Add some more samples and fix background colour
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43e9508f6a
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@ -44,5 +44,11 @@ link_libraries(m)
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include_directories(include)
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include_directories(include)
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link_libraries(GLdc)
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add_executable(nehe02 samples/nehe02/main.c)
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add_executable(nehe02 samples/nehe02/main.c)
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target_link_libraries(nehe02 GLdc)
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add_executable(blend_test samples/blend_test/main.c)
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add_executable(depth_funcs samples/depth_funcs/main.c)
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add_executable(depth_funcs_alpha_testing samples/depth_funcs_alpha_testing/main.c samples/depth_funcs_alpha_testing/gl_png.c)
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@ -14,6 +14,8 @@ static Matrix4x4 MATRIX;
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static SDL_Window* WINDOW = NULL;
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static SDL_Window* WINDOW = NULL;
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static SDL_Renderer* RENDERER = NULL;
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static SDL_Renderer* RENDERER = NULL;
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static uint8_t BACKGROUND_COLOR[3] = {0, 0, 0};
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GPUCulling CULL_MODE = GPU_CULLING_CCW;
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GPUCulling CULL_MODE = GPU_CULLING_CCW;
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@ -129,7 +131,7 @@ void InitGPU(_Bool autosort, _Bool fsaa) {
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}
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}
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void SceneBegin() {
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void SceneBegin() {
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SDL_SetRenderDrawColor(RENDERER, 0, 0, 0, 0);
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SDL_SetRenderDrawColor(RENDERER, BACKGROUND_COLOR[0], BACKGROUND_COLOR[1], BACKGROUND_COLOR[2], 0);
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SDL_RenderClear(RENDERER);
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SDL_RenderClear(RENDERER);
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}
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}
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@ -256,7 +258,9 @@ void GPUSetPaletteEntry(uint32_t idx, uint32_t value) {
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}
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}
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void GPUSetBackgroundColour(float r, float g, float b) {
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void GPUSetBackgroundColour(float r, float g, float b) {
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BACKGROUND_COLOR[0] = r * 255.0f;
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BACKGROUND_COLOR[1] = g * 255.0f;
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BACKGROUND_COLOR[2] = b * 255.0f;
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}
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}
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void GPUSetAlphaCutOff(uint8_t v) {
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void GPUSetAlphaCutOff(uint8_t v) {
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@ -421,9 +421,12 @@ GLAPI void APIENTRY glClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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if(b > 1) b = 1;
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if(b > 1) b = 1;
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if(a > 1) a = 1;
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if(a > 1) a = 1;
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CLEAR_COLOUR[0] = r * a;
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/* FIXME: The background-poly doesn't take an alpha value */
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CLEAR_COLOUR[1] = g * a;
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_GL_UNUSED(a);
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CLEAR_COLOUR[2] = b * a;
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CLEAR_COLOUR[0] = r;
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CLEAR_COLOUR[1] = g;
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CLEAR_COLOUR[2] = b;
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}
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}
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/* Depth Testing */
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/* Depth Testing */
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@ -4,9 +4,9 @@
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* output and incorrect depth testing
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* output and incorrect depth testing
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*/
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*/
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#include "gl.h"
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#include "GL/gl.h"
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#include "glu.h"
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#include "GL/glu.h"
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#include "glkos.h"
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#include "GL/glkos.h"
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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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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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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@ -1,6 +1,6 @@
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#include "gl.h"
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#include "GL/gl.h"
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#include "glu.h"
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#include "GL/glu.h"
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#include "glkos.h"
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#include "GL/glkos.h"
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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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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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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@ -1,4 +1,3 @@
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#include <kos.h>
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#include <string.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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@ -2,7 +2,7 @@
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#define __GL_PNG_H__
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#define __GL_PNG_H__
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#include <stdio.h>
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#include <stdio.h>
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#include <kos.h>
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#include <stdint.h>
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#include <GL/gl.h>
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#include <GL/gl.h>
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typedef struct _texture {
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typedef struct _texture {
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@ -1,11 +1,11 @@
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#include "gl.h"
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#include "GL/gl.h"
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#include "glu.h"
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#include "GL/glu.h"
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#include "glkos.h"
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#include "GL/glkos.h"
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#include "gl_png.h"
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#include "gl_png.h"
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//$KOS_BASE/utils/texconv/texconv --in disk.png --format ARGB4444 --preview disk_preview.png --out disk.dtex
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//$KOS_BASE/utils/texconv/texconv --in disk.png --format ARGB4444 --preview disk_preview.png --out disk.dtex
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extern uint8 romdisk[];
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extern uint8_t romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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KOS_INIT_ROMDISK(romdisk);
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texture t;
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texture t;
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int blendActive = -1;
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int blendActive = -1;
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@ -16,7 +16,7 @@ void InitGL(int Width, int Height) // We call this right after our OpenG
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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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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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glMatrixMode(GL_MODELVIEW);
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}
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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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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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