/usr/src/castle-game-engine-4.1.1/x3d/opengl/castlerenderershader.pas is in castle-game-engine-src 4.1.1-1.
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 2010-2013 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.
----------------------------------------------------------------------------
}
{ Setting up OpenGL shading (TShader).
Internal for GLRenderer. @exclude }
unit CastleRendererShader;
interface
uses CastleVectors, CastleGLShaders, FGL,
X3DShadowMaps, X3DTime, X3DFields, X3DNodes, CastleUtils, CastleBoxes,
CastleRendererTextureEnv, CastleStringUtils, CastleShaders;
type
TTextureType = (tt2D, tt2DShadow, ttCubeMap, tt3D, ttShader);
TTexGenerationComponent = (tgEye, tgObject);
TTexGenerationComplete = (tgSphere, tgNormal, tgReflection);
TTexComponent = 0..3;
TFogCoordinateSource = (
{ Fog is determined by depth (distance to camera). }
fcDepth,
{ Fog is determined by explicit coordinate (per-vertex glFogCoord*). }
fcPassedCoordinate);
TShaderCodeHash = object
private
Sum, XorValue: LongWord;
procedure AddInteger(const I: Integer);
procedure AddFloat(const F: Single);
procedure AddPointer(Ptr: Pointer);
procedure AddEffects(Nodes: TX3DNodeList);
public
function ToString: string;
procedure Clear;
end;
{ GLSL program integrated with VRML/X3D and TShader.
Allows to bind uniform values from VRML/X3D fields,
and to observe VRML/X3D events and automatically update uniform values.
Also allows to initialize and check program by TShader.LinkProgram,
and get a hash of it by TShader.CodeHash. }
TX3DShaderProgram = class(TGLSLProgram)
private
{ Events where we registered our EventReceive method. }
EventsObserved: TX3DEventList;
{ Set uniform variable from VRML/X3D field value.
Uniform name is contained in UniformName. UniformValue indicates
uniform type and new value (UniformValue.Name is not used).
Do not pass here SFNode / MFNode fields (these should be added to
UniformsTextures).
@raises(EGLSLUniformInvalid When uniform variable name
or type are invalid.
Caller should always catch this and change into OnWarning.
X3D spec "OpenGL shading language (GLSL) binding" says
"If the name is not available as a uniform variable in the
provided shader source, the values of the node shall be ignored"
(although it says when talking about "Vertex attributes",
seems they mixed attributes and uniforms meaning in spec?).
So invalid uniform names should be always catched.
We also catch type mismatches.) }
procedure SetUniformFromField(const UniformName: string;
const UniformValue: TX3DField; const EnableDisable: boolean);
procedure EventReceive(Event: TX3DEvent; Value: TX3DField;
const Time: TX3DTime);
{ Set uniform shader variable from VRML/X3D field (exposed or not).
We also start observing an exposed field or eventIn,
and will automatically update uniform value when we receive an event. }
procedure BindNonTextureUniform(
const FieldOrEvent: TX3DInterfaceDeclaration;
const EnableDisable: boolean);
protected
{ Nodes that have interface declarations with textures for this shader. }
UniformsTextures: TX3DFieldList;
public
constructor Create;
destructor Destroy; override;
{ Set and observe uniform variables from given Node.InterfaceDeclarations.
Non-texture fields are set immediately.
Non-texture fields and events are then observed by this shader,
and automatically updated when changed.
Texture fields have to be updated by descendant (like TX3DGLSLProgram),
using the UniformsTextures list. These methods add fields to this list.
@groupBegin }
procedure BindUniforms(const Node: TX3DNode; const EnableDisable: boolean);
procedure BindUniforms(const Nodes: TX3DNodeList; const EnableDisable: boolean);
{ @groupEnd }
end;
TShader = class;
TShaderSource = class
private
FSource: array [TShaderType] of TCastleStringList;
function GetSource(const AType: TShaderType): TCastleStringList;
public
constructor Create;
destructor Destroy; override;
property Source [AType: TShaderType]: TCastleStringList read GetSource; default;
{ Append AppendCode to our code.
Has some special features:
- Doesn't use AppendCode[stFragment][0]
(we use this for now only with texture and light shaders,
which treat AppendCode[stFragment][0] specially).
- Doesn't add anything to given type, if it's already empty.
For our internal base shaders, vertex and fragment are never empty.
When they are empty, this means that user assigned ComposedShader,
but depends on fixed-function pipeline to do part of the job. }
procedure Append(AppendCode: TShaderSource);
end;
{ Internal for TLightShader. @exclude }
TLightDefine = (
ldTypePosiional,
ldTypeSpot,
ldHasAttenuation,
ldHasRadius,
ldHasAmbient,
ldHasSpecular,
ldHasBeamWidth,
ldHasSpotExponent);
TLightShader = class
private
Number: Cardinal;
Node: TAbstractLightNode;
Light: PLightInstance;
Shader: TShader;
{ Code calculated (on demand, when method called) using above vars. }
FCode: TShaderSource;
LightUniformName1: string;
LightUniformValue1: Single;
LightUniformName2: string;
LightUniformValue2: Single;
{ Calculated by Prepare. Stored as TLightDefine array,
since TLightShader.Prepare is executed very often and must be fast.
Only TLightShader.Code actually changes it to a string. }
Defines: array [0..9] of TLightDefine;
DefinesCount: Cardinal;
public
destructor Destroy; override;
{ Prepare some stuff for Code generation, update Hash for this light shader. }
procedure Prepare(var Hash: TShaderCodeHash; const LightNumber: Cardinal);
function Code: TShaderSource;
end;
TLightShaders = class(specialize TFPGObjectList<TLightShader>)
private
function Find(const Node: TAbstractLightNode; out Shader: TLightShader): boolean;
end;
TTextureShader = class
private
TextureUnit: Cardinal;
TextureType: TTextureType;
Node: TAbstractTextureNode;
Env: TTextureEnv;
ShadowMapSize: Cardinal;
ShadowLight: TAbstractLightNode;
ShadowVisualizeDepth: boolean;
Shader: TShader;
{ Uniform to set for this texture. May be empty. }
UniformName: string;
UniformValue: LongInt;
{ Mix texture colors into fragment color, based on TTextureEnv specification. }
class function TextureEnvMix(const AEnv: TTextureEnv;
const FragmentColor, CurrentTexture: string;
const ATextureUnit: Cardinal): string;
public
{ Update Hash for this light shader. }
procedure Prepare(var Hash: TShaderCodeHash);
procedure Enable(var TextureApply, TextureColorDeclare,
TextureCoordInitialize, TextureCoordMatrix, TextureUniformsDeclare,
GeometryVertexSet, GeometryVertexZero, GeometryVertexAdd: string);
end;
TTextureShaders = specialize TFPGObjectList<TTextureShader>;
TBumpMapping = (bmNone, bmBasic, bmParallax, bmSteepParallax, bmSteepParallaxShadowing);
{ Create appropriate shader and at the same time set OpenGL parameters
for fixed-function rendering. Once everything is set up,
you can create TX3DShaderProgram instance
and initialize it by LinkProgram here, then enable it if you want.
Or you can simply allow the fixed-function pipeline to work.
This is used internally by TGLRenderer. It isn't supposed to be used
directly by other code. }
TShader = class
private
{ When adding new field, remember to clear it in Clear method. }
{ List of effect nodes that determine uniforms of our program. }
UniformsNodes: TX3DNodeList;
TextureCoordGen, ClipPlane, FragmentEnd: string;
FShadowSampling: TShadowSampling;
Source: TShaderSource;
PlugIdentifiers: Cardinal;
LightShaders: TLightShaders;
TextureShaders: TTextureShaders;
FCodeHash: TShaderCodeHash;
CodeHashFinalized: boolean;
SelectedNode: TComposedShaderNode;
WarnMissingPlugs: boolean;
FShapeRequiresShaders: boolean;
FBumpMapping: TBumpMapping;
FNormalMapTextureUnit: Cardinal;
FHeightMapInAlpha: boolean;
FHeightMapScale: Single;
FFogEnabled: boolean;
FFogType: TFogType;
FFogCoordinateSource: TFogCoordinateSource;
HasGeometryMain: boolean;
{ We have to optimize the most often case of TShader usage,
when the shader is not needed or is already prepared.
- Enabling shader features should not do anything time-consuming,
as it's done every frame. This means that we cannot construct
complete shader source code on the fly, as this would mean
slowdown at every frame for every shape.
So enabling a feature merely records the demand for this feature.
- It must also set ShapeRequiresShaders := true, if needed.
- It must also update FCodeHash, if needed (if final shader code or
uniform value changes). Can be done immediately, or inside
CodeHashFinalize (the latter is more comfortable if it may change
repeatedly and you don't want temporary values to be added to hash).
- Actually adding this feature to shader source may be done at LinkProgram.
}
AppearanceEffects: TMFNode;
GroupEffects: TX3DNodeList;
Lighting, MaterialFromColor: boolean;
procedure EnableEffects(Effects: TMFNode;
const Code: TShaderSource = nil;
const ForwardDeclareInFinalShader: boolean = false);
procedure EnableEffects(Effects: TX3DNodeList;
const Code: TShaderSource = nil;
const ForwardDeclareInFinalShader: boolean = false);
{ Special form of Plug. It inserts the PlugValue source code directly
at the position of given plug comment (no function call
or anything is added). It also assumes that PlugName occurs only once
in the Code, for speed.
Returns if plug code was inserted (always @true when
InsertAtBeginIfNotFound). }
function PlugDirectly(Code: TCastleStringList;
const CodeIndex: Cardinal;
const PlugName, PlugValue: string;
const InsertAtBeginIfNotFound: boolean): boolean;
function DeclareShadowFunctions: string;
public
ShapeBoundingBox: TBox3D;
{ Specular material color. Must be set before EnableLight, and be constant
later. }
MaterialSpecularColor: TVector3Single;
constructor Create;
destructor Destroy; override;
{ Detect PLUG_xxx functions within PlugValue,
look for matching @code(/* PLUG: xxx ...*/) declarations in both CompleteCode
and the final shader source.
For every plug declaration,
@unorderedList(
@item(insert the appropriate call to the plug function,)
@item(and insert forward declaration of the plug function.)
)
Also, always insert the PlugValue (which should be variable and functions
declarations) as another part of the CompleteCode.
EffectPartType determines which type of CompleteCode is used.
When CompleteCode = nil then we assume code of the final shader
(private Source field).
ForwardDeclareInFinalShader should be used only when Code is not nil.
It means that forward declarations for Code[0] will be inserted
into final shader code, not into Code[0]. This is useful if your
Code[0] is special, and it will be pasted directly (not as plug)
into final shader code.
Inserts calls right before the magic @code(/* PLUG ...*/) comments,
this way many Plug calls that defined the same PLUG_xxx function
will be called in the same order.
Doesn't do anything if in the final shader given type (EffectPartType)
has empty code. This indicates that we used ComposedShader, and this type
has no source code (so it should be done by fixed-function pipeline).
Adding our own plug would be bad in this case, as we would create shader
without main(). }
procedure Plug(const EffectPartType: TShaderType; PlugValue: string;
CompleteCode: TShaderSource = nil;
const ForwardDeclareInFinalShader: boolean = false);
{ Add fragment and vertex shader code, link.
@raises EGLSLError In case of troubles with linking. }
procedure LinkProgram(AProgram: TX3DShaderProgram);
{ Calculate the hash of all the current TShader settings,
that is the hash of GLSL program code initialized by this shader
LinkProgram. You should use this only when the GLSL program source
is completely initialized (all TShader settings are set).
