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main
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| 43307791e4 | |||
| 978f99edd6 | |||
| 79c2dd9c98 | |||
| 5061d1714d | |||
| 21c51ee0a3 | |||
| 0d891b4874 |
11
.editorconfig
Normal file
11
.editorconfig
Normal file
@@ -0,0 +1,11 @@
|
||||
root = true
|
||||
|
||||
[*.c]
|
||||
charset = utf-8
|
||||
max_line_length = 120
|
||||
indent_style = tab
|
||||
indent_size = tab
|
||||
tab_width = 4
|
||||
end_of_line = lf
|
||||
insert_final_newline = true
|
||||
trim_trailing_whitespace = true
|
||||
16
.gitignore
vendored
Normal file
16
.gitignore
vendored
Normal file
@@ -0,0 +1,16 @@
|
||||
.vs/
|
||||
.vscode/
|
||||
.idea/
|
||||
CMakeSettings.json
|
||||
|
||||
out/
|
||||
build/
|
||||
winbuild/
|
||||
xcode/
|
||||
cmake-build-*/
|
||||
build-*/
|
||||
|
||||
Thumbs.db
|
||||
.DS_Store
|
||||
*.exe
|
||||
*.dll
|
||||
@@ -1,19 +1,35 @@
|
||||
cmake_minimum_required(VERSION "3.5" FATAL_ERROR)
|
||||
project(Lesson10 LANGUAGES CXX)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 98)
|
||||
cmake_minimum_required(VERSION "3.15" FATAL_ERROR)
|
||||
project(Lesson10 LANGUAGES C)
|
||||
|
||||
find_package(SDL3 REQUIRED CONFIG)
|
||||
find_package(OpenGL REQUIRED)
|
||||
|
||||
add_executable(Lesson10 Lesson10.cpp)
|
||||
set_property(TARGET Lesson10 PROPERTY CXX_STANDARD 98)
|
||||
set(SOURCES Lesson10.c)
|
||||
|
||||
set(DATA
|
||||
Data/Mud.bmp
|
||||
Data/World.txt)
|
||||
|
||||
add_executable(Lesson10 WIN32 MACOSX_BUNDLE ${SOURCES} ${DATA})
|
||||
set_property(TARGET Lesson10 PROPERTY C_STANDARD 99)
|
||||
source_group("Data\\Random" FILES ${DATA})
|
||||
target_link_libraries(Lesson10 SDL3::SDL3 OpenGL::GL)
|
||||
target_compile_options(Lesson10 PRIVATE -Wall -Wextra -pedantic)
|
||||
target_compile_options(Lesson10 PRIVATE $<$<C_COMPILER_ID:GNU,Clang,AppleClang>:-Wall -Wextra -pedantic>)
|
||||
target_compile_definitions(Lesson10 PRIVATE $<$<C_COMPILER_ID:MSVC>:_CRT_SECURE_NO_WARNINGS>)
|
||||
|
||||
if (CMAKE_SYSTEM_NAME STREQUAL "Darwin")
|
||||
get_property(SDL3_IMPORTED_LOCATION TARGET SDL3::SDL3 PROPERTY IMPORTED_LOCATION)
|
||||
if (SDL3_IMPORTED_LOCATION MATCHES "^/Library/Frameworks/")
|
||||
target_link_options(Lesson10 PRIVATE -Wl,-rpath,/Library/Frameworks)
|
||||
set_property(TARGET Lesson10 PROPERTY BUILD_RPATH "/Library/Frameworks")
|
||||
endif()
|
||||
foreach (RESOURCE IN LISTS DATA)
|
||||
set_source_files_properties("${RESOURCE}" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources/Data")
|
||||
endforeach()
|
||||
else()
|
||||
add_custom_command(TARGET Lesson10 POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
"${CMAKE_SOURCE_DIR}/Data" "$<TARGET_FILE_DIR:Lesson10>/Data")
|
||||
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
|
||||
add_custom_command(TARGET Lesson10 POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
$<TARGET_FILE:SDL3::SDL3> $<TARGET_FILE_DIR:Lesson10>)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
647
Lesson10.c
Normal file
647
Lesson10.c
Normal file
@@ -0,0 +1,647 @@
|
||||
/*
|
||||
* This code was created by Lionel Brits & Jeff Molofee 2000.
|
||||
* A HUGE thanks to Fredric Echols for cleaning up
|
||||
* and optimizing the base code, making it more flexible!
|
||||
* If you've found this code useful, please let me know.
