summaryrefslogtreecommitdiff
path: root/packages/libndsfpc/examples/graphics/3D/nehe/lesson09/lesson09.pp
blob: 1daa9817a97c8a91495ba45f3133057bc1f2a747 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
(****************************************
 * 		NDS NeHe Lesson 09    			*
 * 		Author: dovoto
 *		DS does not appear to support 
		the features needed for this demo
 ****************************************)

program Lesson09;
{$L build/star.pcx.o}

{$mode objfpc}

uses
  ctypes, nds9;

type
  TStars = record       // Create A Structure For Star
    r, g, b: cint;   // Stars Color
    dist: cfloat;       // Stars Distance From Center
    angle: cfloat;      // Stars Current Angle
  end;


{$include inc/star.pcx.inc}


var
  twinkle: boolean;		// Twinkling Stars
  tp: boolean;				// 'T' Key Pressed?

const	
  num = 50;		// Number Of Stars To Draw


var
  star: array [0..num-1] of TStars;		// Need To Keep Track Of 'num' Stars
  zoom: cfloat = -15.0;	// Distance Away From Stars
  tilt: cfloat = 90.0;		// Tilt The View
  spin: cfloat;			// Spin Stars

  loop: integer;			// General Loop Variable
  texture: array [0..0] of integer;			// Storage For One textures



// Load PCX files And Convert To Textures
function LoadGLTextures(): boolean;									// Load PCX files And Convert To Textures
var
	pcx: sImage;                //////////////(NEW) and different from nehe.
begin
	//load our texture
	loadPCX(pcuint8(Star_pcx), @pcx);
	
	image8to16(@pcx);

	glGenTextures(1, @texture[0]);
	glBindTexture(0, texture[0]);
	glTexImage2D(0, 0, GL_RGBA, 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
var
  loop: integer;
begin
	glBindTexture(GL_TEXTURE_2D, texture[0]);			// Select Our Texture

	for loop := 0 to num - 1 do						// Loop Through All The Stars
	begin
		glLoadIdentity();								// Reset The View Before We Draw Each Star
		glTranslatef(0.0, 0.0, zoom);					// Zoom Into The Screen (Using The Value In 'zoom')
		glRotatef(tilt, 1.0, 0.0, 0.0);					// Tilt The View (Using The Value In 'tilt')
		glRotatef(star[loop].angle, 0.0, 1.0, 0.0);		// Rotate To The Current Stars Angle
		glTranslatef(star[loop].dist, 0.0, 0.0);		// Move Forward On The X Plane
		glRotatef(-star[loop].angle, 0.0, 1.0, 0.0);	// Cancel The Current Stars Angle
		glRotatef(-tilt, 1.0, 0.0, 0.0);				// Cancel The Screen Tilt
		
		if (twinkle) then
		begin
			glColor3b(star[(num-loop)-1].r,star[(num-loop)-1].g,star[(num-loop)-1].b);  ///different
			glBegin(GL_QUADS);
				glTexCoord2f(0.0, 0.0); glVertex3f(-1.0,-1.0, 0.0);
				glTexCoord2f(1.0, 0.0); glVertex3f( 1.0,-1.0, 0.0);
				glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 0.0);
				glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
			glEnd();
		end;

		glRotatef(spin, 0.0, 0.0, 1.0);
		glColor3b(star[loop].r,star[loop].g,star[loop].b);                            //different
		glBegin(GL_QUADS);
			glTexCoord2f(0.0, 0.0); glVertex3f(-1.0,-1.0, 0.0);
			glTexCoord2f(1.0, 0.0); glVertex3f( 1.0,-1.0, 0.0);
			glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 0.0);
			glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
		glEnd();

		spin := spin + 0.01;
		star[loop].angle := star[loop].angle + cfloat(loop) / num;
		star[loop].dist := star[loop].dist - 0.01;
		if (star[loop].dist < 0.0) then
		begin
			star[loop].dist := star[loop].dist + 5.0;
			star[loop].r := random(256);
			star[loop].g := random(256);
			star[loop].b := random(256);
		end;
	end;
	result := true;															// Keep Going

end;


begin
  Randomize;
	// 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 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);
	
	// enable textures
	glEnable(GL_TEXTURE_2D);
	
	// enable alpha blending
	glEnable(GL_BLEND);

	// 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);
	glColor3f(1,1,1);
	
	//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, 0, floattov10(-1.0));
	
	//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();
	
	glPolyFmt(POLY_ALPHA(15) or POLY_CULL_BACK or POLY_FORMAT_LIGHT0);

	glMatrixMode(GL_MODELVIEW);
	
	while true do
	begin
		DrawGLScene();
		
		// flush to screen	
		glFlush(0);
		
		// wait for the screen to refresh
		swiWaitForVBlank();
	end;
	
end.