mirror of
https://github.com/ScrelliCopter/Lesson10-SDL3.git
synced 2025-02-21 07:19:26 +11:00
format pass
This commit is contained in:
152
Lesson10.cpp
152
Lesson10.cpp
@@ -13,12 +13,12 @@
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_opengl.h> // Header File For The OpenGL32 Library
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#include <SDL3/SDL_opengl.h> // Header File For The OpenGL32 Library
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SDL_Window* hWnd=NULL; // Holds Our Window Handle
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SDL_Window* hWnd = NULL; // Holds Our Window Handle
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SDL_GLContext hRC=NULL; // Permanent Rendering Context
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SDL_GLContext hRC = NULL; // Permanent Rendering Context
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bool keys[SDL_NUM_SCANCODES]; // Array Used For The Keyboard Routine
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bool keys[SDL_NUM_SCANCODES]; // Array Used For The Keyboard Routine
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bool active=true; // Window Active Flag Set To TRUE By Default
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bool active = true; // Window Active Flag Set To TRUE By Default
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bool fullscreen=true; // Fullscreen Flag Set To Fullscreen Mode By Default
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bool fullscreen = true; // Fullscreen Flag Set To Fullscreen Mode By Default
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bool blend; // Blending ON/OFF
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bool blend; // Blending ON/OFF
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bool bp; // B Pressed?
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bool bp; // B Pressed?
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bool fp; // F Pressed?
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bool fp; // F Pressed?
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@@ -46,7 +46,7 @@ GLfloat yrot; // Y Rotation
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GLfloat walkbias = 0;
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GLfloat walkbias = 0;
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GLfloat walkbiasangle = 0;
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GLfloat walkbiasangle = 0;
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GLfloat lookupdown = 0.0f;
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GLfloat lookupdown = 0.0f;
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GLfloat z=0.0f; // Depth Into The Screen
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GLfloat z = 0.0f; // Depth Into The Screen
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GLuint filter; // Which Filter To Use
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GLuint filter; // Which Filter To Use
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GLuint texture[3]; // Storage For 3 Textures
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GLuint texture[3]; // Storage For 3 Textures
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@@ -70,7 +70,7 @@ typedef struct tagSECTOR
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SECTOR sector1; // Our Model Goes Here:
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SECTOR sector1; // Our Model Goes Here:
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void readstr(FILE *f,char *string)
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void readstr(FILE *f, char *string)
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{
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{
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do
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do
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{
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{
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@@ -87,7 +87,7 @@ void SetupWorld()
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char oneline[255];
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char oneline[255];
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filein = fopen("data/world.txt", "rt"); // File To Load World Data From
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filein = fopen("data/world.txt", "rt"); // File To Load World Data From
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readstr(filein,oneline);
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readstr(filein, oneline);
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sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
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sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
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sector1.triangle = new TRIANGLE[numtriangles];
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sector1.triangle = new TRIANGLE[numtriangles];
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@@ -96,7 +96,7 @@ void SetupWorld()
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{
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{
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for (int vert = 0; vert < 3; vert++)
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for (int vert = 0; vert < 3; vert++)
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{
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{
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readstr(filein,oneline);
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readstr(filein, oneline);
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sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
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sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
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sector1.triangle[loop].vertex[vert].x = x;
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sector1.triangle[loop].vertex[vert].x = x;
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sector1.triangle[loop].vertex[vert].y = y;
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sector1.triangle[loop].vertex[vert].y = y;
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@@ -111,8 +111,10 @@ void SetupWorld()
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bool FlipSurface(SDL_Surface *surface)
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bool FlipSurface(SDL_Surface *surface)
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{
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{
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if (!surface) return false;
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if (!surface || SDL_LockSurface(surface) < 0)
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if (SDL_LockSurface(surface) < 0) return false;
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{
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return false;
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}
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const int pitch = surface->pitch;
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const int pitch = surface->pitch;
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const int numrows = surface->h;
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const int numrows = surface->h;
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@@ -139,34 +141,34 @@ bool FlipSurface(SDL_Surface *surface)
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int LoadGLTextures() // Load Bitmaps And Convert To Textures
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int LoadGLTextures() // Load Bitmaps And Convert To Textures
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{
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{
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int Status=SDL_FALSE; // Status Indicator
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int Status = SDL_FALSE; // Status Indicator
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SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture
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SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture
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// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
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// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
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if ((TextureImage=SDL_LoadBMP("Data/Mud.bmp")) && FlipSurface(TextureImage))
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if ((TextureImage = SDL_LoadBMP("Data/Mud.bmp")) && FlipSurface(TextureImage))
