GLdc/samples/scissor/main.c

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#ifdef __DREAMCAST__
#include <kos.h>
#endif
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#include "GL/gl.h"
#include "GL/glu.h"
#include "GL/glkos.h"
void InitGL(int Width, int Height)
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
/* We cut out a square in the middle of the viewport to render to */
glEnable(GL_SCISSOR_TEST);
glScissor(160, 120, 320, 240);
}
/* 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)
Height = 1;
glViewport(0, 0, Width, Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
}
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;
}
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/* The main drawing function. */
void DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(-3.0f, 1.5f, -10.0f);
glBegin(GL_TRIANGLES);
glVertex3f( 0.0f, 1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glEnd();
glTranslatef(3.0f, 0.0f, 0.0f);
glBegin(GL_QUADS);
glVertex3f(-1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glEnd();
glTranslatef(3.0f, 0.0f, 0.0f);
glBegin(GL_POLYGON);
glVertex3f(-0.0f, 1.0f, 0.0f);
glVertex3f(-0.75f, 0.75f, 0.0f);
glVertex3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-0.75f,-0.75f, 0.0f);
glVertex3f(-0.0f,-1.0f, 0.0f);
glVertex3f( 0.75f,-0.75f, 0.0f);
glVertex3f( 1.0f, 0.0f, 0.0f);
glVertex3f( 0.75f, 0.75f, 0.0f);
glEnd();
glTranslatef(-6.0f, -3.0f, 0.0f);
glBegin(GL_POLYGON);
glVertex3f( 0.0f, 1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glEnd();
glTranslatef(3.0f, 0.0f, 0.0f);
glBegin(GL_POLYGON);
glVertex3f(-1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glEnd();
glTranslatef(3.0f, 0.0f, 0.0f);
glBegin(GL_POLYGON);
glVertex3f(-0.0f, 1.0f, 0.0f);
glVertex3f(-0.75f, 0.75f, 0.0f);
glVertex3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-0.75f,-0.75f, 0.0f);
glVertex3f(-0.0f,-1.0f, 0.0f);
glVertex3f( 0.75f,-0.75f, 0.0f);
glVertex3f( 1.0f, 0.0f, 0.0f);
glVertex3f( 0.75f, 0.75f, 0.0f);
glEnd();
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
glKosInit();
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
if(check_start())
break;
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DrawGLScene();
}
return 0;
}