#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, 1.0f, 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; } /* 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 glTranslatef(-3.0f, 1.5f, -10.0f); // Move Left 1.5 Units And Into The Screen 6.0 // draw a triangle glBegin(GL_TRIANGLES); // start drawing a polygon glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glEnd(); // we're done with the polygon glTranslatef(3.0f, 0.0f, 0.0f); // Move Right 3 Units // draw a square (quadrilateral) glBegin(GL_QUADS); // start drawing a polygon (4 sided) glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glEnd(); // done with the polygon glTranslatef(3.0f, 0.0f, 0.0f); glBegin(GL_POLYGON); // start drawing a polygon (4 sided) glVertex3f(-0.0f, 1.0f, 0.0f); // Top Left glVertex3f(-0.75f, 0.75f, 0.0f); glVertex3f(-1.0f, 0.0f, 0.0f); // Top Right glVertex3f(-0.75f,-0.75f, 0.0f); // Bottom Right glVertex3f(-0.0f,-1.0f, 0.0f); // Bottom Left glVertex3f( 0.75f,-0.75f, 0.0f); // Bottom Right glVertex3f( 1.0f, 0.0f, 0.0f); // Top Right glVertex3f( 0.75f, 0.75f, 0.0f); glEnd(); // done with the polygon glTranslatef(-6.0f, -3.0f, 0.0f); // draw a triangle glBegin(GL_POLYGON); // start drawing a polygon glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glEnd(); // we're done with the polygon glTranslatef(3.0f, 0.0f, 0.0f); // Move Right 3 Units // draw a square (quadrilateral) glBegin(GL_POLYGON); // start drawing a polygon (4 sided) glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glEnd(); // done with the polygon glTranslatef(3.0f, 0.0f, 0.0f); glBegin(GL_POLYGON); // start drawing a polygon (4 sided) glVertex3f(-0.0f, 1.0f, 0.0f); // Top Left glVertex3f(-0.75f, 0.75f, 0.0f); glVertex3f(-1.0f, 0.0f, 0.0f); // Top Right glVertex3f(-0.75f,-0.75f, 0.0f); // Bottom Right glVertex3f(-0.0f,-1.0f, 0.0f); // Bottom Left glVertex3f( 0.75f,-0.75f, 0.0f); // Bottom Right glVertex3f( 1.0f, 0.0f, 0.0f); // Top Right glVertex3f( 0.75f, 0.75f, 0.0f); glEnd(); // done with the polygon // 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; }