Make sure we have access to the visible bitmask
This commit is contained in:
parent
713fc0a396
commit
09789c9adc
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@ -39,7 +39,7 @@ ClipResult clipLineToNearZ(const float* v1, const float* v2, const float dist, f
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TriangleClipResult clipTriangleToNearZ(
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TriangleClipResult clipTriangleToNearZ(
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const float plane_dist,
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const float plane_dist,
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const unsigned short triangle_n, const pvr_vertex_t* v1, const pvr_vertex_t* v2, const pvr_vertex_t *v3,
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const unsigned short triangle_n, const pvr_vertex_t* v1, const pvr_vertex_t* v2, const pvr_vertex_t *v3,
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pvr_vertex_t* v1out, pvr_vertex_t* v2out, pvr_vertex_t* v3out, pvr_vertex_t* v4out
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pvr_vertex_t* v1out, pvr_vertex_t* v2out, pvr_vertex_t* v3out, pvr_vertex_t* v4out, unsigned char* visible
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) {
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) {
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/* Fast out. Let's just see if everything is in front of the clip plane (and as in OpenGL Z comes out of the screen
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/* Fast out. Let's just see if everything is in front of the clip plane (and as in OpenGL Z comes out of the screen
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@ -47,9 +47,9 @@ TriangleClipResult clipTriangleToNearZ(
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*/
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*/
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typedef unsigned char uint8;
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typedef unsigned char uint8;
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uint8 visible = ((v1->z <= -plane_dist) ? 1 : 0) | ((v2->z <= -plane_dist) ? 2 : 0) | ((v3->z <= -plane_dist) ? 4 : 0);
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*visible = ((v1->z <= -plane_dist) ? 1 : 0) | ((v2->z <= -plane_dist) ? 2 : 0) | ((v3->z <= -plane_dist) ? 4 : 0);
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switch(visible) {
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switch(*visible) {
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case 0b000:
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case 0b000:
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/* If behind is zero, then none of the vertices are visible */
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/* If behind is zero, then none of the vertices are visible */
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return TRIANGLE_CLIP_RESULT_DROP_TRIANGLE;
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return TRIANGLE_CLIP_RESULT_DROP_TRIANGLE;
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@ -59,7 +59,7 @@ typedef enum {
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TriangleClipResult clipTriangleToNearZ(
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TriangleClipResult clipTriangleToNearZ(
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const float plane_dist,
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const float plane_dist,
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const unsigned short triangle_n, const pvr_vertex_t* v1, const pvr_vertex_t* v2, const pvr_vertex_t *v3,
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const unsigned short triangle_n, const pvr_vertex_t* v1, const pvr_vertex_t* v2, const pvr_vertex_t *v3,
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pvr_vertex_t* v1out, pvr_vertex_t* v2out, pvr_vertex_t* v3out, pvr_vertex_t* v4out
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pvr_vertex_t* v1out, pvr_vertex_t* v2out, pvr_vertex_t* v3out, pvr_vertex_t* v4out, unsigned char* visible
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);
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);
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#ifdef __cplusplus
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#ifdef __cplusplus
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@ -267,7 +267,7 @@ static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum typ
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Triangle.vcount = 0;
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Triangle.vcount = 0;
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/* Loop 1. Calculate vertex colours, transform, but don't apply perspective division */
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/* Loop 1. Calculate vertex colours, transform, but don't apply perspective division */
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for(rel = 0, i = first; i < count; ++i, ++rel) {
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for(rel = 0, i = first; i < first + count; ++i, ++rel) {
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pvr_vertex_t* vertex = (pvr_vertex_t*) dst;
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pvr_vertex_t* vertex = (pvr_vertex_t*) dst;
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vertex->u = vertex->v = 0.0f;
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vertex->u = vertex->v = 0.0f;
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vertex->argb = 0;
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vertex->argb = 0;
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@ -350,6 +350,7 @@ static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum typ
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Triangle.vcount++;
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Triangle.vcount++;
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if(Triangle.vcount == 3) {
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if(Triangle.vcount == 3) {
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pvr_vertex_t clipped[4];
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pvr_vertex_t clipped[4];
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GLubyte visible; /* Bitmask of which of the 3 input vertices are visible */
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/* OK we have a whole triangle, we may have to clip */
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/* OK we have a whole triangle, we may have to clip */
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TriangleClipResult tri_result = clipTriangleToNearZ(
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TriangleClipResult tri_result = clipTriangleToNearZ(
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@ -361,7 +362,8 @@ static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum typ
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&clipped[0],
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&clipped[0],
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&clipped[1],
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&clipped[1],
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&clipped[2],
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&clipped[2],
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&clipped[3]
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&clipped[3],
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&visible
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);
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);
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/* The potential 4 new vertices that can be output by clipping the triangle. Initialized in the below branches */
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/* The potential 4 new vertices that can be output by clipping the triangle. Initialized in the below branches */
