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1983 lines (1645 loc) · 82.6 KB
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(*
@Abstract(CAST Engine OpenGL render unit (incomplete) )
(C) 2009 George "Mirage" Bakhtadze. <a href="http://www.casteng.com">www.casteng.com</a> <br>
The source code may be used under either MPL 1.1 or LGPL 2.1 license. See included license.txt file <br>
Unit contains OpenGL-based renderer implementation classes
*)
{$Include GDefines.inc}
{$Include C2Defines.inc}
unit C2OGLRender;
interface
uses
BaseTypes, BaseStr, Basics, Base3D, Collisions, OSUtils,
Logger, BaseDebug,
BaseClasses,
C2Types, CAST2, C2Res, C2Visual, C2Render, C2Materials,
dglOpenGL,
{$IFDEF WINDOWS}
Windows, Messages,
{$ENDIF}
SysUtils;
type
TOGLVertexBuffer = record
VertexSize, BufferSize: Integer;
Static: Boolean;
BufferID: Cardinal;
Data: Pointer;
end;
TOGLIndexBuffer = record
BufferSize: Integer;
Static: Boolean;
BufferID: Cardinal;
Data: Pointer;
end;
// @Abstract(Simple OpenGL implementation of vertex and index buffers management class)
TOGLBuffers = class(TAPIBuffers)
private
VertexBuffers: array of TOGLVertexBuffer;
IndexBuffers: array of TOGLIndexBuffer;
public
{ Creates a vertex buffer with the given size in bytes and returns its internal index or -1 if creation fails.
If <b>Static</b> is <b>False</b> the buffer will be optimized to store dynamic geometry. }
function CreateVertexBuffer(Size: Integer; Static: Boolean): Integer; override;
{ Creates an index buffer with the given size in bytes and returns its internal index or -1 if creation fails
If <b>Static</b> is <b>False</b> the buffer will be optimized to store dynamic data. }
function CreateIndexBuffer(Size: Integer; Static: Boolean): Integer; override;
// Changes size of the given vertex buffer to the given size and returns <b>True</b> if success
function ResizeVertexBuffer(Index: Integer; NewSize: Integer): Boolean; override;
// Changes size of the given index buffer to the given size and returns <b>True</b> if success
function ResizeIndexBuffer(Index: Integer; NewSize: Integer): Boolean; override;
{ Locks the given range in a vertex buffer with the given index and returns a write-only pointer to the range data or <b>nil</b> if lock fails.
If <b>DiscardExisting</b> is <b>True</b> existing data in the buffer will be discarded to avoid stalls. }
function LockVertexBuffer(Index: Integer; Offset, Size: Integer; DiscardExisting: Boolean): Pointer; override;
{ Locks the given range in a index buffer with the given index and returns a write-only pointer to the range data or <b>nil</b> if lock fails.
If <b>DiscardExisting</b> is <b>True</b> existing data in the buffer will be discarded to avoid stalls. }
function LockIndexBuffer(Index: Integer; Offset, Size: Integer; DiscardExisting: Boolean): Pointer; override;
// Unlocks a previously locked vertex buffer
procedure UnlockVertexBuffer(Index: Integer); override;
// Unlocks a previously locked index buffer
procedure UnlockIndexBuffer(Index: Integer); override;
// Attaches a vertex buffer to the specified data stream and returns <b>True</b> if success. <b>VertexSize</b> should match the size of the data in the buffer.
function AttachVertexBuffer(Index, StreamIndex: Integer; VertexSize: Integer): Boolean; override;
// Attaches an index buffer and returns <b>True</b> if success. <b>StartingVertex</b> will be added to all indices read from the index buffer.
function AttachIndexBuffer(Index: Integer; StartingVertex: Integer): Boolean; override;
// Frees all allocated buffers. All internal indices returned before this call become invalid.
procedure Clear; override;
end;
TOGLTextures = class(C2Render.TTextures)
private
function GetTexture(const Index: Integer): TTexture;
protected
function APICreateTexture(Index: Integer): Boolean; override;
procedure APIDeleteTexture(Index: Integer); override;
public
procedure Unload(Index: Integer); override;
function Update(Index: Integer; Src: Pointer; Rect: BaseTypes.PRect3D): Boolean; override;
function Read(Index: Integer; Dest: Pointer; Rect: BaseTypes.PRect3D): Boolean; override;
procedure Apply(Stage, Index: Integer); override;
function Lock(AIndex, AMipLevel: Integer; const ARect: BaseTypes.PRect; out LockRectData: TLockedRectData; LockFlags: TLockFlags): Boolean; override;
procedure UnLock(AIndex, AMipLevel: Integer); override;
property Texture[const Index: Integer]: TTexture read GetTexture;
end;
TOGLStateWrapper = class(C2Render.TAPIStateWrapper)
protected
function APICreateRenderTarget(Index, Width, Height: Integer; AColorFormat, ADepthFormat: Cardinal): Boolean; override;
procedure DestroyRenderTarget(Index: Integer); override;
// Calls an API to set a shader constant
procedure APISetShaderConstant(const Constant: TShaderConstant); overload; override;
// Calls an API to set a shader constant. <b>ShaderKind</b> - kind of shader, <b>ShaderRegister</b> - index of 4-component vector register to set, <b>Vector</b> - new value of the register.