It can be used to decide when the shader GLSL program needs
to be regenerated, shared etc. }
function CodeHash: TShaderCodeHash;
procedure EnableTexture(const TextureUnit: Cardinal;
const TextureType: TTextureType; const Node: TAbstractTextureNode;
const Env: TTextureEnv;
const ShadowMapSize: Cardinal = 0;
const ShadowLight: TAbstractLightNode = nil;
const ShadowVisualizeDepth: boolean = false);
procedure EnableTexGen(const TextureUnit: Cardinal;
const Generation: TTexGenerationComponent; const Component: TTexComponent);
procedure EnableTexGen(const TextureUnit: Cardinal;
const Generation: TTexGenerationComplete);
{ Disable fixed-function texgen of given texture unit.
Guarantees to also set active texture unit to TexUnit (if multi-texturing
available at all). }
procedure DisableTexGen(const TextureUnit: Cardinal);
procedure EnableClipPlane(const ClipPlaneIndex: Cardinal);
procedure DisableClipPlane(const ClipPlaneIndex: Cardinal);
procedure EnableAlphaTest;
procedure EnableBumpMapping(const BumpMapping: TBumpMapping;
const NormalMapTextureUnit: Cardinal;
const HeightMapInAlpha: boolean; const HeightMapScale: Single);
{ Enable light source.
Remember to set MaterialSpecularColor before calling this. }
procedure EnableLight(const Number: Cardinal; Light: PLightInstance);
{ It is Ok to enable this more than once, last EnableFog determines
the fog settings. TFogCoordinateRenderer.RenderCoordinateBegin for
direct fog coordinate relies on this. }
procedure EnableFog(const FogType: TFogType;
const FogCoordinateSource: TFogCoordinateSource);
function EnableCustomShaderCode(Shaders: TMFNodeShaders;
out Node: TComposedShaderNode): boolean;
procedure EnableAppearanceEffects(Effects: TMFNode);
procedure EnableGroupEffects(Effects: TX3DNodeList);
procedure EnableLighting;
procedure EnableMaterialFromColor;
property ShadowSampling: TShadowSampling
read FShadowSampling write FShadowSampling;
property ShapeRequiresShaders: boolean read FShapeRequiresShaders
write FShapeRequiresShaders;
{ Clear instance, bringing it to the state after creation. }
procedure Clear;
end;
operator = (const A, B: TShaderCodeHash): boolean;
implementation
uses SysUtils, GL, GLExt, CastleGLUtils, CastleWarnings,
CastleLog, StrUtils, Castle3D, CastleGLVersion;
{ TODO: a way to turn off using fixed-function pipeline completely
will be needed some day. Currently, some functions here call
fixed-function glEnable... stuff.
TODO: some day, avoid using predefined OpenGL state variables.
Use only shader uniforms. Right now, we allow some state to be assigned
using direct normal OpenGL fixed-function functions in GLRenderer,
and our shaders just use it.
}
{ String helpers ------------------------------------------------------------- }
{ MoveTo do not warn about incorrect PLUG_ declarations, only return @false
on them. That's because FindPlugName should just ignore them.
But we log them --- maybe they will be useful
in case there's some problem with FindPlugName. }
function MoveToOpeningParen(const S: string; var P: Integer): boolean;
begin
Result := true;
repeat
Inc(P);
if P > Length(S) then
begin
if Log then WritelnLog('VRML/X3D', 'PLUG declaration unexpected end (no opening parenthesis "(")');
Exit(false);
end;
if (S[P] <> '(') and
not (S[P] in WhiteSpaces) then
begin
if Log then WritelnLog('VRML/X3D', Format('PLUG declaration unexpected character "%s" (expected opening parenthesis "(")',
[S[P]]));
Exit(false);
end;
until S[P] = '(';
end;
function MoveToMatchingParen(const S: string; var P: Integer): boolean;
var
ParenLevel: Cardinal;
begin
Result := true;
ParenLevel := 1;
repeat
Inc(P);
if P > Length(S) then
begin
if Log then WritelnLog('VRML/X3D', 'PLUG declaration unexpected end (no closing parenthesis ")")');
Exit(false);
end;
if S[P] = '(' then
Inc(ParenLevel) else
if S[P] = ')' then
Dec(ParenLevel);
until ParenLevel = 0;
end;
{ GL helpers ----------------------------------------------------------------- }
function GLSLConstStruct: string;
begin
if GLVersion.BuggyGLSLConstStruct then
Result := '' else
Result := 'const';
end;
{ TShaderCodeHash ------------------------------------------------------------ }
{$include norqcheckbegin.inc}
(* Smart, but not used:
procedure TShaderCodeHash.AddString(const S: string);
var
PS: PLongWord;
Last: LongWord;
I: Integer;
begin
PS := PLongWord(S);
for I := 1 to Length(S) div 4 do
begin
Sum += PS^;
XorValue := XorValue xor PS^;
Inc(PS);
end;
if Length(S) mod 4 = 0 then
begin
Last := 0;
Move(S[(Length(S) div 4) * 4 + 1], Last, Length(S) mod 4);
Sum += Last;
XorValue := XorValue xor Last;
end;
end;
*)
procedure TShaderCodeHash.AddPointer(Ptr: Pointer);
begin
{ This will cut the pointer on non-32bit processors.
But that's not a problem --- we just want it for hash,
taking the least significant 32 bits from pointer is OK for this. }
Sum += LongWord(PtrUInt(Ptr));
XorValue := XorValue xor LongWord(PtrUInt(Ptr));
end;
procedure TShaderCodeHash.AddInteger(const I: Integer);
begin
Sum += I;
end;
procedure TShaderCodeHash.AddFloat(const F: Single);
begin
Sum += Round(F * 100000);
end;
{$include norqcheckend.inc}
procedure TShaderCodeHash.AddEffects(Nodes: TX3DNodeList);
var
I: Integer;
begin
{ We add to hash actual Effect node references (pointers), this way ensuring
that to share the same shader, effect nodes must be the same.
Merely equal GLSL source code is not enough (because effects with equal
source code may still have different uniform values, and sharing them
would not be handled correctly here --- we set uniform values on change,
not every time before rendering shape). }
for I := 0 to Nodes.Count - 1 do
if (Nodes[I] is TEffectNode) and
TEffectNode(Nodes[I]).FdEnabled.Value then
AddPointer(Nodes[I]);
end;
function TShaderCodeHash.ToString: string;
begin
Result := IntToStr(Sum) + '/' + IntToStr(XorValue);
end;
procedure TShaderCodeHash.Clear;
begin
Sum := 0;
XorValue := 0;
end;
operator = (const A, B: TShaderCodeHash): boolean;
begin
Result := (A.Sum = B.Sum) and (A.XorValue = B.XorValue);
end;
{ TShaderSource -------------------------------------------------------------- }
constructor TShaderSource.Create;
var
SourceType: TShaderType;
begin
inherited;
for SourceType := Low(SourceType) to High(SourceType) do
FSource[SourceType] := TCastleStringList.Create;
end;
destructor TShaderSource.Destroy;
var
SourceType: TShaderType;
begin
for SourceType := Low(SourceType) to High(SourceType) do
FreeAndNil(FSource[SourceType]);
inherited;
end;
function TShaderSource.GetSource(const AType: TShaderType): TCastleStringList;
begin
Result := FSource[AType];
end;
procedure TShaderSource.Append(AppendCode: TShaderSource);
var
T: TShaderType;
I: Integer;
begin
for T := Low(T) to High(T) do
if Source[T].Count <> 0 then
for I := Iff(T = stFragment, 1, 0) to AppendCode[T].Count - 1 do
Source[T].Add(AppendCode[T][I]);
end;
{ TLightShader --------------------------------------------------------------- }
destructor TLightShader.Destroy;
begin
FreeAndNil(FCode);
inherited;
end;
const
LightDefines: array [TLightDefine] of record
Name: string;
Hash: LongWord;
end =
( (Name: 'LIGHT_TYPE_POSITIONAL' ; Hash: 107; ),
(Name: 'LIGHT_TYPE_SPOT' ; Hash: 109; ),
(Name: 'LIGHT_HAS_ATTENUATION' ; Hash: 113; ),
(Name: 'LIGHT_HAS_RADIUS' ; Hash: 127; ),
(Name: 'LIGHT_HAS_AMBIENT' ; Hash: 131; ),
(Name: 'LIGHT_HAS_SPECULAR' ; Hash: 137; ),
(Name: 'LIGHT_HAS_BEAM_WIDTH' ; Hash: 139; ),
(Name: 'LIGHT_HAS_SPOT_EXPONENT'; Hash: 149; )
);
procedure TLightShader.Prepare(var Hash: TShaderCodeHash; const LightNumber: Cardinal);
procedure Define(const D: TLightDefine);
begin
Assert(DefinesCount <= High(Defines), 'Too many light #defines, increase High(TLightShader.Defines)');
Defines[DefinesCount] := D;
Inc(DefinesCount);
Hash.AddInteger(LightDefines[D].Hash * (LightNumber + 1));
end;
begin
DefinesCount := 0;
Hash.AddInteger(101);
if Node is TAbstractPositionalLightNode then
begin
Define(ldTypePosiional);
if Node is TSpotLightNode_1 then
begin
Define(ldTypeSpot);
if TSpotLightNode_1(Node).SpotExp <> 0 then
Define(ldHasSpotExponent);
end else
if Node is TSpotLightNode then
begin
Define(ldTypeSpot);
if TSpotLightNode(Node).FdBeamWidth.Value <
TSpotLightNode(Node).FdCutOffAngle.Value then
begin
Define(ldHasBeamWidth);
LightUniformName1 := 'castle_light_%d_beam_width';
LightUniformValue1 := TSpotLightNode(Node).FdBeamWidth.Value;
Hash.AddFloat(LightUniformValue1);
end;
end;
if TAbstractPositionalLightNode(Node).HasAttenuation then
Define(ldHasAttenuation);
if TAbstractPositionalLightNode(Node).HasRadius and
{ Do not activate per-pixel checking of light radius,
if we know (by bounding box test below)
that the whole shape is completely within radius. }
(Shader.ShapeBoundingBox.PointMaxDistance(Light^.Location, -1) > Light^.Radius) then
begin
Define(ldHasRadius);
LightUniformName2 := 'castle_light_%d_radius';
LightUniformValue2 := Light^.Radius;
{ Uniform value comes from this Node's property,
so this cannot be shared with other light nodes,
that may have not synchronized radius value.
(Note: We could instead add radius value to the hash.
