mirror of
https://github.com/ScrelliCopter/Lesson10-SDL3.git
synced 2025-02-21 07:19:26 +11:00
589 lines
17 KiB
C
589 lines
17 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 nehe.gamedev.net
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*/
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#include <math.h> // Math Library Header File
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#include <stdio.h> // Header File For Standard Input/Output
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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> // Header File For The OpenGL32 Library
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SDL_Window* win = NULL; // Holds Our Window Handle
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SDL_GLContext ctx = NULL; // Permanent Rendering Context
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bool fullscreen = true; // Fullscreen Flag Set To Fullscreen Mode By Default
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bool blend = false; // Blending ON/OFF
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static const SDL_MessageBoxButtonData yesnobttns[2] =
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{
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{
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/*flags */ 0,
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/*buttonid */ 0,
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/*text */ "Yes"
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},
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{
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/*flags */ SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT,
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/*buttonid */ 1,
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/*text */ "No"
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}
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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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GLfloat yrot; // Y Rotation
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GLfloat walkbias, walkbiasangle;
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GLfloat lookupdown;
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GLfloat z; // Depth Into The Screen
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} CAMERA;
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CAMERA camera;
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GLuint filter; // Which Filter To Use
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GLuint texture[3] = { 0, 0, 0 }; // Storage For 3 Textures
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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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// Our Model Goes Here:
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SECTOR sector1 = { .numtriangles = 0, .triangle = NULL };
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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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void SetupWorld(void)
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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 = fopen("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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sector1.triangle = malloc(sizeof(TRIANGLE) * numtriangles);
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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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sector1.triangle[loop].vertex[vert].x = x;
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sector1.triangle[loop].vertex[vert].y = y;
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sector1.triangle[loop].vertex[vert].z = z;
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sector1.triangle[loop].vertex[vert].u = u;
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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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bool FlipSurface(SDL_Surface *surface)
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{
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if (!surface || SDL_LockSurface(surface) < 0)
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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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int LoadGLTextures(void) // Load bitmap as textures
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{
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SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture
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// Load & flip the bitmap, check for errors
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if (!(TextureImage = SDL_LoadBMP("Data/Mud.bmp")) || !FlipSurface(TextureImage))
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{
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return false;
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}
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glGenTextures(3, &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, 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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SDL_DestroySurface(TextureImage); // Free the image structure
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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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double 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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void ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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{
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if (height == 0) // Prevent A Divide By Zero By
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{
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height = 1; // Making Height Equal One
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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 The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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}
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int InitGL(void) // All Setup For OpenGL Goes Here
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{
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if (!LoadGLTextures()) // Jump To Texture Loading Routine
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{
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return 0; // If Texture Didn't Load 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); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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SetupWorld();
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return 1; // Initialization Went OK
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}
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void DrawGLScene(void) // Here's Where We Do All The Drawing
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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GLfloat x_m, y_m, z_m, u_m, v_m;
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GLfloat xtrans = -camera.xpos;
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GLfloat ztrans = -camera.zpos;
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GLfloat ytrans = -camera.walkbias - 0.25f;
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GLfloat sceneroty = 360.0f - camera.yrot;
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int numtriangles;
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glRotatef(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, texture[filter]);
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numtriangles = sector1.numtriangles;
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// Process Each Triangle
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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 = sector1.triangle[loop_m].vertex[0].x;
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y_m = sector1.triangle[loop_m].vertex[0].y;
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z_m = sector1.triangle[loop_m].vertex[0].z;
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u_m = sector1.triangle[loop_m].vertex[0].u;
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v_m = 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 = sector1.triangle[loop_m].vertex[1].x;
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y_m = sector1.triangle[loop_m].vertex[1].y;
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z_m = sector1.triangle[loop_m].vertex[1].z;
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u_m = sector1.triangle[loop_m].vertex[1].u;
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v_m = 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 = sector1.triangle[loop_m].vertex[2].x;
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y_m = sector1.triangle[loop_m].vertex[2].y;
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z_m = sector1.triangle[loop_m].vertex[2].z;
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u_m = sector1.triangle[loop_m].vertex[2].u;
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v_m = 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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void KillGLWindow(void) // Properly Kill The Window
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{
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if (fullscreen) // Are We In Fullscreen Mode?
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{
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SDL_SetWindowFullscreen(win, 0); // If So Switch Back To The Desktop
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SDL_ShowCursor(); // Show Mouse Pointer
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}
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if (ctx) // Do We Have A Rendering Context?
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{
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if (SDL_GL_MakeCurrent(win, NULL)) // Are We Able To Release The DC And RC Contexts?
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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_DeleteContext(ctx); // Delete The RC
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ctx = NULL; // Set RC To NULL
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}
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SDL_DestroyWindow(win); // Destroy The Window
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win = NULL; // Set hWnd To 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 GL Window Or Fullscreen Mode *
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* height - Height Of The GL 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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bool CreateGLWindow(char *title, int width, int height, int bits, bool fullscreenflag)
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{
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SDL_Rect WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
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WindowRect.x = 0; // Set Left Value To 0
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WindowRect.w = width; // Set Right Value To Requested Width
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WindowRect.y = 0; // Set Top Value To 0
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WindowRect.h = height; // Set Bottom Value To Requested Height
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fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
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// Create The Window
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if (!(win = SDL_CreateWindow(title,
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WindowRect.w, // Window Width
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WindowRect.h, // Window 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; // Return FALSE
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}
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if (fullscreen) // Attempt Fullscreen Mode?
