12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091 |
- program SimpleQuad;
- {$mode objfpc}
- uses
- ctypes, nds9;
- var
- rotateX: cfloat = 0.0;
- rotateY: cfloat = 0.0;
- keys: cuint16;
- begin
- //set mode 0, enable BG0 and set it to 3D
- videoSetMode(MODE_0_3D);
- // initialize gl
- 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);
- //this should work the same as the normal gl call
- glViewport(0,0,255,191);
- //any floating point gl call is being converted to fixed prior to being implemented
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(70, 256.0 / 192.0, 0.1, 40);
- gluLookAt( 0.0, 0.0, 1.0, //camera possition
- 0.0, 0.0, 0.0, //look at
- 0.0, 1.0, 0.0); //up
- while true do
- begin
- glPushMatrix();
- //move it away from the camera
- glTranslatef32(0, 0, floattof32(-1));
- glRotateX(rotateX);
- glRotateY(rotateY);
- glMatrixMode(GL_MODELVIEW);
- //not a real gl function and will likely change
- glPolyFmt(POLY_ALPHA(31) or POLY_CULL_NONE);
- scanKeys();
- keys := keysHeld();
- if ((keys and KEY_UP)) <> 0 then rotateX := rotateX + 3;
- if((keys and KEY_DOWN)) <> 0 then rotateX := rotateX - 3;
- if((keys and KEY_LEFT)) <> 0 then rotateY := rotateY + 3;
- if((keys and KEY_RIGHT)) <> 0 then rotateY := rotateY - 3;
- //draw the obj
- glBegin(GL_QUAD);
- glColor3b(255,0,0);
- glVertex3v16(inttov16(-1),inttov16(-1),0);
- glColor3b(0,255,0);
- glVertex3v16(inttov16(1), inttov16(-1), 0);
- glColor3b(0,0,255);
- glVertex3v16(inttov16(1), inttov16(1), 0);
- glColor3b(255,0,255);
- glVertex3v16(inttov16(-1), inttov16(1), 0);
- glEnd();
- glPopMatrix(1);
- glFlush(0);
- swiWaitForVBlank();
- end;
- end.
|