/usr/src/castle-game-engine-5.2.0/x3d/opengl/castlescenemanager.pas is in castle-game-engine-src 5.2.0-2.
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 2009-2014 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.
----------------------------------------------------------------------------
}
{ Scene manager (TCastleSceneManager) and viewport (TCastleViewport) classes. }
unit CastleSceneManager;
{$I castleconf.inc}
interface
uses Classes, CastleVectors, X3DNodes, CastleScene, CastleSceneCore, CastleCameras,
CastleGLShadowVolumes, CastleUIControls, Castle3D, CastleTriangles,
CastleKeysMouse, CastleBoxes, CastleBackground, CastleUtils, CastleClassUtils,
CastleGLShaders, CastleGLImages, CastleTimeUtils, FGL, CastleSectors,
CastleInputs, CastlePlayer, CastleRectangles, CastleColors, CastleGL,
CastleRays;
type
TCastleAbstractViewport = class;
TCastleSceneManager = class;
TRender3DEvent = procedure (Viewport: TCastleAbstractViewport;
const Params: TRenderParams) of object;
{ Internal, special TRenderParams descendant that can return different
set of base lights for some scenes. Used to implement GlobalLights,
where MainScene and other objects need different lights.
@exclude. }
TManagerRenderParams = class(TRenderParams)
private
MainScene: T3D;
FBaseLights: array [boolean { is main scene }] of TLightInstancesList;
public
constructor Create;
destructor Destroy; override;
function BaseLights(Scene: T3D): TAbstractLightInstancesList; override;
end;
{ Event for TCastleSceneManager.OnMoveAllowed. }
TWorldMoveAllowedEvent = procedure (Sender: TCastleSceneManager;
var Allowed: boolean;
const OldPosition, NewPosition: TVector3Single;
const BecauseOfGravity: boolean) of object;
{ Common abstract class for things that may act as a viewport:
TCastleSceneManager and TCastleViewport. }
TCastleAbstractViewport = class(TUIRectangularControl)
private
type
TScreenPoint = packed record
Position: TVector2Single;
TexCoord: TVector2Single;
end;
var
FWidth, FHeight: Cardinal;
FFullSize: boolean;
FCamera: TCamera;
FPaused: boolean;
FRenderParams: TManagerRenderParams;
FShadowVolumes: boolean;
FShadowVolumesRender: boolean;
FBackgroundWireframe: boolean;
FBackgroundColor: TCastleColor;
FOnRender3D: TRender3DEvent;
FHeadlightFromViewport: boolean;
FUseGlobalLights: boolean;
{ If a texture for screen effects is ready, then
ScreenEffectTextureDest/Src/Depth/Target are non-zero and
ScreenEffectRTT is non-nil.
Also, ScreenEffectTextureWidth/Height indicate size of the texture,
as well as ScreenEffectRTT.Width/Height. }
ScreenEffectTextureDest, ScreenEffectTextureSrc: TGLuint;
ScreenEffectTextureTarget: TGLenum;
ScreenEffectTextureDepth: TGLuint;
ScreenEffectRTT: TGLRenderToTexture;
ScreenEffectTextureWidth: Cardinal;
ScreenEffectTextureHeight: Cardinal;
{ Saved ScreenEffectsCount/NeedDepth result, during rendering. }
CurrentScreenEffectsCount: Integer;
CurrentScreenEffectsNeedDepth: boolean;
ScreenPointVbo: TGLuint;
ScreenPoint: packed array [0..3] of TScreenPoint;
FApproximateActivation: boolean;
FDefaultVisibilityLimit: Single;
FTransparent: boolean;
FScreenSpaceAmbientOcclusion: boolean;
SSAOShader: TGLSLProgram;
{ Set these to non-1 to deliberately distort field of view / aspect ratio.
This is useful for special effects when you want to create unrealistic
projection. Used by ApplyProjection. }
DistortFieldOfViewY, DistortViewAspect: Single;
SickProjectionTime: TFloatTime;
FProjection: TProjection;
procedure ItemsAndCameraCursorChange(Sender: TObject);
function PlayerNotBlocked: boolean;
procedure SetScreenSpaceAmbientOcclusion(const Value: boolean);
{ Render everything (by RenderFromViewEverything) on the screen.
Takes care to set RenderingCamera (Target = rtScreen and camera as given),
and takes care to apply Scissor if not FullSize,
and calls RenderFromViewEverything.
Takes care of using ScreenEffects. For this,
before we render to the actual screen,
we may render a couple times to a texture by a framebuffer.
Always call ApplyProjection right before this, to set correct
projection matrix. And before ApplyProjection you should also
call UpdateGeneratedTexturesIfNeeded. }
procedure RenderOnScreen(ACamera: TCamera);
procedure RenderWithScreenEffectsCore;
function RenderWithScreenEffects: boolean;
{ Set the projection parameters and matrix.
Used by our Render method.
This cooperates closely with current @link(Camera) definition.
Viewport's @link(Camera), if not assigned, is automatically created here,
see @link(Camera) and CreateDefaultCamera.
This takes care to always update Camera.ProjectionMatrix,
Projection, GetMainScene.BackgroundSkySphereRadius.
In turn, this expects Camera.Radius to be already properly set
(usually by CreateDefaultCamera). }
procedure ApplyProjection;
protected
{ The projection parameters. Determines if the view is perspective
or orthogonal and exact field of view parameters.
Used by our Render method.
The default implementation is TCastleAbstractViewport
calculates projection based on MainScene currently bound Viewpoint,
NavigationInfo and used @link(Camera).
If scene manager's MainScene is not assigned, we use some default
sensible perspective projection. }
function CalculateProjection: TProjection; virtual;
{ Render one pass, with current camera and parameters.
All current camera settings are saved in RenderingCamera,
and the camera matrix is already loaded to OpenGL.
If you want to display something 3D during rendering,
this is the simplest method to override. (Or you can use OnRender3D
event, which is called at the end of this method.)
Alternatively, you can create new T3D descendant and add it
to the @link(GetItems) list.
@param(Params Parameters specify what lights should be used
(Params.BaseLights, Params.InShadow), and which parts of the 3D scene
should be rendered (Params.Transparent, Params.ShadowVolumesReceivers
--- only matching 3D objects should be rendered by this method).) }
procedure Render3D(const Params: TRenderParams); virtual;
{ Render shadow quads for all the things rendered by @link(Render3D).
You can use here ShadowVolumeRenderer instance, which is guaranteed
to be initialized with TGLShadowVolumeRenderer.InitFrustumAndLight,
so you can do shadow volumes culling. }
procedure RenderShadowVolume; virtual;
{ Render everything from current (in RenderingCamera) camera view.
Current RenderingCamera.Target says to where we generate the image.
Takes method must take care of making many rendering passes
for shadow volumes, but doesn't take care of updating generated textures. }
procedure RenderFromViewEverything; virtual;
{ Prepare lights shining on everything.
BaseLights contents should be initialized here.
The implementation in this class adds headlight determined
by the @link(Headlight) method. By default, this looks at the MainScene,
and follows NavigationInfo.headlight and
KambiNavigationInfo.headlightNode properties. }
procedure InitializeLights(const Lights: TLightInstancesList); virtual;
{ Headlight used to light the scene. Returns non-nil headlight node,
if headlight is present, or @nil when no headlight.
Default implementation of this method in TCastleSceneManager
looks at the MainScene headlight. We return if MainScene is assigned
and TCastleSceneCore.HeadlightOn is @true.
(HeadlightOn in turn looks
at information in VRML/X3D file (NavigationInfo.headlight)
and you can also always set HeadlightOn explicitly by code.)
The custom light node
is obtained from TCastleSceneCore.CustomHeadlight,
eventually using a default directional light node for a simple headlight.
Default implementation of this method in TCastleViewport looks at
SceneManager.Headlight.
You can override this method to determine the headlight in any other way. }
function Headlight: TAbstractLightNode; virtual; abstract;
{ Render the 3D part of scene. Called by RenderFromViewEverything at the end,
when everything (clearing, background, headlight, loading camera
matrix) is done and all that remains is to pass to OpenGL actual 3D world.
This will change Params.Transparent, Params.InShadow and Params.ShadowVolumesReceivers
as needed. Their previous values do not matter. }
procedure RenderFromView3D(const Params: TRenderParams); virtual;
{ The background used during rendering.
@nil if no background should be rendered.
The default implementation in this class does what is usually
most natural: return MainScene.Background, if MainScene assigned. }
function Background: TBackground; virtual;
{ Detect position/direction of the main light that produces shadows.
The default implementation in this class looks at
MainScene.MainLightForShadows.
@seealso TCastleSceneCore.MainLightForShadows }
function MainLightForShadows(
out AMainLightPosition: TVector4Single): boolean; virtual;
procedure SetCamera(const Value: TCamera); virtual;
procedure Notification(AComponent: TComponent; Operation: TOperation); override;
procedure SetContainer(const Value: TUIContainer); override;
{ Information about the 3D world.
For scene maager, these methods simply return it's own properties.
For TCastleViewport, these methods refer to scene manager.
@groupBegin }
function GetItems: T3DWorld; virtual; abstract;
function GetMainScene: TCastleScene; virtual; abstract;
function GetShadowVolumeRenderer: TGLShadowVolumeRenderer; virtual; abstract;
function GetMouseRayHit: TRayCollision; virtual; abstract;
function GetHeadlightCamera: TCamera; virtual; abstract;
function GetPlayer: TPlayer; virtual; abstract;
function GetTimeScale: Single; virtual; abstract;
{ @groupEnd }
{ Pass pointing device (mouse) move event to 3D world. }
function PointingDeviceMove(const RayOrigin, RayDirection: TVector3Single): boolean; virtual; abstract;
{ Pass pointing device (mouse) activation/deactivation event to 3D world. }
function PointingDeviceActivate(const Active: boolean): boolean; virtual; abstract;
{ Handle camera events.
Scene manager implements collisions by looking at 3D scene,
custom viewports implements collisions by calling their scene manager.
@groupBegin }
function CameraMoveAllowed(ACamera: TWalkCamera;
const ProposedNewPos: TVector3Single; out NewPos: TVector3Single;
const BecauseOfGravity: boolean): boolean; virtual; abstract;
function CameraHeight(ACamera: TWalkCamera; const Position: TVector3Single;
out AboveHeight: Single; out AboveGround: P3DTriangle): boolean; virtual; abstract;
function CameraRayCollision(const RayOrigin, RayDirection: TVector3Single): TRayCollision; virtual; abstract;
procedure CameraVisibleChange(ACamera: TObject); virtual; abstract;
{ @groupEnd }
function GetScreenEffects(const Index: Integer): TGLSLProgram; virtual;
public
const
DefaultScreenSpaceAmbientOcclusion = false;
DefaultUseGlobalLights = true;
DefaultShadowVolumes = true;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
procedure ContainerResize(const AContainerWidth, AContainerHeight: Cardinal); override;
function PositionInside(const Position: TVector2Single): boolean; override;
property RenderStyle default rs3D;
function AllowSuspendForInput: boolean; override;
function Press(const Event: TInputPressRelease): boolean; override;
function Release(const Event: TInputPressRelease): boolean; override;
function Motion(const Event: TInputMotion): boolean; override;
function SensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; override;
function SensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; override;
procedure Update(const SecondsPassed: Single;
var HandleInput: boolean); override;
{ Current projection parameters,
calculated by last @link(CalculateProjection) call.
@bold(Read only), change these parameters only by overriding CalculateProjection. }
property Projection: TProjection read FProjection;
{ Position and size of the viewport, assuming it exists.
Looks at @link(FullSize) value, and the current container sizes
(when @link(FullSize) is @true), and at the properties
@link(Left), @link(Bottom), @link(Width), @link(Height)
(when @link(FullSize) is @false). }
function Rect: TRectangle; override;
{ Create default TCamera suitable for navigating in this scene.
This is automatically used to initialize @link(Camera) property
when @link(Camera) is @nil at ApplyProjection call.
The implementation in base TCastleSceneManager uses MainScene.CreateCamera
(so it will follow your VRML/X3D scene Viewpoint, NavigationInfo and such).
If MainScene is not assigned, we will just create a simple
TUniversalCamera in (initially) Examine mode.
The implementation in TCastleViewport simply calls
SceneManager.CreateDefaultCamera. So by default all the viewport's
cameras are created the same way, by refering to the scene manager.
If you want you can override it to specialize CreateDefaultCamera
for specific viewport classes.
Overloaded version without any parameters just uses Self as owner
of the camera.
@groupBegin }
function CreateDefaultCamera(AOwner: TComponent): TCamera; virtual; abstract; overload;
function CreateDefaultCamera: TCamera; overload;
{ @groupEnd }
{ Smoothly animate current @link(Camera) to a default camera settings.
Default camera settings are determined by calling CreateDefaultCamera.
See TCamera.AnimateTo for details what and how is animated.
Current @link(Camera) is created by CreateDefaultCamera if not assigned
yet at this point. (And the animation isn't done, since such camera
already stands at the default position.) This makes this method
consistent: after calling it, you always know that @link(Camera) is
assigned and going to the default position. }
procedure CameraAnimateToDefault(const Time: TFloatTime);
{ Screen effects are shaders that post-process the rendered screen.
If any screen effects are active, we will automatically render
screen to a temporary texture, processing it with
each shader.
By default, screen effects come from GetMainScene.ScreenEffects,
so the effects may be defined by VRML/X3D author using ScreenEffect
nodes (see docs: [http://castle-engine.sourceforge.net/x3d_extensions_screen_effects.php]).
Descendants may override GetScreenEffects, ScreenEffectsCount,
and ScreenEffectsNeedDepth to add screen effects by code.
Each viewport may have it's own, different screen effects.
@groupBegin }
property ScreenEffects [Index: Integer]: TGLSLProgram read GetScreenEffects;
function ScreenEffectsCount: Integer; virtual;
function ScreenEffectsNeedDepth: boolean; virtual;
{ @groupEnd }
{ Does the graphic card support our ScreenSpaceAmbientOcclusion shader.
This does @italic(not) depend on the current state of
ScreenSpaceAmbientOcclusion property.
You can use it e.g. to disable the menu item to switch SSAO in 3D viewer. }
function ScreenSpaceAmbientOcclusionAvailable: boolean;
procedure GLContextOpen; override;
procedure GLContextClose; override;
{ Instance for headlight that should be used for this scene.
Uses @link(Headlight) method, applies appropriate camera position/direction.
Returns @true only if @link(Headlight) method returned @true
and a suitable camera was present.
Instance should be considered undefined ("out" parameter)
when we return @false. }
function HeadlightInstance(out Instance: TLightInstance): boolean;
{ Base lights used for rendering. Uses InitializeLights,
and returns instance owned and managed by this scene manager.
You can only use this outside PrepareResources or Render,
as they may change this instance. }
function BaseLights: TLightInstancesList;
{ Statistics about last rendering frame. See TRenderStatistics docs. }
function Statistics: TRenderStatistics;
{ Background color, displayed behind the 3D world.
Unless the MainScene has a Background node defined, in which
case the Background (colored and/or textured) of the 3D scene is used.
Black by default. }
property BackgroundColor: TCastleColor
read FBackgroundColor write FBackgroundColor;
published
{ Viewport dimensions where the 3D world will be drawn.
When FullSize is @true (the default), the viewport always fills
the whole container (like TCastleWindow or TCastleControl),
and the values of Left, Bottom, Width, Height are ignored here.
@seealso Rect
@groupBegin }
property FullSize: boolean read FFullSize write FFullSize default true;
property Width: Cardinal read FWidth write FWidth default 0;
property Height: Cardinal read FHeight write FHeight default 0;
{ @groupEnd }
{ Camera used to render.
Cannot be @nil when rendering. If you don't assign anything here,
we'll create a default camera object at the nearest ApplyProjection
call (this is the first moment when we really must have some camera).
This default camera will be created by CreateDefaultCamera.
This camera @italic(should not) be inside some other container
(like on TCastleWindowCustom.Controls or TCastleControlCustom.Controls list).
