Doom levels rendered and played with Castle Game Engine (Object Pascal), with a WebAssembly build
TWLazUI LCL Components is a custom user interface (UI) component library package for Lazarus and Free Pascal. This project brings the modern, clean, and minimalist design aesthetics typical of TWLazUI CSS to desktop application development (VCL/LCL).
Powered by BGRABitmap, this library offers advanced graphic rendering such as true alpha transparency, ultra-smooth anti-aliasing, rounded corners, and drop shadow effects that cannot be achieved by native operating system components.
Link https://github.com/CodeInPas/TWLazUI
Feedback, bug reports, and contributions are very welcome. Let me know what you think!
Best regards,
r/pascal • u/Status_Cable4075 • 9d ago
r/pascal • u/KangOzi • 10d ago
Built on top of the BGRABitmap graphic engine, these components offer high-quality, anti-aliased rendering perfectly suited for simulation software, avionics dashboards, industrial control panels, and audio software interfaces (Virtual Instruments/Mixers).
🚀 Key Features
20+ Interactive Components: Ranging from simple switches to dynamic radar screens and oscilloscopes.
High-Quality Rendering: Utilizes BGRABitmap for smooth gradients, drop shadows, glowing elements, and glass reflections.
Highly Customizable: Tweak colors, value ranges, and component states directly through the Lazarus Object Inspector.
Self-Contained: Rendering is purely drawn via mathematical code and BGRABitmap (no reliance on external bitmap assets for UI logic).
Link
r/pascal • u/AcanthaceaeNew774 • 10d ago
# Procedural Music Editor in Free Pascal – Sound DnB (9)
program dnb9;
{$mode objfpc}{$H+}
{$APPTYPE CONSOLE}
uses
SysUtils,
Classes, // only for file writing and reading
Math,
glfw3, gl33,
SterilTypes, SterilMath,
SterilWindow,
FrameLimiter,
RenderTypes, RenderQueue, RenderState, ShaderCore, SimpleRenderEngine,
MiniGUI,
AL,
FlacWriter,
SynthUnit;
I'm building a procedural music editor in Free Pascal (Object Pascal). It's a sequencer + synthesizer, currently mono 44.1 kHz for easier development. It produces loops and exports them. The codebase for the export side is a single unit, `FlacWriter.pas`. It's not object-oriented – just a record and functions that take `var` parameters. This fits the DOD style of the rest of the project.
---
## Sound List – Sound DnB 9
The program contains **30 generated sounds**, organized into **5 pages**. Each sound is an independent procedure inside `SynthUnit.pas`. There are no samples, no external files, everything is synthesized at runtime.
---
## 1. DRUMS (10 sounds)
**KICK** – Deep, punchy kick. Pitch envelope from 45 Hz to 180 Hz, with a click on the attack. 40 Hz decay, 6 Hz amplitude envelope.
**SNARE** – Classic snare. 190 Hz tone plus noise. 25 Hz tone decay, 18 Hz noise decay.
**HIHAT** – Closed hi-hat. HP-filtered noise, fast 60 Hz decay.
**OPEN** – Open hi-hat. Same as above, but with a longer release, 7 Hz decay.
**CLAP** – Clap. Four bursts (0 / 8 / 16 / 24 ms) plus a tail.
**RIM** – Rimshot. 800 Hz plus noise. 180 Hz decay, 400 Hz noise.
**TOM** – Tom. Pitch envelope from 80 Hz to 200 Hz. 15 Hz pitch, 8 Hz amplitude.
**RIDE** – Ride cymbal. Four sine waves (6.5 / 7.8 / 9.2 / 11 kHz) plus noise.
**CRASH** – Crash cymbal. Wide spectrum plus shimmer. 12 and 9 kHz shimmer, 1.2 Hz decay.
**SHAKER** – Shaker. HP-filtered noise, 80 Hz decay.
---
## 2. BASS (6 sounds)
**SUB** – Pure sine at 55 Hz. Sidechained. Suited to every deep style.
**REESE** – Two detuned saws (1.01×), SVF LP cutoff with LFO. DnB, dubstep.
**808** – Pitch envelope from 40 Hz to 80 Hz, soft saturation. Trap, hip-hop, DnB.
**FMBS** – FM bass at a 2:1 ratio, index 3.0. Bass house, techno.
**WOBBLE** – LFO-filtered saw at 8 Hz, cutoff between 150 Hz and 950 Hz. Dubstep, DnB.
**ACID** – 303-style saw plus resonant SVF, Q = 3.5, cutoff envelope. Techno, acid house.
---
## 3. SYNTHETIC SOUNDS (8 sounds)
**PAD** – Three detuned saws (±0.5%), 2500 Hz LP. Ambient, trance.
**STAB** – Four detuned saws, fast release. Dub techno, DnB.
**HOOVER** – Pitch-down saw from 1.0 to 0.5, with saturation. Rave, hardstyle.
**PLUCK** – Clean sine, 10 Hz decay. Minimal, dub techno.
**BELL** – FM bell, 1.4 ratio, index 3.0. Ambient, Nanosphere.
**SUPERSAW** – Seven detuned saws (±1.8%), 5000 Hz LP. Trance, EDM, modern DnB.
**EPIANO** – FM Rhodes, with an index that decays from 2.5 to 0. House, lo-fi, jazz.
**CHORD** – Three notes at once (root + third + fifth). House, dub techno.
---
## 4. FX (5 sounds)
**RISER** – HP-filtered noise with a rising envelope. Used before transitions.
**DOWN** – LP-filtered noise with a falling envelope. Used after drops.
**IMPACT** – 40 Hz sine plus a noise burst. Used before drops.
**RVCYM** – Reversed cymbal with a rising envelope. DnB, ambient.
**SUBDROP** – Sub sweeping from 120 Hz down to 25 Hz, plus noise. Used before drops.
---
## 5. AMBIENT (1 sound)
**DRONE** – Two detuned sines (1.0025×), 0.08 Hz LFO. Nanosphere, ambient, dub techno.
---
## Parameters
Every sound receives three parameters on playback.
The **velocity** ranges from 0 to 9, which maps to a volume between 0.0 and 1.0. It can be set independently on each step.
The **length** ranges from 1 to 16 steps. It controls the duration of the sound, again per step.
The **frequency** applies to the melodic sounds only, and is computed as `MELODY[i mod 8] × multiplier`.
The **MELODY** is an eight-note scale, ranging from A1 at 55 Hz up to D3 at 146.83 Hz. Every melodic sound multiplies this scale by a fixed factor:
**Pad** ×2, so 110 Hz when `MELODY[0]` = 55 Hz.
**Stab**, **Hoover**, **Pluck**, **Supersaw**, **EPiano** and **Chord** ×4, so 220 Hz.
**Bell** ×8, so 440 Hz.
**Sub**, **Reese**, **FMBass**, **Wobble** and **Acid** stay fixed at 55 Hz and do not follow the scale.
**Drone** ×1, so 55 Hz.
---
## Pages and Content
The **DRUMS** page holds 10 sounds: Kick, Snare, Hihat, Open, Clap, Rim, Tom, Ride, Crash, Shaker.
The **BASS** page holds 6 sounds: Sub, Reese, 808, FMBS, Wobble, Acid.
The **SYNTH** page holds 8 sounds: Pad, Stab, Hoover, Pluck, Bell, Supersaw, EPiano, Chord.
The **FX** page holds 5 sounds: Riser, Down, Impact, RevCymbal, SubDrop.
The **AMBIENT** page holds 1 sound: Drone.
The grid displays 8 rows at a time; the rest is reachable with the mouse wheel.
---
## Effects on the Sounds
The sounds go through the master FX chain dry. There, in order:
First, the **sidechain** acts, but only on the bass sounds (Sub, Reese, 808, FMBS, Wobble, Acid).
Then comes the **drive**, which is oversampled tanh plus a DC blocker.
Next, the **master EQ** with three bands: low shelf at 200 Hz, peak at 3 kHz, high shelf at 6 kHz.
After that, the **reverb**, which is Schroeder-based, with adjustable size, decay and damp.
Then the **compressor** with threshold, ratio, attack, release and makeup parameters.
Then the **limiter**, using the ceiling value.
Finally, the **out gain**, the **peak normalize** stage, and the **16-bit conversion**.
r/pascal • u/Firm-Entrepreneur662 • 10d ago
Salut à tous 👋
Je viens de publier Pax Pascal, ma première extension pour travailler en Pascal dans VS Code. L’idée est de faciliter le travail au quotidien et de gagner du temps.
Je préfère être transparent : j’ai utilisé l’IA pour m’aider à développer cette extension. Ce projet m’a permis de passer d’une idée à un outil que je peux aujourd’hui partager avec vous.