Then this shader could be shared between all light nodes with
the same radius value --- however, if radius changed,
then the shader would have to be recreated, even if the same
light node was used.) }
Hash.AddPointer(Node);
end;
end;
if Node.FdAmbientIntensity.Value <> 0 then
Define(ldHasAmbient);
if not PerfectlyZeroVector(Shader.MaterialSpecularColor) then
Define(ldHasSpecular);
end;
function TLightShader.Code: TShaderSource;
{ Convert Defines list into a string of GLSL code. }
function DefinesStr: string;
var
I: Integer;
begin
Result := '';
for I := 0 to DefinesCount - 1 do
Result += '#define ' + LightDefines[Defines[I]].Name + NL;
end;
var
TemplateLight: string;
begin
if FCode = nil then
begin
FCode := TShaderSource.Create;
TemplateLight := {$I template_add_light.glsl.inc};
if GLVersion.BuggyGLSLConstStruct then
TemplateLight := StringReplace(TemplateLight,
'const in gl_MaterialParameters', 'in gl_MaterialParameters', [rfReplaceAll]);
TemplateLight := StringReplace(TemplateLight,
'light_number', IntToStr(Number), [rfReplaceAll]);
FCode[stFragment].Add(DefinesStr + TemplateLight);
if Node <> nil then
Shader.EnableEffects(Node.FdEffects, FCode);
end;
Result := FCode;
end;
{ TLightShaders -------------------------------------------------------------- }
function TLightShaders.Find(const Node: TAbstractLightNode; out Shader: TLightShader): boolean;
var
I: Integer;
begin
for I := 0 to Count - 1 do
if Items[I].Node = Node then
begin
Shader := Items[I];
Exit(true);
end;
Shader := nil;
Result := false;
end;
{ TX3DShaderProgram ------------------------------------------------------- }
constructor TX3DShaderProgram.Create;
begin
inherited;
EventsObserved := TX3DEventList.Create(false);
UniformsTextures := TX3DFieldList.Create(false);
end;
destructor TX3DShaderProgram.Destroy;
var
I: Integer;
begin
if EventsObserved <> nil then
begin
for I := 0 to EventsObserved.Count - 1 do
EventsObserved[I].RemoveHandler(@EventReceive);
FreeAndNil(EventsObserved);
end;
FreeAndNil(UniformsTextures);
inherited;
end;
procedure TX3DShaderProgram.BindNonTextureUniform(
const FieldOrEvent: TX3DInterfaceDeclaration;
const EnableDisable: boolean);
var
UniformField: TX3DField;
UniformEvent, ObservedEvent: TX3DEvent;
begin
UniformField := FieldOrEvent.Field;
UniformEvent := FieldOrEvent.Event;
{ Set initial value for this GLSL uniform variable,
from VRML field or exposedField }
if UniformField <> nil then
try
{ Ok, we have a field with a value (interface declarations with
fields inside ComposedShader / Effect always have a value).
So set GLSL uniform variable from this field. }
SetUniformFromField(UniformField.Name, UniformField, EnableDisable);
except
{ We capture EGLSLUniformInvalid, converting it to OnWarning and exit.
This way we will not add this field to EventsObserved. }
on E: EGLSLUniformInvalid do
begin
OnWarning(wtMinor, 'VRML/X3D', E.Message);
Exit;
end;
end;
{ Allow future changing of this GLSL uniform variable,
from VRML eventIn or exposedField }
{ calculate ObservedEvent }
ObservedEvent := nil;
if (UniformField <> nil) and UniformField.Exposed then
ObservedEvent := UniformField.ExposedEvents[false] else
if (UniformEvent <> nil) and UniformEvent.InEvent then
ObservedEvent := UniformEvent;
if ObservedEvent <> nil then
begin
ObservedEvent.OnReceive.Add(@EventReceive);
EventsObserved.Add(ObservedEvent);
end;
end;
procedure TX3DShaderProgram.SetUniformFromField(
const UniformName: string; const UniformValue: TX3DField;
const EnableDisable: boolean);
var
TempF: TSingleList;
TempVec2f: TVector2SingleList;
TempVec3f: TVector3SingleList;
TempVec4f: TVector4SingleList;
TempMat3f: TMatrix3SingleList;
TempMat4f: TMatrix4SingleList;
begin
{ program must be active to set uniform values. }
if EnableDisable then
Enable;
if UniformValue is TSFBool then
SetUniform(UniformName, TSFBool(UniformValue).Value, true) else
if UniformValue is TSFLong then
{ Handling of SFLong also takes care of SFInt32. }
SetUniform(UniformName, TSFLong(UniformValue).Value, true) else
if UniformValue is TSFVec2f then
SetUniform(UniformName, TSFVec2f(UniformValue).Value, true) else
{ Check TSFColor first, otherwise TSFVec3f would also catch and handle
TSFColor. And we don't want this: for GLSL, color is passed
as vec4 (so says the spec, I guess that the reason is that for GLSL most
input/output colors are vec4). }
if UniformValue is TSFColor then
SetUniform(UniformName, Vector4Single(TSFColor(UniformValue).Value, 1.0), true) else
if UniformValue is TSFVec3f then
SetUniform(UniformName, TSFVec3f(UniformValue).Value, true) else
if UniformValue is TSFVec4f then
SetUniform(UniformName, TSFVec4f(UniformValue).Value, true) else
if UniformValue is TSFRotation then
SetUniform(UniformName, TSFRotation(UniformValue).Value, true) else
if UniformValue is TSFMatrix3f then
SetUniform(UniformName, TSFMatrix3f(UniformValue).Value, true) else
if UniformValue is TSFMatrix4f then
SetUniform(UniformName, TSFMatrix4f(UniformValue).Value, true) else
if UniformValue is TSFFloat then
SetUniform(UniformName, TSFFloat(UniformValue).Value, true) else
if UniformValue is TSFDouble then
{ SFDouble also takes care of SFTime }
SetUniform(UniformName, TSFDouble(UniformValue).Value, true) else
{ Double-precision vector and matrix types.
Note that X3D spec specifies only mapping for SF/MFVec3d, 4d
(not specifying any mapping for SF/MFVec2d, and all matrix types).
And it specifies that they map to types float3, float4 ---
which are not valid types in GLSL?
So I simply ignore non-sensible specification, and take
the reasonable approach: support all double-precision vectors and matrices,
just like single-precision. }
if UniformValue is TSFVec2d then
SetUniform(UniformName, Vector2Single(TSFVec2d(UniformValue).Value), true) else
if UniformValue is TSFVec3d then
SetUniform(UniformName, Vector3Single(TSFVec3d(UniformValue).Value), true) else
if UniformValue is TSFVec4d then
SetUniform(UniformName, Vector4Single(TSFVec4d(UniformValue).Value), true) else
if UniformValue is TSFMatrix3d then
SetUniform(UniformName, Matrix3Single(TSFMatrix3d(UniformValue).Value), true) else
if UniformValue is TSFMatrix4d then
SetUniform(UniformName, Matrix4Single(TSFMatrix4d(UniformValue).Value), true) else
{ Now repeat this for array types }
if UniformValue is TMFBool then
SetUniform(UniformName, TMFBool(UniformValue).Items, true) else
if UniformValue is TMFLong then
SetUniform(UniformName, TMFLong(UniformValue).Items, true) else
if UniformValue is TMFVec2f then
SetUniform(UniformName, TMFVec2f(UniformValue).Items, true) else
if UniformValue is TMFColor then
begin
TempVec4f := TMFColor(UniformValue).Items.ToVector4Single(1.0);
try
SetUniform(UniformName, TempVec4f, true);
finally FreeAndNil(TempVec4f) end;
end else
if UniformValue is TMFVec3f then
SetUniform(UniformName, TMFVec3f(UniformValue).Items, true) else
if UniformValue is TMFVec4f then
SetUniform(UniformName, TMFVec4f(UniformValue).Items, true) else
if UniformValue is TMFRotation then
SetUniform(UniformName, TMFRotation(UniformValue).Items, true) else
if UniformValue is TMFMatrix3f then
SetUniform(UniformName, TMFMatrix3f(UniformValue).Items, true) else
if UniformValue is TMFMatrix4f then
SetUniform(UniformName, TMFMatrix4f(UniformValue).Items, true) else
if UniformValue is TMFFloat then
SetUniform(UniformName, TMFFloat(UniformValue).Items, true) else
if UniformValue is TMFDouble then
begin
TempF := TMFDouble(UniformValue).Items.ToSingle;
try
SetUniform(UniformName, TempF, true);
finally FreeAndNil(TempF) end;
end else
if UniformValue is TMFVec2d then
begin
TempVec2f := TMFVec2d(UniformValue).Items.ToVector2Single;
try
SetUniform(UniformName, TempVec2f, true);
finally FreeAndNil(TempVec2f) end;
end else
if UniformValue is TMFVec3d then
begin
TempVec3f := TMFVec3d(UniformValue).Items.ToVector3Single;
try
SetUniform(UniformName, TempVec3f, true);
finally FreeAndNil(TempVec3f) end;
end else
if UniformValue is TMFVec4d then
begin
TempVec4f := TMFVec4d(UniformValue).Items.ToVector4Single;
try
SetUniform(UniformName, TempVec4f, true);
finally FreeAndNil(TempVec4f) end;
end else
if UniformValue is TMFMatrix3d then
begin
TempMat3f := TMFMatrix3d(UniformValue).Items.ToMatrix3Single;
try
SetUniform(UniformName, TempMat3f, true);
finally FreeAndNil(TempMat3f) end;
end else
if UniformValue is TMFMatrix4d then
begin
TempMat4f := TMFMatrix4d(UniformValue).Items.ToMatrix4Single;
try
SetUniform(UniformName, TempMat4f, true);
finally FreeAndNil(TempMat4f) end;
end else
(*
if (UniformValue is TSFNode) or
(UniformValue is TMFNode) then
begin
{ Nothing to do, these will be set by TGLSLRenderer.Enable.
Right now, these are never passed here. }
end else
*)
{ TODO: other field types, full list is in X3D spec in
"OpenGL shading language (GLSL) binding".
Remaining:
SF/MFImage }
OnWarning(wtMajor, 'VRML/X3D', 'Setting uniform GLSL variable from X3D field type "' + UniformValue.TypeName + '" not supported');
if EnableDisable then
{ TODO: this should restore previously bound program }
Disable;
end;
procedure TX3DShaderProgram.EventReceive(
Event: TX3DEvent; Value: TX3DField; const Time: TX3DTime);
var
UniformName: string;
Scene: TX3DEventsEngine;
begin
if Event.ParentExposedField = nil then
UniformName := Event.Name else
UniformName := Event.ParentExposedField.Name;
try
SetUniformFromField(UniformName, Value, true);
except
{ We capture EGLSLUniformInvalid, converting it to OnWarning.
This way we remove this event from OnReceive list. }
on E: EGLSLUniformInvalid do
begin
OnWarning(wtMinor, 'VRML/X3D', E.Message);
Event.RemoveHandler(@EventReceive);
EventsObserved.Remove(Event);
Exit;
end;
end;
{ Although ExposedEvents implementation already sends notification
about changes to Scene, we can also get here
by eventIn invocation (which doesn't trigger
Scene.ChangedField, since it doesn't change a field...).
So we should explicitly do VisibleChangeHere here, to make sure
it gets called when uniform changed. }
if Event.ParentNode <> nil then
begin
Scene := (Event.ParentNode as TX3DNode).Scene;
if Scene <> nil then
Scene.VisibleChangeHere([vcVisibleGeometry, vcVisibleNonGeometry]);
end;
end;
procedure TX3DShaderProgram.BindUniforms(const Node: TX3DNode;
const EnableDisable: boolean);
var
I: Integer;
IDecl: TX3DInterfaceDeclaration;
begin
Assert(Node.HasInterfaceDeclarations <> []);
Assert(Node.InterfaceDeclarations <> nil);
for I := 0 to Node.InterfaceDeclarations.Count - 1 do
begin
IDecl := Node.InterfaceDeclarations[I];
if (IDecl.Field <> nil) and
((IDecl.Field is TSFNode) or
(IDecl.Field is TMFNode)) then
UniformsTextures.Add(IDecl.Field) else
BindNonTextureUniform(IDecl, EnableDisable);
end;
end;
procedure TX3DShaderProgram.BindUniforms(const Nodes: TX3DNodeList;
const EnableDisable: boolean);
var
I: Integer;
begin
for I := 0 to Nodes.Count - 1 do
BindUniforms(Nodes[I], EnableDisable);
end;
{ TTextureShader ------------------------------------------------------------- }
procedure TTextureShader.Prepare(var Hash: TShaderCodeHash);
var
IntHash: LongWord;
begin
{$include norqcheckbegin.inc}
IntHash :=
1 +
181 * Ord(TextureType) +
191 * ShadowMapSize +
193 * Ord(ShadowVisualizeDepth) +
Env.Hash;
if ShadowLight <> nil then
IntHash += PtrUInt(ShadowLight);
Hash.AddInteger(179 * (TextureUnit + 1) * IntHash);
{ Don't directly add Node to the Hash, it would prevent a lot of sharing.
