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path: root/packages/libndsfpc/examples/graphics/3D/Textured_Quad/TexturedQuad.pp
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program TextureQuad;
{$L build/texture.bin.o}
{$mode objfpc}
uses
  ctypes, nds9;

//texture_bin.h is created automagicaly from the texture.bin placed in arm9/resources
//texture.bin is a raw 128x128 16 bit image.  I will release a tool for texture conversion
//later
{$include inc/texture.bin.inc}

var
	textureID: integer;
  rotateX: cfloat = 0.0;
  rotateY: cfloat = 0.0;
  keys: cuint16;

begin
  //set mode 0, enable BG0 and set it to 3D
  videoSetMode(MODE_0_3D);

  // 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);

  //this should work the same as the normal gl call
  glViewport(0,0,255,191);

  vramSetBankA(VRAM_A_TEXTURE);

  glGenTextures(1, @textureID);
  glBindTexture(0, textureID);
  glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture_bin));


  //any floating point gl call is being converted to fixed prior to being implemented
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective(70, 256.0 / 192.0, 0.1, 40);

  gluLookAt(  0.0, 0.0, 1.0,    //camera possition
              0.0, 0.0, 0.0,    //look at
              0.0, 1.0, 0.0);   //up

  while true do
  begin
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();

    //move it away from the camera
    glTranslatef32(0, 0, floattof32(-1));

    glRotateX(rotateX);
    glRotateY(rotateY);



    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();

    //not a real gl function and will likely change
    glPolyFmt(POLY_ALPHA(31) or POLY_CULL_BACK);

    scanKeys();

    keys := keysHeld();

		if((keys and KEY_UP)) <> 0 then rotateX := rotateX +3;
		if((keys and KEY_DOWN)) <> 0 then rotateX := rotateX -3;
		if((keys and KEY_LEFT)) <> 0 then rotateY := rotateY +3;
		if((keys and KEY_RIGHT)) <> 0 then rotateY := rotateY -3;

    glBindTexture(0, textureID);

    //draw the obj
    glBegin(GL_QUAD);
      glNormal(NORMAL_PACK(0,inttov10(-1),0));

      GFX_TEX_COORD^ := (TEXTURE_PACK(0, inttot16(128)));
      glVertex3v16(floattov16(-0.5),  floattov16(-0.5), 0 );

      GFX_TEX_COORD^ := (TEXTURE_PACK(inttot16(128),inttot16(128)));
      glVertex3v16(floattov16(0.5), floattov16(-0.5), 0 );

      GFX_TEX_COORD^ := (TEXTURE_PACK(inttot16(128), 0));
      glVertex3v16(floattov16(0.5), floattov16(0.5), 0 );

      GFX_TEX_COORD^ := (TEXTURE_PACK(0,0));
      glVertex3v16(floattov16(-0.5),  floattov16(0.5), 0 );

    glEnd();

    glPopMatrix(1);

    glFlush(0);

    swiWaitForVBlank();
  end;

end.