/usr/src/castle-game-engine-4.1.1/x3d/opengl/glrenderer_meshrenderer.inc is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2002-2013 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ X3D rendering.
This is internal for GLRenderer unit.
Some ideas for implementation:
- GLRenderer unit, and TGLRenderer class are already
large and complicated. The idea of this file is to take some tasks
from their hands. TMeshRenderer and descendants are created
only for the time of one RenderShape call, and are used
to render specific non-trivial X3D mesh nodes.
- Since all classes within this file and GLRenderer live
in one Pascal unit, we could break it and access each other's
private fields etc. We try to not do it. We try to have a clean
documented interface. Experience with TGeneralIndexedRenderer
taught me that this has to be really flexible and designed for
long-term work, to encompass many nodes and features. So, while
this is internal for GLRenderer, it still must be implemented
and documented cleanly.
}
type
TMeshRenderer = class
private
FRenderer: TGLRenderer;
FShape: TX3DRendererShape;
FGeometry: TAbstractGeometryNode;
FState: TX3DGraphTraverseState;
FAttributes: TRenderingAttributes;
protected
{ Current rendering properties, constant for the whole
lifetime of the renderer, set in constructor. }
property Renderer: TGLRenderer read FRenderer;
property Shape: TX3DRendererShape read FShape;
property Geometry: TAbstractGeometryNode read FGeometry;
property State: TX3DGraphTraverseState read FState;
property Attributes: TRenderingAttributes read FAttributes;
public
{ If > 0, RenderShape will not actually render, only prepare
per-shape resources for fast rendering (arrays and vbos). }
PrepareRenderShape: Cardinal;
constructor Create(ARenderer: TGLRenderer; AShape: TX3DRendererShape);
{ Render the whole geometry.
For some details what is, and what is not yet set in OpenGL
before this, you have to see TVRMLOpenGLRender.RenderShape
implementation.
Material for VRML 1.0: currently bound material is zero.
You can set Arrays.Color inside for VRML 1.0 material changes inside.
Texture: you only have to generate texture coordinates in descendants.
For all texture units < TexCoordsNeeded. (For other tex units,
you don't have to (but you can,
although they will be unused) generate texture coords.)
Do not change here the bound texture or operate on texture matrix
or texture enabled state. }
procedure Render; virtual; abstract;
end;
{ Base abstract class for rendering nodes with explicit "coord" field.
(Both IndexedXxx and not indexed). Uses TArraysGenerator
instance to generate TGeometryArrays contents, then renders them. }
TBaseCoordinateRenderer = class(TMeshRenderer)
private
{ Available inside RenderCoordinate* }
Arrays: TGeometryArrays;
function HasColor: boolean;
protected
{ Override these to render contents of Arrays.
These are all called only when Coord is assigned.
RenderCoordinateBegin, RenderCoordinateEnd are called around actual
vertex arrays rendering.
@groupBegin }
procedure RenderCoordinateBegin; virtual;
procedure RenderCoordinateEnd; virtual;
{ @groupEnd }
public
{ Set this to non-zero to use this VBO during rendering,
assuming Arrays contents are already loaded there.