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{
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if (SDL_SetWindowFullscreen(win, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results.
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{
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// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
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const SDL_MessageBoxData msgbox =
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{
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SDL_MESSAGEBOX_INFORMATION,
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win,
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"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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2,
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yesnobttns,
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NULL
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};
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int bttnid = 0;
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SDL_ShowMessageBox(&msgbox, &bttnid);
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if (bttnid == 0)
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{
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fullscreen = false; // Windowed Mode Selected. Fullscreen = FALSE
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}
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else
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{
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// Pop Up A Message Box Letting User Know The Program Is Closing.
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL);
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return false; // Return FALSE
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}
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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); // Must Support Double Buffering
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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); // 16Bit Z-Buffer (Depth Buffer)
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No Stencil Buffer
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if (!(ctx = SDL_GL_CreateContext(win))) // Are We Able To Get A 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; // Return FALSE
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}
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if (SDL_GL_MakeCurrent(win, ctx)) // Try To 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; // Return FALSE
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}
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SDL_ShowWindow(win);
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SDL_GL_SetSwapInterval(1);
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ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
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if (!InitGL()) // Initialize Our Newly Created GL Window
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
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return false; // Return FALSE
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}
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return true; // Success
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}
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int SDL_AppEvent(const SDL_Event *event)
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{
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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 1; // Exit with success status
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case SDL_EVENT_KEY_DOWN:
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if (event->key.keysym.scancode == SDL_SCANCODE_ESCAPE) // Quit on Escape
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{
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return 1; // Exit with success status
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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.keysym.scancode)
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{
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case SDL_SCANCODE_B: // B = Toggle blending
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blend = !blend;
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if (!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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return 0;
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case SDL_SCANCODE_F: // F = Cycle texture filtering
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filter += 1;
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if (filter > 2)
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{
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filter = 0;
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}
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return 0;
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case SDL_SCANCODE_F1:
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// Toggle Fullscreen / Windowed Mode
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fullscreen = !fullscreen;
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SDL_SetWindowFullscreen(win, fullscreen);
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return 0;
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default: return 0;
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}
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}
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return 0;
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case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Resize The OpenGL Window
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ReSizeGLScene(event->window.data1, event->window.data2); // data1=Width, data2=Height
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return 0;
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default: return 0;
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}
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}
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int SDL_AppIterate(void)
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{
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DrawGLScene(); // Draw the scene
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SDL_GL_SwapWindow(win); // Swap buffers (Double buffering)
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// Handle keyboard input
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const Uint8* keys = SDL_GetKeyboardState(NULL);
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if (keys[SDL_SCANCODE_PAGEUP])
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{
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camera.z -= 0.02f;
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}
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if (keys[SDL_SCANCODE_PAGEDOWN])
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{
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camera.z += 0.02f;
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}
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const float piover180 = 0.0174532925f;
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if (keys[SDL_SCANCODE_UP])
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{
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camera.xpos -= sinf(camera.heading * piover180) * 0.05f;
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camera.zpos -= cosf(camera.heading * piover180) * 0.05f;
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if (camera.walkbiasangle >= 359.0f)
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{
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|
camera.walkbiasangle = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
camera.walkbiasangle += 10;
|
|
}
|
|
camera.walkbias = sinf(camera.walkbiasangle * piover180) / 20.0f;
|
|
}
|
|
|
|
if (keys[SDL_SCANCODE_DOWN])
|
|
{
|
|
camera.xpos += sinf(camera.heading * piover180) * 0.05f;
|
|
camera.zpos += cosf(camera.heading * piover180) * 0.05f;
|
|
if (camera.walkbiasangle <= 1.0f)
|
|
{
|
|
camera.walkbiasangle = 359.0f;
|
|
}
|
|
else
|
|
{
|
|
camera.walkbiasangle -= 10;
|
|
}
|
|
camera.walkbias = sinf(camera.walkbiasangle * piover180) / 20.0f;
|
|
}
|
|
|
|
if (keys[SDL_SCANCODE_RIGHT])
|
|
{
|
|
camera.heading -= 1.0f;
|
|
camera.yrot = camera.heading;
|
|
}
|
|
|
|
if (keys[SDL_SCANCODE_LEFT])
|
|
{
|
|
camera.heading += 1.0f;
|
|
camera.yrot = camera.heading;
|
|
}
|
|
|
|
if (keys[SDL_SCANCODE_PAGEUP])
|
|
{
|
|
camera.lookupdown -= 1.0f;
|
|
}
|
|
|
|
if (keys[SDL_SCANCODE_PAGEDOWN])
|
|
{
|
|
camera.lookupdown += 1.0f;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int SDL_AppInit(int argc, char *argv[])
|
|
{
|
|
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 -1; // Quit If Window Was Not Created
|
|
}
|
|
|
|
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
|
|
};
|
|
|
|
return 0;
|
|
}
|
|
|
|
void SDL_AppQuit()
|
|
{
|
|
// Shutdown
|
|
free(sector1.triangle);
|
|
if (ctx)
|
|
{
|
|
glDeleteTextures(3, texture);
|
|
}
|
|
KillGLWindow(); // Kill The Window
|
|
SDL_Quit();
|
|
}
|