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bgraopengl.pas
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bgraopengl.pas
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{ ***************************************************************************
* *
* This file is part of BGRABitmap library which is distributed under the *
* modified LGPL. *
* *
* See the file COPYING.modifiedLGPL.txt, included in this distribution, *
* for details about the copyright. *
* *
* This program 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. *
* *
************************* BGRABitmap library ******************************
- Drawing routines with transparency and antialiasing with Lazarus.
Offers also various transforms.
- These routines allow to manipulate 32bit images in BGRA format or RGBA
format (depending on the platform).
- This code is under modified LGPL (see COPYING.modifiedLGPL.txt).
This means that you can link this library inside your programs for any purpose.
Only the included part of the code must remain LGPL.
- If you make some improvements to this library, please notify here:
http://www.lazarus.freepascal.org/index.php/topic,12037.0.html
********************* Contact : Circular at operamail.com *******************
******************************* CONTRIBUTOR(S) ******************************
- Edivando S. Santos Brasil | mailedivando@gmail.com
(Compatibility with FPC ($Mode objfpc/delphi) and delphi VCL 11/2018)
***************************** END CONTRIBUTOR(S) *****************************}
Unit BGRAOpenGL;
{$i bgrabitmap.inc}{$H+}
interface
uses
Classes, SysUtils, FPImage, BGRATypes,{$IFNDEF FPC}Types, GraphType, {$ENDIF}BGRAGraphics,
BGRAOpenGLType, BGRASpriteGL, BGRACanvasGL, GL, GLext, GLU, BGRABitmapTypes,
BGRAFontGL, BGRASSE, BGRAMatrix3D;
type
TBGLCustomCanvas = BGRACanvasGL.TBGLCustomCanvas;
TBGLSprite = TBGLDefaultSprite;
IBGLTexture = BGRAOpenGLType.IBGLTexture;
IBGLFont = BGRAOpenGLType.IBGLFont;
IBGLRenderedFont = BGRAFontGL.IBGLRenderedFont;
TOpenGLResampleFilter = BGRAOpenGLType.TOpenGLResampleFilter;
TOpenGLBlendMode = BGRAOpenGLType.TOpenGLBlendMode;
TBGLPath = BGRACanvasGL.TBGLPath;
TWaitForGPUOption = BGRAOpenGLType.TWaitForGPUOption;
TBGLCustomElementArray = BGRACanvasGL.TBGLCustomElementArray;
TBGLCustomArray = BGRACanvasGL.TBGLCustomArray;
TOpenGLPrimitive = BGRAOpenGLType.TOpenGLPrimitive;
TTextLayout = BGRAGraphics.TTextLayout;
const
tlTop = BGRAGraphics.tlTop;
tlCenter = BGRAGraphics.tlCenter;
tlBottom = BGRAGraphics.tlBottom;
type
{ TBGLContext }
TBGLContext = object
private
function GetHeight: integer;
function GetWidth: integer;
public
Canvas: TBGLCustomCanvas;
Sprites: TBGLCustomSpriteEngine;
property Width: integer read GetWidth;
property Height: integer read GetHeight;
end;
{ TBGLFrameBuffer }
TBGLFrameBuffer = class(TBGLCustomFrameBuffer)
protected
FHeight: integer;
FMatrix: TAffineMatrix;
FProjectionMatrix: TMatrix4D;
FTexture: IBGLTexture;
FFrameBufferId, FRenderBufferId: GLuint;
FWidth: integer;
FSettingMatrices: boolean;
function GetTexture: IBGLTexture; override;
function GetHandle: pointer; override;
function GetHeight: integer; override;
function GetMatrix: TAffineMatrix; override;
function GetProjectionMatrix: TMatrix4D; override;
function GetWidth: integer; override;
procedure SetMatrix(AValue: TAffineMatrix); override;
procedure SetProjectionMatrix(AValue: TMatrix4D); override;
public
constructor Create(AWidth,AHeight: integer);
function MakeTextureAndFree: IBGLTexture; override;
destructor Destroy; override;
end;
const
orfBox = BGRAOpenGLType.orfBox;
orfLinear = BGRAOpenGLType.orfLinear;
obmNormal = BGRAOpenGLType.obmNormal;
obmAdd = BGRAOpenGLType.obmAdd;
obmMultiply = BGRAOpenGLType.obmMultiply;
