1 | unit BGRARenderer3D;
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2 |
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3 | {$mode objfpc}{$H+}
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4 |
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5 | interface
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6 |
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7 | uses BGRABitmapTypes,
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8 | BGRASceneTypes, BGRASSE,
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9 | BGRAPolygon, BGRAColorInt,
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10 | Classes, BGRAMatrix3D,
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11 | BGRAPolygonAliased;
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12 |
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13 | type
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14 | TInt65536ShaderFunction3D = function (Context: PBasicLightingContext; Color: TBGRAPixel): TColorInt65536 of object;
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15 |
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16 | { TBGRAShader3D }
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17 |
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18 | TBGRAShader3D = class
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19 | protected
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20 | FAmbiantLightness: integer;
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21 | FAmbiantLightColor: TColorInt65536;
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22 | FUseAmbiantColor: boolean;
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23 | FLights: TList;
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24 | FContextBlock: TMemoryBlockAlign128;
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25 | FShaderFunc: TShaderFunction3D;
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26 | FInt65536ShaderFunc: TInt65536ShaderFunction3D;
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27 | FContext: PBasicLightingContext;
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28 | FOnlyDirectionalLights: boolean;
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29 | FWhiteMaterial: boolean;
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30 |
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31 | procedure ComputeDiffuseLightness(Context: PSceneLightingContext); inline;
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32 | procedure ComputeDiffuseLight(Context: PSceneLightingContext); inline;
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33 | procedure ComputeDiffuseAndSpecularLight(Context: PSceneLightingContext); inline;
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34 |
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35 | function ApplyNoLighting(Context: PSceneLightingContext; Color: TBGRAPixel): TBGRAPixel;
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36 | function ApplyLightingWithAmbiantLightnessOnly(Context: PSceneLightingContext; Color: TBGRAPixel): TBGRAPixel;
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37 | function ApplyLightingWithLightness(Context: PSceneLightingContext; Color: TBGRAPixel): TBGRAPixel;
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38 | function ApplyLightingWithDiffuseColor(Context: PSceneLightingContext; Color: TBGRAPixel): TBGRAPixel;
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39 | function ApplyLightingWithDiffuseAndSpecularColor(Context: PSceneLightingContext; Color: TBGRAPixel): TBGRAPixel;
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40 |
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41 | function Int65536ApplyNoLighting(Context: PSceneLightingContext; Color: TBGRAPixel): TColorInt65536;
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42 | function Int65536ApplyLightingWithAmbiantLightnessOnly(Context: PSceneLightingContext; Color: TBGRAPixel): TColorInt65536;
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43 | function Int65536ApplyLightingWithLightness(Context: PSceneLightingContext; Color: TBGRAPixel): TColorInt65536;
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44 | function Int65536ApplyLightingWithDiffuseColor(Context: PSceneLightingContext; Color: TBGRAPixel): TColorInt65536;
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45 | function Int65536ApplyLightingWithDiffuseAndSpecularColor(Context: PSceneLightingContext; Color: TBGRAPixel): TColorInt65536;
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46 | public
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47 | constructor Create(const AAmbiantLightColorF: TColorF; ALights: TList);
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48 | destructor Destroy; override;
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49 | function Apply(APosition: TPoint3D_128; ANormal: TPoint3D_128; AColor: TBGRAPixel): TBGRAPixel;
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50 | function Int65536Apply(APosition: TPoint3D_128; ANormal: TPoint3D_128; AColor: TBGRAPixel): TColorInt65536;
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51 | procedure Prepare(constref ADescription: TFaceRenderingDescription);
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52 | property ShaderFunction: TShaderFunction3D read FShaderFunc;
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53 | property Int65536ShaderFunction: TInt65536ShaderFunction3D read FInt65536ShaderFunc;
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54 | property Context: PBasicLightingContext read FContext;
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55 | property OnlyDirectionalLights: boolean read FOnlyDirectionalLights;
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56 | end;
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57 |
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58 | { TBGRARenderer3D }
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59 |
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60 | TBGRARenderer3D = class(TCustomRenderer3D)
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61 | protected
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62 | FColorGradientTempBmp: TBGRACustomBitmap;
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63 | FZBuffer: PSingle;
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64 | FOutputSurface, FRenderSurface: TBGRACustomBitmap;
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65 | FRenderSurfaceMultisample: Integer;
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66 | FMultishapeFiller: TBGRAMultishapeFiller;
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67 | FOptions: TRenderingOptions;
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68 | FShader: TBGRAShader3D;