procedure APISetShaderConstant(ShaderKind: TShaderKind; ShaderRegister: Integer; const Vector: TShaderRegisterType); overload; override;
function CreateVertexShader(Item: TShaderResource; Declaration: TVertexDeclaration): Integer; override;
function CreatePixelShader(Item: TShaderResource): Integer; override;
// Destroys the specified by index vertex shader
procedure APIDestroyVertexShader(Index: Integer); override;
// Destroys the specified by index pixel shader
procedure APIDestroyPixelShader(Index: Integer); override;
function APIValidatePass(const Pass: TRenderPass; out ResultStr: string): Boolean; override;
procedure ApplyTextureMatrices(const Pass: TRenderPass); override;
procedure CleanUpNonManaged;
procedure RestoreNonManaged;
procedure ObtainRenderTargetSurfaces;
public
function SetRenderTarget(const Camera: TCamera; TextureTarget: Boolean): Boolean; override;
procedure SetFog(Kind: Cardinal; Color: BaseTypes.TColor; AFogStart, AFogEnd, ADensity: Single); override;
procedure SetBlending(Enabled: Boolean; SrcBlend, DestBlend, AlphaRef, ATestFunc, Operation: Integer); override;
procedure SetZBuffer(ZTestFunc, ZBias: Integer; ZWrite: Boolean); override;
procedure SetCullAndFillMode(FillMode, ShadeMode, CullMode: Integer; ColorMask: Cardinal); override;
procedure SetStencilState(SFailOp, ZFailOp, PassOp, STestFunc: Integer); override;
procedure SetStencilValues(SRef, SMask, SWriteMask: Integer); override;
procedure SetTextureWrap(const CoordSet: TTWrapCoordSet); override;
procedure SetLighting(Enable: Boolean; AAmbient: BaseTypes.TColor; SpecularMode: Integer; NormalizeNormals: Boolean); override;
procedure SetEdgePoint(PointSprite, PointScale, EdgeAntialias: Boolean); override;
procedure SetTextureFactor(ATextureFactor: BaseTypes.TColor); override;
procedure SetMaterial(const AAmbient, ADiffuse, ASpecular, AEmissive: BaseTypes.TColor4S; APower: Single); override;
procedure SetPointValues(APointSize, AMinPointSize, AMaxPointSize, APointScaleA, APointScaleB, APointScaleC: Single); override;
procedure SetLinePattern(ALinePattern: Longword); override;
procedure SetClipPlane(Index: Cardinal; Plane: PPlane); override;
procedure ApplyPass(const Pass: TRenderPass); override;
procedure ApplyCustomTextureMatrices(const Pass: TRenderPass; Item: TVisible); override;
end;
TOGLRenderer = class(TRenderer)
private
MixedVPMode,
LastFullScreen: Boolean;
GLModelView1, GLWeightingState: Longword;
{$IFDEF WINDOWS}
OGLContext: HGLRC; // OpenGL rendering context
OGLDC: HDC;
{$ENDIF}
{$IFDEF LINUX}
OGLContext: GLXContext;
OGLDrawable: GLXDrawable;
{$ENDIF}
procedure SetModelMatrix(MatPtr: Pointer);
protected
function APICheckFormat(const Format, Usage, RTFormat: Cardinal): Boolean; override;
procedure APIApplyCamera(Camera: TCamera); override;
procedure APIPrepareFVFStates(Item: TVisible); override;
procedure InternalDeInit; override;
public
constructor Create(Manager: TItemsManager); override;
procedure SetGamma(Gamma, Contrast, Brightness: Single); override;
procedure CheckCaps; override;
procedure CheckTextureFormats; override;
function APICreateDevice(WindowHandle, AVideoMode: Cardinal; AFullScreen: Boolean): Boolean; override;
function RestoreDevice(AVideoMode: Cardinal; AFullScreen: Boolean): Boolean; override;
procedure CloseViewport;
procedure StartFrame; override;
procedure FinishFrame; override;
procedure Clear(Flags: TClearFlagsSet; Color: BaseTypes.TColor; Z: Single; Stencil: Cardinal); override;
procedure ApplyLight(Index: Integer; const ALight: TLight); override;
procedure SetViewPort(const X, Y, Width, Height: Integer; const MinZ, MaxZ: Single); override;
procedure APIRenderStrip(Tesselator: TTesselator; StripIndex: Integer); override;
procedure APIRenderIndexedStrip(Tesselator: TTesselator; StripIndex: Integer); override;
procedure RenderItemBox(Item: TProcessing; Color: BaseTypes.TColor); override;
procedure RenderItemDebug(Item: TProcessing); override;
end;
function ReportGLErrorDebug(const ErrorLabel: string): Cardinal; {$I inline.inc}
function ReportGLError(const ErrorLabel: string): Cardinal; {$I inline.inc}
procedure ReportGLShaderError(ShaderId: Integer; const ErrorLabel, ResourceName: string); {$I inline.inc}
implementation
const
MaxTexturesAllowed = 8;
GLTextureI: array[0..MaxTexturesAllowed-1] of Cardinal = (GL_TEXTURE0, GL_TEXTURE1, GL_TEXTURE2, GL_TEXTURE3, GL_TEXTURE4, GL_TEXTURE5, GL_TEXTURE6, GL_TEXTURE7);
var
// Pixel data formats and types
DFFormats, DTFormats: array[0..TotalPixelFormats-1] of Longword;
// Check and report to log OpenGL error only if debug mode is on
function ReportGLErrorDebug(const ErrorLabel: string): Cardinal; {$I inline.inc}
begin
{$IFDEF DEBUGMODE}
Result := glGetError();
if Result <> GL_NO_ERROR then Log(ErrorLabel + ' Error #: ' + IntToStr(Result) + '(' + gluErrorString(Result) + ') at'#13#10 + GetStackTraceStr(1), lkError);
{$ELSE}
Result := GL_NO_ERROR;
{$ENDIF}
end;
// Check and report to log OpenGL error
function ReportGLError(const ErrorLabel: string): Cardinal; {$I inline.inc}
begin
