297 lines
10 KiB
C
297 lines
10 KiB
C
#include <assert.h>
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#include <stdio.h>
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#include <stdlib.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 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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#define IMG_PATH "/rd/NeHe.tex"
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#else
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#define IMG_PATH "../samples/nehe06_4444twid/romdisk/NeHe.tex"
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#endif
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/* floats for x rotation, y rotation, z rotation */
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float xrot, yrot, zrot;
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/* storage for one texture */
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GLuint texture[1];
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/* Image type - contains height, width, and data */
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struct Image {
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unsigned long sizeX;
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unsigned long sizeY;
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char *data;
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GLenum format;
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GLenum internal_format;
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GLenum type;
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GLboolean mipmapped;
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unsigned int dataSize;
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};
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typedef struct Image Image;
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int ImageLoad(char *filename, Image *image) {
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FILE* file = NULL;
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// make sure the file is there.
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if ((file = fopen(filename, "rb")) == NULL)
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{
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printf("File Not Found : %s\n",filename);
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return 0;
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}
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struct {
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char id[4]; // 'DTEX'
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GLshort width;
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GLshort height;
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GLint type;
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GLint size;
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} header;
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fread(&header, sizeof(header), 1, file);
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GLboolean twiddled = (header.type & (1 << 26)) < 1;
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GLboolean compressed = (header.type & (1 << 30)) > 0;
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GLboolean mipmapped = (header.type & (1 << 31)) > 0;
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GLboolean strided = (header.type & (1 << 25)) > 0;
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GLuint format = (header.type >> 27) & 0b111;
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image->data = (char *) malloc (header.size);
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image->sizeX = header.width;
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image->sizeY = header.height;
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image->dataSize = header.size;
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GLuint expected = 2 * header.width * header.height;
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GLuint ratio = (GLuint) (((GLfloat) expected) / ((GLfloat) header.size));
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fread(image->data, image->dataSize, 1, file);
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fclose(file);
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printf("%d\n", compressed);
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printf("%d\n", twiddled);
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printf("%d\n", mipmapped);
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image->format = (format == 1) ? GL_RGB : GL_BGRA;
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image->internal_format = (format == 1) ? GL_RGB : GL_RGBA;
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GLuint COMPRESSED_MASK = 4;
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GLuint TWIDDLED_MASK = 2;
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GLuint MIPMAPPED_MASK = 1;
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GLuint lookup[8] = {0};
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switch(format) {
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case 0:
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lookup[COMPRESSED_MASK] = GL_COMPRESSED_ARGB_1555_VQ_KOS;
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lookup[COMPRESSED_MASK | TWIDDLED_MASK] = GL_COMPRESSED_ARGB_1555_VQ_TWID_KOS;
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lookup[COMPRESSED_MASK | MIPMAPPED_MASK] = GL_COMPRESSED_ARGB_1555_VQ_MIPMAP_KOS;
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lookup[COMPRESSED_MASK | TWIDDLED_MASK | MIPMAPPED_MASK] = GL_COMPRESSED_ARGB_1555_VQ_MIPMAP_TWID_KOS;
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lookup[TWIDDLED_MASK] = GL_UNSIGNED_SHORT_1_5_5_5_REV_TWID_KOS;
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lookup[TWIDDLED_MASK | MIPMAPPED_MASK] = GL_UNSIGNED_SHORT_1_5_5_5_REV_TWID_KOS;
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lookup[0] = GL_UNSIGNED_SHORT_1_5_5_5_REV;
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break;
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case 1:
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lookup[COMPRESSED_MASK] = GL_COMPRESSED_RGB_565_VQ_KOS;
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lookup[COMPRESSED_MASK | TWIDDLED_MASK] = GL_COMPRESSED_RGB_565_VQ_TWID_KOS;
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lookup[COMPRESSED_MASK | MIPMAPPED_MASK] = GL_COMPRESSED_RGB_565_VQ_MIPMAP_KOS;
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lookup[COMPRESSED_MASK | TWIDDLED_MASK | MIPMAPPED_MASK] = GL_COMPRESSED_RGB_565_VQ_MIPMAP_TWID_KOS;
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lookup[TWIDDLED_MASK] = GL_UNSIGNED_SHORT_5_6_5_TWID_KOS;
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lookup[TWIDDLED_MASK | MIPMAPPED_MASK] = GL_UNSIGNED_SHORT_5_6_5_TWID_KOS;
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lookup[0] = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case 2:
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lookup[COMPRESSED_MASK] = GL_COMPRESSED_ARGB_4444_VQ_KOS;
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lookup[COMPRESSED_MASK | TWIDDLED_MASK] = GL_COMPRESSED_ARGB_4444_VQ_TWID_KOS;
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lookup[COMPRESSED_MASK | MIPMAPPED_MASK] = GL_COMPRESSED_ARGB_4444_VQ_MIPMAP_KOS;
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lookup[COMPRESSED_MASK | TWIDDLED_MASK | MIPMAPPED_MASK] = GL_COMPRESSED_ARGB_4444_VQ_MIPMAP_TWID_KOS;
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lookup[TWIDDLED_MASK] = GL_UNSIGNED_SHORT_4_4_4_4_REV_TWID_KOS;
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lookup[TWIDDLED_MASK | MIPMAPPED_MASK] = GL_UNSIGNED_SHORT_4_4_4_4_REV_TWID_KOS;
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lookup[0] = GL_UNSIGNED_SHORT_4_4_4_4_REV;
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break;
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default:
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printf("[ERROR] Unknown format\n");
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}
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image->type = lookup[(compressed << 2) | (twiddled << 1) | mipmapped];
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printf("%d\n", image->type);
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assert(image->type);
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// we're done.
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return 1;
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}
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// Load Bitmaps And Convert To Textures
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void LoadGLTextures() {
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// Load Texture
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Image *image1;
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// allocate space for texture
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image1 = (Image *) malloc(sizeof(Image));
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if (image1 == NULL) {
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printf("Error allocating space for image");
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exit(0);
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}
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if (!ImageLoad(IMG_PATH, image1)) {
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exit(1);
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}
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// Create Texture
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture
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// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
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// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
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glTexImage2D(
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GL_TEXTURE_2D, 0, image1->internal_format, image1->sizeX, image1->sizeY, 0,
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image1->format, image1->type, image1->data
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);
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free(image1);
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};
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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LoadGLTextures();
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glEnable(GL_TEXTURE_2D);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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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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/* The main drawing function. */
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void DrawGLScene()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glTranslatef(0.0f,0.0f,-5.0f); // move 5 units into the screen.
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glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
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glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
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glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis
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glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
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glBegin(GL_QUADS); // begin drawing a cube
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// Front Face (note that the texture's corners have to match the quad's corners)
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
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// Back Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
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// Top Face
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
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// Bottom Face
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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// Right face
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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// Left Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
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glEnd(); // done with the polygon.
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xrot+=1.5f; // X Axis Rotation
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yrot+=1.5f; // Y Axis Rotation
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zrot+=1.5f; // Z Axis Rotation
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//
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// swap buffers to display, since we're double buffered.
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while(1) {
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if(check_start())
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break;
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DrawGLScene();
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}
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return 0;
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}
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