//--------------------------------------------------------------------------- #include #include #pragma hdrstop #include "Unit1.h" //--------------------------------------------------------------------------- #pragma package(smart_init) #pragma link "GLBaseClasses" #pragma link "GLCadencer" #pragma link "GLCoordinates" #pragma link "GLCrossPlatform" #pragma link "GLCustomShader" #pragma link "GLGeomObjects" #pragma link "GLGraph" #pragma link "GLMaterial" #pragma link "GLObjects" #pragma link "GLScene" #pragma link "GLSimpleNavigation" #pragma link "GLSLShader" #pragma link "GLVectorFileObjects" #pragma link "GLWin32Viewer" #pragma link "GLFileSMD" #pragma link "GLFileMD2" #pragma link "GLFile3DS" #pragma link "GLFileMS3D" #pragma resource "*.dfm" TForm1 *Form1; //--------------------------------------------------------------------------- __fastcall TForm1::TForm1(TComponent* Owner) : TForm(Owner) { } //--------------------------------------------------------------------------- void __fastcall TForm1::FormCreate(TObject *Sender) { SetGLSceneMediaDir(); //First load scripts from shader directory in project dir GLSLShader->LoadShaderPrograms("Shaders\\Shader.Vert","Shaders\\Shader.Frag"); GLSLShader->Enabled = true; //Second load models from media directory Fighter->LoadFromFile("waste.md2"); //Fighter Fighter->SwitchToAnimation(0, true); Fighter->AnimationMode = aamLoop; Fighter->Scale->Scale(3); Teapot->LoadFromFile("Teapot.3ds"); //Teapot (no texture coordinates) Teapot->Scale->Scale(0.8); Sphere_big->LoadFromFile("Sphere_big.3DS"); //Sphere_big Sphere_big->Scale->Scale(70); Sphere_little->LoadFromFile("Sphere_little.3ds"); //Sphere_little Sphere_little->Scale->Scale(4); // Then load textures. MaterialLibrary->LibMaterialByName("Earth")->Material->Texture->Image->LoadFromFile("Earth.jpg"); } //--------------------------------------------------------------------------- void __fastcall TForm1::ShadeEnabledCheckBoxClick(TObject *Sender) { GLSLShader->Enabled = ShadeEnabledCheckBox->Checked; } //--------------------------------------------------------------------------- void __fastcall TForm1::GLSLShaderApply(TGLCustomGLSLShader *Shader) { Shader->Param["DiffuseColor"]->AsVector4f = VectorMake(1, 1, 1, 1); Shader->Param["AmbientColor"]->AsVector4f = VectorMake(0.2, 0.2, 0.2, 1); Shader->Param["LightIntensity"]->AsVector1f = 1; Shader->SetTex("MainTexture", MaterialLibrary->LibMaterialByName("Earth")->Material->Texture); } //--------------------------------------------------------------------------- void __fastcall TForm1::GLSLShaderInitialize(TGLCustomGLSLShader *Shader) { // Do nothing. } //--------------------------------------------------------------------------- void __fastcall TForm1::GLSLShaderUnApply(TGLCustomGLSLShader *Shader, bool &ThereAreMorePasses) { // Do nothing. } //--------------------------------------------------------------------------- void __fastcall TForm1::CadencerProgress(TObject *Sender, const double deltaTime, const double newTime) { Viewer->Invalidate(); if (PitchRollTurnCheckBox->Checked) { Sphere_big->Pitch(40 * deltaTime); Sphere_big->Turn(40 * deltaTime); Sphere_little->Roll(40 * deltaTime); } } //--------------------------------------------------------------------------- void __fastcall TForm1::LightCubeProgress(TObject *Sender, const double deltaTime, const double newTime) { if (LightMovingCheckBox->Checked) LightCube->MoveObjectAround(Camera->TargetObject, sin(newTime) * deltaTime * 10, deltaTime * 20); } //--------------------------------------------------------------------------- void __fastcall TForm1::FormClose(TObject *Sender, TCloseAction &Action) { Cadencer->Enabled = false; } //---------------------------------------------------------------------------