{$IFDEF OGLERRORCHECK}
Result := glGetError();
if Result <> GL_NO_ERROR then Log(ErrorLabel + ' Error #: ' + IntToStr(Result) + '(' + gluErrorString(Result) + ')', lkError);
{$ENDIF}
end;
// Check and report to log OpenGL error
procedure ReportGLShaderError(ShaderId: Integer; const ErrorLabel, ResourceName: string); {$I inline.inc}
const MaxInfoLength = 200;
var
ErrorStr: PAnsiChar;
ActualLength: Integer;
begin
GetMem(ErrorStr, MaxInfoLength);
glGetInfoLogARB(ShaderId, MaxInfoLength, ActualLength, ErrorStr);
if ActualLength <> 0 then Log(ErrorLabel + ' Error assembling shader from resource "' + ResourceName + '": ' + ErrorStr, lkError);
end;
{ TOGLBuffers }
function TOGLBuffers.CreateVertexBuffer(Size: Integer; Static: Boolean): Integer;
begin
{$IFDEF DEBUGMODE}
Log('TOGLBuffers.CreateVertexBuffer: Creating a vertex buffer', lkDebug);
{$ENDIF}
SetLength(VertexBuffers, Length(VertexBuffers)+1);
Result := High(VertexBuffers);
VertexBuffers[Result].BufferSize := Size;
VertexBuffers[Result].BufferID := Result;
VertexBuffers[Result].Static := Static;
GetMem(VertexBuffers[Result].Data, Size);
end;
function TOGLBuffers.CreateIndexBuffer(Size: Integer; Static: Boolean): Integer;
begin
{$IFDEF DEBUGMODE}
Log('TOGLBuffers.CreateIndexBuffer: Creating an index buffer', lkDebug);
{$ENDIF}
SetLength(IndexBuffers, Length(IndexBuffers)+1);
Result := High(IndexBuffers);
IndexBuffers[Result].BufferSize := Size;
IndexBuffers[Result].BufferID := Result;
IndexBuffers[Result].Static := Static;
GetMem(IndexBuffers[Result].Data, Size);
end;
function TOGLBuffers.ResizeVertexBuffer(Index, NewSize: Integer): Boolean;
begin
Assert((Index >= 0) and (Index <= High(VertexBuffers)), 'TOGLBuffers.ResizeVertexBuffer: Invalid bufer index');
VertexBuffers[Index].BufferSize := NewSize;
{$Message warn 'change to freemem/getmem'}
ReallocMem(VertexBuffers[Index].Data, NewSize);
Result := True;
end;
function TOGLBuffers.ResizeIndexBuffer(Index, NewSize: Integer): Boolean;
begin
Assert((Index >= 0) and (Index <= High(IndexBuffers)), 'TOGLBuffers.ResizeIndexBuffer: Invalid bufer index');
IndexBuffers[Index].BufferSize := NewSize;
{$Message warn 'change to freemem/getmem'}
ReallocMem(IndexBuffers[Index].Data, NewSize);
Result := True;
end;
function TOGLBuffers.LockVertexBuffer(Index, Offset, Size: Integer; DiscardExisting: Boolean): Pointer;
begin
Assert((Index >= 0) and (Index <= High(VertexBuffers)), 'TOGLBuffers.LockVertexBuffer: Invalid bufer index');
Result := PtrOffs(VertexBuffers[Index].Data, Offset);
end;
function TOGLBuffers.LockIndexBuffer(Index, Offset, Size: Integer; DiscardExisting: Boolean): Pointer;
begin
Assert((Index >= 0) and (Index <= High(IndexBuffers)), 'TOGLBuffers.LockIndexBuffer: Invalid bufer index');
Result := PtrOffs(IndexBuffers[Index].Data, Offset);
end;
procedure TOGLBuffers.UnlockVertexBuffer(Index: Integer);
begin
end;
procedure TOGLBuffers.UnlockIndexBuffer(Index: Integer);
begin
end;
function TOGLBuffers.AttachVertexBuffer(Index, StreamIndex, VertexSize: Integer): Boolean;
begin
Result := True;
end;
function TOGLBuffers.AttachIndexBuffer(Index, StartingVertex: Integer): Boolean;
begin
Result := True;
end;
procedure TOGLBuffers.Clear;
var i: Integer;
begin
for i := 0 to High(VertexBuffers) do FreeMem(VertexBuffers[i].Data);
for i := 0 to High(IndexBuffers) do FreeMem(IndexBuffers[i].Data);
VertexBuffers := nil;
IndexBuffers := nil;
end;
{ TOGLTextures }
function TOGLTextures.GetTexture(const Index: Integer): TTexture;
begin
Result := FTextures[Index];
end;
function TOGLTextures.APICreateTexture(Index: Integer): Boolean;
var
TexID: glUint;
begin
Result := False;
if not Renderer.IsReady then Exit;
// ReportGLError('test');
glGenTextures(1, @TexID);
ReportGLError(ClassName + '.APICreateTexture > glGenTextures:');
FTextures[Index].Texture := Pointer(TexID);
Result := True;
end;
procedure TOGLTextures.APIDeleteTexture(Index: Integer);
begin
glDeleteTextures(1, @FTextures[Index].Texture);
FTextures[Index].Texture := nil;
end;
procedure TOGLTextures.UnLoad(Index: Integer);
begin
// inherited;
end;
function TOGLTextures.Update(Index: Integer; Src: Pointer; Rect: BaseTypes.PRect3D): Boolean;
var
w, h, k, DataSize, DataOfs: Integer;
begin
Result := False;
if (Index > High(FTextures)) or IsEmpty(FTextures[Index]) then begin
Log(ClassName + '.Update: Invalid texture index', lkError);
Exit;
end;
if (Src = nil) then Exit;
if (FTextures[Index].Texture = nil) then if not APICreateTexture(Index) then Exit;
glBindTexture(GL_TEXTURE_2D, Cardinal(FTextures[Index].Texture));
ReportGLError(ClassName + '.Update > glBindTexture:');
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, FTextures[Index].Levels);
ReportGLError(ClassName + '.Update > glTexParameteri(MaxLevel):');
w := FTextures[Index].Width;
h := FTextures[Index].Height;
DataOfs := 0;
for k := 0 to FTextures[Index].Levels-1 do begin
if (Rect <> nil) then begin
Assert(False); //===***
end else begin
DataSize := w * h * GetBytesPerPixel(FTextures[Index].Format);
