mirror of
https://github.com/ScrelliCopter/Lesson10-SDL3.git
synced 2025-02-21 07:19:26 +11:00
648 lines
18 KiB
C
648 lines
18 KiB
C
/*
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* This code was created by Lionel Brits & Jeff Molofee 2000.
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* A HUGE thanks to Fredric Echols for cleaning up
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* and optimizing the base code, making it more flexible!
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* If you've found this code useful, please let me know.
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* Visit my site at https://nehe.gamedev.net
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*/
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <SDL3/SDL.h>
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#define SDL_MAIN_USE_CALLBACKS
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_opengl.h>
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#define BTTN_YES 0
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#define BTTN_NO 1
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static int ShowYesNoMessageBox(SDL_Window *window, int defaultbttn, const char *title, const char *message)
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{
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const SDL_MessageBoxButtonFlags defaultflags =
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SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
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const SDL_MessageBoxButtonData yesnobttns[2] =
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{
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{ .flags = defaultbttn == BTTN_YES ? defaultflags : 0, .buttonID = BTTN_YES, .text = "Yes" },
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{ .flags = defaultbttn == BTTN_NO ? defaultflags : 0, .buttonID = BTTN_NO, .text = "No" }
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};
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const SDL_MessageBoxData msgbox =
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{
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.flags = SDL_MESSAGEBOX_INFORMATION,
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.window = window,
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.title = title,
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.message = message,
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.numbuttons = 2,
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.buttons = yesnobttns,
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.colorScheme = NULL
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};
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int bttnid = defaultbttn;
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SDL_ShowMessageBox(&msgbox, &bttnid);
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return bttnid;
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}
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typedef struct tagCAMERA
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{
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float heading;
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float xpos, zpos;
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float yrot;
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float walkbias, walkbiasangle;
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float lookupdown;
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float z;
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} CAMERA;
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typedef struct tagVERTEX
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{
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float x, y, z;
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float u, v;
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} VERTEX;
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typedef struct tagTRIANGLE
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{
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VERTEX vertex[3];
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} TRIANGLE;
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typedef struct tagSECTOR
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{
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int numtriangles;
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TRIANGLE *triangle;
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} SECTOR;
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typedef struct tagAPPSTATE
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{
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SDL_Window *win;
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SDL_GLContext ctx;
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const char *resdir;
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bool fullscreen, blend;
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CAMERA camera;
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unsigned filter; // Filtered texture selection
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GLuint texture[3]; // Filtered textures
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SECTOR sector1;
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} APPSTATE;
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static char * resourcePath(const APPSTATE *restrict state, const char *restrict name)
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{
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if (!state || !name)
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{
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return NULL;
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}
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size_t resdirLen = strlen(state->resdir), nameLen = strlen(name);
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char *path = malloc(resdirLen + nameLen + 1);
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if (!path)
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{
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return NULL;
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}
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memcpy(path, state->resdir, resdirLen);
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memcpy(&path[resdirLen], name, nameLen);
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path[resdirLen + nameLen] = '\0';
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return path;
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}
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static FILE * fopenResource(const APPSTATE *restrict state, const char *restrict name, const char* restrict mode)
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{
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char *path = NULL;
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if (!mode || !(path = resourcePath(state, name)))
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{
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return NULL;
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}
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FILE *f = fopen(path, mode);
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free(path);
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return f;
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}
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static void readstr(FILE *f, char *string)
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{
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do
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{
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fgets(string, 255, f);
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} while ((string[0] == '/') || (string[0] == '\n'));
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return;
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}
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static void SetupWorld(APPSTATE *state)
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{
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float x, y, z, u, v;
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int numtriangles;
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FILE *filein;
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char oneline[255];
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filein = fopenResource(state, "Data/World.txt", "r"); // File to load world data from
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readstr(filein, oneline);
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sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
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state->sector1.triangle = malloc(sizeof(TRIANGLE) * numtriangles);
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state->sector1.numtriangles = numtriangles;
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for (int loop = 0; loop < numtriangles; loop++)
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{
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for (int vert = 0; vert < 3; vert++)
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{
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readstr(filein, oneline);
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sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
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state->sector1.triangle[loop].vertex[vert].x = x;
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state->sector1.triangle[loop].vertex[vert].y = y;
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state->sector1.triangle[loop].vertex[vert].z = z;
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state->sector1.triangle[loop].vertex[vert].u = u;
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state->sector1.triangle[loop].vertex[vert].v = v;
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}
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}
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fclose(filein);
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return;
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}
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static bool FlipSurface(SDL_Surface *surface)
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{
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if (!surface || !SDL_LockSurface(surface))
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{
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return false;
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}