Scene manager / viewport will handle passing events to the camera on it's own,
we will also pass our own Container to Camera.Container.
This is desired, this way events are correctly passed
and interpreted before passing them to 3D objects.
And this way we avoid the question whether camera should be before
or after the scene manager / viewport on the Controls list (as there's really
no perfect ordering for them).
Scene manager / viewport will "hijack" some Camera events:
TCamera.OnVisibleChange, TWalkCamera.OnMoveAllowed,
TWalkCamera.OnHeight, TCamera.OnCursorChange.
We will handle them in a proper way.
@italic(For TCastleViewport only:)
The TCastleViewport's camera is slightly less important than
TCastleSceneManager.Camera, because TCastleSceneManager.Camera may be treated
as a "central" camera. Viewport's camera may not (because you may
have many viewports and they all deserve fair treatment).
So e.g. headlight is done only from TCastleSceneManager.Camera
(for mirror textures, there must be one headlight for your 3D world).
Also VRML/X3D ProximitySensors receive events only from
TCastleSceneManager.Camera.
TODO: In the future it should be possible (even encouraged) to assign
one of your custom viewport cameras also to TCastleSceneManager.Camera.
It should also be possible to share one camera instance among a couple
of viewports.
For now, it doesn't work (last viewport/scene manager will hijack some
camera events making it not working in other ones).
@seealso TCastleSceneManager.OnCameraChanged }
property Camera: TCamera read FCamera write SetCamera;
{ For scene manager: you can pause everything inside your 3D world,
for viewport: you can make the camera of this viewpoint paused
(not responsive).
@italic(For scene manager:)
"Paused" means that no events (key, mouse, @link(Update)) are passed to any
@link(TCastleSceneManager.Items) or the @link(Camera).
This is suitable if you really want to totally, unconditionally,
make your 3D world view temporary still (for example,
useful when entering some modal dialog box and you want
3D scene to behave as a still background).
You can of course still directly change some scene property,
and then 3D world will change.
But no change will be initialized automatically by scene manager events.
@italic(See also): For less drastic pausing methods,
there are other methods of pausing / disabling
some events processing for the 3D world:
@unorderedList(
@item(You can set TCastleScene.TimePlaying or TCastlePrecalculatedAnimation.TimePlaying
to @false. This is roughly equivalent to not running their
@link(Update) methods.
This means that time will "stand still" for them,
so their animations will not play. Although they may
still react and change in response to mouse clicks / key presses,
if TCastleScene.ProcessEvents.)
@item(You can set TCastleScene.ProcessEvents to @false.
This means that scene will not receive and process any
key / mouse and other events (through VRML/X3D sensors).
Some animations (not depending on VRML/X3D events processing)
may still run, for example MovieTexture will still animate,
if only TCastleScene.TimePlaying.)
@item(For cameras, you can set @code(TCamera.Input := []) to ignore
key / mouse clicks.)
) }
property Paused: boolean read FPaused write FPaused default false;
{ See Render3D method. }
property OnRender3D: TRender3DEvent read FOnRender3D write FOnRender3D;
{ Should we render with shadow volumes.
You can change this at any time, to switch rendering shadows on/off.
This works only if OpenGL context actually can render shadow volumes,
checked by GLFeatures.ShadowVolumesPossible, which means that you have
to initialize OpenGL context with stencil buffer.
The shadow volumes algorithm is used only if shadow caster
is 2-manifold, that is has a correctly closed volume.
Also you need a light source
marked as the main shadow volumes light (shadowVolumes = shadowVolumesMain = TRUE).
See [http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadows]
for details. }
property ShadowVolumes: boolean
read FShadowVolumes write FShadowVolumes default DefaultShadowVolumes;
{ Actually draw the shadow volumes to the color buffer, for debugging.
If shadows are rendered (see GLFeatures.ShadowVolumesPossible and ShadowVolumes),
you can use this to actually see shadow volumes, for debug / demo
purposes. Shadow volumes will be rendered on top of the scene,
as yellow blended polygons. }
property ShadowVolumesRender: boolean read FShadowVolumesRender write FShadowVolumesRender default false;
{ If yes then the scene background will be rendered wireframe,
over the background filled with BackgroundColor.
There's a catch here: this works only if the background is actually
internally rendered as a geometry. If the background is rendered
by clearing the screen (this is an optimized case of sky color
being just one simple color, and no textures),
then it will just cover the screen as normal, like without wireframe.
This is uncertain situation anyway (what should the wireframe
look like in this case anyway?), so I don't consider it a bug.
Useful especially for debugging when you want to see how your background
geometry looks like. }
property BackgroundWireframe: boolean
read FBackgroundWireframe write FBackgroundWireframe default false;
{ If yes then we will not draw any background, letting the window contents
underneath be visible (in places where we do not draw our own 3D geometry,
or where our own geometry is transparent, e.g. by Material.transparency).
For this to make sense, make sure that you always place some other 2D control
under this viewport, that actually draws something predictable underneath.
The normal background, derived from @link(Background) will be ignored.
We will also not do any GLClear on color buffer.
Also BackgroundWireframe and BackgroundColor doesn't matter in this case. }
property Transparent: boolean read FTransparent write FTransparent default false;
{ When @true then headlight is always rendered from custom viewport's
(TCastleViewport) camera, not from central camera (the one in scene manager).
This is meaningless in TCastleSceneManager.
By default this is @false, which means that when rendering
custom viewport (TCastleViewport) we render headlight from
TCastleViewport.SceneManager.Camera (not from current viewport's
TCastleViewport.Camera). On one hand, this is sensible: there is exactly one
headlight in your 3D world, and it shines from a central camera
in SceneManager.Camera. When SceneManager.Camera is @nil (which
may happen if you set SceneManager.DefaultViewport := false and you
didn't assign SceneManager.Camera explicitly) headlight is never done.
This means that when observing 3D world from other cameras,
you will see a light shining from SceneManager.Camera.
This is also the only way to make headlight lighting correctly reflected
in mirror textures (like GeneratedCubeMapTexture) --- since we render
to one mirror texture, we need a knowledge of "cental" camera for this.
When this is @true, then each viewport actually renders headlight
from it's current camera. This means that actually each viewport
has it's own, independent headlight (althoug they all follow VRML/X3D
NavigationInfo.headlight and KambiNavigationInfo settings).
This may allow you to light your view better (if you only use
headlight to "just make the view brighter"), but it's not entirely
correct (in particular, mirror reflections of the headlight are
undefined then).
@deprecated This is deprecated, since HeadlightFromViewport = @true
is not really nicely defined, and it's not practically that useful either. }
property HeadlightFromViewport: boolean
read FHeadlightFromViewport write FHeadlightFromViewport default false; deprecated;
{ Let MainScene.GlobalLights shine on every 3D object, not only
MainScene. This is an easy way to lit your whole world with lights
defined inside MainScene file. Be sure to set lights global=TRUE.
Note that for now this assumes that MainScene coordinates equal
world coordinates. This means that you should not transform
the MainScene, it should be placed inside @link(TCastleSceneManager.Items)
without wrapping in any T3DTransform. }
property UseGlobalLights: boolean
read FUseGlobalLights write FUseGlobalLights default DefaultUseGlobalLights;
{ Help user to activate pointing device sensors and pick items.
Every time you press or release Input_Interact (by default
just left mouse button), we look if current mouse position hits 3D object
that actually does something on activation. 3D objects may do various stuff
inside T3D.PointingDeviceActivate, generally this causes various
picking/interaction with the 3D object (like pulling a level, opening a door),
possibly dragging, possibly with the help of VRML/X3D pointing device
and drag sensors.
When this is @true, we try harder to hit some 3D object that handles
PointingDeviceActivate. If there's nothing interesting under mouse,
we will retry a couple of other positions arount the current mouse.
This should be usually used when you use TWalkCamera.MouseLook,
or other navigation when mouse cursor is hidden.
It allows user to only approximately look at interesting item and hit
interaction button or key.
Otherwise, activating a small 3D object is difficult,
as you don't see the mouse cursor. }
property ApproximateActivation: boolean
read FApproximateActivation write FApproximateActivation default false;
{ Visibility limit of your 3D world. This is the distance the far projection
clipping plane.
The default @link(CalculateProjection) implementation
calculates the final visibility limit as follows:
@unorderedList(
@item(First of all, if (GLFeatures.ShadowVolumesPossible and ShadowVolumes),
then it's infinity.)
@item(Then we look NavigationInfo.visibilityLimit value inside MainScene.
This allows your 3D data creators to set this inside VRML/X3D data.
Only if MainScene is not set, or doesn't contain NavigationInfo node,
or NavigationInfo.visibilityLimit is left at (default) zero,
we look further.)
@item(We use this property, DefaultVisibilityLimit, if it's not zero.)
@item(Finally, as a last resort we calculate something suitable looking
at the 3D bounding box of items inside our 3D world.)
)
}
property DefaultVisibilityLimit: Single
read FDefaultVisibilityLimit write FDefaultVisibilityLimit default 0.0;
{ Enable built-in SSAO screen effect in the world. }
property ScreenSpaceAmbientOcclusion: boolean
read FScreenSpaceAmbientOcclusion write SetScreenSpaceAmbientOcclusion
default DefaultScreenSpaceAmbientOcclusion;
end;
TCastleAbstractViewportList = class(specialize TFPGObjectList<TCastleAbstractViewport>)
public
{ Does any viewport on the list has shadow volumes all set up? }
function UsesShadowVolumes: boolean;
end;
{ Scene manager that knows about all 3D things inside your world.
Single scenes/models (like TCastleScene or TCastlePrecalculatedAnimation instances)
can be rendered directly, but it's not always comfortable.
Scenes have to assume that they are "one of the many" inside your 3D world,
which means that multi-pass rendering techniques have to be implemented
at a higher level. This concerns the need for multiple passes from
the same camera (for shadow volumes) and multiple passes from different
cameras (for generating textures for shadow maps, cube map environment etc.).
Scene manager overcomes this limitation. A single SceneManager object
knows about all 3D things in your world, and renders them all for you,
taking care of doing multiple rendering passes for particular features.
Naturally, it also serves as container for all your visible 3D scenes.
@link(Items) property keeps a tree of T3D objects.
All our 3D objects, like TCastleSceneCore (and so also TCastleScene)
and TCastlePrecalculatedAnimationCore (and so also TCastlePrecalculatedAnimation) descend from
T3D, and you can add them to the scene manager.
And naturally you can implement your own T3D descendants,
representing any 3D (possibly dynamic, animated and even interactive) object.
TCastleSceneManager.Render can assume that it's the @italic(only) manager rendering
to the screen (although you can safely render more 3D geometry *after*
calling TCastleSceneManager.Render). So it's Render method takes care of
@unorderedList(
@item(clearing the screen,)
@item(rendering the background of the scene,)
@item(rendering the headlight,)
@item(rendering the scene from given camera,)
@item(and making multiple passes for shadow volumes and generated textures.)
)
For some of these features, you'll have to set the @link(MainScene) property.
This is a TUIControl descendant, which means it's advised usage
is to add this to TCastleWindowCustom.Controls or TCastleControlCustom.Controls.
This passes relevant TUIControl events to all the T3D objects inside.
Note that even when you set DefaultViewport = @false
(and use custom viewports, by TCastleViewport class, to render your 3D world),
you still should add scene manager to the controls list
(this allows e.g. 3D items to receive @link(Update) events). }
TCastleSceneManager = class(TCastleAbstractViewport)
private
FMainScene: TCastleScene;
FItems: T3DWorld;
FDefaultViewport: boolean;
FViewports: TCastleAbstractViewportList;
FTimeScale: Single;
FOnCameraChanged: TNotifyEvent;
FOnBoundViewpointChanged, FOnBoundNavigationInfoChanged: TNotifyEvent;
FMoveLimit: TBox3D;
FShadowVolumeRenderer: TGLShadowVolumeRenderer;
FMouseRayHit: TRayCollision;
FPlayer: TPlayer;
{ calculated by every PrepareResources }
ChosenViewport: TCastleAbstractViewport;
NeedsUpdateGeneratedTextures: boolean;
FWater: TBox3D;
FOnMoveAllowed: TWorldMoveAllowedEvent;
LastSoundRefresh: TMilisecTime;
DefaultHeadlightNode: TDirectionalLightNode;
{ Call at the beginning of Render (from both scene manager and custom viewport),
to make sure UpdateGeneratedTextures was done before actual drawing.
It *can* carelessly change the OpenGL projection matrix (but not viewport). }
procedure UpdateGeneratedTexturesIfNeeded;
procedure SetMainScene(const Value: TCastleScene);
procedure SetDefaultViewport(const Value: boolean);
procedure ItemsVisibleChange(const Changes: TVisibleChanges);
{ scene callbacks }
procedure SceneBoundViewpointChanged(Scene: TCastleSceneCore);
procedure SceneBoundViewpointVectorsChanged(Scene: TCastleSceneCore);
procedure SceneBoundNavigationInfoChanged(Scene: TCastleSceneCore);
procedure SetMouseRayHit(const Value: TRayCollision);
function MouseRayHitContains(const Item: T3D): boolean;
procedure SetPlayer(const Value: TPlayer);
protected
FSectors: TSectorList;
Waypoints: TWaypointList;
procedure SetCamera(const Value: TCamera); override;
{ Triangles to ignore by all collision detection in scene manager.
The default implementation in this class resturns always @false,
so nothing is ignored. You can override it e.g. to ignore your "water"
material, when you want player to dive under the water. }
function CollisionIgnoreItem(const Sender: TObject;
const Triangle: P3DTriangle): boolean; virtual;
procedure Notification(AComponent: TComponent; Operation: TOperation); override;
function CameraMoveAllowed(ACamera: TWalkCamera;
const ProposedNewPos: TVector3Single; out NewPos: TVector3Single;
const BecauseOfGravity: boolean): boolean; override;
function CameraHeight(ACamera: TWalkCamera; const Position: TVector3Single;
out AboveHeight: Single; out AboveGround: P3DTriangle): boolean; override;
function CameraRayCollision(const RayOrigin, RayDirection: TVector3Single): TRayCollision; override;
procedure CameraVisibleChange(ACamera: TObject); override;
function GetItems: T3DWorld; override;
function GetMainScene: TCastleScene; override;
function GetShadowVolumeRenderer: TGLShadowVolumeRenderer; override;
function GetMouseRayHit: TRayCollision; override;
function GetHeadlightCamera: TCamera; override;
function GetPlayer: TPlayer; override;
function GetTimeScale: Single; override;
function PointingDeviceActivate(const Active: boolean): boolean; override;
function PointingDeviceMove(const RayOrigin, RayDirection: TVector3Single): boolean; override;
{ Called when PointingDeviceActivate was not handled by any 3D object.
You can override this to make a message / sound signal to notify user
that his Input_Interact click was not successful. }
procedure PointingDeviceActivateFailed(const Active: boolean); virtual;
{ Handle pointing device (mouse) activation/deactivation event over a given 3D
object. See T3D.PointingDeviceActivate method for description how it
should be handled. Default implementation in TCastleSceneManager
just calls T3D.PointingDeviceActivate. }
function PointingDeviceActivate3D(const Item: T3D; const Active: boolean;
const Distance: Single): boolean; virtual;
{ Handle OnMoveAllowed and default MoveLimit algorithm.
See the description of OnMoveAllowed property for information.
When this is called, collision detection determined that this move
is allowed. The default implementation in TCastleSceneManager
calculates the result using the algorithm described at the MoveLimit
property, then calls OnMoveAllowed event. }
function MoveAllowed(const OldPosition, NewPosition: TVector3Single;
const BecauseOfGravity: boolean): boolean; virtual;
procedure BoundNavigationInfoChanged; virtual;
procedure BoundViewpointChanged; virtual;
function Headlight: TAbstractLightNode; override;
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
procedure GLContextOpen; override;
procedure GLContextClose; override;
function PositionInside(const Position: TVector2Single): boolean; override;
{ Prepare resources, to make various methods (like @link(Render))
execute fast.
