GLdc/samples/nehe20/main.c
Falco Girgis 49f2f0917b Nehe20 Build Fix + Warnings cleanup for GCC14.1.0.
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)
2024-07-31 20:35:34 -05:00

273 lines
9.5 KiB
C

/* DREAMCAST
*IAN MICHEAL Ported SDL+OPENGL USING SDL[DREAMHAL][GLDC][KOS2.0]2021
* Cleaned and tested on dreamcast hardware by Ianmicheal
* This Code Was Created By Pet & Commented/Cleaned Up By Jeff Molofee
* If You've Found This Code Useful, Please Let Me Know.
* Visit NeHe Productions At http://nehe.gamedev.net
*/
#include <math.h> // Header File For Windows Math Library
#include <stdio.h> // Header File For Standard Input/Output
#include <stdint.h>
#include <stdlib.h>
#ifdef __DREAMCAST__
#include <kos.h>
#endif
#define FPS 60
uint32_t waittime = 1000.0f/FPS;
uint32_t framestarttime = 0;
int32_t delaytime;
#ifdef __DREAMCAST__
extern uint8_t romdisk[];
KOS_INIT_ROMDISK(romdisk);
#define IMG_LOGO_PATH "/rd/logo.bmp"
#define IMG_MASK1_PATH "/rd/mask1.bmp"
#define IMG_IMAGE1_PATH "/rd/image1.bmp"
#define IMG_MASK2_PATH "/rd/mask2.bmp"
#define IMG_IMAGE2_PATH "/rd/image2.bmp"
#else
#define IMG_LOGO_PATH "../samples/nehe20/romdisk/logo.bmp"
#define IMG_MASK1_PATH "../samples/nehe20/romdisk/mask1.bmp"
#define IMG_IMAGE1_PATH "../samples/nehe20/romdisk/image1.bmp"
#define IMG_MASK2_PATH "../samples/nehe20/romdisk/mask2.bmp"
#define IMG_IMAGE2_PATH "../samples/nehe20/romdisk/image2.bmp"
#endif
#include "../loadbmp.h"
/*
* This Code Was Created By Jeff Molofee 2000
* And Modified By Giuseppe D'Agata (waveform@tiscalinet.it)
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/
#include <math.h> // Header File For Windows Math Library
#include <stdio.h> // Header File For Standard Input/Output
#include <assert.h>
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/gl.h> // Header File For The OpenGL32 Library
#include <OpenGL/glu.h> // Header File For The GLu32 Library
#elif defined(__DREAMCAST__)
#include <kos.h>
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
#include <GL/glkos.h>
#else
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
#endif
#define BOOL int
#define FALSE 0
#define TRUE 1
uint8_t* keys; // Array Used For The Keyboard Routine
BOOL active=TRUE; // Window Active Flag Set To TRUE By Default
BOOL fullscreen=FALSE; // Fullscreen Flag Set To Fullscreen Mode By Default
BOOL masking=TRUE; // Masking On/Off
BOOL mp; // M Pressed?
BOOL sp; // Space Pressed?
BOOL scene; // Which Scene To Draw
GLuint texture[5]; // Storage For Our Five Textures
GLuint loop; // Generic Loop Variable
GLfloat roll; // Rolling Texture
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
Image TextureImage[5];
if ((ImageLoad(IMG_LOGO_PATH, &TextureImage[0])) && // Logo Texture
(ImageLoad(IMG_MASK1_PATH, &TextureImage[1])) && // First Mask
(ImageLoad(IMG_IMAGE1_PATH, &TextureImage[2])) && // First Image
(ImageLoad(IMG_MASK2_PATH, &TextureImage[3])) && // Second Mask
(ImageLoad(IMG_IMAGE2_PATH, &TextureImage[4]))) // Second Image
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(5, &texture[0]); // Create Five Textures
for (loop=0; loop<5; loop++) // Loop Through All 5 Textures
{
glBindTexture(GL_TEXTURE_2D, texture[loop]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(
GL_TEXTURE_2D, 0, 3,
TextureImage[loop].sizeX,
TextureImage[loop].sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE,
TextureImage[loop].data
);
}
}
return Status; // Return The Status
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); // Calculate Window Aspect Ratio
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return FALSE; // If Texture Didn't Load Return FALSE
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glEnable(GL_DEPTH_TEST); // Enable Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glEnable(GL_TEXTURE_2D); // Enable 2D Texture Mapping
return TRUE; // Initialization Went OK
}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The Modelview Matrix
glTranslatef(0.0f,0.0f,-2.0f); // Move Into The Screen 5 Units
glBindTexture(GL_TEXTURE_2D, texture[0]); // Select Our Logo Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(0.0f, -roll+0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); // Bottom Left
glTexCoord2f(3.0f, -roll+0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); // Bottom Right
glTexCoord2f(3.0f, -roll+3.0f); glVertex3f( 1.1f, 1.1f, 0.0f); // Top Right
glTexCoord2f(0.0f, -roll+3.0f); glVertex3f(-1.1f, 1.1f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
glEnable(GL_BLEND); // Enable Blending
glDisable(GL_DEPTH_TEST); // Disable Depth Testing
if (masking) // Is Masking Enabled?
