mirror of
https://github.com/ScrelliCopter/Lesson10-SDL3.git
synced 2025-02-21 07:19:26 +11:00
Cull obvious & clarify comments
This commit is contained in:
179
Lesson10.c
179
Lesson10.c
@@ -1,19 +1,19 @@
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/*
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* This code was created by Lionel Brits & Jeff Molofee 2000.
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* A HUGE thanks to Fredric Echols for cleaning up
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* and optimizing the base code, making it more flexible!
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* If you've found this code useful, please let me know.
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* Visit my site at https://nehe.gamedev.net
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* This code was created by Lionel Brits & Jeff Molofee 2000.
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* A HUGE thanks to Fredric Echols for cleaning up
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* and optimizing the base code, making it more flexible!
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* If you've found this code useful, please let me know.
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* Visit my site at https://nehe.gamedev.net
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*/
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#include <math.h> // Standard math library
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#include <stdio.h> // Standard input/output
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <SDL3/SDL.h>
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#define SDL_MAIN_USE_CALLBACKS
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_opengl.h> // SDL wrapper header for the OpenGL library
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#include <SDL3/SDL_opengl.h>
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#define BTTN_YES 0
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#define BTTN_NO 1
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@@ -47,10 +47,10 @@ typedef struct tagCAMERA
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{
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float heading;
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float xpos, zpos;
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float yrot; // Y rotation
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float yrot;
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float walkbias, walkbiasangle;
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float lookupdown;
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float z; // Depth into the screen
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float z;
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} CAMERA;
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typedef struct tagVERTEX
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@@ -72,16 +72,16 @@ typedef struct tagSECTOR
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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; // OpenGL rendering context
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SDL_Window *win;
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SDL_GLContext ctx;
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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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unsigned filter; // Filtered texture selection
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GLuint texture[3]; // Filtered textures
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SECTOR sector1; // Our model goes here
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SECTOR sector1;
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} APPSTATE;
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static void readstr(FILE *f, char *string)
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@@ -153,11 +153,11 @@ static bool FlipSurface(SDL_Surface *surface)
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return true;
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}
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static bool LoadGLTextures(APPSTATE *state) // Load bitmap as textures
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static bool LoadGLTextures(APPSTATE *state)
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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;
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// Load & flip the bitmap, check for errors
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// Load & flip the bitmap
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if (!(TextureImage = SDL_LoadBMP("Data/Mud.bmp")) || !FlipSurface(TextureImage))
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{
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return false;
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@@ -181,7 +181,8 @@ static bool LoadGLTextures(APPSTATE *state) // Load bitmap
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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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// Free temporary surface
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SDL_DestroySurface(TextureImage);
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return true;
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}
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@@ -202,50 +203,53 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou
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glLoadMatrixd(mtx);
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}
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static void ReSizeGLScene(int width, int height) // Resize and initialize the OpenGL window
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/* Set viewport size and setup matrices *
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* width - Width of the OpenGL framebuffer *
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* height - Height of the OpenGL framebuffer */
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static void ReSizeGLScene(int width, int height)
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{
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if (height == 0) // Prevent division by zero by making height non-zero
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if (height == 0) // Prevent division-by-zero by ensuring height is non-zero
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{
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height = 1;
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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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glLoadIdentity(); // Reset the projection matrix
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glMatrixMode(GL_PROJECTION); // Select & reset the projection matrix
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glLoadIdentity();
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f, (float)width / (float)height, 0.1f, 100.0f);
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float aspect = (float)width / (float)height; // Calculate aspect ratio
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gluPerspective(45.0f, aspect, 0.1f, 100.0f); // Setup perspective 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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glMatrixMode(GL_MODELVIEW); // Select & reset the modelview matrix
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glLoadIdentity();
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}
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static bool InitGL(APPSTATE *state) // All setup for OpenGL goes here
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static bool InitGL(APPSTATE *state)
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{
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if (!LoadGLTextures(state)) // Call texture loading function
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if (!LoadGLTextures(state)) // Load textures
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{
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return false;
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}
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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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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Set the background clear color to black
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glClearDepth(1.0); // Ensure depth buffer clears to furthest value
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glDepthFunc(GL_LESS); // Pass if pixel depth value tests less than the depth buffer value
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glEnable(GL_DEPTH_TEST); // Enable depth testing
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glShadeModel(GL_SMOOTH); // Enable Smooth color shading
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Request the implementation to use perspective correct interpolation
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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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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Set the background clear color to black
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glClearDepth(1.0); // Ensure depth buffer clears to furthest value
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glDepthFunc(GL_LESS); // Pass if pixel depth value tests less than the depth buffer value
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glEnable(GL_DEPTH_TEST); // Enable depth testing
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glShadeModel(GL_SMOOTH); // Enable Smooth color shading
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Request the implementation to use perspective correct interpolation
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SetupWorld(state);
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return true; // Initialization went OK
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return true;
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}
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static void DrawGLScene(APPSTATE *state) // Here's where we do all the drawing
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static void DrawGLScene(APPSTATE *state)
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the color and depth buffers
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glLoadIdentity(); // Reset modelview
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GLfloat x_m, y_m, z_m, u_m, v_m;
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GLfloat xtrans = -state->camera.xpos;
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@@ -263,7 +267,6 @@ static void DrawGLScene(APPSTATE *state) // Here's where we do a
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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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@@ -292,27 +295,29 @@ static void DrawGLScene(APPSTATE *state) // Here's where we do a
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}
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}
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static void KillGLWindow(APPSTATE *state) // Properly kill the window
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static void KillGLWindow(APPSTATE *state)
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{
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if (state->fullscreen) // Are we in fullscreen mode?