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{
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{
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Status=SDL_TRUE; // Set The Status To TRUE
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Status = SDL_TRUE; // Set The Status To TRUE
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glGenTextures(3, &texture[0]); // Create Three Textures
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glGenTextures(3, &texture[0]); // Create Three Textures
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// Create Nearest Filtered Texture
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// Create Nearest Filtered Texture
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glBindTexture(GL_TEXTURE_2D, 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_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
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// Create Linear Filtered Texture
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// Create Linear Filtered Texture
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glBindTexture(GL_TEXTURE_2D, texture[1]);
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glBindTexture(GL_TEXTURE_2D, texture[1]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
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// Create MipMapped Texture
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// Create MipMapped Texture
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glBindTexture(GL_TEXTURE_2D, texture[2]);
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glBindTexture(GL_TEXTURE_2D, texture[2]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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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_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_GENERATE_MIPMAP,GL_TRUE);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
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}
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}
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SDL_DestroySurface(TextureImage); // Free The Image Structure
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SDL_DestroySurface(TextureImage); // Free The Image Structure
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@@ -193,24 +195,24 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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{
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{
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if (height==0) // Prevent A Divide By Zero By
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if (height == 0) // Prevent A Divide By Zero By
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{
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{
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height=1; // Making Height Equal One
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height = 1; // Making Height Equal One
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}
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}
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glViewport(0,0,width,height); // Reset The Current Viewport
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glViewport(0, 0, width, height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
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gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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}
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}
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int InitGL(GLvoid) // All Setup For OpenGL Goes Here
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int InitGL() // All Setup For OpenGL Goes Here
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{
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{
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if (!LoadGLTextures()) // Jump To Texture Loading Routine
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if (!LoadGLTextures()) // Jump To Texture Loading Routine
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{
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{
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@@ -218,7 +220,7 @@ int InitGL(GLvoid) // All Setup For OpenGL Goes Here
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}
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}
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
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glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Set The Blending Function For Translucency
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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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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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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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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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@@ -231,7 +233,7 @@ int InitGL(GLvoid) // All Setup For OpenGL Goes Here
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return 1; // Initialization Went OK
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return 1; // Initialization Went OK
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}
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}
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int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
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int DrawGLScene() // Here's Where We Do All The Drawing
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{
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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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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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glLoadIdentity(); // Reset The View
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@@ -239,13 +241,13 @@ int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
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GLfloat x_m, y_m, z_m, u_m, v_m;
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GLfloat x_m, y_m, z_m, u_m, v_m;
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GLfloat xtrans = -xpos;
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GLfloat xtrans = -xpos;
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GLfloat ztrans = -zpos;
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GLfloat ztrans = -zpos;
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GLfloat ytrans = -walkbias-0.25f;
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GLfloat ytrans = -walkbias - 0.25f;
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GLfloat sceneroty = 360.0f - yrot;
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GLfloat sceneroty = 360.0f - yrot;
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int numtriangles;
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int numtriangles;
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glRotatef(lookupdown,1.0f,0,0);
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glRotatef(lookupdown, 1.0f, 0.0f, 0.0f);
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glRotatef(sceneroty,0,1.0f,0);
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glRotatef(sceneroty, 0.0f, 1.0f, 0.0f);
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glTranslatef(xtrans, ytrans, ztrans);
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glTranslatef(xtrans, ytrans, ztrans);
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glBindTexture(GL_TEXTURE_2D, texture[filter]);
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glBindTexture(GL_TEXTURE_2D, texture[filter]);
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@@ -256,33 +258,33 @@ int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
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for (int loop_m = 0; loop_m < numtriangles; loop_m++)
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for (int loop_m = 0; loop_m < numtriangles; loop_m++)
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{
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{
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glBegin(GL_TRIANGLES);
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glBegin(GL_TRIANGLES);
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glNormal3f( 0.0f, 0.0f, 1.0f);
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glNormal3f(0.0f, 0.0f, 1.0f);
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x_m = sector1.triangle[loop_m].vertex[0].x;
