mirror of
https://github.com/ScrelliCopter/Lesson10-SDL3.git
synced 2025-02-21 07:19:26 +11:00
correctness pass
This commit is contained in:
104
Lesson10.c
104
Lesson10.c
@@ -14,15 +14,15 @@
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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* hWnd = NULL; // Holds Our Window Handle
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SDL_GLContext hRC = NULL; // Permanent Rendering Context
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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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bool keys[SDL_NUM_SCANCODES]; // Array Used For The Keyboard Routine
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bool active = true; // Window Active Flag Set To TRUE By Default
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bool fullscreen = true; // Fullscreen Flag Set To Fullscreen Mode By Default
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bool blend; // Blending ON/OFF
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bool bp; // B Pressed?
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bool fp; // F Pressed?
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bool blend = false; // Blending ON/OFF
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bool bpressed = false; // B Pressed?
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bool fpressed = false; // F Pressed?
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static const SDL_MessageBoxButtonData yesnobttns[2] =
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{
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@@ -40,17 +40,17 @@ static const SDL_MessageBoxButtonData yesnobttns[2] =
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const float piover180 = 0.0174532925f;
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float heading;
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float xpos;
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float zpos;
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float xpos, zpos;
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GLfloat yrot; // Y Rotation
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GLfloat walkbias = 0;
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GLfloat walkbiasangle = 0;
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GLfloat walkbias = 0.0f;
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GLfloat walkbiasangle = 0.0f;
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GLfloat lookupdown = 0.0f;
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GLfloat z = 0.0f; // Depth Into The Screen
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GLuint filter; // Which Filter To Use
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GLuint texture[3]; // Storage For 3 Textures
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// Storage For 3 Textures
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GLuint texture[3] = { 0, 0, 0};
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typedef struct tagVERTEX
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{
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@@ -69,7 +69,8 @@ typedef struct tagSECTOR
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TRIANGLE* triangle;
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} SECTOR;
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SECTOR sector1; // Our Model Goes Here:
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// Our Model Goes Here:
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SECTOR sector1 = { .numtriangles = 0, .triangle = NULL };
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void readstr(FILE *f, char *string)
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{
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@@ -80,13 +81,13 @@ void readstr(FILE *f, char *string)
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return;
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}
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void SetupWorld()
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void SetupWorld(void)
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{
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float x, y, z, u, v;
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int numtriangles;
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FILE *filein;
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char oneline[255];
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filein = fopen("data/world.txt", "rt"); // File To Load World Data From
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filein = fopen("data/world.txt", "r"); // File To Load World Data From
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readstr(filein, oneline);
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sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
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@@ -140,7 +141,7 @@ bool FlipSurface(SDL_Surface *surface)
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return true;
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}
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int LoadGLTextures() // Load Bitmaps And Convert To Textures
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int LoadGLTextures(void) // Load Bitmaps And Convert To Textures
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{
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int Status = SDL_FALSE; // Status Indicator
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@@ -177,6 +178,12 @@ int LoadGLTextures() // Load Bitmaps And Convert To Textures
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return Status; // Return The Status
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}
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void FreeResources(void)
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{
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free(sector1.triangle);
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glDeleteTextures(3, texture);
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}
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static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
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{
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double h = 1.0 / tan(fovy * (SDL_PI_D / 180.0) * 0.5);
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@@ -194,7 +201,7 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou
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glLoadMatrixd(mtx);
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}
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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void ReSizeGLScene(GLsizei width, GLsizei 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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@@ -213,7 +220,7 @@ GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initializ
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glLoadIdentity(); // Reset The Modelview Matrix
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}
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int InitGL() // All Setup For OpenGL Goes Here
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int InitGL(void) // 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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{
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@@ -234,7 +241,7 @@ int InitGL() // All Setup For OpenGL
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return 1; // Initialization Went OK
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}
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int DrawGLScene() // Here's Where We Do All The Drawing
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int DrawGLScene(void) // 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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@@ -249,12 +256,12 @@ int DrawGLScene() // Here's Where We Do A
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glRotatef(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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numtriangles = 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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@@ -266,14 +273,14 @@ int DrawGLScene() // Here's Where We Do A
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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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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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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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@@ -285,27 +292,27 @@ int DrawGLScene() // Here's Where We Do A
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return 1; // Everything Went OK
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}
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GLvoid KillGLWindow() // Properly Kill The Window
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void KillGLWindow(void) // Properly Kill The Window
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{
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if (fullscreen) // Are We In Fullscreen Mode?
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{
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SDL_SetWindowFullscreen(hWnd, 0); // If So Switch Back To The Desktop
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SDL_SetWindowFullscreen(win, 0); // 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 (hRC) // Do We Have A Rendering Context?
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if (ctx) // Do We Have A Rendering Context?
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{
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if (SDL_GL_MakeCurrent(hWnd, NULL)) // Are We Able To Release The DC And RC Contexts?
