/usr/src/castle-game-engine-5.0.0/x3d/x3dshadowmaps.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 2010-2014 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.
----------------------------------------------------------------------------
}
{ Shadow maps internal utilities. }
unit X3DShadowMaps;
{$modeswitch nestedprocvars}{$H+}
interface
uses X3DNodes, CastleShapes;
type
TShadowSampling = (ssSimple,
{ Percentage Closer Filtering improve shadow maps look, by sampling
the depth map a couple of times. They also make shadow more blurry
(increase shadow map size to counteract this), and a little slower.
They may also introduce new artifacts (due to bad interaction
with the "polygon offset" of shadow map). }
ssPCF4, ssPCF4Bilinear, ssPCF16,
{ Variance Shadow Maps, see http://www.punkuser.net/vsm/ .
This may generally produce superior
results, as shadow maps can be then filtered like normal textures
(bilinear, mipmaps, anisotropic filtering). So shadows look much nicer
from very close and very far distances.
However, this requires new GPU, and may cause artifacts on some scenes. }
ssVarianceShadowMaps);
const
ShadowSamplingNames: array [TShadowSampling] of string =
( 'Simple', 'PCF 4', 'PCF 4 Bilinear', 'PCF 16', 'Variance Shadow Maps (Experimental)' );
DefaultShadowSampling = ssPCF16;
{ Automatically handle VRML/X3D "receiveShadows" field
by inserting appropriate lower-level nodes.
If Enable is @true, the appropriate lower-level nodes are added,
or replaced (if they already existed, because you call
ProcessShadowMapsReceivers again).
If Enable is @false, the appropriate nodes (added by previous calls to
ProcessShadowMapsReceivers) will be removed instead.
For each shape with "receiveShadows", we:
@orderedList(
@item(extend it's "texture" field with appropriate GeneratedShadowMap,)
@item(extend it's "texCoord" field with appropriate
ProjectedTextureCoordinate,)
) }
procedure ProcessShadowMapsReceivers(Model: TX3DNode; Shapes: TShapeTree;
const Enable: boolean;
const DefaultShadowMapSize: Cardinal);
implementation
uses SysUtils, CastleUtils, CastleStringUtils, CastleWarnings,
CastleBoxes, CastleLog, CastleVectors, CastleGenericLists;
const
{ Suffix of VRML node names created by ProcessShadowMapsReceivers
transformation. }
NodeNameSuffix = '_generated_by_ProcessShadowMapsReceivers';
type
{ Information about light source relevant for shadow maps. }
TLight = record
Light: TAbstractLightNode;
ShadowMap: TGeneratedShadowMapNode;
TexGen: TProjectedTextureCoordinateNode;
MaxShadowReceiverDistance: Single;
end;
PLight = ^TLight;
TLightList = class(specialize TGenericStructList<TLight>)
public
DefaultShadowMapSize: Cardinal;
ShadowMapShaders: array [boolean, 0..1] of TComposedShaderNode;
ShadowCastersBox: TBox3D;
LightsCastingOnEverything: TX3DNodeList;
{ Find existing or add new TLight record for this light node.
This also creates shadow map and texture generator nodes for this light. }
function FindLight(Light: TAbstractLightNode): PLight;
procedure ShapeRemove(Shape: TShape);
procedure ShapeAdd(Shape: TShape);
{ Finish calculating light's projectionXxx parameters,
and assing them to the light node. }
procedure HandleLightAutomaticProjection(const Light: TLight);
{ Add light node to LightsCastingOnEverything, if shadows=TRUE. }
procedure HandleLightCastingOnEverything(Node: TX3DNode);
end;
function TLightList.FindLight(Light: TAbstractLightNode): PLight;
var
I: Integer;
LightUniqueName: string;
begin
for I := 0 to Count - 1 do
if L[I].Light = Light then Exit(Addr(L[I]));
{ add a new TLight record }
Result := Add;
Result^.Light := Light;
Result^.MaxShadowReceiverDistance := 0;
{ Assign unique nodenames to the created ShadowMap and TexGen nodes,
this way when saving they will be shared by DEF/USE.
Based on LightUniqueName. }
LightUniqueName := Light.NodeName;
if LightUniqueName = '' then
LightUniqueName := 'Light' + IntToStr(Random(1000000));
{ create new (or use existing) GeneratedShadowMap node }
if (Light.FdDefaultShadowMap.Value <> nil) and
(Light.FdDefaultShadowMap.Value is TGeneratedShadowMapNode) then
begin
Result^.ShadowMap := TGeneratedShadowMapNode(Light.FdDefaultShadowMap.Value);
{ TODO: for now, we remove the shadow map from defaultShadowMap,
otherwise we would have a loop in our VRML nodes graph
(light contains defaultShadowMap that contains GeneratedShadowMap
with light field pointing again to the parent light).