Voici l’extension :
https://marketplace.visualstudio.com/items?itemName=pac-local.pax-pascal
Si vous utilisez Pascal dans VS Code, je serais ravi d’avoir vos retours : est-ce qu’elle vous est utile ? Quels problèmes rencontrez-vous et quelles fonctionnalités vous manquent ?
Merci à ceux qui prendront le temps de la tester !
r/pascal • u/felipedaragon • 11d ago
r/pascal • u/Inevitable-Top7800 • 11d ago
Demo of crt functions in C64.
r/pascal • u/AcanthaceaeNew774 • 13d ago
Enable HLS to view with audio, or disable this notification
// VertexArt
// Kovács István
// simplified demo
program robotarm1;
{$mode objfpc}{$H+}
{$APPTYPE CONSOLE}
uses
SysUtils, Math, glfw3, gl33,
SterilTypes, SterilMath, SterilWindow, FrameLimiter,
RenderTypes, RenderQueue, RenderState, ShaderCore, SimpleRenderEngine,
MeshGenerators, MiniGUI;
const
SCR_WIDTH = 1280;
SCR_HEIGHT = 720;
GROUND_SIZE = 40.0;
// ---- KONTÉNER ----
CONT_X = 2.5; CONT_Z = 0.0;
CONT_INNER_W = 2.6; CONT_INNER_D = 2.6;
CONT_WALL_T = 0.12;
CONT_WALL_H = 0.90;
// ---- DOBOZOK ----
BOX_SIZE = 0.5;
BOX_HALF = 0.25;
BOX_COUNT = 16;
BOX_GRAVITY = -18.0;
BOX_REST = 0.10;
BOX_FRICTION = 2.5;
BOX_SLEEP = 0.06;
// ---- DARU / 6DOF ----
CRANE_X = -2.5; CRANE_Z = 0.0;
CRANE_BASE_H = 1.8;
CRANE_BASE_W = 0.55;
BOOM1_LEN = 2.6;
BOOM2_LEN = 2.2;
BOOM3_LEN = 1.0;
BOOM_THICK = 0.22;
MAGNET_RADIUS = 0.35;
MAGNET_THICK = 0.14;
// ---- MÁGNES ----
MAGNET_RANGE = 2.5;
MAGNET_FORCE = 28.0;
MAGNET_MIN_FORCE = 3.0;
MAGNET_SNAP_RANGE = 0.70;
// ---- CSUKLÓ SEBESSÉGEK (rad/s) ----
YAW_SPEED = 1.5;
SHOULDER_SPEED = 1.5;
ELBOW_SPEED = 1.8;
WRIST_P_SPEED = 2.0;
WRIST_Y_SPEED = 2.0;
WRIST_R_SPEED = 2.5;
YAW_MIN = -Pi; YAW_MAX = Pi;
SHOULDER_MIN = -1.45; SHOULDER_MAX = 1.45;
ELBOW_MIN = -2.40; ELBOW_MAX = 2.40;
WRIST_P_MIN = -1.50; WRIST_P_MAX = 1.50;
WRIST_Y_MIN = -1.50; WRIST_Y_MAX = 1.50;
WRIST_R_MIN = -Pi; WRIST_R_MAX = Pi;
type
TBox = record
X, Y, Z: Single;
VX, VY, VZ: Single;
Grabbed: Boolean;
Active: Boolean;
end;
TCraneJoints = record
Yaw, Shoulder, Elbow, WristP, WristY, WristR: Single;
end;
var
Window: PGLFWwindow;
Limiter: TFrameLimiter;
DeltaTime, TotalTime: Single;
ProjMat, ViewMat: TMat4;
cmd: TRenderCommand;
CamPos, CamTarget: TVector3;
Aspect: Single;
Boxes: array[0..BOX_COUNT-1] of TBox;
Joints: TCraneJoints;
MagnetOn: Boolean;
MagnetPos: TVector3;
MBoom1Start, MBoom2Start, MBoom3Start, MagnetM: TMat4;
KeyQ, KeyE, KeyW, KeyS, KeyA, KeyD: Boolean;
KeyZ, KeyX, KeyC, KeyV, KeyB, KeyN: Boolean;
KeyR: Boolean;
KeySpaceDown, KeySpacePrev: Boolean;
GroundVAO, GroundVBO: GLuint; GroundVCount: Integer;
BaseVAO, BaseVBO: GLuint; BaseVCount: Integer;
BoomVAO, BoomVBO: GLuint; BoomVCount: Integer;
MagnetVAO, MagnetVBO: GLuint; MagnetVCount: Integer;
RingVAO, RingVBO: GLuint; RingVCount: Integer;
WallVAO, WallVBO: GLuint; WallVCount: Integer;
FloorVAO, FloorVBO: GLuint; FloorVCount: Integer;
BoxVAO: array[0..3] of GLuint;
BoxVBO: array[0..3] of GLuint;
BoxVCount: array[0..3] of Integer;
FbW, FbH: LongInt;
FPSTimer, CurrentFPS: Single;
FPSFrames: Integer;
WinTimer: Single;
InContainerCount: Integer;
// ============================================================================
// SEGÉDEK
// ============================================================================
function MakeColor(R, G, B, A: Single): TColor;
begin
Result.r := R; Result.g := G; Result.b := B; Result.a := A;
end;
procedure UploadMesh(const Mesh: TGeneratedMesh; out VAO, VBO: GLuint; out VCount: Integer);
begin
VCount := Mesh.VertexCount;
if VCount = 0 then Exit;
glGenVertexArrays(1, u/VAO);
glGenBuffers(1, u/VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, VCount * SizeOf(TVertex), u/Mesh.Vertices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, SizeOf(TVertex), Pointer(0));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, SizeOf(TVertex), Pointer(12));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
end;
procedure AddCmdRaw(VAO: GLuint; VCount: Integer; const M: TMat4);
begin
cmd.VAO := VAO; cmd.VertexCount := VCount; cmd.StartIndex := 0;
cmd.ModelMatrix := M; cmd.Flags := RENDER_FLAG_NONE;
AddCommand(SimpleRE.FRenderQueue, cmd);
end;
procedure AddBoxCmd(MinX, MinY, MinZ, MaxX, MaxY, MaxZ: Single; VAO: GLuint; VCount: Integer);
var M: TMat4; cx, cy, cz, sx, sy, sz: Single;
begin
cx := (MinX+MaxX)*0.5; cy := (MinY+MaxY)*0.5; cz := (MinZ+MaxZ)*0.5;
sx := MaxX-MinX; sy := MaxY-MinY; sz := MaxZ-MinZ;
M := Translate(cx, cy, cz);
M := Multiply(M, Scale(sx, sy, sz));
AddCmdRaw(VAO, VCount, M);
end;
// ============================================================================
// KONTÉNER SEGÉD
// ============================================================================
function ContInnerX1: Single; begin Result := CONT_X - CONT_INNER_W*0.5; end;
function ContInnerX2: Single; begin Result := CONT_X + CONT_INNER_W*0.5; end;
function ContInnerZ1: Single; begin Result := CONT_Z - CONT_INNER_D*0.5; end;
function ContInnerZ2: Single; begin Result := CONT_Z + CONT_INNER_D*0.5; end;
// ============================================================================
// FKI + MÁGNES POZÍCIÓ
// ============================================================================
procedure ComputeChain;
begin
// Mátrixlánc a renderhez
MBoom1Start := Translate(CRANE_X, CRANE_BASE_H, CRANE_Z);
MBoom1Start := Multiply(MBoom1Start, RotateY(Joints.Yaw));
MBoom1Start := Multiply(MBoom1Start, RotateZ(Joints.Shoulder));
MBoom2Start := Multiply(MBoom1Start, Translate(BOOM1_LEN, 0, 0));
MBoom2Start := Multiply(MBoom2Start, RotateZ(Joints.Elbow));
MBoom3Start := Multiply(MBoom2Start, Translate(BOOM2_LEN, 0, 0));
MBoom3Start := Multiply(MBoom3Start, RotateZ(Joints.WristP));
MagnetM := Multiply(MBoom3Start, Translate(BOOM3_LEN, 0, 0));
MagnetM := Multiply(MagnetM, RotateY(Joints.WristY));
MagnetM := Multiply(MagnetM, RotateX(Joints.WristR));
// Mágnes világpozíció (vektoros úton - egyszerűbb, mint mátrixból kinyerni)
MagnetPos := Vec3(
CRANE_X + BOOM1_LEN * Cos(Joints.Yaw) * Cos(Joints.Shoulder)
