This commit is contained in:
2023-08-14 06:04:24 +10:00
parent c3269ea59f
commit de7bb2e548
2 changed files with 214 additions and 294 deletions

11
CMakeLists.txt Normal file
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@@ -0,0 +1,11 @@
cmake_minimum_required(VERSION "3.5" FATAL_ERROR)
project(Lesson10 LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 98)
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
add_executable(Lesson10 Lesson10.cpp)
target_link_libraries(Lesson10 SDL2::SDL2 OpenGL::GL)
target_compile_options(Lesson10 PRIVATE -Wall -Wextra -pedantic)

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@@ -6,24 +6,39 @@
* Visit My Site At nehe.gamedev.net * Visit My Site At nehe.gamedev.net
*/ */
#include <windows.h> // Header File For Windows #include <math.h> // Math Library Header File
#include <math.h> // Math Library Header File #include <stdio.h> // Header File For Standard Input/Output
#include <stdio.h> // Header File For Standard Input/Output #include <SDL.h>
#include <gl\gl.h> // Header File For The OpenGL32 Library #include <SDL_opengl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library #ifdef __APPLE__
#include <gl\glaux.h> // Header File For The Glaux Library #include <OpenGL/glu.h> // Header File For The GLu32 Library
#else
#include <GL/glu.h> // Header File For The GLu32 Library
#endif
HDC hDC=NULL; // Private GDI Device Context SDL_Window* hWnd=NULL; // Holds Our Window Handle
HGLRC hRC=NULL; // Permanent Rendering Context SDL_GLContext hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool keys[256]; // Array Used For The Keyboard Routine bool keys[SDL_NUM_SCANCODES]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default bool active=true; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default bool fullscreen=true; // Fullscreen Flag Set To Fullscreen Mode By Default
bool blend; // Blending ON/OFF bool blend; // Blending ON/OFF
bool bp; // B Pressed? bool bp; // B Pressed?
bool fp; // F Pressed? bool fp; // F Pressed?
static const SDL_MessageBoxButtonData yesnobttns[2] =
{
{
/*flags */ 0,
/*buttonid */ 0,
/*text */ "Yes"
},
{
/*flags */ SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT,
/*buttonid */ 1,
/*text */ "No"
}
};
const float piover180 = 0.0174532925f; const float piover180 = 0.0174532925f;
float heading; float heading;
@@ -58,8 +73,6 @@ typedef struct tagSECTOR
SECTOR sector1; // Our Model Goes Here: SECTOR sector1; // Our Model Goes Here:
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
void readstr(FILE *f,char *string) void readstr(FILE *f,char *string)
{ {
do do
@@ -99,37 +112,44 @@ void SetupWorld()
return; return;
} }
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image bool FlipSurface(SDL_Surface *surface)
{ {
FILE *File=NULL; // File Handle if (!surface) return false;
if (SDL_LockSurface(surface) < 0) return false;
if (!Filename) // Make Sure A Filename Was Given const int pitch = surface->pitch;
{ const int numrows = surface->h;
return NULL; // If Not Return NULL unsigned char *pixels = (unsigned char*)surface->pixels;
} unsigned char *tmprow = new unsigned char[pitch];
File=fopen(Filename,"r"); // Check To See If The File Exists unsigned char *row1 = pixels;
unsigned char *row2 = pixels + (numrows- 1) * pitch;
for (int i = 0; i < numrows / 2; ++i)
{
// Swap rows
memcpy(tmprow, row1, pitch);
memcpy(row1, row2, pitch);
memcpy(row2, tmprow, pitch);
if (File) // Does The File Exist? row1 += pitch;
{ row2 -= pitch;
fclose(File); // Close The Handle }
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
} delete[] tmprow;
return NULL; // If Load Failed Return NULL SDL_UnlockSurface(surface);
return true;
} }
int LoadGLTextures() // Load Bitmaps And Convert To Textures int LoadGLTextures() // Load Bitmaps And Convert To Textures
{ {
int Status=FALSE; // Status Indicator int Status=SDL_FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("Data/Mud.bmp")) if ((TextureImage=SDL_LoadBMP("Data/Mud.bmp")) && FlipSurface(TextureImage))
{ {
Status=TRUE; // Set The Status To TRUE Status=SDL_TRUE; // Set The Status To TRUE
glGenTextures(3, &texture[0]); // Create Three Textures glGenTextures(3, &texture[0]); // Create Three Textures
@@ -137,31 +157,23 @@ int LoadGLTextures() // Load Bitmaps And Conv
glBindTexture(GL_TEXTURE_2D, texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
// Create Linear Filtered Texture // Create Linear Filtered Texture
