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bglvirtualscreen.pas
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bglvirtualscreen.pas
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{ ***************************************************************************
* *
* This file is part of BGRABitmap library which is distributed under the *
* modified LGPL. *
* *
* See the file COPYING.modifiedLGPL.txt, included in this distribution, *
* for details about the copyright. *
* *
* This program 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. *
* *
************************* BGRABitmap library ******************************
- Drawing routines with transparency and antialiasing with Lazarus.
Offers also various transforms.
- These routines allow to manipulate 32bit images in BGRA format or RGBA
format (depending on the platform).
- This code is under modified LGPL (see COPYING.modifiedLGPL.txt).
This means that you can link this library inside your programs for any purpose.
Only the included part of the code must remain LGPL.
- If you make some improvements to this library, please notify here:
http://www.lazarus.freepascal.org/index.php/topic,12037.0.html
********************* Contact : Circular at operamail.com *******************
******************************* CONTRIBUTOR(S) ******************************
- Edivando S. Santos Brasil | mailedivando@gmail.com
(Compatibility with FPC ($Mode objfpc/delphi) and delphi VCL 11/2018)
***************************** END CONTRIBUTOR(S) *****************************}
Unit BGLVirtualScreen;
{$i bgrabitmap.inc}{$H+}
interface
uses
Classes, SysUtils, LResources, Forms, Controls, Graphics, Dialogs,
ExtCtrls, BGRABitmapTypes, BGRAOpenGL, OpenGLContext, BGRACanvasGL,
BGRASpriteGL;
type
TCustomBGLVirtualScreen = class;
TBGLRedrawEvent = procedure (Sender: TObject; BGLContext: TBGLContext) of object;
TBGLLoadTexturesEvent = procedure (Sender: TObject; BGLContext: TBGLContext) of object;
TBGLElapseEvent = procedure (Sender: TObject; BGLContext: TBGLContext; ElapsedMs: integer) of object;
TBGLFramesPerSecondEvent = procedure (Sender: TObject; BGLContext: TBGLContext; FramesPerSecond: integer) of object;
TBGLUseContextCallback = procedure (Sender: TObject; BGLContext: TBGLContext; Data: Pointer) of object;
{ TCustomBGLVirtualScreen }
TCustomBGLVirtualScreen = class(TCustomOpenGLControl)
private
{ Private declarations }
FOnRedraw: TBGLRedrawEvent;
FOnLoadTextures: TBGLLoadTexturesEvent;
FOnUnloadTextures: TBGLLoadTexturesEvent;
FOnElapse: TBGLElapseEvent;
FOnFramesPerSecond: TBGLFramesPerSecondEvent;
FSmoothedElapse: boolean;
FTexturesLoaded: boolean;
FBevelInner, FBevelOuter: TPanelBevel;
FBevelWidth: TBevelWidth;
FBorderWidth: TBorderWidth;
FRedrawOnIdle: boolean;
FSprites: TBGLCustomSpriteEngine;
FElapseAccumulator, FElapseCount, FStoredFPS: integer;
FSmoothedElapseAccumulator: single;
FContextPrepared: boolean;
FOldSprites: TBGLCustomSpriteEngine;
FShaderList,FOldShaderList: TStringList;
function GetCanvas: TBGLCustomCanvas;
procedure SetBevelInner(const AValue: TPanelBevel);
procedure SetBevelOuter(const AValue: TPanelBevel);
procedure SetBevelWidth(const AValue: TBevelWidth);
procedure SetBorderWidth(const AValue: TBorderWidth);
procedure SetRedrawOnIdle(AValue: Boolean);