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// Restore windowed state & cursor visibility
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if (state->fullscreen)
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{
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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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SDL_SetWindowFullscreen(state->win, SDL_FALSE);
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SDL_ShowCursor();
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}
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if (state->ctx) // Do we have a rendering context?
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// Release and delete rendering context
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if (state->ctx)
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{
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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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if (SDL_GL_MakeCurrent(state->win, NULL))
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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(state->ctx); // Delete the RC
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state->ctx = NULL; // Set RC to NULL
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SDL_GL_DeleteContext(state->ctx);
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state->ctx = NULL;
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}
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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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SDL_DestroyWindow(state->win);
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state->win = NULL;
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}
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@@ -324,36 +329,28 @@ static void KillGLWindow(APPSTATE *state) // Properly kill the wi
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* fullscreenflag - Use fullscreen mode (true) Or windowed mode (false) */
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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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state->fullscreen = fullscreenflag;
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state->fullscreen = fullscreenflag; // Set the fullscreen flag
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// Create The Window
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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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if (!(state->win = SDL_CreateWindow(title, width, 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;
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}
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if (fullscreenflag) // Attempt fullscreen mode?
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// Try entering fullscreen mode if requested
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if (fullscreenflag)
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{
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if (SDL_SetWindowFullscreen(state->win, SDL_TRUE) < 0) // Try to set selected mode and get results
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if (SDL_SetWindowFullscreen(state->win, SDL_TRUE) < 0)
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{
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// If mode switching fails, ask the user to quit or use to windowed mode
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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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// Show a meessage box letting the user know the program is closing
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// User chose to quit
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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;
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}
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state->fullscreen = false;
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}
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@@ -362,42 +359,42 @@ static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height,
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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); // Double buffered framebuffer
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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); // 16-bit 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); // 16-bit Z-buffer (depth buffer)
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No stencil buffer
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if (!(state->ctx = SDL_GL_CreateContext(state->win))) // Are we able to get a rendering context?
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if (!(state->ctx = SDL_GL_CreateContext(state->win))) // Create rendering context
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL);
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return false; // Return false
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return false;
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}
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if (SDL_GL_MakeCurrent(state->win, state->ctx)) // Try to activate the rendering context
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if (SDL_GL_MakeCurrent(state->win, state->ctx)) // Activate the rendering context
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
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return false; // Return false
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return false;
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}
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SDL_ShowWindow(state->win);
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SDL_GL_SetSwapInterval(1);
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ReSizeGLScene(width, height); // Set up our perspective OpenGL screen
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SDL_GL_SetSwapInterval(1); // Enable VSync
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ReSizeGLScene(width, height); // Set up our viewport and perspective
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if (!InitGL(state)) // Initialize our newly created OpenGL window
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if (!InitGL(state)) // Initialize the scene
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
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return false; // Return false
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return false;
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}
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return true; // Success
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return true;
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}
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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@@ -406,12 +403,12 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
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switch (event->type)
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{
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case SDL_EVENT_QUIT: // Have we received a quit event?
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return SDL_APP_SUCCESS; // Exit with success status
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return SDL_APP_SUCCESS;
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case SDL_EVENT_KEY_DOWN:
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if (event->key.keysym.sym == SDLK_ESCAPE) // Quit on escape key
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{
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return SDL_APP_SUCCESS; // Exit with success status
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return SDL_APP_SUCCESS;
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}
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if (!event->key.repeat) // Was a key just pressed?
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{
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@@ -559,7 +556,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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.ctx = NULL,
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.fullscreen = false,
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.blend = false, // Blending off
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.blend = false, // Blending off
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.camera = (CAMERA)
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{
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@@ -586,7 +583,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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const bool wantfullscreen = (bttnid == BTTN_YES);
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if (!CreateGLWindow(state, "Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, wantfullscreen))
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{
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return SDL_APP_FAILURE; // Quit if window was not created
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return SDL_APP_FAILURE;
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}
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return SDL_APP_CONTINUE;
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@@ -594,7 +591,6 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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void SDL_AppQuit(void *appstate)
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{
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// Shutdown
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if (appstate)
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{
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APPSTATE *state = (APPSTATE *)appstate;
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@@ -603,8 +599,9 @@ void SDL_AppQuit(void *appstate)
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{
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glDeleteTextures(3, state->texture);
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}
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KillGLWindow(state); // Kill the window
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KillGLWindow(state);
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free(state);
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}
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SDL_Quit();
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}
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