#ifdef __DREAMCAST__ #include #endif #include "GL/gl.h" #include "GL/glu.h" #include "GL/glkos.h" void InitGL(int Width, int Height) { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0); glDepthFunc(GL_LEQUAL); 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); /* We cut out a square in the middle of the viewport to render to */ glEnable(GL_SCISSOR_TEST); glScissor(160, 120, 320, 240); } /* 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) 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; } /* The main drawing function. */ void DrawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(-3.0f, 1.5f, -10.0f); glBegin(GL_TRIANGLES); glVertex3f( 0.0f, 1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); glTranslatef(3.0f, 0.0f, 0.0f); glBegin(GL_QUADS); glVertex3f(-1.0f, 1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); glTranslatef(3.0f, 0.0f, 0.0f); glBegin(GL_POLYGON); glVertex3f(-0.0f, 1.0f, 0.0f); glVertex3f(-0.75f, 0.75f, 0.0f); glVertex3f(-1.0f, 0.0f, 0.0f); glVertex3f(-0.75f,-0.75f, 0.0f); glVertex3f(-0.0f,-1.0f, 0.0f); glVertex3f( 0.75f,-0.75f, 0.0f); glVertex3f( 1.0f, 0.0f, 0.0f); glVertex3f( 0.75f, 0.75f, 0.0f); glEnd(); glTranslatef(-6.0f, -3.0f, 0.0f); glBegin(GL_POLYGON); glVertex3f( 0.0f, 1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); glTranslatef(3.0f, 0.0f, 0.0f); glBegin(GL_POLYGON); glVertex3f(-1.0f, 1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glEnd(); glTranslatef(3.0f, 0.0f, 0.0f); glBegin(GL_POLYGON); glVertex3f(-0.0f, 1.0f, 0.0f); glVertex3f(-0.75f, 0.75f, 0.0f); glVertex3f(-1.0f, 0.0f, 0.0f); glVertex3f(-0.75f,-0.75f, 0.0f); glVertex3f(-0.0f,-1.0f, 0.0f); glVertex3f( 0.75f,-0.75f, 0.0f); glVertex3f( 1.0f, 0.0f, 0.0f); glVertex3f( 0.75f, 0.75f, 0.0f); glEnd(); glKosSwapBuffers(); } int main(int argc, char **argv) { glKosInit(); InitGL(640, 480); ReSizeGLScene(640, 480); while(1) { if(check_start()) break; DrawGLScene(); } return 0; }