procedure SetSmoothedElapse(AValue: boolean);
protected
class var FToRedrawOnIdle: array of TCustomBGLVirtualScreen;
{ Protected declarations }
procedure RedrawContent(ctx: TBGLContext); virtual;
procedure SetEnabled(Value: boolean); override;
class procedure OnAppIdle(Sender: TObject; var Done: Boolean);
procedure LoadTextures; virtual;
function PrepareBGLContext: TBGLContext;
procedure ReleaseBGLContext(ctx: TBGLContext);
public
{ Public declarations }
procedure DoOnPaint; override;
procedure QueryLoadTextures; virtual;
procedure UnloadTextures; virtual;
procedure UseContext(ACallback: TBGLUseContextCallback; AData: Pointer = nil);
constructor Create(TheOwner: TComponent); override;
destructor Destroy; override;
public
property Canvas: TBGLCustomCanvas read GetCanvas;
property Sprites: TBGLCustomSpriteEngine read FSprites;
property OnLoadTextures: TBGLLoadTexturesEvent Read FOnLoadTextures Write FOnLoadTextures;
property OnUnloadTextures: TBGLLoadTexturesEvent Read FOnUnloadTextures Write FOnUnloadTextures;
property OnRedraw: TBGLRedrawEvent Read FOnRedraw Write FOnRedraw;
property OnElapse: TBGLElapseEvent Read FOnElapse Write FOnElapse;
property OnFramesPerSecond: TBGLFramesPerSecondEvent Read FOnFramesPerSecond Write FOnFramesPerSecond;
property RedrawOnIdle: Boolean read FRedrawOnIdle write SetRedrawOnIdle default False;
property BorderWidth: TBorderWidth Read FBorderWidth Write SetBorderWidth default 0;
property BevelInner: TPanelBevel Read FBevelInner Write SetBevelInner default bvNone;
property BevelOuter: TPanelBevel Read FBevelOuter Write SetBevelOuter default bvNone;
property BevelWidth: TBevelWidth Read FBevelWidth Write SetBevelWidth default 1;
property SmoothedElapse: boolean read FSmoothedElapse write SetSmoothedElapse default False;
end;
TBGLVirtualScreen = class(TCustomBGLVirtualScreen)
published
property OnRedraw;
property Align;
property Anchors;
property AutoSize;
property BorderSpacing;
property BevelInner;
property BevelOuter;
property BevelWidth;
property BidiMode;
property BorderWidth;
property BorderStyle;
property Caption;
property ChildSizing;
property ClientHeight;
property ClientWidth;
property Color;
property Constraints;
property DockSite;
property DragCursor;
property DragKind;
property DragMode;
property Enabled;
property Font;
property ParentBidiMode;
property ParentColor;
property ParentFont;
property ParentShowHint;
property PopupMenu;
property RedrawOnIdle;
property ShowHint;
property TabOrder;
property TabStop;
property UseDockManager default True;
property Visible;
property OnClick;
property OnContextPopup;
property OnDockDrop;
property OnDockOver;
property OnDblClick;
property OnDragDrop;
property OnDragOver;
property OnElapse;
property OnEndDock;
property OnEndDrag;
property OnEnter;
property OnExit;
property OnFramesPerSecond;
property OnGetSiteInfo;
property OnGetDockCaption;
property OnLoadTextures;
property OnUnloadTextures;
property OnMouseDown;
property OnMouseEnter;
property OnMouseLeave;
property OnMouseMove;
property OnMouseUp;
property OnMouseWheel;
property OnMouseWheelDown;
property OnMouseWheelUp;
property OnResize;
property OnStartDock;
property OnStartDrag;
property OnUnDock;
property SmoothedElapse;
end;
procedure Register;
