#include #include #include #include #ifdef __DREAMCAST__ #include #endif #include "GL/gl.h" #include "GL/glu.h" #include "GL/glext.h" #include "GL/glkos.h" #ifdef __DREAMCAST__ #include extern uint8_t romdisk[]; KOS_INIT_ROMDISK(romdisk); #define IMAGE_FILENAME "/rd/NeHe.bmp" #else #define IMAGE_FILENAME "../samples/lights/romdisk/NeHe.bmp" #endif #include "../loadbmp.h" float xrot, yrot, zrot; int texture[1]; void LoadGLTextures() { Image *image1; image1 = (Image *) malloc(sizeof(Image)); if (image1 == NULL) { printf("Error allocating space for image"); exit(0); } if (!ImageLoad(IMAGE_FILENAME, image1)) { exit(1); } glGenTextures(1, &texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data); glGenerateMipmapEXT(GL_TEXTURE_2D); free(image1); }; void InitGL(int Width, int Height) { LoadGLTextures(); glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glClearColor(0.5, 0.5, 0.5, 0.5); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); // Create light components GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f }; GLfloat diffuseLight[] = { 1.0f, 0.0f, 0.0, 1.0f }; GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat position[] = { -1.5f, -1.0f, 0.0f, 0.0f }; // Assign created components to GL_LIGHT0 glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight); glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight); glLightfv(GL_LIGHT0, GL_POSITION, position); glDisable(GL_TEXTURE_2D); diffuseLight[1] = 1.0f; glEnable(GL_LIGHT1); glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight); glLightfv(GL_LIGHT1, GL_SPECULAR, specularLight); glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0); glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 4.5 / 100); glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 75.0f / (100 * 100)); glEnable(GL_NORMALIZE); } void ReSizeGLScene(int Width, int Height) { if (Height == 0) Height = 1; glViewport(0, 0, Width, Height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); } int check_start() { #ifdef __DREAMCAST__ maple_device_t *cont; cont_state_t *state; cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER); if(cont) { state = (cont_state_t *)maple_dev_status(cont); if(state) return state->buttons & CONT_START; } #endif return 0; } void DrawCube(float x, float z) { static float pos = 0.0f; static const float radius = 30.0f; pos += 0.001f; GLfloat position[] = { cos(pos) * radius, 15.0f, sin(pos) * radius, 1.0f }; glLightfv(GL_LIGHT1, GL_POSITION, position); glPushMatrix(); glTranslatef(x, 0, z); glColor4f(1, 1, 1, 1); glBegin(GL_QUADS); glNormal3f(0, 0, -1); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glNormal3f(0, 0, 1); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glNormal3f(0, 1, 0); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glNormal3f(0, -1, 0); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glNormal3f(1, 0, 0); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glNormal3f(-1, 0, 0); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glEnd(); glPopMatrix(); } void DrawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -55.0f); glRotatef(45, 1, 0, 0); glTranslatef(0, 0, -30); glBindTexture(GL_TEXTURE_2D, texture[0]); int x, z; for(z = -100; z < 100; z += 10) { for(x = -100; x < 100; x += 10) { DrawCube(x, z); } } glKosSwapBuffers(); } int main(int argc, char **argv) { GLdcConfig config; glKosInitConfig(&config); config.fsaa_enabled = GL_FALSE; glKosInitEx(&config); InitGL(640, 480); ReSizeGLScene(640, 480); while(1) { if(check_start()) break; DrawGLScene(); } return 0; }