In this case, Arrays data must be already freed
(by TGeometryArrays.FreeData). }
Vbo: TVboArrays;
{ You have to set this before calling Render, to enable proper shading. }
Shader: TShader;
{ Used (and updated) to the number of OpenGL texture units reserved. }
BoundTextureUnits: Cardinal;
Lighting: boolean;
{ Don't override this, it is already overridden here
to do everything necessary. }
procedure Render; override;
end;
TTextureCoordinateRenderer = class(TBaseCoordinateRenderer)
private
RestoreDefaultTexCoord: boolean;
protected
procedure RenderCoordinateBegin; override;
procedure RenderCoordinateEnd; override;
end;
TFogCoordinateRenderer = class(TTextureCoordinateRenderer)
protected
procedure RenderCoordinateBegin; override;
procedure RenderCoordinateEnd; override;
end;
TMaterialFromColorCoordinateRenderer = class(TFogCoordinateRenderer)
private
MaterialFromColorEnabled: boolean;
protected
procedure RenderCoordinateBegin; override;
procedure RenderCoordinateEnd; override;
end;
TShaderCoordinateRenderer = class(TMaterialFromColorCoordinateRenderer)
protected
procedure RenderCoordinateBegin; override;
end;
TCompleteCoordinateRenderer = TShaderCoordinateRenderer;
{ TMeshRenderer ---------------------------------------------------------- }
constructor TMeshRenderer.Create(ARenderer: TGLRenderer;
AShape: TX3DRendererShape);
begin
inherited Create;
FRenderer := ARenderer;
FShape := AShape;
FGeometry := AShape.Geometry;
FState := AShape.State;
FAttributes := Renderer.Attributes;
end;
{ TBaseCoordinateRenderer ------------------------------------------------ }
procedure TBaseCoordinateRenderer.Render;
var
Locations: TLongIntList;
procedure EnableVertexAttrib(GLSLProgram: TGLSLProgram);
var
I: Integer;
begin
Locations := TLongIntList.Create;
for I := 0 to Arrays.Attribs.Count - 1 do
try
case Arrays.Attribs[I].AType of
atFloat : Locations.Add(GLSLProgram.VertexAttribPointer(Arrays.Attribs[I].Name, 0, 1, GL_FLOAT, GL_FALSE, Arrays.AttributeSize, Arrays.GLSLAttribute(Arrays.Attribs[I])));
atVector2: Locations.Add(GLSLProgram.VertexAttribPointer(Arrays.Attribs[I].Name, 0, 2, GL_FLOAT, GL_FALSE, Arrays.AttributeSize, Arrays.GLSLAttribute(Arrays.Attribs[I])));
atVector3: Locations.Add(GLSLProgram.VertexAttribPointer(Arrays.Attribs[I].Name, 0, 3, GL_FLOAT, GL_FALSE, Arrays.AttributeSize, Arrays.GLSLAttribute(Arrays.Attribs[I])));
atVector4: Locations.Add(GLSLProgram.VertexAttribPointer(Arrays.Attribs[I].Name, 0, 4, GL_FLOAT, GL_FALSE, Arrays.AttributeSize, Arrays.GLSLAttribute(Arrays.Attribs[I])));
atMatrix3:
begin
Locations.Add(GLSLProgram.VertexAttribPointer(Arrays.Attribs[I].Name, 0, 3, GL_FLOAT, GL_FALSE, Arrays.AttributeSize, Arrays.GLSLAttribute(Arrays.Attribs[I])));
Locations.Add(GLSLProgram.VertexAttribPointer(Arrays.Attribs[I].Name, 1, 3, GL_FLOAT, GL_FALSE, Arrays.AttributeSize, Arrays.GLSLAttribute(Arrays.Attribs[I], SizeOf(TVector3Single))));
Locations.Add(GLSLProgram.VertexAttribPointer(Arrays.Attribs[I].Name, 2, 3, GL_FLOAT, GL_FALSE, Arrays.AttributeSize, Arrays.GLSLAttribute(Arrays.Attribs[I], SizeOf(TVector3Single) * 2)));
end;
atMatrix4:
begin
Locations.Add(GLSLProgram.VertexAttribPointer(Arrays.Attribs[I].Name, 0, 4, GL_FLOAT, GL_FALSE, Arrays.AttributeSize, Arrays.GLSLAttribute(Arrays.Attribs[I])));
Locations.Add(GLSLProgram.VertexAttribPointer(Arrays.Attribs[I].Name, 1, 4, GL_FLOAT, GL_FALSE, Arrays.AttributeSize, Arrays.GLSLAttribute(Arrays.Attribs[I], SizeOf(TVector4Single))));
Locations.Add(GLSLProgram.VertexAttribPointer(Arrays.Attribs[I].Name, 2, 4, GL_FLOAT, GL_FALSE, Arrays.AttributeSize, Arrays.GLSLAttribute(Arrays.Attribs[I], SizeOf(TVector4Single) * 2)));
