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- program TexturedCube;
- {$L build/texture.bin.o}
- {$mode objfpc}
- uses
- ctypes, nds9;
- //texture_bin.h is created automagicaly from the texture.bin placed in arm9/resources
- //texture.bin is a raw 128x128 16 bit image. I will release a tool for texture conversion
- //later
- {$include inc/texture.bin.inc}
- var
- CubeVectors: array [0..23] of v16;
- CubeFaces: array [0..23] of u8;
- uv: array [0..3] of u32;
- normals: array [0..5] of u32;
- 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: u32;
- 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;
- procedure DisplayEnableMotionBlur();
- var
- dispcnt: cuint32;
- begin
- dispcnt := REG_DISPCNT^;
- //set main display to display from VRAM
- dispcnt := dispcnt and ($00030000 xor $FFFFFFFF);
- dispcnt := dispcnt or (2 shl 16); //choose to display screen from VRAM
- dispcnt := dispcnt and ($000C0000 xor $FFFFFFFF);
- dispcnt := dispcnt or (1 shl 18); //choose to display screen from VRAM_B
- REG_DISPCNT^ := dispcnt;
- end;
-
- procedure DisplayEnableNormal();
- var
- dispcnt: cuint32;
- begin
- dispcnt := REG_DISPCNT^;
- dispcnt := dispcnt and ($00030000 xor $FFFFFFFF);
- dispcnt := dispcnt or (1 shl 16); //choose to display screen from normal layer composition
- REG_DISPCNT^ := dispcnt;
- end;
- var
- textureID: integer;
- i: integer;
- rotateX: cfloat = 0.0;
- rotateY: cfloat = 0.0;
- keys: cuint16;
- displayBlurred: boolean;
- begin
- Initialize();
- //set mode 0, enable BG0 and set it to 3D
- videoSetMode(MODE_0_3D);
- // initialize gl
- glInit();
- //enable textures
- glEnable(GL_TEXTURE_2D);
- //this should work the same as the normal gl call
- 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);
- vramSetBankB(VRAM_B_LCD);
- REG_DISPCAPCNT^ := DCAP_MODE(DCAP_MODE_BLEND) //blend source A and source B
- //or DCAP_SRC_ADDR //this is not used since we are setting the display to render from VRAM
- or DCAP_SRC_B(DCAP_SRC_B_VRAM)
- or DCAP_SRC_A(DCAP_SRC_A_3DONLY)
- or DCAP_SIZE(DCAP_SIZE_256x192)
- or DCAP_OFFSET(0) //where to write the captured data within our chosen VRAM bank
- or DCAP_BANK(DCAP_BANK_VRAM_B)
- or DCAP_B(12) //blend mostly from B to make a very dramatic effect
- or DCAP_A(4) //and blend only a little bit from the new scene
- ;
- //but, dramatic effects tend to leave some garbage on the screen since the precision of the math is low,
- //and we're not putting a lot of dampening on the effect.
- //a more realistic value might be 8 and 8, but perhaps in a more complex 3d scene the garbage isn't such a bad thing
- //since the scene is changing constantly
-
- DisplayEnableMotionBlur();
- displayBlurred := true;
-
-
- vramSetBankA(VRAM_A_TEXTURE);
- glGenTextures(1, @textureID);
- glBindTexture(0, textureID);
- glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture_bin));
- //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
- glLight(0, RGB15(31,31,31) , 0, floattov10(-1.0), 0);
- glLight(1, RGB15(31,0,31), 0, floattov10(1) - 1, 0);
- glLight(2, RGB15(0,31,0) , floattov10(-1.0), 0, 0);
- glLight(3, RGB15(0,0,31) , floattov10(1.0) - 1, 0, 0);
- glPushMatrix();
- //move it away from the camera
- glTranslatef32(0, 0, floattof32(-1));
- glRotateX(rotateX);
- glRotateY(rotateY);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glMaterialf(GL_AMBIENT, RGB15(8,8,8));
- glMaterialf(GL_DIFFUSE, RGB15(16,16,16));
- glMaterialf(GL_SPECULAR, BIT(15) or RGB15(8,8,8));
- glMaterialf(GL_EMISSION, RGB15(5,5,5));
- //ds uses a table for shinyness..this generates a half-ass one
- glMaterialShinyness();
- //not a real gl function and will likely change
- glPolyFmt(POLY_ALPHA(31) or POLY_CULL_BACK or POLY_FORMAT_LIGHT0 or POLY_FORMAT_LIGHT1 or
- POLY_FORMAT_LIGHT2 or POLY_FORMAT_LIGHT3 ) ;
- 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;
- if (keysDown() and KEY_A) <> 0 then
- begin
- displayBlurred := not displayBlurred;
- if displayBlurred then
- DisplayEnableMotionBlur()
- else
- DisplayEnableNormal();
- end;
- glBindTexture(0, textureID);
- //draw the obj
- glBegin(GL_QUAD);
- for i := 0 to 5 do
- drawQuad(i);
- glEnd();
- glPopMatrix(1);
- glFlush(0);
- swiWaitForVBlank();
-
- if (keys and KEY_START) <> 0 then break;
-
- //the display capture enable bit must be set again each frame if you want to continue capturing.
- REG_DISPCAPCNT^ := REG_DISPCAPCNT^ or DCAP_ENABLE;
- end;
- end.
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