mirror of
https://github.com/ScrelliCopter/Lesson10-SDL3.git
synced 2025-02-21 07:19:26 +11:00
Move global state into appstate
This commit is contained in:
372
Lesson10.c
372
Lesson10.c
@@ -15,25 +15,33 @@
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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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SDL_Window *win = NULL; // Holds Our Window Handle
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SDL_GLContext ctx = NULL; // Permanent Rendering Context
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#define BTTN_YES 0
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#define BTTN_NO 1
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bool fullscreen = false;
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bool blend = false; // Blending ON/OFF
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static const SDL_MessageBoxButtonData yesnobttns[2] =
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static int ShowYesNoMessageBox(SDL_Window *window, int defaultbttn, const char *title, const char *message)
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{
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const SDL_MessageBoxButtonFlags defaultflags =
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SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
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const SDL_MessageBoxButtonData yesnobttns[2] =
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{
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/*flags */ 0,
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/*buttonid */ 0,
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/*text */ "Yes"
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},
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{ .flags = defaultbttn == BTTN_YES ? defaultflags : 0, .buttonID = BTTN_YES, .text = "Yes" },
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{ .flags = defaultbttn == BTTN_NO ? defaultflags : 0, .buttonID = BTTN_NO, .text = "No" }
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};
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const SDL_MessageBoxData msgbox =
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{
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/*flags */ SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT,
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/*buttonid */ 1,
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/*text */ "No"
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}
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};
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.flags = SDL_MESSAGEBOX_INFORMATION,
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.window = window,
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.title = title,
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.message = message,
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.numbuttons = 2,
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.buttons = yesnobttns,
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.colorScheme = NULL
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};
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int bttnid = defaultbttn;
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SDL_ShowMessageBox(&msgbox, &bttnid);
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return bttnid;
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}
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typedef struct tagCAMERA
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{
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@@ -45,10 +53,6 @@ typedef struct tagCAMERA
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float z; // Depth Into The Screen
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} CAMERA;
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CAMERA camera;
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unsigned filter; // Which Filter To Use
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GLuint texture[3] = { 0, 0, 0 }; // Storage For 3 Textures
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typedef struct tagVERTEX
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{
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float x, y, z;
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@@ -66,10 +70,21 @@ typedef struct tagSECTOR
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TRIANGLE *triangle;
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} SECTOR;
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// Our Model Goes Here:
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SECTOR sector1 = { .numtriangles = 0, .triangle = NULL };
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typedef struct tagAPPSTATE
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{
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SDL_Window *win; // Holds Our Window Handle
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SDL_GLContext ctx; // Permanent Rendering Context
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void readstr(FILE *f, char *string)
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bool fullscreen, blend;
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CAMERA camera;
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unsigned filter; // Which Filter To Use
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GLuint texture[3]; // Storage For 3 Textures
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SECTOR sector1; // Our Model Goes Here
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} APPSTATE;
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static void readstr(FILE *f, char *string)
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{
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do
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{
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@@ -78,7 +93,7 @@ void readstr(FILE *f, char *string)
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return;
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}
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void SetupWorld(void)
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static void SetupWorld(APPSTATE *state)
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{
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float x, y, z, u, v;
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int numtriangles;
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@@ -89,26 +104,26 @@ void SetupWorld(void)
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readstr(filein, oneline);
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sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
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sector1.triangle = malloc(sizeof(TRIANGLE) * numtriangles);
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sector1.numtriangles = numtriangles;
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state->sector1.triangle = malloc(sizeof(TRIANGLE) * numtriangles);
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state->sector1.numtriangles = numtriangles;
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for (int loop = 0; loop < numtriangles; loop++)
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{
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for (int vert = 0; vert < 3; vert++)
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{
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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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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].z = z;
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sector1.triangle[loop].vertex[vert].u = u;
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sector1.triangle[loop].vertex[vert].v = v;
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state->sector1.triangle[loop].vertex[vert].x = x;
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state->sector1.triangle[loop].vertex[vert].y = y;
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state->sector1.triangle[loop].vertex[vert].z = z;
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state->sector1.triangle[loop].vertex[vert].u = u;
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state->sector1.triangle[loop].vertex[vert].v = v;
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}
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}
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fclose(filein);
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return;
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}
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bool FlipSurface(SDL_Surface *surface)
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static bool FlipSurface(SDL_Surface *surface)
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{
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if (!surface || SDL_LockSurface(surface) < 0)
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{
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@@ -138,9 +153,9 @@ bool FlipSurface(SDL_Surface *surface)
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return true;
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}
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bool LoadGLTextures(void) // Load bitmap as textures
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static bool LoadGLTextures(APPSTATE *state) // Load bitmap as textures
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{