wfgQueueAllCommands = BGRAOpenGLType.wfgQueueAllCommands;
wfgFinishAllCommands = BGRAOpenGLType.wfgFinishAllCommands;
opPoints = BGRAOpenGLType.opPoints;
opLineStrip = BGRAOpenGLType.opLineStrip;
opLineLoop = BGRAOpenGLType.opLineLoop;
opLines = BGRAOpenGLType.opLines;
opTriangleStrip = BGRAOpenGLType.opTriangleStrip;
opTriangleFan = BGRAOpenGLType.opTriangleFan;
opTriangles = BGRAOpenGLType.opTriangles;
type
{ TBGLBitmap }
TBGLBitmap = class(TBGLCustomBitmap)
protected
function GetOpenGLMaxTexSize: integer; override;
end;
function BGLTexture(ARGBAData: PBGRADWord; AllocatedWidth,AllocatedHeight, ActualWidth,ActualHeight: integer): IBGLTexture; overload;
function BGLTexture(AFPImage: TFPCustomImage): IBGLTexture; overload;
function BGLTexture(ABitmap: TBitmap): IBGLTexture; overload;
function BGLTexture(AWidth, AHeight: integer; Color: TColor): IBGLTexture; overload;
function BGLTexture(AWidth, AHeight: integer; Color: TBGRAPixel): IBGLTexture; overload;
function BGLTexture(AFilenameUTF8: string): IBGLTexture; overload;
function BGLTexture(AFilenameUTF8: string; AWidth, AHeight: integer; AResampleFilter: TResampleFilter = rfBox): IBGLTexture; overload;
function BGLTexture(AStream: TStream): IBGLTexture; overload;
function BGLSpriteEngine: TBGLCustomSpriteEngine;
function BGLCanvas: TBGLCustomCanvas;
procedure BGLViewPort(AWidth,AHeight: integer); overload;
procedure BGLViewPort(AWidth,AHeight: integer; AColor: TBGRAPixel); overload;
function BGLFont({%H-}AName: string; {%H-}AEmHeight: integer; {%H-}AStyle: TFontStyles = []): IBGLRenderedFont; overload;
function BGLFont({%H-}AName: string; {%H-}AEmHeight: integer; {%H-}AColor: TBGRAPixel; {%H-}AStyle: TFontStyles = []): IBGLRenderedFont; overload;
function BGLFont({%H-}AName: string; {%H-}AEmHeight: integer; {%H-}AColor: TBGRAPixel; {%H-}AOutlineColor: TBGRAPixel; {%H-}AStyle: TFontStyles = []): IBGLRenderedFont; overload;
function BGLFont({%H-}AName: string; {%H-}AEmHeight: integer; ARenderer: TBGRACustomFontRenderer; ARendererOwned: boolean = true): IBGLRenderedFont; overload;
type
{ TBGLElementArray }
TBGLElementArray = class(TBGLCustomElementArray)
protected
FElements: packed array of GLuint;
FBuffer: GLuint;
function GetCount: integer; override;
public
constructor Create(const AElements: array of integer); override;
procedure Draw(ACanvas: TBGLCustomCanvas; APrimitive: TOpenGLPrimitive; AAttributes: array of TAttributeVariable); override;
destructor Destroy; override;
end;
{ TBGLArray }
TBGLArray = class(TBGLCustomArray)
protected
FBufferAddress: pointer;
FCount: integer;
FRecordSize: integer;
function GetCount: integer; override;
function GetRecordSize: integer; override;
public
constructor Create(ABufferAddress: Pointer; ACount: integer; ARecordSize: integer); override;
destructor Destroy; override;
end;
implementation
uses BGRABlurGL, BGRATransform{$IFDEF BGRABITMAP_USE_LCL}, BGRAText, BGRATextFX{$ENDIF};
type
TBlendFuncSeparateProc = procedure(sfactorRGB: GLenum; dfactorRGB: GLenum; sfactorAlpha: GLenum; dfactorAlpha: GLenum); {$IFDEF Windows} stdcall; {$ELSE} cdecl; {$ENDIF}
function PrimitiveToOpenGL(AValue: TOpenGLPrimitive): GLenum;
begin
case AValue of
opPoints: result := GL_POINTS;
opLineStrip: result := GL_LINE_STRIP;
opLineLoop: result := GL_LINE_LOOP;
opLines: result := GL_LINES;
opTriangleStrip: result := GL_TRIANGLE_STRIP;
opTriangleFan: result := GL_TRIANGLE_FAN;
opTriangles: result := GL_TRIANGLES;
else
raise exception.Create('Unknown primitive type');
end;
end;
procedure NeedOpenGL2_0;
begin
if @glUseProgram = nil then
begin
if not Load_GL_version_2_0 then
raise exception.Create('Cannot load OpenGL 2.0');
end;
end;
function CheckOpenGL2_0: boolean;
begin
if @glUseProgram = nil then
begin
