155 lines
4.4 KiB
C
155 lines
4.4 KiB
C
/*
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KallistiOS 2.0.0
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main.c
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(c)2014 Josh Pearson
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Open GL Multi-Texture example using Vertex Array Submission.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdint.h>
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#ifdef __DREAMCAST__
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#include <kos.h>
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#endif
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#include "GL/gl.h"
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#include "GL/glu.h"
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#include "GL/glkos.h"
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#include "GL/glext.h"
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#ifdef __DREAMCAST__
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extern uint8_t romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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#define IMAGE1_FILENAME "/rd/wp001vq.pvr"
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#define IMAGE2_FILENAME "/rd/FlareWS_256.pvr"
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#else
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#define IMAGE1_FILENAME "samples/multitexture_arrays/romdisk/wp001vq.pvr"
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#define IMAGE2_FILENAME "samples/multitexture_arrays/romdisk/FlareWS_256.pvr"
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#endif
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/* Load a PVR texture - located in pvr-texture.c */
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extern GLuint glTextureLoadPVR(char *fname, unsigned char isMipMapped, unsigned char glMipMap);
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GLfloat VERTEX_ARRAY[4 * 3] = { -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f
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};
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GLfloat TEXCOORD_ARRAY[4 * 2] = { 0, 0,
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1, 0,
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1, 1,
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0, 1
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};
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GLuint ARGB_ARRAY[4] = { 0xFFFF0000, 0xFF0000FF, 0xFF00FF00, 0xFFFFFF00 };
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int check_start() {
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#ifdef __DREAMCAST__
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maple_device_t *cont;
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cont_state_t *state;
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cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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if(cont) {
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state = (cont_state_t *)maple_dev_status(cont);
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if(state)
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return state->buttons & CONT_START;
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}
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#endif
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return 0;
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}
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/* Multi-Texture Example using Open GL Vertex Buffer Submission. */
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void RenderCallback(GLuint texID0, GLuint texID1) {
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -3.0f);
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/* Enable Client States for OpenGL Arrays Submission */
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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/* Bind texture to GL_TEXTURE0_ARB and set texture parameters */
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glActiveTextureARB(GL_TEXTURE0_ARB);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texID0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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/* Bind multi-texture to GL_TEXTURE1_ARB and set texture parameters */
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glActiveTextureARB(GL_TEXTURE1_ARB);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texID1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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/* Set Blending Mode */
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glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
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/* Bind texture coordinates to GL_TEXTURE0_ARB */
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glTexCoordPointer(2, GL_FLOAT, 0, TEXCOORD_ARRAY);
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/* Bind texture coordinates to GL_TEXTURE1_ARB */
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glClientActiveTextureARB(GL_TEXTURE1_ARB);
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glTexCoordPointer(2, GL_FLOAT, 0, TEXCOORD_ARRAY);
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glClientActiveTextureARB(GL_TEXTURE0_ARB);
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/* Bind the Color Array */
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glColorPointer(GL_BGRA, GL_UNSIGNED_BYTE, 0, ARGB_ARRAY);
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/* Bind the Vertex Array */
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glVertexPointer(3, GL_FLOAT, 0, VERTEX_ARRAY);
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/* Render the Vertices as Indexed Arrays using glDrawArrays */
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glDrawArrays(GL_QUADS, 0, 4);
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/* Disable GL_TEXTURE1 */
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glActiveTextureARB(GL_TEXTURE1_ARB);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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/* Make sure to set glActiveTexture back to GL_TEXTURE0_ARB when finished */
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glActiveTextureARB(GL_TEXTURE0_ARB);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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/* Disable Vertex, Color and Texture Coord Arrays */
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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int main(int argc, char **argv) {
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/* Notice we do not init the PVR here, that is handled by Open GL */
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glKosInit();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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/* Load two PVR textures to OpenGL */
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GLuint texID0 = glTextureLoadPVR(IMAGE1_FILENAME, 0, 0);
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GLuint texID1 = glTextureLoadPVR(IMAGE2_FILENAME, 0, 0);
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while(1) {
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if(check_start())
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break;
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/* Draw the "scene" */
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RenderCallback(texID0, texID1);
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/* Finish the frame - Notice there is no glKosBegin/FinshFrame */
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glKosSwapBuffers();
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}
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return 0;
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}
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