2023-04-08 20:07:21 +00:00
|
|
|
#include <cstdio>
|
|
|
|
#include <stdbool.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <time.h>
|
|
|
|
#include "GL/gl.h"
|
|
|
|
#include "GL/glu.h"
|
|
|
|
|
|
|
|
#ifdef __DREAMCAST__
|
|
|
|
#include <kos.h>
|
|
|
|
#include "GL/glext.h"
|
|
|
|
#include "GL/glkos.h"
|
|
|
|
|
|
|
|
float avgfps = -1;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#define PI 3.14159265358979323846264338327950288f
|
|
|
|
#define RAD_TO_DEG 57.295779513082320876798154814105f
|
|
|
|
#define MAX_CUBES 350
|
|
|
|
|
|
|
|
float timeElapsed = 0.0f;
|
|
|
|
const float dt = 1.0f / 60.0f;
|
|
|
|
|
|
|
|
float angle = 0;
|
|
|
|
const float invAngle360 = 1.0f / 360.0f;
|
|
|
|
const float cameraDistance = 3.0f;
|
|
|
|
|
|
|
|
bool isDrawingArrays = false;
|
|
|
|
bool isBlendingEnabled = true;
|
|
|
|
bool isRunning = true;
|
|
|
|
|
|
|
|
typedef struct
|
|
|
|
{
|
2023-04-17 17:33:59 +00:00
|
|
|
GLubyte r;
|
|
|
|
GLubyte g;
|
|
|
|
GLubyte b;
|
|
|
|
GLubyte a;
|
2023-04-08 20:07:21 +00:00
|
|
|
} Color;
|
|
|
|
|
|
|
|
Color colors[] =
|
|
|
|
{
|
2023-04-17 17:33:59 +00:00
|
|
|
{255, 0, 0, 128},
|
|
|
|
{0, 255, 0, 128},
|
|
|
|
{0, 0, 255, 128},
|
|
|
|
{255, 255, 0, 128},
|
|
|
|
{255, 0, 255, 128},
|
|
|
|
{0, 255, 255, 128}
|
2023-04-08 20:07:21 +00:00
|
|
|
};
|
|
|
|
Color faceColors[24];
|
|
|
|
|
|
|
|
float cubeVertices[] =
|
|
|
|
{
|
|
|
|
// Front face
|
|
|
|
-1.0f, -1.0f, +1.0f, // vertex 0
|
|
|
|
+1.0f, -1.0f, +1.0f, // vertex 1
|
|
|
|
+1.0f, +1.0f, +1.0f, // vertex 2
|
|
|
|
-1.0f, +1.0f, +1.0f, // vertex 3
|
|
|
|
|
|
|
|
// Back face
|
|
|
|
-1.0f, -1.0f, -1.0f, // vertex 4
|
|
|
|
+1.0f, -1.0f, -1.0f, // vertex 5
|
|
|
|
+1.0f, +1.0f, -1.0f, // vertex 6
|
|
|
|
-1.0f, +1.0f, -1.0f, // vertex 7
|
|
|
|
|
|
|
|
// Top face
|
|
|
|
-1.0f, +1.0f, +1.0f, // vertex 8
|
|
|
|
+1.0f, +1.0f, +1.0f, // vertex 9
|
|
|
|
+1.0f, +1.0f, -1.0f, // vertex 10
|
|
|
|
-1.0f, +1.0f, -1.0f, // vertex 11
|
|
|
|
|
|
|
|
// Bottom face
|
|
|
|
-1.0f, -1.0f, +1.0f, // vertex 12
|
|
|
|
+1.0f, -1.0f, +1.0f, // vertex 13
|
|
|
|
+1.0f, -1.0f, -1.0f, // vertex 14
|
|
|
|
-1.0f, -1.0f, -1.0f, // vertex 15
|
|
|
|
|
|
|
|
// Right face
|
|
|
|
+1.0f, -1.0f, +1.0f, // vertex 16
|
|
|
|
+1.0f, -1.0f, -1.0f, // vertex 17
|
|
|
|
+1.0f, +1.0f, -1.0f, // vertex 18
|
|
|
|
+1.0f, +1.0f, +1.0f, // vertex 19
|
|
|
|
|
|
|
|
// Left face
|
|
|
|
-1.0f, -1.0f, +1.0f, // vertex 20
|
|
|
|
-1.0f, -1.0f, -1.0f, // vertex 21
|
|
|
|
-1.0f, +1.0f, -1.0f, // vertex 22
|
|
|
|
-1.0f, +1.0f, +1.0f // vertex 23
|
|
|
|
};
|
|
|
|
|
|
|
|
// Set up indices array
|
|
|
|
unsigned int cubeIndices[] =
|
|
|
|
{
|
|
|
|
// Front face
|
|
|
|
0, 1, 2, 3,
|
|
|
|
|
|
|
|
// Back face
|
|
|
|
4, 5, 6, 7,
|
|
|
|
|
|
|
|
// Top face
|
|
|
|
8, 9, 10, 11,
|
|
|
|
|
|
|
|
// Bottom face
|
|
|
|
