GLdc/samples/blend_test/main.c

130 lines
3.4 KiB
C
Raw Normal View History

2019-09-06 08:34:33 +00:00
/*
* This sample is to demonstrate a bug where rendering an unblended
* polygon, before a series of blended ones would result in no blended
* output and incorrect depth testing
*/
#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"
2019-09-06 08:34:33 +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.
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // This Will Clear The Background Color To Black
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
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glDisable(GL_BLEND);
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
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,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;
}
2019-09-06 08:34:33 +00:00
void DrawQuad(const float* colour) {
glBegin(GL_QUADS);
glColor4fv(colour);
glVertex3f(-1.0,-1.0, 0.0);
glVertex3f( 1.0,-1.0, 0.0);
glVertex3f( 1.0, 1.0, 0.0);
glVertex3f(-1.0, 1.0, 0.0);
glEnd();
}
/* The main drawing function. */
void DrawGLScene()
{
const float RED [] = {1.0, 0, 0, 0.5};
const float BLUE [] = {0.0, 0, 1, 0.5};
const float NONE [] = {0, 0, 0, 0};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(-4.0, 0, -10);
2020-05-13 14:16:29 +00:00
// LEFT SECTION
// This should draw 2 quad, a red first, then and overlapping blue one.
// This section draw both quad at the same Z value
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2019-09-06 08:34:33 +00:00
DrawQuad(RED);
2020-05-13 14:16:29 +00:00
glTranslatef(1.0, 0, 0);
DrawQuad(BLUE);
glDisable(GL_BLEND);
2019-09-06 08:34:33 +00:00
glTranslatef(4.0, 0, 0);
2020-05-13 14:16:29 +00:00
// RIGHT SECTION
// This should draw 2 quad, a red first, then and overlapping blue one.
// This section uses a HIGHER Z VALUE(0.01f), so the blue quad should be in FRONT of the red quad.
2019-09-06 08:34:33 +00:00
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2020-05-13 14:16:29 +00:00
DrawQuad(RED);
glTranslatef(1.0, 0, 0.01);
2019-09-06 08:34:33 +00:00
DrawQuad(BLUE);
glDisable(GL_BLEND);
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
glKosInit();
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
if(check_start())
break;
2019-09-06 08:34:33 +00:00
DrawGLScene();
}
return 0;
}