Unit1.cpp 8.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229
  1. //---------------------------------------------------------------------------
  2. #include <vcl.h>
  3. #include <tchar.h>
  4. #include <System.Math.hpp>
  5. #pragma hdrstop
  6. #include "Unit1.h"
  7. //---------------------------------------------------------------------------
  8. #pragma package(smart_init)
  9. #pragma link "GLBaseClasses"
  10. #pragma link "GLCadencer"
  11. #pragma link "GLCoordinates"
  12. #pragma link "GLCrossPlatform"
  13. #pragma link "GLCustomShader"
  14. #pragma link "GLGeomObjects"
  15. #pragma link "GLGraph"
  16. #pragma link "GLMaterial"
  17. #pragma link "GLObjects"
  18. #pragma link "GLPolyhedron"
  19. #pragma link "GLScene"
  20. #pragma link "GLSLShader"
  21. #pragma link "GLVectorFileObjects"
  22. #pragma link "GLWin32Viewer"
  23. #pragma link "GLFileSMD"
  24. #pragma link "GLFileMD2"
  25. #pragma link "GLFile3DS"
  26. #pragma link "DDSImage"
  27. #pragma link "GLFileMS3D"
  28. #pragma link "GLBaseClasses"
  29. #pragma link "GLSLBumpShader"
  30. #pragma resource "*.dfm"
  31. TForm1 *Form1;
  32. //---------------------------------------------------------------------------
  33. __fastcall TForm1::TForm1(TComponent* Owner)
  34. : TForm(Owner)
  35. {
  36. }
  37. //---------------------------------------------------------------------------
  38. void __fastcall TForm1::FormCreate(TObject *Sender)
  39. {
  40. int I;
  41. //First load models
  42. SetGLSceneMediaDir();
  43. Fighter->LoadFromFile("TRINITYrage.smd"); //Fighter
  44. Fighter->AddDataFromFile("walk.smd");
  45. Fighter->Animations->Items[1]->MakeSkeletalTranslationStatic();
  46. Fighter->AddDataFromFile("run.smd");
  47. Fighter->Animations->Items[2]->MakeSkeletalTranslationStatic();
  48. Fighter->AddDataFromFile("long_jump.smd");
  49. Fighter->Animations->Items[3]->MakeSkeletalTranslationStatic();
  50. Fighter->AddDataFromFile("jump.smd");
  51. Fighter->AddDataFromFile("look_left_right.smd");
  52. Fighter->Animations->Items[5]->MakeSkeletalRotationDelta();
  53. Fighter->SwitchToAnimation(1);
  54. /*
  55. // or use a quake md2 model
  56. Fighter->LoadFromFile("waste.md2"); //Fighter
  57. Fighter->SwitchToAnimation(0, True);
  58. Fighter->AnimationMode = aamLoop;
  59. Fighter->Scale->Scale(3);
  60. */
  61. Fighter->AnimationMode = aamLoop;
  62. Fighter->Scale->Scale(3);
  63. // Fighter->MeshObjects->BuildTangentSpace;
  64. Teapot->LoadFromFile("Teapot.3ds"); //Teapot
  65. Teapot->Scale->Scale(0.8);
  66. // Teapot.MeshObjects->BuildTangentSpace; does not have texture coordinates...
  67. Sphere_big->LoadFromFile("Sphere_big.3DS"); //Sphere_big
  68. Sphere_big->Scale->Scale(70);
  69. Sphere_big->MeshObjects->BuildTangentSpace();
  70. Sphere_little->LoadFromFile("Sphere_little.3ds"); //Sphere_little
  71. Sphere_little->Scale->Scale(4);
  72. Sphere_little->MeshObjects->BuildTangentSpace();
  73. // Then load textures
  74. MaterialLibrary->LibMaterialByName("Earth")->Material->Texture->Image->LoadFromFile("Earth.jpg");
  75. MaterialLibrary->LibMaterialByName("EarthGross")->Material->Texture->Image->LoadFromFile("EarthSpec.dds");
  76. MaterialLibrary->LibMaterialByName("EarthNormals")->Material->Texture->Image->LoadFromFile("EarthNormals.jpg");
  77. // Create Shader
  78. MultiLightShader = new TGLSLMLBumpShader(this);
  79. MultiLightShader->LightSources = MultiLightShader->LightSources << 1, 2 ;
  80. MultiLightShader->LightCompensation = 0.7;
  81. MultiLightShader->NormalTexture = MaterialLibrary->LibMaterialByName("EarthNormals")->Material->Texture;
  82. MultiLightShader->SpecularTexture = MaterialLibrary->LibMaterialByName("EarthGross")->Material->Texture;
  83. // Attach shader to the material
  84. MaterialLibrary->LibMaterialByName("Earth")->Shader = MyBumpShader;
  85. for (I = 0; I < TrinityMatlib->Materials->Count - 1; I++)
  86. TrinityMatlib->Materials->Items[I]->Shader = MyBumpShader;
  87. ShowNotGLSceneObjectsCheckBoxClick(this);
  88. MyBumpShader->Enabled = ShaderEnabledCheckBox->Checked;
  89. }
  90. //---------------------------------------------------------------------------
  91. void __fastcall TForm1::ShaderEnabledCheckBoxClick(TObject *Sender)
  92. {
  93. MyBumpShader->Enabled = ShaderEnabledCheckBox->Checked;
  94. MultiLightShader->Enabled = ShaderEnabledCheckBox->Checked;
  95. }
  96. //---------------------------------------------------------------------------
  97. void __fastcall TForm1::ShowNotGLSceneObjectsCheckBoxClick(TObject *Sender)
  98. {
  99. Teapot->Visible = ShowNotGLSceneObjectsCheckBox->Checked;
  100. Fighter->Visible = ShowNotGLSceneObjectsCheckBox->Checked;
  101. GLCube->Visible = ShowNotGLSceneObjectsCheckBox->Checked;