Node is only used to get effects. }
Hash.AddEffects(Node.FdEffects.Items);
{$include norqcheckend.inc}
end;
class function TTextureShader.TextureEnvMix(const AEnv: TTextureEnv;
const FragmentColor, CurrentTexture: string;
const ATextureUnit: Cardinal): string;
var
{ GLSL code to get Arg2 (what is coming from MultiTexture.source) }
Arg2: string;
begin
if AEnv.Disabled then Exit('');
case AEnv.Source[cRGB] of
{ TODO: it would be better to pass MultiTexture.color/factor as special
uniform, instead of using (per-unit) gl_TextureEnvColor.
For now, we don't do this (otherwise, we'd have to account
MultiTexture.color/factor inside TTextureEnv.Hash. }
csConstant: Arg2 := Format('gl_TextureEnvColor[%d]', [ATextureUnit]);
else
{ assume csPreviousTexture }
Arg2 := FragmentColor;
end;
case AEnv.Combine[cRGB] of
GL_REPLACE:
begin
if AEnv.SourceArgument[cRGB] = ta0 then
{ mode is SELECTARG2 }
Result := FragmentColor + ' = ' + Arg2 + ';' else
{ assume CurrentTextureArgument = ta0, mode = REPLACE or SELECTARG1 }
Result := FragmentColor + ' = ' + CurrentTexture + ';';
end;
GL_ADD:
begin
if FragmentColor = Arg2 then
Result := FragmentColor + ' += ' + CurrentTexture + ';' else
Result := FragmentColor + ' = ' + CurrentTexture + ' + ' + Arg2 + ';';
end;
GL_SUBTRACT:
Result := FragmentColor + ' = ' + CurrentTexture + ' - ' + Arg2 + ';';
else
begin
{ assume GL_MODULATE }
if FragmentColor = Arg2 then
Result := FragmentColor + ' *= ' + CurrentTexture + ';' else
Result := FragmentColor + ' = ' + CurrentTexture + ' * ' + Arg2 + ';';
end;
end;
case AEnv.TextureFunction of
tfComplement : Result += FragmentColor + '.rgb = vec3(1.0) - ' + FragmentColor + '.rgb;';
tfAlphaReplicate: Result += FragmentColor + '.rgb = vec3(' + FragmentColor + '.a);';
end;
{ TODO: this handles only a subset of possible values:
- different combine values on RGB/alpha not handled yet.
We just check Env.Combine[cRGB], and assume it's equal Env.Combine[cAlpha].
Same for Env.Source: we assume Env.Source[cRGB] equal to Env.Source[cAlpha].
- Scale is ignored (assumed 1)
- CurrentTextureArgument, SourceArgument ignored (assumed ta0, ta1),
except for GL_REPLACE case
- many Combine values ignored (treated like modulate),
and so also NeedsConstantColor and InterpolateAlphaSource are ignored.
}
end;
procedure TTextureShader.Enable(var TextureApply, TextureColorDeclare,
TextureCoordInitialize, TextureCoordMatrix, TextureUniformsDeclare,
GeometryVertexSet, GeometryVertexZero, GeometryVertexAdd: string);
const
SamplerFromTextureType: array [TTextureType] of string =
('sampler2D', 'sampler2DShadow', 'samplerCube', 'sampler3D', '');
var
TextureSampleCall, TexCoordName: string;
ShadowLightShader: TLightShader;
Code: TShaderSource;
SamplerType: string;
begin
if TextureType <> ttShader then
begin
UniformName := Format('castle_texture_%d', [TextureUnit]);
UniformValue := TextureUnit;
end else
UniformName := '';
TexCoordName := Format('gl_TexCoord[%d]', [TextureUnit]);
TextureCoordInitialize += Format('%s = gl_MultiTexCoord%d;' + NL,
[TexCoordName, TextureUnit]);
if not (GLVersion.BuggyShaderShadowMap and (TextureType = tt2DShadow)) then
TextureCoordMatrix += Format('%s = gl_TextureMatrix[%d] * %0:s;' + NL,
[TexCoordName, TextureUnit]);
GeometryVertexSet += Format('%s = gl_in[index].%0:s;' + NL, [TexCoordName]);
GeometryVertexZero += Format('%s = vec4(0.0);' + NL, [TexCoordName]);
{ NVidia will warn here "... might be used before being initialized".
Which is of course true --- but we depend that author will always call
geometryVertexZero() before geometryVertexAdd(). }
GeometryVertexAdd += Format('%s += gl_in[index].%0:s * scale;' + NL, [TexCoordName]);
if (TextureType = tt2DShadow) and
ShadowVisualizeDepth then
begin
{ visualizing depth map requires a little different approach:
- we use shadow_depth() instead of shadow() function
- we *set* gl_FragColor, not modulate it, to ignore previous textures
- we call "return" after, to ignore following textures
- the sampler is sampler2D, not sampler2DShadow
- also, we use gl_FragColor (while we should use fragment_color otherwise),
because we don't care about previous texture operations and
we want to return immediately. }
TextureSampleCall := 'vec4(vec3(shadow_depth(%s, %s)), gl_FragColor.a)';
TextureApply += Format('gl_FragColor = ' + TextureSampleCall + ';' + NL +
'return;',
[UniformName, TexCoordName]);
TextureUniformsDeclare += Format('uniform sampler2D %s;' + NL,
[UniformName]);
end else
begin
SamplerType := SamplerFromTextureType[TextureType];
{ For variance shadow maps, use normal sampler2D, not sampler2DShadow }
if (Shader.ShadowSampling = ssVarianceShadowMaps) and
(TextureType = tt2DShadow) then
SamplerType := 'sampler2D';
if (TextureType = tt2DShadow) and
(ShadowLight <> nil) and
Shader.LightShaders.Find(ShadowLight, ShadowLightShader) then
begin
Shader.Plug(stFragment, Format(
'uniform %s %s;' +NL+
'%s' +NL+
'void PLUG_light_scale(inout float scale, const in vec3 normal_eye, const in vec3 light_dir, ' + GLSLConstStruct + ' in gl_LightSourceParameters light_source, ' + GLSLConstStruct + ' in gl_LightProducts light_products, ' + GLSLConstStruct + ' in gl_MaterialParameters material)' +NL+
'{' +NL+
' scale *= shadow(%s, gl_TexCoord[%d], %d.0);' +NL+
'}',
[SamplerType, UniformName,
Shader.DeclareShadowFunctions,
UniformName, TextureUnit, ShadowMapSize]),
ShadowLightShader.Code);
end else
begin
if TextureColorDeclare = '' then
TextureColorDeclare := 'vec4 texture_color;' + NL;
case TextureType of
tt2D:
{ texture2DProj reasoning:
Most of the time, 'texture2D(%s, %s.st)' would be enough.
But we may get 4D tex coords (that is, with last component <> 1)
- through TextureCoordinate4D
- through projected texture mapping, when using perspective light
(spot light) or perspective viewpoint.
TextureUnit = 0 check reasoning:
Even when HAS_TEXTURE_COORD_SHIFT is defined (PLUG_texture_coord_shift
was used), use it only for 0th texture unit. Parallax bump mapping
calculates the shift, assuming that transformations to tangent space
follow 0th texture coordinates. Also, for parallax bump mapping,
we have to assume the 0th texture has simple 2D coords (not 4D). }
if TextureUnit = 0 then
TextureSampleCall := NL+
'#ifdef HAS_TEXTURE_COORD_SHIFT' +NL+
' texture2D(%0:s, texture_coord_shifted(%1:s.st))' +NL+
'#else' +NL+
' texture2DProj(%0:s, %1:s)' +NL+
'#endif' + NL else
TextureSampleCall := 'texture2DProj(%0:s, %1:s)';
tt2DShadow: TextureSampleCall := 'vec4(vec3(shadow(%s, %s, ' +IntToStr(ShadowMapSize) + '.0)), fragment_color.a)';
ttCubeMap : TextureSampleCall := 'textureCube(%s, %s.xyz)';
{ For 3D textures, remember we may get 4D tex coords
through TextureCoordinate4D, so we have to use texture3DProj }
tt3D : TextureSampleCall := 'texture3DProj(%s, %s)';
ttShader : TextureSampleCall := 'vec4(1.0, 0.0, 1.0, 1.0)';
else raise EInternalError.Create('TShader.EnableTexture:TextureType?');
end;
Code := TShaderSource.Create;
try
if TextureType <> ttShader then
Code[stFragment].Add(Format(
'texture_color = ' + TextureSampleCall + ';' +NL+
'/* PLUG: texture_color (texture_color, %0:s, %1:s) */' +NL,
[UniformName, TexCoordName])) else
Code[stFragment].Add(Format(
'texture_color = ' + TextureSampleCall + ';' +NL+
'/* PLUG: texture_color (texture_color, %0:s) */' +NL,
[TexCoordName]));
Shader.EnableEffects(Node.FdEffects, Code, true);
{ Add generated Code to Shader.Source. Code[stFragment][0] for texture
is a little special, we add it to TextureApply that
will be directly placed within the source. }
TextureApply += Code[stFragment][0];
Shader.Source.Append(Code);
finally FreeAndNil(Code) end;
TextureApply += TextureEnvMix(Env, 'fragment_color', 'texture_color', TextureUnit) + NL;
if TextureType <> ttShader then
TextureUniformsDeclare += Format('uniform %s %s;' + NL,
[SamplerType, UniformName]);
end;
end;
end;
{ TShader ---------------------------------------------------------------- }
function InsertIntoString(const Base: string; const P: Integer; const S: string): string;
begin
Result := Copy(Base, 1, P - 1) + S + SEnding(Base, P);
end;
const
DefaultVertexShader = {$I template.vs.inc};
DefaultFragmentShader = {$I template.fs.inc};
DefaultGeometryShader = {$I template.gs.inc};
GeometryShaderPassColors =
'#version 150 compatibility' +NL+
'void PLUG_geometry_vertex_set(const int index)' +NL+
'{' +NL+
' gl_FrontColor = gl_in[index].gl_FrontColor;' +NL+
' gl_BackColor = gl_in[index].gl_BackColor;' +NL+
'}' +NL+
'void PLUG_geometry_vertex_zero()' +NL+
'{' +NL+
' gl_FrontColor = vec4(0.0);' +NL+
' gl_BackColor = vec4(0.0);' +NL+
'}' +NL+
'void PLUG_geometry_vertex_add(const int index, const float scale)' +NL+
'{' +NL+
' gl_FrontColor += gl_in[index].gl_FrontColor * scale;' +NL+
' gl_BackColor += gl_in[index].gl_BackColor * scale;' +NL+
'}' +NL;
constructor TShader.Create;
begin
inherited;
Source := TShaderSource.Create;
Source[stVertex].Add(DefaultVertexShader);
Source[stFragment].Add(DefaultFragmentShader);
Source[stGeometry].Add(DefaultGeometryShader);
LightShaders := TLightShaders.Create;
TextureShaders := TTextureShaders.Create;
UniformsNodes := TX3DNodeList.Create(false);
WarnMissingPlugs := true;
end;
destructor TShader.Destroy;
begin
FreeAndNil(UniformsNodes);
FreeAndNil(LightShaders);
FreeAndNil(TextureShaders);
FreeAndNil(Source);
inherited;
end;
procedure TShader.Clear;
begin
Source[stVertex].Count := 1;
Source[stVertex][0] := DefaultVertexShader;
Source[stFragment].Count := 1;
Source[stFragment][0] := DefaultFragmentShader;
Source[stGeometry].Count := 1;
Source[stGeometry][0] := DefaultGeometryShader;
WarnMissingPlugs := true;
HasGeometryMain := false;
{ the rest of fields just restored to default clear state }
UniformsNodes.Clear;
TextureCoordGen := '';
ClipPlane := '';
FragmentEnd := '';
FShadowSampling := Low(TShadowSampling);
PlugIdentifiers := 0;
LightShaders.Count := 0;
TextureShaders.Count := 0;
FCodeHash.Clear;
CodeHashFinalized := false;
SelectedNode := nil;
FShapeRequiresShaders := false;
FBumpMapping := Low(TBumpMapping);
FNormalMapTextureUnit := 0;
FHeightMapInAlpha := false;
FHeightMapScale := 0;
FFogEnabled := false;
{ No need to reset, will be set when FFogEnabled := true
FFogType := Low(TFogType);
FFogCoordinateSource := Low(TFogCoordinateSource); }
AppearanceEffects := nil;
GroupEffects := nil;
Lighting := false;
MaterialFromColor := false;
ShapeBoundingBox := EmptyBox3D;
MaterialSpecularColor := ZeroVector3Single;
end;
procedure TShader.Plug(const EffectPartType: TShaderType; PlugValue: string;
CompleteCode: TShaderSource; const ForwardDeclareInFinalShader: boolean);
const
PlugPrefix = 'PLUG_';
{ Find PLUG_xxx function inside PlugValue.