If DisplayProgressTitle <> '', we will display progress bar during
loading. This is especially useful for long precalculated animations
(TCastlePrecalculatedAnimation with a lot of ScenesCount), they show nice
linearly increasing progress bar. }
procedure PrepareResources(const DisplayProgressTitle: string = ''); virtual;
procedure BeforeRender; override;
procedure Render; override;
{ What changes happen when camera changes.
You may want to use it when calling Scene.CameraChanged.
Implementation in this class is correlated with RenderHeadlight. }
function CameraToChanges: TVisibleChanges; virtual;
procedure Update(const SecondsPassed: Single;
var HandleInput: boolean); override;
function CreateDefaultCamera(AOwner: TComponent): TCamera; override;
{ Where the 3D items (player, creatures, items) can move,
and where the gravity works. In case of 1st-person view
(always, for now) limiting the player position also implies limiting
the camera position.
Intuitively, this is the "sensible" part of 3D space where normal physics
should work.
TODO: When you activate 3rd-person camera (not implemented yet),
this limit will apply to the Player.Position, not Camera.Position.
@unorderedList(
@item(When MoveLimit is an empty box (this is the default situation)
then movement is limited to not fall because of gravity
outside of Items.BoundingBox. Still, we can freely move anywhere
(only gravity effect is limited to the Items.BoundingBox).
This is the safest behavior for general 3D model browsers,
it prevents camera from falling into an infinite abyss of our 3D space,
since gravity will always stop at the Items.BoundingBox border.)
@item(When MoveLimit is not an empty box,
then position cannot go outside of this box.
Note that the TGameSceneManager.LoadLevel always,
automatically, assigns this property to be non-empty.
It's either determined by CasMoveLimit placeholder
in the level 3D model, or it's automatically calculated
to include level bounding box + some space for flying.)
) }
property MoveLimit: TBox3D read FMoveLimit write FMoveLimit;
{ Renderer of shadow volumes. You can use this to optimize rendering
of your shadow quads in RenderShadowVolume, and you can control
it's statistics (TGLShadowVolumeRenderer.Count and related properties).
This is internally initialized by scene manager. It's @nil when
OpenGL context is not yet initialized (or scene manager is not
added to @code(Controls) list yet). }
property ShadowVolumeRenderer: TGLShadowVolumeRenderer
read FShadowVolumeRenderer;
{ Current 3D objects under the mouse cursor.
Updated in every mouse move. May be @nil. }
property MouseRayHit: TRayCollision read FMouseRayHit;
{ List of viewports connected to this scene manager.
This contains all TCastleViewport instances that have
TCastleViewport.SceneManager set to us. Also it contains Self
(this very scene manager) if and only if DefaultViewport = @true
(because when DefaultViewport, scene manager acts as an
additional viewport too).
This list is read-only from the outside! It's automatically managed
in this unit (when you change TCastleViewport.SceneManager
or TCastleSceneManager.DefaultViewport, we automatically update this list
as appropriate). }
property Viewports: TCastleAbstractViewportList read FViewports;
{ Up vector, according to gravity. Gravity force pulls in -GravityUp direction. }
function GravityUp: TVector3Single;
{ Sectors and waypoints of this world, for AI in 3D.
Initialized by TGameSceneManager.LoadLevel.
@nil if you never call TGameSceneManager.LoadLevel.
A generic AI code should work regardless if these are @nil or not.
But if you're making a game and you know you will always call
TGameSceneManager.LoadLevel, you can just use them straight away. }
property Sectors: TSectorList read FSectors;
{ Water volume in the scene. It may be used by various 3D objects
to indicate appropriate behavior --- some things swim,
some things drown and such. For now, this is only used by TPlayer
class to detect swimming (and make appropriate sounds, special rendering,
drowning and such).
For now, this is just a simple TBox3D. It will
be extended to represent a set of flexible 3D volumes in the future.
Empty initially. Initialize it however you want. }
property Water: TBox3D read FWater write FWater;
published
{ Time scale used when not @link(Paused). }
property TimeScale: Single read FTimeScale write FTimeScale default 1;
{ Tree of 3D objects within your world. This is the place where you should
add your scenes to have them handled by scene manager.
You may also set your main TCastleScene (if you have any) as MainScene.
T3DList is also T3D instance, so yes --- this may be a tree
of T3D, not only a flat list. }
property Items: T3DWorld read FItems;
{ The main scene of your 3D world. It's not necessary to set this
(after all, your 3D world doesn't even need to have any TCastleScene
instance). This @italic(must be) also added to our @link(Items)
(otherwise things will work strangely).
When set, this is used for a couple of things:
@unorderedList(
@item Decides what headlight is used (by TCastleScene.Headlight).
@item(Decides what background is rendered.
@italic(Notes for implementing descendants of this class:)
You can change this by overriding Background method.)
@item(Decides if, and where, the main light casting shadows is.
@italic(Notes for implementing descendants of this class:)
You can change this by overriding MainLightForShadows method.)
@item(Determines projection for viewing (if you use
default @link(CalculateProjection) implementation).)
@item(Synchronizes our @link(Camera) with VRML/X3D viewpoints
and navigation info.
This means that @link(Camera) will be updated when VRML/X3D events
change current Viewpoint or NavigationInfo, for example
you can animate the camera by animating the viewpoint
(or it's transformation) or bind camera to a viewpoint.
Note that scene manager "hijacks" some Scene events:
TCastleSceneCore.OnBoundViewpointVectorsChanged,
TCastleSceneCore.ViewpointStack.OnBoundChanged,
TCastleSceneCore.NavigationInfoStack.OnBoundChanged
for this purpose. If you want to know when viewpoint changes,
you can use scene manager's event OnBoundViewpointChanged,
OnBoundNavigationInfoChanged.)
)
The above stuff is only sensible when done once per scene manager,
that's why we need MainScene property to indicate this.
(We cannot just use every 3D object from @link(Items) for this.)
Freeing MainScene will automatically set this to @nil. }
property MainScene: TCastleScene read FMainScene write SetMainScene;
{ Called on any camera change. Exactly when TCamera generates it's
OnVisibleChange event. }
property OnCameraChanged: TNotifyEvent read FOnCameraChanged write FOnCameraChanged;
{ Called when bound Viewpoint node changes.
Called exactly when TCastleSceneCore.ViewpointStack.OnBoundChanged is called. }
property OnBoundViewpointChanged: TNotifyEvent read FOnBoundViewpointChanged write FOnBoundViewpointChanged;
{ Called when bound NavigationInfo changes (to a different node,
or just a field changes). }
property OnBoundNavigationInfoChanged: TNotifyEvent read FOnBoundNavigationInfoChanged write FOnBoundNavigationInfoChanged;
{ Should we render the 3D world in a default viewport that covers
the whole window. This is usually what you want. For more complicated
uses, you can turn this off, and use explicit TCastleViewport
(connected to this scene manager by TCastleViewport.SceneManager property)
for making your world visible. }
property DefaultViewport: boolean
read FDefaultViewport write SetDefaultViewport default true;
{ Player in this 3D world. This currently serves various purposes:
@unorderedList(
@item(In the 1st person view, this 3D object guides the camera and
it never collides with the camera. That is, our CameraMoveAllowed
and similar methods simply call Player.MoveAllowed,
that in turn calls World.WorldMoveAllowed making sure
that player is temporarily disabled (does not collide with itself).
TGameSceneManager.LoadLevel will set Player.Camera to
TCastleSceneManager.Camera. This means that user can directly
control Player.Camera view (position, direction, up),
which in turn is always synchronized with Player view (that
is, TPlayer.Direction always equals TPlayer.Camera.Direction and so on).)
@item(For simple AI in CastleCreatures, hostile creatures will attack
this player. So this determines the target position that
creatures try to reach, where they shoot missiles etc.
More advanced AI, with friendlies/companions, or cooperating
factions of creatures, may have other mechanisms to determine who
wants to attack who.)
@item(For items on level in CastleItems, this player will pick up the items
lying on the ground, and will be able to equip weapons.
This functionality may be generalized in the future, to allow
anyone to pick up and carry and equip items.)
)
}
property Player: TPlayer read FPlayer write SetPlayer;
(*Enable or disable movement of the player, items and creatures.
This applies to all 3D objects using T3D.WorldMoveAllowed for movement.
In case of 1st-person view (always for now),
limiting the player position also implies limiting the camera position.
When this event is called at all, the basic collision detection
already decided that the move is allowed (so object does not collide with
other collidable 3D features).
You can now implement additional rules to say when the move is,
or is not, allowed.
Callback parameters:
@unorderedList(
@item(@bold(Allowed):
Initially, the Allowed parameter is set following the algorithm
described at the MoveLimit property.
Your event can use this, and e.g. do something like
@longCode(# Allowed := Allowed and (my custom move rule); #)
Or you can simply ignore the default Allowed value,
thus ignoring the algorithm described at the MoveLimit property,
and simply always set Allowed to your own decision.
For example, setting
@longCode(# Allowed := true; #)
will make gravity and movement work everywhere.)
@item(@bold(BecauseOfGravity):
@true if this move was caused by gravity, that is: given object
is falling down. You can use this to limit gravity to some box,
but keep other movement unlimited, like
@longCode(#
{ Allow movement everywhere, but limit gravity to a box. }
Allowed := (not BecauseOfGravity) or MyGravityBox.PointInside(NewPos);
#)
)
) *)
property OnMoveAllowed: TWorldMoveAllowedEvent
read FOnMoveAllowed write FOnMoveAllowed;
end;
{ Custom 2D viewport showing 3D world. This uses assigned SceneManager
to show 3D world on the screen.
For simple games, using this is not needed, because TCastleSceneManager
also acts as a viewport (when TCastleSceneManager.DefaultViewport is @true,
which is the default).
Using custom viewports (implemented by this class)
is useful when you want to have more than one viewport showing
the same 3D world. Different viewports may have different cameras,
but they always share the same 3D world (in scene manager).
You can control the size of this viewport by FullSize, @link(Left),
@link(Bottom), @link(Width), @link(Height) properties. For custom
viewports, you often want to set FullSize = @false
and control viewport's position and size explicitly.
Example usages:
in a typical 3D modeling programs, you like to have 4 viewports
with 4 different cameras (front view, side view, top view,
and free perspective view). See examples/vrml/multiple_viewports.lpr
in engine sources for demo of this. Or when you make a split-screen game,
played by 2 people on a single monitor.
Viewports may be overlapping, that is one viewport may (partially)
obscure another viewport. Just like with any other TUIControl,
position of viewport on the Controls list
(like TCastleControlCustom.Controls or TCastleWindowCustom.Controls)
is important: Controls are specified in the front-to-back order.
That is, if the viewport X may obscure viewport Y,
then X must be before Y on the Controls list.
Example usage of overlapping viewports:
imagine a space shooter, like Epic or Wing Commander.
You can imagine that a camera is mounted on each rocket fired
by the player.
You can display in one viewport (with FullSize = @true) normal
(first person) view from your space ship.
And additionally you can place a small viewport
(with FullSize = @false and small @link(Width) / @link(Height))
in the upper-right corner that displays view from last fired rocket. }
TCastleViewport = class(TCastleAbstractViewport)
private
FSceneManager: TCastleSceneManager;
procedure SetSceneManager(const Value: TCastleSceneManager);
protected
function GetItems: T3DWorld; override;
function GetMainScene: TCastleScene; override;
function GetShadowVolumeRenderer: TGLShadowVolumeRenderer; override;
function GetMouseRayHit: TRayCollision; override;
function GetHeadlightCamera: TCamera; override;
function GetPlayer: TPlayer; override;
function GetTimeScale: Single; override;
function PointingDeviceActivate(const Active: boolean): boolean; override;
function PointingDeviceMove(const RayOrigin, RayDirection: TVector3Single): boolean; override;
function CameraMoveAllowed(ACamera: TWalkCamera;
const ProposedNewPos: TVector3Single; out NewPos: TVector3Single;
const BecauseOfGravity: boolean): boolean; override;
function CameraHeight(ACamera: TWalkCamera; const Position: TVector3Single;
out AboveHeight: Single; out AboveGround: P3DTriangle): boolean; override;
function CameraRayCollision(const RayOrigin, RayDirection: TVector3Single): TRayCollision; override;
procedure CameraVisibleChange(ACamera: TObject); override;
function Headlight: TAbstractLightNode; override;
public
destructor Destroy; override;
procedure Render; override;
function CreateDefaultCamera(AOwner: TComponent): TCamera; override;
published
property SceneManager: TCastleSceneManager read FSceneManager write SetSceneManager;
end;
procedure Register;
var
{ Key/mouse combination to interact with clickable things in 3D world.
More precisely, this input will activate pointing device sensors in VRML/X3D,
which are used to touch (click) or drag 3D things.
By default this is left mouse button click.
You can change it to any other mouse button or even to key combination.
Simply change properties like TInputShortcut.Key1
or TInputShortcut.MouseButtonUse. }
Input_Interact: TInputShortcut;
{ Key/mouse combination to operate on Player and it's inventory.
They are used only when Player is assigned, and only when it's
not Dead and not Blocked (see T3DAlive.Dead, TPlayer.Blocked).
Also other TCastleAbstractViewport rules for processing
inputs must be satisfied, of course (TCastleAbstractViewport must exist,
according to TCastleAbstractViewport.GetExists, and not be paused, see
TCastleAbstractViewport.Paused). The event must also not be handled
first by something else, like camera.
@groupBegin }
Input_Attack: TInputShortcut;
Input_InventoryShow: TInputShortcut; //< No key/mouse associated by default.
Input_InventoryPrevious: TInputShortcut;
Input_InventoryNext: TInputShortcut;
Input_UseItem: TInputShortcut;
Input_DropItem: TInputShortcut; //< No key/mouse associated by default.
Input_CancelFlying: TInputShortcut; //< No key/mouse associated by default.
{ @groupEnd }
implementation
uses SysUtils, CastleRenderingCamera, CastleGLUtils, CastleProgress,
CastleLog, CastleStringUtils, CastleSoundEngine, Math,
X3DTriangles, CastleGLVersion, CastleShapes, CastleScreenEffects;
procedure Register;
begin
{ For engine 3.0.0, TCastleSceneManager is not registered on palette,
as the suggested usage for everyone is to take TCastleControl with
scene manager instance already created.
See castlecontrol.pas comments in Register. }
{ RegisterComponents('Castle', [TCastleSceneManager]); }
end;
{ TManagerRenderParams ------------------------------------------------------- }
constructor TManagerRenderParams.Create;
begin
inherited;
FBaseLights[false] := TLightInstancesList.Create;
FBaseLights[true ] := TLightInstancesList.Create;
end;
destructor TManagerRenderParams.Destroy;
begin
FreeAndNil(FBaseLights[false]);
FreeAndNil(FBaseLights[true ]);
inherited;
end;
function TManagerRenderParams.BaseLights(Scene: T3D): TAbstractLightInstancesList;
begin
{ Use Scene.Shared, not just Scene, for comparison.
This way all scenes within a single TCastlePrecalculatedAnimation
are treated the same, which makes UseGlobalLights work correctly
in case when you render TCastlePrecalculatedAnimation and MainScene
refers to the 1st animation scene.
Testcase: demo_models/kanim/raptor.kanim, without this fix
the lights woud be duplicated on non-first animation scene. }
Result := FBaseLights[(Scene.Shared = MainScene) or Scene.ExcludeFromGlobalLights];
end;
{ TCastleAbstractViewport ------------------------------------------------------- }
constructor TCastleAbstractViewport.Create(AOwner: TComponent);
begin
inherited;
FBackgroundColor := Black;
FUseGlobalLights := DefaultUseGlobalLights;
FFullSize := true;
FRenderParams := TManagerRenderParams.Create;
FShadowVolumes := DefaultShadowVolumes;
DistortFieldOfViewY := 1;
DistortViewAspect := 1;
RenderStyle := rs3D;
end;
destructor TCastleAbstractViewport.Destroy;
begin
{ unregister self from Camera callbacs, etc.
