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| unit Unit1;
interface
uses
{*** Implementation d'OPENGL 1.2 ***}
OpenGL12,
Windows, Forms, Classes, ExtCtrls, Messages,Controls,sysutils,
StdCtrls,Graphics,Dialogs;
type
TMainForm = class(TForm)
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
procedure FormPaint(Sender: TObject);
procedure FormKeyPress(Sender: TObject; var Key: Char);
procedure FormResize(Sender: TObject);
procedure FormMouseDown(Sender: TObject; Button: TMouseButton ; Shift: TShiftState ; X, Y: Integer);
procedure FormMouseUp(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
procedure FormMouseMove(Sender: TObject; Shift: TShiftState; X,
Y: Integer);
procedure FormShow(Sender: TObject);
private
RC : HGLRC;
Souris : Boolean;
rx,ry : integer;
dx,dy : integer;
Texture : TGLuint;
procedure WMEraseBkgnd(var Message: TWMEraseBkgnd); message WM_ERASEBKGND;
end;
var
MainForm: TMainForm;
{*** On déclare une texture comme un tableau à 2 dimensions
de la taille de la texture à charger. Attention, pour éviter des
lignes noires trés disgracieuses entre les raccords de textures, je
commence mon tableau à 1 ***}
Tex : Array[1..256,1..256]of TGluInt;
implementation
{$R *.DFM}
{*** Chargement de la texture : comme je suis fénéant, je profite de l'objet
"TPicture" offert par Delphi ***}
Function ChargerTexture(Fichier : String) : Boolean;
Var
M : Integer;
N : Integer;
Img : TPicture;
Begin
Result := False;
If FileExists(Fichier) Then Begin
Img := Tpicture.Create;
Img.LoadFromFile(Fichier);
For N := 1 To 256 Do
For M := 1 To 256 Do
Tex[N,M] := Img.Bitmap.Canvas.Pixels[M,N];
Result := True;
End;
End;
{*** Création d'un rendering context au démarrage de l'appli ***}
procedure TMainForm.FormCreate(Sender: TObject);
Var
Machin : Hpalette;
begin
RC:=CreateRenderingContext(Canvas.Handle,[opDoubleBuffered],32,0,0,0,0,Machin);
Souris := False;
end;
{*** Suppression du rendering context à la fermeture de l'appli ***}
procedure TMainForm.FormDestroy(Sender: TObject);
begin
DestroyRenderingContext(RC);
end;
{*** Procedure principale : dessiner l'objet dans le rendering context ***}
procedure TMainForm.FormPaint(Sender: TObject);
begin
ActivateRenderingContext(Canvas.Handle,RC);
{*** Options OpenGL ***}
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity;
{*** Placer le point de vue ***}
gluLookAt(0,0,7,0,0,-10,0,1,0);
{*** Appliquer la rotation ***}
glRotatef(ry,1,0,0);
glRotatef(-rx,0,1,0);
{*** Activer la gestion des textures ***}
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
glColorMaterial(GL_FRONT_AND_BACK,GL_SPECULAR);
{*** Dessiner un bô cube et appliquer la texture ***}
glBegin(GL_QUADS);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(1,0);glVertex3i(+1,-1,-1);
glTexCoord2i(1,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,1);glVertex3i(-1,+1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,0);glVertex3i(+1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,1);glVertex3i(-1,+1,+1);
glTexCoord2i(0,0);glVertex3i(+1,-1,-1);
glTexCoord2i(1,0);glVertex3i(+1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,1);glVertex3i(+1,+1,-1);
glTexCoord2i(0,0);glVertex3i(-1,-1,-1);
glTexCoord2i(1,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,1);glVertex3i(-1,+1,+1);
glTexCoord2i(0,1);glVertex3i(-1,+1,-1);
glTexCoord2i(0,0);glVertex3i(-1,+1,-1);
glTexCoord2i(1,0);glVertex3i(+1,+1,-1);
glTexCoord2i(1,1);glVertex3i(+1,+1,+1);
glTexCoord2i(0,1);glVertex3i(-1,+1,+1);
glTexCoord2i(0,0);glVertex3i(-1,-1,+1);
glTexCoord2i(1,0);glVertex3i(+1,-1,+1);
glTexCoord2i(1,1);glVertex3i(+1,-1,-1);
glTexCoord2i(0,1);glVertex3i(-1,-1,-1);
glEnd();
glDisable(GL_TEXTURE_2D);
{*** Inverser les buffers ***}
SwapBuffers(Canvas.Handle);
DeactivateRenderingContext;
end;
procedure TMainForm.FormKeyPress(Sender: TObject; var Key: Char);
begin
if Key = #27 then Application.Terminate;
end;
{*** Initialisation à chaque redimmensionnement de la fenêtre ***}
procedure TMainForm.FormResize(Sender: TObject);
Var
Ch : String;
begin
Ch := ExtractFilePath(Application.Exename);
If Ch[Length(Ch)] <> '\' Then Ch := Ch + '\';
If not ChargerTexture(Ch + 'Texture.Bmp') then ShowMessage('Impossible de charger la texture');
wglMakeCurrent(Canvas.handle,RC);
glViewport(0,0,Width,Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
gluPerspective(35,Width/Height,1,100);
{*** Options pour la gestion des textures ***}
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glGenTextures(1, @Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
{*** Chargement de la texture ***}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256 ,256 , 0, GL_RGBA,GL_UNSIGNED_BYTE,@Tex);
wglMakeCurrent(0,0);
Refresh;
end;
{*** Eviter le clignotement du fond de la feuille entre les swapbuffers ***}
procedure TMainForm.WMEraseBkgnd(var Message: TWMEraseBkgnd);
begin
Message.Result:=1;
end;
{*** Routine faite avec les pieds pour faire pivoter le cube ***}
procedure TMainForm.FormMouseDown(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
begin
Souris := TRue;
end;
procedure TMainForm.FormMouseUp(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
begin
Souris := False;
end;
procedure TMainForm.FormMouseMove(Sender: TObject; Shift: TShiftState; X,
Y: Integer);
begin
If Souris then begin
ry := y-dy;
rx := dx-x;
Repaint;
end
else begin
dx := x ;
dy := y ;
end;
Caption := '( X : '+inttostr(x)+' - Y : '+inttostr(y)+' )';
end;
{*** Forcer l'initialisation d'OpenGL à l'affichage de la feuille ***}
procedure TMainForm.FormShow(Sender: TObject);
begin
MainForm.FormResize(Nil);
end;
{*** Tiens ? a pu ! ***}
end. |
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