Returns xxx (the part after PLUG_),
and DeclaredParameters (or this plug function). Or '' if not found. }
function FindPlugName(const PlugValue: string;
out DeclaredParameters: string): string;
const
IdentifierChars = ['0'..'9', 'a'..'z', 'A'..'Z', '_'];
var
P, PBegin, DPBegin, DPEnd, SearchStart: Integer;
begin
SearchStart := 1;
repeat
P := PosEx(PlugPrefix, PlugValue, SearchStart);
if P = 0 then Exit('');
{ if code below will decide that it's an incorrect PLUG_ definition,
it will do Continue, and we will search again from the next position. }
SearchStart := P + Length(PlugPrefix);
{ There must be whitespace before PLUG_ }
if (P > 1) and (not (PlugValue[P - 1] in WhiteSpaces)) then Continue;
P += Length(PlugPrefix);
PBegin := P;
{ There must be at least one identifier char after PLUG_ }
if (P > Length(PlugValue)) or
(not (PlugValue[P] in IdentifierChars)) then Continue;
repeat
Inc(P);
until (P > Length(PlugValue)) or (not (PlugValue[P] in IdentifierChars));
{ There must be a whitespace or ( after PLUG_xxx }
if (P > Length(PlugValue)) or (not (PlugValue[P] in (WhiteSpaces + ['(']))) then
Continue;
Result := CopyPos(PlugValue, PBegin, P - 1);
DPBegin := P - 1;
if not MoveToOpeningParen(PlugValue, DPBegin) then Continue;
DPEnd := DPBegin;
if not MoveToMatchingParen(PlugValue, DPEnd) then Continue;
DeclaredParameters := CopyPos(PlugValue, DPBegin, DPEnd);
{ if you managed to get here, then we have correct Result and DeclaredParameters }
Exit;
until false;
end;
function FindPlugOccurrence(const CommentBegin, Code: string;
const CodeSearchBegin: Integer; out PBegin, PEnd: Integer): boolean;
begin
Result := false;
PBegin := PosEx(CommentBegin, Code, CodeSearchBegin);
if PBegin <> 0 then
begin
PEnd := PosEx('*/', Code, PBegin + Length(CommentBegin));
Result := PEnd <> 0;
if not Result then
OnWarning(wtMinor, 'VRML/X3D', Format('Plug comment "%s" not properly closed, treating like not declared',
[CommentBegin]));
end;
end;
procedure InsertIntoCode(Code: TCastleStringList;
const CodeIndex, P: Integer; const S: string);
begin
Code[CodeIndex] := InsertIntoString(Code[CodeIndex], P, S);
end;
var
PlugName, ProcedureName, PlugForwardDeclaration: string;
function LookForPlugDeclaration(CodeForPlugDeclaration: TCastleStringList): boolean;
var
AnyOccurrencesInThisCodeIndex: boolean;
PBegin, PEnd, CodeSearchBegin, CodeIndex: Integer;
CommentBegin, Parameter: string;
begin
CommentBegin := '/* PLUG: ' + PlugName + ' ';
Result := false;
for CodeIndex := 0 to CodeForPlugDeclaration.Count - 1 do
begin
CodeSearchBegin := 1;
AnyOccurrencesInThisCodeIndex := false;
while FindPlugOccurrence(CommentBegin, CodeForPlugDeclaration[CodeIndex],
CodeSearchBegin, PBegin, PEnd) do
begin
Parameter := Trim(CopyPos(CodeForPlugDeclaration[CodeIndex], PBegin + Length(CommentBegin), PEnd - 1));
InsertIntoCode(CodeForPlugDeclaration, CodeIndex, PBegin, ProcedureName + Parameter + ';' + NL);
{ do not find again the same plug comment by FindPlugOccurrence }
CodeSearchBegin := PEnd;
AnyOccurrencesInThisCodeIndex := true;
Result := true;
end;
if AnyOccurrencesInThisCodeIndex then
begin
{ added "plugged_x" function must be forward declared first.
Otherwise it could be defined after it is needed, or inside different
compilation unit. }
if ForwardDeclareInFinalShader and (CodeIndex = 0) then
PlugDirectly(Source[EffectPartType], CodeIndex, '/* PLUG-DECLARATIONS */', PlugForwardDeclaration, true) else
PlugDirectly(CodeForPlugDeclaration, CodeIndex, '/* PLUG-DECLARATIONS */', PlugForwardDeclaration, true);
end;
end;
end;
var
Code: TCastleStringList;
PlugDeclaredParameters: string;
AnyOccurrences: boolean;
begin
if CompleteCode = nil then
CompleteCode := Source;
Code := CompleteCode[EffectPartType];
{ if the final shader code is empty (on this type) then don't insert anything
(avoid creating shader without main()).
For geometry shaders (EffectPartType = stGeometry),
this check actually does nothing. Geometry shaders always have at least
our code defining geometry_xxx functions, so they are never empty. }
if Source[EffectPartType].Count = 0 then
Exit;
HasGeometryMain := HasGeometryMain or
( (EffectPartType = stGeometry) and (Pos('main()', PlugValue) <> 0) );
repeat
PlugName := FindPlugName(PlugValue, PlugDeclaredParameters);
if PlugName = '' then Break;
{ When using some special plugs, we need to do define some symbols. }
if PlugName = 'vertex_object_space_change' then
PlugDirectly(Source[stVertex], 0, '/* PLUG-DECLARATIONS */',
'#define VERTEX_OBJECT_SPACE_CHANGED', false) else
if PlugName = 'texture_coord_shift' then
PlugDirectly(Source[stFragment], 0, '/* PLUG-DECLARATIONS */',
'#define HAS_TEXTURE_COORD_SHIFT', false);
ProcedureName := 'plugged_' + IntToStr(PlugIdentifiers);
StringReplaceAllTo1st(PlugValue, 'PLUG_' + PlugName, ProcedureName, false);
Inc(PlugIdentifiers);
PlugForwardDeclaration := 'void ' + ProcedureName + PlugDeclaredParameters + ';' + NL;
AnyOccurrences := LookForPlugDeclaration(Code);
{ If the plug declaration not found in Code, then try to find it in
the final shader. This happens if your Code is special for given
light/texture effect, and you try to use a plug that
is not special to the light/texture effect. For example,
using PLUG_vertex_object_space inside a X3DTextureNode.effects. }
if (not AnyOccurrences) and
(Code <> Source[EffectPartType]) then
AnyOccurrences := LookForPlugDeclaration(Source[EffectPartType]);
if (not AnyOccurrences) and WarnMissingPlugs then
OnWarning(wtMinor, 'VRML/X3D', Format('Plug name "%s" not declared', [PlugName]));
until false;
{ regardless if any (and how many) plug points were found,
always insert PlugValue into Code }
Code.Add(PlugValue);
end;
function TShader.PlugDirectly(Code: TCastleStringList;
const CodeIndex: Cardinal;
const PlugName, PlugValue: string;
const InsertAtBeginIfNotFound: boolean): boolean;
var
P: Integer;
begin
Result := false;
if CodeIndex < Code.Count then
begin
P := Pos(PlugName, Code[CodeIndex]);
if P <> 0 then
begin
Code[CodeIndex] := InsertIntoString(Code[CodeIndex], P, PlugValue + NL);
Result := true;
end else
if InsertAtBeginIfNotFound then
begin
Code[CodeIndex] := PlugValue + NL + Code[CodeIndex];
Result := true;
end;
end;
if (not Result) and WarnMissingPlugs then
OnWarning(wtMinor, 'VRML/X3D', Format('Plug point "%s" not found', [PlugName]));
end;
procedure TShader.EnableEffects(Effects: TMFNode;
const Code: TShaderSource;
const ForwardDeclareInFinalShader: boolean);
begin
EnableEffects(Effects.Items, Code, ForwardDeclareInFinalShader);
end;
procedure TShader.EnableEffects(Effects: TX3DNodeList;
const Code: TShaderSource;
const ForwardDeclareInFinalShader: boolean);
procedure EnableEffect(Effect: TEffectNode);
procedure EnableEffectPart(Part: TEffectPartNode);
var
Contents: string;
PartType: TShaderType;
begin
Contents := Part.Contents;
if (Contents <> '') and Part.FdType.GetValue(PartType) then
begin
Plug(PartType, Contents, Code, ForwardDeclareInFinalShader);
{ Right now, for speed, we do not call EnableEffects, or even Plug,
before LinkProgram. At which point ShapeRequiresShaders
is already known true. }
Assert(ShapeRequiresShaders);
end;
end;
var
I: Integer;
begin
if not Effect.FdEnabled.Value then Exit;
if Effect.FdLanguage.Value <> 'GLSL' then
begin
OnWarning(wtMinor, 'VRML/X3D', Format('Unknown shading language "%s" for Effect node',
[Effect.FdLanguage.Value]));
Exit;
end;
for I := 0 to Effect.FdParts.Count - 1 do
if Effect.FdParts[I] is TEffectPartNode then
EnableEffectPart(TEffectPartNode(Effect.FdParts[I]));
UniformsNodes.Add(Effect);
end;
var
I: Integer;
begin
for I := 0 to Effects.Count - 1 do
if Effects[I] is TEffectNode then
EnableEffect(TEffectNode(Effects[I]));
end;
procedure TShader.LinkProgram(AProgram: TX3DShaderProgram);
var
TextureApply, TextureColorDeclare, TextureCoordInitialize,
TextureCoordMatrix, TextureUniformsDeclare,
GeometryVertexSet, GeometryVertexZero, GeometryVertexAdd: string;
TextureUniformsSet: boolean;
procedure EnableTextures;
var
I: Integer;
begin
TextureApply := '';
TextureColorDeclare := '';
TextureCoordInitialize := '';
TextureCoordMatrix := '';
TextureUniformsDeclare := '';
GeometryVertexSet := '';
GeometryVertexZero := '';
GeometryVertexAdd := '';
TextureUniformsSet := true;
for I := 0 to TextureShaders.Count - 1 do
TextureShaders[I].Enable(TextureApply, TextureColorDeclare,
TextureCoordInitialize, TextureCoordMatrix, TextureUniformsDeclare,
GeometryVertexSet, GeometryVertexZero, GeometryVertexAdd);
end;
{ Applies effects from various strings here.