|
||||
* Visit my site at https://nehe.gamedev.net
|
||||
*/
|
||||
|
||||
#include <math.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdbool.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#define SDL_MAIN_USE_CALLBACKS
|
||||
#include <SDL3/SDL_main.h>
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
|
||||
#define BTTN_YES 0
|
||||
#define BTTN_NO 1
|
||||
|
||||
static int ShowYesNoMessageBox(SDL_Window *window, int defaultbttn, const char *title, const char *message)
|
||||
{
|
||||
const SDL_MessageBoxButtonFlags defaultflags =
|
||||
SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
|
||||
const SDL_MessageBoxButtonData yesnobttns[2] =
|
||||
{
|
||||
{ .flags = defaultbttn == BTTN_YES ? defaultflags : 0, .buttonID = BTTN_YES, .text = "Yes" },
|
||||
{ .flags = defaultbttn == BTTN_NO ? defaultflags : 0, .buttonID = BTTN_NO, .text = "No" }
|
||||
};
|
||||
const SDL_MessageBoxData msgbox =
|
||||
{
|
||||
.flags = SDL_MESSAGEBOX_INFORMATION,
|
||||
.window = window,
|
||||
.title = title,
|
||||
.message = message,
|
||||
.numbuttons = 2,
|
||||
.buttons = yesnobttns,
|
||||
.colorScheme = NULL
|
||||
};
|
||||
|
||||
int bttnid = defaultbttn;
|
||||
SDL_ShowMessageBox(&msgbox, &bttnid);
|
||||
return bttnid;
|
||||
}
|
||||
|
||||
typedef struct tagCAMERA
|
||||
{
|
||||
float heading;
|
||||
float xpos, zpos;
|
||||
float yrot;
|
||||
float walkbias, walkbiasangle;
|
||||
float lookupdown;
|
||||
float z;
|
||||
} CAMERA;
|
||||
|
||||
typedef struct tagVERTEX
|
||||
{
|
||||
float x, y, z;
|
||||
float u, v;
|
||||
} VERTEX;
|
||||
|
||||
typedef struct tagTRIANGLE
|
||||
{
|
||||
VERTEX vertex[3];
|
||||
} TRIANGLE;
|
||||
|
||||
typedef struct tagSECTOR
|
||||
{
|
||||
int numtriangles;
|
||||
TRIANGLE *triangle;
|
||||
} SECTOR;
|
||||
|
||||
typedef struct tagAPPSTATE
|
||||
{
|
||||
SDL_Window *win;
|
||||
SDL_GLContext ctx;
|
||||
|
||||
const char *resdir;
|
||||
|
||||
bool fullscreen, blend;
|
||||
|
||||
CAMERA camera;
|
||||
unsigned filter; // Filtered texture selection
|
||||
GLuint texture[3]; // Filtered textures
|
||||
|
||||
SECTOR sector1;
|
||||
} APPSTATE;
|
||||
|
||||
static char * resourcePath(const APPSTATE *restrict state, const char *restrict name)
|
||||
{
|
||||
if (!state || !name)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
size_t resdirLen = strlen(state->resdir), nameLen = strlen(name);
|
||||
char *path = malloc(resdirLen + nameLen + 1);
|
||||
if (!path)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
memcpy(path, state->resdir, resdirLen);
|
||||
memcpy(&path[resdirLen], name, nameLen);
|
||||
path[resdirLen + nameLen] = '\0';
|
||||
return path;
|
||||
}
|
||||
|
||||
static FILE * fopenResource(const APPSTATE *restrict state, const char *restrict name, const char* restrict mode)
|
||||
{
|
||||
char *path = NULL;
|
||||
if (!mode || !(path = resourcePath(state, name)))
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
FILE *f = fopen(path, mode);
|
||||
free(path);
|
||||
return f;
|
||||
}
|
||||
|
||||
static void readstr(FILE *f, char *string)
|
||||
{
|
||||
do
|
||||
{
|
||||
fgets(string, 255, f);
|
||||
} while ((string[0] == '/') || (string[0] == '\n'));
|
||||
return;
|
||||
}
|
||||
|
||||
static void SetupWorld(APPSTATE *state)
|
||||
{
|
||||
float x, y, z, u, v;
|
||||
int numtriangles;
|
||||
FILE *filein;
|
||||
char oneline[255];
|
||||
filein = fopenResource(state, "Data/World.txt", "r"); // File to load world data from
|
||||
|
||||
readstr(filein, oneline);
|
||||
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
|
||||
|
||||
state->sector1.triangle = malloc(sizeof(TRIANGLE) * numtriangles);
|
||||
state->sector1.numtriangles = numtriangles;
|
||||
for (int loop = 0; loop < numtriangles; loop++)
|
||||
{
|
||||
for (int vert = 0; vert < 3; vert++)
|
||||
{
|
||||
readstr(filein, oneline);
|
||||
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
|
||||
state->sector1.triangle[loop].vertex[vert].x = x;
|
||||
state->sector1.triangle[loop].vertex[vert].y = y;
|
||||
state->sector1.triangle[loop].vertex[vert].z = z;
|
||||
state->sector1.triangle[loop].vertex[vert].u = u;
|
||||
state->sector1.triangle[loop].vertex[vert].v = v;
|
||||
}
|
||||
}
|
||||
fclose(filein);
|
||||
return;
|
||||
}
|
||||
|
||||
static bool FlipSurface(SDL_Surface *surface)
|
||||
{
|
||||
if (!surface || !SDL_LockSurface(surface))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
const int pitch = surface->pitch;
|
||||
const int numrows = surface->h;
|
||||
unsigned char *pixels = (unsigned char *)surface->pixels;
|
||||
unsigned char *tmprow = malloc(sizeof(unsigned char) * pitch);