And we currently cannot handle nicely such loops (our parser
never creates them, our enumeration routines assume they don't exist
etc.) This will be eventually fixed (something like PTraversingInfo
will be used all around TX3DNode.DirectEnumerate*, and checked to avoid
visiting nodes we're already inside), VRML/X3D actually require
us to handle it in some Script cases anyway. }
Result^.ShadowMap.KeepExistingBegin;
Light.FdDefaultShadowMap.Value := nil;
Result^.ShadowMap.KeepExistingEnd;
{ To avoid losing the information about default shadow map size etc.
(which may be useful later, if we call ProcessShadowMapsReceivers again on the same model,
for example if user turns off/on shadow maps), we save important fields
inside Light properties. }
Light.DefaultShadowMapSave(Result^.ShadowMap);
end else
begin
Result^.ShadowMap := TGeneratedShadowMapNode.Create('', '');
if not Light.DefaultShadowMapLoad(Result^.ShadowMap) then
begin
Result^.ShadowMap.FdUpdate.Value := upAlways;
Result^.ShadowMap.FdSize.Value := DefaultShadowMapSize;
end;
end;
{ Regardless if this is taken from defaultShadowMap or created,
always set "light" to our light. This way user doesn't have to
specify defaultShadowMap.light is the same light. }
Result^.ShadowMap.FdLight.Value := Light;
{ Regardless if this is taken from defaultShadowMap or created,
set NodeName, such that it has NodeNameSuffix. This is needed for
HandleShadowMap, so that it can be removed later. }
Result^.ShadowMap.NodeName := LightUniqueName + '_ShadowMap' + NodeNameSuffix;
{ create new ProjectedTextureCoordinate node }
Result^.TexGen := TProjectedTextureCoordinateNode.Create('', '');
Result^.TexGen.NodeName := LightUniqueName + '_TexGen' + NodeNameSuffix;
Result^.TexGen.FdProjector.Value := Light;
end;
{ If this shape was processed by some ShapeAdd previously,
removed the ProjectedTextureCoordinate and GeneratedShadowMap nodes we added. }
procedure TLightList.ShapeRemove(Shape: TShape);
{ Remove old GeneratedShadowMap nodes that we added. }
procedure RemoveOldShadowMap(Texture: TMFNode);
var
I: Integer;
begin
I := 0;
while I < Texture.Count do
if IsSuffix(NodeNameSuffix, Texture[I].NodeName) and
(Texture[I] is TGeneratedShadowMapNode) then
Texture.Delete(I) else
Inc(I);
end;
{ Remove old ProjectedTextureCoordinate nodes that we added. }
procedure RemoveOldTexGen(TexCoord: TMFNode);
var
I: Integer;
begin
I := 0;
while I < TexCoord.Count do
if IsSuffix(NodeNameSuffix, TexCoord[I].NodeName) and
(TexCoord[I] is TProjectedTextureCoordinateNode) then
TexCoord.Delete(I) else
Inc(I);
end;
begin
if Shape.Node <> nil then
begin
if Shape.Node.Texture is TMultiTextureNode then
RemoveOldShadowMap(TMultiTextureNode(Shape.Node.Texture).FdTexture);
if (Shape.Geometry.TexCoordField <> nil) and
(Shape.Geometry.TexCoordField.Value <> nil) and
(Shape.Geometry.TexCoordField.Value is TMultiTextureCoordinateNode) then
RemoveOldTexGen(TMultiTextureCoordinateNode(Shape.Geometry.TexCoordField.Value).FdTexCoord);
end;
end;
procedure TLightList.ShapeAdd(Shape: TShape);
{ Add ShadowMap to the textures used by the shape.
Always converts Texture to TMultiTextureNode, to add the shadow map
preserving old texture.
Returns the count of textures in TexturesCount, not counting the last
ShadowMap texture. }
procedure HandleShadowMap(var Texture: TAbstractTextureNode;
const ShadowMap: TGeneratedShadowMapNode; out TexturesCount: Cardinal);
var
MTexture: TMultiTextureNode;
begin
{ calculate MTexture }
if (Texture <> nil) and
(Texture is TMultiTextureNode) then
begin
{ if Texture already is MultiTexture, then we're already Ok }
MTexture := TMultiTextureNode(Texture);
end else
begin
MTexture := TMultiTextureNode.Create('', '');
if Texture <> nil then
begin
{ set position in parent only for more deterministic output
(new "texture" field on the same position) }
MTexture.PositionInParent := Texture.PositionInParent;
MTexture.FdTexture.Add(Texture);
end;
Texture := MTexture;
end;
Assert(Texture = MTexture);
TexturesCount := MTexture.FdTexture.Count;
{ If the texture that we want to add is already present, abort.
