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GL units for Free Pascal - GLUT demo
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1999 Sebastian Guenther, sguenther@gmx.de
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You may use this source as starting point for your own programs; consider it
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FPCImg: array[0..4, 0..10] of Byte =
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((1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1),
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(1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0),
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(1, 1, 1, 0, 1, 1, 1, 0, 1, 0, 0),
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(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0),
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(1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1));
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colors: array[0..7, 0..2] of Single =
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((0, 0, 0), (0, 0, 1), (0, 1, 0), (0, 1, 1),
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(1, 0, 0), (1, 0, 1), (1, 1, 0), (1, 1, 1));
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corners: array[0..7, 0..2] of Single =
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((-1, -1, -1), (+1, -1, -1), (+1, +1, -1), (-1, +1, -1),
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(-1, -1, +1), (+1, -1, +1), (+1, +1, +1), (-1, +1, +1));
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procedure DrawSide(i1, i2, i3, i4: Integer);
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glColor4f (colors [i1, 0], colors [i1, 1], colors [i1, 2], 0.5);
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glVertex3f(corners[i1, 0], corners[i1, 1], corners[i1, 2]);
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glColor4f (colors [i2, 0], colors [i2, 1], colors [i2, 2], 0.5);
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glVertex3f(corners[i2, 0], corners[i2, 1], corners[i2, 2]);
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glColor4f (colors [i3, 0], colors [i3, 1], colors [i3, 2], 0.5);
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glVertex3f(corners[i3, 0], corners[i3, 1], corners[i3, 2]);
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glVertex3f(corners[i4, 0], corners[i4, 1], corners[i4, 2]);
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DrawSide(4, 5, 6, 7); // Front
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DrawSide(3, 2, 1, 0); // Back
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DrawSide(2, 3, 7, 6); // Top
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DrawSide(0, 1, 5, 4); // Bottom
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DrawSide(4, 7, 3, 0); // Left
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DrawSide(1, 2, 6, 5); // Right
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procedure DisplayWindow; cdecl;
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glClearColor(0, 0, 0.2, 1);
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glClear(GL_COLOR_BUFFER_BIT+GL_DEPTH_BUFFER_BIT);
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glTranslatef(0, 0, Sin(Single(counter) / 20.0) * 5.0 - 5.0);
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glRotatef(Sin(Single(counter) / 200.0) * 720.0, 0, 1, 0);
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glRotatef(counter, 0, 0, 1);
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if FPCImg[y, x] > 0 then begin
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glRotatef(x * Sin(Single(counter) / 5.0), 0, 1, 0);
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glRotatef(y * Sin(Single(counter) / 12.0) * 4.0, 0, 0, 1);
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glTranslatef((x - 5) * 1, (2 - y) * 1, 0);
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glScalef(0.4, 0.4, 0.4);
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glRotatef(counter, 0.5, 1, 0);
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procedure OnTimer(value: Integer); cdecl;
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glutTimerFunc(20, @OnTimer, 0);
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glutInitDisplayMode(GLUT_RGB or GLUT_DOUBLE or GLUT_DEPTH);
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glutCreateWindow('Free Pascal GLUT demo');
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glutDisplayFunc(@DisplayWindow);
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glutTimerFunc(20, @OnTimer, 0);
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WriteLn(' Vendor: ', PChar(glGetString(GL_VENDOR)));
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WriteLn(' Renderer: ', PChar(glGetString(GL_RENDERER)));
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WriteLn(' Version: ', PChar(glGetString(GL_VERSION)));
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WriteLn(' Extensions: ', PChar(glGetString(GL_EXTENSIONS)));
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// Enable backface culling
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glEnable(GL_CULL_FACE);
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// Set up depth buffer
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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// Set up projection matrix
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glMatrixMode(GL_PROJECTION);
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gluPerspective(90, 1.3, 0.1, 100);
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glMatrixMode(GL_MODELVIEW);
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glTranslatef(0, 0, -5.5);
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WriteLn('Starting...');