248 lines
6.5 KiB
C
248 lines
6.5 KiB
C
/*
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KallistiOS 2.0.0
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nehe16.c
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(c)2025 Falco Girgis
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(c)2014 Josh Pearson
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(c)2001 Benoit Miller
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(c)2000 Jeff Molofee
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*/
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#include <stdio.h>
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#include <GL/glkos.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#ifdef __DREAMCAST__
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#include <kos.h>
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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#define IMG_PATH "/rd/glass.pvr"
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#else
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#define IMG_PATH "../samples/nehe08/romdisk/glass.pvr"
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#endif
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/* Simple GL example to demonstrate fog (PVR table fog).
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Essentially the same thing as NeHe's lesson16 code.
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To learn more, go to http://nehe.gamedev.net/.
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DPAD controls the cube rotation, button A & B control the depth
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of the cube, button X toggles fog on/off, and button Y toggles fog type.
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*/
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static GLfloat xrot; /* X Rotation */
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static GLfloat yrot; /* Y Rotation */
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static GLfloat xspeed; /* X Rotation Speed */
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static GLfloat yspeed; /* Y Rotation Speed */
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static GLfloat z = -5.0f; /* Depth Into The Screen */
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static GLuint texture; /* Storage For Texture */
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/* Storage For Three Types Of Fog */
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GLuint fogType = 0; /* use GL_EXP initially */
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GLuint fogMode[] = { GL_EXP, GL_EXP2, GL_LINEAR };
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char cfogMode[3][10] = {"GL_EXP ", "GL_EXP2 ", "GL_LINEAR" };
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GLfloat fogColor[4] = { 0.5f, 0.5f, 0.5f, 1.0f }; /* Fog Color */
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int fog = GL_TRUE;
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/* Load a PVR texture - located in pvr-texture.c */
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extern GLuint glTextureLoadPVR(char *fname, unsigned char isMipMapped, unsigned char glMipMap);
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void draw_gl(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, z);
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glRotatef(xrot, 1.0f, 0.0f, 0.0f);
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glRotatef(yrot, 0.0f, 1.0f, 0.0f);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBegin(GL_QUADS);
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/* Front Face */
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glNormal3f(0.0f, 0.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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/* Back Face */
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glNormal3f(0.0f, 0.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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/* Top Face */
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glNormal3f(0.0f, 1.0f, 0.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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/* Bottom Face */
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glNormal3f(0.0f, -1.0f, 0.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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/* Right face */
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glNormal3f(1.0f, 0.0f, 0.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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/* Left Face */
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glEnd();
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xrot += xspeed;
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yrot += yspeed;
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}
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int main(int argc, char **argv) {
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GLboolean xp = GL_FALSE;
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GLboolean yp = GL_FALSE;
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printf("nehe16 beginning\n");
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/* Get basic stuff initialized */
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glKosInit();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glColor4f(1.0f, 1.0f, 1.0f, 0.5);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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/* Enable Lighting and GL_LIGHT0 */
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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/* Set up the fog */
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glFogi(GL_FOG_MODE, fogMode[fogType]); /* Fog Mode */
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glFogfv(GL_FOG_COLOR, fogColor); /* Set Fog Color */
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glFogf(GL_FOG_DENSITY, 0.35f); /* How Dense The Fog is */
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glHint(GL_FOG_HINT, GL_DONT_CARE); /* Fog Hint Value */
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glFogf(GL_FOG_START, 0.0f); /* Fog Start Depth */
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glFogf(GL_FOG_END, 5.0f); /* Fog End Depth */
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glEnable(GL_FOG); /* Enables GL_FOG */
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/* Set up the textures */
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texture = glTextureLoadPVR(IMG_PATH, 0, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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while(1) {
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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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/* Check key status */
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state = (cont_state_t *)maple_dev_status(cont);
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if(!state) {
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printf("Error reading controller\n");
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break;
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}
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if(state->start)
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break;
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if(state->a) {
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if(z >= -15.0f) z -= 0.02f;
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}
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if(state->b) {
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if(z <= 0.0f) z += 0.02f;
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}
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if(state->x && !xp) {
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xp = GL_TRUE;
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fogType = (fogType + 1) % 3;
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glFogi(GL_FOG_MODE, fogMode[fogType]);
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printf("%s\n", cfogMode[fogType]);
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}
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if(!state->x)
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xp = GL_FALSE;
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if(state->y && !yp) {
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yp = GL_TRUE;
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fog = !fog;
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}
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if(!state->y)
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yp = GL_FALSE;
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if(state->dpad_up)
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xspeed -= 0.1f;
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if(state->dpad_down)
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xspeed += 0.1f;
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if(state->dpad_left)
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yspeed -= 0.1f;
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if(state->dpad_right)
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yspeed += 0.1f;
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#endif
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/* Switch fog off/on */
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if(fog) {
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glEnable(GL_FOG);
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}
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else {
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glDisable(GL_FOG);
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}
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/* Draw the GL "scene" */
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draw_gl();
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/* Finish the frame */
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glKosSwapBuffers();
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}
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return 0;
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}
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