Листинг ======== unit MainForm; interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs,OpenGL, StdCtrls, ExtCtrls; type TForm1 = class(TForm) Timer1: TTimer; Label1: TLabel; Label2: TLabel; Label3: TLabel; Label4: TLabel; procedure FormCreate(Sender: TObject); procedure FormDestroy(Sender: TObject); procedure Timer1Timer(Sender: TObject); procedure FormPaint(Sender: TObject); procedure FormResize(Sender: TObject); private RC:HGLRC; DC:HDC; H:THandle; procedure BeginPaint; { Private declarations } public { Public declarations } end; var Form1: TForm1; const mat1_dif:Array[0..2] of Single = (0.8,0.8,0.0); const mat1_amb:Array[0..2] of Single = (0.2,0.2,0.2); const mat1_spec:Array[0..2] of Single = (0.6,0.6,0.6); const mat1_shininess = 0.5*128; procedure DrawElement(A,b,R0,r1:Single); procedure DrawFace(A,R:Single;Normal:Boolean); implementation procedure SetDCPixelFormat(dc:HDC); var pfd:TPixelFormatDescriptor; nPixelFormat:Integer; begin FillChar(pfd,SizeOf(pfd),0); with pfd do begin nSize := sizeof(pfd); nVersion := 1; dwFlags := PFD_DRAW_TO_WINDOW or PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER; iPixelType:= PFD_TYPE_RGBA; cColorBits:= 16; cDepthBits:= 64; iLayerType:= PFD_MAIN_PLANE; end; nPixelFormat:=ChoosePixelFormat(DC,@pfd); SetPixelFormat(DC,nPixelFormat,@pfd); end; procedure TForm1.BeginPaint; begin glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); timer1.enabled:=true; end; {$R *.dfm} procedure TForm1.FormCreate(Sender: TObject); begin H:=Handle; DC:=GetDC(H); SetDCPixelFormat(DC); RC:=wglCreateContext(DC); wglMakeCurrent(DC,RC); glClearColor(0.6,0.6,0.6,1.0); glMatrixMode(GL_PROJECTION); glLoadIdentity; glFrustum(-1,1,-1,1,2,20); glMatrixMode(GL_MODELVIEW); glLoadIdentity; glTranslatef(0.0,-1.0,-6.0); BeginPaint; end; procedure TForm1.FormDestroy(Sender: TObject); begin wglMakeCurrent(0,0); wglDeleteContext(RC); ReleaseDC(H,DC); DeleteDC(DC); end; procedure TForm1.Timer1Timer(Sender: TObject); begin glRotatef(4.0,0.0,1.0,0.0); SwapBuffers(DC); InvalidateRect(H,nil,False); end; procedure DrawElement(a,b,r0,r1:Single); var x1b,y1b:Single; x1e,y1e:Single; x0b,y0b:Single; x0e,y0e:Single; t0,t1:Single; dt:single; begin t0:=-3;t1:=3; dt:=0.06; while t0<=t1 do begin x0b:=a*sin(t0)*sin(t0)*sin(t0)*sin(t0)*cos(t0); y0b:=a*abs(sin(t0)*cos(t0)); x0e:=a*sin(t0+dt)*sin(t0+dt)*sin(t0+dt)*sin(t0+dt)*cos(t0+dt); y0e:=a*abs(sin(t0+dt)*cos(t0+dt)); x1b:=b*sin(t0)*sin(t0)*sin(t0)*sin(t0)*cos(t0); y1b:=b*abs(sin(t0)*cos(t0)); x1e:=b*sin(t0+dt)*sin(t0+dt)*sin(t0+dt)*sin(t0+dt)*cos(t0+dt); y1e:=b*abs(sin(t0+dt)*cos(t0+dt)); glBegin(GL_TRIANGLE_STRIP); glNormal((x0b+x1e)/2,(y0b+y1e)/2,(r1+r0)/2); glVertex3f(x0b,y0b,r0); glVertex3f(x0e,y0e,r0); glVertex3f(x1e,y1e,r1); glVertex3f(x1b,y1b,r1); glEnd; t0:=t0+dt; end; end; procedure DrawFace(A,R:Single;Normal:Boolean); var x,y:single; t0,t1,dt:Single; begin t0:=-3;t1:=3; dt:=0.06; glBegin(GL_POLYGON); while t0<=t1 do begin x:=a*sin(t0)*sin(t0)*sin(t0)*sin(t0)*cos(t0); y:=a*abs(sin(t0)*cos(t0)); glVertex3F(x,y,r); t0:=t0+dt; end; t0:=0; x:=a*sin(t0)*sin(t0)*sin(t0)*sin(t0)*cos(t0); y:=a*abs(sin(t0)*cos(t0)); if Normal then glNormal3f(x,y,-r) else glNormal3f(x,y,r); glEnd; end; procedure TForm1.FormPaint(Sender: TObject); var m,n:single;dm:Single;a:Single;df:Single; begin a:=25; df:=10; glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); glColor(1.0,0.0,0.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,@mat1_amb); glMaterialfv(GL_FRONT,GL_DIFFUSE,@mat1_dif); glMaterialfv(GL_FRONT,GL_SPECULAR,@mat1_spec); glMaterialf(GL_FRONT,GL_SHININESS,mat1_shininess); m:=-1;n:=1;dm:=0.5; while m<=n do begin DrawElement(Sqrt(a-m*m),Sqrt(a-(m+dm)*(m+dm)),m/df,(m+dm)/df); m:=m+dm; end; DrawFace(Sqrt(a-(m)*(m)),(m)/df,True); m:=-1; DrawFace(Sqrt(a-(m)*(m)),(m)/df,True); end; procedure TForm1.FormResize(Sender: TObject); const lm:Array[0..3] of Single = (0.5,0.5,0.5,1.0); const light_ambient:array[0..3] of glfloat = (0.0,0.0,0.0,1.0); light_diffuse:array[0..3] of glfloat = (1.0,1.0,1.0,1.0); light_specular:array[0..3] of glfloat = (2.0,2.0,2.0,1.0); light_position:array[0..3] of glfloat = (2.0,1.0,3.0,1.0); light_emission:array[0..3] of glfloat = (1.0,1.0,1.0,1.0); light_spotdirection:array[0..3] of glfloat = (1.0,1.0,1.0,1.0); begin wglMakeCurrent(0,0); wglDeleteContext(RC); ReleaseDC(H,DC); DC:=GetDC(H); SetDCPixelFormat(DC); RC:=wglCreateContext(DC); wglMakeCurrent(DC,RC); glClearColor(0.6,0.6,0.6,0.0); glMatrixMode(GL_PROJECTION); glLoadIdentity; glFrustum(-1,1,-1,1,2,20); glMatrixMode(GL_MODELVIEW); glLoadIdentity; glTranslatef(0.0,-1.0,-6.0); glLightModel(GL_LIGHT_MODEL_LOCAL_VIEWER,Ord(True)); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,@lm); glLightfv(GL_LIGHT0,GL_AMBIENT,@light_ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,@light_diffuse); glLightfv(GL_LIGHT0,GL_SPECULAR,@light_specular); glLightfv(GL_LIGHT0,GL_POSITION,@light_position); glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,8); glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,170); glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,@light_spotdirection); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); end; end.