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const int pitch = surface->pitch;
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const int numrows = surface->h;
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unsigned char *pixels = (unsigned char *)surface->pixels;
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unsigned char *tmprow = malloc(sizeof(unsigned char) * pitch);
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unsigned char *row1 = pixels;
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unsigned char *row2 = pixels + (numrows - 1) * pitch;
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for (int i = 0; i < numrows / 2; ++i)
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{
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// Swap rows
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memcpy(tmprow, row1, pitch);
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memcpy(row1, row2, pitch);
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memcpy(row2, tmprow, pitch);
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row1 += pitch;
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row2 -= pitch;
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}
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free(tmprow);
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SDL_UnlockSurface(surface);
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return true;
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}
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static bool LoadGLTextures(APPSTATE *state)
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{
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// Load & flip the bitmap
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char *path = resourcePath(state, "Data/Mud.bmp");
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if (!path)
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{
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return false;
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}
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SDL_Surface *TextureImage = SDL_LoadBMP(path);
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free(path);
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if (!TextureImage || !FlipSurface(TextureImage))
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{
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SDL_DestroySurface(TextureImage);
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return false;
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}
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glGenTextures(3, &state->texture[0]); // Create three textures
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GLint params[3][3] =
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{
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[0] = { GL_NEAREST, GL_NEAREST, GL_FALSE }, // Nearest filtered
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[1] = { GL_LINEAR, GL_LINEAR, GL_FALSE }, // Linear filtered
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[2] = { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_TRUE }, // MipMapped
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};
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for (int i = 0; i < 3; i++)
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{
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glBindTexture(GL_TEXTURE_2D, state->texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, params[i][0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, params[i][1]);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, params[i][2]);
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glTexImage2D(GL_TEXTURE_2D,
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0, 3, TextureImage->w, TextureImage->h,
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0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
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}
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// Free temporary surface
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SDL_DestroySurface(TextureImage);
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return true;
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}
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static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
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{
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double h = 1.0 / tan(fovy * (SDL_PI_D / 180.0) * 0.5);
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double w = h / aspect;
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double invcliprng = 1.0 / (zFar - zNear);
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double z = -(zFar + zNear) * invcliprng;
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double z2 = -(2.0 * zFar * zNear) * invcliprng;
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GLdouble mtx[16] =
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{
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w, 0.0, 0.0, 0.0,
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0.0, h, 0.0, 0.0,
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0.0, 0.0, z, -1.0,
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0.0, 0.0, z2, 0.0
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};
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glLoadMatrixd(mtx);
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}
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/* Set viewport size and setup matrices *
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* width - Width of the OpenGL framebuffer *
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* height - Height of the OpenGL framebuffer */
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static void ReSizeGLScene(int width, int height)
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{
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if (height == 0) // Prevent division-by-zero by ensuring height is non-zero
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{
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height = 1;
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}
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glViewport(0, 0, width, height); // Reset the current viewport
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glMatrixMode(GL_PROJECTION); // Select & reset the projection matrix
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glLoadIdentity();
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float aspect = (float)width / (float)height; // Calculate aspect ratio
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gluPerspective(45.0f, aspect, 0.1f, 100.0f); // Setup perspective matrix
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glMatrixMode(GL_MODELVIEW); // Select & reset the modelview matrix
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glLoadIdentity();
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}
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static bool InitGL(APPSTATE *state)
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{
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if (!LoadGLTextures(state)) // Load textures
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{
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return false;
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}
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glEnable(GL_TEXTURE_2D); // Enable texture mapping
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glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Set the blending function for translucency
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Set the background clear color to black
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glClearDepth(1.0); // Ensure depth buffer clears to furthest value
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glDepthFunc(GL_LESS); // Pass if pixel depth value tests less than the depth buffer value
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glEnable(GL_DEPTH_TEST); // Enable depth testing
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glShadeModel(GL_SMOOTH); // Enable Smooth color shading
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Request the implementation to use perspective correct interpolation
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SetupWorld(state);
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return true;
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}
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static void DrawGLScene(APPSTATE *state)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the color and depth buffers
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glLoadIdentity(); // Reset modelview
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GLfloat x_m, y_m, z_m, u_m, v_m;
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GLfloat xtrans = -state->camera.xpos;
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GLfloat ztrans = -state->camera.zpos;
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GLfloat ytrans = -state->camera.walkbias - 0.25f;
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GLfloat sceneroty = 360.0f - state->camera.yrot;
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int numtriangles;
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glRotatef(state->camera.lookupdown, 1.0f, 0.0f, 0.0f);
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glRotatef(sceneroty, 0.0f, 1.0f, 0.0f);
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glTranslatef(xtrans, ytrans, ztrans);
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glBindTexture(GL_TEXTURE_2D, state->texture[state->filter]);
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numtriangles = state->sector1.numtriangles;
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for (int loop_m = 0; loop_m < numtriangles; loop_m++)
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{
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glBegin(GL_TRIANGLES);
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glNormal3f(0.0f, 0.0f, 1.0f);
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x_m = state->sector1.triangle[loop_m].vertex[0].x;
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y_m = state->sector1.triangle[loop_m].vertex[0].y;
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z_m = state->sector1.triangle[loop_m].vertex[0].z;
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u_m = state->sector1.triangle[loop_m].vertex[0].u;
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v_m = state->sector1.triangle[loop_m].vertex[0].v;