|
||||
|
||||
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);
|
||||
|
||||
row1 += pitch;
|
||||
row2 -= pitch;
|
||||
}
|
||||
|
||||
free(tmprow);
|
||||
SDL_UnlockSurface(surface);
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool LoadGLTextures(APPSTATE *state)
|
||||
{
|
||||
// Load & flip the bitmap
|
||||
char *path = resourcePath(state, "Data/Mud.bmp");
|
||||
if (!path)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
SDL_Surface *TextureImage = SDL_LoadBMP(path);
|
||||
free(path);
|
||||
if (!TextureImage || !FlipSurface(TextureImage))
|
||||
{
|
||||
SDL_DestroySurface(TextureImage);
|
||||
return false;
|
||||
}
|
||||
|
||||
glGenTextures(3, &state->texture[0]); // Create three textures
|
||||
GLint params[3][3] =
|
||||
{
|
||||
[0] = { GL_NEAREST, GL_NEAREST, GL_FALSE }, // Nearest filtered
|
||||
[1] = { GL_LINEAR, GL_LINEAR, GL_FALSE }, // Linear filtered
|
||||
[2] = { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_TRUE }, // MipMapped
|
||||
};
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, state->texture[i]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, params[i][0]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, params[i][1]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, params[i][2]);
|
||||
glTexImage2D(GL_TEXTURE_2D,
|
||||
0, 3, TextureImage->w, TextureImage->h,
|
||||
0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
|
||||
}
|
||||
|
||||
// Free temporary surface
|
||||
SDL_DestroySurface(TextureImage);
|
||||
return true;
|
||||
}
|
||||
|
||||
static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
|
||||
{
|
||||
double h = 1.0 / tan(fovy * (SDL_PI_D / 180.0) * 0.5);
|
||||
double w = h / aspect;
|
||||
double invcliprng = 1.0 / (zFar - zNear);
|
||||
double z = -(zFar + zNear) * invcliprng;
|
||||
double z2 = -(2.0 * zFar * zNear) * invcliprng;
|
||||
GLdouble mtx[16] =
|
||||
{
|
||||
w, 0.0, 0.0, 0.0,
|
||||
0.0, h, 0.0, 0.0,
|
||||
0.0, 0.0, z, -1.0,
|
||||
0.0, 0.0, z2, 0.0
|
||||
};
|
||||
glLoadMatrixd(mtx);
|
||||
}
|
||||
|
||||
/* Set viewport size and setup matrices *
|
||||
* width - Width of the OpenGL framebuffer *
|
||||
* height - Height of the OpenGL framebuffer */
|
||||
static void ReSizeGLScene(int width, int height)
|
||||
{
|
||||
if (height == 0) // Prevent division-by-zero by ensuring height is non-zero
|
||||
{
|
||||
height = 1;
|
||||
}
|
||||
|
||||
glViewport(0, 0, width, height); // Reset the current viewport
|
||||
|
||||
glMatrixMode(GL_PROJECTION); // Select & reset the projection matrix
|
||||
glLoadIdentity();
|
||||
|
||||
float aspect = (float)width / (float)height; // Calculate aspect ratio
|
||||
gluPerspective(45.0f, aspect, 0.1f, 100.0f); // Setup perspective matrix
|
||||
|
||||
glMatrixMode(GL_MODELVIEW); // Select & reset the modelview matrix
|
||||
glLoadIdentity();
|
||||
}
|
||||
|
||||
static bool InitGL(APPSTATE *state)
|
||||
{
|
||||
if (!LoadGLTextures(state)) // Load textures
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
glEnable(GL_TEXTURE_2D); // Enable texture mapping
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Set the blending function for translucency
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Set the background clear color to black
|
||||
glClearDepth(1.0); // Ensure depth buffer clears to furthest value
|
||||
glDepthFunc(GL_LESS); // Pass if pixel depth value tests less than the depth buffer value
|
||||
glEnable(GL_DEPTH_TEST); // Enable depth testing
|
||||
glShadeModel(GL_SMOOTH); // Enable Smooth color shading
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Request the implementation to use perspective correct interpolation
|
||||
|
||||
SetupWorld(state);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void DrawGLScene(APPSTATE *state)
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the color and depth buffers
|
||||
glLoadIdentity(); // Reset modelview
|
||||
|
||||
GLfloat x_m, y_m, z_m, u_m, v_m;
|
||||
GLfloat xtrans = -state->camera.xpos;
|
||||
GLfloat ztrans = -state->camera.zpos;
|
||||
GLfloat ytrans = -state->camera.walkbias - 0.25f;
|
||||
GLfloat sceneroty = 360.0f - state->camera.yrot;
|
||||
|
||||
int numtriangles;
|
||||
|
||||
glRotatef(state->camera.lookupdown, 1.0f, 0.0f, 0.0f);
|
||||
glRotatef(sceneroty, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
glTranslatef(xtrans, ytrans, ztrans);
|
||||
glBindTexture(GL_TEXTURE_2D, state->texture[state->filter]);
|
||||
|
||||
numtriangles = state->sector1.numtriangles;
|
||||
|
||||
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
|
||||
{
|
||||
