#ifdef __DREAMCAST__ #include #endif #include "GL/gl.h" #include "GL/glu.h" #include "GL/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_LEQUAL); // 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); } 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 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); glPushMatrix(); glTranslatef(0, -1.5, 0); DrawSquare(1.0, 1, 0, 0, -4.9f); glPopMatrix(); glTranslatef(1.1, 0, 0); glDepthFunc(GL_EQUAL); DrawSquare(1.0, 1, 0, 0, -5.0f); glPushMatrix(); glTranslatef(0, -1.5, 0); DrawSquare(1.0, 1, 0, 0, -5.0f); glPopMatrix(); glTranslatef(1.1, 0, 0); glDepthFunc(GL_GEQUAL); DrawSquare(1.0, 1, 0, 0, -5.0f); glPushMatrix(); glTranslatef(0, -1.5, 0); DrawSquare(1.0, 1, 0, 0, -5.1f); glPopMatrix(); glTranslatef(1.1, 0, 0); glDepthFunc(GL_LESS); DrawSquare(1.0, 1, 0, 0, -4.9f); glPushMatrix(); glTranslatef(0, -1.5, 0); DrawSquare(1.0, 1, 0, 0, -4.8f); glPopMatrix(); glTranslatef(1.1, 0, 0); glDepthFunc(GL_GREATER); DrawSquare(1.0, 1, 0, 0, -5.1f); glPushMatrix(); glTranslatef(0, -1.5, 0); DrawSquare(1.0, 1, 0, 0, -5.2f); glPopMatrix(); // 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) { if(check_start()) break; DrawGLScene(); } return 0; }