Locations.Add(GLSLProgram.VertexAttribPointer(Arrays.Attribs[I].Name, 3, 4, GL_FLOAT, GL_FALSE, Arrays.AttributeSize, Arrays.GLSLAttribute(Arrays.Attribs[I], SizeOf(TVector4Single) * 3)));
end;
else raise EInternalError.Create('Arrays.Attribs[I].AType?');
end;
except
on E: EGLSLAttributeNotFound do
{ Do not make warnings about missing internal attributes
(for the same reason as uniform values, see GLRendererShader). }
if not Arrays.Attribs[I].Internal then
OnWarning(wtMajor, 'VRML/X3D', E.Message);
end;
end;
procedure DisableArrays;
var
I: Integer;
begin
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
if Attributes.Mode = rmFull then
glDisableClientState(GL_COLOR_ARRAY);
if Arrays.HasFogCoord and GLFeatures.EXT_fog_coord then
glDisableClientState(GL_FOG_COORDINATE_ARRAY_EXT);
if GLFeatures.UseMultiTexturing then
begin
for I := 0 to Arrays.TexCoords.Count - 1 do
if (Arrays.TexCoords[I] <> nil) and
(Arrays.TexCoords[I].Generation = tgExplicit) then
begin
glClientActiveTexture(GL_TEXTURE0 + I);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
end;
end else
if (Arrays.TexCoords.Count <> 0) and
(Arrays.TexCoords[0] <> nil) and
(Arrays.TexCoords[0].Generation = tgExplicit) then
begin
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
end;
if Locations <> nil then
begin
for I := 0 to Locations.Count - 1 do
TGLSLProgram.DisableVertexAttribArray(Locations[I]);
FreeAndNil(Locations);
end;
end;
const
ToMode: array [TGeometryPrimitive] of TGLenum =
( GL_TRIANGLES, GL_QUADS, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP,
GL_LINE_STRIP, GL_POINTS );
var
I: Integer;
First: Cardinal;
Mode: TGLenum;
begin
Locations := nil;
RenderCoordinateBegin;
try
if PrepareRenderShape = 0 then
begin
{ Initialize vertex arrays that we we will use with indexed nodes. }
if Vbo[vtCoordinate] <> 0 then
glBindBuffer(GL_ARRAY_BUFFER, Vbo[vtCoordinate]);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, Arrays.CoordinateSize, Arrays.Position);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, Arrays.CoordinateSize, Arrays.Normal);
if Vbo[vtAttribute] <> 0 then
glBindBuffer(GL_ARRAY_BUFFER, Vbo[vtAttribute]);
if HasColor then
begin
if Arrays.HasColor then
begin
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_FLOAT, Arrays.AttributeSize, Arrays.Color);
end else
if Arrays.HasDefaultColor then
glColorv(Arrays.DefaultColor);
end;
if Arrays.HasFogCoord and GLFeatures.EXT_fog_coord then
begin
glEnableClientState(GL_FOG_COORDINATE_ARRAY_EXT);
glFogCoordPointerEXT(GL_FLOAT, Arrays.AttributeSize, Arrays.FogCoord);
end;
if GLFeatures.UseMultiTexturing then
begin
for I := 0 to Arrays.TexCoords.Count - 1 do
if (Arrays.TexCoords[I] <> nil) and
(Arrays.TexCoords[I].Generation = tgExplicit) then
begin
glClientActiveTexture(GL_TEXTURE0 + I);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(Arrays.TexCoords[I].Dimensions, GL_FLOAT,
Arrays.AttributeSize,
Arrays.TexCoord(Arrays.TexCoords[I].Dimensions, I, 0));
end;
end else
if (Arrays.TexCoords.Count <> 0) and
(Arrays.TexCoords[0] <> nil) and
(Arrays.TexCoords[0].Generation = tgExplicit) then
begin
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(Arrays.TexCoords[0].Dimensions, GL_FLOAT,
Arrays.AttributeSize,
Arrays.TexCoord(Arrays.TexCoords[0].Dimensions, 0, 0));
end;
{ We know now that CurrentProgram is the program set by
TShaderCoordinateRenderer.RenderCoordinateBegin }
if (Arrays.Attribs.Count <> 0) and (CurrentProgram <> nil) then
EnableVertexAttrib(CurrentProgram);
Mode := ToMode[Arrays.Primitive];
First := 0;
if Arrays.HasIndexes then
begin
if Vbo[vtIndex] <> 0 then
