GLdc/samples/polygon_offset/main.c

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typedef enum
{
false,
true
} bool;
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#ifdef __DREAMCAST__
#include <kos.h>
#endif
#include "GL/gl.h"
#include "GL/glu.h"
#include "GL/glkos.h"
/* 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.
{
glClearColor(0.93f, 0.93f, 0.93f, 0.0f);
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
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, 1.0f, 100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
}
/* 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, 1.0f, 100.0f);
glMatrixMode(GL_MODELVIEW);
}
float xrot = 0.0f;
float yrot = 0.0f;
float xdiff = 0;
float ydiff = 0;
bool offset = true;
void drawBox()
{
glBegin(GL_QUADS);
// FRONT
glVertex3f(-0.5f, -0.5f, 0.5f);
glVertex3f(0.5f, -0.5f, 0.5f);
glVertex3f(0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);
// BACK
glVertex3f(-0.5f, -0.5f, -0.5f);
glVertex3f(-0.5f, 0.5f, -0.5f);
glVertex3f(0.5f, 0.5f, -0.5f);
glVertex3f(0.5f, -0.5f, -0.5f);
// LEFT
glVertex3f(-0.5f, -0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, -0.5f);
glVertex3f(-0.5f, -0.5f, -0.5f);
// RIGHT
glVertex3f(0.5f, -0.5f, -0.5f);
glVertex3f(0.5f, 0.5f, -0.5f);
glVertex3f(0.5f, 0.5f, 0.5f);
glVertex3f(0.5f, -0.5f, 0.5f);
// TOP
glVertex3f(-0.5f, 0.5f, 0.5f);
glVertex3f(0.5f, 0.5f, 0.5f);
glVertex3f(0.5f, 0.5f, -0.5f);
glVertex3f(-0.5f, 0.5f, -0.5f);
// BOTTOM
glVertex3f(-0.5f, -0.5f, 0.5f);
glVertex3f(-0.5f, -0.5f, -0.5f);
glVertex3f(0.5f, -0.5f, -0.5f);
glVertex3f(0.5f, -0.5f, 0.5f);
glEnd();
}
void drawPolygon()
{
glBegin(GL_QUADS);
glVertex3f(-0.5f, -0.5f, 0.0f);
glVertex3f(0.5f, -0.5f, 0.0f);
glVertex3f(0.5f, 0.5f, 0.0f);
glVertex3f(-0.5f, 0.5f, 0.0f);
glEnd();
}
int frames = 0;
int check_input()
{
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#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)
{
if (state->buttons & CONT_START)
return 0;
if (frames <= 0)
{
if (state->buttons & CONT_A)
{
offset = !offset;
frames = 60;
}
}
}
}
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#endif
return 1;
}
/* 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
gluLookAt(
0.0f, 0.0f, 3.0f,
0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f);
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(1.0f, 0.0f, 0.0f);
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
drawBox();
if (offset)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(1.0f, 1.0f);
}
glColor3f(0.0f, 1.0f, 0.0f);
glPushMatrix();
glTranslatef(-0.25f, -0.25f, 0.5f);
glScalef(0.5f, 0.5f, 0.5f);
drawPolygon();
glPopMatrix();
glColor3f(1.0f, 1.0f, 0.0f);
glPushMatrix();
glTranslatef(0.25f, 0.25f, 0.5f);
glScalef(0.5f, 0.5f, 0.5f);
drawPolygon();
glPopMatrix();
if (offset)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
}
glColor3f(0.0f, 0.0f, 1.0f);
glPushMatrix();
glTranslatef(0.0f, 0.0f, 0.5f);
glScalef(0.5f, 0.5f, 0.5f);
drawPolygon();
glPopMatrix();
if (offset)
glDisable(GL_POLYGON_OFFSET_FILL);
#if 0
if (offset)
{
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(-1.0f, -1.0f);
}
glColor3f(0.0f, 0.0f, 0.0f);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
drawBox();
if (offset)
glDisable(GL_POLYGON_OFFSET_LINE);
glFlush();
#endif
// 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)
{
if(!check_input())
break;
DrawGLScene();
xrot += 0.1f;
yrot += 0.25f;
frames--;
}
return 0;
}