result := Load_GL_version_2_0;
end
else
result := true;
end;
var
BGLCanvasInstance: TBGLCustomCanvas;
glBlendFuncSeparate: TBlendFuncSeparateProc;
glBlendFuncSeparateFetched: boolean;
const
GL_COMBINE_ARB = $8570;
GL_COMBINE_RGB_ARB = $8571;
GL_SOURCE0_RGB_ARB = $8580;
GL_PRIMARY_COLOR_ARB = $8577;
type
{ TBGLTexture }
TBGLTexture = class(TBGLCustomTexture)
protected
FFlipX,FFlipY: Boolean;
function GetOpenGLMaxTexSize: integer; override;
function CreateOpenGLTexture(ARGBAData: PBGRADWord; AAllocatedWidth, AAllocatedHeight, AActualWidth, AActualHeight: integer; RGBAOrder: boolean): TBGLTextureHandle; override;
procedure UpdateOpenGLTexture(ATexture: TBGLTextureHandle; ARGBAData: PBGRADWord; AAllocatedWidth, AAllocatedHeight, AActualWidth,AActualHeight: integer; RGBAOrder: boolean); override;
class function SupportsBGRAOrder: boolean; override;
procedure SetOpenGLTextureSize(ATexture: TBGLTextureHandle; AAllocatedWidth, AAllocatedHeight, AActualWidth, AActualHeight: integer); override;
procedure ComputeOpenGLFramesCoord(ATexture: TBGLTextureHandle; FramesX: Integer=1; FramesY: Integer=1); override;
function GetOpenGLFrameCount(ATexture: TBGLTextureHandle): integer; override;
function GetEmptyTexture: TBGLTextureHandle; override;
procedure FreeOpenGLTexture(ATexture: TBGLTextureHandle); override;
procedure UpdateGLResampleFilter(ATexture: TBGLTextureHandle; AFilter: TOpenGLResampleFilter); override;
procedure InternalSetColor(const AColor: TBGRAPixel);
procedure DoDrawTriangleOrQuad(const APoints: array of TPointF;
const APointsZ: array of Single; const APoints3D: array of TPoint3D_128;
const ANormals3D: array of TPoint3D_128; const ATexCoords: array of TPointF;
const AColors: array of TColorF); override;
procedure DoDraw(pt1,pt2,pt3,pt4: TPointF; AColor: TBGRAPixel);
procedure DoStretchDraw(x,y,w,h: single; AColor: TBGRAPixel); override;
procedure DoStretchDrawAngle(x,y,w,h,angleDeg: single; rotationCenter: TPointF; AColor: TBGRAPixel); override;
procedure DoDrawAffine(Origin, HAxis, VAxis: TPointF; AColor: TBGRAPixel); override;
procedure Init(ATexture: TBGLTextureHandle; AWidth,AHeight: integer; AOwned: boolean); override;
procedure NotifyInvalidFrameSize; override;
procedure NotifyErrorLoadingFile(AFilenameUTF8: string); override;
function NewEmpty: TBGLCustomTexture; override;
function NewFromTexture(ATexture: TBGLTextureHandle; AWidth,AHeight: integer): TBGLCustomTexture; override;
function Duplicate: TBGLCustomTexture; override;
public
procedure ToggleFlipX; override;
procedure ToggleFlipY; override;
procedure Bind(ATextureNumber: integer); override;
function FilterBlurMotion(ARadius: single; ABlurType: TRadialBlurType; ADirection: TPointF): IBGLTexture; override;
function FilterBlurRadial(ARadius: single; ABlurType: TRadialBlurType): IBGLTexture; override;
end;
POpenGLTexture = ^TOpenGLTexture;
TOpenGLTexture = record
ID: GLuint;
AllocatedWidth,AllocatedHeight,ActualWidth,ActualHeight: integer;
FramesCoord: array of array[0..3] of TPointF;
end;
{ TBGLCanvas }
TBGLCanvas = class(TBGLCustomCanvas)
protected
FMatrix: TAffineMatrix;
FProjectionMatrix: TMatrix4D;
FBlendMode: TOpenGLBlendMode;
FLighting: TBGLCustomLighting;
FFaceCulling: TFaceCulling;
function GetLighting: TBGLCustomLighting; override;
function GetMatrix: TAffineMatrix; override;
procedure SetMatrix(const AValue: TAffineMatrix); override;
function GetProjectionMatrix: TMatrix4D; override;
procedure SetProjectionMatrix(const AValue: TMatrix4D); override;
function GetFaceCulling: TFaceCulling; override;
procedure SetFaceCulling(AValue: TFaceCulling); override;
procedure InternalSetColor(const AColor: TBGRAPixel); override;
procedure InternalSetColorF(const AColor: TColorF); override;