This includes setting FCamera to nil.
Yes, this setting FCamera to nil is needed, it's not just paranoia.
Consider e.g. when our Camera is owned by Self
(e.g. because it was created in ApplyProjection by CreateDefaultCamera).
This means that this camera will be freed in "inherited" destructor call
below. Since we just did FCamera.RemoveFreeNotification, we would have
no way to set FCamera to nil, and FCamera would then remain as invalid
pointer.
And when SceneManager is freed it sends a free notification
(this is also done in "inherited" destructor) to TCastleWindowCustom instance,
which causes removing us from TCastleWindowCustom.Controls list,
which causes SetContainer(nil) call that tries to access Camera.
This scenario would cause segfault, as FCamera pointer is invalid
at this time. }
Camera := nil;
FreeAndNil(FRenderParams);
inherited;
end;
procedure TCastleAbstractViewport.SetCamera(const Value: TCamera);
begin
if FCamera <> Value then
begin
{ Check csDestroying, as this may be called from Notification,
which may be called by camera destructor *after* TUniversalCamera
after freed it's fields. }
if (FCamera <> nil) and not (csDestroying in FCamera.ComponentState) then
begin
FCamera.OnVisibleChange := nil;
FCamera.OnCursorChange := nil;
if FCamera is TWalkCamera then
begin
TWalkCamera(FCamera).OnMoveAllowed := nil;
TWalkCamera(FCamera).OnHeight := nil;
end else
if FCamera is TUniversalCamera then
begin
TUniversalCamera(FCamera).Walk.OnMoveAllowed := nil;
TUniversalCamera(FCamera).Walk.OnHeight := nil;
end;
FCamera.RemoveFreeNotification(Self);
FCamera.Container := nil;
end;
FCamera := Value;
if FCamera <> nil then
begin
{ Unconditionally change FCamera.OnVisibleChange callback,
to override TCastleWindowCustom / TCastleControlCustom that also try
to "hijack" this camera's event. }
FCamera.OnVisibleChange := @CameraVisibleChange;
FCamera.OnCursorChange := @ItemsAndCameraCursorChange;
if FCamera is TWalkCamera then
begin
TWalkCamera(FCamera).OnMoveAllowed := @CameraMoveAllowed;
TWalkCamera(FCamera).OnHeight := @CameraHeight;
end else
if FCamera is TUniversalCamera then
begin
TUniversalCamera(FCamera).Walk.OnMoveAllowed := @CameraMoveAllowed;
TUniversalCamera(FCamera).Walk.OnHeight := @CameraHeight;
end;
FCamera.FreeNotification(Self);
FCamera.Container := Container;
if ContainerSizeKnown then
FCamera.ContainerResize(ContainerWidth, ContainerHeight);
end;
end;
end;
procedure TCastleAbstractViewport.SetContainer(const Value: TUIContainer);
begin
inherited;
{ Keep Camera.Container always the same as our Container }
if Camera <> nil then
Camera.Container := Container;
end;
procedure TCastleAbstractViewport.Notification(AComponent: TComponent; Operation: TOperation);
begin
inherited;
if Operation = opRemove then
begin
if AComponent = FCamera then
begin
{ set to nil by SetCamera, to clean nicely }
Camera := nil;
end;
end;
end;
procedure TCastleAbstractViewport.ContainerResize(const AContainerWidth, AContainerHeight: Cardinal);
begin
inherited;
if Camera <> nil then
Camera.ContainerResize(AContainerWidth, AContainerHeight);
end;
function TCastleAbstractViewport.PlayerNotBlocked: boolean;
var
P: TPlayer;
begin
P := GetPlayer;
Result := (P = nil) or (not (P.Blocked or P.Dead));
end;
function TCastleAbstractViewport.Press(const Event: TInputPressRelease): boolean;
var
P: TPlayer;
begin
Result := inherited;
if Result or Paused or (not GetExists) then Exit;
{ Call PointingDeviceMove, set MouseHitRay and such --- otherwise
the 1st mouse down event over a 3D object (like a TouchSensor) will be ignored
if it happens before any mouse move (which is normal on touch devices).
OldX,OldY and NewX,NewY are equal for the fake Motion call,
in case a camera would base some movement based on the position delta. }
Motion(InputMotion(Container.MousePosition, Container.MousePosition, Container.MousePressed, 0));
Result := GetItems.Press(Event);
if Result then Exit;
if PlayerNotBlocked and Input_Interact.IsEvent(Event) then
begin
Result := PointingDeviceActivate(true);
if Result then Exit;
end;
P := GetPlayer;
if (P <> nil) and not (P.Blocked or P.Dead) then
begin
if Input_Attack.IsEvent(Event) then
begin Result := ExclusiveEvents; P.Attack; end;
if Input_CancelFlying.IsEvent(Event) then
begin Result := ExclusiveEvents; P.Flying := false; end;
if Input_InventoryShow.IsEvent(Event) then
begin Result := ExclusiveEvents; P.InventoryVisible := not P.InventoryVisible; end;
if Input_InventoryPrevious.IsEvent(Event) then
begin Result := ExclusiveEvents; P.ChangeInventoryCurrentItem(-1); end;
if Input_InventoryNext.IsEvent(Event) then
begin Result := ExclusiveEvents; P.ChangeInventoryCurrentItem(+1); end;
if Input_DropItem.IsEvent(Event) then
begin Result := ExclusiveEvents; P.DropCurrentItem; end;
if Input_UseItem.IsEvent(Event) then
begin Result := ExclusiveEvents; P.UseCurrentItem; end;
if Result then Exit;
end;
{ Let Camera only work after PointingDeviceActivate, to let pointing
device sensors under camera work, even when camera allows to navigate
by dragging. }
if Camera <> nil then
begin
Result := Camera.Press(Event);
if Result then Exit;
end;
end;
function TCastleAbstractViewport.Release(const Event: TInputPressRelease): boolean;
begin
Result := inherited;
if Result or Paused or (not GetExists) then Exit;
Result := GetItems.Release(Event);
if Result then Exit;
if PlayerNotBlocked and Input_Interact.IsEvent(Event) then
begin
Result := PointingDeviceActivate(false);
if Result then Exit;
end;
{ Let Camera only work after PointingDeviceActivate, to let pointing
device sensors under camera work, even when camera allows to navigate
by dragging. }
if Camera <> nil then
begin
Result := Camera.Release(Event);
if Result then Exit;
end;
end;
function TCastleAbstractViewport.Motion(const Event: TInputMotion): boolean;
var
RayOrigin, RayDirection: TVector3Single;
begin
Result := inherited;
if (not Result) and (not Paused) and GetExists and (Camera <> nil) then
begin
Camera.EnableDragging := not GetItems.Dragging;
{ Do not navigate by dragging (regardless of ciMouseDragging in Camera.Input)
when we're already dragging a 3D item.
This means that if you drag X3D sensors like TouchSensor, then your
dragging will not simultaneously also affect the camera (which would be very
disorienting). }
Result := Camera.Motion(Event);
if not Result then
begin
Camera.CustomRay(Rect, Event.Position, FProjection, RayOrigin, RayDirection);
{ TODO: do Result := PointingDeviceMove below? }
PointingDeviceMove(RayOrigin, RayDirection);
end;
end;
{ update the cursor, since 3D object under the cursor possibly changed.
Accidentaly, this also workarounds the problem of TCastleViewport:
when the 3D object stayed the same but it's Cursor value changed,
Items.CursorChange notify only TCastleSceneManager (not custom viewport).
But thanks to doing ItemsAndCameraCursorChange below, this isn't
a problem for now, as we'll update cursor anyway, as long as it changes
only during mouse move. }
ItemsAndCameraCursorChange(Self);
end;
procedure TCastleAbstractViewport.ItemsAndCameraCursorChange(Sender: TObject);
begin
{ We have to treat Camera.Cursor specially:
- mcNone because of mouse look means result is unconditionally mcNone.
Other Items.Cursor, MainScene.Cursor etc. is ignored then.
- otherwise, Camera.Cursor is ignored, show 3D objects cursor. }
if (Camera <> nil) and (Camera.Cursor = mcNone) then
begin
Cursor := mcNone;
Exit;
end;
{ We show mouse cursor from top-most 3D object.
This is sensible, if multiple 3D scenes obscure each other at the same
pixel --- the one "on the top" (visible by the player at that pixel)
determines the mouse cursor.
We ignore Cursor value of other 3d stuff along
the MouseRayHit list. Maybe we should browse Cursor values along the way,
and choose the first non-none? }
if (GetMouseRayHit <> nil) and
(GetMouseRayHit.Count <> 0) then
Cursor := GetMouseRayHit.First.Item.Cursor else
Cursor := mcDefault;
end;
procedure TCastleAbstractViewport.Update(const SecondsPassed: Single;
var HandleInput: boolean);
var
P: TPlayer;
S, C: Extended;
SecondsPassedScaled: Single;
begin
inherited;
if Paused or (not GetExists) then
Exit;
SecondsPassedScaled := SecondsPassed * GetTimeScale;
{ As for HandleInput: let Camera decide.
By default, camera (like all TUIControl) has ExclusiveEvents = true
and so will cause HandleInput := false, so things under this
viewport do not get keys/mouse events. This is good when you have
one viewport covering another, like in fps_game. This means pressing
e.g. the "up arrow key" only moves camera in one viewport.
Note about Items.Update (called in TCastleSceneManager.Update):
Our Items.Update do not have HandleInput
parameter, as it would not be controllable for them: 3D objects do not
have strict front-to-back order, so we would not know in what order
call their Update methods, so we have to let many Items handle keys anyway.
So, it's consistent to just treat 3D objects as "cannot definitely
mark keys/mouse as handled". Besides, currently 3D objects do not
get Pressed information (which keys/mouse buttons are pressed) at all,
so they could not process keys/mouse anyway. }
if Camera <> nil then
Camera.Update(SecondsPassedScaled, HandleInput);
DistortFieldOfViewY := 1;
DistortViewAspect := 1;
P := GetPlayer;
if (P <> nil) and (P.Swimming = psUnderWater) then
begin
SickProjectionTime += SecondsPassedScaled;
SinCos(SickProjectionTime * P.SickProjectionSpeed, S, C);
DistortFieldOfViewY += C * 0.03;
DistortViewAspect += S * 0.03;
end;
end;
function TCastleAbstractViewport.AllowSuspendForInput: boolean;
begin
Result := (Camera = nil) or Paused or (not GetExists) or Camera.AllowSuspendForInput;
end;
function TCastleAbstractViewport.Rect: TRectangle;
begin
if FullSize then
Result := ContainerRect else
Result := Rectangle(Left, Bottom, Width, Height);
end;
function TCastleAbstractViewport.PositionInside(const Position: TVector2Single): boolean;
begin
Result := (FullSize or
( (Position[0] >= Left) and
(Position[0] < Left + Width) and
(Position[1] >= Bottom) and
(Position[1] < Bottom + Height) ));
end;
procedure TCastleAbstractViewport.ApplyProjection;
var
Viewport: TRectangle;
begin
if Camera = nil then
Camera := CreateDefaultCamera(Self);
{ We need to know container size now. }
Assert(ContainerSizeKnown, ClassName + ' did not receive ContainerResize event yet, cannnot apply OpenGL projection');
Viewport := Rect;
glViewport(Viewport);
FProjection := CalculateProjection;
{ Apply new FProjection values }
case FProjection.ProjectionType of
ptPerspective:
Camera.ProjectionMatrix := PerspectiveProjection(
DistortFieldOfViewY * FProjection.PerspectiveAngles[1],
DistortViewAspect * Viewport.Width / Viewport.Height,
FProjection.ProjectionNear,
FProjection.ProjectionFar);
ptOrthographic:
Camera.ProjectionMatrix := OrthoProjection(
{ Beware: order of OrthoViewpoint.fieldOfView and OrthoDimensions
is different than typical OpenGL and our OrthoProjection params. }
FProjection.OrthoDimensions[0],
FProjection.OrthoDimensions[2],
FProjection.OrthoDimensions[1],
FProjection.OrthoDimensions[3],
FProjection.ProjectionNear,
FProjection.ProjectionFarFinite);
else raise EInternalError.Create('TCastleAbstractViewport.ApplyProjection:ProjectionType?');
end;
{ Calculate BackgroundSkySphereRadius here,
using ProjectionFar that is *not* ZFarInfinity }
if GetMainScene <> nil then
GetMainScene.BackgroundSkySphereRadius :=
TBackground.NearFarToSkySphereRadius(
FProjection.ProjectionNear,
FProjection.ProjectionFarFinite,
GetMainScene.BackgroundSkySphereRadius);
end;
function TCastleAbstractViewport.CalculateProjection: TProjection;
var
Box: TBox3D;
Viewport: TRectangle;
ViewpointNode: TAbstractViewpointNode;
PerspectiveFieldOfView: Single;
procedure DoPerspective;
begin
{ Only perspective projection supports z far in infinity. }
if GLFeatures.ShadowVolumesPossible and ShadowVolumes then
Result.ProjectionFar := ZFarInfinity;
{ Note that Result.PerspectiveAngles is already calculated here,
because we calculate correct PerspectiveAngles regardless
of whether we actually apply perspective or orthogonal projection. }
end;
procedure DoOrthographic;
var
FieldOfView: TSingleList;
MaxSize: Single;
begin
MaxSize := Box.MaxSize(false, { any dummy value } 1.0);
{ default Result.OrthoDimensions, when not OrthoViewpoint }
Result.OrthoDimensions[0] := -MaxSize / 2;
Result.OrthoDimensions[1] := -MaxSize / 2;
Result.OrthoDimensions[2] := MaxSize / 2;
Result.OrthoDimensions[3] := MaxSize / 2;
{ update OrthoDimensions using OrthoViewpoint.fieldOfView }
if (ViewpointNode <> nil) and
(ViewpointNode is TOrthoViewpointNode) then
begin
{ default OrthoDimensions, for OrthoViewpoint }
Result.OrthoDimensions[0] := -1;
Result.OrthoDimensions[1] := -1;
Result.OrthoDimensions[2] := 1;
Result.OrthoDimensions[3] := 1;
FieldOfView := TOrthoViewpointNode(ViewpointNode).FdFieldOfView.Items;
if FieldOfView.Count > 0 then Result.OrthoDimensions[0] := FieldOfView.Items[0];
if FieldOfView.Count > 1 then Result.OrthoDimensions[1] := FieldOfView.Items[1];
if FieldOfView.Count > 2 then Result.OrthoDimensions[2] := FieldOfView.Items[2];
if FieldOfView.Count > 3 then Result.OrthoDimensions[3] := FieldOfView.Items[3];
end else
if (ViewpointNode <> nil) and
(ViewpointNode is TOrthographicCameraNode_1) then
begin
Result.OrthoDimensions[0] := -TOrthographicCameraNode_1(ViewpointNode).FdHeight.Value / 2;
Result.OrthoDimensions[1] := -TOrthographicCameraNode_1(ViewpointNode).FdHeight.Value / 2;
Result.OrthoDimensions[2] := TOrthographicCameraNode_1(ViewpointNode).FdHeight.Value / 2;
Result.OrthoDimensions[3] := TOrthographicCameraNode_1(ViewpointNode).FdHeight.Value / 2;
end;
TOrthoViewpointNode.AspectFieldOfView(Result.OrthoDimensions,
Viewport.Width / Viewport.Height);
end;
var
ProjectionType: TProjectionType;
begin
Box := GetItems.BoundingBox;
Viewport := Rect;
{ calculate ViewpointNode }
if GetMainScene <> nil then
ViewpointNode := GetMainScene.ViewpointStack.Top else
ViewpointNode := nil;
if (ViewpointNode <> nil) and
(ViewpointNode is TViewpointNode) then
PerspectiveFieldOfView := TViewpointNode(ViewpointNode).FdFieldOfView.Value else
if (ViewpointNode <> nil) and
(ViewpointNode is TPerspectiveCameraNode_1) then
PerspectiveFieldOfView := TPerspectiveCameraNode_1(ViewpointNode).FdHeightAngle.Value else
PerspectiveFieldOfView := DefaultViewpointFieldOfView;
Result.PerspectiveAngles[0] := RadToDeg(TViewpointNode.ViewpointAngleOfView(
PerspectiveFieldOfView, Viewport.Width / Viewport.Height));
Result.PerspectiveAngles[1] := AdjustViewAngleDegToAspectRatio(
Result.PerspectiveAngles[0], Viewport.Height / Viewport.Width);
{ Tests:
Writeln(Format('Angle of view: x %f, y %f', [PerspectiveAngles[0], PerspectiveAngles[1]])); }
Assert(Camera.Radius > 0, 'Camera.Radius must be > 0 when using TCastleAbstractViewport.ApplyProjection');
Result.ProjectionNear := Camera.Radius * 0.6;
{ calculate Result.ProjectionFar, algorithm documented at DefaultVisibilityLimit }
Result.ProjectionFar := 0;
if (GetMainScene <> nil) and
(GetMainScene.NavigationInfoStack.Top <> nil) then
Result.ProjectionFar := GetMainScene.NavigationInfoStack.Top.FdVisibilityLimit.Value;
if Result.ProjectionFar <= 0 then
Result.ProjectionFar := DefaultVisibilityLimit;
if Result.ProjectionFar <= 0 then
Result.ProjectionFar := Box.AverageSize(false,
{ When box is empty (or has 0 sizes), ProjectionFar is not simply "any dummy value".
