GLdc/samples/nehe08/main.c

240 lines
6.1 KiB
C

/*
KallistiOS 2.0.0
nehe08.c
(c)2021 Luke Benstead
(c)2014 Josh Pearson
(c)2001 Benoit Miller
(c)2000 Jeff Molofee
*/
#ifdef __DREAMCAST__
#include <kos.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glkos.h>
/* Simple OpenGL example to demonstrate blending and lighting.
Essentially the same thing as NeHe's lesson08 code.
To learn more, go to http://nehe.gamedev.net/.
DPAD controls the cube rotation, button A & B control the depth
of the cube, button X toggles filtering, and button Y toggles alpha
blending.
*/
#ifdef __DREAMCAST__
extern uint8 romdisk[];
KOS_INIT_ROMDISK(romdisk);
#endif
static GLfloat xrot; /* X Rotation */
static GLfloat yrot; /* Y Rotation */
static GLfloat xspeed; /* X Rotation Speed */
static GLfloat yspeed; /* Y Rotation Speed */
static GLfloat z = -5.0f; /* Depth Into The Screen */
static GLuint filter; /* Which Filter To Use */
static GLuint texture[2]; /* Storage For Two Textures */
/* Load a PVR texture - located in pvr-texture.c */
extern GLuint glTextureLoadPVR(char *fname, unsigned char isMipMapped, unsigned char glMipMap);
void draw_gl(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, z);
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glBindTexture(GL_TEXTURE_2D, texture[filter]);
glBegin(GL_QUADS);
/* Front Face */
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
/* Back Face */
glNormal3f(0.0f, 0.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
/* Top Face */
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
/* Bottom Face */
glNormal3f(0.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
/* Right face */
glNormal3f(1.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
/* Left Face */
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot += xspeed;
yrot += yspeed;
}
int main(int argc, char **argv) {
#ifdef __DREAMCAST__
maple_device_t *cont;
cont_state_t *state;
#endif
GLboolean xp = GL_FALSE;
GLboolean yp = GL_FALSE;
GLboolean blend = GL_FALSE;
printf("nehe08 beginning\n");
/* Get basic stuff initialized */
glKosInit();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glColor4f(1.0f, 1.0f, 1.0f, 0.5);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
/* Enable Lighting and GL_LIGHT0 */
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
/* Set up the textures */
texture[0] = glTextureLoadPVR("/rd/glass.pvr", 0, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
texture[1] = glTextureLoadPVR("/rd/glass.pvr", 0, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
while(1) {
#ifdef __DREAMCAST__
cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
/* Check key status */
state = (cont_state_t *)maple_dev_status(cont);
if(!state) {
printf("Error reading controller\n");
break;
}
if(state->buttons & CONT_START)
break;
if(state->buttons & CONT_A)
z -= 0.02f;
if(state->buttons & CONT_B)
z += 0.02f;
if((state->buttons & CONT_X) && !xp) {
xp = GL_TRUE;
filter += 1;
if(filter > 1)
filter = 0;
}
if(!(state->buttons & CONT_X))
xp = GL_FALSE;
if((state->buttons & CONT_Y) && !yp) {
yp = GL_TRUE;
blend = !blend;
}
if(!(state->buttons & CONT_Y))
yp = GL_FALSE;
if(state->buttons & CONT_DPAD_UP)
xspeed -= 0.01f;
if(state->buttons & CONT_DPAD_DOWN)
xspeed += 0.01f;
if(state->buttons & CONT_DPAD_LEFT)
yspeed -= 0.01f;
if(state->buttons & CONT_DPAD_RIGHT)
yspeed += 0.01f;
#endif
/* Switch to the blended polygon list if needed */
if(blend) {
glEnable(GL_BLEND);
glDepthMask(0);
}
else {
glDisable(GL_BLEND);
glDepthMask(1);
}
/* Draw the GL "scene" */
draw_gl();
/* Finish the frame */
glKosSwapBuffers();
}
return 0;
}