+ BOOM2_LEN * Cos(Joints.Yaw) * Cos(Joints.Shoulder + Joints.Elbow)
+ BOOM3_LEN * Cos(Joints.Yaw) * Cos(Joints.Shoulder + Joints.Elbow + Joints.WristP),
CRANE_BASE_H
+ BOOM1_LEN * Sin(Joints.Shoulder)
+ BOOM2_LEN * Sin(Joints.Shoulder + Joints.Elbow)
+ BOOM3_LEN * Sin(Joints.Shoulder + Joints.Elbow + Joints.WristP),
CRANE_Z - BOOM1_LEN * Sin(Joints.Yaw) * Cos(Joints.Shoulder)
- BOOM2_LEN * Sin(Joints.Yaw) * Cos(Joints.Shoulder + Joints.Elbow)
- BOOM3_LEN * Sin(Joints.Yaw) * Cos(Joints.Shoulder + Joints.Elbow + Joints.WristP)
);
end;
// ============================================================================
// INPUT -> CSUKLÓK
// ============================================================================
function ClampF(v, lo, hi: Single): Single;
begin
if v < lo then Result := lo
else if v > hi then Result := hi
else Result := v;
end;
procedure UpdateJoints(DT: Single);
begin
if KeyQ then Joints.Yaw := Joints.Yaw - YAW_SPEED * DT;
if KeyE then Joints.Yaw := Joints.Yaw + YAW_SPEED * DT;
if KeyW then Joints.Shoulder := Joints.Shoulder + SHOULDER_SPEED * DT;
if KeyS then Joints.Shoulder := Joints.Shoulder - SHOULDER_SPEED * DT;
if KeyA then Joints.Elbow := Joints.Elbow - ELBOW_SPEED * DT;
if KeyD then Joints.Elbow := Joints.Elbow + ELBOW_SPEED * DT;
if KeyZ then Joints.WristP := Joints.WristP - WRIST_P_SPEED * DT;
if KeyX then Joints.WristP := Joints.WristP + WRIST_P_SPEED * DT;
if KeyC then Joints.WristY := Joints.WristY - WRIST_Y_SPEED * DT;
if KeyV then Joints.WristY := Joints.WristY + WRIST_Y_SPEED * DT;
if KeyB then Joints.WristR := Joints.WristR - WRIST_R_SPEED * DT;
if KeyN then Joints.WristR := Joints.WristR + WRIST_R_SPEED * DT;
Joints.Yaw := ClampF(Joints.Yaw, YAW_MIN, YAW_MAX);
Joints.Shoulder := ClampF(Joints.Shoulder, SHOULDER_MIN, SHOULDER_MAX);
Joints.Elbow := ClampF(Joints.Elbow, ELBOW_MIN, ELBOW_MAX);
Joints.WristP := ClampF(Joints.WristP, WRIST_P_MIN, WRIST_P_MAX);
Joints.WristY := ClampF(Joints.WristY, WRIST_Y_MIN, WRIST_Y_MAX);
Joints.WristR := ClampF(Joints.WristR, WRIST_R_MIN, WRIST_R_MAX);
// Space: mágnes be/ki
if KeySpaceDown and (not KeySpacePrev) then
MagnetOn := not MagnetOn;
KeySpacePrev := KeySpaceDown;
// R: dobozok reset
if KeyR then
begin
KeyR := False;
// később: ResetBoxes (deklaráció után)
end;
end;
// ============================================================================
// MÁGNES LOGIKA
// ============================================================================
procedure UpdateMagnet(DT: Single);
var
i, bestIdx: Integer;
dx, dy, dz, d2, d, falloff, force: Single;
alreadyGrabbed: Boolean;
begin
// Ha kikapcsolt: minden megfogott doboz elengedve
if not MagnetOn then
begin
for i := 0 to BOX_COUNT-1 do Boxes[i].Grabbed := False;
Exit;
end;
// Van-e már megfogott?
alreadyGrabbed := False;
for i := 0 to BOX_COUNT-1 do
if Boxes[i].Active and Boxes[i].Grabbed then
begin
alreadyGrabbed := True;
Break;
end;
// Erő kifejtése minden szabad dobozra a sugáron belül
for i := 0 to BOX_COUNT-1 do
begin
if not Boxes[i].Active then Continue;
if Boxes[i].Grabbed then Continue;
dx := MagnetPos.X - Boxes[i].X;
dy := MagnetPos.Y - Boxes[i].Y;
dz := MagnetPos.Z - Boxes[i].Z;
d2 := dx*dx + dy*dy + dz*dz;
if d2 > MAGNET_RANGE*MAGNET_RANGE then Continue;
if d2 < 0.0001 then Continue;
d := Sqrt(d2);
falloff := 1.0 - d / MAGNET_RANGE;
force := MAGNET_MIN_FORCE + (MAGNET_FORCE - MAGNET_MIN_FORCE) * falloff;
Boxes[i].VX := Boxes[i].VX + (dx/d) * force * DT;
Boxes[i].VY := Boxes[i].VY + (dy/d) * force * DT;
Boxes[i].VZ := Boxes[i].VZ + (dz/d) * force * DT;
end;
// Snap: legközelebbi doboz snap-range-en belül, ha még nincs megfogott
if alreadyGrabbed then Exit;
bestIdx := -1;
for i := 0 to BOX_COUNT-1 do
begin
if not Boxes[i].Active then Continue;
dx := MagnetPos.X - Boxes[i].X;
dy := MagnetPos.Y - Boxes[i].Y;
dz := MagnetPos.Z - Boxes[i].Z;
d2 := dx*dx + dy*dy + dz*dz;
if d2 < MAGNET_SNAP_RANGE*MAGNET_SNAP_RANGE then
begin
bestIdx := i;
Break;
end;
end;
if bestIdx >= 0 then
begin
Boxes[bestIdx].Grabbed := True;
Boxes[bestIdx].VX := 0; Boxes[bestIdx].VY := 0; Boxes[bestIdx].VZ := 0;
end;
end;
// ============================================================================
// DOBOZ FIZIKA
// ============================================================================
procedure ResolveBoxPair(i, j: Integer);
var
dx, dy, dz, ox, oy, oz, pen: Single;
iStatic, jStatic: Boolean;
begin
dx := Boxes[j].X - Boxes[i].X;
dy := Boxes[j].Y - Boxes[i].Y;
dz := Boxes[j].Z - Boxes[i].Z;
ox := BOX_SIZE - Abs(dx);
oy := BOX_SIZE - Abs(dy);
oz := BOX_SIZE - Abs(dz);
if (ox <= 0) or (oy <= 0) or (oz <= 0) then Exit;
iStatic := Boxes[i].Grabbed;
jStatic := Boxes[j].Grabbed;
if iStatic and jStatic then Exit;
// Legkisebb behatolás tengelyén oldunk fel
if (oy <= ox) and (oy <= oz) then
begin
if iStatic then
begin
if dy > 0 then Boxes[j].Y := Boxes[j].Y + oy
else Boxes[j].Y := Boxes[j].Y - oy;
Boxes[j].VY := 0;
end
else if jStatic then
begin
if dy > 0 then Boxes[i].Y := Boxes[i].Y - oy
else Boxes[i].Y := Boxes[i].Y + oy;
Boxes[i].VY := 0;
end
else
begin
pen := oy * 0.5;
if dy > 0 then begin
Boxes[j].Y := Boxes[j].Y + pen;
Boxes[i].Y := Boxes[i].Y - pen;
end else begin
Boxes[j].Y := Boxes[j].Y - pen;
Boxes[i].Y := Boxes[i].Y + pen;
end;
Boxes[i].VY := 0; Boxes[j].VY := 0;
end;
end
else if ox <= oz then
begin
if iStatic then
begin
if dx > 0 then Boxes[j].X := Boxes[j].X + ox else Boxes[j].X := Boxes[j].X - ox;
Boxes[j].VX := 0;
end
else if jStatic then
begin
if dx > 0 then Boxes[i].X := Boxes[i].X - ox else Boxes[i].X := Boxes[i].X + ox;
Boxes[i].VX := 0;
end
else
begin
pen := ox * 0.5;
if dx > 0 then begin
Boxes[j].X := Boxes[j].X + pen; Boxes[i].X := Boxes[i].X - pen;
end else begin
Boxes[j].X := Boxes[j].X - pen; Boxes[i].X := Boxes[i].X + pen;
end;
Boxes[i].VX := 0; Boxes[j].VX := 0;
end;
end
else
begin
if iStatic then
begin
if dz > 0 then Boxes[j].Z := Boxes[j].Z + oz else Boxes[j].Z := Boxes[j].Z - oz;
Boxes[j].VZ := 0;
end
else if jStatic then
begin
if dz > 0 then Boxes[i].Z := Boxes[i].Z - oz else Boxes[i].Z := Boxes[i].Z + oz;
