2021-10-01 19:57:32 +00:00
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#ifdef __DREAMCAST__
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#include <kos.h>
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#endif
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2021-04-09 15:24:47 +00:00
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#include "GL/gl.h"
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#include "GL/glu.h"
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#include "GL/glkos.h"
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2018-10-09 08:27:53 +00:00
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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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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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2019-03-27 09:39:06 +00:00
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
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2018-10-09 08:27:53 +00:00
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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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glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex arrays
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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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2021-10-01 19:57:32 +00:00
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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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2018-10-09 08:27:53 +00:00
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/* The main drawing function. */
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void DrawGLScene()
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{
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const GLfloat triangle [] = {
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0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f
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};
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const GLfloat square [] = {
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f
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};
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const GLuint triangleIdx [] = {
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0, 1, 2
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};
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const GLuint squareIdx [] = {
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0, 1, 2, 3
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};
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
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glVertexPointer(3, GL_FLOAT, 0, triangle);
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, triangleIdx);
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glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
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glVertexPointer(3, GL_FLOAT, 0, square);
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glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, squareIdx);
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// swap buffers to display, since we're double buffered.
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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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2021-10-01 19:57:32 +00:00
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if(check_start())
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break;
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2018-10-09 08:27:53 +00:00
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DrawGLScene();
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}
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return 0;
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}
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