program lesson6; {$J+} {$macro on} {$mode objfpc} uses cmem, ctypes, gctypes, gccore; {$include inc/NeHe.tpl.inc} {$link build/NeHe.tpl.o} { from NeHe.h} const nehe = 0; const DEFAULT_FIFO_SIZE = (256 * 1024); var frameBuffer: array [0..1] of pcuint32 = (nil, nil); rmode: PGXRModeObj = nil; yscale: f32; xfbHeight: cuint32; fb: cuint32 = 0; rquad: f32 = 0.0; view, model, modelview: Mtx; perspective: Mtx44; first_frame: cuint32 = 1; texture: GXTexObj; gpfifo: pointer = nil; background: GXColor = (r:0; g:0; b:0; a:$ff;); cam : guVector = (x: 0.0; y: 0.0; z: 0.0;); up : guVector = (x: 0.0; y: 1.0; z: 0.0;); look : guVector = (x: 0.0; y: 0.0; z:-1.0;); cubeAxis: guVector = (x: 1.0; y: 1.0; z: 1.0;); neheTPL: TPLFile; w, h: f32; begin VIDEO_Init(); WPAD_Init(); rmode := VIDEO_GetPreferredMode(nil); // allocate 2 framebuffers for double buffering frameBuffer[0] := SYS_AllocateFramebuffer(rmode); frameBuffer[1] := SYS_AllocateFramebuffer(rmode); VIDEO_Configure(rmode); VIDEO_SetNextFramebuffer(frameBuffer[fb]); VIDEO_Flush(); VIDEO_WaitVSync(); if (rmode^.viTVMode and VI_NON_INTERLACE) <> 0 then VIDEO_WaitVSync(); // allocate the fifo buffer gpfifo := memalign(32, DEFAULT_FIFO_SIZE); memset(gpfifo, 0, DEFAULT_FIFO_SIZE); fb := fb xor 1; // init the flipper GX_Init(gpfifo, DEFAULT_FIFO_SIZE); // clears the bg to color and clears the z buffer GX_SetCopyClear(background, $00ffffff); // other gx setup GX_SetViewport(0, 0, rmode^.fbWidth, rmode^.efbHeight, 0, 1); yscale := GX_GetYScaleFactor(rmode^.efbHeight, rmode^.xfbHeight); xfbHeight := GX_SetDispCopyYScale(yscale); GX_SetScissor(0, 0, rmode^.fbWidth, rmode^.efbHeight); GX_SetDispCopySrc(0, 0, rmode^.fbWidth, rmode^.efbHeight); GX_SetDispCopyDst(rmode^.fbWidth, xfbHeight); GX_SetCopyFilter(rmode^.aa, rmode^.sample_pattern, GX_TRUE, rmode^.vfilter); if rmode^.viHeight = 2 * rmode^.xfbHeight then GX_SetFieldMode(rmode^.field_rendering, GX_ENABLE) else GX_SetFieldMode(rmode^.field_rendering, GX_DISABLE); if (rmode^.aa) <> 0 then GX_SetPixelFmt(GX_PF_RGB565_Z16, GX_ZC_LINEAR) else GX_SetPixelFmt(GX_PF_RGB8_Z24, GX_ZC_LINEAR); GX_SetCullMode(GX_CULL_NONE); GX_CopyDisp(frameBuffer[fb],GX_TRUE); GX_SetDispCopyGamma(GX_GM_1_0); // setup the vertex attribute table // describes the data // args: vat location 0-7, type of data, data format, size, scale // so for ex. in the first call we are sending position data with // 3 values X,Y,Z of size F32. scale sets the number of fractional // bits for non float data. GX_ClearVtxDesc(); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGB8, 0); // set number of rasterized color channels GX_SetNumChans(1); //set number of textures to generate GX_SetNumTexGens(1); // setup texture coordinate generation // args: texcoord slot 0-7, matrix type, source to generate texture coordinates from, matrix to use GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); GX_InvVtxCache(); GX_InvalidateTexAll(); TPL_OpenTPLFromMemory(@neheTPL, @NeHe_tpl[0], NeHe_tpl_size); TPL_GetTexture(@neheTPL, nehe, @texture); // setup our camera at the origin // looking down the -z axis with y up guLookAt(view, @cam, @up, @look); // setup our projection matrix // this creates a perspective matrix with a view angle of 90, // and aspect ratio based on the display resolution w := rmode^.viWidth; h := rmode^.viHeight; guPerspective(perspective, 45, f32(w / h), 0.1, 300.0); GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE); while true do begin WPAD_ScanPads(); if (WPAD_ButtonsDown(0) and WPAD_BUTTON_HOME) <> 0 then exit; GX_SetTevOp(GX_TEVSTAGE0,GX_REPLACE); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); GX_LoadTexObj(@texture, GX_TEXMAP0); guMtxIdentity(model); guMtxRotAxisDeg(model, @cubeAxis, rquad); guMtxTransApply(model, model, 1.5, 0.0, -7.0); guMtxConcat(view, model, modelview); // load the modelview matrix into matrix memory GX_LoadPosMtxImm(modelview, GX_PNMTX0); GX_Begin(GX_QUADS, GX_VTXFMT0, 24); // Draw a Cube GX_Position3f32(-1.0, 1.0,-1.0); // Top Left of