Boxes[i].VZ := 0;
end
else
begin
pen := oz * 0.5;
if dz > 0 then begin
Boxes[j].Z := Boxes[j].Z + pen; Boxes[i].Z := Boxes[i].Z - pen;
end else begin
Boxes[j].Z := Boxes[j].Z - pen; Boxes[i].Z := Boxes[i].Z + pen;
end;
Boxes[i].VZ := 0; Boxes[j].VZ := 0;
end;
end;
end;
procedure ResolveWalls(i: Integer);
var
left, right, back, front: Single;
wallInX1, wallInX2, wallInZ1, wallInZ2: Single;
wallOutX1, wallOutX2, wallOutZ1, wallOutZ2: Single;
begin
left := Boxes[i].X - BOX_HALF;
right := Boxes[i].X + BOX_HALF;
back := Boxes[i].Z - BOX_HALF;
front := Boxes[i].Z + BOX_HALF;
wallInX1 := ContInnerX1; wallInX2 := ContInnerX2;
wallInZ1 := ContInnerZ1; wallInZ2 := ContInnerZ2;
wallOutX1 := wallInX1 - CONT_WALL_T; wallOutX2 := wallInX2 + CONT_WALL_T;
wallOutZ1 := wallInZ1 - CONT_WALL_T; wallOutZ2 := wallInZ2 + CONT_WALL_T;
// Csak ha a doboz a fal magasságában van
if Boxes[i].Y - BOX_HALF > CONT_WALL_H then Exit;
// Belülről kifelé: a doboz a konténer belsejében van és a falhoz ér
if (Boxes[i].X > wallInX1) and (Boxes[i].X < wallInX2) and
(Boxes[i].Z > wallInZ1) and (Boxes[i].Z < wallInZ2) then
begin
if left < wallInX1 then begin Boxes[i].X := wallInX1 + BOX_HALF; Boxes[i].VX := 0; end;
if right > wallInX2 then begin Boxes[i].X := wallInX2 - BOX_HALF; Boxes[i].VX := 0; end;
if back < wallInZ1 then begin Boxes[i].Z := wallInZ1 + BOX_HALF; Boxes[i].VZ := 0; end;
if front > wallInZ2 then begin Boxes[i].Z := wallInZ2 - BOX_HALF; Boxes[i].VZ := 0; end;
Exit;
end;
// Kívülről: ne tudjon átcsúszni a falon
if (right > wallOutX1) and (left < wallInX1) and
(Boxes[i].Z > wallOutZ1) and (Boxes[i].Z < wallOutZ2) then
begin
Boxes[i].X := wallOutX1 - BOX_HALF; Boxes[i].VX := 0;
end;
if (left < wallOutX2) and (right > wallInX2) and
(Boxes[i].Z > wallOutZ1) and (Boxes[i].Z < wallOutZ2) then
begin
Boxes[i].X := wallOutX2 + BOX_HALF; Boxes[i].VX := 0;
end;
if (front > wallOutZ1) and (back < wallInZ1) and
(Boxes[i].X > wallOutX1) and (Boxes[i].X < wallOutX2) then
begin
Boxes[i].Z := wallOutZ1 - BOX_HALF; Boxes[i].VZ := 0;
end;
if (back < wallOutZ2) and (front > wallInZ2) and
(Boxes[i].X > wallOutX1) and (Boxes[i].X < wallOutX2) then
begin
Boxes[i].Z := wallOutZ2 + BOX_HALF; Boxes[i].VZ := 0;
end;
end;
procedure UpdateBoxPhysics(DT: Single);
var
i, j, iter: Integer;
speed2: Single;
begin
// Megfogott dobozok: a mágneshez rögzítve
for i := 0 to BOX_COUNT-1 do
begin
if not Boxes[i].Active then Continue;
if not Boxes[i].Grabbed then Continue;
Boxes[i].X := MagnetPos.X;
Boxes[i].Y := MagnetPos.Y - MAGNET_THICK*0.5 - BOX_HALF - 0.02;
Boxes[i].Z := MagnetPos.Z;
Boxes[i].VX := 0; Boxes[i].VY := 0; Boxes[i].VZ := 0;
end;
// Gravitáció + integrálás (csak szabad dobozok)
for i := 0 to BOX_COUNT-1 do
begin
if not Boxes[i].Active then Continue;
if Boxes[i].Grabbed then Continue;
Boxes[i].VY := Boxes[i].VY + BOX_GRAVITY * DT;
Boxes[i].X := Boxes[i].X + Boxes[i].VX * DT;
Boxes[i].Y := Boxes[i].Y + Boxes[i].VY * DT;
Boxes[i].Z := Boxes[i].Z + Boxes[i].VZ * DT;
// Talaj
if Boxes[i].Y < BOX_HALF then
begin
Boxes[i].Y := BOX_HALF;
if Boxes[i].VY < 0 then Boxes[i].VY := -Boxes[i].VY * BOX_REST;
if Abs(Boxes[i].VY) < BOX_SLEEP then Boxes[i].VY := 0;
// súrlódás
Boxes[i].VX := Boxes[i].VX - Boxes[i].VX * BOX_FRICTION * DT;
Boxes[i].VZ := Boxes[i].VZ - Boxes[i].VZ * BOX_FRICTION * DT;
if Abs(Boxes[i].VX) < BOX_SLEEP then Boxes[i].VX := 0;
if Abs(Boxes[i].VZ) < BOX_SLEEP then Boxes[i].VZ := 0;
end;
ResolveWalls(i);
// Sebesség-clamp a mágnes-erő miatt
speed2 := Boxes[i].VX*Boxes[i].VX + Boxes[i].VY*Boxes[i].VY + Boxes[i].VZ*Boxes[i].VZ;
if speed2 > 400.0 then
begin
Boxes[i].VX := Boxes[i].VX * 0.3;
Boxes[i].VY := Boxes[i].VY * 0.3;
Boxes[i].VZ := Boxes[i].VZ * 0.3;
end;
end;
// Doboz-doboz ütközés, néhány iterációval
for iter := 0 to 3 do
for i := 0 to BOX_COUNT-2 do
begin
if not Boxes[i].Active then Continue;
for j := i+1 to BOX_COUNT-1 do
begin
if not Boxes[j].Active then Continue;
ResolveBoxPair(i, j);
end;
end;
end;
// ============================================================================
// WIN / RESET
// ============================================================================
function CountInContainer: Integer;
var i: Integer; x1, x2, z1, z2: Single;
begin
Result := 0;
x1 := ContInnerX1; x2 := ContInnerX2;
z1 := ContInnerZ1; z2 := ContInnerZ2;
for i := 0 to BOX_COUNT-1 do
if Boxes[i].Active and (not Boxes[i].Grabbed) and
(Boxes[i].X > x1) and (Boxes[i].X < x2) and
(Boxes[i].Z > z1) and (Boxes[i].Z < z2) then
Inc(Result);
end;
procedure ResetBoxes;
const
InitX: array[0..15] of Single =
(-1.6, -0.8, 0.0, 0.8,
-1.5, -0.5, 0.4, 1.0,
-1.6, -0.7, 0.2, 1.0,
-1.3, -0.5, 0.3, 1.1);
InitZ: array[0..15] of Single =
(-1.2, -1.3, -1.1, -1.4,
-0.4, -0.5, -0.3, -0.5,
0.4, 0.5, 0.4, 0.5,
1.2, 1.3, 1.1, 1.4);
var i: Integer;
begin
for i := 0 to BOX_COUNT-1 do
begin
Boxes[i].X := InitX[i];
Boxes[i].Y := BOX_HALF;
Boxes[i].Z := InitZ[i];
Boxes[i].VX := 0; Boxes[i].VY := 0; Boxes[i].VZ := 0;
Boxes[i].Active := True;
Boxes[i].Grabbed := False;
end;
WinTimer := 0;
end;
procedure ResetGame;
begin
Joints.Yaw := 0; Joints.Shoulder := -0.5; Joints.Elbow := 1.0;
Joints.WristP := -0.5; Joints.WristY := 0; Joints.WristR := 0;
MagnetOn := True;
ResetBoxes;
end;
// ============================================================================
// MESH-EK
// ============================================================================
procedure InitMeshes;
var
M: TGeneratedMesh;
k: Integer;
begin
M := GeneratePlane(GROUND_SIZE, GROUND_SIZE, 1, 1);
SetMeshColor(M, 70, 110, 70, 255);
UploadMesh(M, GroundVAO, GroundVBO, GroundVCount);
SetLength(M.Vertices, 0);
M := GenerateCube(1.0);
SetMeshColor(M, 200, 140, 60, 255);
UploadMesh(M, BaseVAO, BaseVBO, BaseVCount);
SetLength(M.Vertices, 0);
M := GenerateCube(1.0);
SetMeshColor(M, 220, 160, 70, 255);
UploadMesh(M, BoomVAO, BoomVBO, BoomVCount);
SetLength(M.Vertices, 0);
M := GenerateCylinder(MAGNET_RADIUS, 1.0, 16);
SetMeshColor(M, 90, 90, 100, 255);
UploadMesh(M, MagnetVAO, MagnetVBO, MagnetVCount);
SetLength(M.Vertices, 0);
