112 lines
3.1 KiB
C
112 lines
3.1 KiB
C
#include "gl.h"
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#include "glu.h"
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#include "glkos.h"
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#include "gl_png.h"
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//$KOS_BASE/utils/texconv/texconv --in disk.png --format ARGB4444 --preview disk_preview.png --out disk.dtex
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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texture t;
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int blendActive = -1;
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/* floats for x rotation, y rotation, z rotation */
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float xrot, yrot, zrot;
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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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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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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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glOrtho(-3, 3, -3, 3, -10, 10);
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glEnable(GL_TEXTURE_2D);
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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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glOrtho(-3, 3, -3, 3, -10, 10);
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glMatrixMode(GL_MODELVIEW);
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}
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void DrawSquare(float width, float r, float g, float b, float z) {
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width /= 2;
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glColor3f(r, g, b);
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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glVertex3f(-width, width, z); // Top Left
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glVertex3f( width, width, z); // Top Right
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glVertex3f( width,-width, z); // Bottom Right
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glVertex3f(-width,-width, z); // Bottom Left
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glEnd(); // done with the polygon
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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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//First Batch is alpha blending
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glTranslated(-1 ,0, -5);
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for (int i = 0; i < 5; i++) {
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glTranslated(0.5, 0, 0);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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draw_textured_quad(&t);
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glDisable(GL_BLEND);
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}
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//Second batch is depth testing
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//Changing the translate Z value doesn't change anything?
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glLoadIdentity();
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glTranslated(-1 , -1, -5);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_FUNC);
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for (int i = 0; i < 5; i++) {
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glTranslated(0.5, 0, -0.2);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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draw_textured_quad(&t);
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glDisable(GL_BLEND);
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}
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glDisable(GL_DEPTH_TEST);
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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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//loads a dtex texture. see the /romdisk folder for more files
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dtex_to_gl_texture(&t, "/rd/disk_1555.dtex");
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ReSizeGLScene(640, 480);
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DrawGLScene();
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while(1) {
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DrawGLScene();
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}
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return 0;
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}
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