Merge branch 'master' of gitlab.com:simulant/GLdc
This commit is contained in:
commit
daef7f4e01
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@ -58,17 +58,17 @@ static int _calc_pvr_depth_test() {
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case GL_NEVER:
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case GL_NEVER:
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return PVR_DEPTHCMP_NEVER;
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return PVR_DEPTHCMP_NEVER;
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case GL_LESS:
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case GL_LESS:
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return PVR_DEPTHCMP_GEQUAL;
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return PVR_DEPTHCMP_GREATER;
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case GL_EQUAL:
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case GL_EQUAL:
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return PVR_DEPTHCMP_EQUAL;
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return PVR_DEPTHCMP_EQUAL;
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case GL_LEQUAL:
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case GL_LEQUAL:
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return PVR_DEPTHCMP_GREATER;
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return PVR_DEPTHCMP_GEQUAL;
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case GL_GREATER:
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case GL_GREATER:
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return PVR_DEPTHCMP_LEQUAL;
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return PVR_DEPTHCMP_LESS;
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case GL_NOTEQUAL:
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case GL_NOTEQUAL:
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return PVR_DEPTHCMP_NOTEQUAL;
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return PVR_DEPTHCMP_NOTEQUAL;
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case GL_GEQUAL:
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case GL_GEQUAL:
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return PVR_DEPTHCMP_LESS;
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return PVR_DEPTHCMP_LEQUAL;
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break;
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break;
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case GL_ALWAYS:
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case GL_ALWAYS:
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default:
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default:
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20
GL/texture.c
20
GL/texture.c
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@ -29,7 +29,6 @@ void _glApplyColorTable() {
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* FIXME:
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* FIXME:
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*
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*
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* - Different palette formats (GL_RGB -> PVR_PAL_RGB565)
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* - Different palette formats (GL_RGB -> PVR_PAL_RGB565)
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* - Store the active palette, don't resubmit eah time
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*/
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*/
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static TexturePalette* last_bound = NULL;
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static TexturePalette* last_bound = NULL;
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@ -776,6 +775,8 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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TextureObject* active = TEXTURE_UNITS[ACTIVE_TEXTURE];
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TextureObject* active = TEXTURE_UNITS[ACTIVE_TEXTURE];
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assert(active);
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if(active->data) {
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if(active->data) {
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/* pre-existing texture - check if changed */
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/* pre-existing texture - check if changed */
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if(active->width != width ||
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if(active->width != width ||
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@ -854,6 +855,10 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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/* No data? Do nothing! */
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/* No data? Do nothing! */
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return;
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return;
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} else if(!needsConversion) {
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} else if(!needsConversion) {
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assert(targetData);
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assert(data);
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assert(bytes);
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/* No conversion? Just copy the data, and the pvr_format is correct */
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/* No conversion? Just copy the data, and the pvr_format is correct */
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sq_cpy(targetData, data, bytes);
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sq_cpy(targetData, data, bytes);
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return;
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return;
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@ -872,7 +877,11 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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GLubyte* dest = (GLubyte*) targetData;
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GLubyte* dest = (GLubyte*) targetData;
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const GLubyte* source = data;
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const GLubyte* source = data;
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assert(dest);
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assert(source);
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GLint stride = _determineStride(format, type);
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GLint stride = _determineStride(format, type);
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assert(stride > -1);
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if(stride == -1) {
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if(stride == -1) {
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_glKosThrowError(GL_INVALID_OPERATION, "glTexImage2D-stride");
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_glKosThrowError(GL_INVALID_OPERATION, "glTexImage2D-stride");
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@ -993,7 +1002,9 @@ GLAPI void APIENTRY glColorTableEXT(GLenum target, GLenum internalFormat, GLsize
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return;
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return;
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}
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}
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GLuint sourceStride = _determineStride(format, type);
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GLint sourceStride = _determineStride(format, type);
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assert(sourceStride > -1);
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TextureConversionFunc convert = _determineConversion(
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TextureConversionFunc convert = _determineConversion(
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GL_RGBA8, /* We always store palettes in this format */
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GL_RGBA8, /* We always store palettes in this format */
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@ -1020,6 +1031,8 @@ GLAPI void APIENTRY glColorTableEXT(GLenum target, GLenum internalFormat, GLsize
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palette = active->palette;
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palette = active->palette;
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}
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}
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assert(palette);
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if(target) {
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if(target) {
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pvr_mem_free(palette->data);
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pvr_mem_free(palette->data);
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palette->data = NULL;
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palette->data = NULL;
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@ -1032,6 +1045,9 @@ GLAPI void APIENTRY glColorTableEXT(GLenum target, GLenum internalFormat, GLsize
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GLubyte* src = (GLubyte*) data;
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GLubyte* src = (GLubyte*) data;
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GLubyte* dst = (GLubyte*) palette->data;
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GLubyte* dst = (GLubyte*) palette->data;
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assert(src);
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assert(dst);
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/* Transform and copy the source palette to the texture */
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/* Transform and copy the source palette to the texture */
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GLushort i = 0;
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GLushort i = 0;
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for(; i < width; ++i) {
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for(; i < width; ++i) {
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@ -23,3 +23,4 @@ all:
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$(KOS_MAKE) -C trimark all
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$(KOS_MAKE) -C trimark all
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$(KOS_MAKE) -C multitexture_arrays all
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$(KOS_MAKE) -C multitexture_arrays all
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$(KOS_MAKE) -C paletted all
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$(KOS_MAKE) -C paletted all
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$(KOS_MAKE) -C depth_funcs all
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29
samples/depth_funcs/Makefile
Normal file
29
samples/depth_funcs/Makefile
Normal file
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@ -0,0 +1,29 @@
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TARGET = depth_funcs.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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95
samples/depth_funcs/main.c
Normal file
95
samples/depth_funcs/main.c
Normal file
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@ -0,0 +1,95 @@
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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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void DrawSquare(float width, float r, float g, float b, float z) {
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width /= 2;
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glColor3f(r, g, b);
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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glVertex3f(-width, width, z); // Top Left
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glVertex3f( width, width, z); // Top Right
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glVertex3f( width,-width, z); // Bottom Right
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glVertex3f(-width,-width, z); // Bottom Left
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glEnd(); // done with the polygon
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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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glDepthFunc(GL_ALWAYS);
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DrawSquare(100, 1, 1, 1, -5.0f);
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glTranslatef(-2.0, 1.5, 0.0f);
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glDepthFunc(GL_LEQUAL);
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DrawSquare(1.0, 1, 0, 0, -5.0f);
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glTranslatef(1.1, 0, 0);
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glDepthFunc(GL_EQUAL);
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DrawSquare(1.0, 1, 0, 0, -5.0f);
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glTranslatef(1.1, 0, 0);
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glDepthFunc(GL_GEQUAL);
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DrawSquare(1.0, 1, 0, 0, -5.0f);
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glTranslatef(1.1, 0, 0);
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glDepthFunc(GL_LESS);
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DrawSquare(1.0, 1, 0, 0, -4.9f);
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glTranslatef(1.1, 0, 0);
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glDepthFunc(GL_GREATER);
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DrawSquare(1.0, 1, 0, 0, -5.1f);
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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/depth_funcs/romdisk/PLACEHOLDER
Normal file
0
samples/depth_funcs/romdisk/PLACEHOLDER
Normal file
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