#ifdef __DREAMCAST__
#include <kos.h>
#endif

#include "GL/gl.h"
#include "GL/glu.h"
#include "GL/glkos.h"

GLfloat rtri;
GLfloat rquad;

/* 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_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(-1.5f,0.0f,-6.0f);        // Move Left 1.5 Units And Into The Screen 6.0
    // draw a triangle (in smooth coloring mode)
    glRotatef(rtri, 0.0f,1.0f,0.0f);
    glBegin(GL_TRIANGLES);                // start drawing a polygon
    
        // Front Face
        glColor3f(1.0f,0.0f,0.0f);            // Set The Color To Red
        glVertex3f( 0.0f, 1.0f, 0.0f);        // Top
        glColor3f(0.0f,1.0f,0.0f);            // Set The Color To Green
        glVertex3f(-1.0f,-1.0f, 1.0f);        // Bottom Right
        glColor3f(0.0f,0.0f,1.0f);            // Set The Color To Blue
        glVertex3f(1.0f,-1.0f, 1.0f);        // Bottom Left
    
        // Right Face
        glColor3f(1.0f,0.0f,0.0f);          // Red
        glVertex3f( 0.0f, 1.0f, 0.0f);          // Top Of Triangle (Right)
        glColor3f(0.0f,0.0f,1.0f);          // Blue
        glVertex3f( 1.0f,-1.0f, 1.0f);          // Left Of Triangle (Right)
        glColor3f(0.0f,1.0f,0.0f);          // Green
        glVertex3f( 1.0f,-1.0f, -1.0f);         // Right Of Triangle (Right)
    
        // Back face
        glColor3f(1.0f,0.0f,0.0f);          // Red
        glVertex3f( 0.0f, 1.0f, 0.0f);          // Top Of Triangle (Back)
        glColor3f(0.0f,1.0f,0.0f);          // Green
        glVertex3f( 1.0f,-1.0f, -1.0f);         // Left Of Triangle (Back)
        glColor3f(0.0f,0.0f,1.0f);          // Blue
        glVertex3f(-1.0f,-1.0f, -1.0f);         // Right Of Triangle (Back)

        // Left face
        glColor3f(1.0f,0.0f,0.0f);          // Red
        glVertex3f( 0.0f, 1.0f, 0.0f);          // Top Of Triangle (Left)
        glColor3f(0.0f,0.0f,1.0f);          // Blue
        glVertex3f(-1.0f,-1.0f,-1.0f);          // Left Of Triangle (Left)
        glColor3f(0.0f,1.0f,0.0f);          // Green
        glVertex3f(-1.0f,-1.0f, 1.0f);          // Right Of Triangle (Left)
    glEnd();                        // Done Drawing The Pyramid

    glLoadIdentity();
    glTranslatef(1.5f,0.0f,-7.0f);              // Move Right And Into The Screen
     
    glRotatef(rquad,1.0f,1.0f,1.0f);            // Rotate The Cube On X, Y & Z
     
    glBegin(GL_QUADS);                  // Start Drawing The Cube
        // Top
        glColor3f(0.0f,1.0f,0.0f);          // Set The Color To Green
        glVertex3f( 1.0f, 1.0f,-1.0f);          // Top Right Of The Quad (Top)
        glVertex3f(-1.0f, 1.0f,-1.0f);          // Top Left Of The Quad (Top)
        glVertex3f(-1.0f, 1.0f, 1.0f);          // Bottom Left Of The Quad (Top)
        glVertex3f( 1.0f, 1.0f, 1.0f);          // Bottom Right Of The Quad (Top)
    
        glColor3f(1.0f,0.5f,0.0f);          // Set The Color To Orange
        glVertex3f( 1.0f,-1.0f, 1.0f);          // Top Right Of The Quad (Bottom)
        glVertex3f(-1.0f,-1.0f, 1.0f);          // Top Left Of The Quad (Bottom)
        glVertex3f(-1.0f,-1.0f,-1.0f);          // Bottom Left Of The Quad (Bottom)
        glVertex3f( 1.0f,-1.0f,-1.0f);          // Bottom Right Of The Quad (Bottom)

        glColor3f(1.0f,0.0f,0.0f);          // Set The Color To Red
        glVertex3f( 1.0f, 1.0f, 1.0f);          // Top Right Of The Quad (Front)
        glVertex3f(-1.0f, 1.0f, 1.0f);          // Top Left Of The Quad (Front)
        glVertex3f(-1.0f,-1.0f, 1.0f);          // Bottom Left Of The Quad (Front)
        glVertex3f( 1.0f,-1.0f, 1.0f);          // Bottom Right Of The Quad (Front)

        glColor3f(1.0f,1.0f,0.0f);          // Set The Color To Yellow
        glVertex3f( 1.0f,-1.0f,-1.0f);          // Bottom Left Of The Quad (Back)
        glVertex3f(-1.0f,-1.0f,-1.0f);          // Bottom Right Of The Quad (Back)
        glVertex3f(-1.0f, 1.0f,-1.0f);          // Top Right Of The Quad (Back)
        glVertex3f( 1.0f, 1.0f,-1.0f);          // Top Left Of The Quad (Back)
    
        glColor3f(0.0f,0.0f,1.0f);          // Set The Color To Blue
        glVertex3f(-1.0f, 1.0f, 1.0f);          // Top Right Of The Quad (Left)
        glVertex3f(-1.0f, 1.0f,-1.0f);          // Top Left Of The Quad (Left)
        glVertex3f(-1.0f,-1.0f,-1.0f);          // Bottom Left Of The Quad (Left)
        glVertex3f(-1.0f,-1.0f, 1.0f);          // Bottom Right Of The Quad (Left)

        glColor3f(1.0f,0.0f,1.0f);          // Set The Color To Violet
        glVertex3f( 1.0f, 1.0f,-1.0f);          // Top Right Of The Quad (Right)
        glVertex3f( 1.0f, 1.0f, 1.0f);          // Top Left Of The Quad (Right)
        glVertex3f( 1.0f,-1.0f, 1.0f);          // Bottom Left Of The Quad (Right)
        glVertex3f( 1.0f,-1.0f,-1.0f);          // Bottom Right Of The Quad (Right)
    glEnd();                        // Done Drawing The Quad
    
    rtri += 0.2f;
    rquad -= 0.15f;

    // 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;
}