Files
Lesson10-SDL3/Lesson10.c

648 lines
18 KiB
C

/*
* This code was created by Lionel Brits & Jeff Molofee 2000.
* A HUGE thanks to Fredric Echols for cleaning up
* and optimizing the base code, making it more flexible!
* If you've found this code useful, please let me know.
* Visit my site at https://nehe.gamedev.net
*/
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <SDL3/SDL.h>
#define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_opengl.h>
#define BTTN_YES 0
#define BTTN_NO 1
static int ShowYesNoMessageBox(SDL_Window *window, int defaultbttn, const char *title, const char *message)
{
const SDL_MessageBoxButtonFlags defaultflags =
SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT;
const SDL_MessageBoxButtonData yesnobttns[2] =
{
{ .flags = defaultbttn == BTTN_YES ? defaultflags : 0, .buttonID = BTTN_YES, .text = "Yes" },
{ .flags = defaultbttn == BTTN_NO ? defaultflags : 0, .buttonID = BTTN_NO, .text = "No" }
};
const SDL_MessageBoxData msgbox =
{
.flags = SDL_MESSAGEBOX_INFORMATION,
.window = window,
.title = title,
.message = message,
.numbuttons = 2,
.buttons = yesnobttns,
.colorScheme = NULL
};
int bttnid = defaultbttn;
SDL_ShowMessageBox(&msgbox, &bttnid);
return bttnid;
}
typedef struct tagCAMERA
{
float heading;
float xpos, zpos;
float yrot;
float walkbias, walkbiasangle;
float lookupdown;
float z;
} CAMERA;
typedef struct tagVERTEX
{
float x, y, z;
float u, v;
} VERTEX;
typedef struct tagTRIANGLE
{
VERTEX vertex[3];
} TRIANGLE;
typedef struct tagSECTOR
{
int numtriangles;
TRIANGLE *triangle;
} SECTOR;
typedef struct tagAPPSTATE
{
SDL_Window *win;
SDL_GLContext ctx;
const char *resdir;
bool fullscreen, blend;
CAMERA camera;
unsigned filter; // Filtered texture selection
GLuint texture[3]; // Filtered textures
SECTOR sector1;
} APPSTATE;
static char * resourcePath(const APPSTATE *restrict state, const char *restrict name)
{
if (!state || !name)
{
return NULL;
}
size_t resdirLen = strlen(state->resdir), nameLen = strlen(name);
char *path = malloc(resdirLen + nameLen + 1);
if (!path)
{
return NULL;
}
memcpy(path, state->resdir, resdirLen);
memcpy(&path[resdirLen], name, nameLen);
path[resdirLen + nameLen] = '\0';
return path;
}
static FILE * fopenResource(const APPSTATE *restrict state, const char *restrict name, const char* restrict mode)
{
char *path = NULL;
if (!mode || !(path = resourcePath(state, name)))
{
return NULL;
}
FILE *f = fopen(path, mode);
free(path);
return f;
}
static void readstr(FILE *f, char *string)
{
do
{
fgets(string, 255, f);
} while ((string[0] == '/') || (string[0] == '\n'));
return;
}
static void SetupWorld(APPSTATE *state)
{
float x, y, z, u, v;
int numtriangles;
FILE *filein;
char oneline[255];
filein = fopenResource(state, "Data/World.txt", "r"); // File to load world data from
readstr(filein, oneline);
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
state->sector1.triangle = malloc(sizeof(TRIANGLE) * numtriangles);
state->sector1.numtriangles = numtriangles;
for (int loop = 0; loop < numtriangles; loop++)
{
for (int vert = 0; vert < 3; vert++)
{
readstr(filein, oneline);
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
state->sector1.triangle[loop].vertex[vert].x = x;
state->sector1.triangle[loop].vertex[vert].y = y;
state->sector1.triangle[loop].vertex[vert].z = z;
state->sector1.triangle[loop].vertex[vert].u = u;
state->sector1.triangle[loop].vertex[vert].v = v;
}
}
fclose(filein);
return;
}
static bool FlipSurface(SDL_Surface *surface)
{
if (!surface || !SDL_LockSurface(surface))
{
return false;
}
const int pitch = surface->pitch;
const int numrows = surface->h;
unsigned char *pixels = (unsigned char *)surface->pixels;
unsigned char *tmprow = malloc(sizeof(unsigned char) * pitch);
unsigned char *row1 = pixels;
unsigned char *row2 = pixels + (numrows - 1) * pitch;
for (int i = 0; i < numrows / 2; ++i)
