fPostShaderC.cpp 8.0 KB

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  1. //---------------------------------------------------------------------------
  2. #include <vcl.h>
  3. #include <tchar.h>
  4. #pragma hdrstop
  5. #include "fPostShaderC.h"
  6. //---------------------------------------------------------------------------
  7. #pragma package(smart_init)
  8. #pragma link "GLS.BaseClasses"
  9. #pragma link "GLS.Cadencer"
  10. #pragma link "GLS.Coordinates"
  11. #pragma link "GLS.GeomObjects"
  12. #pragma link "GLS.Graph"
  13. #pragma link "GLS.Material"
  14. #pragma link "GLS.Objects"
  15. #pragma link "GLS.Scene"
  16. #pragma link "GLS.SimpleNavigation"
  17. #pragma link "GLS.VectorFileObjects"
  18. #pragma link "GLS.SceneViewer"
  19. #pragma link "GLS.FileMD2"
  20. #pragma link "GLS.FileMS3D"
  21. #pragma link "GLS.File3DS"
  22. #pragma link "GLSL.PostEffects"
  23. #pragma resource "*.dfm"
  24. TFormPostShader *FormPostShader;
  25. //Shaders
  26. TGLSLPostBlurShader *BlurShader;
  27. TGLSLPostThermalVisionShader *ThermalVisionShader;
  28. TGLCGPostTransformationShader *TransformationShader;
  29. TGLSLPostDreamVisionShader *DreamVisionShader;
  30. TGLSLPostNightVisionShader *NightVisionShader;
  31. TGLSLPostPosterizeShader *PosterizeShader;
  32. TGLSLPostFrostShader *FrostShader;
  33. TGLSLPostPixelateShader *PixelateShader;
  34. TGLSLPostTroubleShader *TroubleShader;
  35. //---------------------------------------------------------------------------
  36. __fastcall TFormPostShader::TFormPostShader(TComponent* Owner)
  37. : TForm(Owner)
  38. {
  39. }
  40. //---------------------------------------------------------------------------
  41. void __fastcall TFormPostShader::FormCreate(TObject *Sender)
  42. {
  43. // First load models.
  44. TFileName Path = GetCurrentAssetPath();
  45. // Loading animated models with texture
  46. SetCurrentDir(Path + "\\modelext");
  47. Fighter->LoadFromFile("waste.md2"); //Fighter
  48. Fighter->SwitchToAnimation(0, true);
  49. Fighter->AnimationMode = aamLoop;
  50. Fighter->Scale->Scale(2);
  51. MaterialLibrary->LibMaterialByName("Fighter")->Material->Texture->Image->LoadFromFile("Waste.jpg");
  52. // Loading static models
  53. SetCurrentDir(Path + "\\model");
  54. Teapot->LoadFromFile("Teapot.3ds"); //Teapot (no texture coordinates)
  55. Teapot->Scale->Scale(0.8);
  56. Sphere_big->LoadFromFile("Sphere_big.3DS");
  57. Sphere_big->Scale->Scale(70);
  58. Sphere_little->LoadFromFile("Sphere.3ds");
  59. Sphere_little->Scale->Scale(4);
  60. // Then loading textures.
  61. SetCurrentDir(Path + "\\map");
  62. MaterialLibrary->LibMaterialByName("Earth")->Material->Texture->Image->LoadFromFile("Earth.jpg");
  63. SetCurrentDir(Path + "\\texture");
  64. MaterialLibrary->LibMaterialByName("Noise")->Material->Texture->Image->LoadFromFile("Flare1.bmp");
  65. // MaterialLibrary->LibMaterialByName('Noise')->Material->Texture->Image->LoadFromFile("wikiNoise.jpg");
  66. MaterialLibrary->LibMaterialByName("Mask")->Material->Texture->Image->LoadFromFile("wikiMask.jpg");
  67. // Creating Blur Shader
  68. BlurShader = new TGLSLPostBlurShader(this);
  69. BlurShader->Enabled = false;
  70. BlurShader->Threshold = 0.001;
  71. PostShaderHolder->Shaders->Add()->Shader = BlurShader;
  72. ShaderCheckListBox->Items->AddObject("Blur Shader", BlurShader);
  73. ShaderCheckListBox->Checked[0] = false;
  74. // Creating ThermalVision Shader
  75. ThermalVisionShader = new TGLSLPostThermalVisionShader(this);
  76. ThermalVisionShader->Enabled = false;
  77. PostShaderHolder->Shaders->Add()->Shader = ThermalVisionShader;
  78. ShaderCheckListBox->Items->AddObject("Thermal Vision Shader", ThermalVisionShader);
  79. ShaderCheckListBox->Checked[1] = false;
  80. // DreamVision Shader
  81. DreamVisionShader = new TGLSLPostDreamVisionShader(this);
  82. DreamVisionShader->Enabled = false;
  83. PostShaderHolder->Shaders->Add()->Shader = DreamVisionShader;
  84. ShaderCheckListBox->Items->AddObject("Dream Vision Shader", DreamVisionShader);
  85. ShaderCheckListBox->Checked[2] = false;
  86. // NightVision Shader
  87. NightVisionShader = new TGLSLPostNightVisionShader(this);
  88. NightVisionShader->Enabled = false;
  89. NightVisionShader->MaterialLibrary = MaterialLibrary;
  90. NightVisionShader->NoiseTexName = "Noise";
  91. NightVisionShader->MaskTexName = "Mask";
  92. NightVisionShader->UseMask = 1;
  93. PostShaderHolder->Shaders->Add()->Shader = NightVisionShader;
  94. ShaderCheckListBox->Items->AddObject("Night Vision Shader", NightVisionShader);
