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3 changed files with 340 additions and 262 deletions

4
.gitignore vendored
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@@ -5,8 +5,12 @@ CMakeSettings.json
out/ out/
build/ build/
winbuild/
xcode/ xcode/
cmake-build-*/ cmake-build-*/
build-*/
Thumbs.db Thumbs.db
.DS_Store .DS_Store
*.exe
*.dll

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@@ -1,20 +1,35 @@
cmake_minimum_required(VERSION "3.5" FATAL_ERROR) cmake_minimum_required(VERSION "3.15" FATAL_ERROR)
project(Lesson10 LANGUAGES C) project(Lesson10 LANGUAGES C)
find_package(SDL3 REQUIRED CONFIG) find_package(SDL3 REQUIRED CONFIG)
find_package(OpenGL REQUIRED) find_package(OpenGL REQUIRED)
add_executable(Lesson10 Lesson10.c) set(SOURCES Lesson10.c)
set_target_properties(Lesson10 PROPERTIES
C_STANDARD 99 set(DATA
WIN32_EXECUTABLE ON) 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_link_libraries(Lesson10 SDL3::SDL3 OpenGL::GL)
target_compile_options(Lesson10 PRIVATE $<$<CXX_COMPILER_ID:GNU>:-Wall -Wextra -pedantic>) target_compile_options(Lesson10 PRIVATE $<$<C_COMPILER_ID:GNU,Clang,AppleClang>:-Wall -Wextra -pedantic>)
target_compile_definitions(Lesson10 PRIVATE $<$<CXX_COMPILER_ID:MSVC>:_CRT_SECURE_NO_WARNINGS>) target_compile_definitions(Lesson10 PRIVATE $<$<C_COMPILER_ID:MSVC>:_CRT_SECURE_NO_WARNINGS>)
if (CMAKE_SYSTEM_NAME STREQUAL "Darwin") if (CMAKE_SYSTEM_NAME STREQUAL "Darwin")
get_property(SDL3_IMPORTED_LOCATION TARGET SDL3::SDL3 PROPERTY IMPORTED_LOCATION) get_property(SDL3_IMPORTED_LOCATION TARGET SDL3::SDL3 PROPERTY IMPORTED_LOCATION)
if (SDL3_IMPORTED_LOCATION MATCHES "^/Library/Frameworks/") 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()
endif() endif()

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@@ -1,54 +1,58 @@
/* /*
* This Code Was Created By Lionel Brits & Jeff Molofee 2000 * This code was created by Lionel Brits & Jeff Molofee 2000.
* A HUGE Thanks To Fredric Echols For Cleaning Up * A HUGE thanks to Fredric Echols for cleaning up
* And Optimizing The Base Code, Making It More Flexible! * and optimizing the base code, making it more flexible!
* If You've Found This Code Useful, Please Let Me Know. * If you've found this code useful, please let me know.
* Visit My Site At nehe.gamedev.net * Visit my site at https://nehe.gamedev.net
*/ */
#include <math.h> // Math Library Header File #include <math.h>
#include <stdio.h> // Header File For Standard Input/Output #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <stdbool.h> #include <stdbool.h>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#define SDL_MAIN_USE_CALLBACKS #define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL_main.h> #include <SDL3/SDL_main.h>
#include <SDL3/SDL_opengl.h> // Header File For The OpenGL32 Library #include <SDL3/SDL_opengl.h>
SDL_Window* win = NULL; // Holds Our Window Handle #define BTTN_YES 0
SDL_GLContext ctx = NULL; // Permanent Rendering Context #define BTTN_NO 1
bool fullscreen = false; static int ShowYesNoMessageBox(SDL_Window *window, int defaultbttn, const char *title, const char *message)
bool blend = false; // Blending ON/OFF
static const SDL_MessageBoxButtonData yesnobttns[2] =
{ {
const SDL_MessageBoxButtonFlags defaultflags =
SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
const SDL_MessageBoxButtonData yesnobttns[2] =
{ {
/*flags */ 0, { .flags = defaultbttn == BTTN_YES ? defaultflags : 0, .buttonID = BTTN_YES, .text = "Yes" },
/*buttonid */ 0, { .flags = defaultbttn == BTTN_NO ? defaultflags : 0, .buttonID = BTTN_NO, .text = "No" }
/*text */ "Yes" };
}, const SDL_MessageBoxData msgbox =
{ {
/*flags */ SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT, .flags = SDL_MESSAGEBOX_INFORMATION,
/*buttonid */ 1, .window = window,
/*text */ "No" .title = title,
} .message = message,
}; .numbuttons = 2,
.buttons = yesnobttns,
.colorScheme = NULL
};
int bttnid = defaultbttn;
SDL_ShowMessageBox(&msgbox, &bttnid);
return bttnid;
}
typedef struct tagCAMERA typedef struct tagCAMERA
{ {
float heading; float heading;
float xpos, zpos; float xpos, zpos;
float yrot; // Y Rotation float yrot;
float walkbias, walkbiasangle; float walkbias, walkbiasangle;
float lookupdown; float lookupdown;
float z; // Depth Into The Screen float z;
} CAMERA; } CAMERA;
CAMERA camera;
unsigned filter; // Which Filter To Use
GLuint texture[3] = { 0, 0, 0 }; // Storage For 3 Textures
typedef struct tagVERTEX typedef struct tagVERTEX
{ {
float x, y, z; float x, y, z;
@@ -63,13 +67,56 @@ typedef struct tagTRIANGLE
typedef struct tagSECTOR typedef struct tagSECTOR
{ {
int numtriangles; int numtriangles;
