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3253 lines (2999 loc) · 104 KB
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(******************************************************************************)
(* uOpenGLGraphikEngine.pas ??.??.???? *)
(* *)
(* Version : 0.16 *)
(* *)
(* Author : Uwe Schächterle (Corpsman) *)
(* *)
(* Support : www.Corpsman.de *)
(* *)
(* Description : This unit tries to help the user to use graphiks with OpenGL *)
(* without the need of special knowlege in bitmanipulations. *)
(* *)
(* The unit is in alpha-state there are a lot functions that *)
(* work not correct, please read the implementation part *)
(* carefully before use. *)
(* *)
(* License : See the file license.md, located under: *)
(* https://github.com/PascalCorpsman/Software_Licenses/blob/main/license.md *)
(* for details about the license. *)
(* *)
(* It is not allowed to change or remove this text from any *)
(* source file of the project. *)
(* *)
(* Warranty : There is no warranty, neither in correctness of the *)
(* implementation, nor anything other that could happen *)
(* or go wrong, use at your own risk. *)
(* *)
(* Known Issues: none *)
(* *)
(* History : 0.01 - Initial version ( exported from balanced ) *)
(* 0.02 - Hinzufügen der RenderBillboard Routine *)
(* 0.03 - Ändern RenderQuad zur unterstützung für negative Width*)
(* Damit Bugfix Spiegelungsbug für 180° rotation *)
(* 0.04 - added glcolor() *)
(* 0.05 - neuer Stretch mode Nearest Neighbour interpolation *)
(* 0.06 - Methode RemoveGraphik *)
(* 0.07 - LoadAlphaPNGGraphik *)
(* 0.08 - Fix Memleaks *)
(* 0.09 - Fix LoadAlphaColorGraphik *)
(* 0.10 - Fix speedup graphik loading *)
(* 0.11 - Fix LoadAlphaGraphikItem did not respect png *)
(* transparency *)
(* 0.12 - Start removing glpushmatrix / glpopmatrix calls *)
(* Start speedup image loading / decoding *)
(* 0.13 - Start with support for OpenGL Shader *)
(* 0.14 - Fix GL_INVALID_OPERATION in RenderQuad by binding *)
(* ShaderVAO before glVertexAttribPointer calls *)
(* 0.15 - ADD RenderQuad with TopLeft / BottomRight *)
(* 0.16 - Cleanup Interfaces correct rotation on all functions *)
(* *)
(******************************************************************************)
Unit uopengl_graphikengine;
{$IFDEF FPC}
{$MODE objFPC}{$H+}
{$ENDIF}
Interface
// Je nach dem wie mans Braucht mus hier angepasst werden!!
{.$DEFINE USE_GL}// Deprecated, better do not use anymore
(*
Ist dieser Schalter an, werden diverse Informationen in die Konsole geschrieben
- Anzeige des Allokierten OpenGLSpeichers
- Anzeige der Anzahl der Allokierten Texturen
*)
{.$DEFINE DEBUGGOUTPUT}
(*
Aktiviert die Nutzung von OpenGL im Legacy Mode, default ist Shader mode, der
auch mit OpenGL 3.3 funktioniert, aber nicht alle Funktionen von OpenGL 3.3 nutzt.
*)
{.$DEFINE LEGACYMODE}
{$IFDEF LEGACYMODE}
{$IFDEF LCLGTK3}
{$WARNING OpenGL Legacymode will not work when compiled for GTK3}
{$ENDIF}
{$ENDIF}
Uses
// Die OpenGL Schnittstelle
{$IFDEF USE_GL}
gl, glu,
{$ELSE}
dglopengl,
{$ENDIF}
// IDE spezifisches
LCLType, // HBitmap type
IntfGraphics, // TLazIntfImage type
fpImage, // TFPColor type
// lazjpg, // ist in "Lazarus/Components/Image" zu finden, dieses Packete mus installiert werden !!
Graphics, // TBitmap
//, // Für PNG Dateien
// dialogs, // Debugg
ugraphics, // TRGB
Classes, // Function Point
math, // SinCos
uvectormath, // Mathe Operationen
sysutils; // Fileexists, ..
Type
TStretchMode = (
smNone, // Kein Stretching, wirft eine Exception bei Größen <> 2^n
smStretch, // Die Textur wird mittels Stretchdraw bilinear hochgesampelt
smStretchHard, // Die Textur wird via Nearest Neighbour gestretcht (besonders wichtig bei Binärer Transparenz)
smClamp // Die ZielTextur wird groß gemacht, und die Quelltextur Oben Links reinkopiert.
