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(****************************************
* NDS NeHe Lesson 02 *
* Author: Dovoto *
****************************************)
program Lesson02;
{$mode objfpc}
uses
ctypes, nds9;
function DrawGLScene(): boolean;
begin
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(-1.5,0.0,-6.0); // Move Left 1.5 Units And Into The Screen 6.0
glBegin(GL_TRIANGLES); // Drawing Using Triangles
glVertex3f( 0.0, 1.0, 0.0); // Top
glVertex3f(-1.0,-1.0, 0.0); // Bottom Left
glVertex3f( 1.0,-1.0, 0.0); // Bottom Right
glEnd(); // Finished Drawing The Triangle
glTranslatef(3.0,0.0,0.0); // Move Right 3 Units
glBegin(GL_QUADS); // Draw A Quad
glVertex3f(-1.0, 1.0, 0.0); // Top Left
glVertex3f( 1.0, 1.0, 0.0); // Top Right
glVertex3f( 1.0,-1.0, 0.0); // Bottom Right
glVertex3f(-1.0,-1.0, 0.0); // Bottom Left
glEnd(); // Done Drawing The Quad
result := true; // Keep Going
end;
var
keys: integer;
begin
// Setup the Main screen for 3D
videoSetMode(MODE_0_3D);
// initialize the geometry engine
glInit();
// 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);
// Set our viewport to be the same size as the screen
glViewPort(0,0,255,191);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, 256.0 / 192.0, 0.1, 100);
// Set the color of the vertices
glColor3f(1, 1, 1);
while true do
begin
//ds specific, several attributes can be set here
glPolyFmt(POLY_ALPHA(31) or POLY_CULL_NONE);
// Set the current matrix to be the model matrix
glMatrixMode(GL_MODELVIEW);
//Push our original Matrix onto the stack (save state)
glPushMatrix();
DrawGLScene();
// Pop our Matrix from the stack (restore state)
glPopMatrix(1);
//a handy little built in function to wait for a screen refresh
swiWaitForVBlank();
// flush to screen
glFlush(0);
scanKeys();
keys := keysDown();
if (keys and KEY_START) <> 0 then break;
end;
end.
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