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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 & flip the bitmap, check for errors
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if (!(TextureImage = SDL_LoadBMP("Data/Mud.bmp")) || !FlipSurface(TextureImage))
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@@ -148,7 +163,7 @@ bool LoadGLTextures(void) // Load bitmap as textures
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return false;
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}
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glGenTextures(3, &texture[0]); // Create three textures
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glGenTextures(3, &state->texture[0]); // Create three textures
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GLint params[3][3] =
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{
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[0] = { GL_NEAREST, GL_NEAREST, GL_FALSE }, // Nearest filtered
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@@ -157,7 +172,7 @@ bool LoadGLTextures(void) // Load bitmap as textures
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};
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for (int i = 0; i < 3; i++)
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{
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glBindTexture(GL_TEXTURE_2D, texture[i]);
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glBindTexture(GL_TEXTURE_2D, state->texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, params[i][0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, params[i][1]);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, params[i][2]);
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@@ -166,7 +181,7 @@ bool LoadGLTextures(void) // Load bitmap as textures
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0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
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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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return true;
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}
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@@ -187,7 +202,7 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou
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glLoadMatrixd(mtx);
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}
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void ReSizeGLScene(int width, int height) // Resize And Initialize The GL Window
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static void ReSizeGLScene(int width, int height) // Resize And Initialize The GL Window
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{
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if (height == 0) // Prevent A Divide By Zero By
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{
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@@ -206,9 +221,9 @@ void ReSizeGLScene(int width, int height) // Resize And Initializ
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glLoadIdentity(); // Reset The Modelview Matrix
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}
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bool InitGL(void) // All Setup For OpenGL Goes Here
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static bool InitGL(APPSTATE *state) // All Setup For OpenGL Goes Here
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{
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if (!LoadGLTextures()) // Jump To Texture Loading Routine
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if (!LoadGLTextures(state)) // Jump To Texture Loading Routine
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{
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return false;
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}
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@@ -222,82 +237,82 @@ bool InitGL(void) // All Setup For OpenGL
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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SetupWorld();
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SetupWorld(state);
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return true; // Initialization Went OK
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}
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void DrawGLScene(void) // Here's Where We Do All The Drawing
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static void DrawGLScene(APPSTATE *state) // Here's Where We Do All The Drawing
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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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glLoadIdentity(); // Reset The View
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GLfloat x_m, y_m, z_m, u_m, v_m;
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GLfloat xtrans = -camera.xpos;
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GLfloat ztrans = -camera.zpos;
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GLfloat ytrans = -camera.walkbias - 0.25f;
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GLfloat sceneroty = 360.0f - camera.yrot;
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GLfloat xtrans = -state->camera.xpos;
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GLfloat ztrans = -state->camera.zpos;
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GLfloat ytrans = -state->camera.walkbias - 0.25f;
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GLfloat sceneroty = 360.0f - state->camera.yrot;
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int numtriangles;
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glRotatef(camera.lookupdown, 1.0f, 0.0f, 0.0f);
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glRotatef(state->camera.lookupdown, 1.0f, 0.0f, 0.0f);
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glRotatef(sceneroty, 0.0f, 1.0f, 0.0f);
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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, state->texture[state->filter]);
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numtriangles = sector1.numtriangles;
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numtriangles = state->sector1.numtriangles;
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// Process Each Triangle
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for (int loop_m = 0; loop_m < numtriangles; loop_m++)
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{
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glBegin(GL_TRIANGLES);
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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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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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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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x_m = state->sector1.triangle[loop_m].vertex[0].x;
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y_m = state->sector1.triangle[loop_m].vertex[0].y;
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z_m = state->sector1.triangle[loop_m].vertex[0].z;
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u_m = state->sector1.triangle[loop_m].vertex[0].u;
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v_m = state->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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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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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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v_m = sector1.triangle[loop_m].vertex[1].v;
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x_m = state->sector1.triangle[loop_m].vertex[1].x;
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y_m = state->sector1.triangle[loop_m].vertex[1].y;
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z_m = state->sector1.triangle[loop_m].vertex[1].z;
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u_m = state->sector1.triangle[loop_m].vertex[1].u;
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v_m = state->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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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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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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v_m = sector1.triangle[loop_m].vertex[2].v;
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x_m = state->sector1.triangle[loop_m].vertex[2].x;
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y_m = state->sector1.triangle[loop_m].vertex[2].y;
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z_m = state->sector1.triangle[loop_m].vertex[2].z;
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u_m = state->sector1.triangle[loop_m].vertex[2].u;
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v_m = state->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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glEnd();
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}
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}
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void KillGLWindow(void) // Properly Kill The Window
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static void KillGLWindow(APPSTATE *state) // Properly Kill The Window
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{
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if (fullscreen) // Are We In Fullscreen Mode?