12, 13, 14, 15,
|
|
|
|
|
|
|
|
// Right face
|
|
|
|
16, 17, 18, 19,
|
|
|
|
|
|
|
|
// Left face
|
|
|
|
20, 21, 22, 23
|
|
|
|
};
|
|
|
|
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
float r;
|
|
|
|
float x, y, z;
|
|
|
|
float vx, vy, vz;
|
|
|
|
} Cube;
|
|
|
|
|
|
|
|
Cube cubes[MAX_CUBES];
|
|
|
|
|
|
|
|
int numCubes = 0;
|
|
|
|
|
|
|
|
// Create a 4x4 identity matrix
|
|
|
|
float cubeTransformationMatrix[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
|
|
|
|
0.0f, 1.0f, 0.0f, 0.0f,
|
|
|
|
0.0f, 0.0f, 1.0f, 0.0f,
|
|
|
|
0.0f, 0.0f, 0.0f, 1.0f };
|
|
|
|
|
|
|
|
|
|
|
|
void debugLog(const char* msg) {
|
|
|
|
#ifdef __DREAMCAST__
|
|
|
|
dbglog(DBG_KDEBUG, "%s\n", msg);
|
|
|
|
#else
|
|
|
|
printf("%s\n", msg);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void runningStats() {
|
|
|
|
#ifdef __DREAMCAST__
|
|
|
|
pvr_stats_t stats;
|
|
|
|
pvr_get_stats(&stats);
|
|
|
|
|
|
|
|
if (avgfps != -1)
|
|
|
|
avgfps = (avgfps + stats.frame_rate) * 0.5f;
|
|
|
|
else
|
|
|
|
avgfps = stats.frame_rate;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void avgStats() {
|
|
|
|
#ifdef __DREAMCAST__
|
|
|
|
dbglog(DBG_DEBUG, "Average frame rate: ~%f fps\n", avgfps);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void stats() {
|
|
|
|
#ifdef __DREAMCAST__
|
|
|
|
pvr_stats_t stats;
|
|
|
|
|
|
|
|
pvr_get_stats(&stats);
|
|
|
|
dbglog(DBG_DEBUG, "3D Stats: %d VBLs, current frame rate ~%f fps\n", stats.vbl_count, stats.frame_rate);
|
|
|
|
avgStats();
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void addCube(float r, float x, float y, float z, float vx, float vy, float vz)
|
|
|
|
{
|
|
|
|
if (numCubes < MAX_CUBES) {
|
|
|
|
cubes[numCubes].r = r;
|
|
|
|
cubes[numCubes].x = x;
|
|
|
|
cubes[numCubes].y = y;
|
|
|
|
cubes[numCubes].z = z;
|
|
|
|
cubes[numCubes].vx = vx;
|
|
|
|
cubes[numCubes].vy = vy;
|
|
|
|
cubes[numCubes].vz = vz;
|
|
|
|
numCubes++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void addCubeQuick(float x, float y, float z, float scale_factor)
|
|
|
|
{
|
|
|
|
addCube(0.5f * scale_factor, x, y, z, 0, 0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void updateCubes(float dt)
|
|
|
|
{
|
|
|
|
for (size_t i = 0; i < numCubes; i++)
|
|
|
|
{
|
|
|
|
Cube* cube = &cubes[i];
|
|
|
|
cube->x += cube->vx * dt;
|
|
|
|
cube->y += cube->vy * dt;
|
|
|
|
cube->z += cube->vz * dt;
|
|
|
|
|
|
|
|
if (cube->x < -3 || cube->x > +3) { cube->vx *= -1; }
|
|
|
|
if (cube->y < -3 || cube->y > +3) { cube->vy *= -1; }
|
|
|
|
if (cube->z < -3 || cube->z > +3) { cube->vz *= -1; }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void renderUnitCube()
|
|
|
|
{
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
|
|
|
|
|
|
glVertexPointer(3, GL_FLOAT, 0, cubeVertices);
|
2023-04-17 17:33:59 +00:00
|
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, 0, faceColors);