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@ -450,6 +452,8 @@ static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum typ
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}
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}
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}
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}
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} else if(tri_result == TRIANGLE_CLIP_RESULT_ALTERED_VERTICES) {
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} else if(tri_result == TRIANGLE_CLIP_RESULT_ALTERED_VERTICES) {
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/* We're here because a single vertex was visible, the other two vertices were changed */
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} else if(tri_result == TRIANGLE_CLIP_RESULT_ALTERED_AND_CREATED_VERTEX) {
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} else if(tri_result == TRIANGLE_CLIP_RESULT_ALTERED_AND_CREATED_VERTEX) {
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29
samples/zclip1/Makefile
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29
samples/zclip1/Makefile
Normal file
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@ -0,0 +1,29 @@
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TARGET = zclip1.elf
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OBJS = main.o
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS) romdisk.*
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rm-elf:
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-rm -f $(TARGET) romdisk.*
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$(TARGET): $(OBJS) romdisk.o
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
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romdisk.img:
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$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
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romdisk.o: romdisk.img
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$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist:
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rm -f $(OBJS) romdisk.o romdisk.img
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$(KOS_STRIP) $(TARGET)
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68
samples/zclip1/main.c
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68
samples/zclip1/main.c
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@ -0,0 +1,68 @@
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#include "gl.h"
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#include "glu.h"
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#include "glkos.h"
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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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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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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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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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/* The main drawing function. */
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void DrawGLScene()
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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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glDisable(GL_CULL_FACE);
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/* Draw a triangle intersecting the screen with a single vertex visible */
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glBegin(GL_TRIANGLES);
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glVertex3f(0.0f, 0.0f, -5.0f);
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glVertex3f(-0.5f, -1.0f, 5.0f);
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glVertex3f(0.5, -1.0f, 5.0f);
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glEnd();
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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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DrawGLScene();
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}
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return 0;
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}
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0
samples/zclip1/romdisk/PLACEHOLDER
Normal file
0
samples/zclip1/romdisk/PLACEHOLDER
Normal file
29
samples/zclip2/Makefile
Normal file
29
samples/zclip2/Makefile
Normal file
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@ -0,0 +1,29 @@
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TARGET = zclip2.elf
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OBJS = main.o
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS) romdisk.*
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rm-elf:
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-rm -f $(TARGET) romdisk.*
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$(TARGET): $(OBJS) romdisk.o
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
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romdisk.img:
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$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
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romdisk.o: romdisk.img
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$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist:
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rm -f $(OBJS) romdisk.o romdisk.img
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$(KOS_STRIP) $(TARGET)
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79
samples/zclip2/main.c
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79
samples/zclip2/main.c
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@ -0,0 +1,79 @@
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#include "gl.h"
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#include "glu.h"
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#include "glkos.h"
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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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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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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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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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/* The main drawing function. */
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void DrawGLScene()
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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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// draw a triangle
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glBegin(GL_POLYGON); // start drawing a polygon
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd(); // we're done with the polygon
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glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
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// draw a square (quadrilateral)
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
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glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd(); // done with the polygon
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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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DrawGLScene();
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}
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return 0;
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}
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0
samples/zclip2/romdisk/PLACEHOLDER
Normal file
0
samples/zclip2/romdisk/PLACEHOLDER
Normal file
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