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69 | FDepths: array of single;
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70 | FLightings: array of word;
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71 |
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72 | FShadedColors: array of TBGRAPixel;
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73 | FSameShadedColors: boolean;
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74 |
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75 | FCenter: record
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76 | proj: TPointF;
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77 | pos3D,normal3D: TPoint3D_128;
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78 | color: TBGRAPixel;
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79 | end;
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80 |
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81 | function GetHasZBuffer: boolean; override;
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82 | function GetGlobalScale: single; override;
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83 | function GetSurfaceWidth: integer; override;
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84 | function GetSurfaceHeight: integer; override;
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85 | function GetHandlesNearClipping: boolean; override;
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86 | function GetHandlesFaceCulling: boolean; override;
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87 | public
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88 | constructor Create(AOutputSurface: TBGRACustomBitmap;
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89 | ARenderingOptions: TRenderingOptions;
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90 | AAmbiantLightColorF: TColorF;
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91 | ALights: TList);
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92 | function RenderFace(var ADescription: TFaceRenderingDescription;
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93 | AComputeCoordinate: TComputeProjectionFunc): boolean; override;
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94 | destructor Destroy; override;
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95 | end;
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96 |
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97 | implementation
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98 |
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99 | uses SysUtils, BGRAResample;
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100 |
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101 | { TBGRAShader3D }
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102 |
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103 | constructor TBGRAShader3D.Create(const AAmbiantLightColorF: TColorF;
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104 | ALights: TList);
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105 | var
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106 | j: Integer;
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107 | begin
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108 | FAmbiantLightColor := ColorFToColorInt65536(AAmbiantLightColorF);
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109 | FAmbiantLightness := round((AAmbiantLightColorF[1]+AAmbiantLightColorF[2]+AAmbiantLightColorF[3])/3*32768);
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110 | FUseAmbiantColor:= (FAmbiantLightColor.r <> FAmbiantLightColor.g) or (FAmbiantLightColor.g <> FAmbiantLightColor.b);
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111 | FLights := ALights;
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112 | FContextBlock := TMemoryBlockAlign128.Create(sizeof(TSceneLightingContext));
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113 | FOnlyDirectionalLights:= true;
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114 | for j := 0 to FLights.Count-1 do
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115 | if not TBGRALight3D(FLights[j]).IsDirectional then FOnlyDirectionalLights := false;
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116 | end;
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117 |
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118 | destructor TBGRAShader3D.Destroy;
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119 | begin
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120 | FreeAndNil(FContextBlock);
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121 | inherited Destroy;
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122 | end;
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123 |
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124 | function TBGRAShader3D.Apply(APosition: TPoint3D_128; ANormal: TPoint3D_128;
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125 | AColor: TBGRAPixel): TBGRAPixel;
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126 | begin
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127 | with Context^ do
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128 | begin
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129 | Position := APosition;
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130 | Normal := ANormal;
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131 | end;
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132 | result := ShaderFunction(Context,AColor);
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133 | end;
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134 |
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135 | function TBGRAShader3D.Int65536Apply(APosition: TPoint3D_128;
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136 | ANormal: TPoint3D_128; AColor: TBGRAPixel): TColorInt65536;
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137 | begin
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138 | with Context^ do
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139 | begin
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140 | Position := APosition;
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141 | Normal := ANormal;
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142 | end;
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143 | result := Int65536ShaderFunction(Context,AColor);
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144 | end;
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145 |
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146 | procedure TBGRAShader3D.Prepare(constref
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147 | ADescription: TFaceRenderingDescription);
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148 | var