);
TFRect = Record
Left, Top, Right, Bottom: Single;
End;
TSubImage = Record
ImageData: Integer; // Pointer auf die Texture
ImageRect: TFrect; // Ausschnitt der Textur der Gerendert werden soll
Width: Integer; // Breite auf dem Monitor
Height: Integer; // Höhe auf dem Monitor
End;
TGraphikItem = Record
Image: Integer; // Unique identifier given by OpenGL glGenTextures
Name: String; // Unique Name of texture (filepath)
IsAlphaImage: Boolean; // Wenn True, dann wurde Image mit AlphaKanal geladen und kann geblendet werden
Stretched: TStretchMode;
OrigWidth: integer;
OrigHeight: integer;
StretchedWidth: integer;
StretchedHeight: integer;
End;
{ TOpenGL_GraphikEngine }
TOpenGL_GraphikEngine = Class
private
FImages: Array Of TGraphikItem;
{$IFDEF DEBUGGOUTPUT}
OpenGLBufCount: int64;
{$ENDIF}
public
Constructor create;
Destructor destroy; override;
Function GetInfo(Value: String): TGraphikItem;
Function GetInfo(Value: integer): TGraphikItem;
Function Find(Value: String; ExceptionOnNotExists: Boolean = True): integer; Deprecated; // Gibt die Textur wieder die unter dem Namen gespeichert ist. Pfadangaben nur bei doppeldeutigen namen notwendig.
Function FindItem(Value: String; ExceptionOnNotExists: Boolean = True): TGraphikItem; // Gibt die Textur wieder die unter dem Namen gespeichert ist. Pfadangaben nur bei doppeldeutigen namen notwendig.
Procedure Clear; // Alles Freigeben
(*
Funktionen die Machen was sie sollen
*)
Function LoadGraphik(Filename: String; Stretch: TStretchmode = smNone): Integer; overload; Deprecated 'use *Item version'; // Laden einer Graphik ohne Alphakanal
Function LoadGraphikItem(Filename: String; Stretch: TStretchmode = smNone): TGraphikItem; overload; // Laden einer Graphik ohne Alphakanal
Function LoadGraphik(Const Graphik: TBitmap; Name: String; Stretch: TStretchmode = smNone): Integer; overload; Deprecated 'use *Item version'; // Laden einer Graphik ohne Alphakanal
Function LoadGraphikItem(Const Graphik: TBitmap; Name: String; Stretch: TStretchmode = smNone): TGraphikItem; overload; // Laden einer Graphik ohne Alphakanal
Function LoadAlphaColorGraphik(Filename: String; Color: TRGB; Stretch: TStretchmode = smNone): Integer; overload; Deprecated 'use *Item version'; // Lädt eine Alphagraphik und setzt den Wert von Color = Transparent.
Function LoadAlphaColorGraphikItem(Filename: String; Color: TRGB; Stretch: TStretchmode = smNone): TGraphikItem; overload;
Function LoadAlphaColorGraphik(Const Graphik: TBitmap; Name: String; Color: TRGB; Stretch: TStretchmode = smNone): Integer; overload; Deprecated 'use *Item version'; // Lädt eine Alphagraphik und setzt den Wert von Color = Transparent.
Function LoadAlphaColorGraphikItem(Const Graphik: TBitmap; Name: String; Color: TRGB; Stretch: TStretchmode = smNone): TGraphikItem; overload;
(*
Funktionen die NICHT Machen was sie sollen
Sie werden aber trotzdem in einigen Projekten genutzt und Funktionieren dort.
*)
Function LoadAlphaValueGraphik(Filename: String; AlphaValue: byte; Stretch: TStretchmode = smNone): Integer; Deprecated 'use *Item version'; // Laden einer Graphik, und Vorgeben eines Gesammten Alpha wertes
Function LoadAlphaGraphik(Filename: String; Stretch: TStretchmode = smNone): Integer; overload; Deprecated 'use *Item version'; // Laden einer Transparenten Graphik, clfuchsia = Transparent
Function LoadAlphaGraphikItem(Filename: String; Stretch: TStretchmode = smNone): TGraphikItem; overload; // Laden einer Transparenten Graphik, clfuchsia = Transparent
Function LoadAlphaGraphik(Const Graphik, AlphaMask: Tbitmap; Name: String; Stretch: TStretchmode = smNone): integer; overload; Deprecated 'use *Item version'; // Lädt eine Graphik aus TBitmap, und Lädt den Alphakanal aus den Luminanzdaten von Alphamask, Name dient zum späteren Wiederfinden
Function LoadAlphaGraphik(Graphik, AlphaMask: String; Stretch: TStretchmode = smNone): integer; overload; Deprecated 'use *Item version'; // Lädt eine Graphik aus TBitmap, und Lädt den Alphakanal aus den Luminanzdaten von Alphamask
Function LoadAlphaGraphikItem(Graphik, AlphaMask: String; Stretch: TStretchmode = smNone): TGraphikItem; overload; // Lädt eine Graphik aus TBitmap, und Lädt den Alphakanal aus den Luminanzdaten von Alphamask
Function LoadAlphaPNGGraphik(Graphik: String; Stretch: TStretchmode = smNone): integer; Deprecated 'use *Item version'; // Lädt eine .png Graphik und nutzt deren Alpha Kanal als Alpha
(*
* Wenn eine Graphik Explicit nicht mehr gecached werden soll, true wenn sie gefunden und gelöscht werden konnte
*)
Function RemoveGraphik(Value: TGraphikItem): Boolean; overload;
Function RemoveGraphik(Value: integer): Boolean; overload;
End;
Const
Fuchsia: TRGB = (b: 255; g: 0; r: 255);
Black: TRGB = (b: 0; g: 0; r: 0);
White: TRGB = (b: 255; g: 255; r: 255);
Var
OpenGL_GraphikEngine: TOpenGL_GraphikEngine;
{$IFDEF LEGACYMODE}
Procedure Go2d(Width, Height: Integer);
Procedure Exit2d();
Procedure RenderAlphaQuad(Top, Left: Single; Image: TGraphikItem); overload; // Fertig Getestet // WTF: warum ist hier top und left vertauscht ?
