Shape.Cache := Cache.Shape_IncReference(Shape, Fog, Self);
VBO := Attributes.VertexBufferObject and GLFeatures.VertexBufferObject;
{ calculate Shape.Cache.Arrays }
if Shape.Cache.Arrays = nil then
begin
Generator := GeneratorClass.Create(Shape, true);
try
Generator.TexCoordsNeeded := TexCoordsNeeded;
Generator.MaterialOpacity := MaterialOpacity;
Generator.FogVolumetric := FogVolumetric;
Generator.FogVolumetricDirection := FogVolumetricDirection;
Generator.FogVolumetricVisibilityStart := FogVolumetricVisibilityStart;
Generator.ShapeBumpMappingUsed := ShapeBumpMappingUsed;
Generator.OnVertexColor := Attributes.OnVertexColor;
Generator.OnRadianceTransfer := Attributes.OnRadianceTransfer;
Shape.Cache.Arrays := Generator.GenerateArrays;
finally FreeAndNil(Generator) end;
{ Always after regenerating Shape.Cache.Arrays, reload Shape.Cache.Vbo contents }
if VBO then
Shape.LoadArraysToVbo;
end else
begin
{ Arrays contents are already loaded, make sure that Vbo are loaded too
(in case Arrays were loaded previously, when VBO = false). }
if VBO and (Shape.Cache.Vbo[vtCoordinate] = 0) then
Shape.LoadArraysToVbo;
end;
if VBO then
begin
{ Shape.Arrays contents are already loaded,
so Vbo contents are already loaded too }
Assert(Shape.Cache.Vbo[vtCoordinate] <> 0);
CoordinateRenderer.Vbo := Shape.Cache.Vbo;
end;
CoordinateRenderer.Arrays := Shape.Cache.Arrays;
CoordinateRenderer.Shader := Shader;
CoordinateRenderer.BoundTextureUnits := BoundTextureUnits;
CoordinateRenderer.Lighting := Lighting;
end;
MeshRenderer.PrepareRenderShape := PrepareRenderShape;
MeshRenderer.Render;
if (GeneratorClass <> nil) and VBO then
begin
{ unbind arrays, to have a clean state on exit.
TODO: this should not be needed, instead move to RenderEnd.
Check does occlusion query work Ok when some vbo is bound. }
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
end;
{$endif USE_VRML_TRIANGULATION}
end;
{$ifndef OpenGLES}
procedure TGLRenderer.PushTextureUnit(const TexUnit: Cardinal);
begin
{ Only continue if texture unit is not already pushed
(otherwise glPushMatrix would not be paired by exactly one glPopMatrix
later). }
if (TexUnit >= TextureTransformUnitsUsed) and
(TextureTransformUnitsUsedMore.IndexOf(TexUnit) = -1) then
begin
glPushMatrix;
{ Simple implementation would just add always TexUnit
to TextureTransformUnitsUsedMore. But there are optimizations possible,
knowing that TextureTransformUnitsUsed already takes care of many units,
and TextureTransformUnitsUsed can only be increased (by this
very method...) in RenderShape.
If texture unit is = TextureTransformUnitsUsed, this can be taken care
of easily, just increase TextureTransformUnitsUsed. (This is an often
case, as it happens when no texture transform was explicitly defined
in VRML file, and only one texture unit using WORLDSPACEREFLECTIONVECTOR
is defined; this is the most common case when using cube env mapping
with WORLDSPACEREFLECTIONVECTOR.)
Otherwise, we know (from previous checks) that
TexUnit > TextureTransformUnitsUsed and it's not mentioned in
TextureTransformUnitsUsedMore. So add it there. }
if TexUnit = TextureTransformUnitsUsed then
Inc(TextureTransformUnitsUsed) else
TextureTransformUnitsUsedMore.Add(TexUnit);
end;
end;
{$endif}
procedure TGLRenderer.UpdateGeneratedTextures(Shape: TShape;
TextureNode: TAbstractTextureNode;
const Render: TRenderFromViewFunction;
const ProjectionNear, ProjectionFar: Single;
var NeedsRestoreViewport: boolean;
CurrentViewpoint: TAbstractViewpointNode;
CameraViewKnown: boolean;
const CameraPosition, CameraDirection, CameraUp: TVector3Single);
var
{ Only for CheckUpdateField and PostUpdateField }
SavedHandler: TGeneratedTextureHandler;
{ Look at the "update" field's value, decide whether we need updating.
Will take care of making warning on incorrect "update". }
function CheckUpdate(Handler: TGeneratedTextureHandler): boolean;
var
Update: TTextureUpdate;
begin
SavedHandler := Handler; { for PostUpdateField }
Update := Handler.Update.Value;
Result :=
(Update = upNextFrameOnly) or
( (Update = upAlways) and Handler.UpdateNeeded );
end;
{ Call this after CheckUpdateField returned @true and you updated
the texture.
