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- object Form1: TForm1
- Left = 0
- Top = 0
- Caption = 'Shadow Mapping FBO'
- ClientHeight = 541
- ClientWidth = 690
- Color = clBtnFace
- Font.Charset = DEFAULT_CHARSET
- Font.Color = clWindowText
- Font.Height = -11
- Font.Name = 'Tahoma'
- Font.Style = []
- OldCreateOrder = False
- OnCreate = FormCreate
- OnResize = FormResize
- PixelsPerInch = 96
- TextHeight = 13
- object GLSceneViewer1: TGLSceneViewer
- Left = 0
- Top = 0
- Width = 690
- Height = 541
- Camera = GLCamera1
- BeforeRender = GLSceneViewer1BeforeRender
- Buffer.BackgroundColor = clGray
- Buffer.AntiAliasing = aa4xHQ
- FieldOfView = 159.054977416992200000
- Align = alClient
- TabOrder = 0
- end
- object GLScene1: TGLScene
- Left = 24
- Top = 136
- object GLCamera1: TGLCamera
- DepthOfView = 100.000000000000000000
- FocalLength = 50.000000000000000000
- NearPlaneBias = 0.100000001490116100
- TargetObject = SceneRoot
- Position.Coordinates = {0000000000000040000040400000803F}
- end
- object GLCamera2: TGLCamera
- DepthOfView = 10.000000000000000000
- FocalLength = 50.000000000000000000
- TargetObject = SceneRoot
- Position.Coordinates = {0000004000000040000000400000803F}
- object GLLightSource1: TGLLightSource
- ConstAttenuation = 1.000000000000000000
- SpotCutOff = 180.000000000000000000
- object GLSphere1: TGLSphere
- Material.FrontProperties.Emission.Color = {FCFB7B3FE8E7673F000000000000803F}
- Scale.Coordinates = {CDCCCC3DCDCCCC3DCDCCCC3D00000000}
- Radius = 0.500000000000000000
- end
- end
- end
- object LightFBORenderer: TGLFBORenderer
- Width = 1024
- Height = 1024
- DepthTextureName = 'ShadowMap'
- MaterialLibrary = GLMaterialLibrary1
- ClearOptions = [coDepthBufferClear, coUseBufferBackground]
- Camera = GLCamera2
- SceneScaleFactor = 500.000000000000000000
- RootObject = SceneRoot
- EnabledRenderBuffers = []
- PostGenerateMipmap = False
- end
- object SceneRoot: TGLDummyCube
- CubeSize = 1.000000000000000000
- object PrepareShadowMapping: TGLDirectOpenGL
- UseBuildList = False
- OnRender = PrepareShadowMappingRender
- Blend = False
- end
- object GLPlane1: TGLPlane
- Material.MaterialLibrary = GLMaterialLibrary1
- Material.LibMaterialName = 'Chekers2'
- Direction.Coordinates = {000000000000803F0000000000000000}
- Position.Coordinates = {00000000333333BF000000000000803F}
- Up.Coordinates = {0000000000000000000080BF00000000}
- Height = 8.000000000000000000
- Width = 8.000000000000000000
- XTiles = 2
- YTiles = 2
- end
- object GLTorus1: TGLTorus
- Material.MaterialLibrary = GLMaterialLibrary1
- Material.LibMaterialName = 'Chekers'
- MajorRadius = 0.400000005960464500
- MinorRadius = 0.100000001490116100
- StopAngle = 360.000000000000000000
- Parts = [toSides, toStartDisk, toStopDisk]
- end
- object GLCylinder1: TGLCylinder
- Material.MaterialLibrary = GLMaterialLibrary1
- Material.LibMaterialName = 'mask'
- Position.Coordinates = {0000403F000000006666663F0000803F}
- Up.Coordinates = {000000000000803F0000008000000000}
- BottomRadius = 0.100000001490116100
- Height = 2.000000000000000000
