Move global state into appstate

This commit is contained in:
2024-05-28 20:01:56 +10:00
parent 4fa31fce4e
commit 43d531fa4c

View File

@@ -15,25 +15,33 @@
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_opengl.h> // Header File For The OpenGL32 Library
SDL_Window *win = NULL; // Holds Our Window Handle
SDL_GLContext ctx = NULL; // Permanent Rendering Context
#define BTTN_YES 0
#define BTTN_NO 1
bool fullscreen = false;
bool blend = false; // Blending ON/OFF
static const SDL_MessageBoxButtonData yesnobttns[2] =
static int ShowYesNoMessageBox(SDL_Window *window, int defaultbttn, const char *title, const char *message)
{
const SDL_MessageBoxButtonFlags defaultflags =
SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
const SDL_MessageBoxButtonData yesnobttns[2] =
{
/*flags */ 0,
/*buttonid */ 0,
/*text */ "Yes"
},
{ .flags = defaultbttn == BTTN_YES ? defaultflags : 0, .buttonID = BTTN_YES, .text = "Yes" },
{ .flags = defaultbttn == BTTN_NO ? defaultflags : 0, .buttonID = BTTN_NO, .text = "No" }
};
const SDL_MessageBoxData msgbox =
{
/*flags */ SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT,
/*buttonid */ 1,
/*text */ "No"
}
};
.flags = SDL_MESSAGEBOX_INFORMATION,
.window = window,
.title = title,
.message = message,
.numbuttons = 2,
.buttons = yesnobttns,
.colorScheme = NULL
};
int bttnid = defaultbttn;
SDL_ShowMessageBox(&msgbox, &bttnid);
return bttnid;
}
typedef struct tagCAMERA
{
@@ -45,10 +53,6 @@ typedef struct tagCAMERA
float z; // Depth Into The Screen
} CAMERA;
CAMERA camera;
unsigned filter; // Which Filter To Use
GLuint texture[3] = { 0, 0, 0 }; // Storage For 3 Textures
typedef struct tagVERTEX
{
float x, y, z;
@@ -66,10 +70,21 @@ typedef struct tagSECTOR
TRIANGLE *triangle;
} SECTOR;
// Our Model Goes Here:
SECTOR sector1 = { .numtriangles = 0, .triangle = NULL };
typedef struct tagAPPSTATE
{
SDL_Window *win; // Holds Our Window Handle
SDL_GLContext ctx; // Permanent Rendering Context
void readstr(FILE *f, char *string)
bool fullscreen, blend;
CAMERA camera;
unsigned filter; // Which Filter To Use
GLuint texture[3]; // Storage For 3 Textures
SECTOR sector1; // Our Model Goes Here
} APPSTATE;
static void readstr(FILE *f, char *string)
{
do
{
@@ -78,7 +93,7 @@ void readstr(FILE *f, char *string)
return;
}
void SetupWorld(void)
static void SetupWorld(APPSTATE *state)
{
float x, y, z, u, v;
int numtriangles;
@@ -89,26 +104,26 @@ void SetupWorld(void)
readstr(filein, oneline);
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
sector1.triangle = malloc(sizeof(TRIANGLE) * numtriangles);
sector1.numtriangles = numtriangles;
state->sector1.triangle = malloc(sizeof(TRIANGLE) * numtriangles);
state->sector1.numtriangles = numtriangles;
for (int loop = 0; loop < numtriangles; loop++)
{
for (int vert = 0; vert < 3; vert++)
{
readstr(filein, oneline);
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v;
state->sector1.triangle[loop].vertex[vert].x = x;
state->sector1.triangle[loop].vertex[vert].y = y;
state->sector1.triangle[loop].vertex[vert].z = z;
state->sector1.triangle[loop].vertex[vert].u = u;
state->sector1.triangle[loop].vertex[vert].v = v;
}
}
fclose(filein);
return;
}
bool FlipSurface(SDL_Surface *surface)
static bool FlipSurface(SDL_Surface *surface)
{
if (!surface || SDL_LockSurface(surface) < 0)
{
@@ -138,9 +153,9 @@ bool FlipSurface(SDL_Surface *surface)
return true;
}
bool LoadGLTextures(void) // Load bitmap as textures
static bool LoadGLTextures(APPSTATE *state) // Load bitmap as textures
{
SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture
SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture
// Load & flip the bitmap, check for errors
if (!(TextureImage = SDL_LoadBMP("Data/Mud.bmp")) || !FlipSurface(TextureImage))
@@ -148,7 +163,7 @@ bool LoadGLTextures(void) // Load bitmap as textures
return false;
}