glTexImage2D(GL_TEXTURE_2D, k, PFormats[FTextures[Index].Format], w, h, 0, DFFormats[FTextures[Index].Format], DTFormats[FTextures[Index].Format], PtrOffs(Src, DataOfs));
ReportGLError(ClassName + '.Update > glTexImage2D:');
Inc(DataOfs, DataSize);
end;
w := w shr 1; if w = 0 then w := 1;
h := h shr 1; if h = 0 then h := 1;
end;
Result := True;
end;
function TOGLTextures.Read(Index: Integer; Dest: Pointer; Rect: BaseTypes.PRect3D): Boolean;
begin
Result := False;
end;
procedure TOGLTextures.Apply(Stage, Index: Integer);
begin
glActiveTexture(GLTextureI[Stage]);
ReportGLError(ClassName + '.Apply > glActiveTexture:');
if Assigned(FTextures[Index].Texture) or Load(Index) then begin
glBindTexture(GL_TEXTURE_2D, Cardinal(FTextures[Index].Texture));
ReportGLError(ClassName + '.Apply > glBindTexture:');
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, FTextures[Index].Levels);
ReportGLError(ClassName + '.Apply > glTexParameteri(Max LOD):');
end;
end;
function TOGLTextures.Lock(AIndex, AMipLevel: Integer; const ARect: BaseTypes.PRect; out LockRectData: TLockedRectData; LockFlags: TLockFlags): Boolean;
begin
Result := False;
LockRectData.Data := nil;
Log('Error locking texture level # ' + IntToStr(AIndex) + '. Not implemented for OpenGL renderer yet', lkError);
end;
procedure TOGLTextures.UnLock(AIndex, AMipLevel: Integer);
begin
if (AIndex > High(FTextures)) or IsEmpty(FTextures[AIndex]) then begin
Log(ClassName + '.Lock: Invalid texture index (' + IntToStr(AIndex) + ')', lkError);
Exit;
end;
end;
{ TOGLStateWrapper }
function TOGLStateWrapper.APICreateRenderTarget(Index, Width, Height: Integer; AColorFormat, ADepthFormat: Cardinal): Boolean;
begin
Result := False;
// Free texture and its surface
(* if Assigned(FRenderTargets[Index].ColorBuffer) then IDirect3DSurface8(FRenderTargets[Index].ColorBuffer) := nil;
if Assigned(FRenderTargets[Index].ColorTexture) then IDirect3DTexture8(FRenderTargets[Index].ColorTexture) := nil;
// Create texture
Res := Direct3DDevice.CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, TD3DFormat(PFormats[AColorFormat]), D3DPOOL_DEFAULT, IDirect3DTexture8(FRenderTargets[Index].ColorTexture));
if Failed(Res) then begin
Log(ClassName + '.APICreateRenderTarget: Error creating render target texture: Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
// Obtain surface
Res := IDirect3DTexture8(FRenderTargets[Index].ColorTexture).GetSurfaceLevel(0, IDirect3DSurface8(FRenderTargets[Index].ColorBuffer));
if Failed(Res) then begin
Log(Format('Error obtaining surface of a render target texture of camera "%S". Error code: %D "%S"', [Camera.Name, Res, HResultToStr(Res)]), lkError);
Exit;
end;
if ADepthFormat = pfUndefined then
FRenderTargets[Index].DepthBuffer := nil else begin
// Free depth texture and its surface
if Assigned(FRenderTargets[Index].DepthBuffer) then IDirect3DSurface8(FRenderTargets[Index].DepthBuffer) := nil;
if Assigned(FRenderTargets[Index].DepthTexture) then IDirect3DTexture8(FRenderTargets[Index].DepthTexture) := nil;
Res := Direct3DDevice.CreateTexture(Width, Height, 1, D3DUSAGE_DEPTHSTENCIL, TD3DFormat(PFormats[ADepthFormat]), D3DPOOL_DEFAULT, IDirect3DTexture8(FRenderTargets[Index].DepthTexture));
if Failed(Res) then begin
Res:= Direct3DDevice.CreateDepthStencilSurface(Width, Height, TD3DFormat(PFormats[ADepthFormat]), D3DMULTISAMPLE_NONE, IDirect3DSurface8(FRenderTargets[Index].DepthBuffer));
if Failed(Res) then begin
Log(Format('%S.APICreateRenderTarget: Error creating depth surface for render target of camera "%S". Error code: %D "%S"', [ClassName, Camera.Name, Res, HResultToStr(Res)]), lkError);
Exit;
end;
end else begin
Res := IDirect3DTexture8(FRenderTargets[Index].DepthTexture).GetSurfaceLevel(0, IDirect3DSurface8(FRenderTargets[Index].DepthBuffer));
if Failed(Res) then begin
Log(Format('Error obtaining surface of a depth surface for render target of camera "%S". Error code: %D "%S"', [Camera.Name, Res, HResultToStr(Res)]), lkError);
Exit;
end;
end;
end;
Result := True; *)
end;
procedure TOGLStateWrapper.DestroyRenderTarget(Index: Integer);
begin
(* if Assigned(FRenderTargets[Index].ColorBuffer) then IDirect3DSurface8(FRenderTargets[Index].ColorBuffer)._Release;
if Assigned(FRenderTargets[Index].DepthBuffer) then IDirect3DSurface8(FRenderTargets[Index].DepthBuffer)._Release;
if Assigned(FRenderTargets[Index].ColorTexture) then IDirect3DTexture8(FRenderTargets[Index].ColorTexture)._Release;
if Assigned(FRenderTargets[Index].DepthTexture) then IDirect3DTexture8(FRenderTargets[Index].DepthTexture)._Release;
FRenderTargets[Index].ColorBuffer := nil;
FRenderTargets[Index].DepthBuffer := nil;
FRenderTargets[Index].ColorTexture := nil;
FRenderTargets[Index].DepthTexture := nil;
FRenderTargets[Index].LastUpdateFrame := -1;
FRenderTargets[Index].IsDepthTexture:= False;*)
end;
function TOGLStateWrapper.SetRenderTarget(const Camera: TCamera; TextureTarget: Boolean): Boolean;
begin
Result := False;
(* if TextureTarget then begin // Render to texture
if Camera.RenderTargetIndex <> -1 then begin
FRenderTargets[Camera.RenderTargetIndex].LastUpdateFrame := Renderer.FramesRendered;