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149 | UseDiffuseColor: Boolean;
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150 | j: Integer;
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151 | ctx: PSceneLightingContext;
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152 | begin
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153 | with ADescription do
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154 | begin
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155 | FWhiteMaterial:= Texture <> nil;
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156 | if Material.GetSpecularOn then
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157 | begin
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158 | FShaderFunc := TShaderFunction3D(@ApplyLightingWithDiffuseAndSpecularColor);
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159 | FInt65536ShaderFunc := TInt65536ShaderFunction3D(@Int65536ApplyLightingWithDiffuseAndSpecularColor);
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160 | end else
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161 | begin
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162 | UseDiffuseColor := FUseAmbiantColor;
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163 | if not UseDiffuseColor then
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164 | begin
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165 | with Material.GetDiffuseColorInt do
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166 | UseDiffuseColor := (r <> g) or (g <> b);
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167 | if not UseDiffuseColor and Material.GetAutoDiffuseColor then
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168 | begin
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169 | for j := 0 to FLights.Count-1 do
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170 | if TBGRALight3D(FLights[j]).GetColoredLight then
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171 | begin
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172 | UseDiffuseColor := true;
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173 | break;
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174 | end;
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175 | end;
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176 | end;
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177 | if UseDiffuseColor then
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178 | begin
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179 | FShaderFunc := TShaderFunction3D(@ApplyLightingWithDiffuseColor);
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180 | FInt65536ShaderFunc := TInt65536ShaderFunction3D(@Int65536ApplyLightingWithDiffuseColor);
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181 | end else
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182 | begin
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183 | if FLights.Count = 0 then
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184 | begin
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185 | if FAmbiantLightness = 32768 then
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186 | begin
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187 | FShaderFunc := TShaderFunction3D(@ApplyNoLighting);
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188 | FInt65536ShaderFunc := TInt65536ShaderFunction3D(@Int65536ApplyNoLighting);
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189 | end else
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190 | begin
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191 | FShaderFunc := TShaderFunction3D(@ApplyLightingWithAmbiantLightnessOnly);
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192 | FInt65536ShaderFunc := TInt65536ShaderFunction3D(@Int65536ApplyLightingWithAmbiantLightnessOnly);
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193 | end;
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194 | end else
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195 | begin
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196 | FShaderFunc := TShaderFunction3D(@ApplyLightingWithLightness);
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197 | FInt65536ShaderFunc := TInt65536ShaderFunction3D(@Int65536ApplyLightingWithLightness);
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198 | end;
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199 | end;
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200 | end;
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201 |
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202 | ctx := PSceneLightingContext( FContextBlock.Data );
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203 | ctx^.material := Material;
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204 | ctx^.LightThroughFactor := LightThroughFactor;
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205 | ctx^.LightThrough := ctx^.LightThroughFactor > 0;
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206 | ctx^.SaturationHighF := Material.GetSaturationHigh;
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207 | ctx^.SaturationLowF := Material.GetSaturationLow;
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208 | ctx^.SaturationHigh := round(Material.GetSaturationHigh*32768);
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209 | ctx^.SaturationLow := round(Material.GetSaturationLow*32768);
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210 | FContext := PBasicLightingContext(ctx);
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211 | end;
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212 | end;
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213 |
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214 | procedure TBGRAShader3D.ComputeDiffuseLightness(
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215 | Context: PSceneLightingContext);
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216 | var i: NativeInt;
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217 | begin
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218 | Context^.lightness := FAmbiantLightness;
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219 |
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220 | i := FLights.Count-1;
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221 | while i >= 0 do
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222 | begin
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223 | TBGRALight3D(FLights[i]).ComputeDiffuseLightness(Context);
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224 | dec(i);
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225 | end;
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226 | end;
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227 |
