/* * 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 Library Header File #include // Header File For Standard Input/Output #include #include #include #include #include // Header File For The OpenGL32 Library SDL_Window* win = NULL; // Holds Our Window Handle SDL_GLContext ctx = 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 = false; // Blending ON/OFF bool bpressed = false; // B Pressed? bool fpressed = false; // 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, zpos; GLfloat yrot; // Y Rotation GLfloat walkbias = 0.0f; GLfloat walkbiasangle = 0.0f; GLfloat lookupdown = 0.0f; GLfloat z = 0.0f; // Depth Into The Screen GLuint filter; // Which Filter To Use // Storage For 3 Textures GLuint texture[3] = { 0, 0, 0}; 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; // Our Model Goes Here: SECTOR sector1 = { .numtriangles = 0, .triangle = NULL }; void readstr(FILE *f, char *string) { do { fgets(string, 255, f); } while ((string[0] == '/') || (string[0] == '\n')); return; } void SetupWorld(void) { float x, y, z, u, v; int numtriangles; FILE *filein; char oneline[255]; filein = fopen("data/world.txt", "r"); // File To Load World Data From readstr(filein, oneline); sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles); sector1.triangle = malloc(sizeof(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 || 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 = 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; } int LoadGLTextures(void) // 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); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels); } SDL_DestroySurface(TextureImage); // Free The Image Structure return Status; // Return The Status } void FreeResources(void) { free(sector1.triangle); glDeleteTextures(3, texture); } 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; double 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); } void 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(void) // 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(void) // 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, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); 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 } void KillGLWindow(void) // Properly Kill The Window { if (fullscreen) // Are We In Fullscreen Mode? { SDL_SetWindowFullscreen(win, 0); // If So Switch Back To The Desktop SDL_ShowCursor(); // Show Mouse Pointer } if (ctx) // Do We Have A Rendering Context? { if (SDL_GL_MakeCurrent(win, 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(ctx); // Delete The RC ctx = NULL; // Set RC To NULL } SDL_DestroyWindow(win); // Destroy The Window win = 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 (!(win = SDL_CreateWindow(title, WindowRect.w, // Window Width WindowRect.h, // Window Height SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY))) { 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(win, 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, 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 == 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, 4); 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 (!(ctx = SDL_GL_CreateContext(win))) // 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(win, ctx)) // 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(win); SDL_GL_SetSwapInterval(1); ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { FreeResources(); 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 */ 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); 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(win); // Swap Buffers (Double Buffering) if (keys[SDL_SCANCODE_B] && !bpressed) { bpressed = 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]) { bpressed = false; } if (keys[SDL_SCANCODE_F] && !fpressed) { fpressed = true; filter += 1; if (filter > 2) { filter = 0; } } if (!keys[SDL_SCANCODE_F]) { fpressed = 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 FreeResources(); 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 FreeResources(); KillGLWindow(); // Kill The Window SDL_Quit(); return EXIT_SUCCESS; // Exit The Program }