/usr/src/castle-game-engine-5.0.0/x3d/opengl/castlesceneinternalblending.pas is in castle-game-engine-src 5.0.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2003-2014 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.
----------------------------------------------------------------------------
}
{ Blending management for OpenGL rendering.
@exclude Internal unit for CastleScene. }
unit CastleSceneInternalBlending;
{$I castleconf.inc}
{$modeswitch nestedprocvars}{$H+}
interface
uses CastleSceneCore, CastleGL, CastleShapes, CastleSceneInternalShape;
type
TBlendingRenderer = class
private
SceneCore: TCastleSceneCore;
SourceFactorSet, DestinationFactorSet: TGLEnum;
function DefaultSourceFactor: TGLEnum;
function DefaultDestinationFactor: TGLEnum;
public
constructor Create(const AScene: TCastleSceneCore);
procedure RenderBegin;
{ Determine what blending source/destination factors
to use for rendering Shape, and set OpenGL glBlendFunc. }
procedure BeforeRenderShape(const Shape: TShape);
end;
{ Fill a TShapeList with only opaque (UseBlending = @false) or
only transparent shapes (UseBlending = @true). }
procedure ShapesFilterBlending(
Tree: TShapeTree;
const OnlyActive, OnlyVisible, OnlyCollidable: boolean;
TestShapeVisibility: TTestShapeVisibility;
const FilteredShapes: TShapeList; const UseBlending: boolean);
implementation
uses SysUtils, CastleGLUtils, CastleLog, CastleWarnings, X3DNodes, CastleScene;
function BlendingFactorNameToStr(S: string;
out Factor: TGLEnum;
var NeedsConstColor, NeedsConstAlpha: boolean;
Source: boolean): boolean; forward;
{ TBlendingRenderer ---------------------------------------------------------- }
{$define Scene := TCastleScene(SceneCore)}
constructor TBlendingRenderer.Create(const AScene: TCastleSceneCore);
begin
inherited Create;
SceneCore := AScene;
end;
function TBlendingRenderer.DefaultSourceFactor: TGLEnum;
begin
Result := Scene.Attributes.BlendingSourceFactor;
end;
function TBlendingRenderer.DefaultDestinationFactor: TGLEnum;
begin
Result := Scene.Attributes.BlendingDestinationFactor;
end;
procedure TBlendingRenderer.RenderBegin;
begin
{ Set glBlendFunc using Attributes.BlendingXxxFactor }
SourceFactorSet := DefaultSourceFactor;
DestinationFactorSet := DefaultDestinationFactor;
glBlendFunc(SourceFactorSet, DestinationFactorSet);
end;
procedure TBlendingRenderer.BeforeRenderShape(const Shape: TShape);
{ Looks at Scene.Attributes.BlendingXxx and Appearance.blendMode of X3D node.
If different than currently set, then changes BlendingXxxFactorSet and updates
by glBlendFunc. This way, we avoid calling glBlendFunc too often
(which is potentially costly, since it changes GL state). }
var
B: TBlendModeNode;
NewSrc, NewDest: TGLEnum;
NeedsConstColor, NeedsConstAlpha: boolean;
begin
NeedsConstColor := false;
NeedsConstAlpha := false;
B := Shape.State.BlendMode;
if B <> nil then
begin
if not BlendingFactorNameToStr(B.FdSrcFactor.Value, NewSrc, NeedsConstColor, NeedsConstAlpha, true) then
NewSrc := DefaultSourceFactor;
if not BlendingFactorNameToStr(B.FdDestFactor.Value, NewDest, NeedsConstColor, NeedsConstAlpha, false) then
NewDest := DefaultDestinationFactor;
end else
begin
NewSrc := DefaultSourceFactor;
NewDest := DefaultDestinationFactor;
end;
if (SourceFactorSet <> NewSrc) or
(DestinationFactorSet <> NewDest) then
begin
SourceFactorSet := NewSrc;
DestinationFactorSet := NewDest;
glBlendFunc(SourceFactorSet, DestinationFactorSet);
end;
{ We track last source/dest factor, but we don't track last constant color/alpha.
So just set them always, if needed. }
if GLFeatures.BlendConstant then
begin
if NeedsConstColor then
begin
Assert(B <> nil);
glBlendColor(
B.FdColor.Value[0],
B.FdColor.Value[1],
B.FdColor.Value[2],
1 - B.FdColorTransparency.Value);
end else
if NeedsConstAlpha then
begin
Assert(B <> nil);
glBlendColor(0, 0, 0, 1 - B.FdColorTransparency.Value);
end;
end;
end;
{ global --------------------------------------------------------------------- }
{ Given blending name (as defined by VRML BlendMode node spec,
http://www.instantreality.org/documentation/nodetype/BlendMode/),
returns @true and corresponding OpenGL constant as Factor.
Returns @false if S doesn't match any known name, or it's "none",
or it's not supported by current OpenGL implementation (some factors
may require newer OpenGL versions), or it's not for this kind
(which means it's not for source factor if Source = true,
or it's not for dest factor is Source = false).
If returns @true, then also updates NeedsConstXxx.
"Updates" means that always does something like
NeedsConstXxx := NeedsConstXxx or <this factor needs them>;
so can only change from false to true.