procedure InternalStartPutPixel(const pt: TPointF); override;
procedure InternalStartPolyline(const pt: TPointF); override;
procedure InternalStartPolygon(const pt: TPointF); override;
procedure InternalStartTriangleFan(const pt: TPointF); override;
procedure InternalContinueShape(const pt: TPointF); overload; override;
procedure InternalContinueShape(const pt: TPoint3D); overload; override;
procedure InternalContinueShape(const pt: TPoint3D_128); overload; override;
procedure InternalContinueShape(const pt, normal: TPoint3D_128); overload; override;
procedure InternalEndShape; override;
procedure InternalStartBlend; override;
procedure InternalEndBlend; override;
procedure InternalStartBlendTriangles; override;
procedure InternalStartBlendQuads; override;
procedure InternalEndBlendTriangles; override;
procedure InternalEndBlendQuads; override;
procedure EnableScissor(AValue: TRect); override;
procedure DisableScissor; override;
function GetBlendMode: TOpenGLBlendMode; override;
procedure SetBlendMode(AValue: TOpenGLBlendMode); override;
procedure SetActiveFrameBuffer(AValue: TBGLCustomFrameBuffer); override;
public
destructor Destroy; override;
procedure Fill(AColor: TBGRAPixel); override;
procedure StartZBuffer; override;
procedure EndZBuffer; override;
procedure WaitForGPU(AOption: TWaitForGPUOption); override;
function GetImage(x, y, w, h: integer): TBGRACustomBitmap; override;
function CreateFrameBuffer(AWidth, AHeight: integer): TBGLCustomFrameBuffer; override;
end;
{ TBGLLighting }
TBGLLighting = class(TBGLCustomLighting)
protected
FLightUsage: array[0..7] of boolean;
FCurrentSpecularIndex: single;
FAmbiantLightF: TColorF;
FBuiltInLighting: boolean;
function MakeShaderObject(AShaderType: GLenum; ASource: string): GLuint;
function AddLight(AColor: TColorF): integer;
function GetSupportShaders: boolean; override;
procedure SetAmbiantLightF(AAmbiantLight: TColorF); override;
function GetAmbiantLightF: TColorF; override;
function GetBuiltInLightingEnabled: boolean; override;
procedure SetBuiltInLightingEnabled(AValue: boolean); override;
public
constructor Create;
function AddDirectionalLight(AColor: TColorF; ADirection: TPoint3D): integer; override;
function AddPointLight(AColor: TColorF; APosition: TPoint3D; ALinearAttenuation, AQuadraticAttenuation: single): integer; override;
procedure ClearLights; override;
function RemoveLight(AIndex: integer): boolean; override;
procedure SetSpecularIndex(AIndex: integer); override;
function MakeVertexShader(ASource: string): BGRADWord; override;
function MakeFragmentShader(ASource: string): BGRADWord; override;
function MakeShaderProgram(AVertexShader, AFragmentShader: BGRADWord): BGRADWord; override;
procedure UseProgram(AProgram: BGRADWord); override;
procedure DeleteShaderObject(AShader: BGRADWord); override;
procedure DeleteShaderProgram(AProgram: BGRADWord); override;
function GetUniformVariable(AProgram: BGRADWord; AName: string): BGRADWord; override;
function GetAttribVariable(AProgram: BGRADWord; AName: string): BGRADWord; override;
procedure SetUniformSingle(AVariable: BGRADWord; const AValue; AElementCount, AComponentCount: integer); override;
procedure SetUniformInteger(AVariable: BGRADWord; const AValue; AElementCount, AComponentCount: integer); override;
procedure BindAttribute(AAttribute: TAttributeVariable); override;
procedure UnbindAttribute(AAttribute: TAttributeVariable); override;
end;
{ TBGLFrameBuffer }
procedure TBGLFrameBuffer.SetMatrix(AValue: TAffineMatrix);
begin
if FSettingMatrices then Exit;
FSettingMatrices := true;
FMatrix:=AValue;
if FCanvas <> nil then
TBGLCustomCanvas(FCanvas).Matrix := AValue;
FSettingMatrices := false;
end;
function TBGLFrameBuffer.GetMatrix: TAffineMatrix;
begin
result := FMatrix;
end;
