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(****************************************
* NDS NeHe Lesson 08 *
* Author: Ethos *
****************************************)
program Lesson08;
{$L build/drunkenlogo.pcx.o}
{$mode objfpc}
uses
ctypes, nds9;
{$include inc/drunkenlogo.pcx.inc}
var
light: boolean; // Lighting ON/OFF ( NEW )
lp: boolean; // L Pressed? ( NEW )
xrot: cfloat; // X Rotation
yrot: cfloat; // Y Rotation
xspeed: cfloat; // X Rotation Speed
yspeed: cfloat; // Y Rotation Speed
z: cfloat = -5.0; // Depth Into The Screen
texture: array [0..2] of integer; // Storage For 3 Textures (only going to use 1 on the DS for this demo)
const
LightAmbient: array [0..3] of cfloat = ( 0.5, 0.5, 0.5, 1.0 );
LightDiffuse: array [0..3] of cfloat = ( 1.0, 1.0, 1.0, 1.0 );
LightPosition: array [0..3] of cfloat = ( 0.0, 0.0, 2.0, 1.0 );
function DrawGLScene(): boolean; // Here's Where We Do All The Drawing
begin
glLoadIdentity(); // Reset The View
glTranslatef(0.0,0.0,z);
glRotatef(xrot,1.0,0.0,0.0);
glRotatef(yrot,0.0,1.0,0.0);
glPolyFmt(POLY_ALPHA(31) or POLY_CULL_NONE or POLY_FORMAT_LIGHT0);
glBindTexture(GL_TEXTURE_2D, texture[0]); //no filters to swtich between
glBegin(GL_QUADS);
// Front Face
glNormal3f( 0.0, 0.0, 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);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 1.0);
// Back Face
glNormal3f( 0.0, 0.0,-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);
glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0);
// Top Face
glNormal3f( 0.0, 1.0, 0.0);
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);
glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0);
// Bottom Face
glNormal3f( 0.0,-1.0, 0.0);
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);
glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 1.0);
// Right face
glNormal3f( 1.0, 0.0, 0.0);
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);
glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, 1.0);
glEnd();
glPolyFmt(POLY_ALPHA(15) or POLY_CULL_BACK or POLY_FORMAT_LIGHT0);
glBegin(GL_QUADS);
// Left Face
glNormal3f(-1.0, 0.0, 0.0);
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);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0);
glEnd();
xrot := xrot+xspeed;
yrot := yrot+yspeed;
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
pressed: integer;
held: 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);
glEnable(GL_BLEND);
// 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 up a directional ligth arguments are light number (0-3), light color,
//and an x,y,z vector that points in the direction of the light
glLight(0, RGB15(31,31,31) , 0, floattov10(-1.0), 0);
glColor3f(1,1,1);
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 the current matrix to be the model matrix
glMatrixMode(GL_MODELVIEW);
while true do
begin
//these little button functions are pretty handy
scanKeys();
held := keysHeld();
pressed := keysDown();
if (held and KEY_R) <> 0 then z := z - 0.02;
if (held and KEY_L) <> 0 then z := z + 0.02;
if (held and KEY_LEFT) <> 0 then xspeed := xspeed - 0.01;
if (held and KEY_RIGHT) <> 0 then xspeed := xspeed + 0.01;
if (held and KEY_UP) <> 0 then yspeed := yspeed + 0.01;
if (held and KEY_DOWN) <> 0 then yspeed := yspeed - 0.01;
DrawGLScene();
// flush to screen
glFlush(0);
// wait for the screen to refresh
swiWaitForVBlank();
if (pressed and KEY_START) then break;
end;
end.
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