This also finalizes applying textures. }
procedure EnableInternalEffects;
const
ShadowMapsFunctions: array [TShadowSampling] of string =
( {$I shadow_map_common.fs.inc},
'#define PCF4' + NL + {$I shadow_map_common.fs.inc},
'#define PCF4_BILINEAR' + NL + {$I shadow_map_common.fs.inc},
'#define PCF16' + NL + {$I shadow_map_common.fs.inc},
{$I variance_shadow_map_common.fs.inc});
begin
PlugDirectly(Source[stVertex], 0, '/* PLUG: vertex_eye_space',
TextureCoordInitialize + TextureCoordGen + TextureCoordMatrix + ClipPlane, false);
PlugDirectly(Source[stFragment], 0, '/* PLUG: texture_apply',
TextureColorDeclare + TextureApply, false);
PlugDirectly(Source[stFragment], 0, '/* PLUG: fragment_end', FragmentEnd, false);
PlugDirectly(Source[stGeometry], 0, '/* PLUG: geometry_vertex_set' , GeometryVertexSet , false);
PlugDirectly(Source[stGeometry], 0, '/* PLUG: geometry_vertex_zero', GeometryVertexZero, false);
PlugDirectly(Source[stGeometry], 0, '/* PLUG: geometry_vertex_add' , GeometryVertexAdd , false);
if not PlugDirectly(Source[stFragment], 0, '/* PLUG-DECLARATIONS */',
TextureUniformsDeclare + NL +
DeclareShadowFunctions, false) then
begin
{ When we cannot find /* PLUG-DECLARATIONS */, it also means we have
base shader from ComposedShader. In this case, forcing
TextureUniformsDeclare at the beginning of shader code
(by InsertAtBeginIfNotFound) would be bad (in case ComposedShader
has some #version at the beginning). So we choose the safer route
to *not* integrate our texture handling with ComposedShader.
We also remove uniform values for textures, to avoid
"unused castle_texture_%d" warning. Setting TextureUniformsSet
will make it happen. }
TextureUniformsSet := false;
end;
{ Don't add to empty Source[stFragment], in case ComposedShader
doesn't want any fragment shader }
if Source[stFragment].Count <> 0 then
Source[stFragment].Add(ShadowMapsFunctions[ShadowSampling]);
end;
var
PassLightsUniforms: boolean;
procedure EnableLights;
var
I: Integer;
LightShaderBack, LightShaderFront: string;
begin
PassLightsUniforms := false;
{ If we have no fragment/vertex shader (means that we used ComposedShader
node without one shader) then don't add any code.
Otherwise we would create a shader without any main() inside.
Source.Append later also has some safeguard against this,
but we need to check it earlier (to avoid plugging LightShaderBack),
and check them both (as vertex and fragment code cooperates,
so we need both or none). }
if (Source[stFragment].Count = 0) or
(Source[stVertex].Count = 0) then
Exit;
if Lighting then
begin
Source[stFragment][0] := '#define LIT' + NL + Source[stFragment][0];
Source[stVertex ][0] := '#define LIT' + NL + Source[stVertex ][0];
PassLightsUniforms := true;
for I := 0 to LightShaders.Count - 1 do
begin
LightShaderBack := LightShaders[I].Code[stFragment][0];
LightShaderFront := LightShaderBack;
LightShaderBack := StringReplace(LightShaderBack,
'gl_SideLightProduct', 'gl_BackLightProduct' , [rfReplaceAll]);
LightShaderFront := StringReplace(LightShaderFront,
'gl_SideLightProduct', 'gl_FrontLightProduct', [rfReplaceAll]);
LightShaderBack := StringReplace(LightShaderBack,
'add_light_contribution_side', 'add_light_contribution_back' , [rfReplaceAll]);
LightShaderFront := StringReplace(LightShaderFront,
'add_light_contribution_side', 'add_light_contribution_front', [rfReplaceAll]);
Plug(stFragment, LightShaderBack);
Plug(stFragment, LightShaderFront);
Source.Append(LightShaders[I].Code);
end;
end else
Plug(stGeometry, GeometryShaderPassColors);
end;
var
BumpMappingUniformName1: string;
BumpMappingUniformValue1: LongInt;
BumpMappingUniformName2: string;
BumpMappingUniformValue2: Single;
procedure EnableShaderBumpMapping;
const
SteepParallaxDeclarations: array [boolean] of string = ('',
'float castle_bm_height;' +NL+
'vec2 castle_parallax_tex_coord;' +NL
);
SteepParallaxShift: array [boolean] of string = (
{ Classic parallax bump mapping }
'float height = (texture2D(castle_normal_map, tex_coord).a - 1.0/2.0) * castle_parallax_bm_scale;' +NL+
'tex_coord += height * v_to_eye.xy /* / v_to_eye.z*/;' +NL,
{ Steep parallax bump mapping }
'/* At smaller view angles, much more iterations needed, otherwise ugly' +NL+
' aliasing arifacts quickly appear. */' +NL+
'float num_steps = mix(30.0, 10.0, v_to_eye.z);' +NL+
'float step = 1.0 / num_steps;' +NL+
{ Should we remove "v_to_eye.z" below, i.e. should we apply
"offset limiting" ? In works about steep parallax mapping,
v_to_eye.z is present, and in sample steep parallax mapping
shader they suggest that it doesn't really matter.
My tests confirm this, so I leave v_to_eye.z component. }
'vec2 delta = -v_to_eye.xy * castle_parallax_bm_scale / (v_to_eye.z * num_steps);' +NL+
'float height = 1.0;' +NL+
'castle_bm_height = texture2D(castle_normal_map, tex_coord).a;' +NL+
{ It's known problem that NVidia GeForce FX 5200 fails here with
error C5011: profile does not support "while" statements
and "while" could not be unrolled.
I could workaround this problem (by using
for (int i = 0; i < steep_steps_max; i++)
loop and
if (! (castle_bm_height < height)) break;
, this is possible to unroll). But it turns out that this still
(even with steep_steps_max = 1) works much too slow on this hardware...
so I simply fallback to non-steep version of parallax mapping
if this doesn't compile. TODO: we no longer retry with steep? }
'while (castle_bm_height < height)' +NL+
'{' +NL+
' height -= step;' +NL+
' tex_coord += delta;' +NL+
' castle_bm_height = texture2D(castle_normal_map, tex_coord).a;' +NL+
'}' +NL+
{ Save for SteepParallaxShadowing }
'castle_parallax_tex_coord = tex_coord;'
);
SteepParallaxShadowing =
'uniform float castle_parallax_bm_scale;' +NL+
'uniform sampler2D castle_normal_map;' +NL+
'varying vec3 castle_light_direction_tangent_space;' +NL+
'float castle_bm_height;' +NL+
'vec2 castle_parallax_tex_coord;' +NL+
{ This has to be done after PLUG_texture_coord_shift (done from PLUG_texture_apply),
as we depend that global castle_bm_height/castle_parallax_tex_coord
are already set correctly. }
'void PLUG_steep_parallax_shadow_apply(inout vec4 fragment_color)' +NL+
'{' +NL+
' vec3 light_dir = normalize(castle_light_direction_tangent_space);' +NL+
' /* We basically do the same thing as when we calculate tex_coord' +NL+
' with steep parallax mapping.' +NL+
' Only now we increment height, and we use light_dir instead of' +NL+
' v_to_eye. */' +NL+
' float num_steps = mix(30.0, 10.0, light_dir.z);' +NL+
' float step = 1.0 / num_steps;' +NL+
' vec2 delta = light_dir.xy * castle_parallax_bm_scale / (light_dir.z * num_steps);' +NL+
' /* Do the 1st step always, otherwise initial height = shadow_map_height' +NL+
' and we would be considered in our own shadow. */' +NL+
' float height = castle_bm_height + step;' +NL+
' vec2 shadow_texture_coord = castle_parallax_tex_coord + delta;' +NL+
' float shadow_map_height = texture2D(castle_normal_map, shadow_texture_coord).a;' +NL+
' while (shadow_map_height < height && height < 1.0)' +NL+
' {' +NL+
' height += step;' +NL+
' shadow_texture_coord += delta;' +NL+
' shadow_map_height = texture2D(castle_normal_map, shadow_texture_coord).a;' +NL+
' }' +NL+
' if (shadow_map_height >= height)' +NL+
' {' +NL+
' /* TODO: setting appropriate light contribution to 0 would be more correct. But for now, this self-shadowing is hacky, always from light source 0, and after the light calculation is actually done. */' +NL+
' fragment_color.rgb /= 2.0;' +NL+
' }' +NL+
'}';
var
VertexEyeBonusDeclarations, VertexEyeBonusCode: string;
begin
if FBumpMapping = bmNone then Exit;
VertexEyeBonusDeclarations := '';
VertexEyeBonusCode := '';
if FHeightMapInAlpha and (FBumpMapping >= bmParallax) then
begin
{ parallax bump mapping }
Plug(stFragment,
'uniform float castle_parallax_bm_scale;' +NL+
'uniform sampler2D castle_normal_map;' +NL+
'varying vec3 castle_vertex_to_eye_in_tangent_space;' +NL+
SteepParallaxDeclarations[FBumpMapping >= bmSteepParallax] +
NL+
'void PLUG_texture_coord_shift(inout vec2 tex_coord)' +NL+
'{' +NL+
{ We have to normalize castle_vertex_to_eye_in_tangent_space again, just like normal vectors. }
' vec3 v_to_eye = normalize(castle_vertex_to_eye_in_tangent_space);' +NL+
SteepParallaxShift[FBumpMapping >= bmSteepParallax] +
'}');
VertexEyeBonusDeclarations :=
'varying vec3 castle_vertex_to_eye_in_tangent_space;' +NL;
VertexEyeBonusCode :=
'mat3 object_to_tangent_space = transpose(castle_tangent_to_object_space);' +NL+
'mat3 eye_to_object_space = mat3(gl_ModelViewMatrix[0][0], gl_ModelViewMatrix[1][0], gl_ModelViewMatrix[2][0],' +NL+
' gl_ModelViewMatrix[0][1], gl_ModelViewMatrix[1][1], gl_ModelViewMatrix[2][1],' +NL+
' gl_ModelViewMatrix[0][2], gl_ModelViewMatrix[1][2], gl_ModelViewMatrix[2][2]);' +NL+
'mat3 eye_to_tangent_space = object_to_tangent_space * eye_to_object_space;' +NL+
{ Theoretically faster implementation below, not fully correct ---
assume that transpose is enough to invert this matrix. Tests proved:
- results seem the same
- but it's not really faster. }
{ 'mat3 eye_to_tangent_space = transpose(castle_tangent_to_eye_space);' +NL+ }