function TBGLFrameBuffer.GetTexture: IBGLTexture;
begin
result := FTexture.FlipY;
end;
function TBGLFrameBuffer.GetHandle: pointer;
begin
result := @FFrameBufferId;
end;
function TBGLFrameBuffer.GetHeight: integer;
begin
result := FHeight;
end;
function TBGLFrameBuffer.GetProjectionMatrix: TMatrix4D;
begin
result := FProjectionMatrix;
end;
function TBGLFrameBuffer.GetWidth: integer;
begin
result := FWidth;
end;
procedure TBGLFrameBuffer.SetProjectionMatrix(AValue: TMatrix4D);
begin
if FSettingMatrices then Exit;
FSettingMatrices := true;
FProjectionMatrix:= AValue;
if FCanvas <> nil then
TBGLCustomCanvas(FCanvas).ProjectionMatrix := AValue;
FSettingMatrices := false;
end;
constructor TBGLFrameBuffer.Create(AWidth, AHeight: integer);
var frameBufferStatus: GLenum;
begin
if not Load_GL_version_3_0 then
raise exception.Create('Cannot load OpenGL 3.0');
FWidth := AWidth;
FHeight := AHeight;
FTexture := BGLTextureFactory.Create(nil,AWidth,AHeight,AWidth,AHeight);
//depth and stencil
glGenRenderbuffers(1, @FRenderBufferId);
glBindRenderbuffer(GL_RENDERBUFFER, FRenderBufferId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, AWidth,AHeight);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenFramebuffers(1, @FFrameBufferId);
glBindFramebuffer(GL_FRAMEBUFFER, FFrameBufferId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, PGLuint(FTexture.Handle)^, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, FFrameBufferId);
frameBufferStatus:= glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if frameBufferStatus <> GL_FRAMEBUFFER_COMPLETE then
begin
glDeleteFramebuffers(1, @FFrameBufferId);
glDeleteRenderbuffers(1, @FRenderBufferId);
FTexture := nil;
raise exception.Create('Error ' + inttostr(frameBufferStatus) + ' while initializing frame buffer');
end;
UseOrthoProjection;
Matrix := AffineMatrixIdentity;
end;
function TBGLFrameBuffer.MakeTextureAndFree: IBGLTexture;
begin
result := FTexture;
FTexture := nil;
Free;
end;
destructor TBGLFrameBuffer.Destroy;
begin
glDeleteFramebuffers(1, @FFrameBufferId);
glDeleteRenderbuffers(1, @FRenderBufferId);
FTexture := nil;
inherited Destroy;
end;
procedure ApplyBlendMode(ABlendMode: TOpenGLBlendMode);
var
srcBlend : BGRALongWord;
dstBlend : BGRALongWord;
begin
case ABlendMode of
obmAdd:
begin
srcBlend := GL_SRC_ALPHA;
dstBlend := GL_ONE;
end;
obmMultiply:
begin
srcBlend := GL_ZERO;
dstBlend := GL_SRC_COLOR;
end
else
begin
srcBlend := GL_SRC_ALPHA;
dstBlend := GL_ONE_MINUS_SRC_ALPHA;
end;
end;
if not glBlendFuncSeparateFetched then
begin
glBlendFuncSeparate := TBlendFuncSeparateProc(wglGetProcAddress('glBlendFuncSeparate'));
glBlendFuncSeparateFetched := true;
end;
if Assigned(glBlendFuncSeparate) then
glBlendFuncSeparate( srcBlend, dstBlend, GL_ONE, GL_ONE_MINUS_SRC_ALPHA )
else
glBlendFunc( srcBlend, dstBlend );
end;
function BGLTexture(ARGBAData: PBGRADWord; AllocatedWidth, AllocatedHeight,
ActualWidth, ActualHeight: integer): IBGLTexture;
begin
result := TBGLTexture.Create(ARGBAData,AllocatedWidth, AllocatedHeight,
ActualWidth, ActualHeight);
end;
function BGLTexture(AFPImage: TFPCustomImage): IBGLTexture;
begin
result := TBGLTexture.Create(AFPImage);
end;
function BGLTexture(ABitmap: TBitmap): IBGLTexture;
begin
result := TBGLTexture.Create(ABitmap);
end;
function BGLTexture(AWidth, AHeight: integer; Color: TColor): IBGLTexture;
begin
result := TBGLTexture.Create(AWidth,AHeight,Color);
end;
function BGLTexture(AWidth, AHeight: integer; Color: TBGRAPixel): IBGLTexture;
begin
result := TBGLTexture.Create(AWidth,AHeight,Color);
end;
function BGLTexture(AFilenameUTF8: string): IBGLTexture;
begin
result := TBGLTexture.Create(AFilenameUTF8);
end;
function BGLTexture(AFilenameUTF8: string; AWidth, AHeight: integer; AResampleFilter: TResampleFilter): IBGLTexture;