It must be appropriately larger than ProjectionNear
to provide sufficient space for rendering Background node. }
Result.ProjectionNear) * 20.0;
{ At some point, I was using here larger projection near when
(ACamera is TExamineCamera). Reasoning: you do not get so close
to the model with Examine view, and you do not need collision detection.
Both arguments are wrong now, you can switch between Examine/Walk
in view3dscene and easily get close to the model, and collision detection
in Examine mode will be some day implemented (VRML/X3D spec require this). }
if ViewpointNode <> nil then
ProjectionType := ViewpointNode.ProjectionType else
ProjectionType := ptPerspective;
{ update ProjectionFarFinite.
ProjectionFar may be later changed to ZFarInfinity. }
Result.ProjectionFarFinite := Result.ProjectionFar;
Result.ProjectionType := ProjectionType;
case ProjectionType of
ptPerspective: DoPerspective;
ptOrthographic: DoOrthographic;
else EInternalError.Create('TCastleAbstractViewport.Projection-ProjectionType?');
end;
end;
function TCastleAbstractViewport.Background: TBackground;
begin
if GetMainScene <> nil then
Result := GetMainScene.Background else
Result := nil;
end;
function TCastleAbstractViewport.MainLightForShadows(
out AMainLightPosition: TVector4Single): boolean;
begin
if GetMainScene <> nil then
Result := GetMainScene.MainLightForShadows(AMainLightPosition) else
Result := false;
end;
procedure TCastleAbstractViewport.Render3D(const Params: TRenderParams);
begin
GetItems.Render(RenderingCamera.Frustum, Params);
if Assigned(OnRender3D) then
OnRender3D(Self, Params);
end;
procedure TCastleAbstractViewport.RenderShadowVolume;
begin
GetItems.RenderShadowVolume(GetShadowVolumeRenderer, true, IdentityMatrix4Single);
end;
function TCastleAbstractViewport.HeadlightInstance(out Instance: TLightInstance): boolean;
var
Node: TAbstractLightNode;
HC: TCamera;
procedure PrepareInstance;
var
Position, Direction, Up: TVector3Single;
begin
Assert(Node <> nil);
HC.GetView(Position, Direction, Up);
{ set location/direction of Node }
if Node is TAbstractPositionalLightNode then
begin
TAbstractPositionalLightNode(Node).FdLocation.Send(Position);
if Node is TSpotLightNode then
TSpotLightNode(Node).FdDirection.Send(Direction) else
if Node is TSpotLightNode_1 then
TSpotLightNode_1(Node).FdDirection.Send(Direction);
end else
if Node is TAbstractDirectionalLightNode then
TAbstractDirectionalLightNode(Node).FdDirection.Send(Direction);
Instance.Node := Node;
Instance.Location := Position;
Instance.Direction := Direction;
Instance.Transform := IdentityMatrix4Single;
Instance.TransformScale := 1;
Instance.Radius := MaxSingle;
Instance.WorldCoordinates := true;
end;
begin
Result := false;
Node := Headlight;
if Node <> nil then
begin
{$warnings off}
if HeadlightFromViewport then
HC := Camera else
HC := GetHeadlightCamera;
{$warnings on}
{ GetHeadlightCamera (SceneManager.Camera) may be nil here, when
rendering is done by a custom viewport and HeadlightFromViewport = false.
So check HC <> nil.
When nil we have to assume headlight doesn't shine.
We don't want to use camera settings from current viewport
(unless HeadlightFromViewport = true, which is a hack).
This would mean that mirror textures (like GeneratedCubeMapTexture)
will need to have different contents in different viewpoints,
which isn't possible. We also want to use scene manager's camera,
to have it tied with scene manager's CameraToChanges implementation.
So if you use custom viewports and want headlight Ok,
be sure to explicitly set TCastleSceneManager.Camera
(probably, to one of your viewpoints' cameras).
Or use a hacky HeadlightFromViewport. }
if HC <> nil then
begin
PrepareInstance;
Result := true;
end;
end;
end;
procedure TCastleAbstractViewport.InitializeLights(const Lights: TLightInstancesList);
var
HI: TLightInstance;
begin
if HeadlightInstance(HI) then
Lights.Add(HI);
end;
function TCastleAbstractViewport.BaseLights: TLightInstancesList;
begin
{ We just reuse FRenderParams.FBaseLights[false] below as a temporary
TLightInstancesList that we already have created. }
Result := FRenderParams.FBaseLights[false];
Result.Clear;
InitializeLights(Result);
end;
procedure TCastleAbstractViewport.RenderFromView3D(const Params: TRenderParams);
procedure RenderNoShadows;
begin
{ We must first render all non-transparent objects,
then all transparent objects. Otherwise transparent objects
(that must be rendered without updating depth buffer) could get brutally
covered by non-transparent objects (that are in fact further away from
the camera). }
Params.InShadow := false;
Params.Transparent := false; Params.ShadowVolumesReceivers := false; Render3D(Params);
Params.Transparent := false; Params.ShadowVolumesReceivers := true ; Render3D(Params);
Params.Transparent := true ; Params.ShadowVolumesReceivers := false; Render3D(Params);
Params.Transparent := true ; Params.ShadowVolumesReceivers := true ; Render3D(Params);
end;
procedure RenderWithShadows(const MainLightPosition: TVector4Single);
begin
GetShadowVolumeRenderer.InitFrustumAndLight(RenderingCamera.Frustum, MainLightPosition);
GetShadowVolumeRenderer.Render(Params, @Render3D, @RenderShadowVolume, ShadowVolumesRender);
end;
var
MainLightPosition: TVector4Single;
begin
if GLFeatures.ShadowVolumesPossible and
ShadowVolumes and
MainLightForShadows(MainLightPosition) then
RenderWithShadows(MainLightPosition) else
RenderNoShadows;
end;
procedure TCastleAbstractViewport.RenderFromViewEverything;
var
ClearBuffers: TClearBuffers;
ClearColor: TCastleColor;
UsedBackground: TBackground;
MainLightPosition: TVector4Single; { ignored }
SavedProjectionMatrix: TMatrix4Single;
begin
ClearBuffers := [cbDepth];
if RenderingCamera.Target = rtVarianceShadowMap then
begin
{ When rendering to VSM, we want to clear the screen to max depths (1, 1^2). }
Include(ClearBuffers, cbColor);
ClearColor := Vector4Single(1, 1, 0, 1);
end else
if not Transparent then
begin
UsedBackground := Background;
if UsedBackground <> nil then
begin
{$ifndef OpenGLES}
glLoadMatrix(RenderingCamera.RotationMatrix);
{$endif}
{ The background rendering doesn't like custom OrthoDimensions.
They could make the background sky box very small, such that it
doesn't fill the screen. See e.g. x3d/empty_with_background_ortho.x3dv
testcase. So temporary set good perspective projection. }
if FProjection.ProjectionType = ptOrthographic then
begin
SavedProjectionMatrix := ProjectionMatrix;
PerspectiveProjection(45, Rect.Width / Rect.Height,
FProjection.ProjectionNear,
FProjection.ProjectionFar);
end;
UsedBackground.Render(BackgroundWireframe, RenderingCamera.Frustum);
if FProjection.ProjectionType = ptOrthographic then
ProjectionMatrix := SavedProjectionMatrix;
end else
begin
Include(ClearBuffers, cbColor);
ClearColor := BackgroundColor;
end;
end;
if GLFeatures.ShadowVolumesPossible and
ShadowVolumes and
MainLightForShadows(MainLightPosition) then
Include(ClearBuffers, cbStencil);
GLClear(ClearBuffers, ClearColor);
{$ifndef OpenGLES}
glLoadMatrix(RenderingCamera.Matrix);
{$endif}
{ clear FRenderParams instance }
FRenderParams.Pass := 0;
FillChar(FRenderParams.Statistics, SizeOf(FRenderParams.Statistics), #0);
FRenderParams.FBaseLights[false].Clear;
InitializeLights(FRenderParams.FBaseLights[false]);
if UseGlobalLights and
(GetMainScene <> nil) and
(GetMainScene.GlobalLights.Count <> 0) then
begin
FRenderParams.MainScene := GetMainScene;
{ For MainScene, BaseLights are only the ones calculated by InitializeLights }
FRenderParams.FBaseLights[true].Assign(FRenderParams.FBaseLights[false]);
{ For others than MainScene, BaseLights are calculated by InitializeLights
summed with GetMainScene.GlobalLights. }
FRenderParams.FBaseLights[false].AppendInWorldCoordinates(GetMainScene.GlobalLights);
end else
{ Do not use Params.FBaseLights[true] }
FRenderParams.MainScene := nil;
RenderFromView3D(FRenderParams);
end;
procedure TCastleAbstractViewport.RenderWithScreenEffectsCore;
procedure RenderOneEffect(Shader: TGLSLProgram);
var
BoundTextureUnits: Cardinal;
AttribEnabled: array [0..1] of TGLuint;
AttribLocation: TGLuint;
begin
if ScreenPointVbo = 0 then
begin
{ generate and fill ScreenPointVbo. It's contents are constant. }
glGenBuffers(1, @ScreenPointVbo);
ScreenPoint[0].TexCoord := Vector2Single(0, 0);
ScreenPoint[0].Position := Vector2Single(-1, -1);
ScreenPoint[1].TexCoord := Vector2Single(1, 0);
ScreenPoint[1].Position := Vector2Single( 1, -1);
ScreenPoint[2].TexCoord := Vector2Single(1, 1);
ScreenPoint[2].Position := Vector2Single( 1, 1);
ScreenPoint[3].TexCoord := Vector2Single(0, 1);
ScreenPoint[3].Position := Vector2Single(-1, 1);
glBindBuffer(GL_ARRAY_BUFFER, ScreenPointVbo);
glBufferData(GL_ARRAY_BUFFER, SizeOf(ScreenPoint), @(ScreenPoint[0]), GL_STATIC_DRAW);
end;
glBindBuffer(GL_ARRAY_BUFFER, ScreenPointVbo);
glActiveTexture(GL_TEXTURE0); // GLFeatures.UseMultiTexturing is already checked
glBindTexture(ScreenEffectTextureTarget, ScreenEffectTextureSrc);
BoundTextureUnits := 1;
if CurrentScreenEffectsNeedDepth then
begin
glActiveTexture(GL_TEXTURE1);
glBindTexture(ScreenEffectTextureTarget, ScreenEffectTextureDepth);
Inc(BoundTextureUnits);
end;
Shader.Enable;
Shader.SetUniform('screen', 0);
if CurrentScreenEffectsNeedDepth then
Shader.SetUniform('screen_depth', 1);
Shader.SetUniform('screen_width', TGLint(ScreenEffectTextureWidth));
Shader.SetUniform('screen_height', TGLint(ScreenEffectTextureHeight));
{ set special uniforms for SSAO shader }
if Shader = SSAOShader then
begin
{ TODO: use actual projection near/far values, instead of hardcoded ones.
Assignment below works, but it seems that effect is much less noticeable
then?
Writeln('setting near to ', ProjectionNear:0:10); // testing
Writeln('setting far to ', ProjectionFarFinite:0:10); // testing
Shader.SetUniform('near', ProjectionNear);
Shader.SetUniform('far', ProjectionFarFinite);
}
Shader.SetUniform('near', 1.0);
Shader.SetUniform('far', 1000.0);
end;
{ Note that we ignore SetupUniforms result --- if some texture
could not be bound, it will be undefined for shader.
I don't see anything much better to do now. }
Shader.SetupUniforms(BoundTextureUnits);
{ Note that there's no need to worry about Rect.Left or Rect.Bottom,
here or inside RenderWithScreenEffectsCore, because we're already within
glViewport that takes care of this. }
AttribEnabled[0] := Shader.VertexAttribPointer(
'vertex' , 0, 2, GL_FLOAT, GL_FALSE, SizeOf(TScreenPoint),
Offset(ScreenPoint[0].Position, ScreenPoint[0]));
AttribEnabled[1] := Shader.VertexAttribPointer(
'tex_coord', 0, 2, GL_FLOAT, GL_FALSE, SizeOf(TScreenPoint),
Offset(ScreenPoint[0].TexCoord, ScreenPoint[0]));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
Shader.Disable;
for AttribLocation in AttribEnabled do
TGLSLProgram.DisableVertexAttribArray(AttribLocation);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
end;
var
I: Integer;
begin
{ Render all except the last screen effects: from texture
(ScreenEffectTextureDest/Src) and to texture (using ScreenEffectRTT) }
for I := 0 to CurrentScreenEffectsCount - 2 do
begin
ScreenEffectRTT.RenderBegin;
ScreenEffectRTT.SetTexture(ScreenEffectTextureDest, ScreenEffectTextureTarget);
RenderOneEffect(ScreenEffects[I]);
ScreenEffectRTT.RenderEnd;
SwapValues(ScreenEffectTextureDest, ScreenEffectTextureSrc);
end;
{ Restore glViewport set by ApplyProjection }
if not FullSize then
glViewport(Rect);
{ the last effect gets a texture, and renders straight into screen }
RenderOneEffect(ScreenEffects[CurrentScreenEffectsCount - 1]);
end;
function TCastleAbstractViewport.RenderWithScreenEffects: boolean;
{ Create and setup new OpenGL texture for screen effects.
Depends on ScreenEffectTextureWidth, ScreenEffectTextureHeight being set. }
function CreateScreenEffectTexture(const Depth: boolean): TGLuint;
{ Create new OpenGL texture for screen effect.
Calls glTexImage2D or glTexImage2DMultisample
(depending on multi-sampling requirements).
- image contents are always unallocated (pixels = nil for glTexImage2D).
For screen effects, we never need to load initial image contents,
and we also do not have to care about pixel packing.
- level for mipmaps is always 0
- border is always 0
- image target is ScreenEffectTextureTarget
- size is ScreenEffectTextureWidth/Height }
procedure TexImage2D(const InternalFormat: TGLint;
const Format, AType: TGLenum);
begin
{$ifndef OpenGLES}
if (GLFeatures.CurrentMultiSampling > 1) and GLFeatures.FBOMultiSampling then
glTexImage2DMultisample(ScreenEffectTextureTarget,
GLFeatures.CurrentMultiSampling, InternalFormat,
ScreenEffectTextureWidth,
ScreenEffectTextureHeight,
{ fixedsamplelocations = TRUE are necessary in case we use
this with cbColor mode, where FBO will also have renderbuffer
for depth (and maybe stencil). In this case,
https://www.opengl.org/registry/specs/ARB/texture_multisample.txt
says that
if the attached images are a mix of
renderbuffers and textures, the value of
TEXTURE_FIXED_SAMPLE_LOCATIONS must be TRUE for all attached
textures.
which implies that this parameter must be true.
