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This is a fork of GLdc optimised for the Dreamcast port of ClassiCube, and unfortunately is essentially useless for any other project
---
# GLdc
**Development of GLdc has moved to [Gitlab](https://gitlab.com/simulant/GLdc)**
This is a partial implementation of OpenGL 1.2 for the SEGA Dreamcast for use
with the KallistiOS SDK.
It began as a fork of libGL by Josh Pearson but has undergone a large refactor
which is essentially a rewrite.
The aim is to implement as much of OpenGL 1.2 as possible, and to add additional
features via extensions.
Things left to (re)implement:
- Spotlights (Trivial)
- Framebuffer extension (Trivial)
- Texture Matrix (Trivial)
Things I'd like to do:
- Use a clean "gl.h"
- Define an extension for modifier volumes
- Add support for point sprites
- Optimise, add unit tests for correctness
# Compiling
GLdc uses CMake for its build system, it currently ships with two "backends":
- kospvr - This is the hardware-accelerated Dreamcast backend
- software - This is a stub software rasterizer used for testing testing and debugging
To compile a Dreamcast debug build, you'll want to do something like the following:
```
mkdir dcbuild
cd dcbuild
cmake -DCMAKE_TOOLCHAIN_FILE=../toolchains/Dreamcast.cmake -G "Unix Makefiles" ..
make
```
For a release build, replace the cmake line with with the following:
```
cmake -DCMAKE_TOOLCHAIN_FILE=../toolchains/Dreamcast.cmake -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Release ..
```
You will need KallistiOS compiled and configured (e.g. the KOS_BASE environment
variable must be set)
To compile for PC:
```
mkdir pcbuild
cd pcbuild
cmake -G "Unix Makefiles" ..
make
```
# Special Thanks!
- Massive shout out to Hayden Kowalchuk for diagnosing and fixing a large number of bugs while porting GL Quake to the Dreamcast. Absolute hero!
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