Procedure RenderAlphaQuad(Middle: TVector2; Width, Height, Angle: Integer; Texture: integer = 0); overload; // Fertig Getestet
Procedure RenderAlphaRQuad(TopLeft, BottomRight: TVector2; Angle: Integer; RotatebyOrigin: Boolean = False; Texture: Integer = 0); overload; // Fertig Getestet
Procedure RenderAlphaImage(Value: TSubImage);
Procedure RenderAlphaTiledQuad(Left, Top: Single; Index, TilesPerRow, TilesPerCol: integer; Const Image: TGraphikItem);
Procedure RenderQuad(Top, Left: Single; Image: TGraphikItem); overload; // WTF: warum ist hier top und left vertauscht ?
Procedure RenderQuad(Middle: TVector2; Angle: Single; Image: TGraphikItem); overload;
Procedure RenderQuad(Middle: TVector2; Width, Height, Angle: Single; Texture: integer = 0); overload; // Fertig Getestet
Procedure RenderQuad(TopLeft, BottomRight: TVector2; Angle: Integer; RotatebyOrigin: Boolean = False; Texture: Integer = 0); overload; // Fertig Getestet
Procedure RenderTiledQuad(Left, Top: Single; Index, TilesPerRow, TilesPerCol: integer; Const Image: TGraphikItem);
Procedure glColor(Color: TColor; Alpha: byte = 0);
{$ELSE}
(*
* Shader system initialization and management
*)
Procedure OpenGL_GraphikEngine_InitializeShaderSystem;
(*
* Shutdown Shader system, needs to be called in OnDestroy Handler
*)
Procedure OpenGL_GraphikEngine_FinalizeShaderSystem;
(*
* 2D rendering mode setup
* Go2d sets up orthographic projection for 2D rendering
* Exit2d restores previous state
*)
Procedure Go2d(Width, Height: Integer);
Procedure Exit2d();
Function Get2DResolution: TPoint;
(*
* Switches to color shader for rendering colored geometry without textures
* Call this after Go2d and before rendering colored geometry
*)
Procedure UseColorShader;
(*
* Switches back to texture shader for rendering textured geometry
* Call this to return to normal texture rendering after UseColorShader
*)
Procedure UseTextureShader(); overload;
Procedure UseTextureShader(Const c: TVector4); overload;
(*
* Sets the color for the color shader
* Must be called after UseColorShader and before rendering
*)
Procedure SetShaderColor(r, g, b: Single; a: Single = 1);
Procedure SetShaderColorub(r, g, b: Byte; a: Byte = 255);
(*
* Setzt den Alpha-Schwellwert für den Texture-Shader.
* Pixel mit Alpha < Threshold werden verworfen (discard).
* Threshold = 0.0 deaktiviert den Alpha-Test (Core-Profile-Ersatz für GL_ALPHA_TEST).
*)
Procedure SetShaderAlphaThreshold(Threshold: Single);
(*
* Setzt die uTransform-Uniform in beiden Shadern auf die angegebene Matrix.
* Entspricht dem kombinierten Effekt von glTranslatef + glScalef im Legacy-Mode.
* Die Matrix wird als row-major übergeben (TMatrix4x4 aus uvectormath).
*)
Procedure SetShaderTransform(Const m: TMatrix4x4);
(*
* Setzt uTransform in beiden Shadern zurück auf die Einheitsmatrix.
* Muss aufgerufen werden, nachdem der transformierte Bereich fertig gerendert wurde.
