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https://gitlab.com/freepascal.org/fpc/source.git
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258 lines
9.1 KiB
ObjectPascal
258 lines
9.1 KiB
ObjectPascal
program lesson5;
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{$J+}
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{$macro on}
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{$mode objfpc}
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uses
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cmem, ctypes, gctypes, gccore;
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const
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DEFAULT_FIFO_SIZE = (256 * 1024);
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var
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frameBuffer: array [0..1] of pcuint32 = (nil, nil);
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rmode: PGXRModeObj = nil;
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yscale: f32;
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xfbHeight: cuint32;
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fb: cuint32 = 0;
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view: Mtx;
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perspective: Mtx44;
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model, modelview: Mtx;
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rtri: cfloat = 0.0;
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rquad: cfloat = 0.0;
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background: GXColor = (r:0; g:0; b:0; a:$ff;);
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gp_fifo: pointer = nil;
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cam: guVector = (x: 0.0; y: 0.0; z: 0.0;);
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up: guVector = (x: 0.0; y: 1.0; z: 0.0;);
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look: guVector = (x: 0.0; y: 0.0; z:-1.0;);
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triAxis: guVector = (x: 0; y: 1; z: 0;);
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cubeAxis: guVector = (x: 1; y: 1; z: 1;);
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w, h: f32;
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begin
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// init the vi.
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VIDEO_Init();
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WPAD_Init();
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rmode := VIDEO_GetPreferredMode(nil);
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// allocate 2 framebuffers for double buffering
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// frameBuffer[0] := MEM_K0_TO_K1(integer(SYS_AllocateFramebuffer(rmode)));
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// frameBuffer[1] := MEM_K0_TO_K1(integer(SYS_AllocateFramebuffer(rmode)));
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frameBuffer[0] := SYS_AllocateFramebuffer(rmode);
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frameBuffer[1] := SYS_AllocateFramebuffer(rmode);
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VIDEO_Configure(rmode);
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VIDEO_SetNextFramebuffer(frameBuffer[fb]);
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VIDEO_SetBlack(FALSE);
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VIDEO_Flush();
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VIDEO_WaitVSync();
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if (rmode^.viTVMode and VI_NON_INTERLACE) <> 0 then
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VIDEO_WaitVSync();
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// setup the fifo and then init the flipper
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gp_fifo := memalign(32,DEFAULT_FIFO_SIZE);
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memset(gp_fifo,0,DEFAULT_FIFO_SIZE);
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GX_Init(gp_fifo,DEFAULT_FIFO_SIZE);
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// clears the bg to color and clears the z buffer
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GX_SetCopyClear(background, $00ffffff);
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// other gx setup
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GX_SetViewport(0,0,rmode^.fbWidth,rmode^.efbHeight,0,1);
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yscale := GX_GetYScaleFactor(rmode^.efbHeight,rmode^.xfbHeight);
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xfbHeight := GX_SetDispCopyYScale(yscale);
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GX_SetScissor(0,0,rmode^.fbWidth,rmode^.efbHeight);
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GX_SetDispCopySrc(0,0,rmode^.fbWidth,rmode^.efbHeight);
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GX_SetDispCopyDst(rmode^.fbWidth,xfbHeight);
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GX_SetCopyFilter(rmode^.aa,rmode^.sample_pattern,GX_TRUE,rmode^.vfilter);
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if rmode^.viHeight = 2*rmode^.xfbHeight then
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GX_SetFieldMode(rmode^.field_rendering, GX_ENABLE)
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else
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GX_SetFieldMode(rmode^.field_rendering, GX_DISABLE);
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GX_SetCullMode(GX_CULL_NONE);
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GX_CopyDisp(frameBuffer[fb],GX_TRUE);
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GX_SetDispCopyGamma(GX_GM_1_0);
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// setup the vertex descriptor
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// tells the flipper to expect direct data
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GX_ClearVtxDesc();
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GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
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GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
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// setup the vertex attribute table
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// describes the data
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// args: vat location 0-7, type of data, data format, size, scale
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// so for ex. in the first call we are sending position data with
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// 3 values X,Y,Z of size F32. scale sets the number of fractional
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// bits for non float data.
