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{
Copyright 2009-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Express terrain as TCastleScene. }
unit TerrainScene;
interface
uses Classes,
CastleVectors, CastleTerrain, CastleScene, X3DNodes, X3DFields,
CastleRendererBaseTypes;
type
{ Scene showing a terrain.
Uses CastleTerrain to build terrain shape.
Uses custom shader effect to have nice and configurable appearance. }
TTerrainScene = class(TCastleScene)
private
TerrainNode: TAbstractChildNode;
TerrainNodeTriangulated: boolean;
Appearance: TAppearanceNode;
Effect: TEffectNode;
function GetLighting: boolean;
procedure SetLighting(const Value: boolean);
function GetTextured: boolean;
procedure SetTextured(const Value: boolean);
public
UseTriangulatedNode: boolean;
{ Shader parameters.
@groupBegin }
TextureHeights: array [0..3] of Single;
TextureHeightsFields: array [0..3] of TSFFloat;
UVScale: array [1..3] of Single;
UVScaleFields: array [1..3] of TSFFloat;
TextureMix, NormalDark, NormalDarkening: Single;
{ @groupEnd }
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Regenerate geometry (vertexes, normals etc.) to show the current
Terrain instance. This only calls @link(TTerrain.Height) method.
Size is the size of the square layer around the (0, 0). }
procedure Regenerate(Terrain: TTerrain;
const Divisions: Cardinal; const Size: Single);
property Lighting: boolean read GetLighting write SetLighting;
property Textured: boolean read GetTextured write SetTextured;
{ Apply new shader values. }
procedure UpdateShader(Sender: TObject);
end;
implementation
uses SysUtils,
CastleUtils, CastleFilesUtils, CastleRectangles;
constructor TTerrainScene.Create(AOwner: TComponent);
procedure SetDefaultShaderUniforms;
begin
TextureHeights[0] := 5;
TextureHeights[1] := 6;
TextureHeights[2] := 7;
TextureHeights[3] := 10;
UVScale[1] := 0.11;
UVScale[2] := 0.26;
UVScale[3] := 0.36;
TextureMix := 1;
NormalDark := 0.94;
NormalDarkening := 0.3;
end;
procedure AdjustAppearance;
var
VertexPart, FragmentPart: TEffectPartNode;
Tex1, Tex2, Tex3: TImageTextureNode;
I: Integer;
begin
{ initialize Effect node, for a shader effect }
Effect := TEffectNode.Create;
Effect.Language := slGLSL;
Appearance.SetEffects([Effect]);
{ pass textures to shader effect }
Tex1 := TImageTextureNode.Create;
Tex1.SetUrl([ApplicationData('textures/island_sand2_d.jpg')]);
Tex2 := TImageTextureNode.Create;
Tex2.SetUrl([ApplicationData('textures/ground_mud2_d.jpg')]);
Tex3 := TImageTextureNode.Create;
Tex3.SetUrl([ApplicationData('textures/mntn_white_d.jpg')]);
Effect.AddCustomField(TSFNode.Create(Effect, false, 'tex_1', [], Tex1));
Effect.AddCustomField(TSFNode.Create(Effect, false, 'tex_2', [], Tex2));
Effect.AddCustomField(TSFNode.Create(Effect, false, 'tex_3', [], Tex3));
{ pass uniforms to shader effect }
for I := Low(TextureHeights) to High(TextureHeights) do
begin
TextureHeightsFields[I] := TSFFloat.Create(
Effect, true, 'h' + IntToStr(I), TextureHeights[I]);
Effect.AddCustomField(TextureHeightsFields[I]);
end;
for I := Low(UVScale) to High(UVScale) do
begin
UVScaleFields[I] := TSFFloat.Create(
Effect, true, 'uv_scale_' + IntToStr(I), UVScale[I]);
Effect.AddCustomField(UVScaleFields[I]);
end;
Effect.AddCustomField(TSFFloat.Create(Effect, true, 'texture_mix', TextureMix));
Effect.AddCustomField(TSFFloat.Create(Effect, true, 'normal_dark', NormalDark));
Effect.AddCustomField(TSFFloat.Create(Effect, true, 'normal_darkening', NormalDarkening));
{ initialize 2 EffectPart nodes (one for vertex shader, one for fragment shader) }
FragmentPart := TEffectPartNode.Create;
FragmentPart.ShaderType := stFragment;
FragmentPart.SetUrl([ApplicationData('shaders/terrain.fs')]);
VertexPart := TEffectPartNode.Create;
VertexPart.ShaderType := stVertex;
VertexPart.SetUrl([ApplicationData('shaders/terrain.vs')]);
Effect.SetParts([FragmentPart, VertexPart]);
{ make the material lit }
Appearance.Material := TMaterialNode.Create;
end;
begin
inherited;
SetDefaultShaderUniforms;
Appearance := TAppearanceNode.Create;
Appearance.KeepExistingBegin; // it's easiest to manage release of Appearance
AdjustAppearance;
UseTriangulatedNode := true;
end;
destructor TTerrainScene.Destroy;
begin
inherited;
// remove after RootNode containing this is removed too
FreeAndNil(Appearance);
end;
procedure TTerrainScene.Regenerate(Terrain: TTerrain;
const Divisions: Cardinal; const Size: Single);
var
Root: TX3DRootNode;
Range: TFloatRectangle;
begin
if (TerrainNode <> nil) and (TerrainNodeTriangulated <> UseTriangulatedNode) then
begin
RootNode := nil; // will free TerrainNode and RootNode
TerrainNode := nil;
end;
Range := FloatRectangle(-Size/2, -Size/2, Size, Size);
if TerrainNode = nil then
begin
if UseTriangulatedNode then
TerrainNode := Terrain.CreateTriangulatedNode(Divisions, Range, Range, Appearance)
else
TerrainNode := Terrain.CreateNode(Divisions, Range, Range, Appearance);
TerrainNodeTriangulated := UseTriangulatedNode;
Root := TX3DRootNode.Create;
Root.AddChildren(TerrainNode);
Load(Root, true);
end else
begin
if UseTriangulatedNode then
Terrain.UpdateTriangulatedNode(TerrainNode, Divisions, Range, Range)
else
Terrain.UpdateNode(TerrainNode, Divisions, Range, Range);
end;
end;
function TTerrainScene.GetLighting: boolean;
begin
Result := Appearance.Material <> nil;
end;
procedure TTerrainScene.SetLighting(const Value: boolean);
begin
if Value then
begin
if Appearance.Material = nil then
Appearance.Material := TMaterialNode.Create;
end else
Appearance.Material := nil;
end;
function TTerrainScene.GetTextured: boolean;
begin
Result := Effect.Enabled;
end;
procedure TTerrainScene.SetTextured(const Value: boolean);
begin
Effect.Enabled := Value;
end;
procedure TTerrainScene.UpdateShader(Sender: TObject);
var
I: Integer;
begin
{ Pass new value to the existing shader. }
for I := Low(TextureHeights) to High(TextureHeights) do
TextureHeightsFields[I].Send(TextureHeights[I]);
for I := Low(UVScale) to High(UVScale) do
UVScaleFields[I].Send(UVScale[I]);
(Effect.Field('texture_mix') as TSFFloat).Send(TextureMix);
(Effect.Field('normal_dark') as TSFFloat).Send(NormalDark);
(Effect.Field('normal_darkening') as TSFFloat).Send(NormalDarkening);
end;
end.
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