/* * 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 #include #include #include #include #define SDL_MAIN_USE_CALLBACKS #include #include #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(); }