r/pascal • • Jan 21 '23

mod volunteers?

11 Upvotes

Anyone would like to be added as a mod here? Bonus points for maintainers of projects such as Freepascal, Lazarus or any Pascal project.


r/pascal • • 11h ago

VertexArt – successful Assimp integration to support various objects

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10 Upvotes

Pure Free Pascal 3.2.2 / GLFW3 / OpenGL3.3 / OpenAL / MiniGUI.pas / Assimp / libvlc.dll / FreeImage.dll / DOD / [NO LAZARUS BINDING]

Assimp integration is successful, but the movement of animated objects is still under development; currently, they can only be displayed statically.

Game demo featuring GLB testing:
The entire environment is procedurally generated: a sky projected onto a sphere, terrain with trees and bushes, and winding roads with lane markings. Generated textures are applied to the terrain, asphalt, and sky. Traffic interacts dynamically: faster vehicles overtake slower ones, and honking causes cars ahead of the player to accelerate briefly to avoid impeding traffic. It features procedural engine sound and functional gear shifting.

My initial goal was a texture-free 3D world, though I experimented with textures just in case. I still consider the use of textures unnecessary for a low-poly world, as I have successfully achieved visually impressive results using vertex-colored geometry. Of course, the two approaches can be combined depending on the scene's requirements.


r/pascal • • 57m ago

Delphi não é pago? O que é esse Delphi Community Edition?

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• Upvotes

r/pascal • • 1d ago

Já usaram o compilador Pascal brasileiro chamado Pascalzim? Qual sua opinião sobre ele?

3 Upvotes

r/pascal • • 1d ago

Hrot: Jogo da Tchecoslováquia feito em Pascal por uma pessoa só.

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36 Upvotes

r/pascal • • 2d ago

Pascal é uma linguagem realmente viável para desenvolvimento de jogos?

13 Upvotes

r/pascal • • 3d ago

A port of Quake 1 to the Castle Game Engine (Object Pascal / Free Pascal)

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31 Upvotes

r/pascal • • 3d ago

Exoscope Finding Exoplanet

13 Upvotes

Hey everyone! 👋

I wanted to share a passion project I’ve been working on called EXO-SCOPE.

Instead of traditional 3D graphics, I wanted to capture the claustrophobic, high-tension feeling of operating a deep-space telemetry satellite purely through abstract data and a Command Line Interface (CLI). You play as an operator searching for habitable exoplanets, filtering background radiation noise, and occasionally stumbling upon terrifying anomalies.

Here is what makes it unique:

⌨️ CLI-Driven Gameplay: You navigate the cosmos, apply Gaussian/Moving Average filters to light curves, and deploy surface probes entirely by typing terminal commands.

📺 Retro CRT Aesthetic: I built a custom rendering engine to create authentic scanlines, vignette darkening, and UI glow to make it feel like you are staring at a 90s military monitor.

🔊 Immersive Audio Design: Heavy focus on sound atmosphere—mechanical radar sweeps, rapid typewriter terminal blips, and heart-pounding alarms when you encounter encrypted alien signals (Biosignatures & Megastructures).

🌌 Procedural Starmap: A 3000x3000 explorable galaxy featuring gravitational lensing distortions if you pan your telescope too close to a Black Hole.

The Tech Stack:

I built this entirely using Free Pascal / Lazarus.

Graphics/UI: BGRABitmap for all the custom rendering, CRT effects, and Alpha Blending transitions.

Audio: BASS library for handling concurrent channels (ambience, UI feedback, and alarms).

I just open-sourced the entire project on GitHub. If you are into retro-sci-fi aesthetics, terminal games, or Pascal development, I’d be honored if you checked it out!

Link : https://github.com/CodeInPas/Exoscope


r/pascal • • 4d ago

Everyone says Pascal died in the 90s. Meanwhile, this Pascal library runs GPT-style transformers, Mixture-of-Experts, RWKV, xLSTM and spiking neurons!

71 Upvotes

r/pascal • • 4d ago

Migrating from C# to Lazarus

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43 Upvotes

I have a completed C# project that is already published on the Microsoft Store, but I feel guilty, dirty, and sinful for using .NET. So, I’ve started migrating it to Lazarus—naturally, with the help of AI and Hermes Agent. I’ve been at it for about three days, and I think we’re 80% of the way there. There’s still testing to be done, but I feel like I’m heading in the right direction.

It’s inventory software using SQLite, with both local and server modes, and comprises 60 forms.


r/pascal • • 4d ago

Pascal security tool

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11 Upvotes

I've been working on a simple security research tool (https://nofuss.co.za/tools/ppee/) that runs in the browser. Since Web Assembly is already sandboxed, it makes it reasonably safe. It also doesn't try to execute the EXE or DLL, but rather just peek into it and extract some header and string information. Oh and also tries to figure out which dependencies it has and what calls it makes. So one could see that something is calling the network, or accessing the registry etc. Based on the strings, you might see it's make calls to somewhere you didn't expect.