glBindTexture(GL_TEXTURE_2D, texture[1]); glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
// Create MipMapped Texture // Create MipMapped Texture
glBindTexture(GL_TEXTURE_2D, texture[2]); glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage->w, TextureImage->h, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
} }
if (TextureImage[0]) // If Texture Exists SDL_FreeSurface(TextureImage); // Free The Image Structure
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure return Status; // Return The Status
}
return Status; // Return The Status
} }
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
@@ -187,7 +199,7 @@ int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{ {
if (!LoadGLTextures()) // Jump To Texture Loading Routine if (!LoadGLTextures()) // Jump To Texture Loading Routine
{ {
return FALSE; // If Texture Didn't Load Return FALSE return 0; // If Texture Didn't Load Return FALSE
} }
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
@@ -201,7 +213,7 @@ int InitGL(GLvoid) // All Setup For OpenGL Goes Here
SetupWorld(); SetupWorld();
return TRUE; // Initialization Went OK return 1; // Initialization Went OK
} }
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
@@ -252,295 +264,192 @@ int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m); glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd(); glEnd();
} }
return TRUE; // Everything Went OK return 1; // Everything Went OK
} }
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{ {
if (fullscreen) // Are We In Fullscreen Mode? if (fullscreen) // Are We In Fullscreen Mode?
{ {
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop SDL_SetWindowFullscreen(hWnd, 0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer SDL_ShowCursor(SDL_ENABLE); // Show Mouse Pointer
} }
if (hRC) // Do We Have A Rendering Context? if (hRC) // Do We Have A Rendering Context?
{ {
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? if (SDL_GL_MakeCurrent(hWnd,NULL)) // Are We Able To Release The DC And RC Contexts?
{ {
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
} }
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? SDL_GL_DeleteContext(hRC); // Delete The RC
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL hRC=NULL; // Set RC To NULL
} }
if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC SDL_DestroyWindow(hWnd); // Destroy The Window
{ hWnd=NULL; // Set hWnd To NULL
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}
if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}
if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
} }
/* This Code Creates Our OpenGL Window. Parameters Are: * /* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window * * title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode * * width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) * * bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{ {
GLuint PixelFormat; // Holds The Results After Searching For A Match SDL_Rect WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WNDCLASS wc; // Windows Class Structure WindowRect.x=0; // Set Left Value To 0
DWORD dwExStyle; // Window Extended Style WindowRect.w=width; // Set Right Value To Requested Width
DWORD dwStyle; // Window Style WindowRect.y=0; // Set Top Value To 0
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.h=height; // Set Bottom Value To Requested Height
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window // Create The Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. if (!(hWnd = SDL_CreateWindow(title,
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, // Window Position
wc.cbClsExtra = 0; // No Extra Window Data WindowRect.w, // Window Width
wc.cbWndExtra = 0; // No Extra Window Data WindowRect.h, // Window Height
wc.hInstance = hInstance; // Set The Instance SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE)))
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{ {
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); KillGLWindow(); // Reset The Display
return FALSE; // Return FALSE SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL);
return false; // Return FALSE
} }
if (fullscreen) // Attempt Fullscreen Mode? if (fullscreen) // Attempt Fullscreen Mode?
{ {
DEVMODE dmScreenSettings; // Device Mode if (SDL_SetWindowFullscreen(hWnd, SDL_WINDOW_FULLSCREEN_DESKTOP) < 0) // Try To Set Selected Mode And Get Results.