TRIANGLE* triangle; TRIANGLE *triangle;
} SECTOR; } SECTOR;
// Our Model Goes Here: typedef struct tagAPPSTATE
SECTOR sector1 = { .numtriangles = 0, .triangle = NULL }; {
SDL_Window *win;
SDL_GLContext ctx;
void readstr(FILE *f, char *string) 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 do
{ {
@@ -78,39 +125,39 @@ void readstr(FILE *f, char *string)
return; return;
} }
void SetupWorld(void) static void SetupWorld(APPSTATE *state)
{ {
float x, y, z, u, v; float x, y, z, u, v;
int numtriangles; int numtriangles;
FILE *filein; FILE *filein;
char oneline[255]; char oneline[255];
filein = fopen("data/world.txt", "r"); // File To Load World Data From filein = fopenResource(state, "Data/World.txt", "r"); // File to load world data from
readstr(filein, oneline); readstr(filein, oneline);
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles); sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
sector1.triangle = malloc(sizeof(TRIANGLE) * numtriangles); state->sector1.triangle = malloc(sizeof(TRIANGLE) * numtriangles);
sector1.numtriangles = numtriangles; state->sector1.numtriangles = numtriangles;
for (int loop = 0; loop < numtriangles; loop++) for (int loop = 0; loop < numtriangles; loop++)
{ {
for (int vert = 0; vert < 3; vert++) for (int vert = 0; vert < 3; vert++)
{ {
readstr(filein, oneline); readstr(filein, oneline);
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v); sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
sector1.triangle[loop].vertex[vert].x = x; state->sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y; state->sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z; state->sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u; state->sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v; state->sector1.triangle[loop].vertex[vert].v = v;
} }
} }
fclose(filein); fclose(filein);
return; return;
} }
bool FlipSurface(SDL_Surface *surface) static bool FlipSurface(SDL_Surface *surface)
{ {
if (!surface || SDL_LockSurface(surface) < 0) if (!surface || !SDL_LockSurface(surface))
{ {
return false; return false;
} }
@@ -138,17 +185,23 @@ bool FlipSurface(SDL_Surface *surface)
return true; return true;
} }
bool LoadGLTextures(void) // Load bitmap as textures static bool LoadGLTextures(APPSTATE *state)
{ {
SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture // Load & flip the bitmap
char *path = resourcePath(state, "Data/Mud.bmp");
// Load & flip the bitmap, check for errors if (!path)
if (!(TextureImage = SDL_LoadBMP("Data/Mud.bmp")) || !FlipSurface(TextureImage))
{ {
return false; return false;
} }
SDL_Surface *TextureImage = SDL_LoadBMP(path);
free(path);
if (!TextureImage || !FlipSurface(TextureImage))
{
SDL_DestroySurface(TextureImage);
return false;
}
glGenTextures(3, &texture[0]); // Create three textures glGenTextures(3, &state->texture[0]); // Create three textures
GLint params[3][3] = GLint params[3][3] =
{ {
[0] = { GL_NEAREST, GL_NEAREST, GL_FALSE }, // Nearest filtered [0] = { GL_NEAREST, GL_NEAREST, GL_FALSE }, // Nearest filtered
@@ -157,7 +210,7 @@ bool LoadGLTextures(void) // Load bitmap as textures
}; };
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
{ {
glBindTexture(GL_TEXTURE_2D, texture[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_MAG_FILTER, params[i][0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, params[i][1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, params[i][1]);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, params[i][2]); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, params[i][2]);
@@ -166,7 +219,8 @@ bool LoadGLTextures(void) // Load bitmap as textures
0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels); 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
} }
SDL_DestroySurface(TextureImage); // Free the image structure // Free temporary surface
SDL_DestroySurface(TextureImage);
return true; return true;
} }
@@ -187,235 +241,220 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou
glLoadMatrixd(mtx); glLoadMatrixd(mtx);
} }
void ReSizeGLScene(int width, int height) // Resize And Initialize The GL Window /* 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 A Divide By Zero By if (height == 0) // Prevent division-by-zero by ensuring height is non-zero
{ {
height = 1; // Making Height Equal One height = 1;
} }
glViewport(0, 0, width, height); // Reset The Current Viewport glViewport(0, 0, width, height); // Reset the current viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glMatrixMode(GL_PROJECTION); // Select & reset the projection matrix
glLoadIdentity(); // Reset The Projection Matrix glLoadIdentity();
