GLdc/samples/lights/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

247 lines
5.9 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <math.h>
#ifdef __DREAMCAST__
#include <kos.h>
#endif
#include "GL/gl.h"
#include "GL/glu.h"
#include "GL/glext.h"
#include "GL/glkos.h"
#ifdef __DREAMCAST__
#include <kos.h>
extern uint8_t romdisk[];
KOS_INIT_ROMDISK(romdisk);
#define IMAGE_FILENAME "/rd/NeHe.bmp"
#else
#define IMAGE_FILENAME "../samples/lights/romdisk/NeHe.bmp"
#endif
#include "../loadbmp.h"
float xrot, yrot, zrot;
GLuint texture[1];
void LoadGLTextures() {
Image *image1;
image1 = (Image *) malloc(sizeof(Image));
if (image1 == NULL) {
printf("Error allocating space for image");
exit(0);
}
if (!ImageLoad(IMAGE_FILENAME, image1)) {
exit(1);
}
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
glGenerateMipmapEXT(GL_TEXTURE_2D);
free(image1);
};
void InitGL(int Width, int Height)
{
LoadGLTextures();
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glClearColor(0.5, 0.5, 0.5, 0.5);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// Create light components
GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat diffuseLight[] = { 1.0f, 0.0f, 0.0, 1.0f };
GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat position[] = { -1.5f, -1.0f, 0.0f, 0.0f };
// Assign created components to GL_LIGHT0
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glDisable(GL_TEXTURE_2D);
diffuseLight[1] = 1.0f;
glEnable(GL_LIGHT1);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT1, GL_SPECULAR, specularLight);
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 4.5 / 100);
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 75.0f / (100 * 100));
glEnable(GL_NORMALIZE);
}
void ReSizeGLScene(int Width, int Height)
{
if (Height == 0)
Height = 1;
glViewport(0, 0, Width, Height);
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 DrawCube(float x, float z) {
static float pos = 0.0f;
static const float radius = 30.0f;
pos += 0.001f;
GLfloat position[] = { cos(pos) * radius, 15.0f, sin(pos) * radius, 1.0f };
glLightfv(GL_LIGHT1, GL_POSITION, position);
glPushMatrix();
glTranslatef(x, 0, z);
glColor4f(1, 1, 1, 1);
glBegin(GL_QUADS);
glNormal3f(0, 0, -1);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glNormal3f(0, 0, 1);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glNormal3f(0, 1, 0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glNormal3f(0, -1, 0);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glNormal3f(1, 0, 0);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glNormal3f(-1, 0, 0);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
glPopMatrix();
}
void DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -55.0f);
glRotatef(45, 1, 0, 0);
glTranslatef(0, 0, -30);
glBindTexture(GL_TEXTURE_2D, texture[0]);
int x, z;
for(z = -100; z < 100; z += 10) {
for(x = -100; x < 100; x += 10) {
DrawCube(x, z);
}
}
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
GLdcConfig config;
glKosInitConfig(&config);
config.fsaa_enabled = GL_FALSE;
glKosInitEx(&config);
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
if(check_start())
break;
DrawGLScene();
}
return 0;
}