2018-05-16 20:50:05 +00:00
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# GLdc
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2018-10-21 09:11:45 +00:00
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**Development of GLdc has moved to [Gitlab](https://gitlab.com/simulant/GLdc)**
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2018-05-16 20:50:05 +00:00
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This is a partial implementation of OpenGL 1.2 for the SEGA Dreamcast for use
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with the KallistiOS SDK.
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It began as a fork of libGL by Josh Pearson but has undergone a large refactor
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which is essentially a rewrite.
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The aim is to implement as much of OpenGL 1.2 as possible, and to add additional
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features via extensions.
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Things left to (re)implement:
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2018-05-19 12:43:22 +00:00
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- Spotlights (Trivial)
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- Framebuffer extension (Trivial)
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- Texture Matrix (Trivial)
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2018-05-16 20:50:05 +00:00
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Things I'd like to do:
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- Use a clean "gl.h"
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- Define an extension for modifier volumes
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- Add support for point sprites
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- Optimise, add unit tests for correctness
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2021-04-10 12:15:46 +00:00
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# Compiling
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GLdc uses CMake for its build system, it currently ships with two "backends":
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- kospvr - This is the hardware-accelerated Dreamcast backend
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- software - This is a stub software rasterizer used for testing testing and debugging
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To compile for Dreamcast, you'll want to do something like the following:
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```
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mkdir dcbuild
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cd dcbuild
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cmake -DCMAKE_TOOLCHAIN_FILE=../toolchains/Dreamcast.cmake -G "Unix Makefiles" ..
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make
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```
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You will need KallistiOS compiled and configured (e.g. the KOS_BASE environment
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variable must be set)
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To compile for PC:
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```
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mkdir pcbuild
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cd pcbuild
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cmake -G "Unix Makefiles" ..
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make
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```
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2018-05-16 20:50:05 +00:00
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2019-03-10 12:32:22 +00:00
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# Special Thanks!
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- Massive shout out to Hayden Kowalchuk for diagnosing and fixing a large number of bugs while porting GL Quake to the Dreamcast. Absolute hero!
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