240 lines
6.1 KiB
C
240 lines
6.1 KiB
C
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/*
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KallistiOS 2.0.0
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nehe08.c
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(c)2021 Luke Benstead
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(c)2014 Josh Pearson
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(c)2001 Benoit Miller
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(c)2000 Jeff Molofee
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*/
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#ifdef __DREAMCAST__
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#include <kos.h>
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#endif
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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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/* Simple OpenGL example to demonstrate blending and lighting.
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Essentially the same thing as NeHe's lesson08 code.
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To learn more, go to http://nehe.gamedev.net/.
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DPAD controls the cube rotation, button A & B control the depth
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of the cube, button X toggles filtering, and button Y toggles alpha
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blending.
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*/
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static GLfloat xrot; /* X Rotation */
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static GLfloat yrot; /* Y Rotation */
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static GLfloat xspeed; /* X Rotation Speed */
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static GLfloat yspeed; /* Y Rotation Speed */
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static GLfloat z = -5.0f; /* Depth Into The Screen */
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static GLuint filter; /* Which Filter To Use */
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static GLuint texture[2]; /* Storage For Two Textures */
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/* Load a PVR texture - located in pvr-texture.c */
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extern GLuint glTextureLoadPVR(char *fname, unsigned char isMipMapped, unsigned char glMipMap);
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void draw_gl(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, z);
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glRotatef(xrot, 1.0f, 0.0f, 0.0f);
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glRotatef(yrot, 0.0f, 1.0f, 0.0f);
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glBindTexture(GL_TEXTURE_2D, texture[filter]);
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glBegin(GL_QUADS);
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/* Front Face */
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glNormal3f(0.0f, 0.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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/* Back Face */
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glNormal3f(0.0f, 0.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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/* Top Face */
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glNormal3f(0.0f, 1.0f, 0.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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/* Bottom Face */
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glNormal3f(0.0f, -1.0f, 0.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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/* Right face */
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glNormal3f(1.0f, 0.0f, 0.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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/* Left Face */
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glEnd();
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xrot += xspeed;
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yrot += yspeed;
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}
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#ifdef __DREAMCAST__
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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#endif
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int main(int argc, char **argv) {
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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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#endif
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GLboolean xp = GL_FALSE;
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GLboolean yp = GL_FALSE;
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GLboolean blend = GL_FALSE;
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printf("nehe08 beginning\n");
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/* Get basic stuff initialized */
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glKosInit();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
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glClearDepth(1.0f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glColor4f(1.0f, 1.0f, 1.0f, 0.5);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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/* Enable Lighting and GL_LIGHT0 */
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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/* Set up the textures */
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texture[0] = glTextureLoadPVR("/rd/glass.pvr", 0, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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texture[1] = glTextureLoadPVR("/rd/glass.pvr", 0, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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while(1) {
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#ifdef __DREAMCAST__
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cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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/* Check key status */
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state = (cont_state_t *)maple_dev_status(cont);
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if(!state) {
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printf("Error reading controller\n");
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break;
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}
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if(state->buttons & CONT_START)
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break;
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if(state->buttons & CONT_A)
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z -= 0.02f;
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if(state->buttons & CONT_B)
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z += 0.02f;
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if((state->buttons & CONT_X) && !xp) {
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xp = GL_TRUE;
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filter += 1;
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if(filter > 1)
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filter = 0;
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}
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if(!(state->buttons & CONT_X))
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xp = GL_FALSE;
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if((state->buttons & CONT_Y) && !yp) {
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yp = GL_TRUE;
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blend = !blend;
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}
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if(!(state->buttons & CONT_Y))
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yp = GL_FALSE;
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if(state->buttons & CONT_DPAD_UP)
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xspeed -= 0.01f;
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if(state->buttons & CONT_DPAD_DOWN)
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xspeed += 0.01f;
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if(state->buttons & CONT_DPAD_LEFT)
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yspeed -= 0.01f;
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if(state->buttons & CONT_DPAD_RIGHT)
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yspeed += 0.01f;
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#endif
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/* Switch to the blended polygon list if needed */
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if(blend) {
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glEnable(GL_BLEND);
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glDepthMask(0);
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}
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else {
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glDisable(GL_BLEND);
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glDepthMask(1);
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}
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/* Draw the GL "scene" */
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draw_gl();
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/* Finish the frame */
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glKosSwapBuffers();
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}
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return 0;
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}
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