See https://sourceforge.net/p/castle-engine/tickets/22/ . }
GL_TRUE) else
{$endif}
glTexImage2D(ScreenEffectTextureTarget, 0, InternalFormat,
ScreenEffectTextureWidth,
ScreenEffectTextureHeight, 0, Format, AType, nil);
end;
begin
glGenTextures(1, @Result);
glBindTexture(ScreenEffectTextureTarget, Result);
{$ifndef OpenGLES}
{ for multisample texture, these cannot be configured (OpenGL makes
"invalid enumerant" error) }
if ScreenEffectTextureTarget <> GL_TEXTURE_2D_MULTISAMPLE then
{$endif}
begin
{ TODO: NEAREST or LINEAR? Allow to config this and eventually change
before each screen effect? }
SetTextureFilter(ScreenEffectTextureTarget, TextureFilter(minNearest, magNearest));
glTexParameteri(ScreenEffectTextureTarget, GL_TEXTURE_WRAP_S, GLFeatures.CLAMP_TO_EDGE);
glTexParameteri(ScreenEffectTextureTarget, GL_TEXTURE_WRAP_T, GLFeatures.CLAMP_TO_EDGE);
end;
if Depth then
begin
{$ifndef OpenGLES}
// TODO-es What do we use here? See TGLRenderToTexture TODO at similar place
if GLFeatures.ShadowVolumesPossible and GLFeatures.PackedDepthStencil then
TexImage2D(GL_DEPTH24_STENCIL8_EXT, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT) else
{$endif}
TexImage2D(GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT,
{ On OpenGLES, using GL_UNSIGNED_BYTE will result in FBO failing
with INCOMPLETE_ATTACHMENT.
http://www.khronos.org/registry/gles/extensions/OES/OES_depth_texture.txt
allows only GL_UNSIGNED_SHORT or GL_UNSIGNED_INT for depth textures. }
{$ifdef OpenGLES} GL_UNSIGNED_SHORT {$else} GL_UNSIGNED_BYTE {$endif});
//glTexParameteri(ScreenEffectTextureTarget, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
//glTexParameteri(ScreenEffectTextureTarget, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
end else
TexImage2D({$ifdef OpenGLES} GL_RGB {$else} GL_RGB8 {$endif},
GL_RGB, GL_UNSIGNED_BYTE);
TextureMemoryProfiler.Allocate(Result, 'screen-contents', '', { TODO } 0, false,
ScreenEffectTextureWidth, ScreenEffectTextureHeight, 1);
end;
begin
{ save ScreenEffectsCount/NeedDepth result, to not recalculate it,
and also to make the following code stable --- this way we know
CurrentScreenEffects* values are constant, even if overridden
ScreenEffects* methods do something weird. }
CurrentScreenEffectsCount := ScreenEffectsCount;
Result := GLFeatures.VertexBufferObject { for screen quad } and
{ check IsTextureSized, to gracefully work (without screen effects)
on old desktop OpenGL that does not support NPOT textures. }
IsTextureSized(Rect.Width, Rect.Height, tsAny) and
GLFeatures.UseMultiTexturing and
(CurrentScreenEffectsCount <> 0);
if Result then
begin
CurrentScreenEffectsNeedDepth := ScreenEffectsNeedDepth;
if CurrentScreenEffectsNeedDepth and not GLFeatures.TextureDepth then
{ We support only screen effects that do not require depth.
TODO: It would be cleaner to still enable screen effects not using
depth (and only them), instead of just disabling all screen effects. }
Exit(false);
{ We need a temporary texture, for screen effect. }
if (ScreenEffectTextureDest = 0) or
(ScreenEffectTextureSrc = 0) or
(CurrentScreenEffectsNeedDepth <> (ScreenEffectTextureDepth <> 0)) or
(ScreenEffectRTT = nil) or
(ScreenEffectTextureWidth <> Rect.Width ) or
(ScreenEffectTextureHeight <> Rect.Height) then
begin
glFreeTexture(ScreenEffectTextureDest);
glFreeTexture(ScreenEffectTextureSrc);
glFreeTexture(ScreenEffectTextureDepth);
FreeAndNil(ScreenEffectRTT);
{$ifndef OpenGLES}
if (GLFeatures.CurrentMultiSampling > 1) and GLFeatures.FBOMultiSampling then
ScreenEffectTextureTarget := GL_TEXTURE_2D_MULTISAMPLE else
{$endif}
ScreenEffectTextureTarget := GL_TEXTURE_2D;
ScreenEffectTextureWidth := Rect.Width;
ScreenEffectTextureHeight := Rect.Height;
{ We use two textures: ScreenEffectTextureDest is the destination
of framebuffer, ScreenEffectTextureSrc is the source to render.
Although for some effects one texture (both src and dest) is enough.
But when you have > 1 effect and one of the effects has non-local
operations (they read color values that can be modified by operations
of the same shader, so it's undefined (depends on how shaders are
executed in parallel) which one is first) then the artifacts are
visible. For example, use view3dscene "Edge Detect" effect +
any other effect. }
ScreenEffectTextureDest := CreateScreenEffectTexture(false);
ScreenEffectTextureSrc := CreateScreenEffectTexture(false);
if CurrentScreenEffectsNeedDepth then
ScreenEffectTextureDepth := CreateScreenEffectTexture(true);
{ create new TGLRenderToTexture (usually, framebuffer object) }
ScreenEffectRTT := TGLRenderToTexture.Create(
ScreenEffectTextureWidth, ScreenEffectTextureHeight);
ScreenEffectRTT.SetTexture(ScreenEffectTextureDest, ScreenEffectTextureTarget);
ScreenEffectRTT.CompleteTextureTarget := ScreenEffectTextureTarget;
{ use the same multi-sampling strategy as container }
ScreenEffectRTT.MultiSampling := GLFeatures.CurrentMultiSampling;
if CurrentScreenEffectsNeedDepth then
begin
ScreenEffectRTT.Buffer := tbColorAndDepth;
ScreenEffectRTT.DepthTexture := ScreenEffectTextureDepth;
ScreenEffectRTT.DepthTextureTarget := ScreenEffectTextureTarget;
end else
ScreenEffectRTT.Buffer := tbColor;
ScreenEffectRTT.Stencil := GLFeatures.ShadowVolumesPossible;
ScreenEffectRTT.GLContextOpen;
if Log then
WritelnLog('Screen effects', Format('Created texture for screen effects, with size %d x %d, with depth texture: %s',
[ ScreenEffectTextureWidth,
ScreenEffectTextureHeight,
BoolToStr[CurrentScreenEffectsNeedDepth] ]));
end;
{ We have to adjust glViewport.
It will be restored from RenderWithScreenEffectsCore right before actually
rendering to screen. }
if not FullSize then
glViewport(Rectangle(0, 0, Rect.Width, Rect.Height));
ScreenEffectRTT.RenderBegin;
ScreenEffectRTT.SetTexture(ScreenEffectTextureDest, ScreenEffectTextureTarget);
RenderFromViewEverything;
ScreenEffectRTT.RenderEnd;
SwapValues(ScreenEffectTextureDest, ScreenEffectTextureSrc);
{$ifndef OpenGLES}
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
{$endif}
{$ifndef OpenGLES}
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
if ScreenEffectTextureTarget <> GL_TEXTURE_2D_MULTISAMPLE then
glEnable(ScreenEffectTextureTarget);
if CurrentScreenEffectsNeedDepth then
begin
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
if ScreenEffectTextureTarget <> GL_TEXTURE_2D_MULTISAMPLE then
glEnable(ScreenEffectTextureTarget);
end;
{$endif}
OrthoProjection(0, Rect.Width, 0, Rect.Height);
RenderWithScreenEffectsCore;
{$ifndef OpenGLES}
if CurrentScreenEffectsNeedDepth then
begin
glActiveTexture(GL_TEXTURE1);
if ScreenEffectTextureTarget <> GL_TEXTURE_2D_MULTISAMPLE then
glDisable(ScreenEffectTextureTarget); // TODO: should be done by glPopAttrib, right? enable_bit contains it?
end;
glActiveTexture(GL_TEXTURE0);
if ScreenEffectTextureTarget <> GL_TEXTURE_2D_MULTISAMPLE then
glDisable(ScreenEffectTextureTarget); // TODO: should be done by glPopAttrib, right? enable_bit contains it?
{$endif}
{ at the end, we left active texture as default GL_TEXTURE0 }
{$ifndef OpenGLES}
glPopAttrib;
{$endif}
end;
end;
procedure TCastleAbstractViewport.RenderOnScreen(ACamera: TCamera);
begin
RenderingCamera.Target := rtScreen;
RenderingCamera.FromCameraObject(ACamera, nil);
if not RenderWithScreenEffects then
begin
{ Rendering directly to the screen, when no screen effects are used. }
if not FullSize then
{ Use Scissor to limit what glClear clears. }
ScissorEnable(Rect);
RenderFromViewEverything;
if not FullSize then
ScissorDisable;
end;
end;
function TCastleAbstractViewport.GetScreenEffects(const Index: Integer): TGLSLProgram;
begin
if ScreenSpaceAmbientOcclusion and (SSAOShader <> nil) then
begin
if Index = 0 then
Result := SSAOShader else
Result := GetMainScene.ScreenEffects(Index - 1);
end else
if GetMainScene <> nil then
Result := GetMainScene.ScreenEffects(Index) else
{ no Index is valid, since ScreenEffectsCount = 0 in this class }
Result := nil;
end;
function TCastleAbstractViewport.ScreenEffectsCount: Integer;
begin
if GetMainScene <> nil then
Result := GetMainScene.ScreenEffectsCount else
Result := 0;
if ScreenSpaceAmbientOcclusion and (SSAOShader <> nil) then
Inc(Result);
end;
function TCastleAbstractViewport.ScreenEffectsNeedDepth: boolean;
begin
if ScreenSpaceAmbientOcclusion and (SSAOShader <> nil) then
Exit(true);
if GetMainScene <> nil then
Result := GetMainScene.ScreenEffectsNeedDepth else
Result := false;
end;
procedure TCastleAbstractViewport.GLContextOpen;
var
VS, FS: string;
begin
inherited;
if SSAOShader = nil then
begin
if TGLSLProgram.ClassSupport <> gsNone then
begin
try
SSAOShader := TGLSLProgram.Create;
VS := ScreenEffectVertex;
FS := ScreenEffectFragment(true) + {$I ssao.glsl.inc};
if Log and LogShaders then
WritelnLogMultiline('GLSL SSAO shader',
'SSAO vertex shader:' + NL + VS + NL +
'SSAO fragment shader:' + NL + FS);
SSAOShader.AttachVertexShader(VS);
SSAOShader.AttachFragmentShader(FS);
SSAOShader.Link(true);
SSAOShader.UniformNotFoundAction := uaIgnore;
except
on E: EGLSLError do
begin
if Log then
WritelnLog('GLSL', 'Error when initializing GLSL shader for ScreenSpaceAmbientOcclusionShader: ' + E.Message);
FreeAndNil(SSAOShader);
ScreenSpaceAmbientOcclusion := false;
end;
end;
end;
end;
end;
procedure TCastleAbstractViewport.GLContextClose;
begin
glFreeTexture(ScreenEffectTextureDest);
glFreeTexture(ScreenEffectTextureSrc);
glFreeTexture(ScreenEffectTextureDepth);
ScreenEffectTextureTarget := 0; //< clear, for safety
FreeAndNil(ScreenEffectRTT);
FreeAndNil(SSAOShader);
glFreeBuffer(ScreenPointVbo);
inherited;
end;
function TCastleAbstractViewport.ScreenSpaceAmbientOcclusionAvailable: boolean;
begin
Result := (SSAOShader<>nil);
end;
procedure TCastleAbstractViewport.SetScreenSpaceAmbientOcclusion(const Value: boolean);
begin
if FScreenSpaceAmbientOcclusion <> Value then
begin
FScreenSpaceAmbientOcclusion := Value;
VisibleChange;
end;
end;
procedure TCastleAbstractViewport.CameraAnimateToDefault(const Time: TFloatTime);
var
DefCamera: TCamera;
begin
if Camera = nil then
Camera := CreateDefaultCamera(nil) else
begin
DefCamera := CreateDefaultCamera(nil);
try
Camera.AnimateTo(DefCamera, Time);
finally FreeAndNil(DefCamera) end;
end;
end;
function TCastleAbstractViewport.CreateDefaultCamera: TCamera;
begin
Result := CreateDefaultCamera(Self);
end;
function TCastleAbstractViewport.Statistics: TRenderStatistics;
begin
Result := FRenderParams.Statistics;
end;
function TCastleAbstractViewport.SensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean;
begin
Result := (Camera <> nil) and Camera.SensorRotation(X, Y, Z, Angle, SecondsPassed * GetTimeScale);
end;
function TCastleAbstractViewport.SensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean;
begin
Result := (Camera <> nil) and Camera.SensorTranslation(X, Y, Z, Length, SecondsPassed * GetTimeScale);
end;
{ TCastleAbstractViewportList -------------------------------------------------- }
function TCastleAbstractViewportList.UsesShadowVolumes: boolean;
var
I: Integer;
MainLightPosition: TVector4Single; { ignored }
V: TCastleAbstractViewport;
begin
for I := 0 to Count - 1 do
begin
V := Items[I];
if GLFeatures.ShadowVolumesPossible and
V.ShadowVolumes and
V.MainLightForShadows(MainLightPosition) then
Exit(true);
end;
Result := false;
end;
{ T3DWorldConcrete ----------------------------------------------------------- }
type
{ Root of T3D hierarchy lists.
Owner is always non-nil, always a TCastleSceneManager. }
T3DWorldConcrete = class(T3DWorld)
public
function Owner: TCastleSceneManager;
procedure VisibleChangeHere(const Changes: TVisibleChanges); override;
procedure CursorChange; override;
function CollisionIgnoreItem(const Sender: TObject;
const Triangle: P3DTriangle): boolean; override;
function GravityUp: TVector3Single; override;
function Player: T3DAlive; override;
function BaseLights: TAbstractLightInstancesList; override;
function Sectors: TSectorList; override;
function Water: TBox3D; override;
function WorldMoveAllowed(
const OldPos, ProposedNewPos: TVector3Single; out NewPos: TVector3Single;
const IsRadius: boolean; const Radius: Single;
const OldBox, NewBox: TBox3D;
const BecauseOfGravity: boolean): boolean; override;
function WorldMoveAllowed(
const OldPos, NewPos: TVector3Single;
const IsRadius: boolean; const Radius: Single;
const OldBox, NewBox: TBox3D;
const BecauseOfGravity: boolean): boolean; override;
function WorldHeight(const Position: TVector3Single;
out AboveHeight: Single; out AboveGround: P3DTriangle): boolean; override;
function WorldLineOfSight(const Pos1, Pos2: TVector3Single): boolean; override;
function WorldRay(const RayOrigin, RayDirection: TVector3Single): TRayCollision; override;
end;
function T3DWorldConcrete.Owner: TCastleSceneManager;
begin
Result := TCastleSceneManager(inherited Owner);
end;
procedure T3DWorldConcrete.VisibleChangeHere(const Changes: TVisibleChanges);
begin
Owner.ItemsVisibleChange(Changes);
end;
procedure T3DWorldConcrete.CursorChange;
begin
Owner.ItemsAndCameraCursorChange(Self { Sender is ignored now anyway });
end;
function T3DWorldConcrete.CollisionIgnoreItem(const Sender: TObject;
const Triangle: P3DTriangle): boolean;
begin
Result := Owner.CollisionIgnoreItem(Sender, Triangle);
end;
function T3DWorldConcrete.GravityUp: TVector3Single;
begin
Result := Owner.GravityUp;
end;
function T3DWorldConcrete.Player: T3DAlive;
begin
Result := Owner.Player;
end;
function T3DWorldConcrete.BaseLights: TAbstractLightInstancesList;
begin
Result := Owner.BaseLights;
end;
function T3DWorldConcrete.Sectors: TSectorList;
begin
Result := Owner.Sectors;
end;
function T3DWorldConcrete.Water: TBox3D;
begin
Result := Owner.Water;
end;
function T3DWorldConcrete.WorldMoveAllowed(
const OldPos, ProposedNewPos: TVector3Single; out NewPos: TVector3Single;
const IsRadius: boolean; const Radius: Single;
const OldBox, NewBox: TBox3D;
const BecauseOfGravity: boolean): boolean;
begin
Result := MoveCollision(OldPos, ProposedNewPos, NewPos, IsRadius, Radius,
OldBox, NewBox, @CollisionIgnoreItem);
if Result then
Result := Owner.MoveAllowed(OldPos, NewPos, BecauseOfGravity);
end;
function T3DWorldConcrete.WorldMoveAllowed(
const OldPos, NewPos: TVector3Single;
const IsRadius: boolean; const Radius: Single;
const OldBox, NewBox: TBox3D;
const BecauseOfGravity: boolean): boolean;
begin
Result := MoveCollision(OldPos, NewPos, IsRadius, Radius,
OldBox, NewBox, @CollisionIgnoreItem);
if Result then
Result := Owner.MoveAllowed(OldPos, NewPos, BecauseOfGravity);
end;
function T3DWorldConcrete.WorldHeight(const Position: TVector3Single;
out AboveHeight: Single; out AboveGround: P3DTriangle): boolean;
begin
Result := HeightCollision(Position, Owner.GravityUp, @CollisionIgnoreItem,
AboveHeight, AboveGround);
end;
function T3DWorldConcrete.WorldLineOfSight(const Pos1, Pos2: TVector3Single): boolean;
begin
Result := not SegmentCollision(Pos1, Pos2,
{ Ignore transparent materials, this means that creatures can see through
glass --- even though they can't walk through it.