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{ {
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) const SDL_MessageBoxData msgbox =
{ {
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE SDL_MESSAGEBOX_INFORMATION,
hWnd,
"NeHe GL",
"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?",
2,
yesnobttns,
NULL
};
int bttnid = 0;
SDL_ShowMessageBox(&msgbox, &bttnid);
if (bttnid == 0)
{
fullscreen=false; // Windowed Mode Selected. Fullscreen = FALSE
} }
else else
{ {
// Pop Up A Message Box Letting User Know The Program Is Closing. // Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL);
return FALSE; // Return FALSE return false; // Return FALSE
} }
} }
} }
if (fullscreen) // Are We Still In Fullscreen Mode? SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
{ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
dwStyle=WS_POPUP; // Windows Style SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Must Support Double Buffering
ShowCursor(FALSE); // Hide Mouse Pointer SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // Select Our Color Depth
} SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color Bits Ignored
else SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
{ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // No Alpha Buffer
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // No Accumulation Buffer
} SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // Accumulation Bits Ignored
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // 16Bit Z-Buffer (Depth Buffer)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No Stencil Buffer
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
// Create The Window if (!(hRC=SDL_GL_CreateContext(hWnd))) // Are We Able To Get A Rendering Context?
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{ {
KillGLWindow(); // Reset The Display KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL);
return FALSE; // Return FALSE return false; // Return FALSE
} }
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be if(SDL_GL_MakeCurrent(hWnd, hRC)) // Try To Activate The Rendering Context
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{ {
KillGLWindow(); // Reset The Display KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
return FALSE; // Return FALSE return false; // Return FALSE
} }
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? SDL_ShowWindow(hWnd);
{ SDL_GL_SetSwapInterval(1);
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
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()) // Initialize Our Newly Created GL Window
{ {
KillGLWindow(); // Reset The Display KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
return FALSE; // Return FALSE return false; // Return FALSE
} }
return TRUE; // Success return true; // Success
} }
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window void WndProc(SDL_Event* uMsg)
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{ {
switch (uMsg) // Check For Windows Messages switch (uMsg->type) // Check For Windows Messages
{ {
case WM_ACTIVATE: // Watch For Window Activate Message case SDL_KEYDOWN: // Is A Key Being Held Down?
{ {
if (!HIWORD(wParam)) // Check Minimization State keys[uMsg->key.keysym.scancode] = true; // If So, Mark It As TRUE
break; // Jump Back
}
case SDL_KEYUP: // Has A Key Been Released?
{
keys[uMsg->key.keysym.scancode] = false; // If So, Mark It As FALSE
break; // Jump Back
}
case SDL_WINDOWEVENT:
{
switch (uMsg->window.event)
{ {
active=TRUE; // Program Is Active case SDL_WINDOWEVENT_SIZE_CHANGED: // Resize The OpenGL Window
{
ReSizeGLScene(uMsg->window.data1,uMsg->window.data2); // LoWord=Width, HiWord=Height
break; // Jump Back
}
} }
else break;
{
active=FALSE; // Program Is No Longer Active
}
return 0; // Return To The Message Loop
}
case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}
case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}
case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}
case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
} }
} }
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
} }
int WINAPI WinMain( HINSTANCE hInstance, // Instance int main(int argc, char* argv[])
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{ {
MSG msg; // Windows Message Structure SDL_Event msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop bool done=false; // Bool Variable To Exit Loop
SDL_Init(SDL_INIT_VIDEO);
// Ask The User Which Screen Mode They Prefer // Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) const SDL_MessageBoxData msgbox =
{ {
fullscreen=FALSE; // Windowed Mode /* flags */ SDL_MESSAGEBOX_INFORMATION,
/* window */ hWnd,
/* title */ "Start FullScreen?",
/* message */ "Would You Like To Run In Fullscreen Mode?",
/* numbuttons */ 2,
/* buttons */ yesnobttns,
/* colorScheme */ NULL
};
int bttnid = 1;
SDL_ShowMessageBox(&msgbox, &bttnid);
if (bttnid == 1)
{
fullscreen=false; // Windowed Mode
} }
// Create Our OpenGL Window // Create Our OpenGL Window
@@ -551,31 +460,30 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
while(!done) // Loop That Runs While done=FALSE while(!done) // Loop That Runs While done=FALSE
{ {
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? if (SDL_PollEvent(&msg) > 0) // Is There A Message Waiting?
{ {
if (msg.message==WM_QUIT) // Have We Received A Quit Message? if (msg.type==SDL_QUIT) // Have We Received A Quit Message?