CurrentRenderTarget := IDirect3DSurface8(FRenderTargets[Camera.RenderTargetIndex].ColorBuffer);
CurrentDepthStencil := IDirect3DSurface8(FRenderTargets[Camera.RenderTargetIndex].DepthBuffer);
Res := Direct3DDevice.SetRenderTarget(CurrentRenderTarget, CurrentDepthStencil);
if Failed(Res) then begin
Log(Format('Error setting render target to texture of camera "%S". Error code: %D "%S"', [Camera.Name, Res, HResultToStr(Res)]), lkError);
CurrentDepthStencil := nil;
Exit;
end;
end;
end else begin
Res := Direct3DDevice.SetRenderTarget(MainRenderTarget, MainDepthStencil);
CurrentRenderTarget := MainRenderTarget;
CurrentDepthStencil := MainDepthStencil;
if Failed(Res) then begin
Log('Error restoring render target. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
Exit;
end;
end;
Inc(FPerfProfile.RenderTargetChanges);
Result := True; *)
end;
function TOGLStateWrapper.CreateVertexShader(Item: TShaderResource; Declaration: TVertexDeclaration): Integer;
var
shid: Integer;
SourceLen: Integer;
SourcePtr: Pointer;
begin
Result := inherited CreateVertexShader(Item, Declaration);
if (Item.Source <> '') then begin
shid := glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
SourcePtr := @Item.Source[1];
SourceLen := Length(Item.Source);
glShaderSourceARB(shid, 1, @SourcePtr, @SourceLen);
glCompileShader(shid);
if ReportGLError(ClassName + '.CreateVertexShader:') = GL_NO_ERROR then begin
FVertexShaders[Result].Shader := shid;
end else begin
ReportGLShaderError(shid, ClassName + 'CreateVertexShader: ', Item.Name);
Result := -1;
LastError := reVertexShaderAssembleFail;
end;
end;
end;
function TOGLStateWrapper.CreatePixelShader(Item: TShaderResource): Integer;
var
shid: Integer;
SourceLen: Integer;
SourcePtr: Pointer;
begin
Result := inherited CreatePixelShader(Item);
if (Item.Source <> '') then begin
shid := glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
SourcePtr := @Item.Source[1];
SourceLen := Length(Item.Source);
glShaderSourceARB(shid, 1, @SourcePtr, @SourceLen);
glCompileShader(shid);
if ReportGLError(ClassName + '.CreatePixelShader:') = GL_NO_ERROR then begin
FPixelShaders[Result].Shader := shid;
end else begin
ReportGLShaderError(shid, ClassName + 'CreatePixelShader: ', Item.Name);
Result := -1;
LastError := rePixelShaderAssembleFail;
end;
end;
end;
procedure TOGLStateWrapper.APIDestroyVertexShader(Index: Integer);
begin
if FVertexShaders[Index].Shader > 0 then glDeleteObjectARB(FVertexShaders[Index].Shader);
end;
procedure TOGLStateWrapper.APIDestroyPixelShader(Index: Integer);
begin
if FPixelShaders[Index].Shader > 0 then glDeleteObjectARB(FPixelShaders[Index].Shader);
end;
procedure TOGLStateWrapper.SetFog(Kind: Cardinal; Color: BaseTypes.TColor; AFogStart, AFogEnd, ADensity: Single);
const glFogModes: array[fkDEFAULT..fkTABLEEXP2] of Longword = (GL_LINEAR, GL_LINEAR, GL_LINEAR, GL_LINEAR, GL_LINEAR, GL_EXP, GL_EXP2);
// fkDEFAULT = 0; fkNONE = 1; fkVERTEX = 2; fkVERTEXRANGED = 3; fkTABLELINEAR = 4; fkTABLEEXP = 5; fkTABLEEXP2 = 6;
var FColor: TColor4s;
begin
if Kind <> fkNone then begin
if Kind = fkVertex then
glHint(GL_FOG_HINT, GL_FASTEST)
else
glHint(GL_FOG_HINT, GL_NICEST);
glFogi(GL_FOG_MODE, glFogModes[Kind]);
glFogf(GL_FOG_START, AFogStart);
glFogf(GL_FOG_END, AFogEnd);
glFogf(GL_FOG_DENSITY, ADensity);
FColor := ColorTo4S(Color);
glFogfv(GL_FOG_COLOR, @FColor);
glEnable(GL_FOG);
end else glDisable(GL_FOG);
ReportGLError(ClassName + '.SetFog:');
end;
procedure TOGLStateWrapper.SetBlending(Enabled: Boolean; SrcBlend, DestBlend, AlphaRef, ATestFunc, Operation: Integer);
begin
if Enabled then begin
glEnable(GL_BLEND);
glBlendFunc(BlendModes[SrcBlend], BlendModes[DestBlend]);
glBlendEquation(BlendOps[Operation]);
end else glDisable(GL_BLEND);
if ATestFunc = tfAlways then glDisable(GL_ALPHA_TEST) else glEnable(GL_ALPHA_TEST);
glAlphaFunc(TestFuncs[ATestFunc], AlphaRef * OneOver255);
ReportGLError(ClassName + '.SetBlending:');
end;
procedure TOGLStateWrapper.SetZBuffer(ZTestFunc, ZBias: Integer; ZWrite: Boolean);
begin
glDepthMask(ZWrite);
if ZTestFunc = tfAlways then glDisable(GL_DEPTH_TEST) else begin
glEnable(GL_DEPTH_TEST);
glDepthFunc(TestFuncs[ZTestFunc]);
end;
if ZBias = 0 then
glDisable(GL_POLYGON_OFFSET_FILL)
else begin
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(ZBias, ZBias);
end;
ReportGLError(ClassName + '.SetZBuffer:');
end;
procedure TOGLStateWrapper.SetCullAndFillMode(FillMode, ShadeMode, CullMode: Integer; ColorMask: Cardinal);
begin
if FillMode <> fmDEFAULT then
glPolygonMode(GL_FRONT_AND_BACK, FillModes[FillMode])
else if Camera <> nil then
glPolygonMode(GL_FRONT_AND_BACK, FillModes[Camera.DefaultFillMode]);
glShadeModel(ShadeModes[ShadeMode]);
case CullMode of
cmCAMERADEFAULT: if Camera <> nil then CullMode := Camera.DefaultCullMode;
cmCAMERAINVERSE: if Camera <> nil then begin
if Camera.DefaultCullMode = cmCCW then
CullMode := cmCW
else if Camera.DefaultCullMode = cmCW then
CullMode := cmCCW
else
CullMode := cmNONE
end;
end;
if CullMode <> cmNone then begin
glEnable(GL_CULL_FACE);
