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- //
- // The multimedia graphics platform GLScene https://github.com/glscene
- //
- unit GLSL.LineShaders;
- (*
- A shader that renders hidden (back-faced) lines differently from visible
- (front) lines. Polygon offset is used to displace fragments depths a little
- so that there is no z-fighting in rendering the same geometry multiple times.
- *)
- interface
- {$I GLScene.inc}
- uses
- Winapi.OpenGL,
- System.Classes,
- GLS.VectorTypes,
- GLS.Scene,
- GLS.Color,
- GLS.Material,
- GLS.BaseClasses,
- GLS.RenderContextInfo,
- GLS.State,
- GLS.Context;
- type
- TGLLineSettings = class(TGLUpdateAbleObject)
- private
- FColor: TGLColor;
- FWidth: Single;
- FPattern: TGLushort;
- FForceMaterial: Boolean;
- procedure SetPattern(const value: TGLushort);
- procedure SetColor(const v: TGLColor);
- procedure SetWidth(const Value: Single);
- procedure SetForceMaterial(v: boolean);
- public
- constructor Create(AOwner: TPersistent); override;
- destructor Destroy; override;
- procedure Apply(var rci: TGLRenderContextInfo);
- procedure UnApply(var rci: TGLRenderContextInfo);
- published
- property Width: Single read FWidth write SetWidth;
- property Color: TGLColor read FColor write SetColor;
- property Pattern: TGLushort read FPattern write SetPattern default $FFFF;
- (* Set ForceMaterial to true to enforce the application of the line settings
- for objects that sets their own color, line width and pattern. *)
- property ForceMaterial: Boolean read FForceMaterial write SetForceMaterial
- default false;
- end;
- TGLHiddenLineShader = class(TGLShader)
- private
- FPassCount: integer;
- FLineSmooth: Boolean;
- FSolid: Boolean;
- FBackGroundColor: TGLColor;
- FFrontLine: TGLLineSettings;
- FBackLine: TGLLineSettings;
- FLighting: Boolean;
- FShadeModel: TGLShadeModel;
- procedure SetlineSmooth(v: boolean);
- procedure SetSolid(v: boolean);
- procedure SetBackgroundColor(AColor: TGLColor);
- procedure SetLighting(v: boolean);
- procedure SetShadeModel(const val: TGLShadeModel);
- protected
- procedure DoApply(var rci: TGLRenderContextInfo; Sender: TObject); override;
- function DoUnApply(var rci: TGLRenderContextInfo): Boolean; override;
- public
- constructor Create(AOwner: TComponent); override;
- destructor Destroy; override;
- published
- property FrontLine: TGLLineSettings read FFrontLine write FFrontLine;
- property BackLine: TGLLineSettings read FBackLine write FBackLine;
- // Line smoothing control
- property LineSmooth: Boolean read FlineSmooth write SetlineSmooth default
- false;
- // Solid controls if you can see through the front-line wireframe.
- property Solid: Boolean read FSolid write SetSolid default false;
- // Color used for solid fill.
- property BackgroundColor: TGLColor read FBackgroundColor write
- SetBackgroundColor;
- // When Solid is True, determines if lighting or background color is used.
- property SurfaceLit: Boolean read FLighting write SetLighting default true;
- // Shade model. Default is "Smooth".