{
glBlendFunc(GL_DST_COLOR,GL_ZERO); // Blend Screen Color With Zero (Black)
}
if (scene) // Are We Drawing The Second Scene?
{
glTranslatef(0.0f,0.0f,-1.0f); // Translate Into The Screen One Unit
glRotatef(roll*360,0.0f,0.0f,1.0f); // Rotate On The Z Axis 360 Degrees.
if (masking) // Is Masking On?
{
glBindTexture(GL_TEXTURE_2D, texture[3]); // Select The Second Mask Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); // Bottom Left
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); // Bottom Right
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.1f, 1.1f, 0.0f); // Top Right
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.1f, 1.1f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
}
glBlendFunc(GL_ONE, GL_ONE); // Copy Image 2 Color To The Screen
glBindTexture(GL_TEXTURE_2D, texture[4]); // Select The Second Image Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); // Bottom Left
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); // Bottom Right
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.1f, 1.1f, 0.0f); // Top Right
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.1f, 1.1f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
}
else // Otherwise
{
if (masking) // Is Masking On?
{
glBindTexture(GL_TEXTURE_2D, texture[1]); // Select The First Mask Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(roll+0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); // Bottom Left
glTexCoord2f(roll+4.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); // Bottom Right
glTexCoord2f(roll+4.0f, 4.0f); glVertex3f( 1.1f, 1.1f, 0.0f); // Top Right
glTexCoord2f(roll+0.0f, 4.0f); glVertex3f(-1.1f, 1.1f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
}
glBlendFunc(GL_ONE, GL_ONE); // Copy Image 1 Color To The Screen
glBindTexture(GL_TEXTURE_2D, texture[2]); // Select The First Image Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(roll+0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); // Bottom Left
glTexCoord2f(roll+4.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); // Bottom Right
glTexCoord2f(roll+4.0f, 4.0f); glVertex3f( 1.1f, 1.1f, 0.0f); // Top Right
glTexCoord2f(roll+0.0f, 4.0f); glVertex3f(-1.1f, 1.1f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
}
glEnable(GL_DEPTH_TEST); // Enable Depth Testing
glDisable(GL_BLEND); // Disable Blending
roll+=0.002f; // Increase Our Texture Roll Variable
if (roll>1.0f) // Is Roll Greater Than One
{
roll-=1.0f; // Subtract 1 From Roll
}
glKosSwapBuffers();
return TRUE; // Everything Went OK
}
int main(int argc, char *argv[])
{
glKosInit();
InitGL();
ReSizeGLScene(640, 480);
#ifdef __DREAMCAST__
maple_device_t* cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
assert(cont);
#endif
while(1) {
DrawGLScene();
#ifdef __DREAMCAST__
cont_state_t* state = (cont_state_t *)maple_dev_status(cont);
if((state->buttons & CONT_A) && !sp) {
sp = TRUE;
scene = !scene;
} else {
sp = FALSE;
}
if((state->buttons & CONT_B) && !mp) {
mp = TRUE;
masking = !masking;
} else {
mp = FALSE;
}
if(state->buttons & CONT_START) {
break;
}
#endif
}
return 0;
}