//--------------------------------------------------------------------------- #include #pragma hdrstop #include "Unit1.h" //--------------------------------------------------------------------------- #pragma package(smart_init) #pragma link "GLS.BaseClasses" #pragma link "GLS.Coordinates" #pragma link "GLS.Objects" #pragma link "GLS.Scene" #pragma link "GLS.GeomObjects" #pragma link "GLS.SceneViewer" #pragma link "GLS.Texture" #pragma resource "*.dfm" TForm1 *Form1; //--------------------------------------------------------------------------- __fastcall TForm1::TForm1(TComponent* Owner) : TForm(Owner) { } //--------------------------------------------------------------------------- void __fastcall TForm1::GLSceneViewer1BeforeRender(TObject *Sender) { //CubmapSupported = !GL_ARB_texture_cube_map; GLSceneViewer1->BeforeRender = NULL; } //--------------------------------------------------------------------------- void __fastcall TForm1::Button1Click(TObject *Sender) { // Cube map warning message // If you don't check and turn off cube maps yourself in your apps when // cube maps aren't supported, GLScene will just turn off texturing // (ie. no error generated, just a different output) /* if (!CubmapSupported) { ShowMessage("Your graphics board does not support cube maps..."); exit; } */ // Our cube map images are here SetGLSceneMediaDir(); // We need a CubeMapImage, which unlike the "regular Images" stores // multiple images. //with Teapot1->Material->Texture-> Teapot1->Material->Texture->ImageClassName = __classid(TGLCubeMapImage)->ClassName(); TGLCubeMapImage *Image = (TGLCubeMapImage *) Teapot1->Material->Texture->Image; // Load all 6 texture map components of the cube map // The 'PX', 'NX', etc. refer to 'positive X', 'negative X', etc. // and follow the RenderMan specs/conventions Image->Picture[CmtPX]->LoadFromFile("cm_left.jpg"); Image->Picture[CmtNX]->LoadFromFile("cm_right.jpg"); Image->Picture[CmtPY]->LoadFromFile("cm_top.jpg"); Image->Picture[CmtNY]->LoadFromFile("cm_bottom.jpg"); Image->Picture[CmtPZ]->LoadFromFile("cm_back.jpg"); Image->Picture[CmtNZ]->LoadFromFile("cm_front.jpg"); // Select reflection cube map environment mapping // This is the mode you'll most commonly use with cube maps, normal cube // map generation is also supported (used for diffuse environment lighting) Teapot1->Material->Texture->MappingMode = tmmCubeMapReflection; // That's all folks, let us see the thing! Teapot1->Material->Texture->Disabled = false; Button1->Visible = false; } //--------------------------------------------------------------------------- void __fastcall TForm1::GLSceneViewer1MouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift, int X, int Y) { mx = X; my = Y; } //--------------------------------------------------------------------------- void __fastcall TForm1::GLSceneViewer1MouseMove(TObject *Sender, TShiftState Shift, int X, int Y) { if (Shift.Contains(ssLeft)) GLCamera1->MoveAroundTarget(my-Y, mx-X); else if (Shift.Contains(ssRight)) GLCamera1->RotateTarget(my-Y, mx-X, 0); mx=X; my=Y; } //--------------------------------------------------------------------------- void __fastcall TForm1::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta, TPoint &MousePos, bool &Handled) { GLCamera1-> AdjustDistanceToTarget(Power(1.1, (WheelDelta / 120.0))); } //---------------------------------------------------------------------------