  102. GLDodecahedron->Visible = ShowNotGLSceneObjectsCheckBox->Checked;
  103. GLSphere->Visible = ShowNotGLSceneObjectsCheckBox->Checked;
  104. }
  105. //---------------------------------------------------------------------------
  106. void __fastcall TForm1::MultiLightShaderCheckBoxClick(TObject *Sender)
  107. {
  108. int I;
  109. if (MultiLightShaderCheckBox->Checked)
  110. {
  111. MaterialLibrary->LibMaterialByName("Earth")->Shader = MultiLightShader;
  112. for (I = 0; I < TrinityMatlib->Materials->Count - 1; I++)
  113. TrinityMatlib->Materials->Items[I]->Shader = MultiLightShader;
  114. }
  115. else
  116. {
  117. MaterialLibrary->LibMaterialByName("Earth")->Shader = MyBumpShader;
  118. for (I = 0; I < TrinityMatlib->Materials->Count - 1; I++)
  119. TrinityMatlib->Materials->Items[I]->Shader = MyBumpShader;
  120. }
  121. Light2->Shining = MultiLightShaderCheckBox->Checked;
  122. LightCube2->Visible = MultiLightShaderCheckBox->Checked;
  123. }
  124. //---------------------------------------------------------------------------
  125. void __fastcall TForm1::UseSpecularTextureCheckBoxClick(TObject *Sender)
  126. {
  127. if (UseSpecularTextureCheckBox->Checked) {
  128. MyBumpShader->SpecularTexture = MaterialLibrary->LibMaterialByName("EarthGross")->Material->Texture;
  129. MultiLightShader->SpecularTexture = MaterialLibrary->LibMaterialByName("EarthGross")->Material->Texture;
  130. }
  131. else {
  132. MyBumpShader->SpecularTexture = NULL;
  133. MultiLightShader->SpecularTexture = NULL;
  134. }
  135. }
  136. //---------------------------------------------------------------------------
  137. void __fastcall TForm1::UseNormalTextureCheckBoxClick(TObject *Sender)
  138. {
  139. if (UseNormalTextureCheckBox->Checked) {
  140. MyBumpShader->NormalTexture = MaterialLibrary->LibMaterialByName("EarthNormals")->Material->Texture;
  141. MultiLightShader->NormalTexture = MaterialLibrary->LibMaterialByName("EarthNormals")->Material->Texture;
  142. }
  143. else {
  144. MyBumpShader->NormalTexture = NULL;
  145. MultiLightShader->NormalTexture = NULL;
  146. }
  147. }
  148. //---------------------------------------------------------------------------
  149. void __fastcall TForm1::CadencerProgress(TObject *Sender, const double deltaTime,
  150. const double newTime)
  151. {
  152. Viewer->Invalidate();
  153. if (RollPitchTurnCheckBox->Checked)
  154. {
  155. Sphere_big->Turn(deltaTime * 40);
  156. Sphere_big->Roll(deltaTime * 40);
  157. Sphere_little->Pitch(deltaTime * 20);
  158. Fighter->Roll(deltaTime * 20);
  159. Teapot->Roll(-deltaTime * 10);
  160. GLCube->Pitch(-deltaTime * 10);
  161. GLDodecahedron->Pitch(deltaTime * 10);
  162. GLSphere->Roll(-deltaTime * 10);
  163. }
  164. }
  165. //---------------------------------------------------------------------------
  166. void __fastcall TForm1::ViewerMouseDown(TObject *Sender, TMouseButton Button, TShiftState Shift,
  167. int X, int Y)
  168. {
  169. mx = X;
  170. my = Y;
  171. }
  172. //---------------------------------------------------------------------------
  173. void __fastcall TForm1::ViewerMouseMove(TObject *Sender, TShiftState Shift, int X,
  174. int Y)
  175. {
  176. if (Shift.Contains(ssRight) && Shift.Contains(ssLeft))
  177. Camera->AdjustDistanceToTarget(Power(1.01, Y - my));
  178. else
  179. if (Shift.Contains(ssRight) || Shift.Contains(ssLeft))
  180. Camera->MoveAroundTarget(my - Y, mx - X);
  181. mx = X;
  182. my = Y;
  183. }
  184. //---------------------------------------------------------------------------
  185. void __fastcall TForm1::Timer1Timer(TObject *Sender)
  186. {
  187. Caption = "GLSL Bump Shader - " + Viewer->FramesPerSecondText();
  188. Viewer->ResetPerformanceMonitor();
  189. }
  190. //---------------------------------------------------------------------------
  191. void __fastcall TForm1::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta,
  192. TPoint &MousePos, bool &Handled)
  193. {
  194. Camera->AdjustDistanceToTarget(Power(1.1, WheelDelta / 120));
  195. }
  196. //---------------------------------------------------------------------------
  197. void __fastcall TForm1::LightCubeProgress(TObject *Sender, const double deltaTime,
  198. const double newTime)
  199. {
  200. if (LightMovingCheckBox->Checked)
  201. LightCube->MoveObjectAround(Camera->TargetObject, sin(newTime) * deltaTime * 10, deltaTime * 20);
  202. }
  203. //---------------------------------------------------------------------------
  204. void __fastcall TForm1::FormClose(TObject *Sender, TCloseAction &Action)
  205. {
  206. Cadencer->Enabled = false;
  207. }
  208. //---------------------------------------------------------------------------