glCullFace(CullModes[CullMode]);
end else
glDisable(GL_CULL_FACE);
glColorMask(ColorMask and $FF > 0, ColorMask and $FF00 > 0, ColorMask and $FF0000 > 0, ColorMask and $FF000000 > 0);
ReportGLError(ClassName + '.SetCullAndFillMode:');
end;
procedure TOGLStateWrapper.SetStencilState(SFailOp, ZFailOp, PassOp, STestFunc: Integer);
begin
// Disable stencil if Func = Always and ZFail = PassOP = Keep
(*** if (ZFailOp = soKeep) and (PassOp = soKeep) and (STestFunc <> tfAlways) then
Direct3DDevice.SetRenderState(D3DRS_STENCILENABLE, 0) else begin
Direct3DDevice.SetRenderState(D3DRS_STENCILENABLE, 1);
Direct3DDevice.SetRenderState(D3DRS_STENCILFUNC, TestFuncs[STestFunc]);
Direct3DDevice.SetRenderState(D3DRS_STENCILFAIL, StencilOps[SFailOp]);
Direct3DDevice.SetRenderState(D3DRS_STENCILZFAIL, StencilOps[ZFailOp]);
Direct3DDevice.SetRenderState(D3DRS_STENCILPASS, StencilOps[PassOp]);
end;*)
end;
procedure TOGLStateWrapper.SetStencilValues(SRef, SMask, SWriteMask: Integer);
begin
{*** Direct3DDevice.SetRenderState(D3DRS_STENCILREF, Cardinal(SRef));
Direct3DDevice.SetRenderState(D3DRS_STENCILMASK, Cardinal(SMask));
Direct3DDevice.SetRenderState(D3DRS_STENCILWRITEMASK, Cardinal(SWriteMask));}
end;
procedure TOGLStateWrapper.SetTextureWrap(const CoordSet: TTWrapCoordSet);
//const D3DRS_WRAP: array[0..7] of TD3DRenderStateType = (D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7);
//var i: Integer;
begin
{*** for i := 0 to 7 do
Direct3DDevice.SetRenderState(D3DRS_WRAP[i], D3DWRAPCOORD_0 * Ord(CoordSet[i] and twUCoord > 0) or
D3DWRAPCOORD_1 * Ord(CoordSet[i] and twVCoord > 0) or
D3DWRAPCOORD_2 * Ord(CoordSet[i] and twWCoord > 0) or
D3DWRAPCOORD_3 * Ord(CoordSet[i] and twW2Coord > 0));}
end;
procedure TOGLStateWrapper.SetLighting(Enable: Boolean; AAmbient: BaseTypes.TColor; SpecularMode: Integer; NormalizeNormals: Boolean);
var AmbientColor: TColor4s;
begin
if Enable then
glEnable(GL_LIGHTING)
else
glDisable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, Ord(SpecularMode = slAccurate));
ColorTo4S(AmbientColor, AAmbient);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, @AmbientColor);
ReportGLError(ClassName + '.SetLighting:');
end;
procedure TOGLStateWrapper.SetEdgePoint(PointSprite, PointScale, EdgeAntialias: Boolean);
begin
{*** Direct3dDevice.SetRenderState(D3DRS_POINTSPRITEENABLE, Ord(PointSprite));
Direct3DDevice.SetRenderState(D3DRS_POINTSCALEENABLE, Ord(PointScale));
Direct3DDevice.SetRenderState(D3DRS_EDGEANTIALIAS, Ord(EdgeAntialias));}
end;
procedure TOGLStateWrapper.SetTextureFactor(ATextureFactor: BaseTypes.TColor);
begin
//Direct3DDevice.SetRenderState(D3DRS_TEXTUREFACTOR, ATextureFactor.C);
end;
procedure TOGLStateWrapper.SetMaterial(const AAmbient, ADiffuse, ASpecular, AEmissive: BaseTypes.TColor4S; APower: Single);
begin
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, @AAmbient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, @ADiffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, @ASpecular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, APower);
ReportGLError(ClassName + '.SetMaterial:');
end;
procedure TOGLStateWrapper.SetPointValues(APointSize, AMinPointSize, AMaxPointSize, APointScaleA, APointScaleB, APointScaleC: Single);
var Arr: array[0..2] of GLfloat;
begin
AMinPointSize := MinS(AMinPointSize, AMaxPointSize);
APointSize := MinS(MaxS(APointSIze, AMinPointSize), AMaxPointSize);
glPointSize(APointSize);
glPointParameterf(GL_POINT_SIZE_MIN, AMinPointSize);
glPointParameterf(GL_POINT_SIZE_MAX, AMaxPointSize);
Arr[0] := APointScaleA;
Arr[1] := APointScaleB;
Arr[2] := APointScaleC;
glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, @Arr);
ReportGLError(ClassName + '.SetPointValues:');
end;
procedure TOGLStateWrapper.SetLinePattern(ALinePattern: Longword);
begin
if ALinePattern = 0 then
glDisable(GL_LINE_STIPPLE)
else begin
glEnable(GL_LINE_STIPPLE);
glLineStipple(ALinePattern shr 24, ALinePattern and $FF);
end;
ReportGLError(ClassName + '.SetLinePattern:');
end;
procedure TOGLStateWrapper.SetClipPlane(Index: Cardinal; Plane: PPlane);
begin
(* ClipPlanesState := ClipPlanesState and not (1 shl Index) or Cardinal(Ord(Assigned(Plane)) shl Index);
Direct3DDevice.SetRenderState(D3DRS_CLIPPLANEENABLE, ClipPlanesState);
if Assigned(Plane) then begin
Res := Direct3DDevice.SetClipPlane(Index, PSingle(Plane));
{$IFDEF DEBUGMODE}
if Failed(Res) then
Log('Error setting clip plane. Error code: ' + IntToStr(Res) + ' "' + HResultToStr(Res) + '"', lkError);
{$ENDIF}
end;*)
end;
procedure TOGLStateWrapper.ApplyPass(const Pass: TRenderPass);
procedure UseCombineExt(const Stage: TStage);
{ toDISABLE = 0; toARG1 = 1; toARG2 = 2;
toMODULATE = 3; toMODULATE2X = 4; toMODULATE4X = 5;
toADD = 6; toSIGNEDADD = 7; toSIGNEDADD2X = 8;
toSUB = 9; toSMOOTHADD = 10;
toBLENDDIFFUSEALPHA = 11; toBLENDTEXTUREALPHA = 12; toBLENDFACTORALPHA = 13;
toBLENDTEXTUREALPHAPM = 14; toBLENDCURRENTALPHA = 15;
toPREMODULATE = 16;
toDOTPRODUCT3 = 17;
toMULTIPLYADD = 18; toLERP = 19;
toMODULATEALPHA_ADDCOLOR = 20; toMODULATECOLOR_ADDALPHA = 21;
