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)
178 lines
4.9 KiB
C
178 lines
4.9 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdint.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/glext.h"
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#include "GL/glkos.h"
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#ifdef __DREAMCAST__
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extern uint8_t romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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#define IMAGE_FILENAME "/rd/NeHe.bmp"
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#else
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#define IMAGE_FILENAME "../samples/mipmap/romdisk/NeHe.bmp"
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#endif
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#include "../loadbmp.h"
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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_MIPMAP_LINEAR); // scale linearly when image smalled than texture
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// 2d texture, 3 components (red, green, blue), x size from image, y size from image,
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// rgb color data, unsigned byte data, and finally the data itself.
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gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image1->sizeX, image1->sizeY, 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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}
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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 DrawQuad() {
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left Of The Texture and Quad
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glEnd(); // done with the polygon.
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}
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static GLboolean mipmap_enabled = GL_FALSE;
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static GLuint timer = 0;
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/* The main drawing function. */
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void DrawGLScene()
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{
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timer++;
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if(timer > 60) {
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timer = 0;
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mipmap_enabled = !mipmap_enabled;
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if(mipmap_enabled) {
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printf("Enabling mipmaps!\n");
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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_MIPMAP_LINEAR);
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} else {
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printf("Disabling mipmaps!\n");
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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}
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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glClearColor(0.5, 0.5, 0.5, 1.0);
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glTranslatef(-1.5f, 0.0f, -4.5f);
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DrawQuad();
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glTranslatef(1.0f, 0.0f, -5.0f);
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DrawQuad();
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glTranslatef(1.5f, 0.0f, -5.0f);
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DrawQuad();
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glTranslatef(2.0f, 0.0f, -5.0f);
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DrawQuad();
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glTranslatef(3.5f, 0.0f, -5.0f);
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DrawQuad();
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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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