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(******************************************************************************)
(* Pongwars 21.09.2025 *)
(* *)
(* Version : 0.03 *)
(* *)
(* Author : Uwe Schächterle (Corpsman) *)
(* *)
(* Support : www.Corpsman.de *)
(* *)
(* Description : Implements the pongwars simulation *)
(* *)
(* License : See the file license.md, located under: *)
(* https://github.com/PascalCorpsman/Software_Licenses/blob/main/license.md *)
(* for details about the license. *)
(* *)
(* It is not allowed to change or remove this text from any *)
(* source file of the project. *)
(* *)
(* Warranty : There is no warranty, neither in correctness of the *)
(* implementation, nor anything other that could happen *)
(* or go wrong, use at your own risk. *)
(* *)
(* Known Issues: none *)
(* *)
(* History : 0.01 - Initial version *)
(* 0.02 - show points on right sides *)
(* 0.03 - port to shader rendering *)
(* *)
(******************************************************************************)
Unit Unit1;
{$MODE objfpc}{$H+}
{$DEFINE DebuggMode}
Interface
Uses
Classes, SysUtils, FileUtil, LResources, Forms, Controls, Graphics, Dialogs,
ExtCtrls,
OpenGlcontext,
(*
* Kommt ein Linkerfehler wegen OpenGL dann: sudo apt-get install freeglut3-dev
*)
dglOpenGL // http://wiki.delphigl.com/index.php/dglOpenGL.pas
, uopengl_graphikengine // Die OpenGLGraphikengine ist eine Eigenproduktion von www.Corpsman.de, und kann getrennt auf https://github.com/PascalCorpsman/Examples/tree/master/OpenGL geladen werden.
, uopengl_legacychecker
, uopengl_shaderprimitives
, uOpenGL_ASCII_Font
, uvectormath;
Const
BrightCol = $FFCC99;
DarkCol = $996600;
BlockDim = 25;
Type
TPong = Record
Position: TVector2;
Velocity: TVector2;
Color: TVector3;
End;
TPongWars = Record
Field: Array Of Array Of Boolean; // True = Bright, False = Dark
Bright, Dark: TPong;
BallTexture: TGraphikItem;
Paused: Boolean;
JitterDirectionAndSpeed: Boolean;
MaxSpeed, MinSpeed: Single;
End;
{ TForm1 }
TForm1 = Class(TForm)
OpenGLControl1: TOpenGLControl;
Timer1: TTimer;
Procedure FormCreate(Sender: TObject);
Procedure FormDestroy(Sender: TObject);
Procedure OpenGLControl1KeyDown(Sender: TObject; Var Key: Word;
Shift: TShiftState);
Procedure OpenGLControl1MakeCurrent(Sender: TObject; Var Allow: boolean);
Procedure OpenGLControl1Paint(Sender: TObject);
Procedure OpenGLControl1Resize(Sender: TObject);
Procedure Timer1Timer(Sender: TObject);
private
{ private declarations }
PongWars: TPongWars;
Procedure CenterFormOnScreen;
Procedure ReadParameters;
Procedure CreateTextures;
Procedure Reset;
Procedure Simulate;
public
{ public declarations }
End;
Var
Form1: TForm1;
Initialized: Boolean = false; // Wenn True dann ist OpenGL initialisiert
Implementation
{$R *.lfm}
Uses LCLType, math;
{ TForm1 }
Var
allowcnt: Integer = 0;
Procedure OnOpenGLLegacyCall(Severity: GLuint; aMessage: String);
Begin
Initialized := false;
showmessage(
format('Error, unallowed OpenGL legacy call: %d = %s', [Severity, aMessage])
);
halt;
End;
Procedure TForm1.OpenGLControl1MakeCurrent(Sender: TObject; Var Allow: boolean);
Begin
If allowcnt > 2 Then Begin
exit;
End;
inc(allowcnt);
// Sollen Dialoge beim Starten ausgeführt werden ist hier der Richtige Zeitpunkt
If allowcnt = 1 Then Begin
// Init dglOpenGL.pas , Teil 2
ReadExtensions; // Anstatt der Extentions kann auch nur der Core geladen werden. ReadOpenGLCore;
ReadImplementationProperties;
RegisterLegacyCheckerCallback(@OnOpenGLLegacyCall);
End;
If allowcnt = 2 Then Begin // Dieses If Sorgt mit dem obigen dafür, dass der Code nur 1 mal ausgeführt wird.
(*
Man bedenke, jedesmal wenn der Renderingcontext neu erstellt wird, müssen sämtliche Graphiken neu Geladen werden.