*)
Procedure ResetShaderTransform;
(*
* Helper Functions to Render in 2D-Mode
*)
// Normal functions
Procedure RenderQuad(Left, Top, Depth: Single; Image: TGraphikItem); overload;
Procedure RenderAlphaQuad(Left, Top, Depth: Single; Image: TGraphikItem); overload;
Procedure RenderQuad(Center: TVector2; Depth, Angle: Single; Image: TGraphikItem); overload;
Procedure RenderAlphaQuad(Center: TVector2; Depth, Angle: Single; Image: TGraphikItem); overload;
Procedure RenderTiledQuad(Left, Top, Depth: Single; Index, TilesPerRow, TilesPerCol: integer; Const Image: TGraphikItem); overload;
Procedure RenderAlphaTiledQuad(Left, Top, Depth: Single; Index, TilesPerRow, TilesPerCol: integer; Const Image: TGraphikItem); overload;
// Functions that make custom "scalings" possible
Procedure RenderQuad(Left, Top, Depth: Single; RenderWidth, RenderHeight: Single; Image: TGraphikItem); overload;
Procedure RenderAlphaQuad(Left, Top, Depth: Single; RenderWidth, RenderHeight: Single; Image: TGraphikItem); overload;
Procedure RenderQuad(Center: TVector2; Depth, RenderWidth, RenderHeight, Angle: Single; Image: TGraphikItem); overload;
Procedure RenderAlphaQuad(Center: TVector2; Depth, RenderWidth, RenderHeight, Angle: Single; Image: TGraphikItem); overload;
Procedure RenderTiledQuad(Left, Top, Depth, TileRenderWidth, TileRenderHeight: Single; Index, TilesPerRow, TilesPerCol: integer; Const Image: TGraphikItem); overload;
Procedure RenderAlphaTiledQuad(Left, Top, Depth, TileRenderWidth, TileRenderHeight: Single; Index, TilesPerRow, TilesPerCol: integer; Const Image: TGraphikItem); overload;
(*
* Setzt die OpenGLFarbe auf den Wert von TColor
* Alpha = 0 = Opak
*)
Procedure glColor(Color: TColor; Alpha: byte = 0);
{$ENDIF}
{$IFDEF Ich_bin_auf_jeden_Fall_nicht_gesetzt}
(*
Rendert einen Kreis, ohne Füllung
*)
Procedure RenderCircle(Middle: TVector2; Steps, Radius: Integer);
(*
Rendert ein Billboard, ACHTUNG bei mehr als einem Bildboard Pro Renderschritt, sollte das "Hohlen" der Modelviewmatrix ausgelagert werden !!
Mittels Dimension kann man die Ausbreitung in x und y Richtung angeben. Position ist stets der Mittelpunkt der textur
*)
Procedure RenderBillboard(Position: TVector3; Dimension: TVector2; Texture: integer = 0);
(*
* Compiles a single OpenGL shader from source.
* ShaderType: GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
* Raises an exception on compile error.
*)
Function CompileShader(Src: PChar; ShaderType: GLenum): GLuint;
{$ENDIF}
Function FRect(Top, Left, Bottom, Right: Single): TFRect;
(*
Erstellt einen Screenshot aus dem Aktuellen Framebuffer,
inclusive Ermittlung der Auflösung.
*)
Function OpenGLScreenshot: TBitmap;
Implementation
(* Unabhängige Helper Funktionen *)
Var
// LUT for sin / cos in 0.1° steps
Sin_discrete, Cos_discrete: Array[0..3599] Of Single;
Function FRect(Top, Left, Bottom, Right: Single): TFRect;
Begin
result.Top := Top;
result.Left := Left;
result.Bottom := Bottom;
result.Right := Right;
End;
Function IsPowerOfTwo(Value: Integer): Boolean;
Var
i: Integer;
Begin
i := 1;
While i < Value Do
i := i Shl 1;
result := i = Value;
End;
Function GetNextPowerOfTwo(Value: integer): Integer;
Var
i: Integer;
Begin
i := 1;
While i < Value Do
i := i Shl 1;
result := i;
End;
{$IFDEF DEBUGGOUTPUT}
Function FileSizeToString(Value: Int64): String;
Var
s: char;
r: Int64;
Begin
s := ' ';
r := 0;
If value >= 1000 Then Begin
s := 'K';
r := value Mod 1000;
value := value Div 1000;
End;
If value >= 1000 Then Begin
s := 'M';
r := value Mod 1000;
value := value Div 1000;
End;
If value >= 1000 Then Begin
s := 'G';
r := value Mod 1000;
value := value Div 1000;