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x_m = sector1.triangle[loop_m].vertex[0].x;
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y_m = sector1.triangle[loop_m].vertex[0].y;
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y_m = sector1.triangle[loop_m].vertex[0].y;
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z_m = sector1.triangle[loop_m].vertex[0].z;
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z_m = sector1.triangle[loop_m].vertex[0].z;
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u_m = sector1.triangle[loop_m].vertex[0].u;
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u_m = sector1.triangle[loop_m].vertex[0].u;
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v_m = sector1.triangle[loop_m].vertex[0].v;
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v_m = sector1.triangle[loop_m].vertex[0].v;
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glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
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glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
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x_m = sector1.triangle[loop_m].vertex[1].x;
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x_m = sector1.triangle[loop_m].vertex[1].x;
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y_m = sector1.triangle[loop_m].vertex[1].y;
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y_m = sector1.triangle[loop_m].vertex[1].y;
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z_m = sector1.triangle[loop_m].vertex[1].z;
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z_m = sector1.triangle[loop_m].vertex[1].z;
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u_m = sector1.triangle[loop_m].vertex[1].u;
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u_m = sector1.triangle[loop_m].vertex[1].u;
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v_m = sector1.triangle[loop_m].vertex[1].v;
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v_m = sector1.triangle[loop_m].vertex[1].v;
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glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
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glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
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x_m = sector1.triangle[loop_m].vertex[2].x;
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x_m = sector1.triangle[loop_m].vertex[2].x;
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y_m = sector1.triangle[loop_m].vertex[2].y;
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y_m = sector1.triangle[loop_m].vertex[2].y;
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z_m = sector1.triangle[loop_m].vertex[2].z;
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z_m = sector1.triangle[loop_m].vertex[2].z;
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u_m = sector1.triangle[loop_m].vertex[2].u;
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u_m = sector1.triangle[loop_m].vertex[2].u;
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v_m = sector1.triangle[loop_m].vertex[2].v;
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v_m = sector1.triangle[loop_m].vertex[2].v;
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glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
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glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
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glEnd();
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glEnd();
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}
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}
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return 1; // Everything Went OK
|
return 1; // Everything Went OK
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}
|
}
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|
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GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
|
GLvoid KillGLWindow() // Properly Kill The Window
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{
|
{
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if (fullscreen) // Are We In Fullscreen Mode?
|
if (fullscreen) // Are We In Fullscreen Mode?
|
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{
|
{
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@@ -292,17 +294,17 @@ GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
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|
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if (hRC) // Do We Have A Rendering Context?
|
if (hRC) // Do We Have A Rendering Context?
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{
|
{
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if (SDL_GL_MakeCurrent(hWnd,NULL)) // Are We Able To Release The DC And RC Contexts?
|
if (SDL_GL_MakeCurrent(hWnd, NULL)) // Are We Able To Release The DC And RC Contexts?
|
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{
|
{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
|
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
|
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}
|
}
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|
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SDL_GL_DeleteContext(hRC); // Delete The RC
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SDL_GL_DeleteContext(hRC); // Delete The RC
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hRC=NULL; // Set RC To NULL
|
hRC = NULL; // Set RC To NULL
|
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}
|
}
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|
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SDL_DestroyWindow(hWnd); // Destroy The Window
|
SDL_DestroyWindow(hWnd); // Destroy The Window
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hWnd=NULL; // Set hWnd To NULL
|
hWnd = NULL; // Set hWnd To NULL
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}
|
}
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|
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|
|
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@@ -317,12 +319,12 @@ GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
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bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
|
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
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{
|
{
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SDL_Rect WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
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SDL_Rect WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
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WindowRect.x=0; // Set Left Value To 0
|
WindowRect.x = 0; // Set Left Value To 0
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WindowRect.w=width; // Set Right Value To Requested Width
|
WindowRect.w = width; // Set Right Value To Requested Width
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WindowRect.y=0; // Set Top Value To 0
|
WindowRect.y = 0; // Set Top Value To 0
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WindowRect.h=height; // Set Bottom Value To Requested Height
|
WindowRect.h = height; // Set Bottom Value To Requested Height
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|
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fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
|
fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
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|
|
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// Create The Window
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// Create The Window
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if (!(hWnd = SDL_CreateWindow(title,
|
if (!(hWnd = SDL_CreateWindow(title,
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||||||
@@ -354,7 +356,7 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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SDL_ShowMessageBox(&msgbox, &bttnid);
|
SDL_ShowMessageBox(&msgbox, &bttnid);
|
||||||
if (bttnid == 0)
|
if (bttnid == 0)
|
||||||
{
|
{
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||||||
fullscreen=false; // Windowed Mode Selected. Fullscreen = FALSE
|
fullscreen = false; // Windowed Mode Selected. Fullscreen = FALSE
|
||||||
}
|
}
|
||||||
else
|
else
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||||||
{
|
{
|
||||||
@@ -382,14 +384,14 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
|
|||||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No Stencil Buffer
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No Stencil Buffer
|
||||||
|
|
||||||
|
|
||||||
if (!(hRC=SDL_GL_CreateContext(hWnd))) // Are We Able To Get A Rendering Context?