Bei Nutzung der TOpenGLGraphikengine, bedeutet dies, das hier ein clear durchgeführt werden mus !!
*)
OpenGL_GraphikEngine.clear;
If Not Assigned(glCreateShader) Then Begin
// On Windows it seems that you need to "reload" the core functions for proper function
ReadExtensions;
ReadImplementationProperties;
RegisterLegacyCheckerCallback(@OnOpenGLLegacyCall);
// if still not available, then halt
If Not Assigned(glCreateShader) Then Begin
showmessage('glCreateShader not available, use legacy mode..');
halt;
End;
End;
OpenGL_GraphikEngine_InitializeShaderSystem;
OpenGL_ShaderPrimitives_InitializeShaderSystem;
Create_ASCII_BigFont;
// Der Anwendung erlauben zu Rendern.
Initialized := True;
ReActivateKHRDebug; // Reenable KHRDebug
OpenGLControl1Resize(Nil);
ReadParameters;
CreateTextures;
End;
Form1.Invalidate;
End;
Procedure TForm1.OpenGLControl1Paint(Sender: TObject);
Procedure Pixel(i, j: Single);
Begin
glShaderBegin(GL_TRIANGLE_FAN);
glShaderVertex(i * BlockDim, j * BlockDim, 0);
glShaderVertex(i * BlockDim, j * BlockDim + BlockDim, 0);
glShaderVertex(i * BlockDim + BlockDim, j * BlockDim + BlockDim, 0);
glShaderVertex(i * BlockDim + BlockDim, j * BlockDim, 0);
glShaderEnd();
End;
Var
bright, dark, i, j: Integer;
s: String;
Begin
If Not Initialized Then Exit;
If PongWars.Paused Then exit;
Simulate;
// Render Szene
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT Or GL_DEPTH_BUFFER_BIT);
go2d(OpenGLControl1.Width, OpenGLControl1.Height);
// 1. Das Feld
UseColorShader;
bright := 0;
dark := 0;
For i := 0 To high(PongWars.Field) Do Begin
For j := 0 To high(PongWars.Field[0]) Do Begin
If PongWars.Field[i, j] Then Begin
inc(bright);
SetShaderColor(PongWars.Bright.Color.x, PongWars.Bright.Color.y, PongWars.Bright.Color.z);
End
Else Begin
inc(dark);
SetShaderColor(PongWars.Dark.Color.x, PongWars.Dark.Color.y, PongWars.Dark.Color.z);
End;
Pixel(i, j);
End;
End;
// 2. Die Spieler (ohne tiefentest geht das ;))
UseTextureShader(v4(PongWars.Bright.Color, 1));
glenable(gl_Blend);
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
RenderQuad(PongWars.Bright.Position * BlockDim + v2(BlockDim, BlockDim) / 2, 0, BlockDim, BlockDim, 0, PongWars.BallTexture);
UseTextureShader(v4(PongWars.Dark.Color, 1));
RenderQuad(PongWars.Dark.Position * BlockDim + v2(BlockDim, BlockDim) / 2, 0, BlockDim, BlockDim, 0, PongWars.BallTexture);
gldisable(gl_blend);
// Die Lebenspunkte
glBindTexture(GL_TEXTURE_2D, 0);
// Show the darks points (which are the bright fields) on the left
OpenGL_ASCII_Font.ColorV3 := PongWars.Dark.Color;
OpenGL_ASCII_Font.Textout(10, 10, inttostr(bright));
// Show the brights points (which are the dark fields) on the right
OpenGL_ASCII_Font.ColorV3 := PongWars.Bright.Color;
s := inttostr(dark);
OpenGL_ASCII_Font.Textout(Width - 10 - length(s) * 10, 10, s);
exit2d;
OpenGLControl1.SwapBuffers;
End;
Procedure TForm1.OpenGLControl1Resize(Sender: TObject);
Begin
If Initialized Then Begin
If OpenGLControl1.MakeCurrent Then
glViewport(0, 0, OpenGLControl1.Width, OpenGLControl1.Height);
OpenGLControl1.Invalidate;
End;
End;
Procedure TForm1.FormCreate(Sender: TObject);
Begin
// Init dglOpenGL.pas , Teil 1
If Not InitOpenGl Then Begin
showmessage('Error, could not init dglOpenGL.pas');
Halt;
End;
OpenGLControl1.AutoResizeViewport := True; // This is crucial for GTK3, don't know why, but without it the demo does not work
OpenGLControl1.DebugContext := True; // Required so the GL driver actually generates KHR_debug messages
caption := 'Pongwars 0.03, by Corpsman';
Randomize;
OpenGLControl1.Align := alClient;
(*
60 - FPS entsprechen
0.01666666 ms
Ist Interval auf 16 hängt das gesamte system, bei 17 nicht.