End;
If value >= 1000 Then Begin
s := 'T';
r := value Mod 1000;
value := value Div 1000;
End;
If value >= 1000 Then Begin
s := 'P';
r := value Mod 1000;
value := value Div 1000;
End;
If (r Div 100) <> 0 Then Begin
value := value * 10 + round(r / 100);
result := format('%0.1f%sB', [value / 10, s]);
End
Else
result := inttostr(value) + s + 'B'
End;
{$ENDIF}
(* Implementierung des öffentlichen interfaces *)
{$IFDEF LEGACYMODE}
Procedure Go2d(Width, Height: Integer);
Begin
glMatrixMode(GL_PROJECTION);
glPushMatrix(); // Store The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
glOrtho(0, Width, Height, 0, -1, 1); // Set Up An Ortho Screen
glMatrixMode(GL_MODELVIEW);
glPushMatrix(); // Store old Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
End;
Procedure Exit2d;
Begin
glMatrixMode(GL_PROJECTION);
glPopMatrix(); // Restore old Projection Matrix
glMatrixMode(GL_MODELVIEW);
glPopMatrix(); // Restore old Projection Matrix
End;
Procedure RenderAlphaQuad(Top, Left: Single; Image: TGraphikItem);
Var
b: {$IFDEF USE_GL}Byte{$ELSE}Boolean{$ENDIF};
Begin
B := glIsEnabled(gl_Blend);
If Not (b{$IFDEF USE_GL} = 1{$ENDIF}) Then
glenable(gl_Blend);
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
RenderQuad(Top, Left, Image);
If Not (b{$IFDEF USE_GL} = 1{$ENDIF}) Then
gldisable(gl_blend);
End;
Procedure RenderAlphaQuad(Middle: TVector2; Width, Height, Angle: Integer; Texture: integer = 0);
Var
b: {$IFDEF USE_GL}Byte{$ELSE}Boolean{$ENDIF};
Begin
B := glIsEnabled(gl_Blend);
If Not (b{$IFDEF USE_GL} = 1{$ENDIF}) Then
glenable(gl_Blend);
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
RenderQuad(Middle, Width, height, angle, texture);
If Not (b{$IFDEF USE_GL} = 1{$ENDIF}) Then
gldisable(gl_blend);
End;
Procedure RenderAlphaRQuad(TopLeft, BottomRight: TVector2; Angle: Integer; RotatebyOrigin: Boolean = False; Texture: Integer = 0); overload; // Fertig Getestet
Var
b: {$IFDEF USE_GL}Byte{$ELSE}Boolean{$ENDIF};
Begin
B := glIsEnabled(gl_Blend);
If Not (b{$IFDEF USE_GL} = 1{$ENDIF}) Then
glenable(gl_Blend);
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
RenderQuad(Topleft, Bottomright, angle, RotatebyOrigin, texture);
If Not (b{$IFDEF USE_GL} = 1{$ENDIF}) Then
gldisable(gl_blend);
End;
Procedure RenderAlphaImage(Value: TSubImage);
Var
b: {$IFDEF USE_GL}Byte{$ELSE}Boolean{$ENDIF};
Begin
B := glIsEnabled(gl_Blend);
If Not (b{$IFDEF USE_GL} = 1{$ENDIF}) Then
glenable(gl_Blend);
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
glbindtexture(GL_TEXTURE_2d, Value.ImageData);
glbegin(gl_quads);
glTexCoord2f(Value.ImageRect.left, Value.ImageRect.top);
glvertex3f(0, 0, 0);
glTexCoord2f(Value.ImageRect.Right, Value.ImageRect.top);
glvertex3f(value.Width, 0, 0);
glTexCoord2f(Value.ImageRect.right, Value.ImageRect.Bottom);
glvertex3f(value.width, Value.Height, 0);
glTexCoord2f(Value.ImageRect.left, Value.ImageRect.Bottom);
glvertex3f(0, Value.height, 0);
glend;
If Not (b{$IFDEF USE_GL} = 1{$ENDIF}) Then
gldisable(gl_blend);
End;
Procedure RenderAlphaTiledQuad(Left, Top: Single; Index, TilesPerRow, TilesPerCol: integer; Const Image: TGraphikItem);
Var
b: {$IFDEF USE_GL}Byte{$ELSE}Boolean{$ENDIF};
Begin
B := glIsEnabled(gl_Blend);
If Not (b{$IFDEF USE_GL} = 1{$ENDIF}) Then
glenable(gl_Blend);
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
RenderTiledQuad(Left, Top, Index, TilesPerRow, TilesPerCol, Image);
If Not (b{$IFDEF USE_GL} = 1{$ENDIF}) Then
gldisable(gl_blend);
End;
Procedure RenderQuad(Top, Left: Single; Image: TGraphikItem);
Var
tw, th: Single;
Begin
Case Image.Stretched Of
smClamp: Begin
tw := Image.OrigWidth / Image.StretchedWidth;