|
2023-04-08 20:07:21 +00:00
|
|
|
|
|
|
|
if (isDrawingArrays) {
|
|
|
|
glDrawArrays(GL_QUADS, 0, 24);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
glDrawElements(GL_QUADS, 24, GL_UNSIGNED_INT, cubeIndices);
|
|
|
|
}
|
|
|
|
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void renderCubes(float angle)
|
|
|
|
{
|
|
|
|
for (size_t i = 0; i < numCubes; i++) {
|
|
|
|
const float scale_factor = 0.05f + (i / (float)numCubes) * 0.35f;
|
|
|
|
Cube* cube = &cubes[i];
|
|
|
|
|
|
|
|
glPushMatrix(); // Save previous camera state
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
|
|
|
|
glTranslatef(cube->x, cube->y, cube->z);
|
|
|
|
glRotatef(angle, 1, 1, 1); // Rotate camera / object
|
|
|
|
|
|
|
|
glScalef(scale_factor, scale_factor, scale_factor); // Apply scale factor
|
|
|
|
|
|
|
|
renderUnitCube();
|
|
|
|
glPopMatrix(); // Restore previous camera state
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
float rnd(float Min, float Max)
|
|
|
|
{
|
|
|
|
return (Max - Min) * (float)rand() / (float)RAND_MAX + Min;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void initialize()
|
|
|
|
{
|
|
|
|
debugLog("Initialize video output");
|
|
|
|
#ifdef __DREAMCAST__
|
|
|
|
glKosInit();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
glClearDepth(1.0);
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
|
|
|
|
|
|
if (isBlendingEnabled)
|
|
|
|
{
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
}
|
|
|
|
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
|
|
|
|
glViewport(0, 0, 640, 480);
|
|
|
|
glClearColor(0.0f, 0.0f, 0.3f, 1.0f);
|
|
|
|
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glLoadIdentity();
|
|
|
|
|
|
|
|
// Set up colors (each face has a different color)
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
|
|
{
|
|
|
|
faceColors[i * 4] = colors[i];
|
|
|
|
faceColors[i * 4 + 1] = colors[i];
|
|
|
|
faceColors[i * 4 + 2] = colors[i];
|
|
|
|
faceColors[i * 4 + 3] = colors[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void updateTimer()
|
|
|
|
{
|
|
|
|
timeElapsed += dt;
|
|
|
|
|
|
|
|
if (timeElapsed > 10.0f)
|
|
|
|
{
|
|
|
|
stats();
|
|
|
|
timeElapsed = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void updateLogic()
|
|
|
|
{
|
|
|
|
updateTimer();
|
|
|
|
|
|
|
|
const int fullRot = (int)(angle * invAngle360);
|
|
|
|
angle -= fullRot * 360.0f;
|
|
|
|
angle += 50.0f * dt;
|
|
|
|
|
|
|
|
const float zoomVal = __builtin_sinf(timeElapsed) * 5.0f;
|
|
|
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glLoadIdentity();
|
|
|
|
|
|
|
|
// Set up the camera position and orientation
|
|
|
|
float cameraPos[] = { 0.0f, 0.0f, cameraDistance };
|
|
|
|
float cameraTarget[] = { 0.0f, 0.0f, 0.0f };
|
|
|
|
float cameraUp[] = { 0.0f, 1.0f, 0.0f };
|
|
|
|
|
|
|
|
// Move the camera
|
|
|
|