'castle_vertex_to_eye_in_tangent_space = normalize(eye_to_tangent_space * (-vec3(vertex_eye)) );' +NL;
BumpMappingUniformName2 := 'castle_parallax_bm_scale';
BumpMappingUniformValue2 := FHeightMapScale;
if FBumpMapping >= bmSteepParallaxShadowing then
begin
Plug(stFragment, SteepParallaxShadowing);
VertexEyeBonusDeclarations +=
'varying vec3 castle_light_direction_tangent_space;' +NL;
VertexEyeBonusCode +=
{ We only cast shadow from gl_LightSource[0]. }
'vec3 light_dir = gl_LightSource[0].position.xyz;' +NL+
'/* We assume gl_LightSource[0].position.w = 1 (if not 0). */' +NL+
'if (gl_LightSource[0].position.w != 0.0)' +NL+
' light_dir -= vec3(vertex_eye);' +NL+
'light_dir = normalize(light_dir);' +NL+
'castle_light_direction_tangent_space = eye_to_tangent_space * light_dir;' +NL;
end;
end;
Plug(stVertex,
'#version 120' +NL+ { version 120 needed for transpose() }
'attribute mat3 castle_tangent_to_object_space;' +NL+
'varying mat3 castle_tangent_to_eye_space;' +NL+
VertexEyeBonusDeclarations +
NL+
'void PLUG_vertex_eye_space(const in vec4 vertex_eye, const in vec3 normal_eye)' +NL+
'{' +NL+
' castle_tangent_to_eye_space = gl_NormalMatrix * castle_tangent_to_object_space;' +NL+
VertexEyeBonusCode +
'}');
Plug(stFragment,
'varying mat3 castle_tangent_to_eye_space;' +NL+
'uniform sampler2D castle_normal_map;' +NL+
NL+
'void PLUG_fragment_eye_space(const vec4 vertex, inout vec3 normal_eye_fragment)' +NL+
'{' +NL+
' /* Read normal from the texture, this is the very idea of bump mapping.' +NL+
' Unpack normals, they are in texture in [0..1] range and I want in [-1..1].' +NL+
' Our normal map is always indexed using gl_TexCoord[0] (this way' +NL+
' we depend on already correct gl_TexCoord[0], multiplied by TextureTransform' +NL+
' and such). */' +NL+
' vec3 normal_tangent = texture2D(castle_normal_map, gl_TexCoord[0].st).xyz * 2.0 - vec3(1.0);' +NL+
' /* We have to take two-sided lighting into account here, in tangent space.' +NL+
' Simply negating whole normal in eye space (like we do without bump mapping)' +NL+
' would not work good, check e.g. insides of demo_models/bump_mapping/room_for_parallax_final.wrl. */' +NL+
' if (gl_FrontFacing)' +NL+
' /* Avoid AMD bug http://forums.amd.com/devforum/messageview.cfm?catid=392&threadid=148827&enterthread=y' +NL+
' It causes both (gl_FrontFacing) and (!gl_FrontFacing) to be true...' +NL+
' To minimize the number of problems, never use "if (!gl_FrontFacing)",' +NL+
' only "if (gl_FrontFacing)".' +NL+
' See template.fs for more comments.' +NL+
' */ ; else' +NL+
' normal_tangent.z = -normal_tangent.z;' +NL+
' normal_eye_fragment = normalize(castle_tangent_to_eye_space * normal_tangent);' +NL+
'}');
BumpMappingUniformName1 := 'castle_normal_map';
BumpMappingUniformValue1 := FNormalMapTextureUnit;
end;
procedure EnableShaderMaterialFromColor;
begin
if MaterialFromColor then
begin
Plug(stVertex,
'void PLUG_vertex_eye_space(const in vec4 vertex_eye, const in vec3 normal_eye)' +NL+
'{' +NL+
' gl_FrontColor = gl_Color;' +NL+
' gl_BackColor = gl_Color;' +NL+
'}');
Plug(stGeometry, GeometryShaderPassColors);
{ Sidenote: What happens without this? That is, what's in OpenGL
gl_Front/BackLightProducts (used by normal shader code) when
glEnable(GL_COLOR_MATERIAL) was called
--- the value from glMaterial call, or the value from glColor
(or color array)? IOW, is glEnable(GL_COLOR_MATERIAL) automatically
already applied for shader uniforms?
Looks like it's undefined:
- NVidia GeForce 450 GTS (kocury) behaves like an undefined
color (from some previous shape) leaked on the current shape.
(Although for MaterialFromColor, we always have lit shape,
with set glMaterial, and set glColor (or color array).
Although we set glColor (or color array) after enabling
GL_COLOR_MATERIAL, which means material color is undefined
for a short time, but it's always defined before actual glDraw*
call.)
Looks like NVidia just doesn't know (like me :) what to put
inside uniform gl_Front/BackLightProducts, so it just doesn't
change it at all.
- Radeon X1600 (fglrx, chantal) behaves like GL_COLOR_MATERIAL
doesn't affect shader. gl_Front/BackLightProducts contain
(it seems) values from glMaterial (multiplied by light),
never glColor. }
Plug(stFragment,
'void PLUG_material_light_diffuse(inout vec4 diffuse, const in vec4 vertex_eye, const in vec3 normal_eye, ' + GLSLConstStruct + ' in gl_LightSourceParameters light_source, ' + GLSLConstStruct + ' in gl_MaterialParameters material)' +NL+
'{' +NL+
' diffuse = light_source.diffuse * gl_Color;' +NL+
'}' +NL+
NL+
'void PLUG_lighting_apply(inout vec4 fragment_color, const vec4 vertex_eye, const vec3 normal_eye_fragment)' +NL+
'{' +NL+
' fragment_color.a = gl_Color.a;' +NL+
'}');
end;
end;
procedure EnableShaderFog;
var
FogFactor, CoordinateSource: string;
begin
if FFogEnabled then
begin
case FFogCoordinateSource of
fcDepth : CoordinateSource := 'vertex_eye.z';
fcPassedCoordinate: CoordinateSource := 'gl_FogCoord';
else raise EInternalError.Create('TShader.EnableShaderFog:FogCoordinateSource?');
end;
Plug(stVertex,
'void PLUG_vertex_eye_space(const in vec4 vertex_eye, const in vec3 normal_eye)' +NL+
'{' +NL+
' gl_FogFragCoord = ' + CoordinateSource + ';' +NL+
'}');
case FFogType of
ftLinear: FogFactor := '(gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale';
ftExp : FogFactor := 'exp(-gl_Fog.density * gl_FogFragCoord)';
else raise EInternalError.Create('TShader.EnableShaderFog:FogType?');
end;
Plug(stFragment,
'void PLUG_fog_apply(inout vec4 fragment_color, const vec3 normal_eye_fragment)' +NL+
'{' +NL+
' fragment_color.rgb = mix(fragment_color.rgb, gl_Fog.color.rgb,' +NL+
' clamp(1.0 - ' + FogFactor + ', 0.0, 1.0));' +NL+
'}');
end;
end;
procedure SetupUniformsOnce;
var
I: Integer;
begin
AProgram.Enable;
if TextureUniformsSet then
begin
for I := 0 to TextureShaders.Count - 1 do
if TextureShaders[I].UniformName <> '' then
AProgram.SetUniform(TextureShaders[I].UniformName,
TextureShaders[I].UniformValue);
end;
if BumpMappingUniformName1 <> '' then
AProgram.SetUniform(BumpMappingUniformName1,
BumpMappingUniformValue1);
if BumpMappingUniformName2 <> '' then
AProgram.SetUniform(BumpMappingUniformName2,
BumpMappingUniformValue2);
AProgram.BindUniforms(UniformsNodes, false);
if PassLightsUniforms then
for I := 0 to LightShaders.Count - 1 do
begin
if LightShaders[I].LightUniformName1 <> '' then
AProgram.SetUniform(Format(
LightShaders[I].LightUniformName1, [I]),
LightShaders[I].LightUniformValue1);
if LightShaders[I].LightUniformName2 <> '' then
AProgram.SetUniform(Format(
LightShaders[I].LightUniformName2, [I]),
LightShaders[I].LightUniformValue2);
end;
AProgram.Disable;
end;
var
ShaderType: TShaderType;
I: Integer;
GeometryInputSize: string;
begin
EnableTextures;
EnableInternalEffects;
EnableLights;
EnableShaderMaterialFromColor;
EnableShaderBumpMapping;
EnableShaderFog;
if AppearanceEffects <> nil then
EnableEffects(AppearanceEffects);
if GroupEffects <> nil then
EnableEffects(GroupEffects);
if HasGeometryMain then
begin
for I := 0 to Source[stFragment].Count - 1 do
PlugDirectly(Source[stFragment], I, '/* PLUG-DECLARATIONS */', '#define HAS_GEOMETRY_SHADER', true);
if GLVersion.VendorATI then
GeometryInputSize := 'gl_in.length()' else
GeometryInputSize := '';
{ Replace CASTLE_GEOMETRY_INPUT_SIZE }
for I := 0 to Source[stGeometry].Count - 1 do
Source[stGeometry][I] := StringReplace(Source[stGeometry][I],
'CASTLE_GEOMETRY_INPUT_SIZE', GeometryInputSize, [rfReplaceAll]);
end else
Source[stGeometry].Clear;
if Log and LogShaders then
begin
for ShaderType := Low(ShaderType) to High(ShaderType) do
for I := 0 to Source[ShaderType].Count - 1 do
WritelnLogMultiline(Format('Generated GLSL %s shader[%d]',
[ShaderTypeName[ShaderType], I]), Source[ShaderType][I]);
end;
try
if (Source[stVertex].Count = 0) and
(Source[stFragment].Count = 0) then
raise EGLSLError.Create('No vertex and no fragment shader for GLSL program');
for ShaderType := Low(ShaderType) to High(ShaderType) do
for I := 0 to Source[ShaderType].Count - 1 do
AProgram.AttachShader(ShaderType, Source[ShaderType][I]);
AProgram.Link(true);
if SelectedNode <> nil then
SelectedNode.EventIsValid.Send(true);
except
if SelectedNode <> nil then
SelectedNode.EventIsValid.Send(false);
raise;
end;
{ All user VRML/X3D uniform values go through SetUniformFromField,
that always raises exception on invalid names/types, regardless
of UniformNotFoundAction / UniformTypeMismatchAction values.
So settings below only control what happens on our uniform values.
- Missing uniform name should be ignored, as it's normal in some cases:
- When ShadowVisualizeDepth is used, almost everything (besides
the single visualized shadow map) is unused.
- When all the lights are off (including headlight) then normal vectors
are unused, and so the normalmap texture is unused.
Avoid producing any warnings in this case, as this is normal situation.
Actually needed at least on NVidia GeForce 450 GTS (proprietary OpenGL
under Linux), on ATI (tested proprietary OpenGL drivers under Linux and Windows)
this doesn't seem needed (less aggressive removal of unused vars).