Generell sollte die Interval Zahl also dynamisch zum Rechenaufwand, mindestens aber immer 17 sein.
*)
Timer1.Interval := 17;
End;
Procedure TForm1.FormDestroy(Sender: TObject);
Begin
If OpenGLControl1.MakeCurrent Then Begin
OpenGL_GraphikEngine_FinalizeShaderSystem;
OpenGL_ShaderPrimitives_FinalizeShaderSystem;
End;
End;
Procedure TForm1.OpenGLControl1KeyDown(Sender: TObject; Var Key: Word;
Shift: TShiftState);
Begin
If key = vk_Space Then Begin
PongWars.Paused := Not PongWars.Paused;
End;
End;
Procedure TForm1.Timer1Timer(Sender: TObject);
{$IFDEF DebuggMode}
Var
i: Cardinal;
p: Pchar;
{$ENDIF}
Begin
If Initialized Then Begin
OpenGLControl1.Invalidate;
{$IFDEF DebuggMode}
i := glGetError();
If i <> 0 Then Begin
Timer1.Enabled := false;
p := gluErrorString(i);
showmessage('OpenGL Error (' + inttostr(i) + ') occured.' + LineEnding + LineEnding +
'OpenGL Message : "' + p + '"' + LineEnding + LineEnding +
'Applikation will be terminated.');
close;
End;
{$ENDIF}
End;
End;
Procedure TForm1.CenterFormOnScreen;
Begin
left := (Monitor.Width - width) Div 2;
Top := (Monitor.Height - Height) Div 2;
Constraints.MinWidth := Width;
Constraints.MaxWidth := Width;
Constraints.MinHeight := Height;
Constraints.MaxHeight := Height;
End;
Procedure TForm1.ReadParameters;
Var
i, j: Integer;
b: Boolean;
newWidth, newheight: LongInt;
Begin
Reset;
(*
* ggf. überschreiben der Defaults durch Parameter
*)
i := 1;
newWidth := 24;
newheight := 24;
While i <= ParamCount Do Begin
Case lowercase(ParamStr(i)) Of
'jitter': Begin
inc(i);
PongWars.JitterDirectionAndSpeed := lowercase(ParamStr(i)) = 'true';
End;
'paused': Begin
inc(i);
PongWars.Paused := lowercase(ParamStr(i)) = 'true';
End;
'width': Begin
inc(i);
newWidth := strtointdef(ParamStr(i), newWidth);
End;
'height': Begin
inc(i);
newheight := strtointdef(ParamStr(i), newheight);
End;
// TODO: mehr parametrisierbar machen ;)
End;
inc(i);
End;
setlength(PongWars.Field, newWidth, newheight);
Width := BlockDim * newWidth;
Height := BlockDim * newheight;
PongWars.Dark.Position := v2(newWidth Div 4, newheight Div 2);
PongWars.Bright.Position := v2((newWidth * 3) Div 4, newheight Div 2);
CenterFormOnScreen;
(*
* Erzeugen des "Spiels"
*)
For i := 0 To newWidth - 1 Do Begin
b := i <= (newWidth Div 2) - 1;
For j := 0 To newheight - 1 Do Begin
PongWars.Field[i, j] := b;
End;
End;
End;
Procedure TForm1.CreateTextures;
Begin
PongWars.BallTexture := OpenGL_GraphikEngine.LoadAlphaGraphikItem('gfx' + PathDelim + 'ball.bmp');
End;
Procedure TForm1.Reset;
(*
* Erzeugt eine Richtung die entlang der beiden Hauptdiagonalen mit einer Streuung von 22.5 Grad verläuft
*)
Function getRandomDirection(): TVector2;
Var
angle: Single;
radAngle: Float;
Begin
angle := random(46) - 22.5; // Zufallszahl im Bereich [-22.5..22.5]
angle := angle + random(4) * 90; // Zufälliger Quadrant
angle := angle + 45; // Drehen um 45°, dass es die Diagonalen trift
// Umrechnen in einen Vektor
radAngle := DegToRad(angle);
SinCos(radAngle, result.x, result.y);
End;
Var
DefaultSpeed: Single;
Begin
(*
* Alle Defaults setzen
*)
PongWars.Field := Nil;
PongWars.JitterDirectionAndSpeed := true;