- property ShadeModel: TGLShadeModel read FShadeModel write SetShadeModel
- default smDefault;
- end;
- TGLOutlineShader = class(TGLShader)
- private
- FPassCount: integer;
- FLineColor: TGLColor;
- FOutlineSmooth: Boolean;
- FOutlineWidth: Single;
- procedure SetOutlineWidth(v: single);
- procedure SetOutlineSmooth(v: boolean);
- protected
- procedure DoApply(var rci: TGLRenderContextInfo; Sender: TObject); override;
- function DoUnApply(var rci: TGLRenderContextInfo): Boolean; override;
- public
- constructor Create(AOwner: TComponent); override;
- destructor Destroy; override;
- published
- property LineColor: TGLColor read FLineColor write FLineColor;
- // Line smoothing control
- property LineSmooth: Boolean read FOutlineSmooth write SetOutlineSmooth
- default false;
- property LineWidth: Single read FOutlineWidth write SetOutlineWidth;
- end;
- // ------------------------------------------------------------------
- implementation
- // ------------------------------------------------------------------
- uses
- GLS.TextureFormat;
- // ------------------
- // ------------------ TGLLineSettings ------------------
- // ------------------
- constructor TGLLineSettings.Create(AOwner: TPersistent);
- begin
- inherited;
- FColor := TGLColor.Create(Self);
- FColor.Initialize(clrGray20);
- FWidth := 2;
- Pattern := $FFFF;
- ForceMaterial := false;
- end;
- destructor TGLLineSettings.Destroy;
- begin
- FColor.Free;
- inherited;
- end;
- procedure TGLLineSettings.SetPattern(const value: TGLushort);
- begin
- if FPattern <> value then
- begin
- FPattern := Value;
- NotifyChange(self);
- end;
- end;
- procedure TGLLineSettings.SetColor(const v: TGLColor);
- begin
- FColor.Color := v.Color;
- NotifyChange(Self);
- end;
- procedure TGLLineSettings.SetWidth(const Value: Single);
- begin
- FWidth := Value;
- NotifyChange(Self);
- end;
- var
- IgnoreMatSave: boolean;
- procedure TGLLineSettings.Apply(var rci: TGLRenderContextInfo);
- begin
- rci.GLStates.LineWidth := Width;
- gl.Color4fv(Color.AsAddress);
- if Pattern <> $FFFF then
- begin
- rci.GLStates.Enable(stLineStipple);
- rci.GLStates.LineStippleFactor := 1;
- rci.GLStates.LineStipplePattern := Pattern;
- end
- else
- rci.GLStates.Disable(stLineStipple);
- if ForceMaterial then
- begin
- IgnoreMatSave := rci.ignoreMaterials;
- rci.ignoreMaterials := true;
- end;
- end;
- procedure TGLLineSettings.UnApply(var rci: TGLRenderContextInfo);
- begin
- if ForceMaterial then
- rci.ignoreMaterials := IgnoreMatSave;
- end;
- procedure TGLLineSettings.SetForceMaterial(v: boolean);
- begin
- if FForceMaterial <> v then
- begin
- FForceMaterial := v;
- NotifyChange(self);
- end;
- end;
- // ------------------
- // ------------------ TGLHiddenLineShader ------------------
- // ------------------
- constructor TGLHiddenLineShader.Create(AOwner: TComponent);
- begin
- inherited;
- FFrontLine := TGLLineSettings.Create(self);
- FBackLine := TGLLineSettings.Create(self);
- FSolid := false;
- FBackgroundColor := TGLColor.Create(Self);
- FBackgroundColor.Initialize(clrBtnFace);
- FLineSmooth := False;
- FLighting := true;
- FShadeModel := smDefault;
- end;
- destructor TGLHiddenLineShader.Destroy;
- begin
- FFrontLine.Free;
- FBackLine.Free;
- FBackgroundColor.Free;
- inherited;
- end;
- procedure TGLHiddenLineShader.DoApply(var rci: TGLRenderContextInfo; Sender:
- TObject);
- begin
- FPassCount := 1;
- if solid then
- with rci.GLStates do
- begin
- // draw filled front faces in first pass
- PolygonMode := pmFill;
- CullFaceMode := cmBack;
- if FLighting then
- begin
- case ShadeModel of
- smDefault, smSmooth: gl.ShadeModel(GL_SMOOTH);
- smFlat: gl.ShadeModel(GL_FLAT);
- end
- end
- else
- begin
- Disable(stLighting);
- gl.Color4fv(FBackgroundColor.AsAddress); // use background color
- end;
- // enable and adjust polygon offset
- Enable(stPolygonOffsetFill);
- end
- else
- with rci.GLStates do
- begin
- Disable(stLighting);
- // draw back lines in first pass
- FBackLine.Apply(rci);
- CullFaceMode := cmFront;
- PolygonMode := pmLines;
- // enable and adjust polygon offset
- Enable(stPolygonOffsetLine);
- end;
- rci.GLStates.SetPolygonOffset(1, 2);
