Fix depth funcs

This commit is contained in:
Luke Benstead 2019-03-03 19:41:19 +00:00
parent 44ca14bcbd
commit ba4fde3975
5 changed files with 129 additions and 4 deletions

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@ -58,17 +58,17 @@ static int _calc_pvr_depth_test() {
case GL_NEVER:
return PVR_DEPTHCMP_NEVER;
case GL_LESS:
return PVR_DEPTHCMP_GEQUAL;
return PVR_DEPTHCMP_GREATER;
case GL_EQUAL:
return PVR_DEPTHCMP_EQUAL;
case GL_LEQUAL:
return PVR_DEPTHCMP_GREATER;
return PVR_DEPTHCMP_GEQUAL;
case GL_GREATER:
return PVR_DEPTHCMP_LEQUAL;
return PVR_DEPTHCMP_LESS;
case GL_NOTEQUAL:
return PVR_DEPTHCMP_NOTEQUAL;
case GL_GEQUAL:
return PVR_DEPTHCMP_LESS;
return PVR_DEPTHCMP_LEQUAL;
break;
case GL_ALWAYS:
default:

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@ -23,3 +23,4 @@ all:
$(KOS_MAKE) -C trimark all
$(KOS_MAKE) -C multitexture_arrays all
$(KOS_MAKE) -C paletted all
$(KOS_MAKE) -C depth_funcs all

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@ -0,0 +1,29 @@
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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@ -0,0 +1,95 @@
#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_LESS); // 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
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
}
/* 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
glDepthFunc(GL_ALWAYS);
DrawSquare(100, 1, 1, 1, -5.0f);
glTranslatef(-2.0, 1.5, 0.0f);
glDepthFunc(GL_LEQUAL);
DrawSquare(1.0, 1, 0, 0, -5.0f);
glTranslatef(1.1, 0, 0);
glDepthFunc(GL_EQUAL);
DrawSquare(1.0, 1, 0, 0, -5.0f);
glTranslatef(1.1, 0, 0);
glDepthFunc(GL_GEQUAL);
DrawSquare(1.0, 1, 0, 0, -5.0f);
glTranslatef(1.1, 0, 0);
glDepthFunc(GL_LESS);
DrawSquare(1.0, 1, 0, 0, -4.9f);
glTranslatef(1.1, 0, 0);
glDepthFunc(GL_GREATER);
DrawSquare(1.0, 1, 0, 0, -5.1f);
// 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;
}

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