PongWars.MinSpeed := 5;
PongWars.MaxSpeed := 15;
DefaultSpeed := (PongWars.MaxSpeed + PongWars.MinSpeed) / 2;
PongWars.Paused := false;
PongWars.Bright.Color := v3(
(BrightCol And $FF) / 255,
((BrightCol Shr 8) And $FF) / 255,
((BrightCol Shr 16) And $FF) / 255
);
PongWars.Bright.Velocity := getRandomDirection * DefaultSpeed;
PongWars.Bright.Velocity.x := abs(PongWars.Bright.Velocity.x); // Sicherstellen, dass der Ball nach Rechts geht ;)
PongWars.Dark.Color := v3(
(DarkCol And $FF) / 255,
((DarkCol Shr 8) And $FF) / 255,
((DarkCol Shr 16) And $FF) / 255
);
PongWars.Dark.Velocity := getRandomDirection * DefaultSpeed;
PongWars.Dark.Velocity.x := -abs(PongWars.Dark.Velocity.x); // Sicherstellen, dass der Ball nach Links geht ;)
End;
Procedure TForm1.Simulate;
Const
dt = 0.017; // 17ms
Procedure Move(Var Pong: TPong);
Begin
pong.Position := pong.Position + pong.Velocity * dt;
End;
Procedure CollideWithWorld(Var Pong: TPong);
Var
InvMove: Boolean;
Begin
InvMove := false;
// 1. Kollision gegen den Welt Rand
If (pong.Position.x < 0) Or (pong.Position.x >= high(PongWars.Field)) Then Begin
pong.Velocity.x := -pong.Velocity.x;
InvMove := true;
End;
If (pong.Position.y < 0) Or (pong.Position.y >= high(PongWars.Field[0])) Then Begin
pong.Velocity.y := -pong.Velocity.y;
InvMove := true;
End;
If InvMove Then move(pong); // Wieder Zurück aufs Feld
End;
Procedure CollideWithBlocks(Var Pong: TPong; OwnColl: Boolean);
Const
Epsilon = 0.5;
dirs: Array[0..3] Of TVector2 = (// Achtung ist wichtig für die Bounce Berechnung unten, dass die Reihenfolge stimmt
(x: Epsilon; y: 0), // 0°
(x: 0; y: - Epsilon), // 90°
(x: - Epsilon; y: 0), // 180°
(x: 0; y: Epsilon) // 270°
);
Var
i: Integer;
ipos: TPoint;
Begin
For i := 0 To 3 Do Begin
ipos := Pong.Position + dirs[i];
If (ipos.x < 0) Or (ipos.Y < 0) Or
(ipos.x > high(PongWars.Field)) Or
(ipos.Y > high(PongWars.Field[0])) Then Continue;
If PongWars.Field[ipos.X, ipos.y] = OwnColl Then Begin
PongWars.Field[ipos.X, ipos.y] := Not PongWars.Field[ipos.X, ipos.y];
If abs(cos(i * pi / 2)) > abs(sin(i * pi / 2)) Then Begin
pong.Velocity.x := -pong.Velocity.x;
End
Else Begin
pong.Velocity.y := -pong.Velocity.y;
End;
move(pong);
End;
End;
End;
Procedure JitterDirectionAndSpeed(Var Pong: TPong);
Var
speed: Single;
Begin
pong.Velocity.x := pong.Velocity.x + random * 0.02 - 0.01;
pong.Velocity.y := pong.Velocity.y + random * 0.02 - 0.01;
speed := LenV2(pong.Velocity);
// Limit the speed of the ball
If speed < PongWars.MinSpeed Then Begin
pong.Velocity := (pong.Velocity * PongWars.MinSpeed) / speed;
End;
If speed > PongWars.MaxSpeed Then Begin
pong.Velocity := (pong.Velocity * PongWars.MaxSpeed) / speed;
End;
End;
Begin
// Simuliert einen Zeitschritt
// 1. Bewegen der Bälle
Move(PongWars.Bright);
Move(PongWars.Dark);
// 2. Kollisionserkennung
CollideWithWorld(PongWars.Bright);
CollideWithWorld(PongWars.Dark);
CollideWithBlocks(PongWars.Bright, true);
CollideWithBlocks(PongWars.Dark, false);
If PongWars.JitterDirectionAndSpeed Then Begin
JitterDirectionAndSpeed(PongWars.Bright);
JitterDirectionAndSpeed(PongWars.Dark);
End;
End;
End.