glBegin(GL_TRIANGLES);
|
||||
glNormal3f(0.0f, 0.0f, 1.0f);
|
||||
x_m = state->sector1.triangle[loop_m].vertex[0].x;
|
||||
y_m = state->sector1.triangle[loop_m].vertex[0].y;
|
||||
z_m = state->sector1.triangle[loop_m].vertex[0].z;
|
||||
u_m = state->sector1.triangle[loop_m].vertex[0].u;
|
||||
v_m = state->sector1.triangle[loop_m].vertex[0].v;
|
||||
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
|
||||
|
||||
x_m = state->sector1.triangle[loop_m].vertex[1].x;
|
||||
y_m = state->sector1.triangle[loop_m].vertex[1].y;
|
||||
z_m = state->sector1.triangle[loop_m].vertex[1].z;
|
||||
u_m = state->sector1.triangle[loop_m].vertex[1].u;
|
||||
v_m = state->sector1.triangle[loop_m].vertex[1].v;
|
||||
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
|
||||
|
||||
x_m = state->sector1.triangle[loop_m].vertex[2].x;
|
||||
y_m = state->sector1.triangle[loop_m].vertex[2].y;
|
||||
z_m = state->sector1.triangle[loop_m].vertex[2].z;
|
||||
u_m = state->sector1.triangle[loop_m].vertex[2].u;
|
||||
v_m = state->sector1.triangle[loop_m].vertex[2].v;
|
||||
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
static void KillGLWindow(APPSTATE *state)
|
||||
{
|
||||
// Restore windowed state & cursor visibility
|
||||
if (state->fullscreen)
|
||||
{
|
||||
SDL_SetWindowFullscreen(state->win, false);
|
||||
SDL_ShowCursor();
|
||||
}
|
||||
|
||||
// Release and delete rendering context
|
||||
if (state->ctx)
|
||||
{
|
||||
if (!SDL_GL_MakeCurrent(state->win, NULL))
|
||||
{
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
|
||||
}
|
||||
|
||||
SDL_GL_DestroyContext(state->ctx);
|
||||
state->ctx = NULL;
|
||||
}
|
||||
|
||||
SDL_DestroyWindow(state->win);
|
||||
state->win = NULL;
|
||||
}
|
||||
|
||||
|
||||
/* This code creates our OpenGL window, parameters are: *
|
||||
* title - Title to appear at the top of the window *
|
||||
* width - Width of the OpenGL window or fullscreen mode *
|
||||
* height - Height of the OpenGL window or fullscreen mode *
|
||||
* bits - Number of bits to use for color (8/16/24/32) *
|
||||
* fullscreenflag - Use fullscreen mode (true) Or windowed mode (false) */
|
||||
static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height, int bits, bool fullscreenflag)
|
||||
{
|
||||
state->fullscreen = fullscreenflag;
|
||||
|
||||
if (!(state->win = SDL_CreateWindow(title, width, height,
|
||||
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
|
||||
{
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Try entering fullscreen mode if requested
|
||||
if (fullscreenflag)
|
||||
{
|
||||
if (!SDL_SetWindowFullscreen(state->win, true))
|
||||
{
|
||||
// If mode switching fails, ask the user to quit or use to windowed mode
|
||||
int bttnid = ShowYesNoMessageBox(state->win, BTTN_YES, "NeHe GL",
|
||||
"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?");
|
||||
if (bttnid == BTTN_NO)
|
||||
{
|
||||
// User chose to quit
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL);
|
||||
return false;
|
||||
}
|
||||
state->fullscreen = false;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Double buffered framebuffer
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color bits ignored
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // No alpha buffer
|
||||
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // No accumulation buffer
|
||||
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // Accumulation bits ignored
|
||||
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // 16-bit Z-buffer (depth buffer)
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No stencil buffer
|
||||
|
||||
|
||||
if (!(state->ctx = SDL_GL_CreateContext(state->win))) // Create rendering context
|
||||
{
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!SDL_GL_MakeCurrent(state->win, state->ctx)) // Activate the rendering context
|
||||
{
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
|
||||
return false;
|
||||
}
|
||||
|
||||
SDL_ShowWindow(state->win);
|
||||
SDL_GL_SetSwapInterval(1); // Enable VSync
|
||||
ReSizeGLScene(width, height); // Set up our viewport and perspective
|
||||
|
||||
if (!InitGL(state)) // Initialize the scene
|
||||
{
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
||||
{
|
||||
APPSTATE *state = (APPSTATE *)appstate;
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_EVENT_QUIT: // Have we received a quit event?
|
||||
return SDL_APP_SUCCESS;
|
||||
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
if (event->key.key == SDLK_ESCAPE) // Quit on escape key
|
||||
{
|
||||
return SDL_APP_SUCCESS;
|
||||
}
|
||||
if (!event->key.repeat) // Was a key just pressed?