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Vbo[vtIndex]);
if Arrays.Counts = nil then
glDrawElements(Mode, Arrays.IndexesCount, GL_UNSIGNED_INT, Arrays.IndexesPtr(First)) else
for I := 0 to Arrays.Counts.Count - 1 do
begin
glDrawElements(Mode, Arrays.Counts[I], GL_UNSIGNED_INT, Arrays.IndexesPtr(First));
First += Arrays.Counts[I];
end;
end else
begin
if Arrays.Counts = nil then
glDrawArrays(Mode, First, Arrays.Count) else
for I := 0 to Arrays.Counts.Count - 1 do
begin
glDrawArrays(Mode, First, Arrays.Counts[I]);
First += Arrays.Counts[I];
end;
end;
{ We disable arrays explicitly. We could alternatively try
glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT), but
1. it makes Mesa 7.2 segfault
2. I don't know if it really works for GLSL vertex attribs arrays. }
DisableArrays;
end;
finally RenderCoordinateEnd end;
end;
procedure TBaseCoordinateRenderer.RenderCoordinateBegin;
begin
{ Always make sure Renderer.CullFace is suitable }
if Arrays.CullBackFaces then
begin
{ If vertex ordering is consistent and object is SOLID than we use OpenGL's
backface culling. If FrontFaceCcw then we have to cull CW faces. }
if Arrays.FrontFaceCcw then
Renderer.CullFace := cfCW else
Renderer.CullFace := cfCCW;
end else
Renderer.CullFace := cfNone;
if Renderer.Attributes.Mode = rmFull then
Renderer.SmoothShading := not Arrays.ForceFlatShading;
end;
procedure TBaseCoordinateRenderer.RenderCoordinateEnd;
begin
end;
function TBaseCoordinateRenderer.HasColor: boolean;
begin
Result := (Attributes.Mode = rmFull) and
(Arrays.HasColor or Arrays.HasDefaultColor);
end;
{ TTextureCoordinateRenderer ----------------------------------------- }
{ If multitexturing available, sets texture coordinate for texture
unit TextureUnit (by appropriate glMultiTexCoord).
Otherwise (when no multitexturing), sets texture coordinate for
the only texture unit (glTexCoord).
The only thing that you have to care about is to specify TextureUnit <
GLMaxTextureUnits. Everything else (whether multitexturing
available, and shifting TextureUnit by GL_TEXTURE0) is taken care of inside here. }
procedure MultiTexCoord(const TextureUnit: Cardinal; const TexCoord: TVector4f);
begin
if GLFeatures.UseMultiTexturing then
glMultiTexCoord4fv(GL_TEXTURE0 + TextureUnit, @TexCoord) else
glTexCoord4fv(@TexCoord);
end;
procedure TTextureCoordinateRenderer.RenderCoordinateBegin;
{ Enable and set parameters of texture generation,
for texture units where TexCoords[].Generation[] <> tgExplicit. }
procedure EnableTextureGen(const TexUnit: Cardinal;
TexCoord: TGeometryTexCoord);
{ Do the necessary things for WorldSpaceNormal and
WorldSpaceReflectionVector. }
procedure TextureTransformToWorldSpace(const SuccessName, FailName: string);
begin
{ Set the 4th texture coord component (Q) to 0.0.
Reason: We use matrix 4x4, so it will transform whole texture
coordinate (4-valued vector, since we're in homogeneous
coordinates). We want the generated STR to be transformed
like a direction, so we want to set Q = always 0.0
(in homogeneous coords, this means that vector represents
a direction and will be accordingly transformed). }
MultiTexCoord(TexUnit, ZeroVector4Single);
{ Remember to set default tex coord 4th component back to 1
at the end. Otherwise rendering normal textures (not cube maps)
could be incorrect --- as the 4th texture component is 0,
GPU doesn't know how to sample 2D or 3D texture data.
See Barna29.x3dv from Victor Amat bugreport.
Note that we don't remember that we need to reset it only
on TexUnit. So RenderCoordinateEnd will just have to reset
it on all units possibly touched by EnableTextureGen.