|
if (!(hRC = SDL_GL_CreateContext(hWnd))) // Are We Able To Get A Rendering Context?
|
||||||
{
|
{
|
||||||
KillGLWindow(); // Reset The Display
|
KillGLWindow(); // Reset The Display
|
||||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL);
|
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL);
|
||||||
return false; // Return FALSE
|
return false; // Return FALSE
|
||||||
}
|
}
|
||||||
|
|
||||||
if(SDL_GL_MakeCurrent(hWnd, hRC)) // Try To Activate The Rendering Context
|
if (SDL_GL_MakeCurrent(hWnd, hRC)) // Try To Activate The Rendering Context
|
||||||
{
|
{
|
||||||
KillGLWindow(); // Reset The Display
|
KillGLWindow(); // Reset The Display
|
||||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
|
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
|
||||||
@@ -428,7 +430,7 @@ void WndProc(SDL_Event* uMsg)
|
|||||||
|
|
||||||
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Resize The OpenGL Window
|
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Resize The OpenGL Window
|
||||||
{
|
{
|
||||||
ReSizeGLScene(uMsg->window.data1,uMsg->window.data2); // LoWord=Width, HiWord=Height
|
ReSizeGLScene(uMsg->window.data1, uMsg->window.data2); // LoWord=Width, HiWord=Height
|
||||||
break; // Jump Back
|
break; // Jump Back
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -437,7 +439,7 @@ void WndProc(SDL_Event* uMsg)
|
|||||||
int main(int argc, char* argv[])
|
int main(int argc, char* argv[])
|
||||||
{
|
{
|
||||||
SDL_Event msg; // Windows Message Structure
|
SDL_Event msg; // Windows Message Structure
|
||||||
bool done=false; // Bool Variable To Exit Loop
|
bool done = false; // Bool Variable To Exit Loop
|
||||||
|
|
||||||
SDL_Init(SDL_INIT_VIDEO);
|
SDL_Init(SDL_INIT_VIDEO);
|
||||||
|
|
||||||
@@ -456,22 +458,22 @@ int main(int argc, char* argv[])
|
|||||||
SDL_ShowMessageBox(&msgbox, &bttnid);
|
SDL_ShowMessageBox(&msgbox, &bttnid);
|
||||||
if (bttnid == 1)
|
if (bttnid == 1)
|
||||||
{
|
{
|
||||||
fullscreen=false; // Windowed Mode
|
fullscreen = false; // Windowed Mode
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create Our OpenGL Window
|
// Create Our OpenGL Window
|
||||||
if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen))
|
if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, fullscreen))
|
||||||
{
|
{
|
||||||
return 0; // Quit If Window Was Not Created
|
return 0; // Quit If Window Was Not Created
|
||||||
}
|
}
|
||||||
|
|
||||||
while(!done) // Loop That Runs While done=FALSE
|
while (!done) // Loop That Runs While done=FALSE
|
||||||
{
|
{
|
||||||
if (SDL_PollEvent(&msg) > 0) // Is There A Message Waiting?
|
if (SDL_PollEvent(&msg) > 0) // Is There A Message Waiting?
|
||||||
{
|
{
|
||||||
if (msg.type==SDL_EVENT_QUIT) // Have We Received A Quit Message?
|
if (msg.type == SDL_EVENT_QUIT) // Have We Received A Quit Message?
|
||||||
{
|
{
|
||||||
done=true; // If So done=TRUE
|
done = true; // If So done=TRUE
|
||||||
}
|
}
|
||||||
else // If Not, Deal With Window Messages
|
else // If Not, Deal With Window Messages
|
||||||
{
|
{
|
||||||
@@ -483,15 +485,15 @@ int main(int argc, char* argv[])
|
|||||||
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
|
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
|
||||||
if ((active && !DrawGLScene()) || keys[SDL_SCANCODE_ESCAPE]) // Active? Was There A Quit Received?
|
if ((active && !DrawGLScene()) || keys[SDL_SCANCODE_ESCAPE]) // Active? Was There A Quit Received?