|
||||
{
|
||||
switch (event->key.key)
|
||||
{
|
||||
case SDLK_B: // B = Toggle blending
|
||||
state->blend = !state->blend;
|
||||
if (!state->blend)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
else
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
break;
|
||||
|
||||
case SDLK_F: // F = Cycle texture filtering
|
||||
state->filter += 1;
|
||||
if (state->filter > 2)
|
||||
{
|
||||
state->filter = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case SDLK_F1: // F1 = Toggle fullscreen / windowed mode
|
||||
SDL_SetWindowFullscreen(state->win, !state->fullscreen);
|
||||
break;
|
||||
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Deal with window resizes
|
||||
ReSizeGLScene(event->window.data1, event->window.data2); // data1=Backbuffer Width, data2=Backbuffer Height
|
||||
break;
|
||||
|
||||
case SDL_EVENT_WINDOW_ENTER_FULLSCREEN:
|
||||
state->fullscreen = true;
|
||||
break;
|
||||
|
||||
case SDL_EVENT_WINDOW_LEAVE_FULLSCREEN:
|
||||
state->fullscreen = false;
|
||||
break;
|
||||
|
||||
default: break;
|
||||
}
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
{
|
||||
APPSTATE *state = (APPSTATE *)appstate;
|
||||
DrawGLScene(state); // Draw the scene
|
||||
SDL_GL_SwapWindow(state->win); // Swap buffers (double buffering)
|
||||
|
||||
// Handle keyboard input
|
||||
const bool *keys = SDL_GetKeyboardState(NULL);
|
||||
|
||||
if (keys[SDL_SCANCODE_PAGEUP])
|
||||
{
|
||||
state->camera.z -= 0.02f;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_PAGEDOWN])
|
||||
{
|
||||
state->camera.z += 0.02f;
|
||||
}
|
||||
|
||||
const float piover180 = 0.0174532925f;
|
||||
|
||||
if (keys[SDL_SCANCODE_UP])
|
||||
{
|
||||
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)
|
||||
{
|
||||
state->camera.walkbiasangle = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
state->camera.walkbiasangle += 10;
|
||||
}
|
||||
state->camera.walkbias = sinf(state->camera.walkbiasangle * piover180) / 20.0f;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_DOWN])
|
||||
{
|
||||
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)
|
||||
{
|
||||
state->camera.walkbiasangle = 359.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
state->camera.walkbiasangle -= 10;
|
||||
}
|
||||
state->camera.walkbias = sinf(state->camera.walkbiasangle * piover180) / 20.0f;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_RIGHT])
|
||||
{
|
||||
state->camera.heading -= 1.0f;
|
||||
state->camera.yrot = state->camera.heading;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_LEFT])
|
||||
{
|
||||
state->camera.heading += 1.0f;
|
||||
state->camera.yrot = state->camera.heading;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_PAGEUP])
|
||||
{
|
||||
state->camera.lookupdown -= 1.0f;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_PAGEDOWN])
|
||||
{
|
||||
state->camera.lookupdown += 1.0f;
|
||||
}
|
||||
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
if (!SDL_Init(SDL_INIT_VIDEO))
|
||||
{
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
APPSTATE *state = *appstate = malloc(sizeof(APPSTATE));
|
||||
if (!state)
|
||||
{
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
*state = (APPSTATE)
|
||||
{
|
||||
.win = NULL,
|
||||
.ctx = NULL,
|
||||
|
||||
.resdir = SDL_GetBasePath(),
|
||||
|
||||
.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 }
|
||||
};
|
||||
|
||||
// Ask the user if they would like to start in fullscreen or windowed mode
|
||||
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 == BTTN_YES);
|
||||
if (!CreateGLWindow(state, "Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, wantfullscreen))
|
||||
{
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
return SDL_APP_CONTINUE;
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
if (appstate)
|
||||
{
|
||||
APPSTATE *state = (APPSTATE *)appstate;
|
||||
free(state->sector1.triangle);
|
||||
if (state->ctx)
|
||||
{
|
||||
glDeleteTextures(3, state->texture);
|
||||
}
|
||||
KillGLWindow(state);
|
||||
free(state);
|
||||
}
|
||||
|
||||
SDL_Quit();
|
||||
}
|
||||
593
Lesson10.cpp
593
Lesson10.cpp
@@ -1,593 +0,0 @@
|
||||
/*
|
||||
* This Code Was Created By Lionel Brits & Jeff Molofee 2000
|
||||
* A HUGE Thanks To Fredric Echols For Cleaning Up
|
||||
* And Optimizing The Base Code, Making It More Flexible!
|
||||
* If You've Found This Code Useful, Please Let Me Know.
|
||||
* Visit My Site At nehe.gamedev.net
|
||||
*/
|
||||
|
||||
#include <math.h> // Math Library Header File
|
||||
#include <stdio.h> // Header File For Standard Input/Output
|
||||
#include <SDL.h>
|
||||
#include <SDL_main.h>
|
||||
#include <SDL_opengl.h> // Header File For The OpenGL32 Library
|
||||
#ifdef __APPLE__
|
||||
#include <OpenGL/glu.h> // Header File For The GLu32 Library
|
||||
#else
|
||||
#include <GL/glu.h> // Header File For The GLu32 Library
|
||||
#endif
|
||||
|
||||
SDL_Window* hWnd=NULL; // Holds Our Window Handle
|
||||
SDL_GLContext hRC=NULL; // Permanent Rendering Context
|
||||
|
||||
bool keys[SDL_NUM_SCANCODES]; // Array Used For The Keyboard Routine
|
||||
bool active=true; // Window Active Flag Set To TRUE By Default
|
||||
bool fullscreen=true; // Fullscreen Flag Set To Fullscreen Mode By Default
|
||||
bool blend; // Blending ON/OFF
|
||||
bool bp; // B 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;
|
||||
float heading;
|
||||
float xpos;
|
||||
float zpos;
|
||||
|
||||
GLfloat yrot; // Y Rotation
|
||||
GLfloat walkbias = 0;
|
||||
GLfloat walkbiasangle = 0;
|
||||
GLfloat lookupdown = 0.0f;
|
||||
GLfloat z=0.0f; // Depth Into The Screen
|
||||
|
||||
GLuint filter; // Which Filter To Use
|
||||
GLuint texture[3]; // Storage For 3 Textures
|
||||
|
||||
typedef struct tagVERTEX
|
||||
{
|
||||
float x, y, z;
|
||||
float u, v;
|
||||
} VERTEX;
|
||||
|
||||
typedef struct tagTRIANGLE
|
||||
{
|
||||
VERTEX vertex[3];
|
||||
} TRIANGLE;
|
||||
|
||||
typedef struct tagSECTOR
|
||||
{
|
||||
int numtriangles;
|
||||
TRIANGLE* triangle;
|
||||
} SECTOR;
|
||||
|
||||
SECTOR sector1; // Our Model Goes Here:
|
||||
|
