#include #include #ifdef __DREAMCAST__ #include #endif #include "GL/gl.h" #include "GL/glu.h" #include "GL/glkos.h" #define TERRAIN_SIZE 100 #define TERRAIN_SCALE 1.0f #define TERRAIN_HEIGHT_SCALE 1.0f typedef struct { float x, y, z; } Vec3; Vec3 vertices[TERRAIN_SIZE * TERRAIN_SIZE]; unsigned int indices[TERRAIN_SIZE * TERRAIN_SIZE * 2]; Vec3 normals[TERRAIN_SIZE * TERRAIN_SIZE]; void GenerateTerrain() { const float OFFSET = (-TERRAIN_SIZE * TERRAIN_SCALE) / 2.0f; unsigned int j = 0; unsigned int z, x; for(z = 0; z < TERRAIN_SIZE; ++z) { for(x = 0; x < TERRAIN_SIZE; ++x) { unsigned int i = (z * TERRAIN_SIZE) + x; vertices[i].x = (x * TERRAIN_SCALE) + OFFSET; vertices[i].z = (z * TERRAIN_SCALE) + OFFSET; vertices[i].y = (float)rand() / (float)(RAND_MAX / TERRAIN_HEIGHT_SCALE); normals[i].x = normals[i].z = 0.0f; normals[i].y = 1.0f; if(z > 0) { indices[j++] = (i - TERRAIN_SIZE); indices[j++] = i; } } } } /* 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); GenerateTerrain(); /* glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDisable(GL_BLEND); GLfloat mat_diffuse[] = {0.0, 1.0, 0.0, 1.0}; GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = { 50.0 }; GLfloat light_position[] = { 1.0, -1.0, 0.0, 0.0 }; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); */ fprintf(stderr, "Generated terrain\n"); } /* 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; } /* 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 glDisable(GL_CULL_FACE); glTranslatef(0.0f, -1.0f, 0.0f); static float x = 0.0f; x += 1.0f; glRotatef(x, 0, 1.0f, 0); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, 0, normals); glVertexPointer(3, GL_FLOAT, 0, &vertices[0].x); unsigned int z; for(z = 0; z < TERRAIN_SIZE; ++z) { glDrawElements( GL_TRIANGLE_STRIP, TERRAIN_SIZE * 2, GL_UNSIGNED_INT, indices + (z * (TERRAIN_SIZE * 2)) ); } // 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; }