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
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GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGB8, 0);
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GX_SetNumChans(1);
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GX_SetNumTexGens(0);
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GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0);
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GX_SetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
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// setup our camera at the origin
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// looking down the -z axis with y up
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guLookAt(view, @cam, @up, @look);
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// setup our projection matrix
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// this creates a perspective matrix with a view angle of 90,
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// and aspect ratio based on the display resolution
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w := rmode^.viWidth;
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h := rmode^.viHeight;
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guPerspective(perspective, 45, f32(w/h), 0.1, 300.0);
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GX_LoadProjectionMtx(perspective, GX_PERSPECTIVE);
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while true do
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begin
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WPAD_ScanPads();
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if (WPAD_ButtonsDown(0) and WPAD_BUTTON_HOME) <> 0 then
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exit;
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// do this before drawing
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GX_SetViewport(0,0,rmode^.fbWidth,rmode^.efbHeight,0,1);
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guMtxIdentity(model);
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guMtxRotAxisDeg(model, @triAxis, rtri);
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guMtxTransApply(model, model, -1.5,0.0,-6.0);
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guMtxConcat(view,model,modelview);
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// load the modelview matrix into matrix memory
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GX_LoadPosMtxImm(modelview, GX_PNMTX0);
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GX_Begin(GX_TRIANGLES, GX_VTXFMT0, 12); // Draw A Pyramid
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GX_Position3f32( 0.0, 1.0, 0.0); // Top of Triangle (front)
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GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
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GX_Position3f32(-1.0,-1.0, 1.0); // Left of Triangle (front)
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GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
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GX_Position3f32( 1.0,-1.0, 1.0); // Right of Triangle (front)
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GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
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GX_Position3f32( 0.0, 1.0, 0.0); // Top of Triangle (Right)
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GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
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GX_Position3f32( 1.0,-1.0, 1.0); // Left of Triangle (Right)
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GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
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GX_Position3f32( 1.0,-1.0,-1.0); // Right of Triangle (Right)
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GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
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GX_Position3f32( 0.0, 1.0, 0.0); // Top of Triangle (Back)
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GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
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GX_Position3f32(-1.0,-1.0,-1.0); // Left of Triangle (Back)
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GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
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GX_Position3f32( 1.0,-1.0,-1.0); // Right of Triangle (Back)
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GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
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GX_Position3f32( 0.0, 1.0, 0.0); // Top of Triangle (Left)
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GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
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GX_Position3f32(-1.0,-1.0,-1.0); // Left of Triangle (Left)
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GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
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GX_Position3f32(-1.0,-1.0, 1.0); // Right of Triangle (Left)
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GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
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GX_End();
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guMtxIdentity(model);
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guMtxRotAxisDeg(model, @cubeAxis, rquad);
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guMtxTransApply(model, model, 1.5,0.0,-7.0);
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guMtxConcat(view,model,modelview);
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// load the modelview matrix into matrix memory
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GX_LoadPosMtxImm(modelview, GX_PNMTX0);
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GX_Begin(GX_QUADS, GX_VTXFMT0, 24); // Draw a Cube
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GX_Position3f32( 1.0, 1.0,-1.0); // Top Left of the quad (top)
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GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
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GX_Position3f32(-1.0, 1.0,-1.0); // Top Right of the quad (top)
