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(******************************************************************************)
(* uopengl_shaderprimitives.pas 03.04.2026 *)
(* *)
(* Version : 0.03 *)
(* *)
(* Author : Uwe Schächterle (Corpsman) *)
(* *)
(* Support : www.Corpsman.de *)
(* *)
(* Description : Helper functions to port "old" OpenGl legacy code to new *)
(* OpenGL Shaded code, use together with *)
(* uOpenGLGraphikEngine.pas *)
(* ! Attention ! *)
(* This unit tries to reduce porting effort and is not *)
(* "performant" or how you should use shaders in new projects *)
(* *)
(* 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 *)
(* 0.02 - Fix GL_INVALID_OPERATION (1282) in Core Profile by *)
(* adding VAO (required since OpenGL 3.2 Core) *)
(* 0.03 - Enable glLinewidth, glPointSize emulation *)
(* *)
(******************************************************************************)
Unit uopengl_shaderprimitives;
{$MODE ObjFPC}{$H+}
Interface
Uses
Classes, SysUtils, dglOpenGL, uvectormath;
(*
* If set this "cuts" the edges of rendered lines to the "true"
* old behavior of Legacy OpenGl, but as this is looking "ugly" it is
* off by default.
*)
{.$DEFINE EMULATE_LEGACY_LINE_RASTERIZATION}
(*
* Call once during Make Current
*)
Procedure OpenGL_ShaderPrimitives_InitializeShaderSystem;
(*
* Call once during destroy
*)
Procedure OpenGL_ShaderPrimitives_FinalizeShaderSystem;
(*
* replacement for:
*
* glColor3f(..); // -- Optional, but usually done..
* glBegin(aMode);
* glvertex(..);
* glEnd;
*
* How to use:
*
* Case 1:
* UseColorShader();
* SetShaderColor(..); // -- Optional, but usually done..
* glShaderBegin(aMode);
* glShaderRender([
* v3(), ...
* ]);
* glShaderEnd();
* UseTextureShader; // Switch back to Render Textures
*
* Case 2:
* UseColorShader();
* SetShaderColor(..); // -- Optional, but usually done..
* glShaderBegin(aMode);
* glShaderVertex(..); // As often as needed
* glShaderEnd();
* UseTextureShader; // Switch back to Render Textures
*)
Procedure glShaderBegin(aMode: GLenum);
Procedure glShaderRender(Const aData: Array Of TVector3);
Procedure glShaderVertex(Const aData: TVector3); overload;
Procedure glShaderVertex(x, y, z: Single); overload;
Procedure glShaderEnd();
(*
* glLineWidth is deprecated since OpenGL 3.0
*)
Procedure glShaderLineWidth(width: GLfloat);
(*
* glPointSize is not fully supported anymore since ?
*)
Procedure glShaderPointSize(size: GLfloat);
Implementation
Const
VertexBufferBlockSize = 1024;
Type
PVector3 = ^TVector3;
Var
ShaderVAO: GLuint;
ShaderVBO: GLint;
aShaderMode: GLenum;
RenderVertexBuffer: Array Of TVector3;
RenderVertexBufferCnt: integer;
ShaderLineWidth: GLfloat;
ShaderPointSize: GLfloat;
Procedure OpenGL_ShaderPrimitives_InitializeShaderSystem;
Begin
If ShaderVAO = 0 Then
glGenVertexArrays(1, @ShaderVAO);
If ShaderVBO = 0 Then
glGenBuffers(1, @ShaderVBO);
ShaderLineWidth := 1;
ShaderPointSize := 1;
End;
Procedure OpenGL_ShaderPrimitives_FinalizeShaderSystem;
Begin
If ShaderVBO <> 0 Then
glDeleteBuffers(1, @ShaderVBO);
ShaderVBO := 0;
If ShaderVAO <> 0 Then
glDeleteVertexArrays(1, @ShaderVAO);
ShaderVAO := 0;
End;
Procedure RenderLineSegment(Const v1, v2: TVector3);
Var
Vertices: Array[0..3] Of TVector3;
dx, dy, len, ox, oy: Single;
Begin
// Berechnet 4 Eckpunkte einer ShaderLineWidth "breiten" Linie, die bei v1 startet und v2 endet
// So wie das Früher der OpenGL Legacy code gemacht hätte, ShaderLineWidth ist Garantiert > 1 !