CollisionIgnoreItem doesn't matter for LineOfSight. }
@TBaseTrianglesOctree(nil).IgnoreTransparentItem,
true);
end;
function T3DWorldConcrete.WorldRay(
const RayOrigin, RayDirection: TVector3Single): TRayCollision;
begin
Result := RayCollision(RayOrigin, RayDirection,
{ Do not use CollisionIgnoreItem here,
as this is for picking, so the first object should win --- usually.
May be configurable in the future. } nil);
end;
{ TCastleSceneManager -------------------------------------------------------- }
constructor TCastleSceneManager.Create(AOwner: TComponent);
begin
inherited;
FItems := T3DWorldConcrete.Create(Self);
{ Items is displayed and streamed with TCastleSceneManager
(and in the future this should allow design Items.List by IDE),
so make it a correct sub-component. }
FItems.SetSubComponent(true);
FItems.Name := 'Items';
FMoveLimit := EmptyBox3D;
FWater := EmptyBox3D;
FTimeScale := 1;
FDefaultViewport := true;
FViewports := TCastleAbstractViewportList.Create(false);
if DefaultViewport then FViewports.Add(Self);
end;
destructor TCastleSceneManager.Destroy;
var
I: Integer;
begin
{ unregister self from MainScene callbacs,
make MainScene.RemoveFreeNotification(Self)... this is all
done by SetMainScene(nil) already. }
MainScene := nil;
{ unregister free notification from these objects }
SetMouseRayHit(nil);
Player := nil;
if FViewports <> nil then
begin
for I := 0 to FViewports.Count - 1 do
if FViewports[I] is TCastleViewport then
begin
Assert(TCastleViewport(FViewports[I]).SceneManager = Self);
{ Set SceneManager by direct field (FSceneManager),
otherwise TCastleViewport.SetSceneManager would try to update
our Viewports list, that we iterate over right now... }
TCastleViewport(FViewports[I]).FSceneManager := nil;
end;
FreeAndNil(FViewports);
end;
FreeAndNil(FSectors);
FreeAndNil(Waypoints);
FreeAndNil(DefaultHeadlightNode);
inherited;
end;
procedure TCastleSceneManager.ItemsVisibleChange(const Changes: TVisibleChanges);
begin
{ pass visible change notification "upward" (as a TUIControl, to container) }
VisibleChange;
{ pass visible change notification "downward", to all children T3D }
Items.VisibleChangeNotification(Changes);
end;
procedure TCastleSceneManager.GLContextOpen;
begin
inherited;
{ We actually need to do it only if GLFeatures.ShadowVolumesPossible
and ShadowVolumes for any viewport.
But we can as well do it always, it's harmless (just checks some GL
extensions). (Otherwise we'd have to handle SetShadowVolumes.) }
if ShadowVolumeRenderer = nil then
begin
FShadowVolumeRenderer := TGLShadowVolumeRenderer.Create;
ShadowVolumeRenderer.GLContextOpen;
end;
end;
procedure TCastleSceneManager.GLContextClose;
begin
Items.GLContextClose;
FreeAndNil(FShadowVolumeRenderer);
inherited;
end;
function TCastleSceneManager.CreateDefaultCamera(AOwner: TComponent): TCamera;
var
Box: TBox3D;
Position, Direction, Up, GravUp: TVector3Single;
begin
Box := Items.BoundingBox;
if MainScene <> nil then
Result := MainScene.CreateCamera(AOwner, Box) else
begin
CameraViewpointForWholeScene(Box, 2, 1, false, true,
Position, Direction, Up, GravUp);
{ by default, create TUniversalCamera, as this is the most versatile camera,
and it's also what TCastleSceneCore creates (so it's good for consistency,
simple 3D viewers may in practice assume they always have TUniversalCamera).
Operations below set the same stuff as
TExamineCamera.Init and TWalkCamera.Init (but we try to do most by
using TUniversalCamera methods, so that everything is known by
TUniversalCamera fields too). }
Result := TUniversalCamera.Create(AOwner);
(Result as TUniversalCamera).Radius := Box.AverageSize(false, 1.0) * 0.005;
(Result as TUniversalCamera).Examine.ModelBox := Box;
(Result as TUniversalCamera).Walk.GravityUp := GravUp;
(Result as TUniversalCamera).SetInitialView(Position, Direction, Up, false);
(Result as TUniversalCamera).GoToInitial;
end;
end;
function TCastleSceneManager.MouseRayHitContains(const Item: T3D): boolean;
begin
Result := (MouseRayHit <> nil) and
(MouseRayHit.IndexOfItem(Item) <> -1);
end;
procedure TCastleSceneManager.SetMainScene(const Value: TCastleScene);
begin
if FMainScene <> Value then
begin
if FMainScene <> nil then
begin
{ When FMainScene = FPlayer or inside MouseRayHit, leave free notification }
if (not MouseRayHitContains(FMainScene)) { and
// impossible, as FMainScene is TCastleScene and FPlayer is TPlayer
(FMainScene <> FPlayer) } then
FMainScene.RemoveFreeNotification(Self);
FMainScene.OnBoundViewpointVectorsChanged := nil;
FMainScene.OnBoundNavigationInfoFieldsChanged := nil;
{ this SetMainScene may happen from MainScene destruction notification,
when *Stack is already freed. }
if FMainScene.ViewpointStack <> nil then
FMainScene.ViewpointStack.OnBoundChanged := nil;
if FMainScene.NavigationInfoStack <> nil then
FMainScene.NavigationInfoStack.OnBoundChanged := nil;
end;
FMainScene := Value;
if FMainScene <> nil then
begin
FMainScene.FreeNotification(Self);
FMainScene.OnBoundViewpointVectorsChanged := @SceneBoundViewpointVectorsChanged;
FMainScene.OnBoundNavigationInfoFieldsChanged := @SceneBoundNavigationInfoChanged;
FMainScene.ViewpointStack.OnBoundChanged := @SceneBoundViewpointChanged;
FMainScene.NavigationInfoStack.OnBoundChanged := @SceneBoundNavigationInfoChanged;
{ Call initial CameraChanged (this allows ProximitySensors to work
as soon as ProcessEvents becomes true). }
if Camera <> nil then
MainScene.CameraChanged(Camera, CameraToChanges);
end;
end;
end;
procedure TCastleSceneManager.SetMouseRayHit(const Value: TRayCollision);
var
I: Integer;
begin
if FMouseRayHit <> Value then
begin
{ Always keep FreeNotification on every 3D item inside MouseRayHit.
When it's destroyed, our MouseRayHit must be freed too,
it cannot be used in subsequent ItemsAndCameraCursorChange. }
if FMouseRayHit <> nil then
begin
for I := 0 to FMouseRayHit.Count - 1 do
begin
{ leave free notification for 3D item if it's also present somewhere else }
if (FMouseRayHit[I].Item <> FMainScene) and
(FMouseRayHit[I].Item <> FPlayer) then
FMouseRayHit[I].Item.RemoveFreeNotification(Self);
end;
FreeAndNil(FMouseRayHit);
end;
FMouseRayHit := Value;
if FMouseRayHit <> nil then
begin
for I := 0 to FMouseRayHit.Count - 1 do
FMouseRayHit[I].Item.FreeNotification(Self);
end;
end;
end;
procedure TCastleSceneManager.SetPlayer(const Value: TPlayer);
begin
if FPlayer <> Value then
begin
if FPlayer <> nil then
begin
{ leave free notification for FPlayer if it's also present somewhere else }
if { // impossible, as FMainScene is TCastleScene and FPlayer is TPlayer
(FPlayer <> FMainScene) and }
(not MouseRayHitContains(FPlayer)) then
FPlayer.RemoveFreeNotification(Self);
end;
FPlayer := Value;
if FPlayer <> nil then
FPlayer.FreeNotification(Self);
end;
end;
procedure TCastleSceneManager.SetCamera(const Value: TCamera);
begin
if FCamera <> Value then
begin
inherited;
if FCamera <> nil then
begin
{ Call initial CameraChanged (this allows ProximitySensors to work
as soon as ProcessEvents becomes true). }
if MainScene <> nil then
MainScene.CameraChanged(Camera, CameraToChanges);
end;
{ Changing camera changes also the view rapidly. }
if MainScene <> nil then
MainScene.ViewChangedSuddenly;
{ Call OnBoundNavigationInfoChanged when camera instance changed.
This allows code that observes Camera.NavigationType to work,
otherwise OnBoundNavigationInfoChanged may be called only
when Camera = nil (at loading). }
BoundNavigationInfoChanged;
end else
inherited; { not really needed for now, but for safety --- always call inherited }
end;
procedure TCastleSceneManager.Notification(AComponent: TComponent; Operation: TOperation);
begin
inherited;
if Operation = opRemove then
begin
{ set to nil by methods (like SetMainScene), to clean nicely }
if AComponent = FMainScene then
MainScene := nil;
if (AComponent is T3D) and MouseRayHitContains(T3D(AComponent)) then
begin
{ MouseRayHit cannot be used in subsequent ItemsAndCameraCursorChange. }
SetMouseRayHit(nil);
end;
if AComponent = FPlayer then
Player := nil;
end;
end;
function TCastleSceneManager.PositionInside(const Position: TVector2Single): boolean;
begin
{ When not DefaultViewport, then scene manager is not visible. }
Result := DefaultViewport and (inherited PositionInside(Position));
end;
procedure TCastleSceneManager.PrepareResources(const DisplayProgressTitle: string);
var
Options: TPrepareResourcesOptions;
begin
ChosenViewport := nil;
NeedsUpdateGeneratedTextures := false;
{ This preparation is done only once, before rendering all viewports.
No point in doing this when no viewport is configured.
Also, we'll need to use one of viewport's projection here. }
if Viewports.Count <> 0 then
begin
Options := [prRender, prBackground, prBoundingBox, prScreenEffects];
if Viewports.UsesShadowVolumes then
Options := Options + prShadowVolume;
{ We need one viewport, to setup it's projection and to setup it's camera.
There really no perfect choice, although in practice any viewport
should do just fine. For now: use the 1st one on the list.
Maybe in the future we'll need more intelligent method of choosing. }
ChosenViewport := Viewports[0];
{ Apply projection now, as TCastleScene.GLProjection calculates
BackgroundSkySphereRadius, which is used by MainScene.Background.
Otherwise our preparations of "prBackground" here would be useless,
as BackgroundSkySphereRadius will change later, and MainScene.Background
will have to be recreated. }
ChosenViewport.ApplyProjection;
{ RenderingCamera properties must be already set,
since PrepareResources may do some operations on texture gen modes
in WORLDSPACE*. }
RenderingCamera.FromCameraObject(ChosenViewport.Camera, nil);
if DisplayProgressTitle <> '' then
begin
Progress.Init(Items.PrepareResourcesSteps, DisplayProgressTitle, true);
try
Items.PrepareResources(Options, true, BaseLights);
finally Progress.Fini end;
end else
Items.PrepareResources(Options, false, BaseLights);
NeedsUpdateGeneratedTextures := true;
end;
end;
procedure TCastleSceneManager.BeforeRender;
begin
inherited;
if not GetExists then Exit;
PrepareResources;
end;
function TCastleSceneManager.CameraToChanges: TVisibleChanges;
begin
if (MainScene <> nil) and MainScene.HeadlightOn then
Result := [vcVisibleNonGeometry] else
Result := [];
end;
procedure TCastleSceneManager.UpdateGeneratedTexturesIfNeeded;
begin
if NeedsUpdateGeneratedTextures then
begin
NeedsUpdateGeneratedTextures := false;
{ We depend here that right before Render, BeforeRender was called.
We depend on BeforeRender (actually PrepareResources) to set
ChosenViewport and make ChosenViewport.ApplyProjection.
This way below we can use sensible projection near/far calculated
by previous ChosenViewport.ApplyProjection,
and restore viewport used by previous ChosenViewport.ApplyProjection.
This could be moved to PrepareResources without problems, but we want
time needed to render textures be summed into "FPS frame time". }
Items.UpdateGeneratedTextures(@RenderFromViewEverything,
ChosenViewport.FProjection.ProjectionNear,
ChosenViewport.FProjection.ProjectionFar,
ChosenViewport.Rect);
end;
end;
procedure TCastleSceneManager.Render;
begin
if not GetExists then Exit;
UpdateGeneratedTexturesIfNeeded;
inherited;
if not DefaultViewport then Exit;
ApplyProjection;
RenderOnScreen(Camera);
end;
function TCastleSceneManager.PointingDeviceActivate(const Active: boolean): boolean;
{ Try PointingDeviceActivate on 3D stuff hit by RayHit }
function TryActivate(RayHit: TRayCollision): boolean;
var
PassToMainScene: boolean;
I: Integer;
begin
{ call T3D.PointingDeviceActivate on everything, calculate Result }
Result := false;
PassToMainScene := true;
if RayHit <> nil then
for I := 0 to RayHit.Count - 1 do
begin
if RayHit[I].Item = MainScene then
PassToMainScene := false;
Result := PointingDeviceActivate3D(RayHit[I].Item, Active, RayHit.Distance);
if Result then
begin
PassToMainScene := false;
Break;
end;
end;
if PassToMainScene and (MainScene <> nil) then
Result := PointingDeviceActivate3D(MainScene, Active, MaxSingle);
end;
var
MousePosition: TVector2Single;
{ Try PointingDeviceActivate on 3D stuff hit by ray moved by given number
of screen pixels from current mouse position.
Call only if Camera and MousePosition already assigned. }
function TryActivateAround(const Change: TVector2Single): boolean;
var
RayOrigin, RayDirection: TVector3Single;
RayHit: TRayCollision;
begin
Camera.CustomRay(Rect, MousePosition + Change,
FProjection, RayOrigin, RayDirection);
RayHit := CameraRayCollision(RayOrigin, RayDirection);
{ We do not really have to check "RayHit <> nil" below,
as TryActivate can (and should) work even with RayHit=nil case.