- end;
- function TGLHiddenLineShader.DoUnApply(var rci: TGLRenderContextInfo): Boolean;
- procedure SetLineSmoothBlend;
- begin
- with rci.GLStates do
- begin
- LineStippleFactor := 1;
- LineStipplePattern := $FFFF;
- if LineSmooth then
- begin
- LineSmoothHint := hintNicest;
- Enable(stLineSmooth);
- end
- else
- Disable(stLineSmooth);
- if LineSmooth or (FBackLine.FColor.Alpha < 1)
- or (FFrontLine.FColor.Alpha < 1) then
- begin
- Enable(stBlend);
- SetBlendFunc(bfSrcAlpha, bfOneMinusSrcAlpha);
- end
- else
- Disable(stBlend);
- end;
- end;
- begin
- case FPassCount of
- 1:
- with rci.GLStates do begin
- // draw front line in 2nd pass
- FPassCount := 2;
- FBackLine.UnApply(rci);
- FFrontLine.Apply(rci);
- SetLineSmoothBlend;
- if solid and FLighting then
- Disable(stLighting);
- PolygonMode := pmLines;
- CullFaceMode := cmBack;
- if solid then
- rci.GLStates.Disable(stPolygonOffsetFill)
- else
- rci.GLStates.Disable(stPolygonOffsetLine);
- Result := True;
- end;
- 2:
- begin
- FFrontLine.UnApply(rci);
- rci.GLStates.PolygonMode := pmFill;
- Result := false;
- end;
- else
- Assert(False);
- Result := False;
- end;
- end;
- procedure TGLHiddenLineShader.SetBackgroundColor(AColor: TGLColor);
- begin
- FBackgroundColor.Color := AColor.Color;
- NotifyChange(Self);
- end;
- procedure TGLHiddenLineShader.SetlineSmooth(v: boolean);
- begin
- if FlineSmooth <> v then
- begin
- FlineSmooth := v;
- NotifyChange(self);
- end;
- end;
- procedure TGLHiddenLineShader.SetLighting(v: boolean);
- begin
- if FLighting <> v then
- begin
- FLighting := v;
- NotifyChange(self);
- end;
- end;
- procedure TGLHiddenLineShader.SetSolid(v: boolean);
- begin
- if FSolid <> v then
- begin
- FSolid := v;
- NotifyChange(self);
- end;
- end;
- procedure TGLHiddenLineShader.SetShadeModel(const val: TGLShadeModel);
- begin
- if FShadeModel <> val then
- begin
- FShadeModel := val;
- NotifyChange(Self);
- end;
- end;
- (*--------------------------------------
- TGLOutlineShader
- --------------------------------------*)
- constructor TGLOutlineShader.Create(AOwner: TComponent);
- begin
- inherited;
- FOutlineSmooth := False;
- FOutLineWidth := 2;
- FLineColor := TGLColor.CreateInitialized(Self, clrBlack);
- ShaderStyle := ssLowLevel;
- end;
- destructor TGLOutlineShader.Destroy;
- begin
- FLineColor.Free;
- inherited;
- end;
- procedure TGLOutlineShader.DoApply(var rci: TGLRenderContextInfo; Sender:
- TObject);
- begin
- // We first draw the object as usual in the first pass. This allows objects
- // with color alpha < 1 to be rendered correctly with outline.
- FPassCount := 1;
- end;
- function TGLOutlineShader.DoUnApply(var rci: TGLRenderContextInfo): Boolean;
- begin
- if rci.ignoreMaterials or (stStencilTest in rci.GLStates.States) then
- begin
- Result := False;
- Exit;
- end;
- case FPassCount of
- 1:
- with rci.GLStates do
- begin
- // Now set up to draw the outline in the second pass
- Disable(stLighting);
- if FOutlineSmooth then
- begin
- LineSmoothHint := hintNicest;
- Enable(stLineSmooth);
- end
- else
- Disable(stLineSmooth);
- if FOutlineSmooth or (FlineColor.Alpha < 1) then
- begin
- Enable(stBlend);
- SetBlendFunc(bfSrcAlpha, bfOneMinusSrcAlpha);
- end
- else
- Disable(stBlend);
- gl.Color4fv(FlineColor.AsAddress);
- LineWidth := FOutlineWidth;
- Disable(stLineStipple);
- PolygonMode := pmLines;
- CullFaceMode := cmFront;
- DepthFunc := cfLEqual;
- ActiveTextureEnabled[ttTexture2D] := False;
- FPassCount := 2;
- Result := True; // go for next pass
- end;
- 2:
- with rci.GLStates do
- begin
- // Restore settings
- PolygonMode := pmFill;
- CullFaceMode := cmBack;
- DepthFunc := cfLequal;
- Result := False; // we're done
- end;
- else
- Assert(False);
- Result := False;
- end;
- end;
- procedure TGLOutlineShader.SetOutlineWidth(v: single);
- begin
- if FOutlineWidth <> v then
- begin
- FOutlineWidth := v;
- NotifyChange(self);
- end;
- end;
- procedure TGLOutlineShader.SetOutlineSmooth(v: boolean);
- begin
- if FOutlineSmooth <> v then
- begin
- FOutlineSmooth := v;
- NotifyChange(self);
- end;
- end;
- end.
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