||||
void readstr(FILE *f,char *string)
|
||||
{
|
||||
do
|
||||
{
|
||||
fgets(string, 255, f);
|
||||
} while ((string[0] == '/') || (string[0] == '\n'));
|
||||
return;
|
||||
}
|
||||
|
||||
void SetupWorld()
|
||||
{
|
||||
float x, y, z, u, v;
|
||||
int numtriangles;
|
||||
FILE *filein;
|
||||
char oneline[255];
|
||||
filein = fopen("data/world.txt", "rt"); // File To Load World Data From
|
||||
|
||||
readstr(filein,oneline);
|
||||
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
|
||||
|
||||
sector1.triangle = new TRIANGLE[numtriangles];
|
||||
sector1.numtriangles = numtriangles;
|
||||
for (int loop = 0; loop < numtriangles; loop++)
|
||||
{
|
||||
for (int vert = 0; vert < 3; vert++)
|
||||
{
|
||||
readstr(filein,oneline);
|
||||
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
|
||||
sector1.triangle[loop].vertex[vert].x = x;
|
||||
sector1.triangle[loop].vertex[vert].y = y;
|
||||
sector1.triangle[loop].vertex[vert].z = z;
|
||||
sector1.triangle[loop].vertex[vert].u = u;
|
||||
sector1.triangle[loop].vertex[vert].v = v;
|
||||
}
|
||||
}
|
||||
fclose(filein);
|
||||
return;
|
||||
}
|
||||
|
||||
bool FlipSurface(SDL_Surface *surface)
|
||||
{
|
||||
if (!surface) return false;
|
||||
if (SDL_LockSurface(surface) < 0) return false;
|
||||
|
||||
const int pitch = surface->pitch;
|
||||
const int numrows = surface->h;
|
||||
unsigned char *pixels = (unsigned char*)surface->pixels;
|
||||
unsigned char *tmprow = new unsigned char[pitch];
|
||||
|
||||
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);
|
||||
|
||||
row1 += pitch;
|
||||
row2 -= pitch;
|
||||
}
|
||||
|
||||
delete[] tmprow;
|
||||
SDL_UnlockSurface(surface);
|
||||
return true;
|
||||
}
|
||||
|
||||
int LoadGLTextures() // Load Bitmaps And Convert To Textures
|
||||
{
|
||||
int Status=SDL_FALSE; // Status Indicator
|
||||
|
||||
SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture
|
||||
|
||||
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
|
||||
if ((TextureImage=SDL_LoadBMP("Data/Mud.bmp")) && FlipSurface(TextureImage))
|
||||
{
|
||||
Status=SDL_TRUE; // Set The Status To TRUE
|
||||
|
||||
glGenTextures(3, &texture[0]); // Create Three Textures
|
||||
|
||||
// Create Nearest Filtered Texture
|
||||
glBindTexture(GL_TEXTURE_2D, texture[0]);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
|
||||
|
||||
// Create Linear Filtered Texture
|
||||
glBindTexture(GL_TEXTURE_2D, texture[1]);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
|
||||
|
||||
// Create MipMapped Texture
|
||||
glBindTexture(GL_TEXTURE_2D, texture[2]);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
|
||||
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage->w, TextureImage->h, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
|
||||
}
|
||||
SDL_DestroySurface(TextureImage); // Free The Image Structure
|
||||
|
||||
return Status; // Return The Status
|
||||
}
|
||||
|
||||
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
|
||||
{
|
||||
if (height==0) // Prevent A Divide By Zero By
|
||||
{
|
||||
height=1; // Making Height Equal One
|
||||
}
|
||||
|
||||
glViewport(0,0,width,height); // Reset The Current Viewport
|
||||
|
||||
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
|
||||
glLoadIdentity(); // Reset The Projection Matrix
|
||||
|
||||
// Calculate The Aspect Ratio Of The Window
|
||||
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
|
||||
glLoadIdentity(); // Reset The Modelview Matrix
|
||||
}
|
||||
|
||||
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
|
||||
{
|
||||
if (!LoadGLTextures()) // Jump To Texture Loading Routine
|
||||
{
|
||||
return 0; // If Texture Didn't Load Return FALSE
|
||||
}
|
||||
|
||||
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
|
||||
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
|
||||
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
|
||||
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
|
||||
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
|
||||
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
|
||||
|
||||
SetupWorld();
|
||||
|
||||
return 1; // Initialization Went OK
|
||||
}
|
||||
|
||||
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
|
||||
glLoadIdentity(); // Reset The View
|
||||
|
||||
GLfloat x_m, y_m, z_m, u_m, v_m;
|
||||
GLfloat xtrans = -xpos;
|
||||
GLfloat ztrans = -zpos;
|
||||
GLfloat ytrans = -walkbias-0.25f;
|
||||
GLfloat sceneroty = 360.0f - yrot;
|
||||
|
||||
int numtriangles;
|
||||
|
||||
glRotatef(lookupdown,1.0f,0,0);
|
||||
glRotatef(sceneroty,0,1.0f,0);
|
||||
|
||||
glTranslatef(xtrans, ytrans, ztrans);
|
||||
glBindTexture(GL_TEXTURE_2D, texture[filter]);
|
||||
|
||||
numtriangles = sector1.numtriangles;
|
||||
|
||||
// Process Each Triangle
|
||||
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
|
||||
{
|
||||
glBegin(GL_TRIANGLES);
|
||||
glNormal3f( 0.0f, 0.0f, 1.0f);
|
||||
x_m = sector1.triangle[loop_m].vertex[0].x;
|
||||
y_m = sector1.triangle[loop_m].vertex[0].y;
|
||||
z_m = sector1.triangle[loop_m].vertex[0].z;
|
||||
u_m = sector1.triangle[loop_m].vertex[0].u;
|
||||
v_m = sector1.triangle[loop_m].vertex[0].v;
|
||||
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
|
||||
|
||||
x_m = sector1.triangle[loop_m].vertex[1].x;
|
||||
y_m = sector1.triangle[loop_m].vertex[1].y;
|
||||
z_m = sector1.triangle[loop_m].vertex[1].z;
|
||||
u_m = sector1.triangle[loop_m].vertex[1].u;
|
||||
v_m = sector1.triangle[loop_m].vertex[1].v;
|
||||
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
|
||||
|
||||
x_m = sector1.triangle[loop_m].vertex[2].x;
|
||||
y_m = sector1.triangle[loop_m].vertex[2].y;
|
||||
z_m = sector1.triangle[loop_m].vertex[2].z;
|
||||
u_m = sector1.triangle[loop_m].vertex[2].u;
|
||||
v_m = sector1.triangle[loop_m].vertex[2].v;
|
||||
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
|
||||
glEnd();
|
||||
}
|
||||
return 1; // Everything Went OK
|
||||
}
|
||||
|
||||
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
|
||||
{
|
||||
if (fullscreen) // Are We In Fullscreen Mode?