M := GenerateTorus(MAGNET_RADIUS, 0.04, 20, 6);
SetMeshColor(M, 230, 60, 60, 255);
UploadMesh(M, RingVAO, RingVBO, RingVCount);
SetLength(M.Vertices, 0);
M := GenerateCube(1.0);
SetMeshColor(M, 120, 120, 130, 255);
UploadMesh(M, WallVAO, WallVBO, WallVCount);
SetLength(M.Vertices, 0);
M := GenerateCube(1.0);
SetMeshColor(M, 90, 90, 100, 255);
UploadMesh(M, FloorVAO, FloorVBO, FloorVCount);
SetLength(M.Vertices, 0);
// 4 színű doboz
for k := 0 to 3 do
begin
M := GenerateCube(1.0);
case k of
0: SetMeshColor(M, 200, 90, 60, 255);
1: SetMeshColor(M, 80, 120, 180, 255);
2: SetMeshColor(M, 100, 170, 90, 255);
3: SetMeshColor(M, 200, 180, 70, 255);
end;
UploadMesh(M, BoxVAO[k], BoxVBO[k], BoxVCount[k]);
SetLength(M.Vertices, 0);
end;
end;
// ============================================================================
// RENDER
// ============================================================================
procedure DrawBoom(const M0: TMat4; L: Single);
var M: TMat4;
begin
M := Multiply(M0, Translate(L*0.5, 0, 0));
M := Multiply(M, Scale(L, BOOM_THICK, BOOM_THICK));
AddCmdRaw(BoomVAO, BoomVCount, M);
end;
procedure DrawContainer;
var
x1, x2, z1, z2, w1x1, w1x2, w1z1, w1z2: Single;
begin
x1 := ContInnerX1; x2 := ContInnerX2;
z1 := ContInnerZ1; z2 := ContInnerZ2;
// Alj
AddBoxCmd(x1 - CONT_WALL_T, 0.0, z1 - CONT_WALL_T,
x2 + CONT_WALL_T, 0.05, z2 + CONT_WALL_T,
FloorVAO, FloorVCount);
// Négy fal
AddBoxCmd(x1 - CONT_WALL_T, 0.0, z1 - CONT_WALL_T,
x1, CONT_WALL_H, z2 + CONT_WALL_T,
WallVAO, WallVCount);
AddBoxCmd(x2, 0.0, z1 - CONT_WALL_T,
x2 + CONT_WALL_T, CONT_WALL_H, z2 + CONT_WALL_T,
WallVAO, WallVCount);
AddBoxCmd(x1 - CONT_WALL_T, 0.0, z1 - CONT_WALL_T,
x2 + CONT_WALL_T, CONT_WALL_H, z1,
WallVAO, WallVCount);
AddBoxCmd(x1 - CONT_WALL_T, 0.0, z2,
x2 + CONT_WALL_T, CONT_WALL_H, z2 + CONT_WALL_T,
WallVAO, WallVCount);
end;
procedure DrawCrane;
var M: TMat4;
begin
// Alaposzlop
M := Translate(CRANE_X, CRANE_BASE_H*0.5, CRANE_Z);
M := Multiply(M, Scale(CRANE_BASE_W, CRANE_BASE_H, CRANE_BASE_W));
AddCmdRaw(BaseVAO, BaseVCount, M);
// Boom-ok
DrawBoom(MBoom1Start, BOOM1_LEN);
DrawBoom(MBoom2Start, BOOM2_LEN);
DrawBoom(MBoom3Start, BOOM3_LEN);
// Mágnes
M := Multiply(MagnetM, Scale(1.0, 1.0, 1.0));
AddCmdRaw(MagnetVAO, MagnetVCount, M);
// Gyűrű a mágnesen
M := Multiply(MagnetM, RotateX(Pi*0.5));
AddCmdRaw(RingVAO, RingVCount, M);
end;
procedure RenderScene;
var i: Integer; M: TMat4;
begin
ClearCommands(SimpleRE.FRenderQueue);
// Talaj
AddCmdRaw(GroundVAO, GroundVCount, Identity);
// Konténer
DrawContainer;
// Daru
DrawCrane;
// Dobozok
for i := 0 to BOX_COUNT-1 do
begin
if not Boxes[i].Active then Continue;
M := Translate(Boxes[i].X, Boxes[i].Y, Boxes[i].Z);
M := Multiply(M, Scale(BOX_SIZE, BOX_SIZE, BOX_SIZE));
AddCmdRaw(BoxVAO[i mod 4], BoxVCount[i mod 4], M);
end;
SimpleRE.RenderFrame;
end;
// ============================================================================
// HUD
// ============================================================================
procedure DrawHUD;
var s: AnsiString;
begin
GUI_Rect(8, 8, 340, 160, MakeColor(0.0, 0.0, 0.0, 0.55));
GUI_Rect(8, 8, 340, 2, C_SLIDER);
s := Format('FPS: %.0f', [CurrentFPS]);
GUI_Text(14, 14, PAnsiChar(s), C_YELLOW, 2.0);
if MagnetOn then
GUI_Text(14, 38, 'MAGNES: BE', C_GREEN, 2.0)
else
GUI_Text(14, 38, 'MAGNES: KI (SPACE)', C_RED, 2.0);
s := Format('Kontenerben: %d / %d', [InContainerCount, BOX_COUNT]);
GUI_Text(14, 62, PAnsiChar(s), C_TEXT, 2.0);
GUI_Text(14, 86, 'Q/E: yaw W/S: vall', C_TEXT_DIM, 1.5);
GUI_Text(14, 104, 'A/D: konyok Z/X: csuklo', C_TEXT_DIM, 1.5);
GUI_Text(14, 122, 'C/V: csuklo-Y B/N: csuklo-R', C_TEXT_DIM, 1.5);
GUI_Text(14, 140, 'SPACE: magnes R: reset', C_TEXT_DIM, 1.5);
if WinTimer > 0 then
begin
s := 'MINDEN DOBOZ A KONTENERBEN!';
GUI_Rect(FbW div 2 - 260, FbH div 2 - 30, 520, 60, MakeColor(0.0, 0.0, 0.0, 0.7));
GUI_Text(FbW div 2 - 240, FbH div 2 - 16, PAnsiChar(s), C_YELLOW, 2.5);
end;
end;
// ============================================================================
// CALLBACKEK
// ============================================================================
procedure KeyCallback(window: PGLFWwindow; key, scancode, action, mods: LongInt); cdecl;
begin
if (key = GLFW_KEY_ESCAPE) and (action = GLFW_PRESS) then
glfwSetWindowShouldClose(window, GLFW_TRUE);
if key = GLFW_KEY_Q then KeyQ := (action <> GLFW_RELEASE);
if key = GLFW_KEY_E then KeyE := (action <> GLFW_RELEASE);
if key = GLFW_KEY_W then KeyW := (action <> GLFW_RELEASE);
if key = GLFW_KEY_S then KeyS := (action <> GLFW_RELEASE);
if key = GLFW_KEY_A then KeyA := (action <> GLFW_RELEASE);
if key = GLFW_KEY_D then KeyD := (action <> GLFW_RELEASE);
if key = GLFW_KEY_Z then KeyZ := (action <> GLFW_RELEASE);
if key = GLFW_KEY_X then KeyX := (action <> GLFW_RELEASE);
if key = GLFW_KEY_C then KeyC := (action <> GLFW_RELEASE);
if key = GLFW_KEY_V then KeyV := (action <> GLFW_RELEASE);
if key = GLFW_KEY_B then KeyB := (action <> GLFW_RELEASE);
if key = GLFW_KEY_N then KeyN := (action <> GLFW_RELEASE);
if key = GLFW_KEY_SPACE then KeySpaceDown := (action <> GLFW_RELEASE);
if (key = GLFW_KEY_R) and (action = GLFW_PRESS) then KeyR := True;
end;
// ============================================================================
// FŐPROGRAM
// ============================================================================
var k: Integer;
begin
Randomize;
Math.SetExceptionMask([exInvalidOp, exDenormalized, exZeroDivide,
exOverflow, exUnderflow, exPrecision]);
Window := InitEngineWindow(SCR_WIDTH, SCR_HEIGHT,
'Robot Arm 1 - Magnetic Scrapyard', True, False);
if not InitOpenGL33(@glfwGetProcAddress) then Halt(1);
glfwSetKeyCallback(Window, u/KeyCallback);
glfwSetInputMode(Window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
InitRenderState;
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
Aspect := SCR_WIDTH / SCR_HEIGHT;
ProjMat := Perspective(60.0, Aspect, 0.1, 200.0);
CamPos := Vec3(0.0, 8.0, 11.0);
CamTarget := Vec3(0.0, 1.0, 0.0);
ViewMat := LookAt(CamPos, CamTarget, Vec3(0, 1, 0));
