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program Lesson11;
{$L build/drunkenlogo.pcx.o}
{$mode objfpc}
uses
ctypes, nds9;
{$include inc/drunkenlogo.pcx.inc}
var
points: array [0..63, 0..31, 0..2] of v16; // The Array For The Points On The Grid Of Our "Wave"
wiggle_count: integer = 0; // Counter Used To Control How Fast Flag Waves
xrot: cfloat; // X Rotation ( NEW )
yrot: cfloat; // Y Rotation ( NEW )
zrot: cfloat; // Z Rotation ( NEW )
hold: v16; // Temporarily Holds A Floating Point Value
texture: array [0..0] of integer; // Storage For 3 Textures (only going to use 1 on the DS for this demo)
function sin(angle: cfloat): cfloat;
var
s: cint32;
begin
s := sinLerp(cint((angle * DEGREES_IN_CIRCLE) / 360.0));
result := f32tofloat(s);
end;
function cos(angle: cfloat): cfloat;
var
c: int32;
begin
c := cosLerp(cint((angle * DEGREES_IN_CIRCLE) / 360.0));
result := f32tofloat(c);
end;
function DrawGLScene(): boolean; // Here's Where We Do All The Drawing
var
x, y: integer;
float_x, float_y, float_xb, float_yb: t16;
begin
glColor3b(255,255,255); // set the vertex color
glLoadIdentity(); // Reset The View
glTranslatef(0.0,0.0,-12.0);
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);
for x := 0 to 30 do
begin
for y := 0 to 30 do
begin
float_x := inttot16(x) shl 2;
float_y := inttot16(y) shl 2;
float_xb := inttot16(x+1) shl 2;
float_yb := inttot16(y+1) shl 2;
glTexCoord2t16( float_x, float_y);
glVertex3v16( points[x][y][0], points[x][y][1], points[x][y][2] );
glTexCoord2t16( float_x, float_yb );
glVertex3v16( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2] );
glTexCoord2t16( float_xb, float_yb );
glVertex3v16( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2] );
glTexCoord2t16( float_xb, float_y );
glVertex3v16( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2] );
end;
end;
glEnd();
if ( wiggle_count = 2 ) then
begin
for y := 0 to 31 do
begin
hold := points[0][y][2];
for x := 0 to 31 do
begin
points[x][y][2] := points[x+1][y][2];
end;
points[31][y][2]:=hold;
end;
wiggle_count := 0;
end;
inc(wiggle_count);
xrot:=xrot+0.3;
yrot:=yrot+0.2;
zrot:=zrot+0.4;
result := true; // Everything Went OK
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);
result := true;
end;
procedure InitGL();
var
x, y: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);
// Set our viewport to be the same size as the screen
glViewPort(0,0,255,191);
// 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);
LoadGLTextures();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, 256.0 / 192.0, 0.1, 100);
//need to set up some material properties since DS does not have them set by default
glMaterialf(GL_AMBIENT, RGB15(31,31,31));
glMaterialf(GL_DIFFUSE, RGB15(31,31,31));
glMaterialf(GL_SPECULAR, BIT(15) or RGB15(16,16,16));
glMaterialf(GL_EMISSION, RGB15(31,31,31));
//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 );
for x:=0 to 31 do
begin
for y:=0 to 31 do
begin
points[x][y][0] := (inttov16(x) div 4);
points[x][y][1] := (inttov16(y) div 4);
points[x][y][2] := sinLerp(x * (DEGREES_IN_CIRCLE div 32));
end;
end;
end;
begin
InitGL();
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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