toMODULATEINVALPHA_ADDCOLOR = 22; toMODULATEINVCOLOR_ADDALPHA = 23;
toBUMPENV = 24; toBUMPENVLUM = 25;
}
const GLOp: array[toDISABLE..toBUMPENVLUM] of Cardinal = (GL_REPLACE, GL_REPLACE, GL_REPLACE,
GL_MODULATE, GL_MODULATE, GL_MODULATE,
GL_ADD, GL_ADD_SIGNED, GL_ADD_SIGNED,
GL_ADD, GL_ADD,
GL_INTERPOLATE, GL_INTERPOLATE, GL_INTERPOLATE,
GL_INTERPOLATE, GL_INTERPOLATE,
GL_MODULATE,
GL_DOT3_RGB,
GL_MODULATE,
GL_INTERPOLATE,
GL_INTERPOLATE, GL_INTERPOLATE,
GL_INTERPOLATE, GL_INTERPOLATE,
GL_MODULATE, GL_MODULATE);
// taDiffuse = 0; taCurrent = 1; taTexture = 2; taSpecular = 3;
procedure StageToCombinerExt(Alpha: Boolean; StageOp, StageArg1, StageArg2: Longword; var Op, Arg0, Arg1, Arg2, Op0, Op1, Op2, Scale: Longword);
// taDIFFUSE = 0; taCURRENT = 1; taTEXTURE = 2; taSPECULAR = 3; taTEMP = 4; taTFactor = 5; taALPHAREPLICATE = 6;
const GLArg: array[taDiffuse..taTexture] of Longword = (GL_PRIMARY_COLOR, GL_PREVIOUS, GL_TEXTURE);
begin
if Alpha then begin
Op0 := GL_SRC_ALPHA; Op1 := GL_SRC_ALPHA; Op2 := GL_SRC_ALPHA;
end else begin
Op0 := GL_SRC_COLOR; Op1 := GL_SRC_COLOR; Op2 := GL_SRC_COLOR;
end;
if StageArg1 = taTemp then StageArg1 := taCurrent;
if StageArg2 = taTemp then StageArg2 := taCurrent;
if StageArg1 = taSpecular then StageArg1 := taDiffuse;
if StageArg2 = taSpecular then StageArg2 := taDiffuse;
Op := GL_MODULATE; Arg0 := GL_PRIMARY_COLOR; Arg1 := GL_TEXTURE; Arg2 := GL_PRIMARY_COLOR;
Scale := 1;
if StageOp = toDisable then
Op := GL_MODULATE
else case StageOp*9 + StageArg1*3 + StageArg2 of
toARG1*9 + taDiffuse*3 + taDiffuse..toARG1*9 + taTexture*3 + taTexture: begin
Op := GL_REPLACE; Arg0 := GLArg[StageArg1];
end;
toARG2*9 + taDiffuse*3 + taDiffuse..toARG2*9 + taTexture*3 + taTexture: begin
Op := GL_REPLACE; Arg0 := GLArg[StageArg2];
end;
toModulate*9 + taDiffuse*3 + taDiffuse..toModulate*9 + taTexture*3 + taTexture: begin
Op := GL_MODULATE; Arg0 := GLArg[StageArg1]; Arg1 := GLArg[StageArg2];
end;
toModulate2X*9 + taDiffuse*3 + taDiffuse..toModulate2X*9 + taTexture*3 + taTexture: begin
Op := GL_MODULATE; Arg0 := GLArg[StageArg1]; Arg1 := GLArg[StageArg2]; Scale := 2;
end;
toModulate4X*9 + taDiffuse*3 + taDiffuse..toModulate4X*9 + taTexture*3 + taTexture: begin
Op := GL_MODULATE; Arg0 := GLArg[StageArg1]; Arg1 := GLArg[StageArg2]; Scale := 4;
end;
toAdd*9 + taDiffuse*3 + taDiffuse..toAdd*9 + taTexture*3 + taTexture: begin
Op := GL_ADD; Arg0 := GLArg[StageArg1]; Arg1 := GLArg[StageArg2];
end;
toSignedAdd*9 + taDiffuse*3 + taDiffuse..toSignedAdd*9 + taTexture*3 + taTexture: begin
Op := GL_ADD_SIGNED; Arg0 := GLArg[StageArg1]; Arg1 := GLArg[StageArg2];
end;
toSignedAdd2X*9 + taDiffuse*3 + taDiffuse..toSignedAdd2X*9 + taTexture*3 + taTexture: begin
Op := GL_ADD_SIGNED; Arg0 := GLArg[StageArg1]; Arg1 := GLArg[StageArg2]; Scale := 2;
end;
end;
end;
var Op, Arg0, Arg1, Arg2, Op0, Op1, Op2, Scale: Longword;
begin
// glActiveTextureARB(GL_TEXTURE0_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
StageToCombinerExt(False, Stage.ColorOp, Stage.ColorArg1, Stage.ColorArg2, Op, Arg0, Arg1, Arg2, Op0, Op1, Op2, Scale);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, Op);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, Arg0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, Arg1);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, Arg2);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, Op0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, Op1);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, Op2);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, Scale);
ReportGLError(ClassName + '.ApplyPass > glTexEnvi, color:');
StageToCombinerExt(True, Stage.AlphaOp, Stage.AlphaArg1, Stage.AlphaArg2, Op, Arg0, Arg1, Arg2, Op0, Op1, Op2, Scale);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, Op);
ReportGLError(ClassName + '.ApplyPass > glTexEnvi, alpha1:');
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, Arg0);
ReportGLError(ClassName + '.ApplyPass > glTexEnvi, alpha2:');
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, Arg1);
ReportGLError(ClassName + '.ApplyPass > glTexEnvi, alpha3:');
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, Arg2);
ReportGLError(ClassName + '.ApplyPass > glTexEnvi, alpha4:');
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, Op0);
ReportGLError(ClassName + '.ApplyPass > glTexEnvi, alpha5:');
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, Op1);
ReportGLError(ClassName + '.ApplyPass > glTexEnvi, alpha6:');
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, Op2);
ReportGLError(ClassName + '.ApplyPass > glTexEnvi, alpha7:');
glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, Scale);
ReportGLError(ClassName + '.ApplyPass > glTexEnvi, alpha:');
end;
var
i, TexCount, prid: Integer;
Stage: ^TStage;
MipFilter: Cardinal;
begin
Assert(Assigned(Pass), ClassName + '.ApplyPass: Invalid pass');
if (Pass.VertexShaderIndex <> sivNull) then begin // Try to resolve vertex shader
if Pass.VertexShaderIndex = sivUnresolved then ResolveVertexShader(Pass);