- Slices = 20
- Stacks = 1
- TopRadius = 0.100000001490116100
- end
- object GLFreeForm1: TGLFreeForm
- Material.MaterialLibrary = GLMaterialLibrary1
- Material.LibMaterialName = 'bark'
- Direction.Coordinates = {000000000000803F0000000000000000}
- Position.Coordinates = {0000803F000000BF000080BF0000803F}
- Up.Coordinates = {0000002800000000000080BF00000000}
- AutoScaling.Coordinates = {0000003F0000003F0000003F0000803F}
- end
- end
- object GLShadowTextureSprite: TGLHUDSprite
- Material.MaterialLibrary = GLMaterialLibrary1
- Material.LibMaterialName = 'ShowShadowMap'
- Position.Coordinates = {0000804200008042000000000000803F}
- Width = 128.000000000000000000
- Height = 128.000000000000000000
- Rotation = 0.000000000000000000
- end
- end
- object GLMaterialLibrary1: TGLMaterialLibrary
- Materials = <
- item
- Name = 'ShowShadowMap'
- Tag = 0
- Shader = GLSLShader1
- end
- item
- Name = 'ShadowMap'
- Tag = 0
- Material.Texture.ImageClassName = 'TGLBlankImage'
- Material.Texture.Image.ColorFormat = 6408
- Material.Texture.MinFilter = miLinear
- Material.Texture.TextureMode = tmReplace
- Material.Texture.TextureWrap = twSeparate
- Material.Texture.TextureWrapS = twClampToBorder
- Material.Texture.TextureWrapT = twClampToBorder
- Material.Texture.TextureWrapR = twClampToBorder
- Material.Texture.TextureFormat = tfExtended
- Material.Texture.TextureFormatEx = tfDEPTH_COMPONENT24
- Material.Texture.BorderColor.Color = {0000803F000000000000000000000000}
- Material.Texture.TextureCompareMode = tcmCompareRtoTexture
- end
- item
- Name = 'mask'
- Tag = 0
- Material.BlendingMode = bmTransparency
- Material.Texture.TextureWrap = twSeparate
- Material.FaceCulling = fcNoCull
- TextureScale.Coordinates = {00004040000040400000A04000000000}
- Shader = GLSLShader2
- end
- item
- Name = 'Chekers'
- Tag = 0
- Shader = GLSLShader2
- end
- item
- Name = 'Chekers2'
- Tag = 0
- Shader = GLSLShader2
- end
- item
- Name = 'Lightspot'
- Tag = 0
- Material.Texture.TextureWrap = twNone
- Shader = GLSLShader2
- end
- item
- Name = 'bark'
- Tag = 0
- end>
- Left = 24
- Top = 184
- end
- object GLCadencer1: TGLCadencer
- Scene = GLScene1
- TimeMultiplier = 2.000000000000000000
- OnProgress = GLCadencer1Progress
- Left = 96
- Top = 136
- end
- object Timer1: TTimer
- Left = 96
- Top = 184
- end
- object GLSLShader1: TGLSLShader
- Enabled = False
- OnApply = GLSLShader1Apply
- OnUnApply = GLSLShader1UnApply
- Left = 24
- Top = 232
- end
- object GLSLShader2: TGLSLShader
- Enabled = False
- OnApply = GLSLShader2Apply
- OnInitialize = GLSLShader2Initialize
- Left = 24
- Top = 280
- end
- object GLNavigation: TGLSimpleNavigation
- Form = Owner
- GLSceneViewer = GLSceneViewer1
- FormCaption = 'Shadow Mapping FBO - %FPS'
- KeyCombinations = <
- item
- ShiftState = [ssLeft, ssRight]
- Action = snaZoom
- end
- item
- ShiftState = [ssLeft]
- Action = snaMoveAroundTarget
- end
- item
- ShiftState = [ssRight]
- Action = snaMoveAroundTarget
- end>
- Left = 96
- Top = 232
- end
- end
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