{
// Swap rows
memcpy(tmprow, row1, pitch);
memcpy(row1, row2, pitch);
memcpy(row2, tmprow, pitch);
row1 += pitch;
row2 -= pitch;
}
free(tmprow);
SDL_UnlockSurface(surface);
return true;
}
static bool LoadGLTextures(APPSTATE *state)
{
// Load & flip the bitmap
char *path = resourcePath(state, "Data/Mud.bmp");
if (!path)
{
return false;
}
SDL_Surface *TextureImage = SDL_LoadBMP(path);
free(path);
if (!TextureImage || !FlipSurface(TextureImage))
{
SDL_DestroySurface(TextureImage);
return false;
}
glGenTextures(3, &state->texture[0]); // Create three textures
GLint params[3][3] =
{
[0] = { GL_NEAREST, GL_NEAREST, GL_FALSE }, // Nearest filtered
[1] = { GL_LINEAR, GL_LINEAR, GL_FALSE }, // Linear filtered
[2] = { GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_TRUE }, // MipMapped
};
for (int i = 0; i < 3; i++)
{
glBindTexture(GL_TEXTURE_2D, state->texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, params[i][0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, params[i][1]);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, params[i][2]);
glTexImage2D(GL_TEXTURE_2D,
0, 3, TextureImage->w, TextureImage->h,
0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
}
// Free temporary surface
SDL_DestroySurface(TextureImage);
return true;
}
static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
{
double h = 1.0 / tan(fovy * (SDL_PI_D / 180.0) * 0.5);
double w = h / aspect;
double invcliprng = 1.0 / (zFar - zNear);
double z = -(zFar + zNear) * invcliprng;
double z2 = -(2.0 * zFar * zNear) * invcliprng;
GLdouble mtx[16] =
{
w, 0.0, 0.0, 0.0,
0.0, h, 0.0, 0.0,
0.0, 0.0, z, -1.0,
0.0, 0.0, z2, 0.0
};
glLoadMatrixd(mtx);
}
/* Set viewport size and setup matrices *
* width - Width of the OpenGL framebuffer *
* height - Height of the OpenGL framebuffer */
static void ReSizeGLScene(int width, int height)
{
if (height == 0) // Prevent division-by-zero by ensuring height is non-zero
{
height = 1;
}
glViewport(0, 0, width, height); // Reset the current viewport
glMatrixMode(GL_PROJECTION); // Select & reset the projection matrix
glLoadIdentity();
float aspect = (float)width / (float)height; // Calculate aspect ratio
gluPerspective(45.0f, aspect, 0.1f, 100.0f); // Setup perspective matrix
glMatrixMode(GL_MODELVIEW); // Select & reset the modelview matrix
glLoadIdentity();
}
static bool InitGL(APPSTATE *state)
{
if (!LoadGLTextures(state)) // Load textures
{
return false;
}
glEnable(GL_TEXTURE_2D); // Enable texture mapping
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Set the blending function for translucency
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Set the background clear color to black
glClearDepth(1.0); // Ensure depth buffer clears to furthest value
glDepthFunc(GL_LESS); // Pass if pixel depth value tests less than the depth buffer value
glEnable(GL_DEPTH_TEST); // Enable depth testing
glShadeModel(GL_SMOOTH); // Enable Smooth color shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Request the implementation to use perspective correct interpolation
SetupWorld(state);
return true;
}
static void DrawGLScene(APPSTATE *state)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the color and depth buffers
glLoadIdentity(); // Reset modelview
GLfloat x_m, y_m, z_m, u_m, v_m;
GLfloat xtrans = -state->camera.xpos;
GLfloat ztrans = -state->camera.zpos;
GLfloat ytrans = -state->camera.walkbias - 0.25f;
GLfloat sceneroty = 360.0f - state->camera.yrot;
int numtriangles;
glRotatef(state->camera.lookupdown, 1.0f, 0.0f, 0.0f);
glRotatef(sceneroty, 0.0f, 1.0f, 0.0f);
glTranslatef(xtrans, ytrans, ztrans);
glBindTexture(GL_TEXTURE_2D, state->texture[state->filter]);
numtriangles = state->sector1.numtriangles;
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
{
glBegin(GL_TRIANGLES);
glNormal3f(0.0f, 0.0f, 1.0f);