|
||||||
{
|
{
|
||||||
done=true; // ESC or DrawGLScene Signalled A Quit
|
done = true; // ESC or DrawGLScene Signalled A Quit
|
||||||
}
|
}
|
||||||
else // Not Time To Quit, Update Screen
|
else // Not Time To Quit, Update Screen
|
||||||
{
|
{
|
||||||
SDL_GL_SwapWindow(hWnd); // Swap Buffers (Double Buffering)
|
SDL_GL_SwapWindow(hWnd); // Swap Buffers (Double Buffering)
|
||||||
if (keys[SDL_SCANCODE_B] && !bp)
|
if (keys[SDL_SCANCODE_B] && !bp)
|
||||||
{
|
{
|
||||||
bp=true;
|
bp = true;
|
||||||
blend=!blend;
|
blend = !blend;
|
||||||
if (!blend)
|
if (!blend)
|
||||||
{
|
{
|
||||||
glDisable(GL_BLEND);
|
glDisable(GL_BLEND);
|
||||||
@@ -505,47 +507,47 @@ int main(int argc, char* argv[])
|
|||||||
}
|
}
|
||||||
if (!keys[SDL_SCANCODE_B])
|
if (!keys[SDL_SCANCODE_B])
|
||||||
{
|
{
|
||||||
bp=false;
|
bp = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (keys[SDL_SCANCODE_F] && !fp)
|
if (keys[SDL_SCANCODE_F] && !fp)
|
||||||
{
|
{
|
||||||
fp=true;
|
fp = true;
|
||||||
filter+=1;
|
filter += 1;
|
||||||
if (filter>2)
|
if (filter > 2)
|
||||||
{
|
{
|
||||||
filter=0;
|
filter = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (!keys[SDL_SCANCODE_F])
|
if (!keys[SDL_SCANCODE_F])
|
||||||
{
|
{
|
||||||
fp=false;
|
fp = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (keys[SDL_SCANCODE_PAGEUP])
|
if (keys[SDL_SCANCODE_PAGEUP])
|
||||||
{
|
{
|
||||||
z-=0.02f;
|
z -= 0.02f;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (keys[SDL_SCANCODE_PAGEDOWN])
|
if (keys[SDL_SCANCODE_PAGEDOWN])
|
||||||
{
|
{
|
||||||
z+=0.02f;
|
z += 0.02f;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (keys[SDL_SCANCODE_UP])
|
if (keys[SDL_SCANCODE_UP])
|
||||||
{
|
{
|
||||||
|
|
||||||
xpos -= (float)sin(heading*piover180) * 0.05f;
|
xpos -= (float)sin(heading * piover180) * 0.05f;
|
||||||
zpos -= (float)cos(heading*piover180) * 0.05f;
|
zpos -= (float)cos(heading * piover180) * 0.05f;
|
||||||
if (walkbiasangle >= 359.0f)
|
if (walkbiasangle >= 359.0f)
|
||||||
{
|
{
|
||||||
walkbiasangle = 0.0f;
|
walkbiasangle = 0.0f;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
walkbiasangle+= 10;
|
walkbiasangle += 10;
|
||||||
}
|
}
|
||||||
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
|
walkbias = (float)sin(walkbiasangle * piover180) / 20.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (keys[SDL_SCANCODE_DOWN])
|
if (keys[SDL_SCANCODE_DOWN])
|
||||||
@@ -558,9 +560,9 @@ int main(int argc, char* argv[])
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
walkbiasangle-= 10;
|
walkbiasangle -= 10;
|
||||||
}
|
}
|
||||||
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
|
walkbias = (float)sin(walkbiasangle * piover180) / 20.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (keys[SDL_SCANCODE_RIGHT])
|
if (keys[SDL_SCANCODE_RIGHT])
|
||||||
@@ -577,21 +579,21 @@ int main(int argc, char* argv[])
|
|||||||
|
|
||||||
if (keys[SDL_SCANCODE_PAGEUP])
|
if (keys[SDL_SCANCODE_PAGEUP])
|
||||||
{
|
{
|
||||||
lookupdown-= 1.0f;
|
lookupdown -= 1.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (keys[SDL_SCANCODE_PAGEDOWN])
|
if (keys[SDL_SCANCODE_PAGEDOWN])
|
||||||
{
|
{
|
||||||
lookupdown+= 1.0f;
|
lookupdown += 1.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (keys[SDL_SCANCODE_F1]) // Is F1 Being Pressed?
|
if (keys[SDL_SCANCODE_F1]) // Is F1 Being Pressed?
|
||||||
{
|
{
|
||||||
keys[SDL_SCANCODE_F1]=false; // If So Make Key FALSE
|
keys[SDL_SCANCODE_F1] = false; // If So Make Key FALSE
|
||||||
KillGLWindow(); // Kill Our Current Window
|
KillGLWindow(); // Kill Our Current Window
|
||||||
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
|
fullscreen = !fullscreen; // Toggle Fullscreen / Windowed Mode
|
||||||
// Recreate Our OpenGL Window
|
// Recreate Our OpenGL Window
|
||||||
if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen))
|
if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, fullscreen))
|
||||||
{
|
{
|
||||||
return 0; // Quit If Window Was Not Created
|
return 0; // Quit If Window Was Not Created
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user