begin
result := TBGLTexture.Create(AFilenameUTF8, AWidth, AHeight, AResampleFilter);
end;
function BGLTexture(AStream: TStream): IBGLTexture;
begin
result := TBGLTexture.Create(AStream);
end;
function BGLSpriteEngine: TBGLCustomSpriteEngine;
begin
result := BGRASpriteGL.BGLSpriteEngine;
end;
procedure BGLViewPort(AWidth, AHeight: integer; AColor: TBGRAPixel);
begin
BGLViewPort(AWidth,AHeight);
BGLCanvas.Fill(AColor);
end;
function BGLFont(AName: string; AEmHeight: integer; AStyle: TFontStyles = []): IBGLRenderedFont;
begin
{$IFDEF BGRABITMAP_USE_LCL}
result := BGLFont(AName, AEmHeight, TLCLFontRenderer.Create);
result.Style := AStyle;
{$ELSE}
result := nil;
raise exception.Create('LCL renderer not available');
{$ENDIF}
end;
function BGLFont(AName: string; AEmHeight: integer; AColor: TBGRAPixel;
AStyle: TFontStyles): IBGLRenderedFont;
begin
{$IFDEF BGRABITMAP_USE_LCL}
result := BGLFont(AName, AEmHeight, TLCLFontRenderer.Create);
result.Color := AColor;
result.Style := AStyle;
{$ELSE}
result := nil;
raise exception.Create('LCL renderer not available');
{$ENDIF}
end;
function BGLFont(AName: string; AEmHeight: integer; AColor: TBGRAPixel;
AOutlineColor: TBGRAPixel; AStyle: TFontStyles = []): IBGLRenderedFont;
{$IFDEF BGRABITMAP_USE_LCL}
var renderer: TBGRATextEffectFontRenderer;
begin
renderer := TBGRATextEffectFontRenderer.Create;
renderer.OuterOutlineOnly:= true;
renderer.OutlineColor := AOutlineColor;
renderer.OutlineVisible := true;
result := BGLFont(AName, AEmHeight, renderer, true);
result.Color := AColor;
result.Style := AStyle;
end;
{$ELSE}
begin
result := nil;
raise exception.Create('LCL renderer not available');
end;
{$ENDIF}
function BGLFont(AName: string; AEmHeight: integer;
ARenderer: TBGRACustomFontRenderer;
ARendererOwned: boolean): IBGLRenderedFont;
var f: TBGLRenderedFont;
begin
f:= TBGLRenderedFont.Create(ARenderer, ARendererOwned);
f.Name := AName;
f.EmHeight := AEmHeight;
result := f;
end;
function BGLCanvas: TBGLCustomCanvas;
begin
result := BGLCanvasInstance;
end;
procedure BGLViewPort(AWidth, AHeight: integer);
begin
BGLCanvas.Width := AWidth;
BGLCanvas.Height := AHeight;
BGLCanvas.UseOrthoProjection;
BGLCanvas.Matrix := AffineMatrixIdentity;
BGLCanvas.FaceCulling := fcNone;
end;
{ TBGLArray }
function TBGLArray.GetCount: integer;
begin
result := FCount;
end;
function TBGLArray.GetRecordSize: integer;
begin
result := FRecordSize;
end;
constructor TBGLArray.Create(ABufferAddress: pointer; ACount: integer;
ARecordSize: integer);
var b: GLuint;
begin
NeedOpenGL2_0;
FBufferAddress:= ABufferAddress;
FCount := ACount;
FRecordSize:= ARecordSize;
glGenBuffers(1, @b);
FBuffer := b;
glBindBuffer(GL_ARRAY_BUFFER, FBuffer);
glBufferData(GL_ARRAY_BUFFER, FCount*FRecordSize, FBufferAddress, GL_STATIC_DRAW);
end;
destructor TBGLArray.Destroy;
var b: GLuint;
begin
b := FBuffer;
glDeleteBuffers(1, @b);
inherited Destroy;
end;
{ TBGLElementArray }
function TBGLElementArray.GetCount: integer;
begin
result := length(FElements);
end;
constructor TBGLElementArray.Create(const AElements: array of integer);
var bufferSize: integer;
i: BGRANativeInt;
begin
NeedOpenGL2_0;
setlength(FElements,length(AElements));
bufferSize := length(FElements)*sizeof(integer);
for i := 0 to high(FElements) do
FElements[i] := AElements[i];
glGenBuffers(1, @FBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, FBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferSize, @FElements[0], GL_STATIC_DRAW);
end;
procedure TBGLElementArray.Draw(ACanvas: TBGLCustomCanvas; APrimitive: TOpenGLPrimitive; AAttributes: array of TAttributeVariable);
var
i: BGRANativeInt;
begin
for i := 0 to high(AAttributes) do
ACanvas.Lighting.BindAttribute(AAttributes[i]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, FBuffer);
