| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240 | 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 colorprocedure 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();        //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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