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program embedded_gbfs;
{$mode objfpc}
{$L build/data.gbfs.o}
uses
ctypes, nds9, gbfs;
var
data_gbfs: GBFS_FILE; cvar; external;
const
piover180: cfloat = 0.0174532925;
var
heading: cfloat;
xpos: cfloat;
zpos: cfloat;
yrot: cfloat; // Y Rotation
walkbias: cfloat = 0.0;
walkbiasangle: cfloat = 0.0;
lookupdown: cfloat = 0.0;
texture: array [0..2] of integer; // Storage For 3 Textures (only going to use 1 on the DS for this demo)
type
tagVERTEX = record
x, y, z: cfloat;
u, v: cfloat;
end;
VERTEX = tagVERTEX;
tagTRIANGLE = record
vertex: array [0..2] of VERTEX;
end;
TRIANGLE = tagTRIANGLE;
TTriangle = TRIANGLE;
PTriangle = ^TRIANGLE;
tagSECTOR = record
numtriangles: integer;
triangle: PTRIANGLE;
end;
SECTOR = tagSECTOR;
var
sector1: SECTOR; // Our Model Goes Here:
function DrawGLScene(): boolean;
var
x_m, y_m, z_m: cfloat;
u_m, v_m: cfloat;
xtrans, ztrans, ytrans: cfloat;
sceneroty: cfloat;
numtriangles: integer;
loop_m: integer;
begin
// Reset The View
xtrans := -xpos;
ztrans := -zpos;
ytrans := -walkbias - 0.25;
sceneroty := 360.0 - yrot;
glLoadIdentity();
glRotatef(lookupdown,1.0,0,0);
glRotatef(sceneroty,0,1.0,0);
glTranslatef(xtrans, ytrans, ztrans);
glBindTexture(GL_TEXTURE_2D, texture[0]);
numtriangles := sector1.numtriangles;
// Process Each Triangle
for loop_m := 0 to numtriangles - 1 do
begin
glBegin(GL_TRIANGLES);
glNormal3f( 0.0, 0.0, 1.0);
x_m := sector1.triangle[loop_m].vertex[0].x;
y_m := sector1.triangle[loop_m].vertex[0].y;
z_m := sector1.triangle[loop_m].vertex[0].z;
u_m := sector1.triangle[loop_m].vertex[0].u;
v_m := sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m := sector1.triangle[loop_m].vertex[1].x;
y_m := sector1.triangle[loop_m].vertex[1].y;
z_m := sector1.triangle[loop_m].vertex[1].z;
u_m := sector1.triangle[loop_m].vertex[1].u;
v_m := sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m := sector1.triangle[loop_m].vertex[2].x;
y_m := sector1.triangle[loop_m].vertex[2].y;
z_m := sector1.triangle[loop_m].vertex[2].z;
u_m := sector1.triangle[loop_m].vertex[2].u;
v_m := sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
end;
DrawGLScene := true; // Everything Went OK
end;
function tsin(angle: cfloat): cfloat;
var
s: cint32;
begin
s := sinLerp(trunc((angle * DEGREES_IN_CIRCLE) / 360.0));
tsin := f32tofloat(s);
end;
function tcos(angle: cfloat): cfloat;
var
c: cint32;
begin
c := cosLerp(trunc((angle * DEGREES_IN_CIRCLE) / 360.0));
tcos := f32tofloat(c);
end;
var
Myfile: pchar;
procedure myGetStr(buff: pchar; size: integer);
begin
buff^ := Myfile^;
inc(MyFile);
while (buff^ <> #10) and (buff^ <> #13) do
begin
inc(buff);
buff^ := Myfile^;
inc(MyFile);
end;
buff[0] := #10;
buff[1] := #0;
end;
procedure readstr(str: pchar);
begin
repeat
myGetStr(str, 255);
until ((str[0] <> '/') and (str[0] <> #10));
end;
//---------------------------------------------------------------------------------
procedure SetupWorld();
var
x, y, z, u, v: cfloat;
numtriangles: integer;
oneline: array [0..254] of char;
loop, vert: integer;
begin
Myfile := gbfs_get_obj(@data_gbfs, 'World.txt', nil);
readstr(oneline);
sscanf(oneline, 'NUMPOLYS %d'#10, @numtriangles);
GetMem(sector1.triangle, numtriangles * sizeof(TRIANGLE));