glDrawElements(PrimitiveToOpenGL(APrimitive), Count, GL_UNSIGNED_INT, nil);
for i := 0 to high(AAttributes) do
ACanvas.Lighting.UnbindAttribute(AAttributes[i]);
end;
destructor TBGLElementArray.Destroy;
begin
glDeleteBuffers(1, @FBuffer);
inherited Destroy;
end;
{ TBGLLighting }
procedure TBGLLighting.SetAmbiantLightF(AAmbiantLight: TColorF);
begin
FAmbiantLightF := AAmbiantLight;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, @AAmbiantLight);
end;
constructor TBGLLighting.Create;
begin
FAmbiantLightF := ColorF(1,1,1,1);
end;
function TBGLLighting.AddPointLight(AColor: TColorF; APosition: TPoint3D; ALinearAttenuation, AQuadraticAttenuation: single): integer;
var
v: TPoint3D_128;
begin
result := AddLight(AColor);
if result <> -1 then
begin
v := Point3D_128(APosition);
v.t := 1;
glLightfv(GL_LIGHT0 + result, GL_POSITION, @v);
glLightf(GL_LIGHT0 + result, GL_CONSTANT_ATTENUATION, 0);
glLightf(GL_LIGHT0 + result, GL_LINEAR_ATTENUATION, ALinearAttenuation);
glLightf(GL_LIGHT0 + result, GL_QUADRATIC_ATTENUATION, AQuadraticAttenuation);
end;
end;
procedure TBGLLighting.ClearLights;
var
i: Integer;
begin
for i := 0 to High(FLightUsage) do
if FLightUsage[i] then
RemoveLight(i);
end;
function TBGLLighting.AddDirectionalLight(AColor: TColorF; ADirection: TPoint3D): integer;
var
v: TPoint3D_128;
begin
result := AddLight(AColor);
if result <> -1 then
begin
v := Point3D_128(ADirection);
Normalize3D_128(v);
v.t := 0;
glLightfv(GL_LIGHT0 + result, GL_POSITION, @v);
end;
end;
procedure TBGLLighting.SetSpecularIndex(AIndex: integer);
var c: TColorF;
newIndex: single;
begin
newIndex := AIndex*0.5;
if newIndex < 0 then newIndex := 0;
if newIndex > 128 then newIndex := 128;
if newIndex <> FCurrentSpecularIndex then
begin
if newIndex = 0 then
c := ColorF(0,0,0,1)
else
c := ColorF(1,1,1,1);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, newIndex);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, @c);
FCurrentSpecularIndex := newIndex;
end;
end;
function TBGLLighting.MakeVertexShader(ASource: string): BGRADWord;
begin
result := MakeShaderObject(GL_VERTEX_SHADER, ASource);
end;
function TBGLLighting.MakeFragmentShader(ASource: string): BGRADWord;
begin
result := MakeShaderObject(GL_FRAGMENT_SHADER, ASource);
end;
function TBGLLighting.GetAmbiantLightF: TColorF;
begin
result := FAmbiantLightF;
end;
function TBGLLighting.GetBuiltInLightingEnabled: boolean;
begin
result := FBuiltInLighting;
end;
procedure TBGLLighting.SetBuiltInLightingEnabled(AValue: boolean);
begin
if AValue = FBuiltInLighting then exit;
FBuiltInLighting:= AValue;
if AValue then
begin
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, @FAmbiantLightF);
glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,1);
end else
begin
glDisable(GL_LIGHTING);
end;
end;
function TBGLLighting.MakeShaderObject(AShaderType: GLenum; ASource: string
): GLuint;
var
psource: PChar; //@{$IFDEF FPC}PChar{$ELSE}PAnsiChar{$ENDIF};
sourceLen: GLint;
shaderId: GLuint;
shaderOk: GLint;
log: string;
logLen: GLint;
begin
NeedOpenGL2_0;
if ASource = '' then
raise exception.Create('Empty code file provided');
shaderId := glCreateShader(AShaderType);
psource := @ASource[1];
sourceLen := length(ASource);
glShaderSource(shaderId, 1, @psource, @sourceLen);
glCompileShader(shaderId);
glGetShaderiv(shaderId, GL_COMPILE_STATUS, @shaderOk);
if not (shaderOk <> 0) then
begin
//retrieve error log
glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, @logLen);
setlength(log, logLen);
if logLen > 0 then
glGetShaderInfoLog(shaderId, logLen, nil, @log[1]);
glDeleteShader(shaderId);
raise exception.Create('Failed to compile shader: ' + log);
end;
result := shaderId;
end;
