GLdc/samples/blend_test/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

157 lines
4.6 KiB
C

/*
* This sample demonstrates blending, and the importance of drawing order,
* depth testing and z-value.
* This is a merge of lerabot_blend_test and blend_test, with 1 added case,
* and with adapted/corrected explanation
*/
#ifdef __DREAMCAST__
#include <kos.h>
#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, 1.0f); // 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
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glDisable(GL_BLEND);
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);
}
/* 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 __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;
}
void DrawQuad(const float* colour) {
glBegin(GL_QUADS);
glColor4fv(colour);
glVertex3f(-1.0,-1.0, 0.0);
glVertex3f( 1.0,-1.0, 0.0);
glVertex3f( 1.0, 1.0, 0.0);
glVertex3f(-1.0, 1.0, 0.0);
glEnd();
}
/* The main drawing function. */
void DrawGLScene()
{
const float RED [] = {1.0, 0, 0, 0.5};
const float BLUE [] = {0.0, 0, 1, 0.5};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
// LEFT UPPER SECTION
glLoadIdentity(); // Reset The View
glTranslatef(-4.0, 2.0, -10);
// This draws 2 quads, a red first, then an overlapping blue one.
// Both quads are drawn at the SAME z-value
// With depth test GL_LEQUAL, this means blending for the overlapping part
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawQuad(RED);
glTranslatef(1.0, 0, 0);
DrawQuad(BLUE);
glDisable(GL_BLEND);
// RIGHT UPPER SECTION
glTranslatef(4.0, 0, 0);
// This draws 2 quads, a red first, then an overlapping blue one.
// The blue quad has a LOWER z-value, so it is behind the red quad.
// With depth test GL_LEQUAL, the blue part is not considered for the overlapping part, so no blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawQuad(RED);
glTranslatef(1.0, 0, -0.01);
DrawQuad(BLUE);
glDisable(GL_BLEND);
// LEFT DOWN SECTION
glLoadIdentity(); // Reset The View
glTranslatef(-4.0, -1.0, -10);
// This draws 2 quads, a red first, then an overlapping blue one.
// The blue quad has a HIGHER z-value, so it is in front the red quad.
// With depth test GL_LEQUAL, this means blending for the overlapping part
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawQuad(RED);
glTranslatef(1.0, 0, 0.01);
DrawQuad(BLUE);
glDisable(GL_BLEND);
// RIGHT DOWN SECTION
glTranslatef(4.0, 0.0, -0.01);
// This is basically the same as the RIGHT UPPER SECTION, except that the blue quad
// is drawn first.
// With depth test GL_LEQUAL, this means blending for the overlapping part
// <- the order of drawing is important for blending !
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTranslatef(1.0, 0.0, -0.01);
DrawQuad(BLUE);
glTranslatef(-1.0, 0.0, 0.01);
DrawQuad(RED);
glDisable(GL_BLEND);
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
glKosInit();
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
if(check_start())
break;
DrawGLScene();
}
return 0;
}