// Calculate The Aspect Ratio Of The Window float aspect = (float)width / (float)height; // Calculate aspect ratio
gluPerspective(45.0f, (float)width / (float)height, 0.1f, 100.0f); gluPerspective(45.0f, aspect, 0.1f, 100.0f); // Setup perspective matrix
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glMatrixMode(GL_MODELVIEW); // Select & reset the modelview matrix
glLoadIdentity(); // Reset The Modelview Matrix glLoadIdentity();
} }
bool InitGL(void) // All Setup For OpenGL Goes Here static bool InitGL(APPSTATE *state)
{ {
if (!LoadGLTextures()) // Jump To Texture Loading Routine if (!LoadGLTextures(state)) // Load textures
{ {
return false; return false;
} }
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glEnable(GL_TEXTURE_2D); // Enable texture mapping
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Set The Blending Function For Translucency 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 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Set the background clear color to black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer glClearDepth(1.0); // Ensure depth buffer clears to furthest value
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do glDepthFunc(GL_LESS); // Pass if pixel depth value tests less than the depth buffer value
glEnable(GL_DEPTH_TEST); // Enables Depth Testing glEnable(GL_DEPTH_TEST); // Enable depth testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glShadeModel(GL_SMOOTH); // Enable Smooth color shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Request the implementation to use perspective correct interpolation
SetupWorld(); SetupWorld(state);
return true; // Initialization Went OK return true;
} }
void DrawGLScene(void) // Here's Where We Do All The Drawing static void DrawGLScene(APPSTATE *state)
{ {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the color and depth buffers
glLoadIdentity(); // Reset The View glLoadIdentity(); // Reset modelview
GLfloat x_m, y_m, z_m, u_m, v_m; GLfloat x_m, y_m, z_m, u_m, v_m;
GLfloat xtrans = -camera.xpos; GLfloat xtrans = -state->camera.xpos;
GLfloat ztrans = -camera.zpos; GLfloat ztrans = -state->camera.zpos;
GLfloat ytrans = -camera.walkbias - 0.25f; GLfloat ytrans = -state->camera.walkbias - 0.25f;
GLfloat sceneroty = 360.0f - camera.yrot; GLfloat sceneroty = 360.0f - state->camera.yrot;
int numtriangles; int numtriangles;
glRotatef(camera.lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(state->camera.lookupdown, 1.0f, 0.0f, 0.0f);
glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f);
glTranslatef(xtrans, ytrans, ztrans); glTranslatef(xtrans, ytrans, ztrans);
glBindTexture(GL_TEXTURE_2D, texture[filter]); glBindTexture(GL_TEXTURE_2D, state->texture[state->filter]);
numtriangles = sector1.numtriangles; numtriangles = state->sector1.numtriangles;
// Process Each Triangle
for (int loop_m = 0; loop_m < numtriangles; loop_m++) for (int loop_m = 0; loop_m < numtriangles; loop_m++)
{ {
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
glNormal3f(0.0f, 0.0f, 1.0f); glNormal3f(0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x; x_m = state->sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y; y_m = state->sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z; z_m = state->sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u; u_m = state->sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v; v_m = state->sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m); glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
x_m = sector1.triangle[loop_m].vertex[1].x; x_m = state->sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y; y_m = state->sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z; z_m = state->sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u; u_m = state->sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v; v_m = state->sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m); glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
x_m = sector1.triangle[loop_m].vertex[2].x; x_m = state->sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y; y_m = state->sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z; z_m = state->sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u; u_m = state->sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v; v_m = state->sector1.triangle[loop_m].vertex[2].v;
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();
} }
} }
void KillGLWindow(void) // Properly Kill The Window static void KillGLWindow(APPSTATE *state)
{ {
if (fullscreen) // Are We In Fullscreen Mode? // Restore windowed state & cursor visibility
if (state->fullscreen)
{ {