However, we know that TryActivate will not do anything new if RayHit=nil
(it will just pass this to MainScene, which was already done before
trying ApproximateActivation). }
Result := (RayHit <> nil) and TryActivate(RayHit);
FreeAndNil(RayHit);
end;
function TryActivateAroundSquare(const Change: Single): boolean;
begin
Result := TryActivateAround(Vector2Single(-Change, -Change)) or
TryActivateAround(Vector2Single(-Change, +Change)) or
TryActivateAround(Vector2Single(+Change, +Change)) or
TryActivateAround(Vector2Single(+Change, -Change)) or
TryActivateAround(Vector2Single( 0, -Change)) or
TryActivateAround(Vector2Single( 0, +Change)) or
TryActivateAround(Vector2Single(-Change, 0)) or
TryActivateAround(Vector2Single(+Change, 0));
end;
{ If Container assigned, set local MousePosition. }
function GetMousePosition: boolean;
var
C: TUIContainer;
begin
C := Container;
Result := C <> nil;
if Result then
MousePosition := C.MousePosition;
end;
begin
Result := TryActivate(MouseRayHit);
if not Result then
begin
if ApproximateActivation and (Camera <> nil) and GetMousePosition then
Result := TryActivateAroundSquare(25) or
TryActivateAroundSquare(50) or
TryActivateAroundSquare(100) or
TryActivateAroundSquare(200);
end;
if not Result then
PointingDeviceActivateFailed(Active);
end;
function TCastleSceneManager.PointingDeviceActivate3D(const Item: T3D;
const Active: boolean; const Distance: Single): boolean;
begin
Result := Item.PointingDeviceActivate(Active, Distance);
end;
procedure TCastleSceneManager.PointingDeviceActivateFailed(const Active: boolean);
begin
if Active then
SoundEngine.Sound(stPlayerInteractFailed);
end;
function TCastleSceneManager.PointingDeviceMove(
const RayOrigin, RayDirection: TVector3Single): boolean;
var
PassToMainScene: boolean;
I: Integer;
MainSceneNode: TRayCollisionNode;
begin
{ update MouseRayHit.
We know that RayDirection is normalized now, which is important
to get correct MouseRayHit.Distance. }
SetMouseRayHit(CameraRayCollision(RayOrigin, RayDirection));
{ call T3D.PointingDeviceMove on everything, calculate Result }
Result := false;
PassToMainScene := true;
if MouseRayHit <> nil then
for I := 0 to MouseRayHit.Count - 1 do
begin
if MouseRayHit[I].Item = MainScene then
PassToMainScene := false;
Result := MouseRayHit[I].Item.PointingDeviceMove(MouseRayHit[I], MouseRayHit.Distance);
if Result then
begin
PassToMainScene := false;
Break;
end;
end;
if PassToMainScene and (MainScene <> nil) then
begin
MainSceneNode.Item := MainScene;
{ if ray hit something, then the outermost 3D object should just be our Items,
and it contains the 3D point picked.
This isn't actually used by anything now --- TRayCollisionNode.Point
is for now used only by TCastleSceneCore, and only when Triangle <> nil. }
if MouseRayHit <> nil then
MainSceneNode.Point := MouseRayHit.Last.Point else
MainSceneNode.Point := ZeroVector3Single;
MainSceneNode.RayOrigin := RayOrigin;
MainSceneNode.RayDirection := RayDirection;
MainSceneNode.Triangle := nil;
Result := MainScene.PointingDeviceMove(MainSceneNode, MaxSingle);
end;
end;
procedure TCastleSceneManager.Update(const SecondsPassed: Single;
var HandleInput: boolean);
const
{ Delay between calling SoundEngine.Refresh, in miliseconds. }
SoundRefreshDelay = 100;
var
RemoveItem: TRemoveType;
TimeNow: TMilisecTime;
SecondsPassedScaled: Single;
begin
inherited;
SecondsPassedScaled := SecondsPassed * TimeScale;
if (not Paused) and GetExists then
begin
RemoveItem := rtNone;
Items.Update(SecondsPassedScaled, RemoveItem);
{ we ignore RemoveItem --- main Items list cannot be removed }
{ Calling SoundEngine.Refresh relatively often is important,
to call OnRelease for sound sources that finished playing.
Some of the engine features depend that sounds OnRelease is called
in a timely fashion. Notably: footsteps sound (done in TPlayer.Update)
relies on the fact that OnRelease of it's source will be reported
quickly after sound stopped. }
if SoundEngine.ALActive then
begin
TimeNow := GetTickCount;
if TimeTickSecondLater(LastSoundRefresh, TimeNow, SoundRefreshDelay) then
begin
LastSoundRefresh := TimeNow;
SoundEngine.Refresh;
end;
end;
end;
end;
procedure TCastleSceneManager.CameraVisibleChange(ACamera: TObject);
var
Pos, Dir, Up: TVector3Single;
begin
(ACamera as TCamera).GetView(Pos, Dir, Up);
if (MainScene <> nil) and (ACamera = Camera) then
{ MainScene.CameraChanged will cause MainScene.VisibleChangeHere,
that (assuming here that MainScene is also on Items) will cause
ItemsVisibleChange that will cause our own VisibleChange.
So this way MainScene.CameraChanged will also cause our VisibleChange. }
MainScene.CameraChanged(Camera, CameraToChanges) else
VisibleChange;
SoundEngine.UpdateListener(Pos, Dir, Up);
if Assigned(OnCameraChanged) then
OnCameraChanged(ACamera);
end;
function TCastleSceneManager.CollisionIgnoreItem(const Sender: TObject;
const Triangle: P3DTriangle): boolean;
begin
Result := false;
end;
function TCastleSceneManager.CameraMoveAllowed(ACamera: TWalkCamera;
const ProposedNewPos: TVector3Single; out NewPos: TVector3Single;
const BecauseOfGravity: boolean): boolean;
begin
{ Both version result in calling WorldMoveAllowed.
Player version adds Player.Disable/Enable around, so don't collide with self. }
if Player <> nil then
Result := Player.MoveAllowed(ACamera.Position, ProposedNewPos, NewPos, BecauseOfGravity) else
Result := Items.WorldMoveAllowed(ACamera.Position, ProposedNewPos, NewPos,
true, ACamera.Radius,
{ We prefer to resolve collisions with camera using sphere.
But for T3D implementations that can't use sphere, we can construct box. }
Box3DAroundPoint(ACamera.Position, ACamera.Radius * 2),
Box3DAroundPoint(ProposedNewPos, ACamera.Radius * 2), BecauseOfGravity);
end;
function TCastleSceneManager.CameraHeight(ACamera: TWalkCamera;
const Position: TVector3Single;
out AboveHeight: Single; out AboveGround: P3DTriangle): boolean;
begin
{ Both version result in calling WorldHeight.
Player version adds Player.Disable/Enable around, so don't collide with self. }
if Player <> nil then
Result := Player.Height(Position, AboveHeight, AboveGround) else
Result := Items.WorldHeight(Position, AboveHeight, AboveGround);
end;
function TCastleSceneManager.CameraRayCollision(const RayOrigin, RayDirection: TVector3Single): TRayCollision;
begin
{ Both version result in calling WorldRay.
Player version adds Player.Disable/Enable around, so don't collide with self. }
if Player <> nil then
Result := Player.Ray(RayOrigin, RayDirection) else
Result := Items.WorldRay(RayOrigin, RayDirection);
end;
procedure TCastleSceneManager.BoundViewpointChanged;
begin
if Assigned(OnBoundViewpointChanged) then
OnBoundViewpointChanged(Self);
end;
procedure TCastleSceneManager.BoundNavigationInfoChanged;
begin
if Assigned(OnBoundNavigationInfoChanged) then
OnBoundNavigationInfoChanged(Self);
end;
procedure TCastleSceneManager.SceneBoundViewpointChanged(Scene: TCastleSceneCore);
begin
if Camera <> nil then
Scene.CameraFromViewpoint(Camera, false);
BoundViewpointChanged;
end;
procedure TCastleSceneManager.SceneBoundNavigationInfoChanged(Scene: TCastleSceneCore);
begin
if Camera <> nil then
Scene.CameraFromNavigationInfo(Camera, Items.BoundingBox);
BoundNavigationInfoChanged;
end;
procedure TCastleSceneManager.SceneBoundViewpointVectorsChanged(Scene: TCastleSceneCore);
begin
if Camera <> nil then
Scene.CameraFromViewpoint(Camera, true);
end;
function TCastleSceneManager.GetItems: T3DWorld;
begin
Result := Items;
end;
function TCastleSceneManager.GetMainScene: TCastleScene;
begin
Result := MainScene;
end;
function TCastleSceneManager.GetShadowVolumeRenderer: TGLShadowVolumeRenderer;
begin
Result := ShadowVolumeRenderer;
end;
function TCastleSceneManager.GetMouseRayHit: TRayCollision;
begin
Result := MouseRayHit;
end;
function TCastleSceneManager.GetHeadlightCamera: TCamera;
begin
Result := Camera;
end;
function TCastleSceneManager.GetPlayer: TPlayer;
begin
Result := Player;
end;
function TCastleSceneManager.GetTimeScale: Single;
begin
Result := TimeScale;
end;
procedure TCastleSceneManager.SetDefaultViewport(const Value: boolean);
begin
if Value <> FDefaultViewport then
begin
FDefaultViewport := Value;
if DefaultViewport then
Viewports.Add(Self) else
Viewports.Remove(Self);
end;
end;
function TCastleSceneManager.GravityUp: TVector3Single;
begin
if Camera <> nil then
Result := Camera.GetGravityUp else
Result := DefaultCameraUp;
end;
function TCastleSceneManager.MoveAllowed(const OldPosition, NewPosition: TVector3Single;
const BecauseOfGravity: boolean): boolean;
begin
Result := true;
if MoveLimit.IsEmpty then
begin
{ Don't let objects/camera fall outside of the box because of gravity,
as then they would fall into infinity. }
if BecauseOfGravity then
Result := Items.BoundingBox.PointInside(NewPosition);
end else
Result := MoveLimit.PointInside(NewPosition);
if Assigned(OnMoveAllowed) then
OnMoveAllowed(Self, Result, OldPosition, NewPosition, BecauseOfGravity);
end;
function TCastleSceneManager.Headlight: TAbstractLightNode;
begin
if (MainScene <> nil) and MainScene.HeadlightOn then
begin
Result := MainScene.CustomHeadlight;
if Result = nil then
begin
if DefaultHeadlightNode = nil then
{ Nothing more needed, all DirectionalLight default properties
are suitable for default headlight. }
DefaultHeadlightNode := TDirectionalLightNode.Create('', '');;
Result := DefaultHeadlightNode;
end;
Assert(Result <> nil);
end else
Result := nil;
end;
{ TCastleViewport --------------------------------------------------------------- }
destructor TCastleViewport.Destroy;
begin
SceneManager := nil; { remove Self from SceneManager.Viewports }
inherited;
end;
procedure TCastleViewport.CameraVisibleChange(ACamera: TObject);
begin
VisibleChange;
end;
function TCastleViewport.CameraMoveAllowed(ACamera: TWalkCamera;
const ProposedNewPos: TVector3Single; out NewPos: TVector3Single;
const BecauseOfGravity: boolean): boolean;
begin
if SceneManager <> nil then
Result := SceneManager.CameraMoveAllowed(
ACamera, ProposedNewPos, NewPos, BecauseOfGravity) else
begin
Result := true;
NewPos := ProposedNewPos;
end;
end;
function TCastleViewport.CameraHeight(ACamera: TWalkCamera;
const Position: TVector3Single;
out AboveHeight: Single; out AboveGround: P3DTriangle): boolean;
begin
if SceneManager <> nil then
Result := SceneManager.CameraHeight(ACamera, Position, AboveHeight, AboveGround) else
begin
Result := false;
AboveHeight := MaxSingle;
AboveGround := nil;
end;
end;
function TCastleViewport.CameraRayCollision(const RayOrigin, RayDirection: TVector3Single): TRayCollision;
begin
if SceneManager <> nil then
Result := SceneManager.CameraRayCollision(RayOrigin, RayDirection) else
Result := nil;
end;
function TCastleViewport.CreateDefaultCamera(AOwner: TComponent): TCamera;
begin
Result := SceneManager.CreateDefaultCamera(AOwner);
end;
function TCastleViewport.GetItems: T3DWorld;
begin
Result := SceneManager.Items;
end;
function TCastleViewport.GetMainScene: TCastleScene;
begin
Result := SceneManager.MainScene;
end;
function TCastleViewport.GetShadowVolumeRenderer: TGLShadowVolumeRenderer;
begin
Result := SceneManager.ShadowVolumeRenderer;
end;
function TCastleViewport.GetMouseRayHit: TRayCollision;
begin
Result := SceneManager.MouseRayHit;
end;
function TCastleViewport.GetHeadlightCamera: TCamera;
begin
Result := SceneManager.Camera;
end;
function TCastleViewport.GetPlayer: TPlayer;
begin
Result := SceneManager.Player;
end;
function TCastleViewport.GetTimeScale: Single;
begin
Result := SceneManager.TimeScale;
end;
procedure TCastleViewport.Render;
begin
if not GetExists then Exit;
SceneManager.UpdateGeneratedTexturesIfNeeded;
inherited;
ApplyProjection;
RenderOnScreen(Camera);
end;
function TCastleViewport.PointingDeviceActivate(const Active: boolean): boolean;
begin
Result := (SceneManager <> nil) and
SceneManager.PointingDeviceActivate(Active);
end;
function TCastleViewport.PointingDeviceMove(
const RayOrigin, RayDirection: TVector3Single): boolean;
begin
Result := (SceneManager <> nil) and
SceneManager.PointingDeviceMove(RayOrigin, RayDirection);
end;
procedure TCastleViewport.SetSceneManager(const Value: TCastleSceneManager);
begin
if Value <> FSceneManager then
begin
if SceneManager <> nil then
SceneManager.Viewports.Remove(Self);
FSceneManager := Value;
if SceneManager <> nil then
SceneManager.Viewports.Add(Self);
end;
end;
function TCastleViewport.Headlight: TAbstractLightNode;
begin
{ Using the SceneManager.Headlight allows to share a DefaultHeadlightNode
with all viewports sharing the same SceneManager.
This is useful for tricks like view3dscene scene manager,
that like to have a headlight node common for the 3D world,
regardless if it's coming from MainScene or from DefaultHeadlightNode. }
Result := SceneManager.Headlight;
end;
initialization
{ Basic shortcuts. }
Input_Attack := TInputShortcut.Create(nil, 'Attack', 'attack', igBasic);
Input_Attack.Assign(K_Ctrl, K_None, #0, false, mbLeft);
Input_Attack.GroupOrder := -100; { before other (player) shortcuts }
{ Items shortcuts. }
Input_InventoryShow := TInputShortcut.Create(nil, 'Inventory show / hide', 'inventory_toggle', igItems);
Input_InventoryShow.Assign(K_None, K_None, #0, false, mbLeft);
Input_InventoryPrevious := TInputShortcut.Create(nil, 'Select previous item', 'inventory_previous', igItems);
Input_InventoryPrevious.Assign(K_LeftBracket, K_None, #0, false, mbLeft, mwUp);
Input_InventoryNext := TInputShortcut.Create(nil, 'Select next item', 'inventory_next', igItems);
Input_InventoryNext.Assign(K_RightBracket, K_None, #0, false, mbLeft, mwDown);
Input_UseItem := TInputShortcut.Create(nil, 'Use (or equip) selected item', 'item_use', igItems);
Input_UseItem.Assign(K_Enter, K_None, #0, false, mbLeft);
Input_DropItem := TInputShortcut.Create(nil, 'Drop selected item', 'item_drop', igItems);
Input_DropItem.Assign(K_None, K_None, #0, false, mbLeft);
{ Other shortcuts. }
Input_Interact := TInputShortcut.Create(nil, 'Interact (press, open door)', 'interact', igOther);
Input_Interact.Assign(K_None, K_None, #0, true, mbLeft);
Input_CancelFlying := TInputShortcut.Create(nil, 'Cancel flying spell', 'cancel_flying', igOther);
Input_CancelFlying.Assign(K_None, K_None, #0, false, mbLeft);
end.
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