#include #include #include #ifdef _arch_dreamcast #include #endif #include "GL/gl.h" #include "GL/glu.h" #include "GL/glkos.h" /* A general OpenGL initialization function. Sets all of the initial parameters. */ void InitGL(int Width, int Height) // We call this right after our OpenGL window is created. { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black glClearDepth(1.0); // Enables Clearing Of The Depth Buffer glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do glEnable(GL_DEPTH_TEST); // Enables Depth Testing glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glEnable(GL_TEXTURE_2D); glDisable(GL_CULL_FACE); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Reset The Projection Matrix gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } /* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */ void ReSizeGLScene(int Width, int Height) { if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small Height = 1; glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); } int check_start() { #ifdef _arch_dreamcast maple_device_t *cont; cont_state_t *state; cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER); if(cont) { state = (cont_state_t *)maple_dev_status(cont); if(state) return state->buttons & CONT_START; } #endif return 0; } static GLfloat movement = -10.0f; static GLfloat rotation = 0.0f; void update_movement() { #ifdef _arch_dreamcast maple_device_t *cont; cont_state_t *state; cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER); if(cont) { state = (cont_state_t *)maple_dev_status(cont); if(state) { if(state->buttons & CONT_DPAD_UP) { movement += 0.5f; } else if(state->buttons & CONT_DPAD_DOWN) { movement -= 0.5f; } if(state->buttons & CONT_DPAD_LEFT) { rotation += 0.5f; } else if(state->buttons & CONT_DPAD_RIGHT) { rotation -= 0.5f; } } } #endif } /* The main drawing function. */ void DrawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glPushMatrix(); glTranslatef(0.0f, -1.0f, movement); glRotatef(rotation, 0.0f, 1.0, 0.0f); /* We create a horseshoe shape tri-strip here because that allows for situations where a strip leaves and re-enters the viewport */ glBegin(GL_TRIANGLE_STRIP); // Left side glColor3f(1.0f, 1.0f, 0.0f); glVertex3f(-2.0f, 0.0f, 5.0f); glColor3f(1.0f, 1.0f, 0.0f); glVertex3f(-1.0f, 0.0f, 5.0f); glColor3f(1.0f, 1.0f, 0.0f); glVertex3f(-2.0f, 0.0f, 3.0f); glColor3f(1.0f, 1.0f, 0.0f); glVertex3f(-1.0f, 0.0f, 3.0f); glColor3f(1.0f, 1.0f, 0.0f); glVertex3f(-2.0f, 0.0f, 1.0f); glColor3f(1.0f, 1.0f, 0.0f); glVertex3f(-1.0f, 0.0f, 1.0f); // Curve glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(-1.0f, 0.0f, -1.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(1.0f, 0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(1.0f, 0.0f, -1.0f); // Right side // Degenerate to reverse ordering glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(2.0f, 0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(1.0f, 0.0f, 1.0f); glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(1.0f, 0.0f, 3.0f); glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(2.0f, 0.0f, 3.0f); glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(1.0f, 0.0f, 5.0f); glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(2.0f, 0.0f, 5.0f); glEnd(); glPopMatrix(); // swap buffers to display, since we're double buffered. glKosSwapBuffers(); } int main(int argc, char **argv) { glKosInit(); InitGL(640, 480); ReSizeGLScene(640, 480); while(1) { if(check_start()) break; update_movement(); DrawGLScene(); } return 0; }