dx := v2.x - v1.x;
dy := v2.y - v1.y;
len := sqrt(dx * dx + dy * dy);
ox := (-dy / len) * (ShaderLineWidth / 2);
oy := (dx / len) * (ShaderLineWidth / 2);
{$IFDEF EMULATE_LEGACY_LINE_RASTERIZATION}
// Legacy-style: Offset nur in X oder Y, je nach Hauptachse
If abs(dx) >= abs(dy) Then Begin
ox := 0;
oy := ShaderLineWidth / 2; // eher horizontal → Y-Offset
End
Else Begin
ox := ShaderLineWidth / 2;
oy := 0; // eher vertikal → X-Offset
End;
{$ENDIF}
Vertices[0] := v3(v1.x + ox, v1.y + oy, v1.z);
Vertices[1] := v3(v1.x - ox, v1.y - oy, v1.z);
Vertices[2] := v3(v2.x + ox, v2.y + oy, v2.z);
Vertices[3] := v3(v2.x - ox, v2.y - oy, v2.z);
glBufferData(GL_ARRAY_BUFFER, SizeOf(TVector3) * 4, @Vertices[0], GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
End;
Procedure RenderPoint(Const v: TVector3);
Var
Vertices: Array[0..3] Of TVector3;
Begin
Vertices[0] := v3(v.x - ShaderPointSize / 2, v.y - ShaderPointSize / 2, v.z);
Vertices[1] := v3(v.x - ShaderPointSize / 2, v.y + ShaderPointSize / 2, v.z);
Vertices[3] := v3(v.x + ShaderPointSize / 2, v.y + ShaderPointSize / 2, v.z);
Vertices[2] := v3(v.x + ShaderPointSize / 2, v.y - ShaderPointSize / 2, v.z);
glBufferData(GL_ARRAY_BUFFER, SizeOf(TVector3) * 4, @Vertices[0], GL_DYNAMIC_DRAW);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
End;
Procedure DoShaderData(Const aData: PVector3; aLen: Integer);
Var
i: integer;
pStart: PVector3;
Begin
If (aShaderMode In [GL_LINES, GL_LINE_LOOP, GL_LINE_STRIP]) Then Begin
// Wir Rendern immer 1 LinienSegment
pStart := aData;
If aShaderMode = GL_LINES Then Begin
For i := 0 To aLen Div 2 - 1 Do Begin
RenderLineSegment(pStart^, (pStart + 1)^);
inc(pStart);
inc(pStart);
End;
End
Else Begin // GL_LINE_LOOP, GL_LINE_STRIP
For i := 0 To aLen - 2 Do Begin
RenderLineSegment(pStart^, (pStart + 1)^);
inc(pStart);
End;
If aShaderMode = GL_LINE_LOOP Then
RenderLineSegment(pStart^, (aData)^);
End;
exit;
End;
If (aShaderMode = GL_POINTS) Then Begin
For i := 0 To aLen - 1 Do Begin
RenderPoint(aData[i]);
End;
exit;
End;
// If (ShaderLineWidth <> 1) Then Begin
// Raise exception.Create('glShaderLineWidth <> 1, only supported / emulated for (GL_LINES, GL_LINE_LOOP)');
// End;
// If (ShaderPointSize <> 1) Then Begin
// Raise exception.Create('glShaderPointSize <> 1, only supported / emulated for (GL_POINTS)');
// End;
glBufferData(GL_ARRAY_BUFFER, SizeOf(TVector3) * aLen, aData, GL_DYNAMIC_DRAW);
glDrawArrays(aShaderMode, 0, aLen);
End;
Procedure glShaderBegin(aMode: GLenum);
Begin
If ShaderVAO = 0 Then Begin
Raise exception.create('Error, not initialized, did you call: OpenGL_ShaderPrimitives_InitializeShaderSystem ?');
End;
If aMode = GL_QUADS Then Begin
Raise exception.create('Error, GL_QUADS was removed in OpenGl Core 3.2');
End;
If aMode = GL_QUAD_STRIP Then Begin
Raise exception.create('Error, GL_QUAD_STRIP was removed in OpenGl Core 3.2');
End;
If aMode = GL_POLYGON Then Begin
Raise exception.create('Error, GL_POLYGON was removed in OpenGl Core 3.2');
End;
aShaderMode := aMode;
glBindVertexArray(ShaderVAO);
glBindBuffer(GL_ARRAY_BUFFER, ShaderVBO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, Nil);
RenderVertexBufferCnt := 0;
End;
Procedure glShaderRender(Const aData: Array Of TVector3);
Begin
DoShaderData(@aData[0], length(aData));
End;
Procedure glShaderVertex(Const aData: TVector3);
Begin
RenderVertexBuffer[RenderVertexBufferCnt] := aData;
inc(RenderVertexBufferCnt);
If RenderVertexBufferCnt > high(RenderVertexBuffer) Then Begin
setlength(RenderVertexBuffer, length(RenderVertexBuffer) + VertexBufferBlockSize);
End;
End;
Procedure glShaderVertex(x, y, z: Single);
Begin
glShaderVertex(v3(x, y, z));
End;
Procedure glShaderEnd();
Begin
// Die glShaderRender routine wurde nicht benutzt, also hier den VertexBuffer übergeben
If RenderVertexBufferCnt <> 0 Then Begin
DoShaderData(@RenderVertexBuffer[0], RenderVertexBufferCnt);
RenderVertexBufferCnt := 0;
End;
glDisableVertexAttribArray(0);
glBindVertexArray(0);
End;
Procedure glShaderLineWidth(width: GLfloat);
Begin
ShaderLineWidth := width;
End;
Procedure glShaderPointSize(size: GLfloat);
Begin
ShaderPointSize := size;
End;
Initialization
ShaderVAO := 0;
RenderVertexBuffer := Nil;
setlength(RenderVertexBuffer, VertexBufferBlockSize);
RenderVertexBufferCnt := 0;
Finalization
setlength(RenderVertexBuffer, 0);
End.