It's a little unoptimal. OTOH, setting up an array to remember
a list of TexUnit in this case would be an overkill, as in 99% cases
you only have 1 or 2 texture units where you generate tex coords. }
RestoreDefaultTexCoord := true;
glMatrixMode(GL_TEXTURE);
Renderer.PushTextureUnit(TexUnit);
{ CameraMatrix transforms from world space to camera space,
we want to transform directions from camera space to world
space below. So inverted CameraMatrix is exactly what we need. }
RenderingCamera.InverseMatrixNeeded;
glMultMatrix(RenderingCamera.InverseMatrix);
glMatrixMode(GL_MODELVIEW);
if GLVersion.Mesa and Log then
{ Mesa 7.0.4 makes textures strange (like each cube face was
1-pixel wide?, although I checked --- they are loaded with
correct sizes). Output this on log, since it's done by renderer,
potentially many times for a frame.
Nothing more intelligent now than warning about this is done. }
WritelnLog('TexCoord', Format('Warning: Transforming tex coords to WORLDSPACE* under Mesa3D may mess up static cube maps (ImageCubeMapTexture and ComposedCubeMapTexture, but not GeneratedCubeMapTexure)',
[SuccessName, FailName]));
end;
const
ProjectorScalingMatrix: TMatrix4Single =
( (0.5, 0, 0, 0),
( 0, 0.5, 0, 0),
( 0, 0, 0.5, 0),
(0.5, 0.5, 0.5, 1) );
var
ProjectorMatrix: TMatrix4Single;
begin
Renderer.ActiveTexture(TexUnit);
case TexCoord.Generation of
tgSphereMap:
begin
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
Shader.EnableTexGen(TexUnit, tgSphere);
end;
tgCoord:
begin
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_S, GL_OBJECT_PLANE, Vector4Single(1, 0, 0, 0));
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_T, GL_OBJECT_PLANE, Vector4Single(0, 1, 0, 0));
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_R, GL_OBJECT_PLANE, Vector4Single(0, 0, 1, 0));
Shader.EnableTexGen(TexUnit, tgObject, 0);
Shader.EnableTexGen(TexUnit, tgObject, 1);
Shader.EnableTexGen(TexUnit, tgObject, 2);
end;
tgCoordEye:
begin
{ Vectors given to EYE_PLANE are transformed by inverted
modelview matrix (at the moment of glTexGen call).
We don't want to transform them, so just temporarily setting
modelview matrix to identity makes things work Ok. }
glPushMatrix;
glLoadIdentity;
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenv(GL_S, GL_EYE_PLANE, Vector4Single(1, 0, 0, 0));
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenv(GL_T, GL_EYE_PLANE, Vector4Single(0, 1, 0, 0));
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenv(GL_R, GL_EYE_PLANE, Vector4Single(0, 0, 1, 0));
glPopMatrix;
Shader.EnableTexGen(TexUnit, tgEye, 0);
Shader.EnableTexGen(TexUnit, tgEye, 1);
Shader.EnableTexGen(TexUnit, tgEye, 2);
end;
tgCameraSpaceNormal,
tgWorldSpaceNormal:
begin
if not GLFeatures.TextureCubeMap then
begin
OnWarning(wtMajor, 'VRML/X3D', 'ARB_texture_cube_map not supported by your OpenGL implementation, cannot generate texture coordinates with mode = "CAMERASPACENORMAL", will do "COORD" instead');
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_S, GL_OBJECT_PLANE, Vector4Single(1, 0, 0, 0));
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_T, GL_OBJECT_PLANE, Vector4Single(0, 1, 0, 0));
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_R, GL_OBJECT_PLANE, Vector4Single(0, 0, 1, 0));
Shader.EnableTexGen(TexUnit, tgObject, 0);
Shader.EnableTexGen(TexUnit, tgObject, 1);
Shader.EnableTexGen(TexUnit, tgObject, 2);
end else
begin
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);
if TexCoord.Generation = tgWorldSpaceNormal then
TextureTransformToWorldSpace('WORLDSPACENORMAL', 'CAMERASPACENORMAL');
