program PalettedCube; {$L build/texture.bin.o} {$L build/texture1_RGB16_pal.bin.o} {$L build/texture1_RGB16_tex.bin.o} {$L build/texture2_RGB16_pal.bin.o} {$L build/texture2_RGB16_tex.bin.o} {$L build/texture3_RGB16_pal.bin.o} {$L build/texture3_RGB16_tex.bin.o} {$L build/texture4_RGB16_pal.bin.o} {$L build/texture4_RGB16_tex.bin.o} {$L build/texture5_RGB16_pal.bin.o} {$L build/texture5_RGB16_tex.bin.o} {$L build/texture6_RGB4_pal.bin.o} {$L build/texture6_RGB4_tex.bin.o} {$L build/texture7_RGB4_pal.bin.o} {$L build/texture7_RGB4_tex.bin.o} {$L build/texture8_RGB32_A3_pal.bin.o} {$L build/texture8_RGB32_A3_tex.bin.o} {$L build/texture9_RGB32_A3_pal.bin.o} {$L build/texture9_RGB32_A3_tex.bin.o} {$L build/texture10_COMP_tex.bin.o} {$L build/texture10_COMP_texExt.bin.o} {$L build/texture10_COMP_pal.bin.o} {$mode objfpc} uses ctypes, nds9; // most of the following textures were generated from online samples available at // http://www.marlinstudios.com/samples/sampvtf.htm and http://www.3dtotal.com/textures_v15/ {$include inc/texture.bin.inc} {$include inc/texture1_RGB16_pal.bin.inc} {$include inc/texture1_RGB16_tex.bin.inc} {$include inc/texture2_RGB16_pal.bin.inc} {$include inc/texture2_RGB16_tex.bin.inc} {$include inc/texture3_RGB16_pal.bin.inc} {$include inc/texture3_RGB16_tex.bin.inc} {$include inc/texture4_RGB16_pal.bin.inc} {$include inc/texture4_RGB16_tex.bin.inc} {$include inc/texture5_RGB16_pal.bin.inc} {$include inc/texture5_RGB16_tex.bin.inc} {$include inc/texture6_RGB4_pal.bin.inc} {$include inc/texture6_RGB4_tex.bin.inc} {$include inc/texture7_RGB4_pal.bin.inc} {$include inc/texture7_RGB4_tex.bin.inc} {$include inc/texture8_RGB32_A3_pal.bin.inc} {$include inc/texture8_RGB32_A3_tex.bin.inc} {$include inc/texture9_RGB32_A3_pal.bin.inc} {$include inc/texture9_RGB32_A3_tex.bin.inc} {$include inc/texture10_COMP_tex.bin.inc} {$include inc/texture10_COMP_texExt.bin.inc} {$include inc/texture10_COMP_pal.bin.inc} var //verticies for the cube CubeVectors: array [0..23] of v16; //polys CubeFaces: array [0..23] of cuint8; //texture coordinates uv: array [0..3] of cuint32; normals: array [0..5] of cuint32; procedure Initialize(); begin //verticies for the cube CubeVectors[0] := floattov16(-0.5); CubeVectors[1] := floattov16(-0.5); CubeVectors[2] := floattov16(0.5); CubeVectors[3] := floattov16(0.5); CubeVectors[4] := floattov16(-0.5); CubeVectors[5] := floattov16(0.5); CubeVectors[6] := floattov16(0.5); CubeVectors[7] := floattov16(-0.5); CubeVectors[8] := floattov16(-0.5); CubeVectors[9] := floattov16(-0.5); CubeVectors[10] := floattov16(-0.5); CubeVectors[11] := floattov16(-0.5); CubeVectors[12] := floattov16(-0.5); CubeVectors[13] := floattov16(0.5); CubeVectors[14] := floattov16(0.5); CubeVectors[15] := floattov16(0.5); CubeVectors[16] := floattov16(0.5); CubeVectors[17] := floattov16(0.5); CubeVectors[18] := floattov16(0.5); CubeVectors[19] := floattov16(0.5); CubeVectors[20] := floattov16(-0.5); CubeVectors[21] := floattov16(-0.5); CubeVectors[22] := floattov16(0.5); CubeVectors[23] := floattov16(-0.5); //polys CubeFaces[0] := 3; CubeFaces[1] := 2; CubeFaces[2] := 1; CubeFaces[3] := 0; CubeFaces[4] := 0; CubeFaces[5] := 1; CubeFaces[6] := 5; CubeFaces[7] := 4; CubeFaces[8] := 1; CubeFaces[9] := 2; CubeFaces[10] := 6; CubeFaces[11] := 5; CubeFaces[12] := 2; CubeFaces[13] := 3; CubeFaces[14] := 7; CubeFaces[15] := 6; CubeFaces[16] := 3; CubeFaces[17] := 0; CubeFaces[18] := 4; CubeFaces[19] := 7; CubeFaces[20] := 5; CubeFaces[21] := 6; CubeFaces[22] := 7; CubeFaces[23] := 4; //texture coordinates uv[0] := TEXTURE_PACK(inttot16(128), 0); uv[1] := TEXTURE_PACK(inttot16(128), inttot16(128)); uv[2] := TEXTURE_PACK(0, inttot16(128)); uv[3] := TEXTURE_PACK(0, 