program Ortho; {$L build/drunkenlogo.pcx.o} {$mode objfpc} uses ctypes, nds9; {$include inc/drunkenlogo.pcx.inc} var xrot: cfloat; // X Rotation yrot: cfloat; // Y Rotation zrot: cfloat; // Z Rotation texture: array [0..0] of cint; // Storage For One Texture // Load PCX files And Convert To Textures function LoadGLTextures(): boolean; var pcx: sImage; begin //load our texture loadPCX(pcuint8(drunkenlogo_pcx), @pcx); image8to16(@pcx); glGenTextures(1, @texture[0]); glBindTexture(0, texture[0]); glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcx.image.data8); imageDestroy(@pcx); result := true; end; function DrawGLScene(): boolean; // Here's Where We Do All The Drawing begin glTranslatef(0.0,0.0,-5.0); glRotatef(xrot,1.0,0.0,0.0); glRotatef(yrot,0.0,1.0,0.0); glRotatef(zrot,0.0,0.0,1.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); // Front Face glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, 1.0); glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, 1.0); glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 1.0); // Back Face glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, -1.0); glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, -1.0); glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, -1.0); glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0); // Top Face glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 1.0); glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, 1.0, 1.0); glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0); // Bottom Face glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, -1.0, -1.0); glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, -1.0, -1.0); glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0); glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0); // Right face glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0); glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0); glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, 1.0, 1.0); glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0); // Left Face glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0); glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0); glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, 1.0); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0); glEnd(); xrot := xrot + 0.3; yrot := yrot + 0.2; zrot := zrot + 0.4; result := true; end; begin // Setup the Main screen for 3D videoSetMode(MODE_0_3D); vramSetBankA(VRAM_A_TEXTURE); // reserve some memory for textures // initialize gl glInit(); //enable textures glEnable(GL_TEXTURE_2D); // enable antialiasing glEnable(GL_ANTIALIAS); // setup the rear plane glClearColor(0,0,0,31); // BG must be opaque for AA to work glClearPolyID(63); // BG must have a unique polygon ID for AA to work glClearDepth($7FFF); glLight(0, RGB15(31,31,31) , 0, floattov10(-1.0), 0); glLight(1, RGB15(31,31,31) , 0, 0, floattov10(-1.0)); glLight(2, RGB15(31,31,31) , 0, 0, floattov10( 1.0)); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); //need to set up some material properties since DS does not have them set by default glMaterialf(GL_AMBIENT, RGB15(16,16,16)); glMaterialf(GL_DIFFUSE, RGB15(16,16,16)); glMaterialf(GL_SPECULAR, BIT(15) or RGB15(8,8,8)); glMaterialf(GL_EMISSION, RGB15(16,16,16)); //ds uses a table for shinyness..this generates a half-ass one glMaterialShinyness(); // Set our viewport to be the same size as the screen glViewport(0,0,255,191); LoadGLTextures(); // set the vertex color to white glColor3f(1,1,1); while true do begin scanKeys(); //reset the projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); // set the projection matrix as either ortho or perspective if (keysHeld() and KEY_R) = 0 then gluPerspective(70, 256.0 / 192.0, 0.1, 100) else glOrtho(-3, 3,-2, 2, 0.1, 100); // Set the current matrix to be the model matrix glMatrixMode(GL_MODELVIEW); //ds specific, several attributes can be set here if (keysHeld() and KEY_L) <> 0 then glPolyFmt(POLY_ALPHA(0) or POLY_CULL_NONE or POLY_FORMAT_LIGHT0 or POLY_FORMAT_LIGHT1 or POLY_FORMAT_LIGHT2) else glPolyFmt(POLY_ALPHA(31) or POLY_CULL_NONE or POLY_FORMAT_LIGHT0 or POLY_FORMAT_LIGHT1 or POLY_FORMAT_LIGHT2); //Push our original Matrix onto the stack (save state) glPushMatrix(); DrawGLScene(); // Pop our Matrix from the stack (restore state) glPopMatrix(1); // flush to screen glFlush(0); end; end.