SDL_SetWindowFullscreen(win, SDL_FALSE); // If So Switch Back To The Desktop SDL_SetWindowFullscreen(state->win, false);
SDL_ShowCursor(); // Show Mouse Pointer SDL_ShowCursor();
} }
if (ctx) // Do We Have A Rendering Context? // Release and delete rendering context
if (state->ctx)
{ {
if (SDL_GL_MakeCurrent(win, NULL)) // Are We Able To Release The DC And RC Contexts? if (!SDL_GL_MakeCurrent(state->win, NULL))
{ {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
} }
SDL_GL_DeleteContext(ctx); // Delete The RC SDL_GL_DestroyContext(state->ctx);
ctx = NULL; // Set RC To NULL state->ctx = NULL;
} }
SDL_DestroyWindow(win); // Destroy The Window SDL_DestroyWindow(state->win);
win = NULL; // Set hWnd To NULL state->win = 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 OpenGL window or fullscreen mode *
* height - Height Of The GL 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) * * 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) */
static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height, int bits, bool fullscreenflag)
bool CreateGLWindow(char *title, int width, int height, int bits, bool fullscreenflag)
{ {
SDL_Rect WindowRect; // Grabs Rectangle Upper Left / Lower Right Values state->fullscreen = fullscreenflag;
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 if (!(state->win = SDL_CreateWindow(title, width, height,
// Create The Window
if (!(win = SDL_CreateWindow(title,
WindowRect.w, // Window Width
WindowRect.h, // Window Height
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY))) SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
{ {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL);
return false; // Return FALSE return false;
} }
if (fullscreen) // Attempt Fullscreen Mode? // Try entering fullscreen mode if requested
if (fullscreenflag)
{ {
if (SDL_SetWindowFullscreen(win, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results. if (!SDL_SetWindowFullscreen(state->win, true))
{ {
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. // If mode switching fails, ask the user to quit or use to windowed mode
const SDL_MessageBoxData msgbox = 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)
{ {
SDL_MESSAGEBOX_INFORMATION, // User chose to quit
win,
"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 == 1)
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL);
return false; // Return FALSE return false;
} }
fullscreen = false; state->fullscreen = false;
} }
} }
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); 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_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Must Support Double Buffering 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_RED_SIZE, 0); // Color bits ignored
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_BLUE_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_ALPHA_SIZE, 0); // No alpha buffer
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // No Accumulation 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_RED_SIZE, 0); // Accumulation bits ignored
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_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_DEPTH_SIZE, 16); // 16-bit Z-buffer (depth buffer)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No Stencil Buffer SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No stencil buffer
if (!(ctx = SDL_GL_CreateContext(win))) // Are We Able To Get A Rendering Context? 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); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL);
return false; // Return FALSE return false;
} }
if (SDL_GL_MakeCurrent(win, ctx)) // Try To Activate The Rendering Context if (!SDL_GL_MakeCurrent(state->win, state->ctx)) // Activate the rendering context
{ {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
return false; // Return FALSE return false;
} }
SDL_ShowWindow(win); SDL_ShowWindow(state->win);
SDL_GL_SetSwapInterval(1); SDL_GL_SetSwapInterval(1); // Enable VSync
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen ReSizeGLScene(width, height); // Set up our viewport and perspective
if (!InitGL()) // Initialize Our Newly Created GL Window if (!InitGL(state)) // Initialize the scene
{ {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
return false; // Return FALSE return false;
} }
return true; // Success return true;
} }
int SDL_AppEvent(const SDL_Event *event) SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{ {
APPSTATE *state = (APPSTATE *)appstate;
switch (event->type) switch (event->type)
{ {
case SDL_EVENT_QUIT: // Have we received a quit event? case SDL_EVENT_QUIT: // Have we received a quit event?