th := Image.OrigHeight / Image.StretchedHeight;
End;
smNone, smStretch, smStretchHard: Begin
tw := 1;
th := 1;
End;
End;
glBindTexture(gl_texture_2d, image.Image);
glbegin(gl_quads);
glTexCoord2f(0, th);
glvertex3f(left, top + image.OrigHeight, 0);
glTexCoord2f(tw, th);
glvertex3f(left + image.OrigWidth, top + image.OrigHeight, 0);
glTexCoord2f(tw, 0);
glvertex3f(left + image.OrigWidth, top, 0);
glTexCoord2f(0, 0);
glvertex3f(left, top, 0);
glend;
End;
Procedure RenderQuad(Middle: TVector2; Angle: Single; Image: TGraphikItem);
Var
hw, hh: Single;
s, c: Single;
Right, Up: TVector2;
TL, TR, BR, BL: TVector2;
tw, th: Single;
idx: Integer;
Begin
hw := Image.OrigWidth * 0.5;
hh := Image.OrigHeight * 0.5;
{ Angle -> LUT Index (0.1° steps) }
idx := Round(Angle * 10);
idx := idx Mod 3600;
If idx < 0 Then
idx := idx + 3600;
s := -Sin_discrete[idx];
c := Cos_discrete[idx];
{ Basisvektoren als TVector2 }
Right := V2(c * hw, -s * hw);
Up := V2(s * hh, c * hh);
{ Ecken berechnen als Vektorarithmetik }
TL := Middle - Right + Up;
TR := Middle + Right + Up;
BR := Middle + Right - Up;
BL := Middle - Right - Up;
{ Texturkoordinaten }
Case Image.Stretched Of
smClamp: Begin
tw := Image.OrigWidth / Image.StretchedWidth;
th := Image.OrigHeight / Image.StretchedHeight;
End;
Else Begin
tw := 1;
th := 1;
End;
End;
{ OpenGL Zeichnen }
glBindTexture(GL_TEXTURE_2D, Image.Image);
glBegin(GL_QUADS);
glTexCoord2f(0, th);
glVertex2fv(@TL);
glTexCoord2f(tw, th);
glVertex2fv(@TR);
glTexCoord2f(tw, 0);
glVertex2fv(@BR);
glTexCoord2f(0, 0);
glVertex2fv(@BL);
glEnd;
End;
Procedure RenderQuad(Middle: TVector2; Width, Height, Angle: Single; Texture: integer = 0); overload; // Fertig Getestet
Var
hw, hh: Single;
s, c: Single;
Right, Up: TVector2;
TL, TR, BR, BL: TVector2;
idx: Integer;
Begin
hw := Width * 0.5;
hh := Height * 0.5;
{ Angle -> LUT Index (0.1° steps) }
idx := round(Angle * 10);
idx := idx Mod 3600;
If idx < 0 Then
idx := idx + 3600;
s := -Sin_discrete[idx];
c := -Cos_discrete[idx];
{ Basisvektoren als TVector2 }
Right := V2(c * hw, -s * hw);
Up := V2(s * hh, c * hh);
{ Ecken berechnen als Vektorarithmetik }
TL := Middle - Right + Up;
TR := Middle + Right + Up;
BR := Middle + Right - Up;
BL := Middle - Right - Up;
{ OpenGL Zeichnen }
glBindTexture(GL_TEXTURE_2D, Texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex2fv(@TL);
glTexCoord2f(1, 1);
glVertex2fv(@TR);
glTexCoord2f(1, 0);
glVertex2fv(@BR);
glTexCoord2f(0, 0);
glVertex2fv(@BL);
glEnd;
End;
Procedure RenderQuad(TopLeft, BottomRight: TVector2; Angle: Integer; RotatebyOrigin: Boolean = False; Texture: Integer = 0); overload; // Fertig Getestet
Var
w2, h2: Single;
Begin
If RotatebyOrigin Then Begin
If Texture <> 0 Then
glBindTexture(gl_texture_2d, Texture);
glpushmatrix;
w2 := (BottomRight.x - TopLeft.x) / 2;
h2 := (BottomRight.y - TopLeft.y) / 2;
If Angle <> 0 Then
glRotatef(angle, 0, 0, 1);
gltranslatef((TopLeft.x + BottomRight.x) / 2, (TopLeft.y + BottomRight.y) / 2, 0);
glbegin(gl_quads);
glTexCoord2f(0, 1);
glvertex3f(-w2, -h2, 0);
glTexCoord2f(1, 1);
glvertex3f(w2, -h2, 0);
glTexCoord2f(1, 0);
glvertex3f(w2, h2, 0);
glTexCoord2f(0, 0);
glvertex3f(-w2, h2, 0);
glend;
glpopmatrix;
End
Else
RenderQuad(v2((TopLeft.x + BottomRight.x) / 2, (TopLeft.y + BottomRight.y) / 2), abs(BottomRight.x - TopLeft.x), abs(TopLeft.y - BottomRight.y), angle, Texture);
End;
(*
* Die Idee, ist dass wir die Textur betrachten als "Collection" von vielen Tiles
* Diese collection wird zu einer Rechteckfläche von TilesPerRow und TilesPerCol
* in die wir via Index zugreifen, und dann immer nur das passende "teilstück"
* Rendern ;).