}
function BlendingFactorNameToStr(S: string;
out Factor: TGLEnum;
var NeedsConstColor, NeedsConstAlpha: boolean;
Source: boolean): boolean;
type
TBlendingFactor = record
Name: string;
GL: TGLEnum;
Source, Dest: boolean;
NeedsConstColor, NeedsConstAlpha: boolean;
end;
const
BlendingFactors: array [0..15] of TBlendingFactor =
(
{ Three most frequently used values are placed at the beginning of the list,
for speedup. }
(Name: 'src_alpha' ; GL: GL_SRC_ALPHA ; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'one_minus_src_alpha' ; GL: GL_ONE_MINUS_SRC_ALPHA ; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'one' ; GL: GL_ONE ; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'none' ; GL: GL_NONE ; Source: false; Dest: false; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'zero' ; GL: GL_ZERO ; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'dst_color' ; GL: GL_DST_COLOR ; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'src_color' ; GL: GL_SRC_COLOR ; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'one_minus_dst_color' ; GL: GL_ONE_MINUS_DST_COLOR ; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'one_minus_src_color' ; GL: GL_ONE_MINUS_SRC_COLOR ; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'dst_alpha' ; GL: GL_DST_ALPHA ; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'one_minus_dst_alpha' ; GL: GL_ONE_MINUS_DST_ALPHA ; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'src_alpha_saturate' ; GL: GL_SRC_ALPHA_SATURATE ; Source: true ; Dest: false; NeedsConstColor: false; NeedsConstAlpha: false),
(Name: 'constant_color' ; GL: GL_CONSTANT_COLOR ; Source: true ; Dest: true ; NeedsConstColor: true ; NeedsConstAlpha: false),
(Name: 'one_minus_constant_color'; GL: GL_ONE_MINUS_CONSTANT_COLOR; Source: true ; Dest: true ; NeedsConstColor: true ; NeedsConstAlpha: false),
(Name: 'constant_alpha' ; GL: GL_CONSTANT_ALPHA ; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: true ),
(Name: 'one_minus_constant_alpha'; GL: GL_ONE_MINUS_CONSTANT_ALPHA; Source: true ; Dest: true ; NeedsConstColor: false; NeedsConstAlpha: true )
);
SourceToStr: array [boolean] of string = ('destination', 'source');
var
I: Integer;
begin
Result := false;
S := LowerCase(S);
for I := Low(BlendingFactors) to High(BlendingFactors) do
if BlendingFactors[I].Name = S then
begin
if Source then
Result := BlendingFactors[I].Source else
Result := BlendingFactors[I].Dest;
if Result then
begin
Factor := BlendingFactors[I].GL;
{ check is GL version enough, or some GL extensions available
for more exotic factors. }
if BlendingFactors[I].NeedsConstColor or
BlendingFactors[I].NeedsConstAlpha then
begin
if not GLFeatures.BlendConstant then
begin
if Log then
WritelnLog('Blending', Format('Blending factor "%s" not available. It requires OpenGL >= 1.4 or ARB_imaging or OpenGL ES >= 2.0 extension, and is known to not work with fglrx (ATI Linux drivers)', [S]));
Exit(false);
end;
end;
{$ifndef OpenGLES}
if not GLFeatures.Version_1_4 then
begin
if ((Factor = GL_SRC_COLOR) or
(Factor = GL_ONE_MINUS_SRC_COLOR)) and Source then
begin
if Log then
WritelnLog('Blending', Format('Blending factor "%s" as "source" requires OpenGL 1.4', [S]));
Exit(false);
end;
if ((Factor = GL_DST_COLOR) or
(Factor = GL_ONE_MINUS_DST_COLOR)) and not Source then
begin
if Log then
WritelnLog('Blending', Format('Blending factor "%s" as "destination" requires OpenGL 1.4', [S]));
Exit(false);
end;
end;
{$endif}
NeedsConstColor := NeedsConstColor or BlendingFactors[I].NeedsConstColor;
NeedsConstAlpha := NeedsConstAlpha or BlendingFactors[I].NeedsConstAlpha;
end;
Break;
end;
if not Result then
OnWarning(wtMajor, 'VRML/X3D', Format('Unknown blending %s factor name "%s"',
[ SourceToStr[Source], S ]));
end;
procedure ShapesFilterBlending(
Tree: TShapeTree;
const OnlyActive, OnlyVisible, OnlyCollidable: boolean;
TestShapeVisibility: TTestShapeVisibility;
const FilteredShapes: TShapeList; const UseBlending: boolean);
procedure AddToList(Shape: TShape);
begin
if TGLShape(Shape).UseBlending = UseBlending then
FilteredShapes.Add(Shape);
end;
procedure AddToListIfTested(Shape: TShape);
begin
if (TGLShape(Shape).UseBlending = UseBlending) and
TestShapeVisibility(TGLShape(Shape)) then
FilteredShapes.Add(Shape);
end;
var
Capacity: Integer;
begin
FilteredShapes.Clear;
{ Set Capacity to max value at the beginning, to speed adding items later. }
Capacity := Tree.ShapesCount(OnlyActive, OnlyVisible, OnlyCollidable);
FilteredShapes.Capacity := Capacity;
if Assigned(TestShapeVisibility) then
Tree.Traverse(@AddToListIfTested, OnlyActive, OnlyVisible, OnlyCollidable) else
Tree.Traverse(@AddToList, OnlyActive, OnlyVisible, OnlyCollidable);
end;
end.
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