248 lines
5.9 KiB
C
248 lines
5.9 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <math.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/glext.h"
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#include "GL/glkos.h"
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#ifdef __DREAMCAST__
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#include <kos.h>
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extern uint8_t romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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#define IMAGE_FILENAME "/rd/NeHe.bmp"
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#else
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#define IMAGE_FILENAME "../samples/lights/romdisk/NeHe.bmp"
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#endif
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#include "../loadbmp.h"
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float xrot, yrot, zrot;
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int texture[1];
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void LoadGLTextures() {
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Image *image1;
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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(IMAGE_FILENAME, image1)) {
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exit(1);
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}
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
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glGenerateMipmapEXT(GL_TEXTURE_2D);
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free(image1);
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};
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void InitGL(int Width, int Height)
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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);
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glClearDepth(1.0);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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glShadeModel(GL_SMOOTH);
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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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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glClearColor(0.5, 0.5, 0.5, 0.5);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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// Create light components
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GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
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GLfloat diffuseLight[] = { 1.0f, 0.0f, 0.0, 1.0f };
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GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
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GLfloat position[] = { -1.5f, -1.0f, 0.0f, 0.0f };
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// Assign created components to GL_LIGHT0
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
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glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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glDisable(GL_TEXTURE_2D);
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diffuseLight[1] = 1.0f;
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glEnable(GL_LIGHT1);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight);
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glLightfv(GL_LIGHT1, GL_SPECULAR, specularLight);
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glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0);
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glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 4.5 / 100);
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glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 75.0f / (100 * 100));
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glEnable(GL_NORMALIZE);
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}
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0)
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Height = 1;
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glViewport(0, 0, Width, Height);
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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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void DrawCube(float x, float z) {
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static float pos = 0.0f;
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const static float radius = 30.0f;
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pos += 0.001f;
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GLfloat position[] = { cos(pos) * radius, 15.0f, sin(pos) * radius, 1.0f };
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glLightfv(GL_LIGHT1, GL_POSITION, position);
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glPushMatrix();
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glTranslatef(x, 0, z);
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glColor4f(1, 1, 1, 1);
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glBegin(GL_QUADS);
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glNormal3f(0, 0, -1);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glNormal3f(0, 0, 1);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glNormal3f(0, 1, 0);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glNormal3f(0, -1, 0);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glNormal3f(1, 0, 0);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glNormal3f(-1, 0, 0);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glEnd();
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glPopMatrix();
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}
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void DrawGLScene()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -55.0f);
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glRotatef(45, 1, 0, 0);
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glTranslatef(0, 0, -30);
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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int x, z;
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for(z = -100; z < 100; z += 10) {
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for(x = -100; x < 100; x += 10) {
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DrawCube(x, z);
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}
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}
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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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GLdcConfig config;
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glKosInitConfig(&config);
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config.fsaa_enabled = GL_FALSE;
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glKosInitEx(&config);
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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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