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228 | procedure TBGRAShader3D.ComputeDiffuseLight(Context: PSceneLightingContext);
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229 | var i: NativeInt;
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230 | m: TBGRAMaterial3D;
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231 | begin
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232 | m := TBGRAMaterial3D(Context^.material);
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233 |
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234 | if FWhiteMaterial or m.GetAutoAmbiantColor then
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235 | Context^.diffuseColor := FAmbiantLightColor
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236 | else
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237 | Context^.diffuseColor := FAmbiantLightColor*m.GetAmbiantColorInt;
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238 |
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239 | i := FLights.Count-1;
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240 | while i >= 0 do
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241 | begin
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242 | TBGRALight3D(FLights[i]).ComputeDiffuseColor(Context);
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243 | dec(i);
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244 | end;
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245 |
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246 | Context^.diffuseColor.a := 65536;
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247 | end;
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248 |
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249 | procedure TBGRAShader3D.ComputeDiffuseAndSpecularLight(
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250 | Context: PSceneLightingContext);
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251 | var i: NativeInt;
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252 | m: TBGRAMaterial3D;
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253 | begin
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254 | m := TBGRAMaterial3D(Context^.material);
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255 |
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256 | if FWhiteMaterial or m.GetAutoAmbiantColor then
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257 | Context^.diffuseColor := FAmbiantLightColor
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258 | else
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259 | Context^.diffuseColor := FAmbiantLightColor*m.GetAmbiantColorInt;
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260 | Context^.specularColor := ColorInt65536(0,0,0,0);
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261 |
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262 | i := FLights.Count-1;
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263 | while i >= 0 do
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264 | begin
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265 | TBGRALight3D(FLights[i]).ComputeDiffuseAndSpecularColor(Context);
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266 | dec(i);
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267 | end;
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268 |
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269 | Context^.diffuseColor.a := 65536;
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270 | end;
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271 |
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272 | function TBGRAShader3D.ApplyNoLighting(Context: PSceneLightingContext;
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273 | Color: TBGRAPixel): TBGRAPixel;
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274 | var
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275 | m: TBGRAMaterial3D;
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276 | begin
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277 | m := TBGRAMaterial3D(Context^.material);
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278 |
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279 | if FWhiteMaterial or m.GetAutoAmbiantColor then
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280 | result := Color
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281 | else
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282 | result := ColorIntToBGRA(BGRAToColorInt(Color,True)*m.GetAmbiantColorInt,True);
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283 | end;
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284 |
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285 | function TBGRAShader3D.ApplyLightingWithAmbiantLightnessOnly(
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286 | Context: PSceneLightingContext; Color: TBGRAPixel): TBGRAPixel;
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287 | var
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288 | m: TBGRAMaterial3D;
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289 | begin
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290 | m := TBGRAMaterial3D(Context^.material);
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291 |
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292 | if not FWhiteMaterial and not m.GetAutoAmbiantColor then
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293 | Color := ColorIntToBGRA(BGRAToColorInt(Color,True)* m.GetAmbiantColorInt,True);
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294 |
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295 | if FAmbiantLightness <= 0 then
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296 | result := BGRA(0,0,0,color.alpha)
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297 | else
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298 | result := ApplyIntensityFast(Color, FAmbiantLightness);
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299 | end;
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300 |
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301 | function TBGRAShader3D.ApplyLightingWithLightness(Context: PSceneLightingContext;
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302 | Color: TBGRAPixel): TBGRAPixel;
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303 | var
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304 | m: TBGRAMaterial3D;
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305 | begin
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306 | ComputeDiffuseLightness(Context);
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307 |
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308 | m := TBGRAMaterial3D(Context^.material);
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309 | if not FWhiteMaterial and not m.GetAutoSimpleColor then