This may happen, as HandleLight may iterate many times over
the same light. }
if MTexture.FdTexture.Items.IndexOf(ShadowMap) <> -1 then
begin
Dec(TexturesCount);
Exit;
end;
MTexture.FdTexture.Add(ShadowMap);
end;
{ Add to the texCoord field.
Converts texCoord to TMultiTextureCoordinateNode,
to preserve previous tex coord.
May remove some texCoord nodes, knowing that only the 1st
RelevantTexCoordsCount nodes are used.
May add some texCoord nodes (with TextureCoordinateGenerator = BOUNDS),
to make sure that we have at least RelevantTexCoordsCount nodes.
Makes sure that the count of texCoords is exactly RelevantTexCoordsCount,
not counting the last (newly added) TexGen node. }
procedure HandleTexGen(var TexCoord: TX3DNode;
const TexGen: TProjectedTextureCoordinateNode;
const RelevantTexCoordsCount: Cardinal);
{ Resize Coords. If you increase Coords, then new ones
are TextureCoordinateGenerator nodes (with mode=BOUNDS). }
procedure ResizeTexCoord(const Coords: TMFNode; const NewCount: Cardinal);
var
OldCount: Cardinal;
NewTexCoordGen: TTextureCoordinateGeneratorNode;
I: Integer;
begin
OldCount := Coords.Count;
Coords.Count := NewCount;
for I := OldCount to NewCount - 1 do
begin
NewTexCoordGen := TTextureCoordinateGeneratorNode.Create('', '');
NewTexCoordGen.FdMode.Value := 'BOUNDS';
Coords.Replace(I, NewTexCoordGen);
end;
end;
var
MTexCoord: TMultiTextureCoordinateNode;
begin
{ calculate MTexCoord }
if (TexCoord <> nil) and
(TexCoord is TMultiTextureCoordinateNode) then
begin
{ if TexCoord already is MultiTextureCoordinate, then we're already Ok }
MTexCoord := TMultiTextureCoordinateNode(TexCoord);
end else
begin
MTexCoord := TMultiTextureCoordinateNode.Create('', '');
if TexCoord <> nil then
begin
{ set position in parent only for more deterministic output
(new "texCoord" field on the same position) }
MTexCoord.PositionInParent := TexCoord.PositionInParent;
MTexCoord.FdTexCoord.Add(TexCoord);
end;
TexCoord := MTexCoord;
end;
Assert(TexCoord = MTexCoord);
{ If the texcoord that we want to add is already present, abort.
This may happen, as HandleLight may iterate many times over
the same light. }
if MTexCoord.FdTexCoord.Items.IndexOf(TexGen) = -1 then
begin
{ Add new necessary TextureCoordinateGenerator nodes,
or remove unused nodes, to make texCoord size right }
ResizeTexCoord(MTexCoord.FdTexCoord, RelevantTexCoordsCount);
MTexCoord.FdTexCoord.Add(TexGen);
end;
end;
{ Change textureTransform into MultiTextureTransform if necessary.
Otherwise, user's TextureTransform could get ignored, because X3D spec
says that:
"If using a MultiTexture node with a geometry node without
a MultiTextureTransform node, identity matrices are assumed
for all channels."
IOW, direct TextureTransform is ignored when using MultiTexture.
Only MultiTextureTransform is taken into account.
And our HandleShadowMap just changed your texture into MultiTexture.