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if (state->fullscreen) // Are We In Fullscreen Mode?
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{
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SDL_SetWindowFullscreen(win, SDL_FALSE); // If So Switch Back To The Desktop
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SDL_ShowCursor(); // Show Mouse Pointer
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SDL_SetWindowFullscreen(state->win, SDL_FALSE); // If So Switch Back To The Desktop
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SDL_ShowCursor(); // Show Mouse Pointer
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}
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if (ctx) // Do We Have A Rendering Context?
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if (state->ctx) // Do We Have A Rendering Context?
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{
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if (SDL_GL_MakeCurrent(win, NULL)) // Are We Able To Release The DC And RC Contexts?
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if (SDL_GL_MakeCurrent(state->win, 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);
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}
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SDL_GL_DeleteContext(ctx); // Delete The RC
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ctx = NULL; // Set RC To NULL
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SDL_GL_DeleteContext(state->ctx); // Delete The RC
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state->ctx = NULL; // Set RC To NULL
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}
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SDL_DestroyWindow(win); // Destroy The Window
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win = NULL; // Set hWnd To NULL
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SDL_DestroyWindow(state->win); // Destroy The Window
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state->win = NULL; // Set hWnd To NULL
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}
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@@ -309,96 +324,87 @@ void KillGLWindow(void) // Properly Kill The Window
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* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
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bool CreateGLWindow(char *title, int width, int height, int bits, bool fullscreenflag)
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static bool CreateGLWindow(APPSTATE *state, 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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WindowRect.x = 0; // Set Left Value To 0
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WindowRect.w = width; // Set Right Value To Requested Width
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WindowRect.y = 0; // Set Top Value To 0
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WindowRect.h = height; // Set Bottom Value To Requested Height
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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
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WindowRect.w = width; // Set Right Value To Requested Width
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WindowRect.y = 0; // Set Top Value To 0
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WindowRect.h = height; // Set Bottom Value To Requested Height
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fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
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state->fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
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// Create The Window
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if (!(win = SDL_CreateWindow(title,
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WindowRect.w, // Window Width
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WindowRect.h, // Window Height
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if (!(state->win = SDL_CreateWindow(title,
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WindowRect.w, // Window Width
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WindowRect.h, // Window Height
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SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL);
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return false; // Return FALSE
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return false; // Return FALSE
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}
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if (fullscreen) // Attempt Fullscreen Mode?
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if (fullscreenflag) // Attempt Fullscreen Mode?
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{
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if (SDL_SetWindowFullscreen(win, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results.
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if (SDL_SetWindowFullscreen(state->win, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results.
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{
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// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
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const SDL_MessageBoxData msgbox =
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{
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SDL_MESSAGEBOX_INFORMATION,
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win,
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"NeHe GL",
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"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?",
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2,
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yesnobttns,
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NULL
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};
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int bttnid = 0;
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SDL_ShowMessageBox(&msgbox, &bttnid);
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if (bttnid == 1)
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int bttnid = ShowYesNoMessageBox(state->win, BTTN_YES, "NeHe GL",
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"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?");
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if (bttnid == BTTN_NO)
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{
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// Pop Up A Message Box Letting User Know The Program Is Closing.
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL);
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return false; // Return FALSE
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return false; // Return FALSE
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}
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fullscreen = false;
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state->fullscreen = false;
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}
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Must Support Double Buffering
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color Bits Ignored
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Must Support Double Buffering
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color Bits Ignored
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // No Alpha Buffer
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SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // No Accumulation Buffer
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SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // Accumulation Bits Ignored
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // No Alpha Buffer
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SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // No Accumulation Buffer
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SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // Accumulation Bits Ignored
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SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // 16Bit Z-Buffer (Depth Buffer)
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No Stencil Buffer
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // 16Bit Z-Buffer (Depth Buffer)
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No Stencil Buffer
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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();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user