glGenTextures(3, &texture[0]); // Create three textures
glGenTextures(3, &state->texture[0]); // Create three textures
GLint params[3][3] =
{
[0] = { GL_NEAREST, GL_NEAREST, GL_FALSE }, // Nearest filtered
@@ -157,7 +172,7 @@ bool LoadGLTextures(void) // Load bitmap as textures
};
for (int i = 0; i < 3; i++)
{
glBindTexture(GL_TEXTURE_2D, texture[i]);
glBindTexture(GL_TEXTURE_2D, state->texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, params[i][0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, params[i][1]);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, params[i][2]);
@@ -166,7 +181,7 @@ bool LoadGLTextures(void) // Load bitmap as textures
0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
}
SDL_DestroySurface(TextureImage); // Free the image structure
SDL_DestroySurface(TextureImage); // Free the image structure
return true;
}
@@ -187,7 +202,7 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou
glLoadMatrixd(mtx);
}
void ReSizeGLScene(int width, int height) // Resize And Initialize The GL Window
static void ReSizeGLScene(int width, int height) // Resize And Initialize The GL Window
{
if (height == 0) // Prevent A Divide By Zero By
{
@@ -206,9 +221,9 @@ void ReSizeGLScene(int width, int height) // Resize And Initializ
glLoadIdentity(); // Reset The Modelview Matrix
}
bool InitGL(void) // All Setup For OpenGL Goes Here
static bool InitGL(APPSTATE *state) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
if (!LoadGLTextures(state)) // Jump To Texture Loading Routine
{
return false;
}
@@ -222,82 +237,82 @@ bool InitGL(void) // All Setup For OpenGL
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
SetupWorld();
SetupWorld(state);
return true; // Initialization Went OK
}
void DrawGLScene(void) // Here's Where We Do All The Drawing
static void DrawGLScene(APPSTATE *state) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
GLfloat x_m, y_m, z_m, u_m, v_m;
GLfloat xtrans = -camera.xpos;
GLfloat ztrans = -camera.zpos;
GLfloat ytrans = -camera.walkbias - 0.25f;
GLfloat sceneroty = 360.0f - camera.yrot;
GLfloat xtrans = -state->camera.xpos;
GLfloat ztrans = -state->camera.zpos;
GLfloat ytrans = -state->camera.walkbias - 0.25f;
GLfloat sceneroty = 360.0f - state->camera.yrot;
int numtriangles;
glRotatef(camera.lookupdown, 1.0f, 0.0f, 0.0f);
glRotatef(state->camera.lookupdown, 1.0f, 0.0f, 0.0f);
glRotatef(sceneroty, 0.0f, 1.0f, 0.0f);
glTranslatef(xtrans, ytrans, ztrans);
glBindTexture(GL_TEXTURE_2D, texture[filter]);
glBindTexture(GL_TEXTURE_2D, state->texture[state->filter]);
numtriangles = sector1.numtriangles;
numtriangles = state->sector1.numtriangles;
// Process Each Triangle
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
{
glBegin(GL_TRIANGLES);
glNormal3f(0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
x_m = state->sector1.triangle[loop_m].vertex[0].x;
y_m = state->sector1.triangle[loop_m].vertex[0].y;
z_m = state->sector1.triangle[loop_m].vertex[0].z;
u_m = state->sector1.triangle[loop_m].vertex[0].u;
v_m = state->sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
x_m = state->sector1.triangle[loop_m].vertex[1].x;
y_m = state->sector1.triangle[loop_m].vertex[1].y;
z_m = state->sector1.triangle[loop_m].vertex[1].z;
u_m = state->sector1.triangle[loop_m].vertex[1].u;
v_m = state->sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
x_m = state->sector1.triangle[loop_m].vertex[2].x;
y_m = state->sector1.triangle[loop_m].vertex[2].y;
z_m = state->sector1.triangle[loop_m].vertex[2].z;
u_m = state->sector1.triangle[loop_m].vertex[2].u;
v_m = state->sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
glEnd();
}
}
void KillGLWindow(void) // Properly Kill The Window
static void KillGLWindow(APPSTATE *state) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
if (state->fullscreen) // Are We In Fullscreen Mode?