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if (SDL_GL_MakeCurrent(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(hRC); // Delete The RC
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hRC = NULL; // Set RC To NULL
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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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}
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SDL_DestroyWindow(hWnd); // Destroy The Window
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hWnd = NULL; // Set hWnd To NULL
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SDL_DestroyWindow(win); // Destroy The Window
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win = NULL; // Set hWnd To NULL
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}
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@@ -317,7 +324,7 @@ GLvoid KillGLWindow() // 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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bool CreateGLWindow(char *title, int width, int height, int bits, bool fullscreenflag)
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{
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SDL_Rect WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
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WindowRect.x = 0; // Set Left Value To 0
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@@ -328,7 +335,7 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
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// Create The Window
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if (!(hWnd = SDL_CreateWindow(title,
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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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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
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@@ -340,13 +347,13 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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if (fullscreen) // Attempt Fullscreen Mode?
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{
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if (SDL_SetWindowFullscreen(hWnd, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results.
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if (SDL_SetWindowFullscreen(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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hWnd,
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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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@@ -385,26 +392,27 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No Stencil Buffer
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if (!(hRC = SDL_GL_CreateContext(hWnd))) // Are We Able To Get A Rendering Context?
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if (!(ctx = SDL_GL_CreateContext(win))) // Are We Able To Get A Rendering Context?
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{
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KillGLWindow(); // Reset The Display
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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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}
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if (SDL_GL_MakeCurrent(hWnd, hRC)) // Try To Activate The Rendering Context
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if (SDL_GL_MakeCurrent(win, ctx)) // Try To Activate The Rendering Context
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{
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KillGLWindow(); // Reset The Display
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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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}
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SDL_ShowWindow(hWnd);
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SDL_ShowWindow(win);
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SDL_GL_SetSwapInterval(1);
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ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
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if (!InitGL()) // Initialize Our Newly Created GL Window
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{
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FreeResources();
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KillGLWindow(); // Reset The Display
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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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@@ -413,7 +421,7 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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return true; // Success
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}
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void WndProc(SDL_Event* uMsg)
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void WndProc(SDL_Event *uMsg)
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{
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switch (uMsg->type) // Check For Windows Messages
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{
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@@ -437,7 +445,7 @@ void WndProc(SDL_Event* uMsg)
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}
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}
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int main(int argc, char* argv[])
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int main(int argc, char *argv[])
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{
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SDL_Event msg; // Windows Message Structure
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bool done = false; // Bool Variable To Exit Loop
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@@ -448,7 +456,7 @@ int main(int argc, char* argv[])
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const SDL_MessageBoxData msgbox =
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{
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/* flags */ SDL_MESSAGEBOX_INFORMATION,
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/* window */ hWnd,
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/* window */ win,
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/* title */ "Start FullScreen?",
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/* message */ "Would You Like To Run In Fullscreen Mode?",
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/* numbuttons */ 2,
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@@ -490,10 +498,10 @@ int main(int argc, char* argv[])
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}
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else // Not Time To Quit, Update Screen
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{
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SDL_GL_SwapWindow(hWnd); // Swap Buffers (Double Buffering)
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if (keys[SDL_SCANCODE_B] && !bp)
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SDL_GL_SwapWindow(win); // Swap Buffers (Double Buffering)
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if (keys[SDL_SCANCODE_B] && !bpressed)
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{
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bp = true;
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bpressed = true;
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blend = !blend;
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if (!blend)
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{
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@@ -508,12 +516,12 @@ int main(int argc, char* argv[])
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}
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if (!keys[SDL_SCANCODE_B])
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{
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bp = false;
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bpressed = false;
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}
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if (keys[SDL_SCANCODE_F] && !fp)
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if (keys[SDL_SCANCODE_F] && !fpressed)
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{
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fp = true;
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fpressed = true;
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filter += 1;
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if (filter > 2)
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{
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@@ -522,7 +530,7 @@ int main(int argc, char* argv[])
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}
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if (!keys[SDL_SCANCODE_F])
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{
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fp = false;
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fpressed = false;
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}
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if (keys[SDL_SCANCODE_PAGEUP])
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@@ -591,6 +599,7 @@ int main(int argc, char* argv[])
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if (keys[SDL_SCANCODE_F1]) // Is F1 Being Pressed?
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{
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keys[SDL_SCANCODE_F1] = false; // If So Make Key FALSE
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FreeResources();
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KillGLWindow(); // Kill Our Current Window
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fullscreen = !fullscreen; // Toggle Fullscreen / Windowed Mode
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// Recreate Our OpenGL Window
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@@ -604,6 +613,7 @@ int main(int argc, char* argv[])
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}
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// Shutdown
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FreeResources();
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KillGLWindow(); // Kill The Window
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SDL_Quit();
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return EXIT_SUCCESS; // Exit The Program
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