Add the first nehe sample and make it work
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parent
f9809ec2b7
commit
b6b1591010
21
GL/draw.c
21
GL/draw.c
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@ -235,7 +235,7 @@ static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum typ
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GLboolean lighting_enabled = isLightingEnabled();
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GLushort i;
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GLushort i, last_vertex;
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for(i = first; i < count; ++i) {
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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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@ -243,7 +243,9 @@ static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum typ
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vertex->oargb = 0;
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vertex->flags = PVR_CMD_VERTEX;
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if(((i + 1) % elements) == 0) {
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last_vertex = ((i + 1) % elements) == 0;
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if(last_vertex) {
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vertex->flags = PVR_CMD_VERTEX_EOL;
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}
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@ -305,6 +307,21 @@ static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum typ
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_applyRenderMatrix(); /* Apply the Render Matrix Stack */
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transformVertex(&vertex->x, &vertex->x, &vertex->y, &vertex->z);
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/* The PVR doesn't support quads, only triangle strips, so we need to
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* swap the last two vertices of each set */
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if(last_vertex && mode == GL_QUADS) {
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/* This vertex becomes the previous vertex so store it*/
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pvr_vertex_t tmp = *vertex;
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tmp.flags = PVR_CMD_VERTEX;
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/* Overwrite this vertex with the previous one, make it last */
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*vertex = *(vertex - 1);
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vertex->flags = PVR_CMD_VERTEX_EOL;
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/* Now make the previous one the original last one */
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*(vertex - 1) = tmp;
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}
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++dst;
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}
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}
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15
GL/glu.c
Normal file
15
GL/glu.c
Normal file
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@ -0,0 +1,15 @@
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#include <math.h>
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#include "private.h"
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/* Set the Perspective */
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void gluPerspective(GLfloat angle, GLfloat aspect,
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GLfloat znear, GLfloat zfar) {
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GLfloat xmin, xmax, ymin, ymax;
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ymax = znear * tanf(angle * F_PI / 360.0f);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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glFrustum(xmin, xmax, ymin, ymax, znear, zfar);
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}
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@ -138,6 +138,10 @@ void APIENTRY glEnd() {
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/* FIXME: Push pointer state */
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, VERTICES.data);
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glColorPointer(4, GL_FLOAT, 0, COLOURS.data);
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glNormalPointer(GL_FLOAT, 0, NORMALS.data);
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5
Makefile
5
Makefile
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@ -19,7 +19,10 @@ link:
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build: $(OBJS) link
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defaultall: create_kos_link $(OBJS) subdirs linklib
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samples: build
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$(KOS_MAKE) -C samples all
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defaultall: create_kos_link $(OBJS) subdirs linklib samples
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include $(KOS_BASE)/addons/Makefile.prefab
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@ -23,12 +23,6 @@ __BEGIN_DECLS
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#define GLU_FALSE 0
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#define GLU_TRUE 1
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/* Mip-Mapped Textures MUST be square or rectangle */
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GLAPI GLint APIENTRY gluBuild2DMipmaps(GLenum target, GLint internalFormat,
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GLsizei width, GLsizei height,
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GLenum format, GLenum type,
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const void *data);
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/* gluPerspective - Set the Perspective for Rendering. */
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GLAPI void APIENTRY gluPerspective(GLdouble fovy, GLdouble aspect,
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GLdouble zNear, GLdouble zFar);
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@ -38,11 +32,6 @@ GLAPI void APIENTRY gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez,
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GLfloat centerx, GLfloat centery, GLfloat centerz,
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GLfloat upx, GLfloat upy, GLfloat upz);
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/* glhLookAtf2 = gluLookAt operating on 3 float vectors. */
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GLAPI void APIENTRY glhLookAtf2(GLfloat *eyePosition3D,
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GLfloat *center3D,
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GLfloat *upVector3D);
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GLAPI const GLubyte* APIENTRY gluErrorString(GLenum error);
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__END_DECLS
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@ -1,29 +0,0 @@
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/* KallistiGL for KallistiOS ##version##
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libgl/glut.h
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Copyright (C) 2014 Josh Pearson
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Copyright (C) 2014 Lawrence Sebald
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*/
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#ifndef __GL_GLUT_H
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#define __GL_GLUT_H
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#include <sys/cdefs.h>
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__BEGIN_DECLS
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#ifndef BUILD_LIBGL
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#include <GL/gl.h>
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#endif
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/* Flush the Submitted Primitive Data to the GPU for render */
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GLAPI void APIENTRY glutSwapBuffers();
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/* Copy the Submitted Primitive Data to the GPU for render to texture */
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/* This will leave the Vertex Data in the Main Buffer to be Flushed on the
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next frame rendered */
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GLAPI void APIENTRY glutCopyBufferToTexture(void *dst, GLsizei *x, GLsizei *y);
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__END_DECLS
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#endif /* !__GL_GLUT_H */
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10
samples/Makefile
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10
samples/Makefile
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@ -0,0 +1,10 @@
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# Manipulate the CFLAGS to look our *our* version of the library and includes
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INC_DIR = $(abspath ../include)
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LIB_DIR = $(abspath ../)
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export CFLAGS := $(CFLAGS) -I $(INC_DIR)
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export OBJEXTRA := $(LIB_DIR)/libGLdc.a
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all:
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$(KOS_MAKE) -C nehe02 all
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29
samples/nehe02/Makefile
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29
samples/nehe02/Makefile
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@ -0,0 +1,29 @@
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TARGET = nehe02.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/nehe02/main.c
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79
samples/nehe02/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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BIN
samples/nehe02/nehe02.elf
Executable file
BIN
samples/nehe02/nehe02.elf
Executable file
Binary file not shown.
BIN
samples/nehe02/romdisk.img
Normal file
BIN
samples/nehe02/romdisk.img
Normal file
Binary file not shown.
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