function TBGLLighting.AddLight(AColor: TColorF): integer;
var
i: Integer;
black: TColorF;
begin
for i := 0 to high(FLightUsage) do
if not FLightUsage[i] then
begin
result := i;
FLightUsage[i] := true;
black := ColorF(0,0,0,1);
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, @black);
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, @AColor);
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, @AColor);
glEnable(GL_LIGHT0 + i);
exit;
end;
result := -1;
end;
function TBGLLighting.GetSupportShaders: boolean;
begin
result := CheckOpenGL2_0;
end;
function TBGLLighting.MakeShaderProgram(AVertexShader, AFragmentShader: BGRADWord): BGRADWord;
var
programOk: GLint;
shaderProgram: GLuint;
log: string;
logLen: GLint;
begin
NeedOpenGL2_0;
shaderProgram := glCreateProgram();
glAttachShader(shaderProgram, AVertexShader);
glAttachShader(shaderProgram, AFragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, @programOk);
if not (programOk <> 0) then
begin
//retrieve error log
glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, @logLen);
setlength(log, logLen);
if logLen > 0 then
glGetProgramInfoLog(shaderProgram, logLen, nil, @log[1]);
glDeleteProgram(shaderProgram);
raise exception.Create('Failed to link shader program: ' + log);
end;
result := shaderProgram;
end;
procedure TBGLLighting.UseProgram(AProgram: BGRADWord);
begin
NeedOpenGL2_0;
glUseProgram(AProgram);
end;
procedure TBGLLighting.DeleteShaderObject(AShader: BGRADWord);
begin
NeedOpenGL2_0;
if AShader<> 0 then
glDeleteShader(AShader);
end;
procedure TBGLLighting.DeleteShaderProgram(AProgram: BGRADWord);
begin
NeedOpenGL2_0;
if AProgram<> 0 then
glDeleteProgram(AProgram);
end;
function TBGLLighting.GetUniformVariable(AProgram: BGRADWord; AName: string): BGRADWord;
begin
NeedOpenGL2_0;
result := glGetUniformLocation(AProgram, @AName[1]);
end;
function TBGLLighting.GetAttribVariable(AProgram: BGRADWord; AName: string): BGRADWord;
begin
NeedOpenGL2_0;
result := glGetAttribLocation(AProgram, @AName[1]);
end;
procedure TBGLLighting.SetUniformSingle(AVariable: BGRADWord;
const AValue; AElementCount, AComponentCount: integer);
begin
NeedOpenGL2_0;
case AComponentCount of
1: glUniform1fv(AVariable, AElementCount, @AValue);
2: glUniform2fv(AVariable, AElementCount, @AValue);
3: glUniform3fv(AVariable, AElementCount, @AValue);
4: glUniform4fv(AVariable, AElementCount, @AValue);
9: glUniformMatrix3fv(AVariable, AElementCount, GL_FALSE, @AValue);
16: glUniformMatrix4fv(AVariable, AElementCount, GL_FALSE, @AValue);
else
raise exception.Create('Unexpected number of components');
end;
end;
procedure TBGLLighting.SetUniformInteger(AVariable: BGRADWord;
const AValue; AElementCount, AComponentCount: integer);
begin
NeedOpenGL2_0;
case AComponentCount of
1: glUniform1iv(AVariable, AElementCount, @AValue);
2: glUniform2iv(AVariable, AElementCount, @AValue);
3: glUniform3iv(AVariable, AElementCount, @AValue);
4: glUniform4iv(AVariable, AElementCount, @AValue);
else
raise exception.Create('Unexpected number of components');
end;
end;
procedure TBGLLighting.BindAttribute(AAttribute: TAttributeVariable);
var t: GLenum;
begin
glBindBuffer(GL_ARRAY_BUFFER, AAttribute.Source.Handle);
if AAttribute.IsFloat then
t := GL_FLOAT
else
t := GL_INT;
glVertexAttribPointer(AAttribute.Handle, AAttribute.VectorSize,t,GL_FALSE,
AAttribute.Source.RecordSize, {%H-}pointer(BGRAPtrInt(AAttribute.RecordOffset)));
glEnableVertexAttribArray(AAttribute.Handle);
end;
procedure TBGLLighting.UnbindAttribute(AAttribute: TAttributeVariable);
begin
glDisableVertexAttribArray(AAttribute.Handle);
end;
function TBGLLighting.RemoveLight(AIndex: integer): boolean;
begin
if (AIndex >= 0) and (AIndex <= high(FLightUsage)) and
FLightUsage[AIndex] then
begin
glDisable(GL_LIGHT0 + AIndex);