2021-10-01 19:57:32 +00:00
|
|
|
#ifdef __DREAMCAST__
|
|
|
|
#include <kos.h>
|
|
|
|
#endif
|
|
|
|
|
2021-04-09 15:24:47 +00:00
|
|
|
#include "GL/gl.h"
|
|
|
|
#include "GL/glu.h"
|
|
|
|
#include "GL/glkos.h"
|
2018-05-29 12:12:38 +00:00
|
|
|
|
|
|
|
/* A general OpenGL initialization function. Sets all of the initial parameters. */
|
|
|
|
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
|
|
|
|
{
|
2023-05-16 12:31:44 +00:00
|
|
|
glClearColor(0.0f, 0.0f, 1.0f, 0.0f); // This Will Clear The Background Color To Black
|
2018-05-29 12:12:38 +00:00
|
|
|
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
|
2019-03-07 21:41:25 +00:00
|
|
|
glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
|
2018-05-29 12:12:38 +00:00
|
|
|
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
|
|
|
|
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
|
|
|
|
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glLoadIdentity(); // Reset The Projection Matrix
|
|
|
|
|
|
|
|
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
|
|
|
|
|
2023-05-16 12:31:44 +00:00
|
|
|
glMatrixMode(GL_MODELVIEW);
|
2018-05-29 12:12:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
|
|
|
|
void ReSizeGLScene(int Width, int Height)
|
|
|
|
{
|
|
|
|
if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
|
|
|
|
Height = 1;
|
|
|
|
|
|
|
|
glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
|
|
|
|
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glLoadIdentity();
|
|
|
|
|
|
|
|
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
}
|
|
|
|
|
2021-10-01 19:57:32 +00:00
|
|
|
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;
|
|
|
|
}
|
2018-05-29 12:12:38 +00:00
|
|
|
|
|
|
|
/* The main drawing function. */
|
|
|
|
void DrawGLScene()
|
|
|
|
{
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
|
|
|
|
glLoadIdentity(); // Reset The View
|
|
|
|
|
2019-03-10 12:24:27 +00:00
|
|
|
glTranslatef(-3.0f, 1.5f, -10.0f); // Move Left 1.5 Units And Into The Screen 6.0
|
2018-05-29 12:12:38 +00:00
|
|
|
|
|
|
|
// draw a triangle
|
2019-03-07 21:41:25 +00:00
|
|
|
glBegin(GL_TRIANGLES); // start drawing a polygon
|
|
|
|
glVertex3f( 0.0f, 1.0f, 0.0f); // Top
|
|
|
|
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
|
|
|
|
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
|
2018-05-29 12:12:38 +00:00
|
|
|
glEnd(); // we're done with the polygon
|
|
|
|
|
2019-03-07 21:41:25 +00:00
|
|
|
glTranslatef(3.0f, 0.0f, 0.0f); // Move Right 3 Units
|
2018-05-29 12:12:38 +00:00
|
|
|
|
|
|
|
// draw a square (quadrilateral)
|
|
|
|
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
|
2019-03-07 21:41:25 +00:00
|
|
|
glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
|
|
|
|
glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
|
|
|
|
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
|
|
|
|
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
|
|
|
|
glEnd(); // done with the polygon
|
|
|
|
|
|
|
|
glTranslatef(3.0f, 0.0f, 0.0f);
|
|
|
|
|
|
|
|
glBegin(GL_POLYGON); // start drawing a polygon (4 sided)
|
|
|
|
glVertex3f(-0.0f, 1.0f, 0.0f); // Top Left
|
|
|
|
glVertex3f(-0.75f, 0.75f, 0.0f);
|
|
|
|
glVertex3f(-1.0f, 0.0f, 0.0f); // Top Right
|
|
|
|
glVertex3f(-0.75f,-0.75f, 0.0f); // Bottom Right
|
|
|
|
glVertex3f(-0.0f,-1.0f, 0.0f); // Bottom Left
|
|
|
|
glVertex3f( 0.75f,-0.75f, 0.0f); // Bottom Right
|
|
|
|
glVertex3f( 1.0f, 0.0f, 0.0f); // Top Right
|
|
|
|
glVertex3f( 0.75f, 0.75f, 0.0f);
|
2018-05-29 12:12:38 +00:00
|
|
|
glEnd(); // done with the polygon
|
|
|
|
|
2019-03-10 12:24:27 +00:00
|
|
|
glTranslatef(-6.0f, -3.0f, 0.0f);
|
|
|
|
|
|
|
|
// draw a triangle
|
|
|
|
glBegin(GL_POLYGON); // start drawing a polygon
|
|
|
|
glVertex3f( 0.0f, 1.0f, 0.0f); // Top
|
|
|
|
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
|
|
|
|
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
|
|
|
|
glEnd(); // we're done with the polygon
|
|
|
|
|
|
|
|
glTranslatef(3.0f, 0.0f, 0.0f); // Move Right 3 Units
|
|
|
|
|
|
|
|
// draw a square (quadrilateral)
|
|
|
|
glBegin(GL_POLYGON); // start drawing a polygon (4 sided)
|
|
|
|
glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
|
|
|
|
glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
|
|
|
|
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
|
|
|
|
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
|
|
|
|
glEnd(); // done with the polygon
|
|
|
|
|
|
|
|
glTranslatef(3.0f, 0.0f, 0.0f);
|
|
|
|
|
|
|
|
glBegin(GL_POLYGON); // start drawing a polygon (4 sided)
|
|
|
|
glVertex3f(-0.0f, 1.0f, 0.0f); // Top Left
|
|
|
|
glVertex3f(-0.75f, 0.75f, 0.0f);
|
|
|
|
glVertex3f(-1.0f, 0.0f, 0.0f); // Top Right
|
|
|
|
glVertex3f(-0.75f,-0.75f, 0.0f); // Bottom Right
|
|
|
|
glVertex3f(-0.0f,-1.0f, 0.0f); // Bottom Left
|
|
|
|
glVertex3f( 0.75f,-0.75f, 0.0f); // Bottom Right
|
|
|
|
glVertex3f( 1.0f, 0.0f, 0.0f); // Top Right
|
|
|
|
glVertex3f( 0.75f, 0.75f, 0.0f);
|
|
|
|
glEnd(); // done with the polygon
|
2018-05-29 12:12:38 +00:00
|
|
|
// swap buffers to display, since we're double buffered.
|
|
|
|
glKosSwapBuffers();
|
|
|
|
}
|
|
|
|
|
|
|
|
int main(int argc, char **argv)
|
|
|
|
{
|
|
|
|
glKosInit();
|
|
|
|
|
|
|
|
InitGL(640, 480);
|
|
|
|
ReSizeGLScene(640, 480);
|
|
|
|
|
|
|
|
while(1) {
|
2021-10-01 19:57:32 +00:00
|
|
|
if(check_start())
|
|
|
|
break;
|
|
|
|
|
2018-05-29 12:12:38 +00:00
|
|
|
DrawGLScene();
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|