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- //---------------------------------------------------------------------------
- #include <vcl.h>
- #include <tchar.h>
- #pragma hdrstop
- #include "Unit1.h"
- //---------------------------------------------------------------------------
- #pragma package(smart_init)
- #pragma link "GLS.BaseClasses"
- #pragma link "GLSL.CgShader"
- #pragma link "GLS.Material"
- #pragma link "GLS.Scene"
- #pragma link "GLS.SceneViewer"
- #pragma link "GLS.Cadencer"
- #pragma link "GLS.Coordinates"
- #pragma link "GLS.Graph"
- #pragma link "GLS.Objects"
- #pragma link "GLS.VectorFileObjects"
- #pragma link "GLS.File3DS"
- #pragma resource "*.dfm"
- TForm1 *Form1;
- //---------------------------------------------------------------------------
- __fastcall TForm1::TForm1(TComponent* Owner)
- : TForm(Owner)
- {
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::FormCreate(TObject *Sender)
- {
- // Load Cg proggy from project directory
- SetCurrentDir(ExtractFilePath(Application->ExeName));
- CgShader1->VertexProgram->LoadFromFile("simple_vp.cg");
- MemoVertCode->Lines->Assign(CgShader1->VertexProgram->Code);
- CgShader1->FragmentProgram->LoadFromFile("simple_fp.cg");
- MemoFragCode->Lines->Assign(CgShader1->FragmentProgram->Code);
- CgShader1->VertexProgram->Enabled = false;
- CgShader1->FragmentProgram->Enabled = false;
- ButtonApplyFP->Enabled = false;
- ButtonApplyVP->Enabled = false;
- // Bind shader to the material
- GLMaterialLibrary1->Materials->Items[0]->Shader = CgShader1;
- // Load the teapot model from media directory.
- SetGLSceneMediaDir();
- // Note that GLScene will alter the ModelView matrix
- // internally for GLScene objects like TGLCylinder & TGLSphere, and Cg shader
- // is not aware of that. If you apply a vertex shader on those objects, they
- // would appear scaled and/or rotated.
- GLFreeForm1->LoadFromFile("Teapot.3ds");
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::CgShader1ApplyVP(TCgProgram *CgProgram, TObject *Sender)
- {
- Gls::Vectorgeometry::TVector v;
- TCgParameter *Param;
- // rotate light vector for the "simple lighting" vertex program
- v = ZHmgVector;
- RotateVector(v, YVector, GLCadencer1->CurrentTime);
- Param = CgProgram->ParamByName("LightVec");
- Param->AsVector = v;
- // or using plain Cg API: cgGLSetParameter4fv(Param.Handle, @v);
- // set uniform parameters that change every frame
- CgProgram->ParamByName("ModelViewProj")->SetAsStateMatrix(CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
- CgProgram->ParamByName("ModelViewIT")->SetAsStateMatrix(CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
- // Or, using plain Cg API:
- // Param = CgProgram->ParamByName("ModelViewIT");
- // cgGLSetStateMatrixParameter(Param->Handle, CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::CgShader1Initialize(TCustomCgShader *CgShader)
- {
- // Shows the profiles to be used. The latest support profiles would be detected
- // if you have CgShader1.VertexProgram.Profile set to vpDetectLatest (similarly
- // for the fragment program).
- LabelVertProfile->Caption = "Using profile: " + CgShader1->VertexProgram->GetProfileStringA();
- LabelFragProfile->Caption = "Using profile: " + CgShader1->FragmentProgram->GetProfileStringA();
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::CBVertexProgramClick(TObject *Sender)
- {
- CgShader1->VertexProgram->Enabled = CBVertexProgram->Checked;
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::CBFragmentProgramClick(TObject *Sender)
- {
- CgShader1->FragmentProgram->Enabled = CBFragmentProgram->Checked;
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::ButtonApplyFPClick(TObject *Sender)
- {
- CgShader1->FragmentProgram->Code = MemoFragCode->Lines;
- ButtonApplyFP->Enabled = false;
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::ButtonApplyVPClick(TObject *Sender)
- {
- CgShader1->VertexProgram->Code = MemoVertCode->Lines;
- ButtonApplyVP->Enabled = false;
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::MemoFragCodeChange(TObject *Sender)
- {
- ButtonApplyFP->Enabled = true;
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::MemoVertCodeChange(TObject *Sender)
- {
- ButtonApplyVP->Enabled = true;
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::Button1Click(TObject *Sender)
- {
- CgShader1->VertexProgram->ListParameters(Memo1->Lines);
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::Button2Click(TObject *Sender)
- {
- CgShader1->FragmentProgram->ListParameters(Memo3->Lines);
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::Button3Click(TObject *Sender)
- {
- CgShader1->FragmentProgram->ListCompilation(Memo3->Lines);
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::Button4Click(TObject *Sender)
- {
- CgShader1->VertexProgram->ListCompilation(Memo1->Lines);
- }
- //---------------------------------------------------------------------------
- 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) || Shift.Contains(ssRight))
- {
- GLCamera1->MoveAroundTarget(my-Y, mx-X);
- mx = X;
- my = Y;
- }
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::GLCadencer1Progress(TObject *Sender, const double deltaTime,
- const double newTime)
- {
- GLSceneViewer1->Invalidate();
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta,
- TPoint &MousePos, bool &Handled)
- {
- if (PtInRect(ClientRect, ScreenToClient(MousePos)))
- {
- GLCamera1->SceneScale = GLCamera1->SceneScale * (1000 - WheelDelta) / 1000;
- Handled = true;
- }
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::Timer1Timer(TObject *Sender)
- {
- PanelFPS->Caption = Format("%.1f fps",
- ARRAYOFCONST ((GLSceneViewer1->FramesPerSecond())));
- GLSceneViewer1->ResetPerformanceMonitor();
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::FormKeyPress(TObject *Sender, System::WideChar &Key)
- {
- if (Key == 0x27) Close();
- }
- //---------------------------------------------------------------------------
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