We do not add/remove from there anything (we do not need any
texture transforms there, X3D will assume identity for texture units
without corresponding TextureTransform node, this is Ok). }
procedure HandleTextureTransform(var TextureTransform: TAbstractTextureTransformNode);
var
MultiTT: TMultiTextureTransformNode;
begin
if (TextureTransform <> nil) and
(TextureTransform is TTextureTransformNode) then
begin
MultiTT := TMultiTextureTransformNode.Create('', '');
{ set position in parent only for more deterministic output
(new "texture" field on the same position) }
MultiTT.PositionInParent := TextureTransform.PositionInParent;
MultiTT.FdTextureTransform.Add(TextureTransform);
TextureTransform := MultiTT;
end;
end;
{ 1. Add necessary ShadowMap
2. Add necessary TexGen
3. Convert texture, texCoord, textureTransform to multi-texture if needed }
procedure HandleLight(LightNode: TAbstractLightNode);
var
Light: PLight;
Texture: TAbstractTextureNode;
TextureTransform: TAbstractTextureTransformNode;
TexCoord: TX3DNode;
TexturesCount: Cardinal;
Box: TBox3D;
MinReceiverDistance, MaxReceiverDistance: Single;
begin
Light := FindLight(LightNode);
Texture := Shape.Node.Texture;
HandleShadowMap(Texture, Light^.ShadowMap, TexturesCount);
Shape.Node.Texture := Texture;
TexCoord := Shape.Geometry.TexCoordField.Value;
HandleTexGen(TexCoord, Light^.TexGen, TexturesCount);
Shape.Geometry.TexCoordField.Value := TexCoord;
if (Shape.Geometry <> Shape.OriginalGeometry) and
(Shape.OriginalGeometry.TexCoordField <> nil) then
begin
{ If this shape uses proxy, the proxy may be freed and regenerated
on some VRML/X3D graph changes. We want this regeneration to
preserve our modifications to the TexCoord, so that shadow maps
still work. So set here original geometry texCoord too,
if possible.
We actually overuse here the fact that within nodes Sphere, Teapot
etc. we allow MultiTexture node with explicit TextureCoordinate
inside.
TODO: this is very far from perfect, makes some assumptions that
are not necessarily true. That's because in case of proxy geometry,
we add back to the original geometry a texCoord designed for proxy.
So e.g. if the vertexes of original shape changed (although they can't,
for now), then generating proxy will use the old texCoord. }
Shape.OriginalGeometry.TexCoordField.Value := TexCoord;
end;
TextureTransform := Shape.Node.TextureTransform;
HandleTextureTransform(TextureTransform);
Shape.Node.TextureTransform := TextureTransform;
Box := Shape.BoundingBox;
if not Box.IsEmpty then
begin
LightNode.Box3DDistances(Box, MinReceiverDistance, MaxReceiverDistance);
MaxTo1st(Light^.MaxShadowReceiverDistance, MaxReceiverDistance);
{ We do not use MinReceiverDistance for anything }
end;
end;
procedure HandleShadowCaster;
begin
ShadowCastersBox.Add(Shape.BoundingBox);
end;
var
I: Integer;
App: TAppearanceNode;
begin
if Shape.Node = nil then
begin
HandleShadowCaster;
Exit; { VRML <= 1.0 shapes cannot be shadow maps receivers,
but they can be shadow casters }
end;
App := Shape.Node.Appearance;
{ If Appearance is NULL, but we should create it --- do it.
Testcase: shadow_maps/primitives.x3dv with appearance commented out. }
if (App = nil) and
(LightsCastingOnEverything.Count <> 0) then
begin
App := TAppearanceNode.Create('', Shape.Node.BaseUrl); { recalculate App }
Shape.Node.Appearance := App;
end;
{ If the previous check left App = nil, then we know this shape
doesn't receiveShadows (LightsCastingOnEverything empty,
and no Appearance -> no receiveShadows field). }
if App = nil then
begin
HandleShadowCaster;
Exit;
end;
if App.FdShadowCaster.Value then
HandleShadowCaster;
{ Check are receiveShadows empty, so we don't check TexCoord existence
when there's no need. }
if (App.FdReceiveShadows.Count = 0) and
(LightsCastingOnEverything.Count = 0) then Exit;
{ HandleLight needs here a shape with geometry with texCoord.
Better check it here, before we start changing anything. }
if Shape.Geometry.TexCoordField = nil then
begin
OnWarning(wtMinor, 'VRML/X3D', 'Geometry node "' + Shape.Geometry.NodeTypeName + '" does not have a texCoord, cannot be shadow maps receiver.');
Exit;
end;
{ Treat lights on "receiveShadows" field and
lights on LightsCastingOnEverything list the same:
call HandleLight on them.