{
SDL_SetWindowFullscreen(win, SDL_FALSE); // If So Switch Back To The Desktop
SDL_ShowCursor(); // Show Mouse Pointer
SDL_SetWindowFullscreen(state->win, SDL_FALSE); // If So Switch Back To The Desktop
SDL_ShowCursor(); // Show Mouse Pointer
}
if (ctx) // Do We Have A Rendering Context?
if (state->ctx) // Do We Have A Rendering Context?
{
if (SDL_GL_MakeCurrent(win, NULL)) // Are We Able To Release The DC And RC Contexts?
if (SDL_GL_MakeCurrent(state->win, NULL)) // Are We Able To Release The DC And RC Contexts?
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
}
SDL_GL_DeleteContext(ctx); // Delete The RC
ctx = NULL; // Set RC To NULL
SDL_GL_DeleteContext(state->ctx); // Delete The RC
state->ctx = NULL; // Set RC To NULL
}
SDL_DestroyWindow(win); // Destroy The Window
win = NULL; // Set hWnd To NULL
SDL_DestroyWindow(state->win); // Destroy The Window
state->win = NULL; // Set hWnd To NULL
}
@@ -309,96 +324,87 @@ void KillGLWindow(void) // Properly Kill The Window
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
bool CreateGLWindow(char *title, int width, int height, int bits, bool fullscreenflag)
static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height, int bits, bool fullscreenflag)
{
SDL_Rect WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.x = 0; // Set Left Value To 0
WindowRect.w = width; // Set Right Value To Requested Width
WindowRect.y = 0; // Set Top Value To 0
WindowRect.h = height; // Set Bottom Value To Requested Height
SDL_Rect WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.x = 0; // Set Left Value To 0
WindowRect.w = width; // Set Right Value To Requested Width
WindowRect.y = 0; // Set Top Value To 0
WindowRect.h = height; // Set Bottom Value To Requested Height
fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
state->fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
// Create The Window
if (!(win = SDL_CreateWindow(title,
WindowRect.w, // Window Width
WindowRect.h, // Window Height
if (!(state->win = SDL_CreateWindow(title,
WindowRect.w, // Window Width
WindowRect.h, // Window Height
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL);
return false; // Return FALSE
return false; // Return FALSE
}
if (fullscreen) // Attempt Fullscreen Mode?
if (fullscreenflag) // Attempt Fullscreen Mode?
{
if (SDL_SetWindowFullscreen(win, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results.
if (SDL_SetWindowFullscreen(state->win, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results.
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
const SDL_MessageBoxData msgbox =
{
SDL_MESSAGEBOX_INFORMATION,
win,
"NeHe GL",
"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?",
2,
yesnobttns,
NULL
};
int bttnid = 0;
SDL_ShowMessageBox(&msgbox, &bttnid);
if (bttnid == 1)
int bttnid = ShowYesNoMessageBox(state->win, BTTN_YES, "NeHe GL",
"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?");
if (bttnid == BTTN_NO)
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL);
return false; // Return FALSE
return false; // Return FALSE
}
fullscreen = false;
state->fullscreen = false;
}
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Must Support Double Buffering
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color Bits Ignored
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Must Support Double Buffering
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color Bits Ignored
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // No Alpha Buffer
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // No Accumulation Buffer
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // Accumulation Bits Ignored
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // No Alpha Buffer
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // No Accumulation Buffer
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // Accumulation Bits Ignored
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // 16Bit Z-Buffer (Depth Buffer)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No Stencil Buffer
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // 16Bit Z-Buffer (Depth Buffer)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No Stencil Buffer
if (!(ctx = SDL_GL_CreateContext(win))) // Are We Able To Get A Rendering Context?
if (!(state->ctx = SDL_GL_CreateContext(state->win))) // Are We Able To Get A Rendering Context?