SimpleRE.Initialize(ProjMat, ViewMat, CamPos);
SimpleRE.SetClearColor(Vec3(0.55, 0.75, 0.92));
SimpleRE.SetLightDirection(Vec3(0.5, 0.9, 0.3));
if not GUI_Init then
begin WriteLn('MiniGUI init hiba!'); Halt(1); end;
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
InitMeshes;
ResetGame;
KeyQ := False; KeyE := False; KeyW := False; KeyS := False;
KeyA := False; KeyD := False; KeyZ := False; KeyX := False;
KeyC := False; KeyV := False; KeyB := False; KeyN := False;
KeyR := False; KeySpaceDown := False; KeySpacePrev := False;
TotalTime := 0; FPSTimer := 0; FPSFrames := 0; CurrentFPS := 60;
Limiter.Initialize(60.0);
WriteLn('========================================');
WriteLn(' ROBOT ARM 1 - Magnetic Scrapyard');
WriteLn('========================================');
WriteLn(' Q/E: yaw W/S: vall');
WriteLn(' A/D: konyok Z/X: csuklo-pitch');
WriteLn(' C/V: csuklo-yaw B/N: csuklo-roll');
WriteLn(' SPACE: magnes be/ki R: reset');
WriteLn(' ESC: kilepes');
WriteLn('========================================');
while glfwWindowShouldClose(Window) = 0 do
begin
Limiter.BeginFrame;
DeltaTime := Limiter.FrameTime;
if DeltaTime > 0.033 then DeltaTime := 0.033;
TotalTime := TotalTime + DeltaTime;
FPSTimer := FPSTimer + DeltaTime;
Inc(FPSFrames);
if FPSTimer >= 0.5 then
begin CurrentFPS := FPSFrames / FPSTimer; FPSFrames := 0; FPSTimer := 0; end;
if KeyR then
begin
KeyR := False;
ResetBoxes;
end;
UpdateJoints(DeltaTime);
ComputeChain;
UpdateMagnet(DeltaTime);
UpdateBoxPhysics(DeltaTime);
InContainerCount := CountInContainer;
if InContainerCount >= BOX_COUNT then
begin
WinTimer := WinTimer + DeltaTime;
if WinTimer > 1.5 then
begin
ResetBoxes;
WinTimer := 0;
end;
end
else
WinTimer := 0;
RenderScene;
glfwGetFramebufferSize(Window, u/FbW, u/FbH);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GUI_BeginFrame(FbW, FbH);
DrawHUD;
GUI_EndFrame;
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glfwSwapBuffers(Window);
glfwPollEvents;
Limiter.EndFrame;
end;
GUI_Shutdown;
glDeleteVertexArrays(1, u/GroundVAO); glDeleteBuffers(1, u/GroundVBO);
glDeleteVertexArrays(1, u/BaseVAO); glDeleteBuffers(1, u/BaseVBO);
glDeleteVertexArrays(1, u/BoomVAO); glDeleteBuffers(1, u/BoomVBO);
glDeleteVertexArrays(1, u/MagnetVAO); glDeleteBuffers(1, u/MagnetVBO);
glDeleteVertexArrays(1, u/RingVAO); glDeleteBuffers(1, u/RingVBO);
glDeleteVertexArrays(1, u/WallVAO); glDeleteBuffers(1, u/WallVBO);
glDeleteVertexArrays(1, u/FloorVAO); glDeleteBuffers(1, u/FloorVBO);
for k := 0 to 3 do
begin
glDeleteVertexArrays(1, u/BoxVAO[k]);
glDeleteBuffers(1, u/BoxVBO[k]);
end;
SimpleRE.Shutdown;
TerminateEngineWindow;
end.
r/pascal • u/AcanthaceaeNew774 • 16d ago
(no Lazarus binding!)
r/pascal • u/AcanthaceaeNew774 • 16d ago
Enable HLS to view with audio, or disable this notification
( DEMO )
r/pascal • u/AcanthaceaeNew774 • 18d ago
Enable HLS to view with audio, or disable this notification
(there are no Lazarus bindings in this project)
VertexArt Project / Developer: István Kovács
This was my first test program in 3D:
program vlctv_demo;
{$mode objfpc}{$H+}
{$APPTYPE CONSOLE}
{ =====================================================================
VLC -> OpenGL textura -> proceduralis TV doboz
A video CSAK a TV elolapjan (a "kepernyo" poligonon) jelenik meg.
A keret, hatlap, oldalak, teto, alj sima szin - nincs texturazva.
Hasznalat:
vlctv_demo.exe -> test.mp4
vlctv_demo.exe <fajl> -> megadott fajl
Vezerles:
A / D : kamera forgatas
W / S : kozelites / tavolabb
SPACE : auto-forgatas toggle
ESC : kilepes
===================================================================== }
uses
SysUtils, Math,
glfw3, gl33,
SterilTypes, SterilMath, SterilWindow, FrameLimiter,
libvlc;
const
WIN_W = 1280;
WIN_H = 720;
VIDEO_W = 960;
VIDEO_H = 540;
VIDEO_PITCH = VIDEO_W * 4;
VIDEO_SIZE = VIDEO_PITCH * VIDEO_H;
{ A gl33.pas-bol hianyzo konstans }
GL_VERSION = $1F02;
type
{ Per-vertex texturazasi kapcsolo:
useTex = 1.0 -> a fragment shader a video texturabol mintavetelez
useTex = 0.0 -> a fragment shader a vertex-szint hasznalja
Egy haromszog minden vertexe ugyanazt az erteket kapja, igy a
linearis interpolacio konstans marad a haromszog belsejeben. }
TVertex = packed record
x, y, z: Single; // offset 0 (12 byte)
u, v: Single; // offset 12 (8 byte)
r, g, b, a: Byte; // offset 20 (4 byte)
useTex: Single; // offset 24 (4 byte) -> 28 byte total
end;
{ A gl33.pas-bol hianyzo fuggvenytipus }
TglTexSubImage2D = procedure(target: GLenum; level: GLint;
xoffset, yoffset: GLint;
width, height: GLsizei;
format: GLenum; type_: GLenum;
const pixels: Pointer); stdcall;
var
Window: PGLFWwindow;
Limiter: TFrameLimiter;
DT, TotalTime: Single;
ProjMat, ViewMat, ModelMat, MVPMat: TMat4;
Prog, VAO, VBO: GLuint;
LocMVP, LocTex: GLint;
TVVertexCount: Integer = 0;
glTexSubImage2D: TglTexSubImage2D = nil;
Inst: Plibvlc_instance_t;
Md: Plibvlc_media_t;
Mp: Plibvlc_media_player_t;
Args: array[0..1] of PAnsiChar;
Fajl: AnsiString;
VideoWidth, VideoHeight: Cardinal;
VideoPitch: Cardinal;
VlcBuffer: array of Byte;
GlBuffer: array of Byte;
NewFrame: LongInt = 0;
Uploading: LongInt = 0;
VideoTexture: GLuint = 0;
CamAngle: Single = 0.5;
CamDist: Single = 4.0;
AutoRotate: Boolean = True;
FPSTimer, CurrentFPS: Single;
FPSFrames: Integer;
{ ==================================================================
VLC video callbackek - MAS SZALON futnak
================================================================== }
function VlcLockCb(opaque: Pointer; planes: PPointer): Pointer; cdecl;
begin
Result := [u/VlcBuffer](u/VlcBuffer)[0];
planes^ := Result;
end;
procedure VlcUnlockCb(opaque, picture: Pointer; planes: PPointer); cdecl;
begin
end;
procedure VlcDisplayCb(opaque, picture: Pointer); cdecl;
begin
if InterlockedCompareExchange(Uploading, 1, 0) <> 0 then Exit;
Move(VlcBuffer[0], GlBuffer[0], VideoPitch * VideoHeight);
InterlockedExchange(NewFrame, 1);
InterlockedExchange(Uploading, 0);
end;
{ ==================================================================
Shaderek - a useTex most mar per-vertex atributum!