implementation
uses Types;
procedure Register;
begin
{$I bglvirtualscreen_icon.lrs}
RegisterComponents('OpenGL', [TBGLVirtualScreen]);
end;
{ TCustomBGLVirtualScreen }
procedure TCustomBGLVirtualScreen.SetBevelInner(const AValue: TPanelBevel);
begin
if FBevelInner = AValue then
exit;
FBevelInner := AValue;
Invalidate;
end;
function TCustomBGLVirtualScreen.GetCanvas: TBGLCustomCanvas;
begin
result := BGLCanvas;
end;
procedure TCustomBGLVirtualScreen.SetBevelOuter(const AValue: TPanelBevel);
begin
if FBevelOuter = AValue then
exit;
FBevelOuter := AValue;
Invalidate;
end;
procedure TCustomBGLVirtualScreen.SetBevelWidth(const AValue: TBevelWidth);
begin
if FBevelWidth = AValue then
exit;
FBevelWidth := AValue;
Invalidate;
end;
procedure TCustomBGLVirtualScreen.SetBorderWidth(const AValue: TBorderWidth);
begin
if FBorderWidth = AValue then
exit;
FBorderWidth := AValue;
Invalidate;
end;
procedure TCustomBGLVirtualScreen.SetRedrawOnIdle(AValue: Boolean);
var
i: Integer;
j: Integer;
begin
if FRedrawOnIdle=AValue then Exit;
FRedrawOnIdle:=AValue;
if FRedrawOnIdle then
begin
if length(FToRedrawOnIdle)= 0 then
Application.AddOnIdleHandler(@OnAppIdle);
setlength(FToRedrawOnIdle, length(FToRedrawOnIdle)+1);
FToRedrawOnIdle[high(FToRedrawOnIdle)] := self;
end
else
if length(FToRedrawOnIdle)> 0 then
begin
for i := 0 to high(FToRedrawOnIdle) do
begin
if FToRedrawOnIdle[i]=self then
begin
for j := i to high(FToRedrawOnIdle)-1 do
FToRedrawOnIdle[j] := FToRedrawOnIdle[j+1];
setlength(FToRedrawOnIdle, length(FToRedrawOnIdle)-1);
break;
end;
end;
if length(FToRedrawOnIdle) = 0 then
Application.RemoveOnIdleHandler(@OnAppIdle);
end;
end;
procedure TCustomBGLVirtualScreen.SetSmoothedElapse(AValue: boolean);
begin
if FSmoothedElapse=AValue then Exit;
FSmoothedElapse:=AValue;
end;
procedure TCustomBGLVirtualScreen.DoOnPaint;
var
ctx: TBGLContext;
knownFPS: Integer;
begin
if not FTexturesLoaded then LoadTextures;
ctx := PrepareBGLContext;
if Color = clNone then
BGLViewPort(ClientWidth,ClientHeight)
else
if Color = clDefault then
BGLViewPort(ClientWidth,ClientHeight,ColorToBGRA(ColorToRGB(clWindow)))
else
BGLViewPort(ClientWidth,ClientHeight,ColorToBGRA(ColorToRGB(Color)));
RedrawContent(ctx);
inherited DoOnPaint;
SwapBuffers;
FElapseAccumulator := FElapseAccumulator +FrameDiffTimeInMSecs;
Inc(FElapseCount);
if FElapseAccumulator >= 2000 then
begin
FStoredFPS := 1000*FElapseCount div FElapseAccumulator;
if Assigned(FOnFramesPerSecond) then
FOnFramesPerSecond(self, ctx, FStoredFPS);
FElapseAccumulator := 0;
FElapseCount := 0;
end;
If Assigned(FOnElapse) then
begin
if SmoothedElapse then
begin
If FStoredFPS <> 0 then
knownFPS:= FStoredFPS
else
if FElapseAccumulator >= 500 then
knownFPS := 1000*FElapseCount div FElapseAccumulator
else
knownFPS := 0;
if knownFPS > 0 then
begin
FSmoothedElapseAccumulator := FSmoothedElapseAccumulator +(1000/knownFPS);
end else
FSmoothedElapseAccumulator := FSmoothedElapseAccumulator +FrameDiffTimeInMSecs;
FOnElapse(self, ctx, Trunc(FSmoothedElapseAccumulator));
FSmoothedElapseAccumulator := FSmoothedElapseAccumulator -Trunc(FSmoothedElapseAccumulator);
end else
FOnElapse(self, ctx, FrameDiffTimeInMSecs);
end;
ReleaseBGLContext(ctx);
end;
procedure TCustomBGLVirtualScreen.QueryLoadTextures;
begin