gluLookAt(cameraPos[0], cameraPos[1], cameraPos[2],
|
|
|
|
cameraTarget[0], cameraTarget[1], cameraTarget[2],
|
|
|
|
cameraUp[0], cameraUp[1], cameraUp[2]);
|
|
|
|
|
|
|
|
glTranslatef(0.0f, 0.0f, -cameraDistance + zoomVal);
|
|
|
|
|
|
|
|
// Apply cube transformation (identity matrix)
|
|
|
|
glMultMatrixf(cubeTransformationMatrix);
|
|
|
|
|
|
|
|
updateCubes(dt);
|
|
|
|
|
|
|
|
renderCubes(angle);
|
|
|
|
|
|
|
|
// Reset ModelView matrix to remove camera transformation
|
|
|
|
float matrix[16];
|
|
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
|
|
|
|
matrix[12] = 0.0f;
|
|
|
|
matrix[13] = 0.0f;
|
|
|
|
matrix[14] = 0.0f;
|
|
|
|
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glLoadMatrixf(matrix);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void updateInput()
|
|
|
|
{
|
|
|
|
#ifdef __DREAMCAST__
|
|
|
|
static uint8_t prevButtons = 0;
|
|
|
|
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 && (state->buttons & CONT_START) && !(prevButtons & CONT_START))
|
|
|
|
{
|
|
|
|
isRunning = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (state && (state->buttons & CONT_A) && !(prevButtons & CONT_A))
|
|
|
|
{
|
|
|
|
isDrawingArrays = !isDrawingArrays;
|
|
|
|
|
|
|
|
if (isDrawingArrays)
|
|
|
|
{
|
|
|
|
glClearColor(0.3f, 0.0f, 0.3f, 1.0f);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
glClearColor(0.0f, 0.0f, 0.3f, 1.0f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (state && (state->buttons & CONT_B) && !(prevButtons & CONT_B))
|
|
|
|
{
|
|
|
|
isBlendingEnabled = !isBlendingEnabled;
|
|
|
|
|
|
|
|
if (isBlendingEnabled)
|
|
|
|
{
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
prevButtons = state->buttons;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void swapBuffers()
|
|
|
|
{
|
|
|
|
#ifdef __DREAMCAST__
|
|
|
|
glKosSwapBuffers();
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int main(int argc, char* argv[])
|
|
|
|
{
|
|
|
|
initialize();
|
|
|
|
|
|
|
|
// Setup camera frustum
|
|
|
|
const float aspectRatio = 640.0f / 480.0f;
|
|
|
|
const float fov = 60;
|
|
|
|
const float zNear = 0.1f;
|
|
|
|
const float zFar = 1000.0f;
|
|
|
|
|
|
|
|
gluPerspective(fov, aspectRatio, zNear, zFar);
|
|
|
|
|
|
|
|
for (size_t i = 0; i < MAX_CUBES; i++)
|
|
|
|
{
|
|
|
|
|
|
|
|
const float r = rnd(0.1f, 0.5f);
|
|
|
|
const float x = rnd(-3.0f, 3.0f);
|
|
|
|
const float y = rnd(-3.0f, 3.0f);
|
|
|
|
const float z = rnd(-3.0f, 3.0f);
|
|
|
|
const float vx = rnd(-2.0f, 2.0f);
|
|
|
|
const float vy = rnd(-2.0f, 2.0f);
|
|
|
|
const float vz = rnd(-2.0f, 2.0f);
|
|
|
|
|
|
|
|
addCube(r, x, y, z, vx, vy, vz);
|
|
|
|
}
|
|
|
|
|
|
|
|
while (isRunning)
|
|
|
|
{
|
|
|
|
updateLogic();
|
|
|
|
updateInput();
|
|
|
|
swapBuffers();
|
|
|
|
runningStats();
|
|
|
|
}
|
|
|
|
|
|
|
|
avgStats();
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|