143 lines
3.6 KiB
C
143 lines
3.6 KiB
C
#ifdef __DREAMCAST__
|
|
#include <kos.h>
|
|
#endif
|
|
|
|
#include "GL/gl.h"
|
|
#include "GL/glu.h"
|
|
#include "GL/glkos.h"
|
|
#include "gl_png.h"
|
|
|
|
//$KOS_BASE/utils/texconv/texconv --in disk.png --format ARGB4444 --preview disk_preview.png --out disk.dtex
|
|
|
|
#ifdef __DREAMCAST__
|
|
extern uint8_t romdisk[];
|
|
KOS_INIT_ROMDISK(romdisk);
|
|
#define IMAGE_FILENAME "/rd/disk_1555.dtex"
|
|
#else
|
|
#define IMAGE_FILENAME "../samples/depth_funcs/alpha_testing/romdisk/disk_1555.dtex"
|
|
#endif
|
|
|
|
texture t;
|
|
int blendActive = -1;
|
|
/* floats for x rotation, y rotation, z rotation */
|
|
float xrot, yrot, zrot;
|
|
|
|
/* 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
|
|
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity(); // Reset The Projection Matrix
|
|
glOrtho(-3, 3, -3, 3, -10, 10);
|
|
glEnable(GL_TEXTURE_2D);
|
|
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();
|
|
|
|
glOrtho(-3, 3, -3, 3, -10, 10);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
|
|
|
|
void DrawSquare(float width, float r, float g, float b, float z) {
|
|
width /= 2;
|
|
|
|
glColor3f(r, g, b);
|
|
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
|
|
glVertex3f(-width, width, z); // Top Left
|
|
glVertex3f( width, width, z); // Top Right
|
|
glVertex3f( width,-width, z); // Bottom Right
|
|
glVertex3f(-width,-width, z); // Bottom Left
|
|
glEnd(); // done with the polygon
|
|
}
|
|
|
|
/* 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
|
|
|
|
|
|
//First Batch is alpha blending
|
|
glTranslated(-1 ,0, -5);
|
|
for (int i = 0; i < 5; i++) {
|
|
glTranslated(0.5, 0, 0);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
draw_textured_quad(&t);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
|
|
//Second batch is depth testing
|
|
//Changing the translate Z value doesn't change anything?
|
|
glLoadIdentity();
|
|
glTranslated(-1 , -1, -5);
|
|
glDepthFunc(GL_LESS);
|
|
glEnable(GL_DEPTH_FUNC);
|
|
|
|
for (int i = 0; i < 5; i++) {
|
|
glTranslated(0.5, 0, -0.2);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
draw_textured_quad(&t);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
// swap buffers to display, since we're double buffered.
|
|
glKosSwapBuffers();
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
glKosInit();
|
|
InitGL(640, 480);
|
|
|
|
//loads a dtex texture. see the /romdisk folder for more files
|
|
dtex_to_gl_texture(&t, IMAGE_FILENAME);
|
|
ReSizeGLScene(640, 480);
|
|
DrawGLScene();
|
|
while(1) {
|
|
if(check_start())
|
|
break;
|
|
|
|
DrawGLScene();
|
|
}
|
|
|
|
return 0;
|
|
}
|