{
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(win, ctx)) // Try To Activate The Rendering Context
if (SDL_GL_MakeCurrent(state->win, state->ctx)) // Try To Activate The Rendering Context
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
return false; // Return FALSE
return false; // Return FALSE
}
SDL_ShowWindow(win);
SDL_ShowWindow(state->win);
SDL_GL_SetSwapInterval(1);
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if (!InitGL()) // Initialize Our Newly Created GL Window
if (!InitGL(state)) // Initialize Our Newly Created GL Window
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
return false; // Return FALSE
return false; // Return FALSE
}
return true; // Success
return true; // Success
}
int SDL_AppEvent(void *appstate, const SDL_Event *event)
{
APPSTATE *state = (APPSTATE *)appstate;
switch (event->type)
{
case SDL_EVENT_QUIT: // Have we received a quit event?
@@ -414,8 +420,8 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
switch (event->key.keysym.sym)
{
case SDLK_b: // B = Toggle blending
blend = !blend;
if (!blend)
state->blend = !state->blend;
if (!state->blend)
{
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
@@ -428,15 +434,15 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
break;
case SDLK_f: // F = Cycle texture filtering
filter += 1;
if (filter > 2)
state->filter += 1;
if (state->filter > 2)
{
filter = 0;
state->filter = 0;
}
break;
case SDLK_F1: // F1 = Toggle Fullscreen / Windowed Mode
SDL_SetWindowFullscreen(win, !fullscreen);
SDL_SetWindowFullscreen(state->win, !state->fullscreen);
break;
default: break;
@@ -449,11 +455,11 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
break;
case SDL_EVENT_WINDOW_ENTER_FULLSCREEN:
fullscreen = true;
state->fullscreen = true;
break;
case SDL_EVENT_WINDOW_LEAVE_FULLSCREEN:
fullscreen = false;
state->fullscreen = false;
break;
default: break;
@@ -463,74 +469,75 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
int SDL_AppIterate(void *appstate)
{
DrawGLScene(); // Draw the scene
SDL_GL_SwapWindow(win); // Swap buffers (Double buffering)
APPSTATE *state = (APPSTATE *)appstate;
DrawGLScene(state); // Draw the scene
SDL_GL_SwapWindow(state->win); // Swap buffers (Double buffering)
// Handle keyboard input
const Uint8 *keys = SDL_GetKeyboardState(NULL);
if (keys[SDL_SCANCODE_PAGEUP])
{
camera.z -= 0.02f;
state->camera.z -= 0.02f;
}
if (keys[SDL_SCANCODE_PAGEDOWN])
{
camera.z += 0.02f;
state->camera.z += 0.02f;
}
const float piover180 = 0.0174532925f;
if (keys[SDL_SCANCODE_UP])
{
camera.xpos -= sinf(camera.heading * piover180) * 0.05f;
camera.zpos -= cosf(camera.heading * piover180) * 0.05f;
if (camera.walkbiasangle >= 359.0f)
state->camera.xpos -= sinf(state->camera.heading * piover180) * 0.05f;
state->camera.zpos -= cosf(state->camera.heading * piover180) * 0.05f;
if (state->camera.walkbiasangle >= 359.0f)
{
camera.walkbiasangle = 0.0f;
state->camera.walkbiasangle = 0.0f;
}
else
{
camera.walkbiasangle += 10;
state->camera.walkbiasangle += 10;
}
camera.walkbias = sinf(camera.walkbiasangle * piover180) / 20.0f;
state->camera.walkbias = sinf(state->camera.walkbiasangle * piover180) / 20.0f;
}
