typedef enum { false, true } bool; #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(0.93f, 0.93f, 0.93f, 0.0f); 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, 1.0f, 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, 1.0f, 100.0f); glMatrixMode(GL_MODELVIEW); } float xrot = 0.0f; float yrot = 0.0f; float xdiff = 0; float ydiff = 0; bool offset = true; void drawBox() { glBegin(GL_QUADS); // FRONT glVertex3f(-0.5f, -0.5f, 0.5f); glVertex3f(0.5f, -0.5f, 0.5f); glVertex3f(0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f, 0.5f); // BACK glVertex3f(-0.5f, -0.5f, -0.5f); glVertex3f(-0.5f, 0.5f, -0.5f); glVertex3f(0.5f, 0.5f, -0.5f); glVertex3f(0.5f, -0.5f, -0.5f); // LEFT glVertex3f(-0.5f, -0.5f, 0.5f); glVertex3f(-0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f, -0.5f); glVertex3f(-0.5f, -0.5f, -0.5f); // RIGHT glVertex3f(0.5f, -0.5f, -0.5f); glVertex3f(0.5f, 0.5f, -0.5f); glVertex3f(0.5f, 0.5f, 0.5f); glVertex3f(0.5f, -0.5f, 0.5f); // TOP glVertex3f(-0.5f, 0.5f, 0.5f); glVertex3f(0.5f, 0.5f, 0.5f); glVertex3f(0.5f, 0.5f, -0.5f); glVertex3f(-0.5f, 0.5f, -0.5f); // BOTTOM glVertex3f(-0.5f, -0.5f, 0.5f); glVertex3f(-0.5f, -0.5f, -0.5f); glVertex3f(0.5f, -0.5f, -0.5f); glVertex3f(0.5f, -0.5f, 0.5f); glEnd(); } void drawPolygon() { glBegin(GL_QUADS); glVertex3f(-0.5f, -0.5f, 0.0f); glVertex3f(0.5f, -0.5f, 0.0f); glVertex3f(0.5f, 0.5f, 0.0f); glVertex3f(-0.5f, 0.5f, 0.0f); glEnd(); } int frames = 0; int check_input() { #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) { if (state->buttons & CONT_START) return 0; if (frames <= 0) { if (state->buttons & CONT_A) { offset = !offset; frames = 60; } } } } #endif return 1; } /* 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 gluLookAt( 0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); glRotatef(xrot, 1.0f, 0.0f, 0.0f); glRotatef(yrot, 0.0f, 1.0f, 0.0f); //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glColor3f(1.0f, 0.0f, 0.0f); //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); drawBox(); if (offset) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(1.0f, 1.0f); } glColor3f(0.0f, 1.0f, 0.0f); glPushMatrix(); glTranslatef(-0.25f, -0.25f, 0.5f); glScalef(0.5f, 0.5f, 0.5f); drawPolygon(); glPopMatrix(); glColor3f(1.0f, 1.0f, 0.0f); glPushMatrix(); glTranslatef(0.25f, 0.25f, 0.5f); glScalef(0.5f, 0.5f, 0.5f); drawPolygon(); glPopMatrix(); if (offset) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -1.0f); } glColor3f(0.0f, 0.0f, 1.0f); glPushMatrix(); glTranslatef(0.0f, 0.0f, 0.5f); glScalef(0.5f, 0.5f, 0.5f); drawPolygon(); glPopMatrix(); if (offset) glDisable(GL_POLYGON_OFFSET_FILL); #if 0 if (offset) { glEnable(GL_POLYGON_OFFSET_LINE); glPolygonOffset(-1.0f, -1.0f); } glColor3f(0.0f, 0.0f, 0.0f); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); drawBox(); if (offset) glDisable(GL_POLYGON_OFFSET_LINE); glFlush(); #endif // 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_input()) break; DrawGLScene(); xrot += 0.1f; yrot += 0.25f; frames--; } return 0; }