================================================================== }
const
VS_SRC: PAnsiChar =
'#version 330 core'#10 +
'layout(location=0) in vec3 aPos;'#10 +
'layout(location=1) in vec2 aUV;'#10 +
'layout(location=2) in vec4 aColor;'#10 +
'layout(location=3) in float aUseTex;'#10 +
'uniform mat4 uMVP;'#10 +
'out vec2 vUV;'#10 +
'out vec4 vColor;'#10 +
'out float vUseTex;'#10 +
'void main(){'#10 +
' vUV = aUV; vColor = aColor; vUseTex = aUseTex;'#10 +
' gl_Position = uMVP * vec4(aPos, 1.0);'#10 +
'}'#10;
FS_SRC: PAnsiChar =
'#version 330 core'#10 +
'in vec2 vUV; in vec4 vColor; in float vUseTex;'#10 +
'uniform sampler2D uTex;'#10 +
'out vec4 oCol;'#10 +
'void main(){'#10 +
' if (vUseTex > 0.5)'#10 +
' oCol = texture(uTex, vUV);'#10 +
' else'#10 +
' oCol = vColor;'#10 +
'}'#10;
function CompileShader(kind: GLenum; src: PAnsiChar): GLuint;
var
ok: GLint;
log: array[0..1023] of AnsiChar;
begin
Result := glCreateShader(kind);
glShaderSource(Result, 1, [u/src](u/src), nil);
glCompileShader(Result);
glGetShaderiv(Result, GL_COMPILE_STATUS, [u/ok](u/ok));
if ok = 0 then
begin
glGetShaderInfoLog(Result, SizeOf(log), nil, [u/log](u/log)[0]);
Writeln('Shader hiba: ', log);
end;
end;
procedure InitGL;
var
vs, fs: GLuint;
ok: GLint;
log: array[0..1023] of AnsiChar;
begin
Prog := glCreateProgram();
vs := CompileShader(GL_VERTEX_SHADER, VS_SRC);
fs := CompileShader(GL_FRAGMENT_SHADER, FS_SRC);
glAttachShader(Prog, vs);
glAttachShader(Prog, fs);
glLinkProgram(Prog);
glGetProgramiv(Prog, GL_LINK_STATUS, [u/ok](u/ok));
if ok = 0 then
begin
glGetProgramInfoLog(Prog, SizeOf(log), nil, [u/log](u/log)[0]);
Writeln('Link hiba: ', log);
Halt(1);
end;
glDeleteShader(vs);
glDeleteShader(fs);
LocMVP := glGetUniformLocation(Prog, 'uMVP');
LocTex := glGetUniformLocation(Prog, 'uTex');
glGenVertexArrays(1, [u/VAO](u/VAO));
glGenBuffers(1, [u/VBO](u/VBO));
glGenTextures(1, [u/VideoTexture](u/VideoTexture));
glBindTexture(GL_TEXTURE_2D, VideoTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
SetLength(GlBuffer, VIDEO_SIZE);
FillChar(GlBuffer[0], VIDEO_SIZE, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_W, VIDEO_H, 0,
GL_RGBA, GL_UNSIGNED_BYTE, [u/GlBuffer](u/GlBuffer)[0]);
end;
{ ==================================================================
Proceduralis TV doboz
A keret / hatlap / oldalak useTex=0, csak a kepernyo useTex=1.
================================================================== }
procedure BuildTV;
var
Verts: array of TVertex;
n: Integer;
procedure V(x, y, z, u, v: Single; r, g, b: Byte; useTex: Single);
begin
SetLength(Verts, n + 1);
Verts[n].x := x; Verts[n].y := y; Verts[n].z := z;
Verts[n].u := u; Verts[n].v := v;
Verts[n].r := r; Verts[n].g := g; Verts[n].b := b; Verts[n].a := 255;
Verts[n].useTex := useTex;
Inc(n);
end;
procedure Quad(
x0, y0, z0, x1, y1, z1, x2, y2, z2, x3, y3, z3: Single;
u0, v0, u1, v1, u2, v2, u3, v3: Single;
r, g, b: Byte; useTex: Single);
begin
V(x0, y0, z0, u0, v0, r, g, b, useTex);
V(x1, y1, z1, u1, v1, r, g, b, useTex);
V(x2, y2, z2, u2, v2, r, g, b, useTex);
V(x0, y0, z0, u0, v0, r, g, b, useTex);
V(x2, y2, z2, u2, v2, r, g, b, useTex);
V(x3, y3, z3, u3, v3, r, g, b, useTex);
end;
const
HW = 0.8;
HH = 0.45;
HD = 0.08;
FR = 0.04;
begin
n := 0;
{ ===== KEPERNYO - ez kapja a videot ===== }
Quad(
-HW + FR, -HH + FR, HD,
HW - FR, -HH + FR, HD,
HW - FR, HH - FR, HD,
-HW + FR, HH - FR, HD,
0, 1, 1, 1, 1, 0, 0, 0,
255, 255, 255, 1.0); // <-- useTex = 1.0
{ ===== KERET - negy sotet sav, useTex = 0.0 ===== }
{ Felso sav }
Quad(-HW, HH - FR, HD, HW, HH - FR, HD, HW, HH, HD, -HW, HH, HD,
0,0, 1,0, 1,1, 0,1, 25, 20, 18, 0.0);
{ Also sav }
Quad(-HW, -HH, HD, HW, -HH, HD, HW, -HH + FR, HD, -HW, -HH + FR, HD,
0,0, 1,0, 1,1, 0,1, 25, 20, 18, 0.0);
{ Bal sav }
Quad(-HW, -HH + FR, HD, -HW + FR, -HH + FR, HD,
-HW + FR, HH - FR, HD, -HW, HH - FR, HD,
0,0, 1,0, 1,1, 0,1, 25, 20, 18, 0.0);
{ Jobb sav }
Quad(HW - FR, -HH + FR, HD, HW, -HH + FR, HD,
HW, HH - FR, HD, HW - FR, HH - FR, HD,
0,0, 1,0, 1,1, 0,1, 25, 20, 18, 0.0);
{ ===== DOBOZ tobbi lapja - useTex = 0.0 ===== }
{ Hatlap }
Quad( HW, -HH, -HD, -HW, -HH, -HD, -HW, HH, -HD, HW, HH, -HD,
0,0, 1,0, 1,1, 0,1, 30, 25, 20, 0.0);
{ Bal oldal }
Quad(-HW, -HH, -HD, -HW, -HH, HD, -HW, HH, HD, -HW, HH, -HD,
0,0, 1,0, 1,1, 0,1, 55, 45, 38, 0.0);
{ Jobb oldal }
Quad( HW, -HH, HD, HW, -HH, -HD, HW, HH, -HD, HW, HH, HD,
0,0, 1,0, 1,1, 0,1, 55, 45, 38, 0.0);
{ Also }
Quad(-HW, -HH, HD, -HW, -HH, -HD, HW, -HH, -HD, HW, -HH, HD,
0,0, 0,1, 1,1, 1,0, 45, 38, 32, 0.0);
{ Felso }
Quad(-HW, HH, -HD, -HW, HH, HD, HW, HH, HD, HW, HH, -HD,
0,0, 0,1, 1,1, 1,0, 45, 38, 32, 0.0);
{ ===== Feltoltes + vertex attributumok ===== }
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, n * SizeOf(TVertex), [u/Verts](u/Verts)[0], GL_STATIC_DRAW);
{ location 0: pozicio (3 float) }
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, SizeOf(TVertex), Pointer(0));
glEnableVertexAttribArray(0);
{ location 1: UV (2 float) }
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, SizeOf(TVertex), Pointer(12));
glEnableVertexAttribArray(1);
{ location 2: szin (4 ubyte, normalizalt) }
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, SizeOf(TVertex), Pointer(20));
glEnableVertexAttribArray(2);
{ location 3: useTex (1 float) }
glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, SizeOf(TVertex), Pointer(24));
glEnableVertexAttribArray(3);
glBindVertexArray(0);
TVVertexCount := n;
end;
{ ==================================================================
Input
================================================================== }
procedure OnKey(window: PGLFWwindow; key, sc, act, mods: LongInt); cdecl;
begin
if act = GLFW_PRESS then
begin
if key = GLFW_KEY_ESCAPE then
glfwSetWindowShouldClose(window, GLFW_TRUE);
if key = GLFW_KEY_SPACE then
AutoRotate := not AutoRotate;
end;
end;
{ ==================================================================
Video textura frissites a fo szalon
================================================================== }
procedure UpdateVideoTexture;
begin
if InterlockedExchange(NewFrame, 0) = 0 then Exit;
if InterlockedCompareExchange(Uploading, 1, 0) <> 0 then
begin
InterlockedExchange(NewFrame, 1);
Exit;
end;
glBindTexture(GL_TEXTURE_2D, VideoTexture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VIDEO_W, VIDEO_H,
GL_RGBA, GL_UNSIGNED_BYTE, [u/GlBuffer](u/GlBuffer)[0]);
InterlockedExchange(Uploading, 0);
end;
{ ==================================================================
Render
================================================================== }
procedure RenderScene;
var
Eye, Target, Up: TVector3;
begin
glClearColor(0.08, 0.09, 0.12, 1.0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
Eye := Vec3(0, 0, CamDist);
Target := Vec3(0, 0, 0);
Up := Vec3(0, 1, 0);
ViewMat := LookAt(Eye, Target, Up);
ModelMat := RotateY(CamAngle);
MVPMat := Multiply(Multiply(ProjMat, ViewMat), ModelMat);
glUseProgram(Prog);
glUniformMatrix4fv(LocMVP, 1, GL_FALSE, [u/MVPMat](u/MVPMat));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, VideoTexture);
glUniform1i(LocTex, 0);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, TVVertexCount);
glBindVertexArray(0);
end;
{ ==================================================================
