#ifdef __DREAMCAST__ #include #endif #include "GL/gl.h" #include "GL/glu.h" #include "GL/glkos.h" #include "gl_png.h" //$KOS_BASE/utils/texconv/texconv --in disk.png --format ARGB4444 --preview disk_preview.png --out disk.dtex #ifdef __DREAMCAST__ extern uint8_t romdisk[]; KOS_INIT_ROMDISK(romdisk); #define IMAGE_FILENAME "/rd/disk_1555.dtex" #else #define IMAGE_FILENAME "../samples/depth_funcs/alpha_testing/romdisk/disk_1555.dtex" #endif texture t; int blendActive = -1; /* floats for x rotation, y rotation, z rotation */ float xrot, yrot, zrot; /* 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 glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Reset The Projection Matrix glOrtho(-3, 3, -3, 3, -10, 10); glEnable(GL_TEXTURE_2D); 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(); glOrtho(-3, 3, -3, 3, -10, 10); glMatrixMode(GL_MODELVIEW); } 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 //First Batch is alpha blending glTranslated(-1 ,0, -5); for (int i = 0; i < 5; i++) { glTranslated(0.5, 0, 0); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); draw_textured_quad(&t); glDisable(GL_BLEND); } //Second batch is depth testing //Changing the translate Z value doesn't change anything? glLoadIdentity(); glTranslated(-1 , -1, -5); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_FUNC); for (int i = 0; i < 5; i++) { glTranslated(0.5, 0, -0.2); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); draw_textured_quad(&t); glDisable(GL_BLEND); } glDisable(GL_DEPTH_TEST); // swap buffers to display, since we're double buffered. glKosSwapBuffers(); } 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; } int main(int argc, char **argv) { glKosInit(); InitGL(640, 480); //loads a dtex texture. see the /romdisk folder for more files dtex_to_gl_texture(&t, IMAGE_FILENAME); ReSizeGLScene(640, 480); DrawGLScene(); while(1) { if(check_start()) break; DrawGLScene(); } return 0; }