VertexShaderFlag := Pass.VertexShaderIndex <> sivUnresolved;
end else VertexShaderFlag := False;
SetFog(Pass.FogKind, Pass.FogColor, Pass.FogStart, Pass.FogEnd, Pass.FogDensity);
// SetPointValues(Pass.PointSize, Pass.MinPointSize, Pass.MaxPointSize, Pass.PointScaleA, Pass.PointScaleB, Pass.PointScaleC);
// SetLinePattern(Pass.LinePattern);
SetBlending(Pass.BlendingState.Enabled, Pass.BlendingState.SrcBlend, Pass.BlendingState.DestBlend, Pass.BlendingState.AlphaRef, Pass.BlendingState.ATestFunc, Pass.BlendingState.Operation);
SetZBuffer(Pass.ZBufferState.ZTestFunc, Pass.ZBufferState.ZBias, Pass.ZBufferState.ZWrite);
SetCullAndFillMode(Pass.FillShadeMode.FillMode, Pass.FillShadeMode.ShadeMode, Pass.FillShadeMode.CullMode, Pass.FillShadeMode.ColorMask);
SetStencilState(Pass.StencilState.SFailOp, Pass.StencilState.ZFailOp, Pass.StencilState.PassOp, Pass.StencilState.STestFunc);
SetStencilValues(Pass.StencilRef, Pass.StencilMask, Pass.StencilWriteMask);
SetTextureWrap(Pass.TextureWrap.CoordSet);
SetLighting(Pass.LightingState.Enabled, Pass.LightingState.GlobalAmbient, Pass.LightingState.SpecularMode, Pass.LightingState.NormalizeNormals);
SetEdgePoint(Pass.PointEdgeState.PointSprite, Pass.PointEdgeState.PointScale, Pass.PointEdgeState.EdgeAntialias);
SetTextureFactor(Pass.TextureFactor);
ApplyTextureMatrices(Pass);
SetMaterial(Pass.Ambient, Pass.Diffuse, Pass.Specular, Pass.Emissive, Pass.Power);
(* if VertexShaderFlag then begin
Res := Direct3DDevice.SetVertexShader(Cardinal(FVertexShaders[Pass.VertexShaderIndex].Shader));
{$IFDEF DEBUGMODE} if Res <> D3D_OK then begin Log('TOGLStateWrapper.ApplyPass: Error setting vertex shader: ' + HResultToStr(Res), lkError); end; {$ENDIF}
end;*)
if (Pass.PixelShaderIndex <> sivNull) then begin // Try to resolve pixel shader
if Pass.PixelShaderIndex = sivUnresolved then ResolvePixelShader(Pass);
PixelShaderFlag := Pass.PixelShaderIndex <> sivUnresolved;
end else PixelShaderFlag := False;
// If shaders used create and link a program object
if (Pass.VertexShaderIndex <> sivNull) or (Pass.PixelShaderIndex <> sivNull) then begin
prid := glCreateProgramObjectARB();
if Pass.VertexShaderIndex <> sivNull then glAttachObjectARB(prid, FVertexShaders[Pass.VertexShaderIndex].Shader);
if Pass.PixelShaderIndex <> sivNull then glAttachObjectARB(prid, FPixelShaders[Pass.PixelShaderIndex].Shader);
glLinkProgramARB(prid);
glUseProgramObjectARB(prid);
end;
(* if PixelShaderFlag then
Res := Direct3DDevice.SetPixelShader(Cardinal(FPixelShaders[Pass.PixelShaderIndex].Shader)) else
Res := Direct3DDevice.SetPixelShader(0);
{$IFDEF DEBUGMODE} if Res <> D3D_OK then begin Log('TOGLStateWrapper.ApplyPass: Error setting pixel shader: ' + HResultToStr(Res), lkError); end; {$ENDIF}*)
if (LastError = reNone) and (Pass.TotalStages > Renderer.MaxTextureStages) then LastError := reTooManyStages;
TexCount := 0;
for i := 0 to MinI(Pass.TotalStages-1, Renderer.MaxTextureStages-1) do begin
Stage := @Pass.Stages[i];
// Assert(Stage.TextureIndex <> -1, ClassName + '.ApplyPass: ');
if (Stage.TextureIndex <> tivNull) and
// ((Stage.TextureIndex <> tivRenderTarget) or (Stage.Camera.RenderTargetIndex <> -1)) and
((Stage.TextureIndex <> tivUnresolved) or Renderer.Textures.Resolve(Pass, i)) then begin
if (Stage.TextureIndex <> tivRenderTarget) then begin
Renderer.Textures.Apply(i, Stage.TextureIndex);
Inc(TexCount);
end else begin
if Stage.Camera.IsDepthTexture and not Renderer.DepthTextures then begin
LastError := reNoDepthTextures;
end else if Stage.Camera.RenderTargetIndex <> -1 then begin
{*** if Stage.Camera.IsDepthTexture then
Res := Direct3DDevice.SetTexture(i, IDirect3DTexture8(FRenderTargets[Stage.Camera.RenderTargetIndex].DepthTexture))
else
Res := Direct3DDevice.SetTexture(i, IDirect3DTexture8(FRenderTargets[Stage.Camera.RenderTargetIndex].ColorTexture));**}
end else
glBindTexture(GL_TEXTURE_2D, 0);
end;
ReportGLError('TOGLStateWrapper.ApplyPass: Error setting texture.');
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, TexAddressing[Stage.TAddressing and $00F]);
ReportGLError(ClassName + '.ApplyPass > glTexParameteri1:');
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, TexAddressing[(Stage.TAddressing shr 4) and $00F]);
ReportGLError(ClassName + '.ApplyPass > glTexParameteri2:');
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, TexAddressing[(Stage.TAddressing shr 8) and $00F]);
ReportGLError(ClassName + '.ApplyPass > glTexParameteri3:');
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, Integer(Stage.TextureBorder.C));
ReportGLError(ClassName + '.ApplyPass > glTexParameteri4:');
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilters[(Stage.Filtering shr 4) and $00F]); // only first three values of TexFilters are allowed
ReportGLError(ClassName + '.ApplyPass > glTexParameteri5:');
MipFilter := MinI(tfLINEAR, (Stage.Filtering shr 8) and $00F); // Range: [0..1]
if (MipFilter = tfNone) or (Stage.TextureIndex = tivRenderTarget) or (TOGLTextures(Renderer.Textures).Texture[Stage.TextureIndex].Levels = 1) then