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@ -217,18 +217,6 @@ void draw_textured_quad(texture *tex) {
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0.0, 0.0, 1.0
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};
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/*
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glBindTexture(GL_TEXTURE_2D, tex->id); // choose the texture to use.
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glBegin(GL_QUADS); // begin drawing a cube
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// Front Face (note that the texture's corners have to match the quad's corners)
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left Of The Texture and Quad
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glEnd();
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*/
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, tex->id);
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glEnableClientState(GL_VERTEX_ARRAY);
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@ -1,4 +1,3 @@
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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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@ -16,7 +15,6 @@ float xrot, yrot, zrot;
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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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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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@ -26,20 +24,6 @@ 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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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_MODELVIEW);
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/*
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//FROM REAPERI CYCLE
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GLfloat modelAmbient[4] = {0.8, 0.8, 0.8, 1.0};
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GLfloat ambient[4] = {0.2, 0.2, 0.2, 1.0};
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GLfloat diffuse[4] = {1.0, 1.0, 1.0, 1.0};
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GLfloat specular[4] = {0.0, 0.0, 0.0, 1.0};
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT0, GL_AMBIENT, modelAmbient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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//glDisable(GL_COLOR_MATERIAL);
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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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@ -77,7 +61,7 @@ void DrawGLScene()
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glLoadIdentity(); // Reset The View
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//FIRST DRAW - red quad
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//First Batch is alpha blending
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glTranslated(-1 ,0, -5);
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for (int i = 0; i < 5; i++) {
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glTranslated(0.5, 0, 0);
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@ -88,49 +72,23 @@ void DrawGLScene()
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}
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//Second batch is depth testing
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//Changing the translate Z value doesn't change anything?
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glLoadIdentity();
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glTranslated(-1 , -1, -5);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_FUNC);
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for (int i = 0; i < 5; i++) {
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glTranslated(0.5, 0, +0.2);
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glTranslated(0.5, 0, -0.2);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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draw_textured_quad(&t);
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glDisable(GL_BLEND);
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}
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glDisable(GL_DEPTH_TEST);
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/*
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glTranslated(0, 0, -10);
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//DepthTest!
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glTranslated(0, 0, 0);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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draw_textured_quad(&t);
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glDisable(GL_DEPTH_TEST);
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//Hum... wait what?
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glTranslated(1, 0, -0.5);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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draw_textured_quad(&t);
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glDisable(GL_DEPTH_TEST);
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//I don,t get anything anymore
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glTranslated(-1, 0, -0.5);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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draw_textured_quad(&t);
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glDisable(GL_DEPTH_TEST);
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*/
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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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@ -139,6 +97,8 @@ 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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//loads a dtex texture. see the /romdisk folder for more files
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dtex_to_gl_texture(&t, "/rd/disk_1555.dtex");
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ReSizeGLScene(640, 480);
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DrawGLScene();
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