*)
Procedure RenderTiledQuad(Left, Top: Single; Index, TilesPerRow, TilesPerCol: integer; Const Image: TGraphikItem);
Var
w, h, tw, th: Single;
ix, iy: integer;
Begin
ix := index Mod TilesPerRow;
iy := index Div TilesPerRow;
w := Image.OrigWidth / TilesPerRow;
h := Image.OrigHeight / TilesPerCol;
Case Image.Stretched Of
smClamp: Begin
tw := w / Image.StretchedWidth;
th := h / Image.StretchedHeight;
End;
smNone, smStretch, smStretchHard: Begin
tw := w;
th := h;
End;
End;
glBindTexture(gl_texture_2d, image.Image);
glbegin(gl_quads);
glTexCoord2f(tw * ix, th * (iy + 1));
glvertex3f(left, top + h, 0);
glTexCoord2f(tw * (ix + 1), th * (iy + 1));
glvertex3f(left + w, top + h, 0);
glTexCoord2f(tw * (ix + 1), th * iy);
glvertex3f(left + w, top, 0);
glTexCoord2f(tw * ix, th * iy);
glvertex3f(left, top, 0);
glend;
End;
Procedure glColor(Color: TColor; Alpha: byte);
Var
r, g, b: Byte;
Begin
r := color And $FF;
g := (color Shr 8) And $FF;
b := (color Shr 16) And $FF;
glColor4ub(r, g, b, Alpha);
End;
{$ELSE}
Const
// Shader sources for modern OpenGL rendering
VertexSrc: PChar =
'#version 330 core'#10 +
'layout(location = 0) in vec2 aPos;'#10 +
'layout(location = 1) in vec2 aTexCoord;'#10 +
'uniform vec2 uResolution;'#10 +
'uniform float uDepth;'#10 +
'uniform mat4 uTransform;'#10 +
'out vec2 vTexCoord;'#10 +
'void main() {'#10 +
' vec4 transformed = uTransform * vec4(aPos, 0.0, 1.0);'#10 +
' vec2 ndc = vec2((transformed.x / uResolution.x) * 2.0 - 1.0, 1.0 - (transformed.y / uResolution.y) * 2.0);'#10 +
' gl_Position = vec4(ndc, -uDepth, 1.0);'#10 +
' vTexCoord = aTexCoord;'#10 +
'}';
FragmentSrc: PChar =
'#version 330 core'#10 +
'in vec2 vTexCoord;'#10 +
'out vec4 FragColor;'#10 +
'uniform sampler2D uTexture;'#10 +
'uniform vec4 uColor;'#10 +
'uniform float uAlphaThreshold;'#10 +
'void main() {'#10 +
' vec4 texColor = texture(uTexture, vTexCoord);'#10 +
' FragColor = texColor * uColor;'#10 +
' if (uAlphaThreshold > 0.0 && FragColor.a >= uAlphaThreshold) discard;'#10 +
'}';
// Shader sources for color rendering (no textures)
ColorVertexSrc: PChar =
'#version 330 core'#10 +
'layout(location = 0) in vec4 aPos;'#10 +
'uniform vec2 uResolution;'#10 +
'uniform mat4 uTransform;'#10 +
'out float vAlpha;'#10 +
'void main() {'#10 +
' vec4 transformed = uTransform * vec4(aPos.xy, 0.0, 1.0);'#10 +
' vec2 ndc = vec2((transformed.x / uResolution.x) * 2.0 - 1.0, 1.0 - (transformed.y / uResolution.y) * 2.0);'#10 +
' gl_Position = vec4(ndc, -aPos.z, 1.0);'#10 +
' vAlpha = aPos.w;'#10 +
'}';
ColorFragmentSrc: PChar =
'#version 330 core'#10 +
'in float vAlpha;'#10 +
'out vec4 FragColor;'#10 +
'uniform vec4 uColor;'#10 +
'void main() {'#10 +
' FragColor = vec4(uColor.rgb, uColor.a * vAlpha);'#10 +
'}';
Var
ShaderVBO: GLuint = 0;
// Shader system variables (only used when not in legacy OpenGL mode)
ShaderProgram: GLuint = 0;
ShaderVAO: GLuint = 0;
// Virtual coordinate space set by Go2d, do not write these values manually !
VirtualResolutionWidth: Integer = 0;
VirtualResolutionHeight: Integer = 0;
// Color shader for rendering without textures
ColorShaderProgram: GLuint = 0;
ColorShaderVAO: GLuint = 0;
Procedure OpenGL_GraphikEngine_InitializeShaderSystem;
Function CompileShader(Src: PChar; ShaderType: GLenum): GLuint;
Var
S: GLuint;
status: GLint;
Log: Array[0..1023] Of char;
Begin
result := 0;
S := glCreateShader(ShaderType);
glShaderSource(S, 1, @Src, Nil);
glCompileShader(S);
glGetShaderiv(S, GL_COMPILE_STATUS, @status);
If status = 0 Then Begin
glGetShaderInfoLog(S, 1024, Nil, @Log);
Raise Exception.Create('Shader Fehler: ' + Log);
End;
Result := S;
End;
Function CreateShaderProgram: GLuint;
Var
vs, fs: GLuint;
prog: GLuint;
status: GLint;
Log: Array[0..1023] Of char;
Begin
vs := CompileShader(VertexSrc, GL_VERTEX_SHADER);
fs := CompileShader(FragmentSrc, GL_FRAGMENT_SHADER);
prog := glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, fs);
glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, @status);
If status = 0 Then Begin
glGetProgramInfoLog(prog, 1024, Nil, @Log);
Raise Exception.Create('Link Fehler: ' + Log);
End;
glDeleteShader(vs);
glDeleteShader(fs);
Result := prog;
End;
Function CreateColorShaderProgram: GLuint;
Var
vs, fs: GLuint;
prog: GLuint;
status: GLint;
Log: Array[0..1023] Of char;
Begin
vs := CompileShader(ColorVertexSrc, GL_VERTEX_SHADER);
fs := CompileShader(ColorFragmentSrc, GL_FRAGMENT_SHADER);
prog := glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, fs);
glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, @status);
If status = 0 Then Begin
glGetProgramInfoLog(prog, 1024, Nil, @Log);
Raise Exception.Create('Color Shader Link Fehler: ' + Log);
End;
glDeleteShader(vs);
glDeleteShader(fs);
Result := prog;
End;
Begin
// Create VBO on first use
If ShaderVBO = 0 Then
glGenBuffers(1, @ShaderVBO);
If ShaderProgram = 0 Then Begin
ShaderProgram := CreateShaderProgram;
glGenVertexArrays(1, @ShaderVAO);
End;
If ColorShaderProgram = 0 Then Begin
ColorShaderProgram := CreateColorShaderProgram;
glGenVertexArrays(1, @ColorShaderVAO);
End;
// uTransform muss explizit auf Einheitsmatrix gesetzt werden,
// da GLSL uniforms standardmäßig 0 sind (keine Einheitsmatrix).