Shader.EnableTexGen(TexUnit, tgNormal);
end;
end;
tgCameraSpaceReflectionVector,
tgWorldSpaceReflectionVector:
begin
if not GLFeatures.TextureCubeMap then
begin
OnWarning(wtMajor, 'VRML/X3D', 'ARB_texture_cube_map not supported by your OpenGL implementation, cannot generate texture coordinates with mode = "CAMERASPACEREFLECTIONVECTOR", will do "COORD" instead');
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_S, GL_OBJECT_PLANE, Vector4Single(1, 0, 0, 0));
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_T, GL_OBJECT_PLANE, Vector4Single(0, 1, 0, 0));
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_R, GL_OBJECT_PLANE, Vector4Single(0, 0, 1, 0));
Shader.EnableTexGen(TexUnit, tgObject, 0);
Shader.EnableTexGen(TexUnit, tgObject, 1);
Shader.EnableTexGen(TexUnit, tgObject, 2);
end else
begin
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);
if TexCoord.Generation = tgWorldSpaceReflectionVector then
TextureTransformToWorldSpace('WORLDSPACEREFLECTIONVECTOR', 'CAMERASPACEREFLECTIONVECTOR');
Shader.EnableTexGen(TexUnit, tgReflection);
end;
end;
tgProjection:
begin
if Assigned(TexCoord.GenerationProjectorMatrix) then
begin
ProjectorMatrix := ProjectorScalingMatrix * TexCoord.GenerationProjectorMatrix();
glPushMatrix;
glLoadMatrix(RenderingCamera.Matrix);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenv(GL_S, GL_EYE_PLANE, MatrixRow(ProjectorMatrix, 0));
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenv(GL_T, GL_EYE_PLANE, MatrixRow(ProjectorMatrix, 1));
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenv(GL_R, GL_EYE_PLANE, MatrixRow(ProjectorMatrix, 2));
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenv(GL_Q, GL_EYE_PLANE, MatrixRow(ProjectorMatrix, 3));
glPopMatrix;
Shader.EnableTexGen(TexUnit, tgEye, 0);
Shader.EnableTexGen(TexUnit, tgEye, 1);
Shader.EnableTexGen(TexUnit, tgEye, 2);
Shader.EnableTexGen(TexUnit, tgEye, 3);
end;
end;
tgBounds2d:
begin
{ Setup OpenGL to generate tex coords automatically }
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_S, GL_OBJECT_PLANE, TexCoord.GenerationBoundsVector[0]);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_T, GL_OBJECT_PLANE, TexCoord.GenerationBoundsVector[1]);
Shader.EnableTexGen(TexUnit, tgObject, 0);
Shader.EnableTexGen(TexUnit, tgObject, 1);
end;
tgBounds3d:
begin
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_S, GL_OBJECT_PLANE, TexCoord.GenerationBoundsVector[0]);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_T, GL_OBJECT_PLANE, TexCoord.GenerationBoundsVector[1]);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenv(GL_R, GL_OBJECT_PLANE, TexCoord.GenerationBoundsVector[2]);
Shader.EnableTexGen(TexUnit, tgObject, 0);
Shader.EnableTexGen(TexUnit, tgObject, 1);
Shader.EnableTexGen(TexUnit, tgObject, 2);
end;
else raise EInternalError.Create('EnableTextureGen - Gen?');
end;
end;
var
I: Integer;
begin
inherited;
for I := 0 to Arrays.TexCoords.Count - 1 do
if Arrays.TexCoords[I].Generation <> tgExplicit then
EnableTextureGen(I, Arrays.TexCoords[I]);
end;
procedure TTextureCoordinateRenderer.RenderCoordinateEnd;
const
DefaultTexCoord: TVector4Single = (0, 0, 0, 1);
var
I: Integer;
begin
for I := 0 to Arrays.TexCoords.Count - 1 do
if Arrays.TexCoords[I].Generation <> tgExplicit then
begin
{ Disable OpenGL GL_TEXTURE_GEN_x, if it was (possibly)
enabled by RenderCoordinateBegin. }
Shader.DisableTexGen(I);
{ DisableTexGen already set glActiveTexture }
if RestoreDefaultTexCoord then
MultiTexCoord(I, DefaultTexCoord);
end;
inherited;
end;
{ TFogCoordinateRenderer ------------------------------------------------------- }