TODO: secure against light both on LightsCastingOnEverything
and "receiveShadows". In fact, remove duplicates from the sum
of both lists. }
for I := 0 to App.FdReceiveShadows.Count - 1 do
if App.FdReceiveShadows[I] is TAbstractLightNode then
HandleLight(TAbstractLightNode(App.FdReceiveShadows[I]));
for I := 0 to LightsCastingOnEverything.Count - 1 do
HandleLight(TAbstractLightNode(LightsCastingOnEverything[I]));
end;
procedure TLightList.HandleLightAutomaticProjection(const Light: TLight);
var
ProjectionNear, ProjectionFar: Single;
begin
if ShadowCastersBox.IsEmpty then
begin
{ No shadow casters? So any sensible values are fine. }
ProjectionNear := 0.1;
ProjectionFar := 1;
end else
begin
{ Projection near/far must include all shadow casters between
light source and the shadow receivers. }
Light.Light.Box3DDistances(ShadowCastersBox, ProjectionNear, ProjectionFar);
MaxTo1st(ProjectionNear, 0);
MinTo1st(ProjectionFar, Light.MaxShadowReceiverDistance);
if ProjectionNear > ProjectionFar then
begin
{ No *important* shadow casters? So any sensible values are fine. }
ProjectionNear := 0.1;
ProjectionFar := 1;
end else
begin
{ So we know now that ProjectionNear >= 0 and
ProjectionFar >= ProjectionNear. }
{ final correction of auto-calculated projectionFar: must be > 0 }
if ProjectionFar <= 0 then
ProjectionFar := 1;
{ final correction of auto-calculated projectionNear: must be > 0,
and preferably > some epsilon of projectionFar (to avoid depth
precision problems). }
MaxTo1st(ProjectionNear, ProjectionFar / 1000);
end;
end;
if Log then
WritelnLog('Shadow Maps', Format('Auto-calculated light source %s projectionNear is %f, projectionFar is %f',
[Light.Light.NodeTypeName, ProjectionNear, ProjectionFar]));
{ Set light node's projectionXxx values, if they are needed. }
if Light.Light.FdProjectionNear.Value = 0 then
Light.Light.FdProjectionNear.Value := ProjectionNear;
if Light.Light.FdProjectionFar.Value = 0 then
Light.Light.FdProjectionFar.Value := ProjectionFar;
end;
procedure TLightList.HandleLightCastingOnEverything(Node: TX3DNode);
begin
if TAbstractLightNode(Node).FdShadows.Value then
LightsCastingOnEverything.Add(Node);
end;
procedure ProcessShadowMapsReceivers(Model: TX3DNode; Shapes: TShapeTree;
const Enable: boolean;
const DefaultShadowMapSize: Cardinal);
var
Lights: TLightList;
procedure HereShapeRemove(Shape: TShape);
begin
Lights.ShapeRemove(Shape);
end;
procedure HereShapeAdd(Shape: TShape);
begin
Lights.ShapeAdd(Shape);
end;
var
L: PLight;
I: Integer;
begin
{ This is valid situation (TCastleSceneCore.RootNode may be nil).
Nothing to do then. }
if Model = nil then Exit;
Lights := TLightList.Create;
try
{ Shapes.Traverse here enumerate all (active and not) shapes.
In case a shape is not active, it may become active later
(e.g. by Switch.whichChoice change), and ProcessShadowMapsReceivers
will not necessarily be run again. So we better account for this
shape already. }
{ We first remove all old GeneratedShadowMap / ProjectedTextureCoordinate
nodes, in one Shapes.Traverse run. Then, if Enable,
we make another Shapes.Traverse run and only add necessary nodes.
Previously I tried to do both (removal and addition) at the same time,
but this was just too error-prone. Notice that multiple shapes may refer
to the same light node. And shapes may have multiple GeneratedShadowMap,
if they receive shadow from more then one light. So it was too easy
to remove a shadow map (or projector) that we have just added... }
Shapes.Traverse(@HereShapeRemove, false);
if Enable then
begin
Lights.DefaultShadowMapSize := DefaultShadowMapSize;
Lights.ShadowCastersBox := EmptyBox3D;
{ calculate Lights.LightsCastingOnEverything first }
Lights.LightsCastingOnEverything := TX3DNodeList.Create(false);
Model.EnumerateNodes(TAbstractLightNode, @Lights.HandleLightCastingOnEverything, false);
Shapes.Traverse(@HereShapeAdd, false);
for I := 0 to Lights.Count - 1 do
begin
L := Addr(Lights.L[I]);
Lights.HandleLightAutomaticProjection(L^);
{ Although we try to construct things only when they will be actually
used (so no unused nodes should remain now for free), actually
there is a chance something remained unused if HandleLight failed
with OnWarning after FindLight. }
L^.ShadowMap.FreeIfUnused;
L^.ShadowMap := nil;
L^.TexGen.FreeIfUnused;
L^.TexGen := nil;
end;
FreeAndNil(Lights.LightsCastingOnEverything);
end;
finally FreeAndNil(Lights) end;
end;
end.
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