return 1; // Exit with success status return SDL_APP_SUCCESS;
case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_DOWN:
if (event->key.keysym.sym == SDLK_ESCAPE) // Quit on Escape if (event->key.key == SDLK_ESCAPE) // Quit on escape key
{ {
return 1; // Exit with success status return SDL_APP_SUCCESS;
} }
if (!event->key.repeat) // Was a key just pressed? if (!event->key.repeat) // Was a key just pressed?
{ {
switch (event->key.keysym.sym) switch (event->key.key)
{ {
case SDLK_b: // B = Toggle blending case SDLK_B: // B = Toggle blending
blend = !blend; state->blend = !state->blend;
if (!blend) if (!state->blend)
{ {
glDisable(GL_BLEND); glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
@@ -425,142 +464,141 @@ int SDL_AppEvent(const SDL_Event *event)
glEnable(GL_BLEND); glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
} }
return 0; break;
case SDLK_f: // F = Cycle texture filtering case SDLK_F: // F = Cycle texture filtering
filter += 1; state->filter += 1;
if (filter > 2) if (state->filter > 2)
{ {
filter = 0; state->filter = 0;
} }
return 0; break;
case SDLK_F1: // F1 = Toggle Fullscreen / Windowed Mode case SDLK_F1: // F1 = Toggle fullscreen / windowed mode
SDL_SetWindowFullscreen(win, !fullscreen); SDL_SetWindowFullscreen(state->win, !state->fullscreen);
return 0; break;
default: return 0; default: break;
} }
} }
return 0; break;
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Deal with window resizes case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Deal with window resizes
ReSizeGLScene(event->window.data1, event->window.data2); // data1=Backbuffer Width, data2=Backbuffer Height ReSizeGLScene(event->window.data1, event->window.data2); // data1=Backbuffer Width, data2=Backbuffer Height
return 0; break;
case SDL_EVENT_WINDOW_ENTER_FULLSCREEN: case SDL_EVENT_WINDOW_ENTER_FULLSCREEN:
fullscreen = true; state->fullscreen = true;
return 0; break;
case SDL_EVENT_WINDOW_LEAVE_FULLSCREEN: case SDL_EVENT_WINDOW_LEAVE_FULLSCREEN:
fullscreen = false; state->fullscreen = false;
return 0; break;
default: return 0; default: break;
} }
return SDL_APP_CONTINUE;
} }
int SDL_AppIterate(void) SDL_AppResult SDL_AppIterate(void *appstate)
{ {
DrawGLScene(); // Draw the scene APPSTATE *state = (APPSTATE *)appstate;
SDL_GL_SwapWindow(win); // Swap buffers (Double buffering) DrawGLScene(state); // Draw the scene
SDL_GL_SwapWindow(state->win); // Swap buffers (double buffering)
// Handle keyboard input // Handle keyboard input
const Uint8* keys = SDL_GetKeyboardState(NULL); const bool *keys = SDL_GetKeyboardState(NULL);
if (keys[SDL_SCANCODE_PAGEUP]) if (keys[SDL_SCANCODE_PAGEUP])
{ {
camera.z -= 0.02f; state->camera.z -= 0.02f;
} }
if (keys[SDL_SCANCODE_PAGEDOWN]) if (keys[SDL_SCANCODE_PAGEDOWN])
{ {
camera.z += 0.02f; state->camera.z += 0.02f;
} }
const float piover180 = 0.0174532925f; const float piover180 = 0.0174532925f;
if (keys[SDL_SCANCODE_UP]) if (keys[SDL_SCANCODE_UP])
{ {
camera.xpos -= sinf(camera.heading * piover180) * 0.05f; state->camera.xpos -= sinf(state->camera.heading * piover180) * 0.05f;
camera.zpos -= cosf(camera.heading * piover180) * 0.05f; state->camera.zpos -= cosf(state->camera.heading * piover180) * 0.05f;
