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program touchLook;
{$mode objfpc}
{$L build/Mud.pcx.o}
{$L build/World.txt.o}
uses
ctypes, nds9;
{$include inc/Mud.pcx.inc}
{$include inc/World.txt.inc}
var
heading: integer;
xpos: cint32;
zpos: cint32;
yrot: cint; // Y Rotation
walkbias: cint32 = 0;
walkbiasangle: cint = 0;
lookupdown: cint = 0;
texture: array [0..0] of integer; // Storage For 1 Textures (only going to use 1 on the DS for this demo)
type
tagVERTEX = record
x, y, z: v16;
u, v: t16;
end;
TVERTEX = tagVERTEX;
tagTRIANGLE = record
vertex: array [0..2] of TVERTEX;
end;
TTRIANGLE = tagTRIANGLE;
PTRIANGLE = ^tagTRIANGLE;
tagSECTOR = record
numtriangles: integer;
triangle: PTRIANGLE;
end;
SECTOR = tagSECTOR;
TSECTOR = SECTOR;
var
sector1: TSECTOR; // Our Model Goes Here:
MyFile: pchar;
function DrawGLScene(): boolean;
var
x_m, y_m, z_m: v16;
u_m, v_m: t16;
xtrans, ztrans, ytrans: cint32;
sceneroty: cint;
numtriangles: integer;
loop_m: integer;
begin
// Reset The View
xtrans := -xpos;
ztrans := -zpos;
ytrans := -walkbias - (1 shl 10);
sceneroty := DEGREES_IN_CIRCLE - yrot;
glLoadIdentity();
glRotatef32i(lookupdown, (1 shl 12), 0, 0);
glRotatef32i( sceneroty, 0, (1 shl 12), 0);
glTranslate3f32(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);
glNormal(NORMAL_PACK( 0, 0, 1 shl 10));
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;
glTexCoord2t16(u_m,v_m); glVertex3v16(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;
glTexCoord2t16(u_m,v_m); glVertex3v16(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;
glTexCoord2t16(u_m,v_m); glVertex3v16(x_m,y_m,z_m);
glEnd();
end;
result := true; // Everything Went OK
end;
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: cfloat;
u, v: cfloat;
numtriangles: integer;
oneline: array [0..254] of char;
loop, vert: integer;
begin
readstr(oneline);
sscanf(oneline, 'NUMPOLLIES %d'#10, @numtriangles);
GetMem(sector1.triangle, numtriangles * sizeof(TTRIANGLE));
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 := floattov16(x);
sector1.triangle[loop].vertex[vert].y := floattov16(y);
sector1.triangle[loop].vertex[vert].z := floattov16(z);
sector1.triangle[loop].vertex[vert].u := floattot16(u*128);
sector1.triangle[loop].vertex[vert].v := floattot16(v*128);
end;
end;
end;
// Load PCX files And Convert To Textures
function LoadGLTextures(): boolean;
var
pcx: sImage;
begin
//load our texture
loadPCX(pcuint8(Mud_pcx), @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);
result := true;
end;
var
thisXY: touchPosition;
lastXY: touchPosition;
dx, dy: cint16;
begin
MyFile := pchar(@World_txt);
// Setup the Main screen for 3D
videoSetMode(MODE_0_3D);
vramSetBankA(VRAM_A_TEXTURE); //NEW must set up some memory for textures
// initialize the 3D engine
glInit();
// enable textures
glEnable(GL_TEXTURE_2D);
// Set our viewport to be the same size as the screen
glViewport(0,0,255,191);
// setup the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, 256.0 / 192.0, 0.1, 100);
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);
// set the vertex color to white
glColor3f(1.0, 1.0, 1.0);
LoadGLTextures();
SetupWorld();
while true do
begin
//these little button functions are pretty handy
scanKeys();
if (keysHeld() and (KEY_LEFT or KEY_Y)) <> 0 then
begin
xpos := xpos - (sinLerp(heading + degreesToAngle(90)) shr 5);
zpos := zpos + (cosLerp(heading + degreesToAngle(90)) shr 5);
end;
if (keysHeld() and (KEY_RIGHT or KEY_A)) <> 0 then
begin
xpos := xpos + (sinLerp(heading + degreesToAngle(90)) shr 5);
zpos := zpos - (cosLerp(heading + degreesToAngle(90)) shr 5);
end;
if (keysHeld() and (KEY_DOWN or KEY_B)) <> 0 then
begin
xpos := xpos - (sinLerp(heading) shr 5);
zpos := zpos + (cosLerp(heading) shr 5);
walkbiasangle := walkbiasangle + degreesToAngle(5);
walkbias := sinLerp(walkbiasangle) shr 4;
end;
if (keysHeld() and (KEY_UP or KEY_X)) <> 0 then
begin
xpos := xpos + (sinLerp(heading) shr 5);
zpos := zpos - (cosLerp(heading) shr 5);
if (walkbiasangle <= 0) then
walkbiasangle := DEGREES_IN_CIRCLE
else
walkbiasangle := walkbiasangle - degreesToAngle(5);
walkbias := sinLerp(walkbiasangle) shr 4;
end;
// Camera rotation by touch screen
if (keysHeld() and KEY_TOUCH) <> 0 then
begin
touchRead(thisXY);
dx := thisXY.px - lastXY.px;
dy := thisXY.py - lastXY.py;
// filtering measurement errors
if (dx < 20) and (dx > -20) and (dy < 20) and (dy > -20) then
begin
if (dx > -3) and (dx < 3) then
dx := 0;
if (dy > -2) and (dy < 2) then
dy := 0;
lookupdown := lookupdown - degreesToAngle(dy);
heading := heading + degreesToAngle(dx);
yrot := heading;
end;
lastXY := thisXY;
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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