GLdc/samples/multitexture_arrays/main.c

155 lines
4.4 KiB
C

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