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{
Copyright 2010-2022 Michalis Kamburelis.
This file is part of "view3dscene".
"view3dscene" is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
"view3dscene" 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. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with "view3dscene"; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
----------------------------------------------------------------------------
}
{ Screen effects (for TKamAbstractViewport.ScreenEffects) available
in view3dscene menu. }
unit V3DSceneScreenEffects;
interface
uses Classes, CastleUtils, CastleUIControls, CastleWindow, CastleGLShaders,
CastleViewport, CastleScreenEffects, X3DNodes;
type
{ Screen effects predefined in view3dscene.
The order below matters: that's the order in which they will be applied.
Some findings:
- seNegative looks best after at least sePower*
- seEdgeDetect looks best before sePower* and seFlashlight
- seVisualizeDepth overrides color, so it's sensible to place it
at the beginning (otherwise it just cancels any other effect)
}
TScreenEffect = (
seVisualizeDepth,
seGrayscale,
seEdgeDetect,
sePowerBrighten,
sePowerBrightenMore,
sePowerDarken,
sePowerDarkenMore,
seFlashlight,
seNegative
);
TScreenEffectsControlIndex = 0..3;
TScreenEffects = class(TCastleUserInterface)
private
MenuItems: array [TScreenEffect] of TMenuItemChecked;
Nodes: array [TScreenEffect, TScreenEffectsControlIndex] of TX3DRootNode;
public
Menu: TMenu;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
procedure ActiveEffectsApply(
const ScreenEffectsControl: TCastleScreenEffects;
const ScreenEffectsControlIndex: TScreenEffectsControlIndex);
end;
var
ScreenEffects: TScreenEffects;
function LoadX3DClassicFromString(const FileContents: string;
const BaseUrl: string): TX3DRootNode;
implementation
uses SysUtils,
CastleGLUtils, CastleLog, CastleRenderOptions, X3DLoad, X3DFields;
function LoadX3DClassicFromString(const FileContents: string;
const BaseUrl: string): TX3DRootNode;
var
Stream: TStringStream;
begin
Stream := TStringStream.Create(FileContents);
try
Result := LoadNode(Stream, BaseUrl, 'model/x3d+vrml');
finally FreeAndNil(Stream) end;
end;
const
ScreenEffectsInfo: array [TScreenEffect] of record
Name: String;
Node: String;
Exponent: Single; //< Value of 'exponent' uniform, or 0 if this shader doesn't take such uniform.
end = (
(Name: 'Visualize Depth';
Node: {$I ../embedded_data/screen_effects/visualize_depth.x3dv.inc};
Exponent: 0),
(Name: 'Grayscale';
Node: {$I ../embedded_data/screen_effects/grayscale.x3dv.inc};
Exponent: 0),
(Name: 'Edge Detect';
Node: {$I ../embedded_data/screen_effects/edge_detect.x3dv.inc};
Exponent: 0),
(Name: 'Power 1 / 2.2 (Brighten)';
Node: {$I ../embedded_data/screen_effects/power.x3dv.inc};
Exponent: 1 / 2.2),
(Name: 'Power 1 / 4.0 (Brighten More)';
Node: {$I ../embedded_data/screen_effects/power.x3dv.inc};
Exponent: 1 / 4.0),
(Name: 'Power 1.5 (Darken)';
Node: {$I ../embedded_data/screen_effects/power.x3dv.inc};
Exponent: 1.5),
(Name: 'Power 2.2 (Darken More)';
Node: {$I ../embedded_data/screen_effects/power.x3dv.inc};
Exponent: 2.2),
(Name: 'Flashlight (Nice Headlight)';
Node: {$I ../embedded_data/screen_effects/flashlight.x3dv.inc};
Exponent: 0),
(Name: 'Negative';
Node: {$I ../embedded_data/screen_effects/negative.x3dv.inc};
Exponent: 0)
);
constructor TScreenEffects.Create(AOwner: TComponent);
var
SE: TScreenEffect;
ExponentField: TSFFloat;
I: TScreenEffectsControlIndex;
begin
inherited;
Menu := TMenu.Create('Screen Effects');
{ add built-in screen effects }
Menu.Append(TMenuItemChecked.Create('Screen Space Ambient Occlusion',
340, TCastleViewport.DefaultScreenSpaceAmbientOcclusion, true));
Menu.Append(TMenuItemChecked.Create('Screen Space Reflections',
342, TCastleViewport.DefaultScreenSpaceReflections, true));
Menu.Append(TMenuSeparator.Create);
{ add custom screen effects handled in this unit }
for SE := Low(SE) to High(SE) do
begin
MenuItems[SE] := TMenuItemChecked.Create(
SQuoteMenuEntryCaption(ScreenEffectsInfo[SE].Name), 350, false, true);
Menu.Append(MenuItems[SE]);
{ We create the same node 4 times, for each possible view3dscene viewport,
as one X3D node cannot be added to multiple TCastleScene instances. }
for I := Low(TScreenEffectsControlIndex) to High(TScreenEffectsControlIndex) do
begin
Nodes[SE, I] := LoadX3DClassicFromString(ScreenEffectsInfo[SE].Node, '');
Nodes[SE, I].KeepExistingBegin;
if ScreenEffectsInfo[SE].Exponent <> 0 then
begin
ExponentField := Nodes[SE, I].FindNode(TComposedShaderNode, 'MyShader').Field('exponent', true) as TSFFloat;
ExponentField.Send(ScreenEffectsInfo[SE].Exponent);
end;
end;
end;
end;
destructor TScreenEffects.Destroy;
var
SE: TScreenEffect;
I: TScreenEffectsControlIndex;
begin
for SE := Low(SE) to High(SE) do
for I := Low(TScreenEffectsControlIndex) to High(TScreenEffectsControlIndex) do
begin
Nodes[SE, I].KeepExistingEnd;
FreeIfUnusedAndNil(Nodes[SE, I]);
end;
inherited;
end;
procedure TScreenEffects.ActiveEffectsApply(
const ScreenEffectsControl: TCastleScreenEffects;
const ScreenEffectsControlIndex: TScreenEffectsControlIndex);
var
SE: TScreenEffect;
begin
// first remove all effects, to later add them in TScreenEffect order
for SE := Low(SE) to High(SE) do
ScreenEffectsControl.RemoveScreenEffect(Nodes[SE, ScreenEffectsControlIndex]);
// add active effects
for SE := Low(SE) to High(SE) do
if MenuItems[SE].Checked then
ScreenEffectsControl.AddScreenEffect(Nodes[SE, ScreenEffectsControlIndex]);
{ Note that we only add active effects, instead of adding all, and using effect
"Enabled" field. While it is a bit slower (shader must be recompiled),
but this way we avoid GLSL compilation warnings on broken systems
if user doesn't even activate shader effect. }
end;
initialization
ScreenEffects := TScreenEffects.Create(nil);
finalization
FreeAndNil(ScreenEffects);
end.
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