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GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
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GX_Position3f32(-1.0, 1.0, 1.0); // Bottom Right of the quad (top)
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GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
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GX_Position3f32( 1.0, 1.0, 1.0); // Bottom Left of the quad (top)
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GX_Color3f32(0.0,1.0,0.0); // Set The Color To Green
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GX_Position3f32( 1.0,-1.0, 1.0); // Top Left of the quad (bottom)
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GX_Color3f32(1.0,0.5,0.0); // Set The Color To Orange
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GX_Position3f32(-1.0,-1.0, 1.0); // Top Right of the quad (bottom)
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GX_Color3f32(1.0,0.5,0.0); // Set The Color To Orange
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GX_Position3f32(-1.0,-1.0,-1.0); // Bottom Right of the quad (bottom)
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GX_Color3f32(1.0,0.5,0.0); // Set The Color To Orange
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GX_Position3f32( 1.0,-1.0,-1.0); // Bottom Left of the quad (bottom)
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GX_Color3f32(1.0,0.5,0.0); // Set The Color To Orange
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GX_Position3f32( 1.0, 1.0, 1.0); // Top Right Of The Quad (Front)
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GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
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GX_Position3f32(-1.0, 1.0, 1.0); // Top Left Of The Quad (Front)
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GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
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GX_Position3f32(-1.0,-1.0, 1.0); // Bottom Left Of The Quad (Front)
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GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
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GX_Position3f32( 1.0,-1.0, 1.0); // Bottom Right Of The Quad (Front)
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GX_Color3f32(1.0,0.0,0.0); // Set The Color To Red
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GX_Position3f32( 1.0,-1.0,-1.0); // Bottom Left Of The Quad (Back)
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GX_Color3f32(1.0,1.0,0.0); // Set The Color To Yellow
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GX_Position3f32(-1.0,-1.0,-1.0); // Bottom Right Of The Quad (Back)
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GX_Color3f32(1.0,1.0,0.0); // Set The Color To Yellow
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GX_Position3f32(-1.0, 1.0,-1.0); // Top Right Of The Quad (Back)
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GX_Color3f32(1.0,1.0,0.0); // Set The Color To Yellow
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GX_Position3f32( 1.0, 1.0,-1.0); // Top Left Of The Quad (Back)
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GX_Color3f32(1.0,1.0,0.0); // Set The Color To Yellow
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GX_Position3f32(-1.0, 1.0, 1.0); // Top Right Of The Quad (Left)
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GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
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GX_Position3f32(-1.0, 1.0,-1.0); // Top Left Of The Quad (Left)
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GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
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GX_Position3f32(-1.0,-1.0,-1.0); // Bottom Left Of The Quad (Left)
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GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
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GX_Position3f32(-1.0,-1.0, 1.0); // Bottom Right Of The Quad (Left)
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GX_Color3f32(0.0,0.0,1.0); // Set The Color To Blue
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GX_Position3f32( 1.0, 1.0,-1.0); // Top Right Of The Quad (Right)
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GX_Color3f32(1.0,0.0,1.0); // Set The Color To Violet
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GX_Position3f32( 1.0, 1.0, 1.0); // Top Left Of The Quad (Right)
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GX_Color3f32(1.0,0.0,1.0); // Set The Color To Violet
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GX_Position3f32( 1.0,-1.0, 1.0); // Bottom Left Of The Quad (Right)
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GX_Color3f32(1.0,0.0,1.0); // Set The Color To Violet
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GX_Position3f32( 1.0,-1.0,-1.0); // Bottom Right Of The Quad (Right)
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GX_Color3f32(1.0,0.0,1.0); // Set The Color To Violet
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GX_End(); // Done Drawing The Quad
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// do this stuff after drawing
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GX_DrawDone();
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fb := fb xor 1; // flip framebuffer
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GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
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GX_SetColorUpdate(GX_TRUE);
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GX_CopyDisp(frameBuffer[fb],GX_TRUE);
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VIDEO_SetNextFramebuffer(frameBuffer[fb]);
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VIDEO_Flush();
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VIDEO_WaitVSync();
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rtri := rtri + 0.2; // Increase The Rotation Variable For The Triangle ( NEW )
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rquad := rquad - 0.15; // Decrease The Rotation Variable For The Quad ( NEW )
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end;
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end.
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