ResetShaderTransform;
// uAlphaThreshold explizit auf 0 setzen (kein Alpha-Test), obwohl GLSL-Default bereits 0.0 ist.
glUseProgram(ShaderProgram);
SetShaderAlphaThreshold(0.0);
End;
Procedure OpenGL_GraphikEngine_FinalizeShaderSystem;
Begin
If ShaderVBO <> 0 Then
glDeleteBuffers(1, @ShaderVBO);
ShaderVBO := 0;
If ShaderVAO <> 0 Then
glDeleteVertexArrays(1, @ShaderVAO);
ShaderVAO := 0;
If ShaderProgram <> 0 Then
glDeleteProgram(ShaderProgram);
ShaderProgram := 0;
End;
Procedure Go2d(Width, Height: Integer);
Var
LocRes: GLint;
Begin
// Set uResolution on both shader programs to the virtual coordinate space.
// glViewport handles the actual stretching to the window; shaders must NOT
// override this with real viewport dimensions.
VirtualResolutionWidth := Width;
VirtualResolutionHeight := Height;
glUseProgram(ShaderProgram);
LocRes := glGetUniformLocation(ShaderProgram, 'uResolution');
If LocRes >= 0 Then
glUniform2f(LocRes, Width, Height);
glUseProgram(ColorShaderProgram);
LocRes := glGetUniformLocation(ColorShaderProgram, 'uResolution');
If LocRes >= 0 Then
glUniform2f(LocRes, Width, Height);
UseTextureShader;
End;
Procedure Exit2d;
Begin
glBindVertexArray(0);
glUseProgram(0);
End;
Function Get2DResolution: TPoint;
Begin
result := point(VirtualResolutionWidth, VirtualResolutionHeight);
End;
Procedure UseColorShader;
Begin
glUseProgram(ColorShaderProgram);
glBindVertexArray(ColorShaderVAO);
End;
Procedure UseTextureShader;
Const
White: TVector4 = (x: 1.0; y: 1.0; z: 1.0; w: 1.0);
Begin
UseTextureShader(White);
End;
Procedure UseTextureShader(Const c: TVector4);
Var
LocColor, LocThreshold: GLint;
Begin
glUseProgram(ShaderProgram);
glBindVertexArray(ShaderVAO);
LocColor := glGetUniformLocation(ShaderProgram, 'uColor');
If LocColor >= 0 Then
glUniform4f(LocColor, c.x, c.y, c.z, c.w);
// Alpha-Test ist standardmäßig deaktiviert; Fragment-Shader-discard nur aktiv wenn > 0.
LocThreshold := glGetUniformLocation(ShaderProgram, 'uAlphaThreshold');
If LocThreshold >= 0 Then
glUniform1f(LocThreshold, 0.0);
End;
Procedure SetShaderTransform(Const m: TMatrix4x4);
Var
loc: GLint;
prevProgram: GLint;
Begin
glGetIntegerv(GL_CURRENT_PROGRAM, @prevProgram);
glUseProgram(ColorShaderProgram);
loc := glGetUniformLocation(ColorShaderProgram, 'uTransform');
If loc >= 0 Then
glUniformMatrix4fv(loc, 1, GL_TRUE, @m[0, 0]);
glUseProgram(ShaderProgram);
loc := glGetUniformLocation(ShaderProgram, 'uTransform');
If loc >= 0 Then
glUniformMatrix4fv(loc, 1, GL_TRUE, @m[0, 0]);
glUseProgram(prevProgram);
End;
Procedure ResetShaderTransform;
Var
id: TMatrix4x4;
Begin
id := IdentityMatrix4x4;
SetShaderTransform(id);
End;
Procedure SetShaderColor(r, g, b: Single; a: Single);
Var
LocColor: GLint;
Begin
LocColor := glGetUniformLocation(ColorShaderProgram, 'uColor');
If LocColor >= 0 Then
glUniform4f(LocColor, r, g, b, a);
End;
Procedure SetShaderColorub(r, g, b: Byte; a: Byte);
Begin
SetShaderColor(r / 255, g / 255, b / 255, a / 255);
End;
Procedure SetShaderAlphaThreshold(Threshold: Single);
Var
loc: GLint;
Begin
loc := glGetUniformLocation(ShaderProgram, 'uAlphaThreshold');
If loc >= 0 Then
glUniform1f(loc, Threshold);
End;