x_m = state->sector1.triangle[loop_m].vertex[0].x;
y_m = state->sector1.triangle[loop_m].vertex[0].y;
z_m = state->sector1.triangle[loop_m].vertex[0].z;
u_m = state->sector1.triangle[loop_m].vertex[0].u;
v_m = state->sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
x_m = state->sector1.triangle[loop_m].vertex[1].x;
y_m = state->sector1.triangle[loop_m].vertex[1].y;
z_m = state->sector1.triangle[loop_m].vertex[1].z;
u_m = state->sector1.triangle[loop_m].vertex[1].u;
v_m = state->sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
x_m = state->sector1.triangle[loop_m].vertex[2].x;
y_m = state->sector1.triangle[loop_m].vertex[2].y;
z_m = state->sector1.triangle[loop_m].vertex[2].z;
u_m = state->sector1.triangle[loop_m].vertex[2].u;
v_m = state->sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
glEnd();
}
}
static void KillGLWindow(APPSTATE *state)
{
// Restore windowed state & cursor visibility
if (state->fullscreen)
{
SDL_SetWindowFullscreen(state->win, false);
SDL_ShowCursor();
}
// Release and delete rendering context
if (state->ctx)
{
if (!SDL_GL_MakeCurrent(state->win, NULL))
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
}
SDL_GL_DestroyContext(state->ctx);
state->ctx = NULL;
}
SDL_DestroyWindow(state->win);
state->win = NULL;
}
/* This code creates our OpenGL window, parameters are: *
* title - Title to appear at the top of the window *
* width - Width of the OpenGL window or fullscreen mode *
* height - Height of the OpenGL window or fullscreen mode *
* bits - Number of bits to use for color (8/16/24/32) *
* fullscreenflag - Use fullscreen mode (true) Or windowed mode (false) */
static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height, int bits, bool fullscreenflag)
{
state->fullscreen = fullscreenflag;
if (!(state->win = SDL_CreateWindow(title, width, height,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL);
return false;
}
// Try entering fullscreen mode if requested
if (fullscreenflag)
{
if (!SDL_SetWindowFullscreen(state->win, true))
{
// If mode switching fails, ask the user to quit or use to windowed mode
int bttnid = ShowYesNoMessageBox(state->win, BTTN_YES, "NeHe GL",
"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?");
if (bttnid == BTTN_NO)
{
// User chose to quit
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL);
return false;
}
state->fullscreen = false;
}
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Double buffered framebuffer
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color bits ignored
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // No alpha buffer
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // No accumulation buffer
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // Accumulation bits ignored
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // 16-bit Z-buffer (depth buffer)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No stencil buffer
if (!(state->ctx = SDL_GL_CreateContext(state->win))) // Create rendering context
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL);
return false;
}
if (!SDL_GL_MakeCurrent(state->win, state->ctx)) // Activate the rendering context
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
return false;
}
SDL_ShowWindow(state->win);
SDL_GL_SetSwapInterval(1); // Enable VSync
ReSizeGLScene(width, height); // Set up our viewport and perspective
if (!InitGL(state)) // Initialize the scene
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
return false;
}
return true;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
APPSTATE *state = (APPSTATE *)appstate;
switch (event->type)
{
case SDL_EVENT_QUIT: // Have we received a quit event?
return SDL_APP_SUCCESS;
case SDL_EVENT_KEY_DOWN:
if (event->key.key == SDLK_ESCAPE) // Quit on escape key
{
return SDL_APP_SUCCESS;
}
if (!event->key.repeat) // Was a key just pressed?