if (camera.walkbiasangle >= 359.0f) if (state->camera.walkbiasangle >= 359.0f)
{ {
camera.walkbiasangle = 0.0f; state->camera.walkbiasangle = 0.0f;
} }
else else
{ {
camera.walkbiasangle += 10; state->camera.walkbiasangle += 10;
} }
camera.walkbias = sinf(camera.walkbiasangle * piover180) / 20.0f; state->camera.walkbias = sinf(state->camera.walkbiasangle * piover180) / 20.0f;
} }
if (keys[SDL_SCANCODE_DOWN]) if (keys[SDL_SCANCODE_DOWN])
{ {
camera.xpos += sinf(camera.heading * piover180) * 0.05f; state->camera.xpos += sinf(state->camera.heading * piover180) * 0.05f;
camera.zpos += cosf(camera.heading * piover180) * 0.05f; state->camera.zpos += cosf(state->camera.heading * piover180) * 0.05f;
if (camera.walkbiasangle <= 1.0f) if (state->camera.walkbiasangle <= 1.0f)
{ {
camera.walkbiasangle = 359.0f; state->camera.walkbiasangle = 359.0f;
} }
else else
{ {
camera.walkbiasangle -= 10; state->camera.walkbiasangle -= 10;
} }
camera.walkbias = sinf(camera.walkbiasangle * piover180) / 20.0f; state->camera.walkbias = sinf(state->camera.walkbiasangle * piover180) / 20.0f;
} }
if (keys[SDL_SCANCODE_RIGHT]) if (keys[SDL_SCANCODE_RIGHT])
{ {
camera.heading -= 1.0f; state->camera.heading -= 1.0f;
camera.yrot = camera.heading; state->camera.yrot = state->camera.heading;
} }
if (keys[SDL_SCANCODE_LEFT]) if (keys[SDL_SCANCODE_LEFT])
{ {
camera.heading += 1.0f; state->camera.heading += 1.0f;
camera.yrot = camera.heading; state->camera.yrot = state->camera.heading;
} }
if (keys[SDL_SCANCODE_PAGEUP]) if (keys[SDL_SCANCODE_PAGEUP])
{ {
camera.lookupdown -= 1.0f; state->camera.lookupdown -= 1.0f;
} }
if (keys[SDL_SCANCODE_PAGEDOWN]) if (keys[SDL_SCANCODE_PAGEDOWN])
{ {
camera.lookupdown += 1.0f; state->camera.lookupdown += 1.0f;
} }
return 0; return SDL_APP_CONTINUE;
} }
int SDL_AppInit(int argc, char *argv[]) SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{ {
SDL_Init(SDL_INIT_VIDEO); if (!SDL_Init(SDL_INIT_VIDEO))
// Ask The User Which Screen Mode They Prefer
const SDL_MessageBoxData msgbox =
{ {
/* flags */ SDL_MESSAGEBOX_INFORMATION, return SDL_APP_FAILURE;
/* window */ win,
/* 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);
// Create Our OpenGL Window
const bool wantfullscreen = (bttnid == 0);
if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, wantfullscreen))
{
return -1; // Quit If Window Was Not Created
} }
camera = (CAMERA) 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, .heading = 0.0f,
.xpos = 0.0f, .xpos = 0.0f,
@@ -570,19 +608,40 @@ int SDL_AppInit(int argc, char *argv[])
.walkbiasangle = 0.0f, .walkbiasangle = 0.0f,
.lookupdown = 0.0f, .lookupdown = 0.0f,
.z = 0.0f .z = 0.0f
},
.filter = 0,
.texture = { 0, 0, 0 },
.sector1 = (SECTOR){ .numtriangles = 0, .triangle = NULL }
}; };
return 0; // 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 SDL_AppQuit(void *appstate, SDL_AppResult result)
{ {
// Shutdown if (appstate)
free(sector1.triangle);
if (ctx)
{ {
glDeleteTextures(3, texture); APPSTATE *state = (APPSTATE *)appstate;
free(state->sector1.triangle);
if (state->ctx)
{
glDeleteTextures(3, state->texture);
} }
KillGLWindow(); // Kill The Window KillGLWindow(state);
free(state);
}
SDL_Quit(); SDL_Quit();
} }