procedure TFogCoordinateRenderer.RenderCoordinateBegin;
begin
inherited;
if Arrays.HasFogCoord and
Arrays.FogDirectValues and
GLFeatures.EXT_fog_coord then
begin
{ When Renderer.FogVolumetric, GL_FOG_COORDINATE_SOURCE_EXT
is already set correctly by RenderBegin. }
if not Renderer.FogVolumetric then
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
glPushAttrib(GL_FOG_BIT);
glFogi(GL_FOG_MODE, GL_LINEAR); // saved by GL_FOG_BIT
glFogf(GL_FOG_START, 0); // saved by GL_FOG_BIT
glFogf(GL_FOG_END, 1); // saved by GL_FOG_BIT
{ We potentially override the fog already set
by TGLRenderer.RenderShapeFog here. Not a problem
(TODO: although previous EnableFog added to hash, which may make
shader programs cache less shared.) }
Shader.EnableFog(ftLinear, fcPassedCoordinate);
end;
end;
procedure TFogCoordinateRenderer.RenderCoordinateEnd;
begin
{ Restore defaults }
if Arrays.HasFogCoord and
Arrays.FogDirectValues and
GLFeatures.EXT_fog_coord then
begin
glPopAttrib;
{ Restore GL_FOG_COORDINATE_SOURCE_EXT. Actually, it seems glPopAttrib
also would restore it, but I didn't find it in the docs, so don't depend
on it. }
if not Renderer.FogVolumetric then
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
end;
inherited;
end;
{ TMaterialFromColorCoordinateRenderer --------------------------------------- }
procedure TMaterialFromColorCoordinateRenderer.RenderCoordinateBegin;
begin
inherited;
MaterialFromColorEnabled := HasColor and Lighting;
if MaterialFromColorEnabled then
Shader.EnableMaterialFromColor;
end;
procedure TMaterialFromColorCoordinateRenderer.RenderCoordinateEnd;
begin
if MaterialFromColorEnabled then
glDisable(GL_COLOR_MATERIAL);
inherited;
end;
{ TShaderCoordinateRenderer -------------------------------------------------- }
procedure TShaderCoordinateRenderer.RenderCoordinateBegin;
var
UseShaderRendering: boolean;
begin
inherited;
if Attributes.CustomShader <> nil then
begin
if (Attributes.CustomShaderAlphaTest <> nil) and
Renderer.FixedFunctionAlphaTest then
CurrentProgram := Attributes.CustomShaderAlphaTest else
CurrentProgram := Attributes.CustomShader;
end else
begin
if (Shape.Node <> nil) and
(Shape.Node.Appearance <> nil) then
Shader.EnableAppearanceEffects(Shape.Node.Appearance.FdEffects);
if Shape.State.Effects <> nil then
Shader.EnableGroupEffects(Shape.State.Effects);
UseShaderRendering := (Attributes.Mode = rmFull) and
( ((Attributes.Shaders = srWhenRequired) and Shader.ShapeRequiresShaders) or
(Attributes.Shaders = srAlways) );
if UseShaderRendering then
begin
{ calculate and use Shape.ProgramCache[Renderer.Pass].ShaderProgram }
if (Shape.ProgramCache[Renderer.Pass] = nil) or
(Shape.ProgramCache[Renderer.Pass].Hash <> Shader.CodeHash) then
begin
if Log and LogRenderer then
WritelnLog('GLSL', 'Creating shaders for shape "%s" (new: %s, lights outside VRML/X3D: %d, pass: %d)',
[Shape.NiceName,
BoolToStr[(Shape.ProgramCache[Renderer.Pass] = nil) or
(Shape.ProgramCache[Renderer.Pass].ShaderProgram = nil)],
Renderer.BaseLights.Count,
Renderer.Pass]);
if Shape.ProgramCache[Renderer.Pass] <> nil then
Renderer.Cache.Program_DecReference(Shape.ProgramCache[Renderer.Pass]);
Shape.ProgramCache[Renderer.Pass] := Renderer.Cache.Program_IncReference(
Renderer, Shader, Shape.NiceName);
end;
Assert(Shape.ProgramCache[Renderer.Pass] <> nil);
CurrentProgram := Shape.ProgramCache[Renderer.Pass].ShaderProgram;
end else
CurrentProgram := nil;
end;
if CurrentProgram <> nil then
CurrentProgram.SetupUniforms(BoundTextureUnits);
end;
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