|
||||
{
|
||||
SDL_SetWindowFullscreen(hWnd, 0); // If So Switch Back To The Desktop
|
||||
SDL_ShowCursor(); // Show Mouse Pointer
|
||||
}
|
||||
|
||||
if (hRC) // Do We Have A Rendering Context?
|
||||
{
|
||||
if (SDL_GL_MakeCurrent(hWnd,NULL)) // Are We Able To Release The DC And RC Contexts?
|
||||
{
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
|
||||
}
|
||||
|
||||
SDL_GL_DeleteContext(hRC); // Delete The RC
|
||||
hRC=NULL; // Set RC To NULL
|
||||
}
|
||||
|
||||
SDL_DestroyWindow(hWnd); // Destroy The Window
|
||||
hWnd=NULL; // Set hWnd To NULL
|
||||
}
|
||||
|
||||
|
||||
/* This Code Creates Our OpenGL Window. Parameters Are: *
|
||||
* title - Title To Appear At The Top Of The Window *
|
||||
* width - Width 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) *
|
||||
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
|
||||
|
||||
|
||||
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
|
||||
{
|
||||
SDL_Rect WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
|
||||
WindowRect.x=0; // Set Left Value To 0
|
||||
WindowRect.w=width; // Set Right Value To Requested Width
|
||||
WindowRect.y=0; // Set Top Value To 0
|
||||
WindowRect.h=height; // Set Bottom Value To Requested Height
|
||||
|
||||
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
|
||||
|
||||
// Create The Window
|
||||
if (!(hWnd = SDL_CreateWindow(title,
|
||||
WindowRect.w, // Window Width
|
||||
WindowRect.h, // Window Height
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE)))
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL);
|
||||
return false; // Return FALSE
|
||||
}
|
||||
|
||||
if (fullscreen) // Attempt Fullscreen Mode?
|
||||
{
|
||||
if (SDL_SetWindowFullscreen(hWnd, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results.
|
||||
{
|
||||
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
|
||||
const SDL_MessageBoxData msgbox =
|
||||
{
|
||||
SDL_MESSAGEBOX_INFORMATION,
|
||||
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
|
||||
{
|
||||
// Pop Up A Message Box Letting User Know The Program Is Closing.
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL);
|
||||
return false; // Return FALSE
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Must Support Double Buffering
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // Select Our Color Depth
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color Bits Ignored
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // No Alpha Buffer
|
||||
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // No Accumulation Buffer
|
||||
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // Accumulation Bits Ignored
|
||||
SDL_GL_SetAttribute(SDL_GL_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
|
||||
|
||||
|
||||
if (!(hRC=SDL_GL_CreateContext(hWnd))) // Are We Able To Get A Rendering Context?
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL);
|
||||
return false; // Return FALSE
|
||||
}
|
||||
|
||||
if(SDL_GL_MakeCurrent(hWnd, hRC)) // Try To Activate The Rendering Context
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
|
||||
return false; // Return FALSE
|
||||
}
|
||||
|
||||
SDL_ShowWindow(hWnd);
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
|
||||
|
||||
if (!InitGL()) // Initialize Our Newly Created GL Window
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
|
||||
return false; // Return FALSE
|
||||
}
|
||||
|
||||
return true; // Success
|
||||
}
|
||||
|
||||
void WndProc(SDL_Event* uMsg)
|
||||
{
|
||||
switch (uMsg->type) // Check For Windows Messages
|
||||
{
|
||||
case SDL_EVENT_KEY_DOWN: // Is A Key Being Held Down?
|
||||
{
|
||||
keys[uMsg->key.keysym.scancode] = true; // If So, Mark It As TRUE
|
||||
break; // Jump Back
|
||||
}
|
||||
|
||||
case SDL_EVENT_KEY_UP: // Has A Key Been Released?