FTexturesLoaded := false;
end;
procedure TCustomBGLVirtualScreen.LoadTextures;
var ctx: TBGLContext;
begin
if MakeCurrent then
begin
if Assigned(FOnLoadTextures) then
begin
ctx := PrepareBGLContext;
FOnLoadTextures(self, ctx);
ReleaseBGLContext(ctx);
end;
FTexturesLoaded:= true;
end;
end;
function TCustomBGLVirtualScreen.PrepareBGLContext: TBGLContext;
begin
if FContextPrepared then
raise exception.Create('Context already prepared');
FOldSprites := BGRASpriteGL.BGLSpriteEngine;
BGRASpriteGL.BGLSpriteEngine := FSprites;
FOldShaderList := BGLCanvas.Lighting.ShaderList;
BGLCanvas.Lighting.ShaderList := FShaderList;
result.Canvas := BGLCanvas;
result.Sprites := FSprites;
FContextPrepared := true;
end;
procedure TCustomBGLVirtualScreen.ReleaseBGLContext(ctx: TBGLContext);
begin
if not FContextPrepared then
raise exception.Create('Context not prepared');
ctx.Canvas.Lighting.ShaderList := FOldShaderList;
BGRASpriteGL.BGLSpriteEngine := FOldSprites;
FContextPrepared := false;
end;
procedure TCustomBGLVirtualScreen.UnloadTextures;
var ctx: TBGLContext;
begin
if MakeCurrent then
begin
ctx := PrepareBGLContext;
if Assigned(FOnUnloadTextures) then FOnUnloadTextures(self, ctx);
FSprites.Clear;
ctx.Canvas.Lighting.FreeShaders;
ReleaseBGLContext(ctx);
FTexturesLoaded := false;
end;
end;
procedure TCustomBGLVirtualScreen.UseContext(ACallback: TBGLUseContextCallback; AData: Pointer);
var
ctx: TBGLContext;
begin
if not MakeCurrent then
raise exception.Create('Unable to switch to the OpenGL context');
ctx := PrepareBGLContext;
try
ACallback(self, ctx, AData);
finally
ReleaseBGLContext(ctx);
end;
end;
procedure TCustomBGLVirtualScreen.RedrawContent(ctx: TBGLContext);
var
ARect: TRect;
w: integer;
begin
ARect := rect(0,0,ctx.Canvas.Width,ctx.Canvas.Height);
w := BevelWidth;
if w = 0 then w := 1;
// if BevelOuter is set then draw a frame with BevelWidth
if (BevelOuter <> bvNone) and (w > 0) then
ctx.Canvas.Frame3d(ARect, w, BevelOuter); // Note: Frame3D inflates ARect
InflateRect(ARect, -BorderWidth, -BorderWidth);
// if BevelInner is set then skip the BorderWidth and draw a frame with BevelWidth
if (BevelInner <> bvNone) and (w > 0) then
ctx.Canvas.Frame3d(ARect, w, BevelInner); // Note: Frame3D inflates ARect
if Assigned(FOnRedraw) then
FOnRedraw(self, ctx);
end;
procedure TCustomBGLVirtualScreen.SetEnabled(Value: boolean);
begin
if Value <> Enabled then Invalidate;
inherited SetEnabled(Value);
end;
class procedure TCustomBGLVirtualScreen.OnAppIdle(Sender: TObject; var Done: Boolean);
var
i: Integer;
begin
if length(FToRedrawOnIdle) > 0 then
begin
for i := 0 to high(FToRedrawOnIdle) do
if not (csDesigning in FToRedrawOnIdle[i].ComponentState) then
FToRedrawOnIdle[i].Invalidate;
Done:=false;
end;
end;
constructor TCustomBGLVirtualScreen.Create(TheOwner: TComponent);
begin
inherited Create(TheOwner);
FTexturesLoaded:= False;
AutoResizeViewport := true;
FSprites := TBGLDefaultSpriteEngine.Create;
FShaderList:= TStringList.Create;
FStoredFPS := 0;
FElapseAccumulator := 0;
FElapseCount := 0;
FSmoothedElapseAccumulator := 0;
end;
destructor TCustomBGLVirtualScreen.Destroy;
var
i: Integer;
begin
for i := 0 to FShaderList.Count-1 do
FShaderList.Objects[i].Free;
FShaderList.Free;
RedrawOnIdle := false;
FSprites.Free;
inherited Destroy;
end;
end.