This file is indexed.

/usr/src/castle-game-engine-5.2.0/x3d/opengl/castlescenemanager.pas is in castle-game-engine-src 5.2.0-3.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
{
  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.