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310 | Color := ColorIntToBGRA(BGRAToColorInt(Color,True)*m.GetSimpleColorInt,True);
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311 |
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312 | with Context^ do
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313 | if Lightness <= 0 then
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314 | result := BGRA(0,0,0,color.alpha)
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315 | else
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316 | begin
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317 | if Lightness <= SaturationLow then
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318 | result := ApplyIntensityFast(Color, Lightness)
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319 | else if Lightness >= SaturationHigh then
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320 | result := BGRA(255,255,255,color.alpha)
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321 | else
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322 | result := ApplyLightnessFast( ApplyIntensityFast(Color, SaturationLow),
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323 | (Lightness - SaturationLow)*32767 div (SaturationHigh-SaturationLow)+32768 );
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324 | end;
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325 | end;
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326 |
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327 | function TBGRAShader3D.ApplyLightingWithDiffuseColor(Context: PSceneLightingContext;
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328 | Color: TBGRAPixel): TBGRAPixel;
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329 | begin
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330 | ComputeDiffuseLight(Context);
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331 | result := ColorIntToBGRA(BGRAToColorInt(Color,True)*Context^.diffuseColor,True);
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332 | end;
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333 |
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334 | function TBGRAShader3D.ApplyLightingWithDiffuseAndSpecularColor(Context: PSceneLightingContext;
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335 | Color: TBGRAPixel): TBGRAPixel;
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336 | begin
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337 | ComputeDiffuseAndSpecularLight(Context);
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338 | result := ColorIntToBGRA(BGRAToColorInt(Color,True)*Context^.diffuseColor + Context^.specularColor,True);
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339 | end;
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340 |
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341 | function TBGRAShader3D.Int65536ApplyNoLighting(Context: PSceneLightingContext;
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342 | Color: TBGRAPixel): TColorInt65536;
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343 | var
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344 | m: TBGRAMaterial3D;
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345 | begin
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346 | m := TBGRAMaterial3D(Context^.material);
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347 |
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348 | if not FWhiteMaterial and not m.GetAutoAmbiantColor then
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349 | result := BGRAToColorInt(Color,True)* m.GetAmbiantColorInt
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350 | else
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351 | result := BGRAToColorInt(Color,True);
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352 | end;
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353 |
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354 | function TBGRAShader3D.Int65536ApplyLightingWithAmbiantLightnessOnly(
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355 | Context: PSceneLightingContext; Color: TBGRAPixel): TColorInt65536;
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356 | var
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357 | m: TBGRAMaterial3D;
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358 | MaterialColor: TColorInt65536;
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359 | begin
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360 | m := TBGRAMaterial3D(Context^.material);
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361 |
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362 | if not FWhiteMaterial and not m.GetAutoAmbiantColor then
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363 | MaterialColor := BGRAToColorInt(Color,True)* m.GetAmbiantColorInt
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364 | else
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365 | MaterialColor := BGRAToColorInt(Color,True);
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366 |
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367 | if FAmbiantLightness <= 0 then
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368 | result := ColorInt65536(0,0,0,MaterialColor.a)
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369 | else
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370 | result := MaterialColor *
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371 | ColorInt65536(FAmbiantLightness shl 1,FAmbiantLightness shl 1,FAmbiantLightness shl 1,65536);
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372 | end;
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373 |
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374 | function TBGRAShader3D.Int65536ApplyLightingWithLightness(
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375 | Context: PSceneLightingContext; Color: TBGRAPixel): TColorInt65536;
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376 | var
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377 | MaterialColor: TColorInt65536;
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378 | m: TBGRAMaterial3D;
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379 | Extra: NativeInt;
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380 | begin
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381 | ComputeDiffuseLightness(Context);
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382 |
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383 | m := TBGRAMaterial3D(Context^.material);
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384 | if not FWhiteMaterial and not m.GetAutoSimpleColor then
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385 | MaterialColor := BGRAToColorInt(Color,True)*m.GetSimpleColorInt