if (keys[SDL_SCANCODE_DOWN])
{
camera.xpos += sinf(camera.heading * piover180) * 0.05f;
camera.zpos += cosf(camera.heading * piover180) * 0.05f;
if (camera.walkbiasangle <= 1.0f)
state->camera.xpos += sinf(state->camera.heading * piover180) * 0.05f;
state->camera.zpos += cosf(state->camera.heading * piover180) * 0.05f;
if (state->camera.walkbiasangle <= 1.0f)
{
camera.walkbiasangle = 359.0f;
state->camera.walkbiasangle = 359.0f;
}
else
{
camera.walkbiasangle -= 10;
state->camera.walkbiasangle -= 10;
}
camera.walkbias = sinf(camera.walkbiasangle * piover180) / 20.0f;
state->camera.walkbias = sinf(state->camera.walkbiasangle * piover180) / 20.0f;
}
if (keys[SDL_SCANCODE_RIGHT])
{
camera.heading -= 1.0f;
camera.yrot = camera.heading;
state->camera.heading -= 1.0f;
state->camera.yrot = state->camera.heading;
}
if (keys[SDL_SCANCODE_LEFT])
{
camera.heading += 1.0f;
camera.yrot = camera.heading;
state->camera.heading += 1.0f;
state->camera.yrot = state->camera.heading;
}
if (keys[SDL_SCANCODE_PAGEUP])
{
camera.lookupdown -= 1.0f;
state->camera.lookupdown -= 1.0f;
}
if (keys[SDL_SCANCODE_PAGEDOWN])
{
camera.lookupdown += 1.0f;
state->camera.lookupdown += 1.0f;
}
return SDL_APP_CONTINUE;
@@ -543,50 +550,63 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
return SDL_APP_FAILURE;
}
// Ask The User Which Screen Mode They Prefer
const SDL_MessageBoxData msgbox =
APPSTATE *state = *appstate = malloc(sizeof(APPSTATE));
if (!state)
{
/* flags */ SDL_MESSAGEBOX_INFORMATION,
/* window */ win,
/* title */ "Start FullScreen?",
/* message */ "Would You Like To Run In Fullscreen Mode?",
/* numbuttons */ 2,
/* buttons */ yesnobttns,
/* colorScheme */ NULL
return SDL_APP_FAILURE;
}
*state = (APPSTATE)
{
.win = NULL,
.ctx = NULL,
.fullscreen = false,
.blend = false, // Blending OFF
.camera = (CAMERA)
{
.heading = 0.0f,
.xpos = 0.0f,
.zpos = 0.0f,
.yrot = 0.0f,
.walkbias = 0.0f,
.walkbiasangle = 0.0f,
.lookupdown = 0.0f,
.z = 0.0f
},
.filter = 0,
.texture = { 0, 0, 0 },
.sector1 = (SECTOR){ .numtriangles = 0, .triangle = NULL }
};
int bttnid = 1;
SDL_ShowMessageBox(&msgbox, &bttnid);
// Ask The User Which Screen Mode They Prefer
int bttnid = ShowYesNoMessageBox(state->win, BTTN_NO, "Start FullScreen?",
"Would You Like To Run In Fullscreen Mode?");
// Create Our OpenGL Window
const bool wantfullscreen = (bttnid == 0);
if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, wantfullscreen))
const bool wantfullscreen = (bttnid == BTTN_YES);
if (!CreateGLWindow(state, "Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, wantfullscreen))
{
return SDL_APP_FAILURE; // Quit If Window Was Not Created
}
camera = (CAMERA)
{
.heading = 0.0f,
.xpos = 0.0f,
.zpos = 0.0f,
.yrot = 0.0f,
.walkbias = 0.0f,
.walkbiasangle = 0.0f,
.lookupdown = 0.0f,
.z = 0.0f
};
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate)
{
// Shutdown
free(sector1.triangle);
if (ctx)
if (appstate)
{
glDeleteTextures(3, texture);
APPSTATE *state = (APPSTATE *)appstate;
free(state->sector1.triangle);
if (state->ctx)
{
glDeleteTextures(3, state->texture);
}
KillGLWindow(state); // Kill The Window
free(state);
}
KillGLWindow(); // Kill The Window
SDL_Quit();
}