|
||||
{
|
||||
keys[uMsg->key.keysym.scancode] = false; // If So, Mark It As FALSE
|
||||
break; // Jump Back
|
||||
}
|
||||
|
||||
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Resize The OpenGL Window
|
||||
{
|
||||
ReSizeGLScene(uMsg->window.data1,uMsg->window.data2); // LoWord=Width, HiWord=Height
|
||||
break; // Jump Back
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
SDL_Event msg; // Windows Message Structure
|
||||
bool done=false; // Bool Variable To Exit Loop
|
||||
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
||||
// Ask The User Which Screen Mode They Prefer
|
||||
const SDL_MessageBoxData msgbox =
|
||||
{
|
||||
/* 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
|
||||
if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen))
|
||||
{
|
||||
return 0; // Quit If Window Was Not Created
|
||||
}
|
||||
|
||||
while(!done) // Loop That Runs While done=FALSE
|
||||
{
|
||||
if (SDL_PollEvent(&msg) > 0) // Is There A Message Waiting?
|
||||
{
|
||||
if (msg.type==SDL_EVENT_QUIT) // Have We Received A Quit Message?
|
||||
{
|
||||
done=true; // If So done=TRUE
|
||||
}
|
||||
else // If Not, Deal With Window Messages
|
||||
{
|
||||
WndProc(&msg);
|
||||
}
|
||||
}
|
||||
else // If There Are No Messages
|
||||
{
|
||||
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
|
||||
if ((active && !DrawGLScene()) || keys[SDL_SCANCODE_ESCAPE]) // Active? Was There A Quit Received?
|
||||
{
|
||||
done=true; // ESC or DrawGLScene Signalled A Quit
|
||||
}
|
||||
else // Not Time To Quit, Update Screen
|
||||
{
|
||||
SDL_GL_SwapWindow(hWnd); // Swap Buffers (Double Buffering)
|
||||
if (keys[SDL_SCANCODE_B] && !bp)
|
||||
{
|
||||
bp=true;
|
||||
blend=!blend;
|
||||
if (!blend)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
else
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
}
|
||||
if (!keys[SDL_SCANCODE_B])
|
||||
{
|
||||
bp=false;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_F] && !fp)
|
||||
{
|
||||
fp=true;
|
||||
filter+=1;
|
||||
if (filter>2)
|
||||
{
|
||||
filter=0;
|
||||
}
|
||||
}
|
||||
if (!keys[SDL_SCANCODE_F])
|
||||
{
|
||||
fp=false;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_PAGEUP])
|
||||
{
|
||||
z-=0.02f;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_PAGEDOWN])
|
||||
{
|
||||
z+=0.02f;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_UP])
|
||||
{
|
||||
|
||||
xpos -= (float)sin(heading*piover180) * 0.05f;
|
||||
zpos -= (float)cos(heading*piover180) * 0.05f;
|
||||
if (walkbiasangle >= 359.0f)
|
||||
{
|
||||
walkbiasangle = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
walkbiasangle+= 10;
|
||||
}
|
||||
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_DOWN])
|
||||
{
|
||||
xpos += (float)sin(heading*piover180) * 0.05f;
|
||||
zpos += (float)cos(heading*piover180) * 0.05f;
|
||||
if (walkbiasangle <= 1.0f)
|
||||
{
|
||||
walkbiasangle = 359.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
walkbiasangle-= 10;
|
||||
}
|
||||
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_RIGHT])
|
||||
{
|
||||
heading -= 1.0f;
|
||||
yrot = heading;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_LEFT])
|
||||
{
|
||||
heading += 1.0f;
|
||||
yrot = heading;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_PAGEUP])
|
||||
{
|
||||
lookupdown-= 1.0f;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_PAGEDOWN])
|
||||
{
|
||||
lookupdown+= 1.0f;
|
||||
}
|
||||
|
||||
if (keys[SDL_SCANCODE_F1]) // Is F1 Being Pressed?
|
||||
{
|
||||
keys[SDL_SCANCODE_F1]=false; // If So Make Key FALSE
|
||||
KillGLWindow(); // Kill Our Current Window
|
||||
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
|
||||
// Recreate Our OpenGL Window
|
||||
if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen))
|
||||
{
|
||||
return 0; // Quit If Window Was Not Created
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Shutdown
|
||||
KillGLWindow(); // Kill The Window
|
||||
SDL_Quit();
|
||||
return EXIT_SUCCESS; // Exit The Program
|
||||
}
|
||||
107
Lesson10.dsp
107
Lesson10.dsp
@@ -1,107 +0,0 @@
|
||||
# Microsoft Developer Studio Project File - Name="lesson10" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=lesson10 - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "lesson10.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "lesson10.mak" CFG="lesson10 - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "lesson10 - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "lesson10 - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""
|
||||
# PROP Scc_LocalPath ""
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "lesson10 - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
|
||||
!ELSEIF "$(CFG)" == "lesson10 - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /GZ /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /GZ /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
|
||||
# ADD LINK32 opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "lesson10 - Win32 Release"
|
||||
# Name "lesson10 - Win32 Debug"
|
||||
# Begin Group "Source Files"
|
||||
|
||||
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\lesson10.cpp
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Header Files"
|
||||
|
||||
# PROP Default_Filter "h;hpp;hxx;hm;inl"
|
||||
# End Group
|
||||
# Begin Group "Resource Files"
|
||||
|
||||
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
|
||||
# End Group
|
||||
# End Target
|
||||
# End Project
|
||||
29
Lesson10.dsw
29
Lesson10.dsw
@@ -1,29 +0,0 @@
|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "lesson10"=.\lesson10.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
BIN
Lesson10.exe
BIN
Lesson10.exe
Binary file not shown.
Reference in New Issue
Block a user