Merge branch 'master' into 'master'

SAMPLE : depth testing with ortho projection

See merge request simulant/GLdc!59
This commit is contained in:
Luke Benstead 2020-05-15 19:20:09 +00:00
commit 17db29142a
3 changed files with 112 additions and 0 deletions

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TARGET = depth_funcs.elf
OBJS = main.o
all: rm-elf $(TARGET)
include $(KOS_BASE)/Makefile.rules
clean:
-rm -f $(TARGET) $(OBJS) romdisk.*
rm-elf:
-rm -f $(TARGET) romdisk.*
$(TARGET): $(OBJS) romdisk.o
$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
romdisk.img:
$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
romdisk.o: romdisk.img
$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
run: $(TARGET)
$(KOS_LOADER) $(TARGET)
dist:
rm -f $(OBJS) romdisk.o romdisk.img
$(KOS_STRIP) $(TARGET)

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#include "gl.h"
#include "glu.h"
#include "glkos.h"
/* 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, 0.0f); // 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
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
glOrtho(0.0, 640.0, 0.0, 480.0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/* 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);
}
void DrawSquare(float width, float r, float g, float b, float z) {
width /= 2;
glColor3f(r, g, b);
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
glVertex3f(-width, width, z); // Top Left
glVertex3f( width, width, z); // Top Right
glVertex3f( width,-width, z); // Bottom Right
glVertex3f(-width,-width, z); // Bottom Left
glEnd(); // done with the polygon
}
/* The main drawing function. */
void DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
// Center fo the screen.
glTranslatef(320, 240, 0);
glDepthFunc(GL_LEQUAL);
//RED over GREEN over BLUE
DrawSquare(100.0, 1.0, 0.0, 0.0, 0.0);
glTranslatef(50, 0, 0.03f);
DrawSquare(100, 0, 1, 0, 0);
glTranslatef(50, 0, 0.03f);
DrawSquare(100, 0, 0, 1, 0);
// swap buffers to display, since we're double buffered.
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
glKosInit();
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
DrawGLScene();
}
return 0;
}