BunnyBumpD.dpr 1.2 KB

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  1. {: Using the GLBumpShader for object space bump mapping.
  2. The bump shader runs an ambient light pass and a pass for
  3. each light shining in the scene. There are currently 2
  4. bump methods: a dot3 texture combiner and a basic ARB
  5. fragment program.
  6. The dot3 texture combiner only supports diffuse lighting
  7. but is fast and works on lower end graphics adapters.
  8. The basic ARBFP method supports diffuse and specular
  9. lighting
  10. Both methods pick up the light and material options
  11. through the OpenGL state.
  12. The normal map is expected as the primary texture.
  13. Diffuse textures are supported through the secondary
  14. texture and can be enabled using the boDiffuseTexture2
  15. bump option.
  16. Specular textures are supported through the tertiary
  17. texture and can be enabled using the boSpecularTexture3
  18. bump option and setting the SpecularMode to smBlinn or
  19. smPhong (smOff will disable specular in the shader).
  20. With the boLightAttenutation flag set the shader will
  21. use the OpenGL light attenuation coefficients when
  22. calculating light intensity.
  23. }
  24. program BunnyBumpD;
  25. uses
  26. Forms,
  27. fdBunnyBump in 'fdBunnyBump.pas' {Form1};
  28. {$R *.res}
  29. begin
  30. Application.Initialize;
  31. Application.CreateForm(TForm1, Form1);
  32. Application.Run;
  33. end.