/
MikeLight
/
Lab
Обзор
Документация
Войти
/
MikeLight
/
Lab
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
CI/CD
Аналитика
Безопасность
master
Lab14/fSeaIsland.dfm
288 строк
9 KB
MikeLight
upload files
18 дек 2025, 14:50
18 дек 2025, 14:50
6a3255e
Код
Авторство
О чём код?
object Form1: TForm1 Left = 0 Top = 0 Caption = 'Lab14_'#1052#1086#1088#1089#1082#1086#1081' '#1086#1089#1090#1088#1086#1074 ClientHeight = 410 ClientWidth = 675 Color = clBtnFace Font.Charset = DEFAULT_CHARSET Font.Color = clWindowText Font.Height = -12 Font.Name = 'Segoe UI' Font.Style = [] Position = poScreenCenter WindowState = wsMaximized OnKeyPress = FormKeyPress TextHeight = 15 object GLSceneViewer: TGLSceneViewer Left = 0 Top = 0 Width = 675 Height = 410 Camera = GLCamera BeforeRender = GLSceneViewerBeforeRender Buffer.FogEnvironment.FogColor.Color = {0000803F0000803F0000803F0000803F} Buffer.FogEnvironment.FogStart = 500.000000000000000000 Buffer.FogEnvironment.FogEnd = 1000.000000000000000000 Buffer.FogEnvironment.FogDistance = fdEyeRadial Buffer.BackgroundColor = clGray Buffer.ContextOptions = [roDoubleBuffer, roStencilBuffer, roRenderToWindow] Buffer.FogEnable = True FieldOfView = 139.809539794921900000 PenAsTouch = False Align = alClient TabOrder = 0 end object PAProgress: TPanel Left = 200 Top = 168 Width = 185 Height = 49 BorderWidth = 6 TabOrder = 1 Visible = False object Label1: TLabel Left = 7 Top = 7 Width = 171 Height = 20 Align = alTop Alignment = taCenter AutoSize = False Caption = 'Loading && compressing textures' ExplicitLeft = 6 ExplicitTop = 6 ExplicitWidth = 173 end object ProgressBar: TProgressBar Left = 7 Top = 27 Width = 171 Height = 15 Align = alClient Max = 16 TabOrder = 0 end end object BFLarge: TGLWindowsBitmapFont Font.Charset = RUSSIAN_CHARSET Font.Color = clWhite Font.Height = -21 Font.Name = 'Arial' Font.Style = [] Left = 336 Top = 32 end object BFSmall: TGLWindowsBitmapFont Font.Charset = DEFAULT_CHARSET Font.Color = clWhite Font.Height = -11 Font.Name = 'MS Sans Serif' Font.Style = [] Left = 296 Top = 96 end object GLCadencer: TGLCadencer Scene = GLScene1 OnProgress = GLCadencerProgress Left = 112 Top = 32 end object GLCustomHDS1: TGLCustomHDS MaxPoolSize = 0 OnStartPreparingData = GLCustomHDS1StartPreparingData OnMarkDirtyEvent = GLCustomHDS1MarkDirtyEvent Left = 208 Top = 96 end object GLHeightTileFileHDS1: TGLHeightTileFileHDS HTFFileName = '..\\..\\Assets\\Islands.htf' InfiniteWrap = False MaxPoolSize = 0 Left = 232 Top = 32 end object GLScene1: TGLScene ObjectsSorting = osNone Left = 40 Top = 32 object GLWolf: TGLActor Material.FrontProperties.Emission.Color = {0000803F0000803F0000803F0000803F} Material.Texture.MinFilter = miLinear Material.Texture.Disabled = False Direction.Coordinates = {2EBD3B330000803F831DA32700000000} PitchAngle = 90.000000000000000000 Position.Coordinates = {000070C300000CC200002A430000803F} Scale.Coordinates = {00002041000020410000204100000000} TurnAngle = -90.000000000000000000 Up.Coordinates = {0000803F2FBD3BB3F404B53300000000} AnimationMode = aamLoop Interval = 100 end object SkyDome: TGLSkyDome Direction.Coordinates = {000000000000803F0000000000000000} Up.Coordinates = {0000000000000000000080BF00000000} Bands = < item StartColor.Color = {0000803F0000803F0000803F0000803F} StopAngle = 25.000000000000000000 Slices = 9 end item StartAngle = 25.000000000000000000 StopAngle = 90.000000000000000000 StopColor.Color = {938C0C3E938C0C3E938E0E3F0000803F} Slices = 9 Stacks = 4 end> Stars = <> Options = [sdoTwinkle] end object TerrainRenderer: TGLTerrainRenderer Direction.Coordinates = {000000000000803F0000000000000000} Scale.Coordinates = {00002040000020400000003F00000000} Up.Coordinates = {00000000000000000000803F00000000} HeightDataSource = GLCustomHDS1 TileSize = 32 TilesPerTexture = 1.000000000000000000 MaterialLibrary = MaterialLibrary CLODPrecision = 5 OnHeightDataPostRender = TerrainRendererHeightDataPostRender ContourWidth = 0 end object DOWake: TGLDirectOpenGL OnProgress = DOWakeProgress UseBuildList = False OnRender = DOWakeRender Blend = False end object LSSun: TGLLightSource Ambient.Color = {9A99993E9A99993E9A99993E0000803F} ConstAttenuation = 1.000000000000000000 Diffuse.Color = {CDCC4C3FCDCC4C3FCDCC4C3F0000803F} LightStyle = lsParallel Specular.Color = {00000000000000000000000000000000} SpotCutOff = 180.000000000000000000 SpotDirection.Coordinates = {0000803F0000803F0000003F00000000} end object HTHelp: TGLHUDText Up.Coordinates = {4CB7F8BE05C45F3F0000000000000000} BitmapFont = BFLarge Rotation = 0.000000000000000000 end object GLDummyCube1: TGLDummyCube Position.Coordinates = {000096C3000050410000C8C20000803F} CubeSize = 1.000000000000000000 object FFSailBoat: TGLFreeForm Scale.Coordinates = {8FC2753C8FC2753C8FC2753C00000000} Up.Coordinates = {FFFF7FBF000000000000000000000000} MaterialLibrary = MLSailBoat end end object DCCamera: TGLDummyCube Direction.Coordinates = {0000000000000000000080BF00000000} Position.Coordinates = {000070C300000000000016C30000803F} CubeSize = 1.000000000000000000 object GLCamera: TGLCamera DepthOfView = 1000.000000000000000000 FocalLength = 75.000000000000000000 TargetObject = DCCamera Position.Coordinates = {000000000000803F000040400000803F} Left = 264 Top = 160 end end object GLHouse: TGLFreeForm Material.Texture.Disabled = False Direction.Coordinates = {0000803F000000002EBD3BB300000000} Position.Coordinates = {000087C3000088C1000087430000803F} TurnAngle = 90.000000000000000000 end object GLDummyTrees: TGLDummyCube CubeSize = 1.000000000000000000 object GLTree: TGLFreeForm Material.BackProperties.Ambient.Color = {000000008180003E000000000000803F} Material.BackProperties.Diffuse.Color = {000000008180003E000000000000803F} Material.FrontProperties.Ambient.Color = {000000008180003E000000000000803F} Material.FrontProperties.Diffuse.Color = {000000008180003E000000000000803F} Direction.Coordinates = {000000000000803F0000000000000000} Position.Coordinates = {000066C3000088C1000070430000803F} Scale.Coordinates = {0000A0410000A0410000A04100000000} TurnAngle = 180.000000000000000000 Up.Coordinates = {0000000000000000000080BF00000000} end end object GLShark1: TGLActor Material.FrontProperties.Emission.Color = {0000803F0000803F0000803F0000803F} Material.Texture.MinFilter = miLinear Material.Texture.Disabled = False Direction.Coordinates = {0000803FFAFFFFA7400757B100000000} Position.Coordinates = {000048C3000030C20000C8420000803F} Scale.Coordinates = {00002041000020410000204100000000} TurnAngle = 90.000000000000000000 Up.Coordinates = {FEFF7F270000803F4112C1A600000000} AnimationMode = aamLoop Interval = 100 end object GLShark2: TGLActor Material.FrontProperties.Emission.Color = {0000803F0000803F0000803F0000803F} Material.Texture.MinFilter = miLinear Material.Texture.Disabled = False Direction.Coordinates = {000080BF2CA2001DF404B5B300000000} Position.Coordinates = {0000FAC3000030C2000082420000803F} Scale.Coordinates = {00002041000020410000204100000000} TurnAngle = -90.000000000000000000 Up.Coordinates = {FDFF7F270000803F4212C1A600000000} AnimationMode = aamLoop Interval = 100 end end object MaterialLibrary: TGLMaterialLibrary Materials = < item Name = 'detail' Tag = 0 Material.Texture.ImageClassName = 'TGLPicFileImage' Material.Texture.Image.PictureFileName = 'detail.jpg' Material.Texture.TextureMode = tmModulate Material.Texture.TextureFormat = tfLuminance Material.Texture.Compression = tcStandard Material.Texture.Disabled = False TextureScale.Coordinates = {00008042000080420000804200000000} Texture2Name = 'detail' end item Name = 'water' Tag = 0 Material.BlendingMode = bmTransparency Material.Texture.ImageClassName = 'TGLPicFileImage' Material.Texture.Image.PictureFileName = '035eau.jpg' Material.Texture.TextureMode = tmModulate Material.Texture.MappingSCoordinates.Coordinates = {CDCC4C3D000000000000000000000000} Material.Texture.MappingTCoordinates.Coordinates = {00000000CDCC4C3D0000000000000000} Material.Texture.Disabled = False Texture2Name = 'water' end item Name = 'wake' Tag = 0 Material.Texture.ImageClassName = 'TGLPicFileImage' Material.Texture.Image.PictureFileName = 'wake.bmp' Material.Texture.TextureMode = tmModulate Material.Texture.Disabled = False Texture2Name = 'wake' end> TexturePaths = '..\\..\\Assets' Left = 40 Top = 96 end object MLSailBoat: TGLMaterialLibrary TexturePaths = '..\\..\\Assets' Left = 120 Top = 96 end object Timer1: TTimer Left = 376 Top = 96 end end