0); normals[0] := NORMAL_PACK(0, floattov10(-0.97), 0); normals[1] := NORMAL_PACK(0, 0, floattov10(0.97)); normals[2] := NORMAL_PACK(floattov10(0.97), 0, 0); normals[3] := NORMAL_PACK(0, 0, floattov10(-0.97)); normals[4] := NORMAL_PACK(floattov10(-0.97), 0, 0); normals[5] := NORMAL_PACK(0, floattov10(0.97), 0); end; //draw a cube face at the specified color procedure drawQuad(poly: integer); var f1, f2, f3, f4: cuint32; begin f1 := CubeFaces[poly * 4] ; f2 := CubeFaces[poly * 4 + 1] ; f3 := CubeFaces[poly * 4 + 2] ; f4 := CubeFaces[poly * 4 + 3] ; glNormal(normals[poly]); GFX_TEX_COORD^ := (uv[0]); glVertex3v16(CubeVectors[f1*3], CubeVectors[f1*3 + 1], CubeVectors[f1*3 + 2]); GFX_TEX_COORD^ := (uv[1]); glVertex3v16(CubeVectors[f2*3], CubeVectors[f2*3 + 1], CubeVectors[f2*3 + 2]); GFX_TEX_COORD^ := (uv[2]); glVertex3v16(CubeVectors[f3*3], CubeVectors[f3*3 + 1], CubeVectors[f3*3 + 2]); GFX_TEX_COORD^ := (uv[3]); glVertex3v16(CubeVectors[f4*3], CubeVectors[f4*3 + 1], CubeVectors[f4*3 + 2]); end; var textureIDS: array [0..10] of cint; i, j: integer; rotateX: cfloat = 0.0; rotateY: cfloat = 0.0; keyspressed: cuint16; keys: cuint16; nTexture: integer; compTexture: pcuint8; begin Initialize(); lcdMainOnTop(); //set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); //Because of letting the user manipulate which video banks the program will use, // I chose to manually set the console data into Bank I, as the demo default uses Bank C. videoSetModeSub(MODE_0_2D); vramSetBankI(VRAM_I_SUB_BG_0x06208000); consoleInit(nil, 0, BgType_Text4bpp, BgSize_T_256x256, 23, 2, false, true); // initialize gl glInit(); //enable textures glEnable(GL_TEXTURE_2D); // 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); //ds uses a table for shinyness..this generates a half-ass one glMaterialShinyness(); // setup other material properties glMaterialf(GL_AMBIENT, RGB15(16,16,16)); glMaterialf(GL_DIFFUSE, RGB15(20,20,20)); glMaterialf(GL_SPECULAR, BIT(15) or RGB15(8,8,8)); glMaterialf(GL_EMISSION, RGB15(5,5,5)); // setup the lighting glLight(0, RGB15(31,31,31) , 0, floattov10(-0.5), floattov10(-0.85)); //You may comment/uncomment what you like, as the integration of nglVideo into libnds works // by examining the state of the banks, and deciding where to put textures/texpalettes based on that. //There are some exceptions to get certain stuff working though... // At least one main bank (A-D) must be allocated to textures to load/use them obviously, as well as // sub banks (E-G) for texture palettes // Compressed textures require bank B allocated, as well as bank A or C (or both) to be loadable/usable // 4 color palettes (not 4-bit) require either bank E, or bank F/G as slot0/1 //vramSetBankA(VRAM_A_TEXTURE); vramSetBankB(VRAM_B_TEXTURE); vramSetBankC(VRAM_C_TEXTURE); //vramSetBankD(VRAM_D_TEXTURE); //vramSetBankE(VRAM_E_TEX_PALETTE); vramSetBankF(VRAM_F_TEX_PALETTE_SLOT0); vramSetBankG(VRAM_G_TEX_PALETTE_SLOT5); glGenTextures(11, textureIDS); // inital full 16 bit colour texture glBindTexture(0, textureIDS[0]); glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture_bin)); // Load a 16 colour texture glBindTexture(0, textureIDS[1]); glTexImage2D(0, 0, GL_RGB16, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture1_RGB16_tex_bin)); glColorTableEXT(0, 0, 16, 0, 0, pcuint16(@texture1_RGB16_pal_bin)); // Just to show that this works, let's go and delete that very first texture that was loaded glDeleteTextures(1, @textureIDS[0]); // Load some more 16 color textures glBindTexture(0, textureIDS[2]); glTexImage2D(0, 0, GL_RGB16, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture2_RGB16_tex_bin)); glColorTableEXT( 0, 0, 16, 0, 