{
switch (event->key.key)
{
case SDLK_B: // B = Toggle blending
state->blend = !state->blend;
if (!state->blend)
{
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
else
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
}
break;
case SDLK_F: // F = Cycle texture filtering
state->filter += 1;
if (state->filter > 2)
{
state->filter = 0;
}
break;
case SDLK_F1: // F1 = Toggle fullscreen / windowed mode
SDL_SetWindowFullscreen(state->win, !state->fullscreen);
break;
default: break;
}
}
break;
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Deal with window resizes
ReSizeGLScene(event->window.data1, event->window.data2); // data1=Backbuffer Width, data2=Backbuffer Height
break;
case SDL_EVENT_WINDOW_ENTER_FULLSCREEN:
state->fullscreen = true;
break;
case SDL_EVENT_WINDOW_LEAVE_FULLSCREEN:
state->fullscreen = false;
break;
default: break;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
APPSTATE *state = (APPSTATE *)appstate;
DrawGLScene(state); // Draw the scene
SDL_GL_SwapWindow(state->win); // Swap buffers (double buffering)
// Handle keyboard input
const bool *keys = SDL_GetKeyboardState(NULL);
if (keys[SDL_SCANCODE_PAGEUP])
{
state->camera.z -= 0.02f;
}
if (keys[SDL_SCANCODE_PAGEDOWN])
{
state->camera.z += 0.02f;
}
const float piover180 = 0.0174532925f;
if (keys[SDL_SCANCODE_UP])
{
state->camera.xpos -= sinf(state->camera.heading * piover180) * 0.05f;
state->camera.zpos -= cosf(state->camera.heading * piover180) * 0.05f;
if (state->camera.walkbiasangle >= 359.0f)
{
state->camera.walkbiasangle = 0.0f;
}
else
{
state->camera.walkbiasangle += 10;
}
state->camera.walkbias = sinf(state->camera.walkbiasangle * piover180) / 20.0f;
}
if (keys[SDL_SCANCODE_DOWN])
{
state->camera.xpos += sinf(state->camera.heading * piover180) * 0.05f;
state->camera.zpos += cosf(state->camera.heading * piover180) * 0.05f;
if (state->camera.walkbiasangle <= 1.0f)
{
state->camera.walkbiasangle = 359.0f;
}
else
{
state->camera.walkbiasangle -= 10;
}
state->camera.walkbias = sinf(state->camera.walkbiasangle * piover180) / 20.0f;
}
if (keys[SDL_SCANCODE_RIGHT])
{
state->camera.heading -= 1.0f;
state->camera.yrot = state->camera.heading;
}
if (keys[SDL_SCANCODE_LEFT])
{
state->camera.heading += 1.0f;
state->camera.yrot = state->camera.heading;
}
if (keys[SDL_SCANCODE_PAGEUP])
{
state->camera.lookupdown -= 1.0f;
}
if (keys[SDL_SCANCODE_PAGEDOWN])
{
state->camera.lookupdown += 1.0f;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
if (!SDL_Init(SDL_INIT_VIDEO))
{
return SDL_APP_FAILURE;
}
APPSTATE *state = *appstate = malloc(sizeof(APPSTATE));
if (!state)
{
return SDL_APP_FAILURE;
}
*state = (APPSTATE)
{
.win = NULL,
.ctx = NULL,
.resdir = SDL_GetBasePath(),
.fullscreen = false,
.blend = false, // Blending off
.camera = (CAMERA)
{
.heading = 0.0f,
.xpos = 0.0f,
.zpos = 0.0f,
.yrot = 0.0f,
.walkbias = 0.0f,
.walkbiasangle = 0.0f,
.lookupdown = 0.0f,
.z = 0.0f
},
.filter = 0,
.texture = { 0, 0, 0 },
.sector1 = (SECTOR){ .numtriangles = 0, .triangle = NULL }
};
// Ask the user if they would like to start in fullscreen or windowed mode
int bttnid = ShowYesNoMessageBox(state->win, BTTN_NO, "Start FullScreen?",
"Would You Like To Run In Fullscreen Mode?");
// Create our OpenGL window
const bool wantfullscreen = (bttnid == BTTN_YES);
if (!CreateGLWindow(state, "Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, wantfullscreen))
{
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
if (appstate)
{
APPSTATE *state = (APPSTATE *)appstate;
free(state->sector1.triangle);
if (state->ctx)
{
glDeleteTextures(3, state->texture);
}
KillGLWindow(state);
free(state);
}
SDL_Quit();
}