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(****************************************
* 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.
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