#include #include #include #include #ifdef __DREAMCAST__ #include #endif #include "GL/gl.h" #include "GL/glext.h" #include "GL/glu.h" #include "GL/glkos.h" extern uint8_t romdisk[]; KOS_INIT_ROMDISK(romdisk); /* floats for x rotation, y rotation, z rotation */ float xrot, yrot, zrot; /* storage for one texture */ int texture[1]; typedef struct { unsigned int height; unsigned int width; unsigned int palette_width; char* palette; char* data; } Image; int LoadPalettedTex(const char* filename, Image* image) { struct { char id[4]; // 'DTEX' short width; short height; int type; int size; } header; FILE* filein = NULL; filein = fopen(filename, "rb"); if(!filein) { printf("Unable to open file\n"); return 0; } fread(&header, sizeof(header), 1, filein); if((header.type & (7 << 27)) >> 27 != 6) { printf("Not PAL8BPP format\n"); return 0; } image->width = header.width; image->height = header.height; image->data = (char*) malloc(sizeof(char) * header.size); fread(image->data, header.size, sizeof(char), filein); fclose(filein); char palette_filename[100]; strcpy(palette_filename, filename); strcat(palette_filename, ".pal"); filein = fopen(palette_filename, "rb"); if(!filename) { printf("Unable to open the palette file\n"); return 0; } struct { char id[4]; int numcolors; } palette_header; fread(&palette_header, sizeof(palette_header), 1, filein); image->palette = (char*) malloc(sizeof(unsigned int) * palette_header.numcolors); image->palette_width = palette_header.numcolors; fread(image->palette, sizeof(unsigned int), palette_header.numcolors, filein); unsigned int i = 0; for(; i < palette_header.numcolors; ++i) { unsigned int* p = (unsigned int*) image->palette; // Swap the colours around from ARGB to RGBA char r = (p[i] & 0x00FF0000) >> 16; char g = (p[i] & 0x0000FF00) >> 8; char b = (p[i] & 0x000000FF); char a = (p[i] & 0xFF000000) >> 24; image->palette[i * 4] = r; image->palette[i * 4 + 1] = g; image->palette[i * 4 + 2] = b; image->palette[i * 4 + 3] = a; } return 1; } // Load Bitmaps And Convert To Textures void LoadGLTextures() { // Load Texture Image *image1; // allocate space for texture image1 = (Image *) malloc(sizeof(Image)); if (image1 == NULL) { printf("Error allocating space for image"); exit(0); } if (!LoadPalettedTex("/rd/NeHe.tex", image1)) { exit(1); } glEnable(GL_SHARED_TEXTURE_PALETTE_EXT); glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGBA8, image1->palette_width, GL_RGBA, GL_UNSIGNED_BYTE, image1->palette); // Create Texture glGenTextures(1, &texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size) glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR); // 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image, // border 0 (normal), rgb color data, unsigned byte data, and finally the data itself. glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, image1->width, image1->height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE_TWID_KOS, image1->data); glGenerateMipmapEXT(GL_TEXTURE_2D); free(image1); } /* 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. { LoadGLTextures(); glEnable(GL_TEXTURE_2D); glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClearDepth(1.0); // Enables Clearing Of The Depth Buffer glDepthFunc(GL_LESS); // 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(0.0f,0.0f,-5.0f); // move 5 units into the screen. glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use. glBegin(GL_QUADS); // begin drawing a cube // Front Face (note that the texture's corners have to match the quad's corners) glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glEnd(); // done with the polygon. xrot+=1.5f; // X Axis Rotation yrot+=1.5f; // Y Axis Rotation zrot+=1.5f; // Z Axis Rotation // // 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; }