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386 | else
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387 | MaterialColor := BGRAToColorInt(Color,True);
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388 |
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389 | with Context^ do
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390 | if Lightness <= 0 then
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391 | result := ColorInt65536(0,0,0,MaterialColor.a)
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392 | else
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393 | begin
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394 | if Lightness <= SaturationLow then
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395 | result := MaterialColor * ColorInt65536(Lightness shl 1,Lightness shl 1,Lightness shl 1,65536)
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396 | else if Lightness >= SaturationHigh then
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397 | result := ColorInt65536(65536,65536,65536,MaterialColor.a)
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398 | else
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399 | begin
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400 | result := MaterialColor * ColorInt65536(Lightness shl 1,Lightness shl 1,Lightness shl 1,65536);
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401 | Extra := (Lightness - SaturationLow)*65536 div (SaturationHigh-SaturationLow);
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402 | result.r += Extra;
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403 | result.g += Extra;
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404 | result.b += Extra;
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405 | end;
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406 | end;
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407 | end;
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408 |
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409 | function TBGRAShader3D.Int65536ApplyLightingWithDiffuseColor(
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410 | Context: PSceneLightingContext; Color: TBGRAPixel): TColorInt65536;
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411 | begin
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412 | ComputeDiffuseLight(Context);
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413 | result := BGRAToColorInt(Color,True)*Context^.diffuseColor;
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414 | end;
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415 |
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416 | function TBGRAShader3D.Int65536ApplyLightingWithDiffuseAndSpecularColor(
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417 | Context: PSceneLightingContext; Color: TBGRAPixel): TColorInt65536;
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418 | begin
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419 | ComputeDiffuseAndSpecularLight(Context);
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420 | result := BGRAToColorInt(Color,True)*Context^.diffuseColor + Context^.specularColor;
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421 | end;
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422 |
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423 | { TBGRARenderer3D }
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424 |
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425 | function TBGRARenderer3D.GetHasZBuffer: boolean;
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426 | begin
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427 | result := Assigned(FZBuffer);
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428 | end;
|
---|
429 |
|
---|
430 | function TBGRARenderer3D.GetGlobalScale: single;
|
---|
431 | begin
|
---|
432 | result := FRenderSurfaceMultisample;
|
---|
433 | end;
|
---|
434 |
|
---|
435 | function TBGRARenderer3D.GetSurfaceWidth: integer;
|
---|
436 | begin
|
---|
437 | result := FOutputSurface.Width;
|
---|
438 | end;
|
---|
439 |
|
---|
440 | function TBGRARenderer3D.GetSurfaceHeight: integer;
|
---|
441 | begin
|
---|
442 | result := FOutputSurface.Height;
|
---|
443 | end;
|
---|
444 |
|
---|
445 | function TBGRARenderer3D.GetHandlesNearClipping: boolean;
|
---|
446 | begin
|
---|
447 | result := false;
|
---|
448 | end;
|
---|
449 |
|
---|
450 | function TBGRARenderer3D.GetHandlesFaceCulling: boolean;
|
---|
451 | begin
|
---|
452 | result := false;
|
---|
453 | end;
|
---|
454 |
|
---|
455 | constructor TBGRARenderer3D.Create(AOutputSurface: TBGRACustomBitmap;
|
---|
456 | ARenderingOptions: TRenderingOptions;
|
---|
457 | AAmbiantLightColorF: TColorF;
|
---|
458 | ALights: TList);
|
---|
459 | begin
|
---|
460 | if AOutputSurface = nil then
|
---|
461 | raise exception.Create('No surface specified');
|
---|
462 | FOutputSurface := AOutputSurface;
|
---|
463 | FOptions := ARenderingOptions;
|
---|
464 |
|
---|
465 | if (FOptions.AntialiasingMode = am3dResample)
|
---|
466 | and (FOptions.AntialiasingResampleLevel > 1) then
|
---|
467 | begin
|
---|
468 | FRenderSurface := FOutputSurface.NewBitmap(FOutputSurface.Width*FOptions.AntialiasingResampleLevel,
|
---|
469 | FOutputSurface.Height*FOptions.AntialiasingResampleLevel);
|
---|
470 | FRenderSurfaceMultisample := FOptions.AntialiasingResampleLevel;
|
---|
471 | end else
|
---|
472 | begin
|
---|
473 | FRenderSurface := FOutputSurface;
|
---|
474 | FRenderSurfaceMultisample := 1;
|
---|
475 | end;
|
---|
476 |
|
---|
477 | FColorGradientTempBmp := FRenderSurface.NewBitmap(2,2);
|
---|
478 | FColorGradientTempBmp.ScanInterpolationFilter := rfLinear;
|
---|
479 |
|
---|
480 | if FOptions.PerspectiveMode = pmZBuffer then
|
---|
481 | begin
|
---|
482 | Getmem(FZBuffer, FRenderSurface.NbPixels*sizeof(single));
|
---|
483 | FillDWord(FZBuffer^, FRenderSurface.NbPixels, dword(single(0)));
|
---|
484 | end
|
---|
485 | else
|
---|
486 | FZBuffer := nil;
|
---|
487 |
|
---|
488 | if (FOptions.AntialiasingMode = am3dMultishape) and
|
---|
489 | (FOptions.PerspectiveMode <> pmZBuffer) then
|
---|
490 | begin
|
---|
491 | FMultishapeFiller := TBGRAMultishapeFiller.Create;
|
---|
492 | FMultishapeFiller.PolygonOrder := poLastOnTop;
|
---|
493 | end
|
---|
494 | else
|
---|
495 | FMultishapeFiller := nil;
|
---|
496 |
|
---|
497 | FShader := TBGRAShader3D.Create(AAmbiantLightColorF, ALights);
|
---|
498 | end;
|
---|
499 |
|
---|
500 | function TBGRARenderer3D.RenderFace(var ADescription: TFaceRenderingDescription;
|
---|
501 | AComputeCoordinate: TComputeProjectionFunc): boolean;
|
---|
502 |
|
---|
503 | procedure ComputeCenter;
|
---|
504 | var j: NativeInt;
|
---|
505 | begin
|
---|
506 | with ADescription do
|
---|