- Invalid types should always be reported (in debug mode, as OpenGL errors,
this is fastest). We carefully code to always specify correct types
for our uniform variables. }
AProgram.UniformNotFoundAction := uaIgnore;
AProgram.UniformTypeMismatchAction := utGLError;
{ set uniforms that will not need to be updated at each SetupUniforms call }
SetupUniformsOnce;
end;
function TShader.CodeHash: TShaderCodeHash;
{ Add to FCodeHash some stuff that must be added at the end,
since it can be changed back (replacing previous values) during TShader
lifetime. }
procedure CodeHashFinalize;
begin
FCodeHash.AddInteger(Ord(ShadowSampling) * 1009);
end;
begin
if not CodeHashFinalized then
begin
CodeHashFinalize;
CodeHashFinalized := true;
end;
Result := FCodeHash;
end;
procedure TShader.EnableTexture(const TextureUnit: Cardinal;
const TextureType: TTextureType;
const Node: TAbstractTextureNode;
const Env: TTextureEnv;
const ShadowMapSize: Cardinal;
const ShadowLight: TAbstractLightNode;
const ShadowVisualizeDepth: boolean);
var
TextureShader: TTextureShader;
begin
{ Enable for fixed-function pipeline }
if GLFeatures.UseMultiTexturing then
glActiveTexture(GL_TEXTURE0 + TextureUnit);
case TextureType of
tt2D, tt2DShadow: GLEnableTexture(et2D);
ttCubeMap : GLEnableTexture(etCubeMap);
tt3D : GLEnableTexture(et3D);
ttShader : GLEnableTexture(etNone);
else raise EInternalError.Create('TextureEnableDisable?');
end;
{ Enable for shader pipeline }
TextureShader := TTextureShader.Create;
TextureShader.TextureUnit := TextureUnit;
TextureShader.TextureType := TextureType;
TextureShader.Node := Node;
TextureShader.Env := Env;
TextureShader.ShadowMapSize := ShadowMapSize;
TextureShader.ShadowLight := ShadowLight;
TextureShader.ShadowVisualizeDepth := ShadowVisualizeDepth;
TextureShader.Shader := Self;
TextureShaders.Add(TextureShader);
if (TextureType in [ttShader, tt2DShadow]) or
(Node.FdEffects.Count <> 0) or
{ MultiTexture.function requires shaders }
(Env.TextureFunction <> tfNone) then
ShapeRequiresShaders := true;
TextureShader.Prepare(FCodeHash);
end;
procedure TShader.EnableTexGen(const TextureUnit: Cardinal;
const Generation: TTexGenerationComplete);
begin
{ Enable for fixed-function pipeline }
if GLFeatures.UseMultiTexturing then
glActiveTexture(GL_TEXTURE0 + TextureUnit);
{ glEnable(GL_TEXTURE_GEN_*) below }
{ Enable for shader pipeline }
case Generation of
tgSphere:
begin
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
TextureCoordGen += Format(
{ Sphere mapping in GLSL adapted from
http://www.ozone3d.net/tutorials/glsl_texturing_p04.php#part_41
by Jerome Guinot aka 'JeGX', many thanks! }
'vec3 r = reflect( normalize(vec3(castle_vertex_eye)), castle_normal_eye );' + NL +
'float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );' + NL +
'/* Using 1.0 / 2.0 instead of 0.5 to workaround fglrx bugs */' + NL +
'gl_TexCoord[%d].st = r.xy / m + vec2(1.0, 1.0) / 2.0;',
[TextureUnit]);
FCodeHash.AddInteger(1301 * (TextureUnit + 1));
end;
tgNormal:
begin
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
TextureCoordGen += Format('gl_TexCoord[%d].xyz = castle_normal_eye;' + NL,
[TextureUnit]);
FCodeHash.AddInteger(1303 * (TextureUnit + 1));
end;
tgReflection:
begin
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
{ Negate reflect result --- just like for demo_models/water/water_reflections_normalmap.fs }
TextureCoordGen += Format('gl_TexCoord[%d].xyz = -reflect(-vec3(castle_vertex_eye), castle_normal_eye);' + NL,
[TextureUnit]);
FCodeHash.AddInteger(1307 * (TextureUnit + 1));
end;
else raise EInternalError.Create('TShader.EnableTexGen:Generation?');
end;
end;
procedure TShader.EnableTexGen(const TextureUnit: Cardinal;
const Generation: TTexGenerationComponent; const Component: TTexComponent);
const
PlaneComponentNames: array [TTexComponent] of char = ('S', 'T', 'R', 'Q');
{ Note: R changes to p ! }
VectorComponentNames: array [TTexComponent] of char = ('s', 't', 'p', 'q');
var
PlaneName, CoordSource: string;
begin
{ Enable for fixed-function pipeline }
if GLFeatures.UseMultiTexturing then
glActiveTexture(GL_TEXTURE0 + TextureUnit);
case Component of
0: glEnable(GL_TEXTURE_GEN_S);
1: glEnable(GL_TEXTURE_GEN_T);
2: glEnable(GL_TEXTURE_GEN_R);
3: glEnable(GL_TEXTURE_GEN_Q);
else raise EInternalError.Create('TShader.EnableTexGen:Component?');
end;
{ Enable for shader pipeline.
See helpful info about simulating glTexGen in GLSL in:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg14238.html }
case Generation of
tgEye : begin PlaneName := 'gl_EyePlane' ; CoordSource := 'castle_vertex_eye'; end;
tgObject: begin PlaneName := 'gl_ObjectPlane'; CoordSource := 'vertex_object' ; end;
else raise EInternalError.Create('TShader.EnableTexGen:Generation?');
end;
TextureCoordGen += Format('gl_TexCoord[%d].%s = dot(%s, %s%s[%0:d]);' + NL,
[TextureUnit, VectorComponentNames[Component],
CoordSource, PlaneName, PlaneComponentNames[Component]]);
FCodeHash.AddInteger(1319 * (TextureUnit + 1) * (Ord(Generation) + 1) * (Component + 1));
end;
procedure TShader.DisableTexGen(const TextureUnit: Cardinal);
begin
{ Disable for fixed-function pipeline }
if GLFeatures.UseMultiTexturing then
glActiveTexture(GL_TEXTURE0 + TextureUnit);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
end;
procedure TShader.EnableClipPlane(const ClipPlaneIndex: Cardinal);
begin
glEnable(GL_CLIP_PLANE0 + ClipPlaneIndex);
if ClipPlane = '' then
begin
ClipPlane := 'gl_ClipVertex = castle_vertex_eye;';
(* TODO: make this work: (instead of 0, add each index)
ClipPlaneGeometryPlug :=
'#version 150 compatibility' +NL+
'void PLUG_geometry_vertex_set(const int index)' +NL+
'{' +NL+
' gl_ClipDistance[0] = gl_in[index].gl_ClipDistance[0];' +NL+
'}' +NL+
'void PLUG_geometry_vertex_zero()' +NL+
'{' +NL+
' gl_ClipDistance[0] = 0.0;' +NL+
'}' +NL+
'void PLUG_geometry_vertex_add(const int index, const float scale)' +NL+
'{' +NL+
' gl_ClipDistance[0] += gl_in[index].gl_ClipDistance[0] * scale;' +NL+
'}' +NL;
*)
FCodeHash.AddInteger(2003);
end;
end;
procedure TShader.DisableClipPlane(const ClipPlaneIndex: Cardinal);
begin
glDisable(GL_CLIP_PLANE0 + ClipPlaneIndex);
end;
procedure TShader.EnableAlphaTest;
begin
{ Enable for shader pipeline. We know alpha comparison is always < 0.5 }
FragmentEnd +=
'/* Do the trick with 1.0 / 2.0, instead of comparing with 0.5, to avoid fglrx bugs */' + NL +
'if (2.0 * gl_FragColor.a < 1.0)' + NL +
' discard;' + NL;
FCodeHash.AddInteger(2011);
end;
procedure TShader.EnableBumpMapping(const BumpMapping: TBumpMapping;
const NormalMapTextureUnit: Cardinal;
const HeightMapInAlpha: boolean; const HeightMapScale: Single);
begin
FBumpMapping := BumpMapping;
FNormalMapTextureUnit := NormalMapTextureUnit;
FHeightMapInAlpha := HeightMapInAlpha;
FHeightMapScale := HeightMapScale;
if FBumpMapping <> bmNone then
begin
ShapeRequiresShaders := true;
FCodeHash.AddInteger(47 * (
Ord(FBumpMapping) +
FNormalMapTextureUnit +
Ord(FHeightMapInAlpha)));
FCodeHash.AddFloat(FHeightMapScale);
end;
end;
procedure TShader.EnableLight(const Number: Cardinal; Light: PLightInstance);
var
LightShader: TLightShader;
begin
LightShader := TLightShader.Create;
LightShader.Number := Number;
LightShader.Light := Light;
LightShader.Node := Light^.Node;
LightShader.Shader := Self;
LightShaders.Add(LightShader);
if Light^.Node.FdEffects.Count <> 0 then
ShapeRequiresShaders := true;
LightShader.Prepare(FCodeHash, LightShaders.Count - 1);
end;
procedure TShader.EnableFog(const FogType: TFogType;
const FogCoordinateSource: TFogCoordinateSource);
begin
FFogEnabled := true;
FFogType := FogType;
FFogCoordinateSource := FogCoordinateSource;
FCodeHash.AddInteger(
67 * (Ord(FFogType) + 1) +
709 * (Ord(FFogCoordinateSource) + 1));
end;
function TShader.EnableCustomShaderCode(Shaders: TMFNodeShaders;
out Node: TComposedShaderNode): boolean;
var
I, J: Integer;
Part: TShaderPartNode;
PartSource: String;
PartType, SourceType: TShaderType;
begin
Result := false;
for I := 0 to Shaders.Count - 1 do
begin
Node := Shaders.GLSLShader(I);
if Node <> nil then
begin
Result := true;
{ Clear whole Source }
for SourceType := Low(SourceType) to High(SourceType) do
if SourceType <> stGeometry then
Source[SourceType].Count := 0;
{ Iterate over Node.FdParts, looking for vertex shaders
and fragment shaders. }
for J := 0 to Node.FdParts.Count - 1 do
if Node.FdParts[J] is TShaderPartNode then
begin
Part := TShaderPartNode(Node.FdParts[J]);
PartSource := Part.Contents;
if (PartSource <> '') and Part.FdType.GetValue(PartType) then
begin
Source[PartType].Add(PartSource);
if PartType = stGeometry then
HasGeometryMain := true;
end;
end;
Node.EventIsSelected.Send(true);
UniformsNodes.Add(Node);
{ For sending isValid to this node later }
SelectedNode := Node;
{ Ignore missing plugs, as our plugs are (probably) not found there }
WarnMissingPlugs := false;
ShapeRequiresShaders := true;
{ We add to FCodeHash custom shader node.
We don't add the source code (all PartSource), we just add node
reference, for reasoning see TShaderCodeHash.AddEffects (equal
source code may still mean different uniforms).
Also, adding a node reference is faster that calculating string hash.
Note that our original shader code (from glsl/template*)
is never added to hash --- there's no need, after all it's
always constant. }
FCodeHash.AddPointer(Node);
Break;
end else
if Shaders[I] is TAbstractShaderNode then
TAbstractShaderNode(Shaders[I]).EventIsSelected.Send(false);
end;
end;
procedure TShader.EnableAppearanceEffects(Effects: TMFNode);
begin
AppearanceEffects := Effects;
if AppearanceEffects.Count <> 0 then
begin
ShapeRequiresShaders := true;
FCodeHash.AddEffects(AppearanceEffects.Items);
end;
end;
procedure TShader.EnableGroupEffects(Effects: TX3DNodeList);
begin
GroupEffects := Effects;
if GroupEffects.Count <> 0 then
begin
ShapeRequiresShaders := true;
FCodeHash.AddEffects(GroupEffects);
end;
end;
procedure TShader.EnableLighting;
begin
Lighting := true;
FCodeHash.AddInteger(7);
end;
procedure TShader.EnableMaterialFromColor;
begin
{ glColorMaterial is already set by TGLRenderer.RenderBegin }
glEnable(GL_COLOR_MATERIAL);
{ This will cause appropriate shader later }
MaterialFromColor := true;
FCodeHash.AddInteger(29);
end;
function TShader.DeclareShadowFunctions: string;
const
ShadowDeclare: array [boolean { vsm? }] of string =
('float shadow(sampler2DShadow shadowMap, const vec4 shadowMapCoord, const in float size);',
'float shadow(sampler2D shadowMap, const vec4 shadowMapCoord, const in float size);');
ShadowDepthDeclare =
'float shadow_depth(sampler2D shadowMap, const vec4 shadowMapCoord);';
begin
Result := ShadowDeclare[ShadowSampling = ssVarianceShadowMaps] + NL + ShadowDepthDeclare;
end;
end.
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