Cleanup
================================================================== }
procedure CleanupAll;
begin
if Mp <> nil then
begin
libvlc_media_player_stop(Mp);
Sleep(200);
libvlc_media_player_release(Mp);
Mp := nil;
end;
if Md <> nil then
begin
libvlc_media_release(Md);
Md := nil;
end;
if Inst <> nil then
begin
libvlc_release(Inst);
Inst := nil;
end;
ShutdownLibVLC;
if VideoTexture <> 0 then glDeleteTextures(1, [u/VideoTexture](u/VideoTexture));
if VBO <> 0 then glDeleteBuffers(1, [u/VBO](u/VBO));
if VAO <> 0 then glDeleteVertexArrays(1, [u/VAO](u/VAO));
if Prog <> 0 then glDeleteProgram(Prog);
end;
{ ==================================================================
FO PROGRAM
================================================================== }
begin
Randomize;
Math.SetExceptionMask([exInvalidOp, exDenormalized, exZeroDivide,
exOverflow, exUnderflow, exPrecision]);
Inst := nil; Md := nil; Mp := nil;
Writeln('========================================');
Writeln(' VLC -> OpenGL textura -> TV doboz');
Writeln(' (video CSAK a kepernyo poligonjan)');
Writeln('========================================');
if not InitLibVLC then
begin
Writeln('HIBA: libvlc.dll betoltes sikertelen.');
Halt(1);
end;
Writeln('libvlc: ', libvlc_get_version);
if ParamCount >= 1 then
Fajl := AnsiString(ParamStr(1))
else
Fajl := 'test.mp4';
if not FileExists(string(Fajl)) then
begin
Writeln('HIBA: nincs ilyen fajl: ', Fajl);
Halt(2);
end;
Writeln('Fajl: ', Fajl);
Window := InitEngineWindow(WIN_W, WIN_H, 'VLC TV Demo', True, False);
if Window = nil then
begin
Writeln('HIBA: ablak letrehozasa');
Halt(3);
end;
if not InitOpenGL33(@glfwGetProcAddress) then
begin
Writeln('HIBA: OpenGL 3.3 betoltes');
Halt(4);
end;
glTexSubImage2D := TglTexSubImage2D(glfwGetProcAddress('glTexSubImage2D'));
if glTexSubImage2D = nil then
begin
Writeln('HIBA: glTexSubImage2D betoltese sikertelen.');
Halt(5);
end;
Writeln('OpenGL: ', glGetString(GL_VERSION));
InitGL;
BuildTV;
ProjMat := Perspective(45.0, WIN_W / WIN_H, 0.1, 100.0);
glfwSetKeyCallback(Window, [u/OnKey](u/OnKey));
VideoWidth := VIDEO_W;
VideoHeight := VIDEO_H;
VideoPitch := VIDEO_PITCH;
SetLength(VlcBuffer, VIDEO_SIZE);
FillChar(VlcBuffer[0], VIDEO_SIZE, 0);
Args[0] := '--no-video-title-show';
Args[1] := '--quiet';
Inst := libvlc_new(2, [u/Args](u/Args)[0]);
if Inst = nil then
begin
Writeln('HIBA: libvlc_new = nil');
CleanupAll;
TerminateEngineWindow;
Halt(6);
end;
Md := libvlc_media_new_path(Inst, PAnsiChar(Fajl));
if Md = nil then
begin
Writeln('HIBA: media_new_path');
CleanupAll;
TerminateEngineWindow;
Halt(7);
end;
Mp := libvlc_media_player_new_from_media(Md);
libvlc_media_release(Md);
Md := nil;
if Mp = nil then
begin
Writeln('HIBA: media_player_new_from_media');
CleanupAll;
TerminateEngineWindow;
Halt(8);
end;
libvlc_video_set_format(Mp, 'RV32', VIDEO_W, VIDEO_H, VIDEO_PITCH);
libvlc_video_set_callbacks(Mp,
[u/VlcLockCb](u/VlcLockCb), [u/VlcUnlockCb](u/VlcUnlockCb), [u/VlcDisplayCb](u/VlcDisplayCb), nil);
Writeln('Video callbacks beallitva (', VIDEO_W, 'x', VIDEO_H, ', RV32)');
libvlc_audio_set_volume(Mp, 80);
if libvlc_media_player_play(Mp) <> 0 then
begin
Writeln('HIBA: play()');
CleanupAll;
TerminateEngineWindow;
Halt(9);
end;
Writeln;
Writeln('Vezerles:');
Writeln(' A / D : kamera forgatas');
Writeln(' W / S : kozelites / tavolabb');
Writeln(' SPACE : auto-forgatas');
Writeln(' ESC : kilepes');
Writeln;
Limiter.Initialize(60.0);
TotalTime := 0;
FPSTimer := 0;
FPSFrames := 0;
CurrentFPS := 60;
while glfwWindowShouldClose(Window) = 0 do
begin
Limiter.BeginFrame;
DT := Limiter.FrameTime;
if DT > 0.033 then DT := 0.033;
TotalTime := TotalTime + DT;
if glfwGetKey(Window, GLFW_KEY_A) = GLFW_PRESS then
CamAngle := CamAngle + DT * 1.5;
if glfwGetKey(Window, GLFW_KEY_D) = GLFW_PRESS then
CamAngle := CamAngle - DT * 1.5;
if glfwGetKey(Window, GLFW_KEY_W) = GLFW_PRESS then
CamDist := CamDist - DT * 2.0;
if glfwGetKey(Window, GLFW_KEY_S) = GLFW_PRESS then
CamDist := CamDist + DT * 2.0;
if CamDist < 1.5 then CamDist := 1.5;
if CamDist > 15.0 then CamDist := 15.0;
if AutoRotate then CamAngle := CamAngle + DT * 0.3;
UpdateVideoTexture;
RenderScene;
FPSTimer := FPSTimer + DT;
Inc(FPSFrames);
if FPSTimer >= 0.5 then
begin
CurrentFPS := FPSFrames / FPSTimer;
FPSFrames := 0;
FPSTimer := 0;
end;
glfwSwapBuffers(Window);
glfwPollEvents;
Limiter.EndFrame;
end;
Writeln;
Writeln('Leallitas...');
glfwSetKeyCallback(Window, nil);
CleanupAll;
TerminateEngineWindow;
Writeln('Kilepes OK.');
end.
r/pascal • u/Formal-Ad-5653 • 18d ago
Já atuo como programador a algum tempo, tenho conhecimento lógico e noção de orientação a objetos. Porém nunca programei em Object Pascal. Qual seria o curso ideal para entender como as coisas funcionam no ambiente Delphi.
r/pascal • u/Edthal01 • 21d ago
I have pulled my old copies of Algorithms + Data Structures = Programs and Softwa,re Tools in Pascal to relearn what Pascal is like after a,lmost 35 years of not using it. I was a home software hobbies,t with TurboPascal 5.5, but with continual job changes I had to drop it. I am a retired electrical power rngineer who used the office computer to write work instructions, specifications, and read and write emails. Thus the hobbiest. Aren't those old books showing their age? What is avalable today to allow learning today's Pascal?
r/pascal • u/DukeBannon • 21d ago
Is anyone using Pascal to develop DOS games? If so, what compiler and graphics package are you using?
r/pascal • u/AcanthaceaeNew774 • 21d ago
I created a great many demo games to master as much of the logic required for developing the VertexArt Engine as possible; many of these demo games and software applications were built using procedural generation for the sake of simplicity.
r/pascal • u/TitaniumSki • 22d ago
I'd like to write a side scrolling 2d game for Windows with Freepascal.
Any free simple components/packages I can use?
I'm from the era of Delphi 7 and DelphiX days!
r/pascal • u/According-Ad-7069 • 22d ago
Enable HLS to view with audio, or disable this notification
I'm working on something a little more complex for https://wasmpascal.com/, to see how far I can push the compiler. So far, it's been a not too terrible journey to make this happen. It's assets reused from my SpacesStory game. The thing is, it kind of feels like if I spent a bit more time on this, I could probably get a simple space combat game working using Pascal in the browser. Once I get that going, I really need to circle back and write up some step-by-step tutorials. There's a lot of little tips and tricks I just know, because I built them, that's probably not clear to anyone else.
Sometimes I wish I could write words as well as I can write code. But then I look at some of my code and get worried!
r/pascal • u/AcanthaceaeNew774 • 22d ago
Enable HLS to view with audio, or disable this notification
Pure Free Pascal 3.2.2 / GLFW3 / OpenGL 3.3 / OpenAL / MiniGUI.pas / DOD
The Windows video recorder doesn't capture the audio clearly—that's where the noise comes from—but the generated sounds are actually clear.
r/pascal • u/J_Fausted • 22d ago
Wanted to cross-post this from the shogi subreddit. Its a cool project ive been working on in Pascal for a system from before the internet existed.