#include #if UF_ENV_DREAMCAST #include #include int main(int argc, char **argv) { ext::opengl::settings::width = 640; ext::opengl::settings::height = 480; ext::opengl::initialize(); { 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(90.0f, (GLfloat) ext::opengl::settings::width / (GLfloat) ext::opengl::settings::height, 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window glMatrixMode(GL_MODELVIEW); } #if 0 while ( true ) { ext::opengl::tick(); ext::opengl::render(); } #endif #if 0 ext::opengl::CommandBuffer commands; commands.record([]{ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, ext::opengl::settings::width, ext::opengl::settings::height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90.0f,(GLfloat) ext::opengl::settings::width / (GLfloat) ext::opengl::settings::height, 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(-1.5f,0.0f,-6.0f); glBegin(GL_POLYGON); glColor3f(1.0f,0.0f,0.0f); glVertex3f( 0.0f, 1.0f, 0.0f); glColor3f(0.0f,1.0f,0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); glTranslatef(3.0f,0.0f,0.0f); glBegin(GL_QUADS); glColor3f(0.5f,0.5f,1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glColor3f(0.5f,0.5f,1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glColor3f(0.5f,0.5f,1.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glColor3f(0.5f,0.5f,1.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); }); while ( true ) { commands.submit(); glKosSwapBuffers(); } #endif #if 1 while ( true ) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, ext::opengl::settings::width, ext::opengl::settings::height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90.0f,(GLfloat) ext::opengl::settings::width / (GLfloat) ext::opengl::settings::height, 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(-1.5f,0.0f,-6.0f); glBegin(GL_POLYGON); glColor3f(1.0f,0.0f,0.0f); glVertex3f( 0.0f, 1.0f, 0.0f); glColor3f(0.0f,1.0f,0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glColor3f(0.0f,0.0f,1.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); glTranslatef(3.0f,0.0f,0.0f); glBegin(GL_QUADS); glColor3f(0.5f,0.5f,1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glColor3f(0.5f,0.5f,1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glColor3f(0.5f,0.5f,1.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glColor3f(0.5f,0.5f,1.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); glKosSwapBuffers(); } #endif ext::opengl::destroy(); return 0; } #endif