507 | begin
|
---|
508 | with FCenter do
|
---|
509 | begin
|
---|
510 | ClearPoint3D_128(pos3D);
|
---|
511 | ClearPoint3D_128(normal3D);
|
---|
512 | color := MergeBGRA(slice(Colors,NbVertices));
|
---|
513 | end;
|
---|
514 | for j := 0 to NbVertices-1 do
|
---|
515 | begin
|
---|
516 | FCenter.pos3D += Positions3D[j];
|
---|
517 | FCenter.normal3D += Normals3D[j];
|
---|
518 | end;
|
---|
519 | with FCenter do
|
---|
520 | begin
|
---|
521 | pos3D *= (1/NbVertices);
|
---|
522 | Normalize3D_128(normal3D);
|
---|
523 | end;
|
---|
524 | end;
|
---|
525 | FCenter.proj := AComputeCoordinate(FCenter.pos3D);
|
---|
526 | end;
|
---|
527 |
|
---|
528 | procedure DrawFaceWithShader;
|
---|
529 | var
|
---|
530 | j,k: NativeInt;
|
---|
531 | SameColor: boolean;
|
---|
532 | begin
|
---|
533 | with ADescription do
|
---|
534 | begin
|
---|
535 | if Texture <> nil then
|
---|
536 | begin
|
---|
537 | BGRAPolygonAliased.PolygonPerspectiveMappingShaderAliased(FRenderSurface,
|
---|
538 | slice(Projections,NbVertices),slice(Positions3D,NbVertices),slice(Normals3D,NbVertices),
|
---|
539 | Texture,slice(TexCoords,NbVertices),FOptions.TextureInterpolation,
|
---|
540 | FShader.ShaderFunction,True, BGRAPixelTransparent,FZBuffer,FShader.Context);
|
---|
541 | exit;
|
---|
542 | end;
|
---|
543 |
|
---|
544 | SameColor := True;
|
---|
545 | for j := 1 to NbVertices-1 do
|
---|
546 | if (Colors[j]<>Colors[j-1]) then SameColor := False;
|
---|
547 |
|
---|
548 | if SameColor then
|
---|
549 | begin
|
---|
550 | BGRAPolygonAliased.PolygonPerspectiveMappingShaderAliased(FRenderSurface,
|
---|
551 | slice(Projections,NbVertices),slice(Positions3D,NbVertices),slice(Normals3D,NbVertices),nil,
|
---|
552 | slice(TexCoords,NbVertices),False,FShader.ShaderFunction,True,Colors[0],FZBuffer,FShader.Context);
|
---|
553 | end else
|
---|
554 | if NbVertices = 3 then
|
---|
555 | begin
|
---|
556 | FColorGradientTempBmp.SetPixel(0,0,Colors[0]);
|
---|
557 | FColorGradientTempBmp.SetPixel(1,0,Colors[1]);
|
---|
558 | FColorGradientTempBmp.SetPixel(0,1,Colors[2]);
|
---|
559 | FColorGradientTempBmp.SetPixel(1,1,MergeBGRA(Colors[1],Colors[2]));
|
---|
560 | BGRAPolygonAliased.PolygonPerspectiveMappingShaderAliased(FRenderSurface,
|
---|
561 | slice(Projections,NbVertices),slice(Positions3D,NbVertices),slice(Normals3D,NbVertices),FColorGradientTempBmp,
|
---|
562 | [PointF(0,0),PointF(1,0),PointF(0,1)],True,FShader.ShaderFunction,True, BGRAPixelTransparent,FZBuffer,FShader.Context);
|
---|
563 | end else
|
---|
564 | if NbVertices = 4 then
|
---|
565 | begin
|
---|
566 | FColorGradientTempBmp.SetPixel(0,0,Colors[0]);
|
---|
567 | FColorGradientTempBmp.SetPixel(1,0,Colors[1]);
|
---|
568 | FColorGradientTempBmp.SetPixel(1,1,Colors[2]);
|
---|
569 | FColorGradientTempBmp.SetPixel(0,1,Colors[3]);
|
---|
570 | BGRAPolygonAliased.PolygonPerspectiveMappingShaderAliased(FRenderSurface,
|
---|
571 | slice(Projections,NbVertices),slice(Positions3D,NbVertices),slice(Normals3D,NbVertices),FColorGradientTempBmp,
|
---|
572 | [PointF(0,0),PointF(1,0),PointF(1,1),PointF(0,1)],True,FShader.ShaderFunction,True, BGRAPixelTransparent,FZBuffer,FShader.Context);
|
---|
573 | end else
|
---|
574 | if NbVertices >= 3 then
|
---|
575 | begin //split into triangles
|
---|
576 | ComputeCenter;
|
---|
577 | k := NbVertices-1;
|
---|
578 | for j := 0 to NbVertices-1 do
|
---|
579 | begin
|
---|
580 | FColorGradientTempBmp.SetPixel(0,0,Colors[k]);
|
---|
581 | FColorGradientTempBmp.SetPixel(1,0,Colors[j]);
|
---|
582 | FColorGradientTempBmp.SetPixel(0,1,FCenter.color);
|
---|
583 | FColorGradientTempBmp.SetPixel(1,1,MergeBGRA(Colors[j],FCenter.color));
|
---|
584 | BGRAPolygonAliased.PolygonPerspectiveMappingShaderAliased(FRenderSurface,
|
---|
585 | [Projections[k],Projections[j],FCenter.proj], [Positions3D[k],Positions3D[j],FCenter.pos3D],
|
---|
586 | [Normals3D[k],Normals3D[j],FCenter.normal3D], FColorGradientTempBmp,
|
---|
587 | [PointF(0,0),PointF(1,0),PointF(0,1)],True,FShader.ShaderFunction,True, BGRAPixelTransparent,FZBuffer,FShader.Context);
|
---|
588 | k := j;
|
---|
589 | end;
|
---|
590 | end;
|
---|
591 | end;
|
---|
592 | end;
|
---|
593 |
|
---|
594 | procedure ComputeShadedColors;
|
---|
595 | var
|
---|
596 | j: NativeInt;
|
---|
597 | begin
|
---|
598 | with ADescription do
|
---|
599 | begin
|
---|
600 | //Vertex lighting interpolation (low-quality Gouraud, low-quality Phong)
|
---|
601 | if length(FShadedColors) < NbVertices then
|
---|
602 | setlength(FShadedColors, NbVertices);
|
---|
603 |
|
---|
604 | for j := 0 to NbVertices-1 do
|
---|
605 | FShadedColors[j] := FShader.Apply(Positions3D[j],Normals3D[j],Colors[j]);
|
---|
606 |
|
---|
607 | FSameShadedColors := True;
|
---|
608 | for j := 1 to NbVertices-1 do
|
---|
609 | if (FShadedColors[j]<>FShadedColors[j-1]) then
|
---|
610 | begin
|
---|
611 | FSameShadedColors := False;
|
---|
612 | break;
|
---|
613 | end;
|
---|
614 | end;
|
---|
615 | end;
|
---|
616 |
|
---|
617 | procedure DrawWithMultishape;
|
---|
618 | var shadedCenter: TBGRAPixel;
|
---|
619 | j,k: NativeInt;
|
---|
620 | begin
|
---|
621 | with ADescription do
|
---|
622 | begin
|
---|
623 | if Texture <> nil then
|
---|
624 | begin
|
---|
625 | if (FOptions.PerspectiveMode <> pmLinearMapping) and (NbVertices=4) then
|
---|
626 | FMultishapeFiller.AddQuadPerspectiveMapping(
|
---|
627 | Projections[0],Projections[1],Projections[2],Projections[3],
|
---|
628 | Texture,TexCoords[0],TexCoords[1],TexCoords[2],TexCoords[3])
|
---|
629 | else
|
---|
630 | if NbVertices>=3 then
|
---|
631 | begin
|
---|
632 | for j := 0 to NbVertices-3 do
|
---|
633 | FMultishapeFiller.AddTriangleLinearMapping(
|
---|
634 | Projections[j],Projections[j+1],Projections[j+2],
|
---|
635 | Texture,TexCoords[j],TexCoords[j+1],TexCoords[j+2]);
|
---|
636 | end;
|
---|
637 | end
|
---|
638 | else
|
---|
639 | begin
|
---|
640 | ComputeShadedColors;
|
---|
641 |
|
---|
642 | if FSameShadedColors then
|
---|
643 | FMultishapeFiller.AddPolygon(slice(Projections,NbVertices),FShadedColors[0])
|
---|
644 | else
|
---|
645 | if NbVertices=3 then
|
---|
646 | FMultishapeFiller.AddTriangleLinearColor(
|
---|
647 | Projections[0],Projections[1],Projections[2],
|
---|
648 | FShadedColors[0],FShadedColors[1],FShadedColors[2])
|
---|
649 | else
|
---|
650 | if NbVertices>=3 then
|
---|
651 | begin //split into triangles
|
---|
652 | ComputeCenter;
|
---|
653 | shadedCenter := FShader.Apply(FCenter.pos3D,FCenter.normal3D,FCenter.color);
|
---|
654 | k := NbVertices-1;
|
---|
655 | for j := 0 to NbVertices-1 do
|
---|
656 | begin
|
---|
657 | FMultishapeFiller.AddTriangleLinearColor(
|
---|
658 | Projections[k],Projections[j],FCenter.proj,
|
---|
659 | FShadedColors[k],FShadedColors[j],shadedCenter);
|
---|
660 | k := j;
|
---|
661 | end;
|
---|
662 | end;
|
---|
663 | end;
|
---|
664 | end;
|