Will take care of sending "NONE" after "NEXT_FRAME_ONLY". }
procedure PostUpdate;
begin
if SavedHandler.Update.Value = upNextFrameOnly then
SavedHandler.Update.Send(upNone);
SavedHandler.UpdateNeeded := false;
end;
procedure UpdateGeneratedCubeMap(TexNode: TGeneratedCubeMapTextureNode);
var
GLNode: TGLGeneratedCubeMapTextureNode;
begin
{ Shape.BoundingBox must be non-empty, otherwise we don't know from what
3D point to capture environment. }
if Shape.BoundingBox.IsEmpty then Exit;
if CheckUpdate(TexNode.GeneratedTextureHandler) then
begin
GLNode := TGLGeneratedCubeMapTextureNode(GLTextureNodes.TextureNode(TexNode));
if GLNode <> nil then
begin
GLNode.Update(Render, ProjectionNear, ProjectionFar,
NeedsRestoreViewport, Shape.BoundingBox.Middle + TexNode.FdBias.Value);
PostUpdate;
if Log and LogRenderer then
WritelnLog('CubeMap', TexNode.NiceName + ' texture regenerated');
end;
end;
end;
procedure UpdateGeneratedShadowMap(TexNode: TGeneratedShadowMapNode);
var
GLNode: TGLGeneratedShadowMap;
begin
if CheckUpdate(TexNode.GeneratedTextureHandler) then
begin
if (TexNode.FdLight.Value <> nil) and
(TexNode.FdLight.Value is TAbstractLightNode) then
begin
GLNode := TGLGeneratedShadowMap(GLTextureNodes.TextureNode(TexNode));
if GLNode <> nil then
begin
GLNode.Update(Render, ProjectionNear, ProjectionFar,
NeedsRestoreViewport,
TAbstractLightNode(TexNode.FdLight.Value));
PostUpdate;
if Log and LogRenderer then
WritelnLog('GeneratedShadowMap', TexNode.NiceName + ' texture regenerated');
end;
end else
OnWarning(wtMajor, 'VRML/X3D', TexNode.NiceName + ' needs updating, but light = NULL or incorrect');
end;
end;
procedure UpdateRenderedTexture(TexNode: TRenderedTextureNode);
var
GLNode: TGLRenderedTextureNode;
begin
if CheckUpdate(TexNode.GeneratedTextureHandler) then
begin
GLNode := TGLRenderedTextureNode(GLTextureNodes.TextureNode(TexNode));
if GLNode <> nil then
begin
GLNode.Update(Render, ProjectionNear, ProjectionFar,
NeedsRestoreViewport,
CurrentViewpoint, CameraViewKnown,
CameraPosition, CameraDirection, CameraUp);
PostUpdate;
if Log and LogRenderer then
WritelnLog('RenderedTexture', TexNode.NiceName + ' texture regenerated');
end;
end;
end;
begin
if TextureNode is TGeneratedCubeMapTextureNode then
UpdateGeneratedCubeMap(TGeneratedCubeMapTextureNode(TextureNode)) else
if TextureNode is TGeneratedShadowMapNode then
UpdateGeneratedShadowMap(TGeneratedShadowMapNode(TextureNode)) else
if TextureNode is TRenderedTextureNode then
UpdateRenderedTexture(TRenderedTextureNode(TextureNode));
end;
procedure TGLRenderer.SetCullFace(const Value: TCullFace);
begin
if FCullFace <> Value then
begin
FCullFace := Value;
{ We do not want to touch OpenGL glFrontFace (this will be useful
for planar mirrors, where caller should be able to control glFrontFace).
So we use only glCullFace. We assume that glFrontFace = always CCW,
so we know how to call glCullFace. }
case Value of
cfNone: glDisable(GL_CULL_FACE);
cfCW: begin glCullFace(GL_BACK); glEnable(GL_CULL_FACE); end;
cfCCW: begin glCullFace(GL_FRONT); glEnable(GL_CULL_FACE); end;
else raise EInternalError.Create('SetCullFace:Value?');
end;
end;
end;
procedure TGLRenderer.SetSmoothShading(const Value: boolean);
begin
if FSmoothShading <> Value then
begin
FSmoothShading := Value;
{$ifndef OpenGLES} //TODO-es
if Value then
glShadeModel(GL_SMOOTH) else
glShadeModel(GL_FLAT);
{$endif}
end;
end;
procedure TGLRenderer.SetFixedFunctionLighting(const Value: boolean);
begin
if FFixedFunctionLighting <> Value then
begin
FFixedFunctionLighting := Value;
{$ifndef OpenGLES} //TODO-es
GLSetEnabled(GL_LIGHTING, FixedFunctionLighting);
{$endif}
end;
end;
procedure TGLRenderer.SetFixedFunctionAlphaTest(const Value: boolean);
begin
if FFixedFunctionAlphaTest <> Value then
begin
FFixedFunctionAlphaTest := Value;
{$ifndef OpenGLES}
GLSetEnabled(GL_ALPHA_TEST, FixedFunctionAlphaTest);
{$endif}
end;
end;
procedure TGLRenderer.SetLineWidth(const Value: Single);
begin
if FLineWidth <> Value then
begin
FLineWidth := Value;
glLineWidth(LineWidth);
end;
end;
procedure TGLRenderer.SetLineType(const Value: TLineType);
begin
if FLineType <> Value then
begin
FLineType := Value;
{$ifndef OpenGLES}
case LineType of
ltSolid: glDisable(GL_LINE_STIPPLE);
ltDashed : begin glLineStipple(1, $00FF); glEnable(GL_LINE_STIPPLE); end;
ltDotted : begin glLineStipple(1, $CCCC); glEnable(GL_LINE_STIPPLE); end;
ltDashedDotted: begin glLineStipple(1, $FFCC); glEnable(GL_LINE_STIPPLE); end;
ltDashDotDot : begin glLineStipple(1, $FCCC); glEnable(GL_LINE_STIPPLE); end;
else raise EInternalError.Create('LineType?');
end;
{$endif}
end;
end;
end.
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