{ GL units for Free Pascal - GLUT demo 1999 Sebastian Guenther, sguenther@gmx.de 2008 Jonas Maebe (converted to use vertex arrays) You may use this source as starting point for your own programs; consider it as Public Domain. } {$mode objfpc} program GLUTDemoVA; uses GL, GLU, GLUT; const FPCImg: array[0..4, 0..10] of Byte = ((1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1), (1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0), (1, 1, 1, 0, 1, 1, 1, 0, 1, 0, 0), (1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0), (1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1)); var counter: Integer; (* 3 __ 2 /| | 7/0|_ |1 |/ / +--+ 4 5 back plane: 0-3-2-1 *) const colors: array[0..7, 0..2] of Single = ((0, 0, 0), (0, 0, 1), (0, 1, 0), (0, 1, 1), (1, 0, 0), (1, 0, 1), (1, 1, 0), (1, 1, 1)); corners: array[0..7, 0..2] of Single = ((-1, -1, -1), (+1, -1, -1), (+1, +1, -1), (-1, +1, -1), (-1, -1, +1), (+1, -1, +1), (+1, +1, +1), (-1, +1, +1)); indices: array[0..5] of array[0..3] of GLubyte = ( { all vertices must be in ccw order } (0,3,1,2), // back (4,5,7,6), // front (3,0,7,4), // left (1,2,5,6), // right (3,7,2,6), // top (5,4,1,0) // bottom ); procedure DrawCube; begin glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(3,GL_FLOAT,0,@corners); glColorPointer(3,GL_FLOAT,0,@colors); // this will also draw a bunch of triangles inside the cube, but // may still be faster than the commented-out sequence below due // to less calls into the renderer glDrawElements(GL_TRIANGLE_STRIP,24,GL_UNSIGNED_BYTE,@indices[0]); (* glDrawElements(GL_TRIANGLE_STRIP,4,GL_UNSIGNED_BYTE,@indices[0]); glDrawElements(GL_TRIANGLE_STRIP,4,GL_UNSIGNED_BYTE,@indices[1]); glDrawElements(GL_TRIANGLE_STRIP,4,GL_UNSIGNED_BYTE,@indices[2]); glDrawElements(GL_TRIANGLE_STRIP,4,GL_UNSIGNED_BYTE,@indices[3]); glDrawElements(GL_TRIANGLE_STRIP,4,GL_UNSIGNED_BYTE,@indices[4]); glDrawElements(GL_TRIANGLE_STRIP,4,GL_UNSIGNED_BYTE,@indices[5]); *) glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); end; procedure DisplayWindow; cdecl; var x, y: Integer; begin Inc(counter); // counter:=145; glClearColor(0, 0, 0.2, 1); glClear(GL_COLOR_BUFFER_BIT+GL_DEPTH_BUFFER_BIT); glPushMatrix; glTranslatef(0, 0, Sin(Single(counter) / 20.0) * 5.0 - 5.0); glRotatef(Sin(Single(counter) / 200.0) * 720.0, 0, 1, 0); glRotatef(counter, 0, 0, 1); for y := 0 to 4 do for x := 0 to 10 do if FPCImg[y, x] > 0 then begin glPushMatrix; glRotatef(x * Sin(Single(counter) / 5.0), 0, 1, 0); glRotatef(y * Sin(Single(counter) / 12.0) * 4.0, 0, 0, 1); glTranslatef((x - 5) * 1, (2 - y) * 1, 0); glScalef(0.4, 0.4, 0.4); glRotatef(counter, 0.5, 1, 0); DrawCube; glPopMatrix; end; glPopMatrix; // Inc(counter); glutSwapBuffers; end; procedure OnTimer(value: Integer); cdecl; begin glutPostRedisplay; glutTimerFunc(20, @OnTimer, 0); end; begin glutInit(@argc, argv); glutInitDisplayMode(GLUT_RGB or GLUT_DOUBLE or GLUT_DEPTH); glutCreateWindow('Free Pascal GLUT demo'); glutDisplayFunc(@DisplayWindow); glutTimerFunc(20, @OnTimer, 0); WriteLn; WriteLn('GL info:'); WriteLn(' Vendor: ', PChar(glGetString(GL_VENDOR))); WriteLn(' Renderer: ', PChar(glGetString(GL_RENDERER))); WriteLn(' Version: ', PChar(glGetString(GL_VERSION))); WriteLn(' Extensions: ', PChar(glGetString(GL_EXTENSIONS))); // Enable backface culling glEnable(GL_CULL_FACE); // Set up depth buffer glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // Set up projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity; gluPerspective(90, 1.3, 0.1, 100); glMatrixMode(GL_MODELVIEW); glLoadIdentity; glTranslatef(0, 0, -5.5); WriteLn('Starting...'); glutMainLoop; end.