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(****************************************
 *    NDS NeHe Lesson 06          *
 *    Author: Dovoto          *
 ****************************************)
program Lesson06;
{$L build/drunkenlogo.pcx.o}

{$mode objfpc}

uses
  ctypes, nds9;

{$include inc/drunkenlogo.pcx.inc}

var
  xrot: cfloat;       // X Rotation ( NEW )
  yrot: cfloat;       // Y Rotation ( NEW )
  zrot: cfloat;       // Z Rotation ( NEW )
  
  texture: array [0..0] of integer;     // Storage For One Texture ( NEW )



function DrawGLScene(): boolean;                      // Here's Where We Do All The Drawing
begin
  glLoadIdentity();                 // Reset The View
  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;


function LoadGLTextures(): boolean;                 // Load PCX files And Convert To Textures
var
  pcx: sImage;                //////////////(NEW) and different from nehe.
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;

var
  keys: integer;
begin 

  // Setup the Main screen for 3D 
  videoSetMode(MODE_0_3D);
  vramSetBankA(VRAM_A_TEXTURE);                        //NEW  must set up some memory for textures

  // initialize the geometry engine
  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);
  
  // Set our viewport to be the same size as the screen
  glViewport(0,0,255,191);
  
  LoadGLTextures();
  
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective(70, 256.0 / 192.0, 0.1, 100);
  
  // Set the current matrix to be the model matrix
  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();
  
  //ds specific, several attributes can be set here 
  glPolyFmt(POLY_ALPHA(31) or POLY_CULL_NONE  or POLY_FORMAT_LIGHT0 or POLY_FORMAT_LIGHT1 or POLY_FORMAT_LIGHT2);
  
  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));

  while true do
  begin

    glColor3f(1,1,1);

    DrawGLScene();
    
    // flush to screen  
    glFlush(0);

    swiWaitForVBlank(); 

    scanKeys();
    keys := keysDown();
    if (keys and KEY_START) <> 0 then break;
  end;
end.