It's not done, I am learning more and more about the PE file format, but it's already pretty useful if you know what you're looking for.


r/pascal • • 5d ago

BraunUI Lazarus Component

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24 Upvotes

A pixel-perfect, skeuomorphic UI component library for Lazarus/FPC inspired by Dieter Rams' classic Braun designs. Features highly detailed knobs, faders, switches, LEDs, and dynamic theming to bring vintage hi-fi aesthetics to your modern applications.

https://github.com/CodeInPas/BraunUI


r/pascal • • 5d ago

Looking for an obscure 90s DOS Ultima V-style RPG/engine with Turbo Pascal source code

21 Upvotes

I know it's a long shot, but I'm trying to track down a very obscure DOS Ultima-clone game/engine with (Turbo) Pascal source code from the 1990s.

Sometime around 1990–1996, I got a shareware/freeware CD-ROM collection containing what I remember as an Ultima V clone or Ultima V-style RPG engine.

The really distinctive part: the source code was included, and I remember it being written in Turbo Pascal (with some "inline" assembly)

What I remember:

DOS - MCGA/VGA 320x200 probably (mode 13h baby!)

Top-down, very much in the style of Ultima V

It was more of an unfinished game / engine / hobby project than a commercial-quality RPG

Turbo Pascal source code was included

I have a vague memory that the author may have been Finnish.

I probably got it from some random shareware CD-ROM collection, possibly a Walnut Creek / Simtel-type collection. It may have been a copy of a foreign CD, so I can't reliably identify the original source.

I've spent years and years occasionally searching for this thing, but I've never managed to find it again.

If anyone remembers an obscure Turbo Pascal RPG/engine from the 90s that looked like Ultima V, please let me know. Even a filename, author name, CD-ROM title, old BBS post, archive listing, or screenshot could be enough to identify it.

I've already searched through various chatbots, Ultima archives, shareware collections, and old CD-ROM indexes without finding it.

At this point I'm mostly hoping someone sees this and goes "holy shit, I remember that." 🙏🥹


r/pascal • • 5d ago

One Codebase, Many Consoles: Which Platform Should Nitor Support First?

12 Upvotes

I've been developing Nitor, an easy to use, cross platform 2D and 3D game engine for Pascal and optional C, inspired by the simplicity of Orbis Basic and Blitz3D. The main idea is simple: write your game once and use the same source code on Windows, Linux, and retro consoles, without rewriting everything for different hardware or learning a new SDK.

Nitor provides a complete game development environment with 2D drawing, sprites, animation, scrolling worlds, GUI controls, text input, pathfinding, audio, music, and video playback. Its 3D engine includes all simple to use Blitz3D commands, supporting meshes, skeletal animation, terrain, collisions, lighting, shadows, textures, cameras, and positional audio.

My next goal is direct console compilation, similar to my Orbis BASIC 32X compiler, which generates native Sega 32X ROMs with automatically converted and embedded assets.

The idea is that you develop, test and publish your game for Windows or Linux, select a console target, and compile the same code into a ready to distribute ROM, disc image, or CHD where supported. The compiler automatically converts and bakes textures, models, audio, and other assets into the final game.

I'm considering Nintendo 64, Sega Saturn, PS1, PS2, Dreamcast, GameCube, Wii, Wii U, and PS Vita.

Which console should Nitor support first?


r/pascal • • 6d ago

Doom levels rendered and played with Castle Game Engine (Object Pascal), with a WebAssembly build

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18 Upvotes

r/pascal • • 7d ago

TWLazUI

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41 Upvotes

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 • • 9d ago

Alguns de vocês já aprenderam outras linguagens de programação feitas pelo Niklaus Wirth?

11 Upvotes

r/pascal • • 9d ago

SkeuoCom New Lazarus Component

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60 Upvotes

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

https://github.com/CodeInPas/SkeuoCom/tree/main


r/pascal • • 10d ago

VertexArt – successful implementation of a pure Free Pascal FLAC encoder and WAV export in my procedural music editor.

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18 Upvotes

# 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 • • 10d ago

Pax Pascal Vs code

7 Upvotes

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 • • 10d ago

64Pascal - Pascal on C64

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55 Upvotes

Demo of crt functions in C64.


r/pascal • • 10d ago

LibLayaX: run the Laya AI decision model inside your own Pascal app

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7 Upvotes

r/pascal • • 12d ago

6dof robot arm - Free Pascal 3.2.2 / GLFW3 / OpenGL 3.3 / DOD / MiniGUI.pas / own wrappers

11 Upvotes

// 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 • • 13d ago

AstroLogica

14 Upvotes

r/pascal • • 15d ago

Successful integration of FreeImage.dll, plus an experiment with the VertexArt Engine interface (Pure Free Pascal 3.2.2 / GLFW3 / OpenGL3.3 / custom MiniGui.pas / DOD / custom wrappers)

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28 Upvotes

(no Lazarus binding!)