Newest toolchain is bitchier, so I wanted to go ahead and clear up all of the warnings from building GLdc and the various examples... 1) Set CMake CXX standard to 14 instead of 11, since CXXFLAGS were enforcing that language standard anyway. 2) Fixed a bunch of strict aliasing violations in immediate.c: glVertex3f. 3) Removed or commented out lots of unused variables. 4) Fixed some "suggested inner braces on initializer" crap. 5) Fixed a bunch of signed vs unsigned pointer assignments. 6) Fixed several printf() warnings from using %d with int32_t (needs to be %ld for long int). 7) Fixed build issue with Nehe20 from not including kos.h for the KOS_ROMDISK macro. 8) Fixed some signed vs unsigned comparison mismatches in C++ template instantiations within clipping tests. 9)
244 lines
6.8 KiB
C
244 lines
6.8 KiB
C
#include <stdio.h>
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#include <time.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#ifdef __DREAMCAST__
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#include <kos.h>
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#endif
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#include "GL/gl.h"
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#include "GL/glu.h"
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#include "GL/glkos.h"
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#ifdef __DREAMCAST__
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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#define IMAGE_FILENAME "/rd/flag1.bmp"
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#else
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#define IMAGE_FILENAME "../samples/lerabot01/romdisk/flag1.bmp"
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#endif
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#include "../loadbmp.h"
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/* floats for x rotation, y rotation, z rotation */
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float xrot, yrot, zrot;
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/* storage for one texture */
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GLuint texture[1];
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// Load Bitmaps And Convert To Textures
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void LoadGLTextures() {
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// Load Texture
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Image *image1;
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// allocate space for texture
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image1 = (Image *) malloc(sizeof(Image));
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if (image1 == NULL) {
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printf("Error allocating space for image");
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exit(0);
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}
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if (!ImageLoad(IMAGE_FILENAME, image1)) {
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exit(1);
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}
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// Create Texture
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture
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// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
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// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
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glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
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free(image1);
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};
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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LoadGLTextures();
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glEnable(GL_TEXTURE_2D);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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GLfloat l1_pos[] = {5.0, 0.0, 1.0, 1.0};
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GLfloat l1_diff[] = {1.0, 0.0, 0.0, 1.0};
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//GLfloat l1_amb[] = {0.5, 0.5, 0.5, 1.0};
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//glLightfv(GL_LIGHT1, GL_AMBIENT, l1_amb);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_diff);
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glLightfv(GL_LIGHT1, GL_POSITION, l1_pos);
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glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f);
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glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0001);
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glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.00001);
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GLfloat l2_pos[] = {0.0, 15.0, 1.0, 1.0};
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GLfloat l2_dir[] = {0.0, -1.0, 0.0};
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GLfloat l2_diff[] = {0.5, 0.5, 0.0, 1.0};
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//GLfloat l2_amb[] = {0.5, 0.5, 0.5, 1.0};
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glEnable(GL_LIGHT2);
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glLightfv(GL_LIGHT2, GL_DIFFUSE, l2_diff);
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glLightfv(GL_LIGHT2, GL_POSITION, l2_pos);
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glLightfv(GL_LIGHT2, GL_SPOT_DIRECTION, l2_dir);
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glLightf(GL_LIGHT2, GL_CONSTANT_ATTENUATION, 1.0f);
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glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, 0.0001);
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glLightf(GL_LIGHT2, GL_QUADRATIC_ATTENUATION, 0.00001);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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int check_start() {
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#ifdef __DREAMCAST__
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maple_device_t *cont;
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cont_state_t *state;
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cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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if(cont) {
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state = (cont_state_t *)maple_dev_status(cont);
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if(state)
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return state->buttons & CONT_START;
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}
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#endif
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return 0;
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}
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void DrawTexturedQuad(int tex, float x, float y, float z)
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{
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GLfloat texW = 10;
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GLfloat texH = 10;
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GLfloat x0 = x - texW / 2;
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GLfloat y0 = y - texH / 2;
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GLfloat x1 = x + texW / 2;
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GLfloat y1 = y + texH / 2;
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//GLfloat color[] = {1.0f, 1.0f, 1.0f, 1.0f};
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GLfloat mat_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
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GLfloat vertex_data[] = {
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/* 2D Coordinate, texture coordinate */
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x0, y1, z,
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x1, y1, z,
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x1, y0, z,
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x0, y0, z
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};
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GLfloat uv_data[] = {
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/* 2D Coordinate, texture coordinate */
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 0.0f
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};
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GLfloat normal_data[] = {
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/* 2D Coordinate, texture coordinate */
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0
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};
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//GLint indices[] = {0,1,2,3,2,3};
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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//glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, vertex_data);
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glTexCoordPointer(2, GL_FLOAT, 0, uv_data);
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glNormalPointer(GL_FLOAT, 0, normal_data);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_ambient);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glVertexPointer(3, GL_FLOAT, 0, vertex_data);
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glDrawArrays(GL_QUADS, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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//glDisableClientState(GL_COLOR_ARRAY);
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}
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float delta = 0;
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/* The main drawing function. */
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void DrawGLScene()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glTranslatef(-50.0f, 0.0f, -100.0f);
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GLfloat l1_pos[] = {50 + sin(delta) * 100.0f, 6.0, 5.0, 1.0};
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delta += 0.03;
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glLightfv(GL_LIGHT1, GL_POSITION, l1_pos);
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//glLightfv(GL_LIGHT1, GL_SPOT_EXPONENT, 3);
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DrawTexturedQuad(texture[0], l1_pos[0], l1_pos[1], l1_pos[2]);
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for (int i = 0; i < 5; i++)
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DrawTexturedQuad(texture[0], i * 20, 0.0f, 0.1f); // Draw the textured quad.
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// swap buffers to display, since we're double buffered.
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while(1) {
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if(check_start())
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break;
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DrawGLScene();
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}
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return 0;
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}
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