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glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
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x_m = state->sector1.triangle[loop_m].vertex[1].x;
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y_m = state->sector1.triangle[loop_m].vertex[1].y;
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z_m = state->sector1.triangle[loop_m].vertex[1].z;
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u_m = state->sector1.triangle[loop_m].vertex[1].u;
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v_m = state->sector1.triangle[loop_m].vertex[1].v;
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glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
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x_m = state->sector1.triangle[loop_m].vertex[2].x;
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y_m = state->sector1.triangle[loop_m].vertex[2].y;
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z_m = state->sector1.triangle[loop_m].vertex[2].z;
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u_m = state->sector1.triangle[loop_m].vertex[2].u;
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v_m = state->sector1.triangle[loop_m].vertex[2].v;
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glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
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glEnd();
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}
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}
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static void KillGLWindow(APPSTATE *state)
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{
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// Restore windowed state & cursor visibility
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if (state->fullscreen)
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{
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SDL_SetWindowFullscreen(state->win, false);
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SDL_ShowCursor();
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}
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// Release and delete rendering context
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if (state->ctx)
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{
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if (!SDL_GL_MakeCurrent(state->win, NULL))
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
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}
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SDL_GL_DestroyContext(state->ctx);
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state->ctx = NULL;
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}
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SDL_DestroyWindow(state->win);
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state->win = NULL;
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}
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/* This code creates our OpenGL window, parameters are: *
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* title - Title to appear at the top of the window *
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* width - Width of the OpenGL window or fullscreen mode *
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* height - Height of the OpenGL window or fullscreen mode *
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* bits - Number of bits to use for color (8/16/24/32) *
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* fullscreenflag - Use fullscreen mode (true) Or windowed mode (false) */
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static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height, int bits, bool fullscreenflag)
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{
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state->fullscreen = fullscreenflag;
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if (!(state->win = SDL_CreateWindow(title, width, height,
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SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL);
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return false;
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}
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// Try entering fullscreen mode if requested
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if (fullscreenflag)
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{
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if (!SDL_SetWindowFullscreen(state->win, true))
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{
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// If mode switching fails, ask the user to quit or use to windowed mode
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int bttnid = ShowYesNoMessageBox(state->win, BTTN_YES, "NeHe GL",
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"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?");
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if (bttnid == BTTN_NO)
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{
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// User chose to quit
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL);
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return false;
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}
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state->fullscreen = false;
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}
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Double buffered framebuffer
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color bits ignored
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // No alpha buffer
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SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // No accumulation buffer
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SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // Accumulation bits ignored
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SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // 16-bit Z-buffer (depth buffer)
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No stencil buffer
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if (!(state->ctx = SDL_GL_CreateContext(state->win))) // Create rendering context
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL);
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return false;
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}
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if (!SDL_GL_MakeCurrent(state->win, state->ctx)) // Activate the rendering context
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
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return false;
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}
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SDL_ShowWindow(state->win);
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SDL_GL_SetSwapInterval(1); // Enable VSync
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ReSizeGLScene(width, height); // Set up our viewport and perspective
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if (!InitGL(state)) // Initialize the scene
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
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return false;
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}
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return true;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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APPSTATE *state = (APPSTATE *)appstate;
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switch (event->type)
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{
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case SDL_EVENT_QUIT: // Have we received a quit event?
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return SDL_APP_SUCCESS;
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case SDL_EVENT_KEY_DOWN:
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if (event->key.key == SDLK_ESCAPE) // Quit on escape key
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{
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return SDL_APP_SUCCESS;
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}
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if (!event->key.repeat) // Was a key just pressed?
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{
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switch (event->key.key)
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{
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case SDLK_B: // B = Toggle blending
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state->blend = !state->blend;
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if (!state->blend)
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{
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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}
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else
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{
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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}
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break;
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case SDLK_F: // F = Cycle texture filtering
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state->filter += 1;
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if (state->filter > 2)
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{
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state->filter = 0;
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}
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break;
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case SDLK_F1: // F1 = Toggle fullscreen / windowed mode
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SDL_SetWindowFullscreen(state->win, !state->fullscreen);
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break;
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default: break;
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}
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}
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break;
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case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Deal with window resizes
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ReSizeGLScene(event->window.data1, event->window.data2); // data1=Backbuffer Width, data2=Backbuffer Height
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break;
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|
|
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();
|
|
}
|