{ {
done=TRUE; // If So done=TRUE done=true; // If So done=TRUE
} }
else // If Not, Deal With Window Messages else // If Not, Deal With Window Messages
{ {
TranslateMessage(&msg); // Translate The Message WndProc(&msg);
DispatchMessage(&msg); // Dispatch The Message
} }
} }
else // If There Are No Messages else // If There Are No Messages
{ {
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received? if ((active && !DrawGLScene()) || keys[SDL_SCANCODE_ESCAPE]) // Active? Was There A Quit Received?
{ {
done=TRUE; // ESC or DrawGLScene Signalled A Quit done=true; // ESC or DrawGLScene Signalled A Quit
} }
else // Not Time To Quit, Update Screen else // Not Time To Quit, Update Screen
{ {
SwapBuffers(hDC); // Swap Buffers (Double Buffering) SDL_GL_SwapWindow(hWnd); // Swap Buffers (Double Buffering)
if (keys['B'] && !bp) if (keys[SDL_SCANCODE_B] && !bp)
{ {
bp=TRUE; bp=true;
blend=!blend; blend=!blend;
if (!blend) if (!blend)
{ {
@@ -588,36 +496,36 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
} }
} }
if (!keys['B']) if (!keys[SDL_SCANCODE_B])
{ {
bp=FALSE; bp=false;
} }
if (keys['F'] && !fp) if (keys[SDL_SCANCODE_F] && !fp)
{ {
fp=TRUE; fp=true;
filter+=1; filter+=1;
if (filter>2) if (filter>2)
{ {
filter=0; filter=0;
} }
} }
if (!keys['F']) if (!keys[SDL_SCANCODE_F])
{ {
fp=FALSE; fp=false;
} }
if (keys[VK_PRIOR]) if (keys[SDL_SCANCODE_PAGEUP])
{ {
z-=0.02f; z-=0.02f;
} }
if (keys[VK_NEXT]) if (keys[SDL_SCANCODE_PAGEDOWN])
{ {
z+=0.02f; z+=0.02f;
} }
if (keys[VK_UP]) if (keys[SDL_SCANCODE_UP])
{ {
xpos -= (float)sin(heading*piover180) * 0.05f; xpos -= (float)sin(heading*piover180) * 0.05f;
@@ -633,7 +541,7 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
walkbias = (float)sin(walkbiasangle * piover180)/20.0f; walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
} }
if (keys[VK_DOWN]) if (keys[SDL_SCANCODE_DOWN])
{ {
xpos += (float)sin(heading*piover180) * 0.05f; xpos += (float)sin(heading*piover180) * 0.05f;
zpos += (float)cos(heading*piover180) * 0.05f; zpos += (float)cos(heading*piover180) * 0.05f;
@@ -648,31 +556,31 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
walkbias = (float)sin(walkbiasangle * piover180)/20.0f; walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
} }
if (keys[VK_RIGHT]) if (keys[SDL_SCANCODE_RIGHT])
{ {
heading -= 1.0f; heading -= 1.0f;
yrot = heading; yrot = heading;
} }
if (keys[VK_LEFT]) if (keys[SDL_SCANCODE_LEFT])
{ {
heading += 1.0f; heading += 1.0f;
yrot = heading; yrot = heading;
} }
if (keys[VK_PRIOR]) if (keys[SDL_SCANCODE_PAGEUP])
{ {
lookupdown-= 1.0f; lookupdown-= 1.0f;
} }
if (keys[VK_NEXT]) if (keys[SDL_SCANCODE_PAGEDOWN])
{ {
lookupdown+= 1.0f; lookupdown+= 1.0f;
} }
if (keys[VK_F1]) // Is F1 Being Pressed? if (keys[SDL_SCANCODE_F1]) // Is F1 Being Pressed?
{ {
keys[VK_F1]=FALSE; // If So Make Key FALSE keys[SDL_SCANCODE_F1]=false; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window // Recreate Our OpenGL Window
@@ -687,5 +595,6 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
// Shutdown // Shutdown
KillGLWindow(); // Kill The Window KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program SDL_Quit();
return EXIT_SUCCESS; // Exit The Program
} }