---|
665 | end;
|
---|
666 |
|
---|
667 | procedure DrawAliasedColoredFace;
|
---|
668 | var j,k: integer;
|
---|
669 | shadedCenter: TBGRAPixel;
|
---|
670 | begin
|
---|
671 | with ADescription do
|
---|
672 | begin
|
---|
673 | ComputeShadedColors;
|
---|
674 |
|
---|
675 | if FSameShadedColors then
|
---|
676 | begin
|
---|
677 | if FOptions.PerspectiveMode = pmZBuffer then
|
---|
678 | BGRAPolygonAliased.PolygonPerspectiveColorGradientAliased(FRenderSurface, slice(Projections,NbVertices),
|
---|
679 | slice(FDepths,NbVertices), slice(FShadedColors,NbVertices),True,FZBuffer)
|
---|
680 | else
|
---|
681 | FRenderSurface.FillPoly(slice(Projections,NbVertices),FShadedColors[0],dmDrawWithTransparency);
|
---|
682 | end
|
---|
683 | else
|
---|
684 | begin
|
---|
685 | if NbVertices > 4 then
|
---|
686 | begin //split into triangles
|
---|
687 | ComputeCenter;
|
---|
688 | shadedCenter := FShader.Apply(FCenter.pos3D,FCenter.normal3D,FCenter.color);
|
---|
689 | k := NbVertices-1;
|
---|
690 | if FOptions.PerspectiveMode = pmLinearMapping then
|
---|
691 | begin
|
---|
692 | for j := 0 to NbVertices-1 do
|
---|
693 | begin
|
---|
694 | FRenderSurface.FillPolyLinearColor([Projections[k],Projections[j],FCenter.proj],[FShadedColors[k],FShadedColors[j],shadedCenter]);
|
---|
695 | k := j;
|
---|
696 | end;
|
---|
697 | end else
|
---|
698 | begin
|
---|
699 | for j := 0 to NbVertices-1 do
|
---|
700 | begin
|
---|
701 | BGRAPolygonAliased.PolygonPerspectiveColorGradientAliased(FRenderSurface, [Projections[k],Projections[j],FCenter.proj],
|
---|
702 | [FDepths[k],FDepths[j],FCenter.pos3D.z], [FShadedColors[k],FShadedColors[j],shadedCenter],True,FZBuffer);
|
---|
703 | k := j;
|
---|
704 | end;
|
---|
705 | end;
|
---|
706 | end else
|
---|
707 | begin
|
---|
708 | if FOptions.PerspectiveMode = pmLinearMapping then
|
---|
709 | FRenderSurface.FillPolyLinearColor(slice(Projections,NbVertices),slice(FShadedColors,NbVertices))
|
---|
710 | else
|
---|
711 | BGRAPolygonAliased.PolygonPerspectiveColorGradientAliased(FRenderSurface, slice(Projections,NbVertices),
|
---|
712 | slice(FDepths,NbVertices), slice(FShadedColors,NbVertices),True,FZBuffer);
|
---|
713 | end;
|
---|
714 | end;
|
---|
715 | end;
|
---|
716 | end;
|
---|
717 |
|
---|
718 | procedure DrawWithoutShader;
|
---|
719 | var
|
---|
720 | noLighting: Boolean;
|
---|
721 | j: NativeInt;
|
---|
722 | begin
|
---|
723 | with ADescription do
|
---|
724 | begin
|
---|
725 | if length(FDepths) < NbVertices then
|
---|
726 | setlength(FDepths, NbVertices);
|
---|
727 | for j := 0 to NbVertices-1 do
|
---|
728 | FDepths[j] := Positions3D[j].z;
|
---|
729 |
|
---|
730 | if Texture <> nil then
|
---|
731 | begin
|
---|
732 | noLighting := True;
|
---|
733 | if length(FLightings) < NbVertices then
|
---|
734 | setlength(FLightings, NbVertices);
|
---|
735 | for j := 0 to NbVertices-1 do
|
---|
736 | begin
|
---|
737 | FLightings[j] := FShader.Int65536Apply(Positions3D[j],Normals3D[j],BGRAWhite).g div 2;
|
---|
738 | if abs(FLightings[j]-32768) > 1 then noLighting := false;
|
---|
739 | end;
|
---|
740 |
|
---|
741 | if noLighting then
|
---|
742 | begin
|
---|
743 | if FOptions.PerspectiveMode <> pmLinearMapping then
|
---|
744 | FRenderSurface.FillPolyPerspectiveMapping(slice(Projections,NbVertices),
|
---|
745 | slice(FDepths,NbVertices),Texture,slice(TexCoords,NbVertices),
|
---|
746 | FOptions.TextureInterpolation, FZBuffer)
|
---|
747 | else
|
---|
748 | FRenderSurface.FillPolyLinearMapping(slice(Projections,NbVertices),
|
---|
749 | Texture,slice(TexCoords,NbVertices),FOptions.TextureInterpolation);
|
---|
750 | end else
|
---|
751 | begin
|
---|
752 | if FOptions.PerspectiveMode <> pmLinearMapping then
|
---|
753 | FRenderSurface.FillPolyPerspectiveMappingLightness(
|
---|
754 | slice(Projections,NbVertices),slice(FDepths,NbVertices),Texture,
|
---|
755 | slice(TexCoords,NbVertices),slice(FLightings,NbVertices),
|
---|
756 | FOptions.TextureInterpolation, FZBuffer)
|
---|
757 | else
|
---|
758 | FRenderSurface.FillPolyLinearMappingLightness(
|
---|
759 | slice(Projections,NbVertices),Texture,slice(TexCoords,NbVertices),
|
---|
760 | slice(FLightings,NbVertices),FOptions.TextureInterpolation);
|
---|
761 | end;
|
---|
762 | end
|
---|
763 | else
|
---|
764 | DrawAliasedColoredFace; //already low-quality shaded
|
---|
765 | end;
|
---|
766 | end;
|
---|
767 |
|
---|
768 | var
|
---|
769 | j: integer;
|
---|
770 | SkipShader: boolean;
|
---|
771 | begin
|
---|
772 | result := true;
|
---|
773 | FShader.Prepare(ADescription);
|
---|
774 | with ADescription do
|
---|
775 | begin
|
---|
776 | //high-quality lighting interpolation, necessary for Phong and high-quality Gouraud
|
---|
777 | if ( (FOptions.LightingInterpolation = liAlwaysHighQuality) or
|
---|
778 | ((FOptions.LightingInterpolation = liSpecularHighQuality) and Material.GetSpecularOn) )
|
---|
779 | and (NormalsMode <> lnNone) then
|
---|
780 | begin
|
---|
781 | //if there are only directional lights and all the normals are the same,
|
---|
782 | //then the lighting will be uniform so we can skip the shader
|
---|
783 | if FShader.OnlyDirectionalLights then
|
---|
784 | begin
|
---|
785 | SkipShader := true;
|
---|
786 | for j := 1 to NbVertices-1 do
|
---|
787 | if Normals3D[j] <> Normals3D[j-1] then
|
---|
788 | begin
|
---|
789 | SkipShader := false;
|
---|
790 | break;
|
---|
791 | end;
|
---|
792 | end else
|
---|
793 | SkipShader := false;
|
---|
794 |
|
---|
795 | if not SkipShader then
|
---|
796 | begin
|
---|
797 | DrawFaceWithShader;
|
---|
798 | exit;
|
---|
799 | end;
|
---|
800 | end;
|
---|
801 |
|
---|
802 | if Assigned(FMultishapeFiller) then //high-quality antialiasing
|
---|
803 | DrawWithMultishape
|
---|
804 | else
|
---|
805 | DrawWithoutShader;
|
---|
806 | end;
|
---|
807 | end;
|
---|
808 |
|
---|
809 | destructor TBGRARenderer3D.Destroy;
|
---|
810 | begin
|
---|
811 | FreeAndNil(FShader);
|
---|
812 |
|
---|
813 | if Assigned(FMultishapeFiller) then
|
---|
814 | begin
|
---|
815 | FMultishapeFiller.Draw(FRenderSurface);
|
---|
816 | FreeAndNil(FMultishapeFiller);
|
---|
817 | end;
|
---|
818 |
|
---|
819 | if FZBuffer <> nil then
|
---|
820 | begin
|
---|
821 | FreeMem(FZBuffer);
|
---|
822 | FZBuffer := nil;
|
---|
823 | end;
|
---|
824 |
|
---|
825 | FreeAndNil(FColorGradientTempBmp);
|
---|
826 |
|
---|
827 | if FRenderSurfaceMultisample > 1 then
|
---|
828 | begin
|
---|
829 | BGRAResample.DownSamplePutImage(FRenderSurface,
|
---|
830 | FRenderSurfaceMultisample,FRenderSurfaceMultisample,
|
---|
831 | FOutputSurface, 0,0, dmDrawWithTransparency);
|
---|
832 | FreeAndNil(FRenderSurface);
|
---|
833 | FRenderSurfaceMultisample := 1;
|
---|
834 | end
|
---|
835 | else
|
---|
836 | FRenderSurface := nil;
|
---|
837 |
|
---|
838 | inherited Destroy;
|
---|
839 | end;
|
---|
840 |
|
---|
841 | end.
|
---|