sector1.numtriangles := numtriangles;
for loop := 0 to numtriangles - 1 do
begin
for vert := 0 to 2 do
begin
readstr(oneline);
sscanf(oneline, '%f %f %f %f %f', @x, @y, @z, @u, @v);
sector1.triangle[loop].vertex[vert].x := x;
sector1.triangle[loop].vertex[vert].y := y;
sector1.triangle[loop].vertex[vert].z := z;
sector1.triangle[loop].vertex[vert].u := u;
sector1.triangle[loop].vertex[vert].v := v;
end;
end;
end;
// Load PCX files And Convert To Textures
function LoadGLTextures(): boolean;
var
pcx: sImage;
pcx_file: pchar;
begin
//load our texture
pcx_file := gbfs_get_obj(@data_gbfs, 'Mud.pcx', nil);
loadPCX(pcuint8(pcx_file), @pcx);
image8to16(@pcx);
glGenTextures(1, @texture[0]);
glBindTexture(0, texture[0]);
glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD or GL_TEXTURE_WRAP_S or GL_TEXTURE_WRAP_T, pcx.image.data8);
imageDestroy(@pcx);
LoadGLTextures := true;
end;
begin
// Setup the Main screen for 3D
videoSetMode(MODE_0_3D);
vramSetBankA(VRAM_A_TEXTURE); //NEW must set up some memory for textures
// Reset the screen and setup the view
glInit();
// Set our viewport to be the same size as the screen
glViewport(0,0,255,191);
// enable textures
glEnable(GL_TEXTURE_2D);
//setup the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, 256.0 / 192.0, 0.1, 100);
//setup a light
glLight(0, RGB15(31,31,31), 0, floattov10(-1.0), 0);
//need to set up some material properties since DS does not have them set by default
glMaterialf(GL_AMBIENT, RGB15(16,16,16));
glMaterialf(GL_DIFFUSE, RGB15(16,16,16));
glMaterialf(GL_SPECULAR, BIT(15) or RGB15(8,8,8));
glMaterialf(GL_EMISSION, RGB15(16,16,16));
//ds uses a table for shinyness..this generates a half-ass one
glMaterialShinyness();
//ds specific, several attributes can be set here
glPolyFmt(POLY_ALPHA(31) or POLY_CULL_NONE or POLY_FORMAT_LIGHT0);
// Set the current matrix to be the model matrix
glMatrixMode(GL_MODELVIEW);
// Specify the Clear Color and Depth
glClearColor(0,0,0,31);
glClearDepth($7FFF);
// specify the color for vertices
glColor3f(1,1,1);
LoadGLTextures();
SetupWorld();
while true do
begin
//these little button functions are pretty handy
scanKeys();
if (keysHeld() and KEY_A) <> 0 then lookupdown := lookupdown - 1.0;
if (keysHeld() and KEY_B) <> 0 then lookupdown := lookupdown + 1.0;
if (keysHeld() and KEY_LEFT) <> 0 then
begin
heading := heading + 1.0;
yrot := heading;
end;
if (keysHeld() and KEY_RIGHT) <> 0 then
begin
heading := heading - 1.0;
yrot := heading;
end;
if (keysHeld() and KEY_DOWN) <> 0 then
begin
xpos := xpos + (tsin(heading)) * 0.05;
zpos := zpos + (tcos(heading)) * 0.05;
if (walkbiasangle >= 359.0) then
walkbiasangle := 0.0
else
walkbiasangle:= walkbiasangle+10;
walkbias := tsin(walkbiasangle) / 20.0;
end;
if (keysHeld() and KEY_UP) <> 0 then
begin
xpos := xpos - (tsin(heading)) * 0.05;
zpos := zpos - (tcos(heading)) * 0.05;
if (walkbiasangle <= 1.0) then
walkbiasangle := 359.0
else
walkbiasangle := walkbiasangle- 10;
walkbias := tsin(walkbiasangle) / 20.0;
end;
//Push our original Matrix onto the stack (save state)
glPushMatrix();
DrawGLScene();
// Pop our Matrix from the stack (restore state)
glPopMatrix(1);
// flush to screen
glFlush(0);
end;
end.
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