  95. ShaderCheckListBox->Checked[3] = false;
  96. // Pixelate Shader
  97. PixelateShader = new TGLSLPostPixelateShader(this);
  98. PixelateShader->Enabled = false;
  99. PostShaderHolder->Shaders->Add()->Shader = PixelateShader;
  100. ShaderCheckListBox->Items->AddObject("Pixelate Shader", PixelateShader);
  101. ShaderCheckListBox->Checked[4] = false;
  102. // Posterize Shader
  103. PosterizeShader = new TGLSLPostPosterizeShader(this);
  104. PosterizeShader->Enabled = false;
  105. PostShaderHolder->Shaders->Add()->Shader = PosterizeShader;
  106. ShaderCheckListBox->Items->AddObject("Posterize Shader", PosterizeShader);
  107. ShaderCheckListBox->Checked[5] = false;
  108. // Frost Shader
  109. FrostShader = new TGLSLPostFrostShader(this);
  110. FrostShader->Enabled = false;
  111. PostShaderHolder->Shaders->Add()->Shader = FrostShader;
  112. ShaderCheckListBox->Items->AddObject("Frost Shader", FrostShader);
  113. ShaderCheckListBox->Checked[6] = false;
  114. // Trouble Shader
  115. TroubleShader = new TGLSLPostTroubleShader(this);
  116. TroubleShader->Enabled = false;
  117. TroubleShader->MaterialLibrary = MaterialLibrary;
  118. TroubleShader->NoiseTexName = "Noise";
  119. PostShaderHolder->Shaders->Add()->Shader = TroubleShader;
  120. ShaderCheckListBox->Items->AddObject("Trouble Shader", TroubleShader);
  121. ShaderCheckListBox->Checked[7] = false;
  122. // Transformation Shader
  123. TransformationShader = new TGLCGPostTransformationShader(this);
  124. TransformationShader->TransformationTexture = MaterialLibrary->LibMaterialByName("Noise")->Material->Texture;
  125. PostShaderHolder->Shaders->Add()->Shader = TransformationShader;
  126. ShaderCheckListBox->Items->AddObject("Transformation Shader", TransformationShader);
  127. ShaderCheckListBox->Checked[1] = true;
  128. }
  129. //---------------------------------------------------------------------------
  130. void __fastcall TFormPostShader::CadencerProgress(TObject *Sender, const double deltaTime,
  131. const double newTime)
  132. {
  133. Viewer->Invalidate();
  134. if (TurnPitchrollCheckBox->Checked) {
  135. Fighter->Roll(20 * deltaTime);
  136. Sphere_big->Pitch(40 * deltaTime);
  137. Sphere_big->Turn(40 * deltaTime);
  138. Sphere_little->Roll(40 * deltaTime);
  139. Teapot->Roll(-20 * deltaTime);
  140. }
  141. if (NightVisionShader->Enabled)
  142. NightVisionShader->ElapsedTime = newTime; // 20*deltaTime;
  143. }
  144. //---------------------------------------------------------------------------
  145. void __fastcall TFormPostShader::LightCubeProgress(TObject *Sender, const double deltaTime,
  146. const double newTime)
  147. {
  148. if (LightMovingCheckBox->Checked)
  149. LightCube->MoveObjectAround(Camera->TargetObject, sin(newTime) * deltaTime * 10, deltaTime * 20);
  150. }
  151. //---------------------------------------------------------------------------
  152. void __fastcall TFormPostShader::ShaderCheckListBoxClick(TObject *Sender)
  153. {
  154. int I;
  155. if (ShaderCheckListBox->Items->Count != 0)
  156. for (I = 0; I < ShaderCheckListBox->Items->Count - 1; I++) {
  157. /// TGLShader(ShaderCheckListBox->Items->Objects[I])->Enabled = ShaderCheckListBox->Checked[I];
  158. }
  159. }
  160. //---------------------------------------------------------------------------
  161. void __fastcall TFormPostShader::tbBlurValueChange(TObject *Sender)
  162. {
  163. /*
  164. BlurShader->Threshold = tbBlurValue->Position / 100;
  165. lblBlurValue->Caption = FloatToStrF(BlurShader->Threshold, ffFixed, 5, 2);
  166. if (BigBlurThickness->Checkbox = Checked)
  167. BlurShader->Threshold = 0.005;
  168. else
  169. BlurShader->Threshold = 0.2;
  170. */
  171. }
  172. //---------------------------------------------------------------------------
  173. void __fastcall TFormPostShader::tbDreamThresholdChange(TObject *Sender)
  174. {
  175. //
  176. }
  177. //---------------------------------------------------------------------------
  178. void __fastcall TFormPostShader::tbThermalThresholdChange(TObject *Sender)
  179. {
  180. //
  181. }
  182. //---------------------------------------------------------------------------
  183. void __fastcall TFormPostShader::tbThermalIntensityChange(TObject *Sender)
  184. {
  185. //
  186. }
  187. //---------------------------------------------------------------------------
  188. void __fastcall TFormPostShader::FormClose(TObject *Sender, TCloseAction &Action)
  189. {
  190. Cadencer->Enabled = false;
  191. }
  192. //---------------------------------------------------------------------------