the quad (top) GX_Color3f32( 0.0, 1.0, 0.0); // Set The Color To Green GX_TexCoord2f32( 0.0, 0.0); GX_Position3f32(-1.0, 1.0, 1.0); // Top Right of the quad (top) GX_Color3f32( 0.0, 1.0, 0.0); // Set The Color To Green GX_TexCoord2f32( 1.0, 0.0); GX_Position3f32(-1.0,-1.0, 1.0); // Bottom Right of the quad (top) GX_Color3f32( 0.0, 1.0, 0.0); // Set The Color To Green GX_TexCoord2f32( 1.0, 1.0); GX_Position3f32(-1.0,-1.0,-1.0); // Bottom Left of the quad (top) GX_Color3f32( 0.0, 1.0, 0.0); // Set The Color To Green GX_TexCoord2f32( 0.0, 1.0); GX_Position3f32( 1.0, 1.0,-1.0); // Top Left of the quad (bottom) GX_Color3f32( 1.0, 0.5, 0.0); // Set The Color To Orange GX_TexCoord2f32( 0.0, 0.0); GX_Position3f32( 1.0,-1.0,-1.0); // Top Right of the quad (bottom) GX_Color3f32( 1.0, 0.5, 0.0); // Set The Color To Orange GX_TexCoord2f32( 1.0, 0.0); GX_Position3f32( 1.0,-1.0, 1.0); // Bottom Right of the quad (bottom) GX_Color3f32( 1.0, 0.5, 0.0); // Set The Color To Orange GX_TexCoord2f32( 1.0, 1.0); GX_Position3f32( 1.0, 1.0, 1.0); // Bottom Left of the quad (bottom) GX_Color3f32( 1.0, 0.5, 0.0); // Set The Color To Orange GX_TexCoord2f32( 0.0, 1.0); GX_Position3f32(-1.0,-1.0, 1.0); // Top Right Of The Quad (Front) GX_Color3f32( 1.0, 0.0, 0.0); // Set The Color To Red GX_TexCoord2f32( 0.0, 0.0); GX_Position3f32( 1.0,-1.0, 1.0); // Top Left Of The Quad (Front) GX_Color3f32( 1.0, 0.0, 0.0); // Set The Color To Red GX_TexCoord2f32( 1.0, 0.0); GX_Position3f32( 1.0,-1.0,-1.0); // Bottom Left Of The Quad (Front) GX_Color3f32( 1.0, 0.0, 0.0); // Set The Color To Red GX_TexCoord2f32( 1.0, 1.0); GX_Position3f32(-1.0,-1.0,-1.0); // Bottom Right Of The Quad (Front) GX_Color3f32( 1.0, 0.0, 0.0); // Set The Color To Red GX_TexCoord2f32( 0.0, 1.0); GX_Position3f32(-1.0, 1.0, 1.0); // Bottom Left Of The Quad (Back) GX_Color3f32( 1.0, 1.0, 0.0); // Set The Color To Yellow GX_TexCoord2f32( 0.0, 0.0); GX_Position3f32(-1.0, 1.0,-1.0); // Bottom Right Of The Quad (Back) GX_Color3f32( 1.0, 1.0, 0.0); // Set The Color To Yellow GX_TexCoord2f32( 1.0, 0.0); GX_Position3f32( 1.0, 1.0,-1.0); // Top Right Of The Quad (Back) GX_Color3f32( 1.0, 1.0, 0.0); // Set The Color To Yellow GX_TexCoord2f32( 1.0, 1.0); GX_Position3f32( 1.0, 1.0, 1.0); // Top Left Of The Quad (Back) GX_Color3f32( 1.0, 1.0, 0.0); // Set The Color To Yellow GX_TexCoord2f32( 0.0, 1.0); GX_Position3f32( 1.0,-1.0,-1.0); // Top Right Of The Quad (Left) GX_Color3f32( 0.0, 0.0, 1.0); // Set The Color To Blue GX_TexCoord2f32( 0.0, 0.0); GX_Position3f32( 1.0, 1.0,-1.0); // Top Left Of The Quad (Left) GX_Color3f32( 0.0, 0.0, 1.0); // Set The Color To Blue GX_TexCoord2f32( 1.0, 0.0); GX_Position3f32(-1.0, 1.0,-1.0); // Bottom Left Of The Quad (Left) GX_Color3f32( 0.0, 0.0, 1.0); // Set The Color To Blue GX_TexCoord2f32( 1.0, 1.0); GX_Position3f32(-1.0,-1.0,-1.0); // Bottom Right Of The Quad (Left) GX_Color3f32( 0.0, 0.0, 1.0); // Set The Color To Blue GX_TexCoord2f32( 0.0, 1.0); GX_Position3f32( 1.0,-1.0, 1.0); // Top Right Of The Quad (Right) GX_Color3f32( 1.0, 0.0, 1.0); // Set The Color To Violet GX_TexCoord2f32( 0.0, 0.0); GX_Position3f32(-1.0,-1.0, 1.0); // Top Left Of The Quad (Right) GX_Color3f32( 1.0, 0.0, 1.0); // Set The Color To Violet GX_TexCoord2f32( 1.0, 0.0); GX_Position3f32(-1.0, 1.0, 1.0); // Bottom Left Of The Quad (Right) GX_Color3f32( 1.0, 0.0, 1.0); // Set The Color To Violet GX_TexCoord2f32( 1.0, 1.0); GX_Position3f32( 1.0, 1.0, 1.0); // Bottom Right Of The Quad (Right) GX_Color3f32( 1.0, 0.0, 1.0); // Set The Color To Violet GX_TexCoord2f32( 0.0, 1.0); GX_End(); // Done Drawing The Quad GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE); GX_SetColorUpdate(GX_TRUE); GX_CopyDisp(frameBuffer[fb],GX_TRUE); GX_DrawDone(); VIDEO_SetNextFramebuffer(frameBuffer[fb]); if (first_frame) <> 0 then begin first_frame := 0; VIDEO_SetBlack(FALSE); end; VIDEO_Flush(); VIDEO_WaitVSync(); fb := fb xor 1; rquad := rquad - 0.15; // Decrease The Rotation Variable For The Quad ( NEW ) end; end.