0, pcuint16(@texture2_RGB16_pal_bin)); glBindTexture(0, textureIDS[3]); glTexImage2D(0, 0, GL_RGB16, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture3_RGB16_tex_bin)); glColorTableEXT( 0, 0, 16, 0, 0, pcuint16(@texture3_RGB16_pal_bin)); // Now, re-generate the first texture, who's VRAM position won't be the same as before in the end glGenTextures(1, @textureIDS[0]); glBindTexture(0, textureIDS[4]); glTexImage2D(0, 0, GL_RGB16, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture4_RGB16_tex_bin)); glColorTableEXT( 0, 0, 16, 0, 0, pcuint16(@texture4_RGB16_pal_bin)); glBindTexture(0, textureIDS[5]); glTexImage2D(0, 0, GL_RGB16, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture5_RGB16_tex_bin)); glColorTableEXT(0, 0, 16, 0, 0, pcuint16(@texture5_RGB16_pal_bin)); // Load some 4 colour textures glBindTexture(0, textureIDS[6]); glTexImage2D(0, 0, GL_RGB4, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture6_RGB4_tex_bin)); glColorTableEXT(0, 0, 4, 0, 0, pcuint16(@texture6_RGB4_pal_bin)); glBindTexture(0, textureIDS[7]); glTexImage2D(0, 0, GL_RGB4, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture7_RGB4_tex_bin)); glColorTableEXT(0, 0, 4, 0, 0, pcuint16(@texture7_RGB4_pal_bin)); // Load some 32 colour textures, 8 levels of alpha glBindTexture(0, textureIDS[8]); glTexImage2D(0, 0, GL_RGB32_A3, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture8_RGB32_A3_tex_bin)); glColorTableEXT(0, 0, 32, 0, 0, pcuint16(@texture8_RGB32_A3_pal_bin)); glBindTexture(0, textureIDS[9]); glTexImage2D(0, 0, GL_RGB32_A3, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture9_RGB32_A3_tex_bin)); glColorTableEXT(0, 0, 32, 0, 0, pcuint16(@texture9_RGB32_A3_pal_bin)); // Load a 4x4 texel compressed texture // The tiles and header need to be combined together in that order // If this data is already pre-combined together, then you can just send it into the nglTexImage2D function compTexture := pcuint8(malloc(texture10_COMP_tex_bin_size + texture10_COMP_texExt_bin_size)); swiCopy(@texture10_COMP_tex_bin, compTexture, (texture10_COMP_tex_bin_size shr 2) or COPY_MODE_WORD); swiCopy(@texture10_COMP_texExt_bin, compTexture + texture10_COMP_tex_bin_size, (texture10_COMP_texExt_bin_size shr 2) or COPY_MODE_WORD); glBindTexture(0, textureIDS[10]); glTexImage2D(0, 0, GL_COMPRESSED, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@compTexture)); glColorTableEXT(0, 0, texture10_COMP_pal_bin_size shr 1, 0, 0, pcuint16(@texture10_COMP_pal_bin)); // Now, let's reload the full 16 bit color texture was had it's name deleted and regenerated glBindTexture(0, textureIDS[0]); glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture_bin)); iprintf(#$1b'[4;8HPaletted Cube'); iprintf(#$1b'[6;2HRight/Left shoulder to switch'); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, 256.0 / 192.0, 0.1, 40); gluLookAt( 0.0, 0.0, 2.0, //camera possition 0.0, 0.0, 0.0, //look at 0.0, 1.0, 0.0); //up //not a real gl function and will likely change glPolyFmt(POLY_ALPHA(31) or POLY_CULL_NONE or POLY_FORMAT_LIGHT0 or POLY_ID(1)); glColor3f(1,1,1); glMatrixMode(GL_MODELVIEW); nTexture := 0; while true do begin glPushMatrix(); glRotateX(rotateX); glRotateY(rotateY); 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; keysPressed := keysDown(); if (keysPressed and KEY_R) = 0 then begin inc(nTexture); if( nTexture = 11 ) then nTexture := 0; end; if (keysPressed and KEY_L) = 0 then begin dec(nTexture); if( nTexture = -1 ) then nTexture := 10; end; glBindTexture(0, textureIDS[nTexture]); //draw the obj glBegin(GL_QUAD); for i := 0 to 5 do drawQuad(i); glEnd(); glPopMatrix(1); glFlush(0); swiWaitForVBlank(); if (keysPressed and KEY_START) <> 0 then break; end; end.