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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;
var
held: integer;
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();
held := keysHeld();
//reset the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// set the projection matrix as either ortho or perspective
if (held 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 (held 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);
if (held and KEY_START) <> 0 then break;
end;
end.
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