Files
Lesson10-SDL3/Lesson10.c
2024-03-12 20:12:26 +11:00

611 lines
20 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 nehe.gamedev.net
*/
#include <math.h> // Math Library Header File
#include <stdio.h> // Header File For Standard Input/Output
#include <stdlib.h>
#include <stdbool.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_opengl.h> // Header File For The OpenGL32 Library
SDL_Window* hWnd = NULL; // Holds Our Window Handle
SDL_GLContext hRC = NULL; // Permanent Rendering Context
bool keys[SDL_NUM_SCANCODES]; // Array Used For The Keyboard Routine
bool active = true; // Window Active Flag Set To TRUE By Default
bool fullscreen = true; // Fullscreen Flag Set To Fullscreen Mode By Default
bool blend; // Blending ON/OFF
bool bp; // B Pressed?
bool fp; // F Pressed?
static const SDL_MessageBoxButtonData yesnobttns[2] =
{
{
/*flags */ 0,
/*buttonid */ 0,
/*text */ "Yes"
},
{
/*flags */ SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT | SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT,
/*buttonid */ 1,
/*text */ "No"
}
};
const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;
GLfloat yrot; // Y Rotation
GLfloat walkbias = 0;
GLfloat walkbiasangle = 0;
GLfloat lookupdown = 0.0f;
GLfloat z = 0.0f; // Depth Into The Screen
GLuint filter; // Which Filter To Use
GLuint texture[3]; // Storage For 3 Textures
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;
SECTOR sector1; // Our Model Goes Here:
void readstr(FILE *f, char *string)
{
do
{
fgets(string, 255, f);
} while ((string[0] == '/') || (string[0] == '\n'));
return;
}
void SetupWorld()
{
float x, y, z, u, v;
int numtriangles;
FILE *filein;
char oneline[255];
filein = fopen("data/world.txt", "rt"); // File To Load World Data From
readstr(filein, oneline);
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
sector1.triangle = malloc(sizeof(TRIANGLE) * numtriangles);
sector1.numtriangles = numtriangles;
for (int loop = 0; loop < numtriangles; loop++)
{
for (int vert = 0; vert < 3; vert++)
{
readstr(filein, oneline);
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v;
}
}
fclose(filein);
return;
}
bool FlipSurface(SDL_Surface *surface)
{
if (!surface || SDL_LockSurface(surface) < 0)
{
return false;
}
const int pitch = surface->pitch;
const int numrows = surface->h;
unsigned char *pixels = (unsigned char *)surface->pixels;
unsigned char *tmprow = malloc(sizeof(unsigned char) * pitch);
unsigned char *row1 = pixels;
unsigned char *row2 = pixels + (numrows - 1) * pitch;
for (int i = 0; i < numrows / 2; ++i)
{
// Swap rows
memcpy(tmprow, row1, pitch);
memcpy(row1, row2, pitch);
memcpy(row2, tmprow, pitch);
row1 += pitch;
row2 -= pitch;
}
free(tmprow);
SDL_UnlockSurface(surface);
return true;
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status = SDL_FALSE; // Status Indicator
SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if ((TextureImage = SDL_LoadBMP("Data/Mud.bmp")) && FlipSurface(TextureImage))
{
Status = SDL_TRUE; // Set The Status To TRUE
glGenTextures(3, &texture[0]); // Create Three Textures
// Create Nearest Filtered Texture
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
// Create Linear Filtered Texture
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
// Create MipMapped Texture
glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
}
SDL_DestroySurface(TextureImage); // Free The Image Structure
return Status; // Return The Status
}
static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
{
double h = 1.0 / tan(fovy * (SDL_PI_D / 180.0) * 0.5);
double w = h / aspect;
double invcliprng = 1.0 / (zFar - zNear);
double z = -(zFar + zNear) * invcliprng;
double z2 = -(2.0 * zFar * zNear) * invcliprng;
double mtx[16] =
{
w, 0.0, 0.0, 0.0,
0.0, h, 0.0, 0.0,
0.0, 0.0, z, -1.0,
0.0, 0.0, z2, 0.0
};
glLoadMatrixd(mtx);
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height == 0) // Prevent A Divide By Zero By
{
height = 1; // Making Height Equal One
}
glViewport(0, 0, width, height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int InitGL() // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return 0; // If Texture Didn't Load Return FALSE
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Set The Blending Function For Translucency
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
SetupWorld();
return 1; // Initialization Went OK
}
int DrawGLScene() // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
GLfloat x_m, y_m, z_m, u_m, v_m;
GLfloat xtrans = -xpos;
GLfloat ztrans = -zpos;
GLfloat ytrans = -walkbias - 0.25f;
GLfloat sceneroty = 360.0f - yrot;
int numtriangles;
glRotatef(lookupdown, 1.0f, 0.0f, 0.0f);
glRotatef(sceneroty, 0.0f, 1.0f, 0.0f);
glTranslatef(xtrans, ytrans, ztrans);
glBindTexture(GL_TEXTURE_2D, texture[filter]);
numtriangles = sector1.numtriangles;
// Process Each Triangle
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
{
glBegin(GL_TRIANGLES);
glNormal3f(0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m);
glEnd();
}
return 1; // Everything Went OK
}
GLvoid KillGLWindow() // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
SDL_SetWindowFullscreen(hWnd, 0); // If So Switch Back To The Desktop
SDL_ShowCursor(); // Show Mouse Pointer
}
if (hRC) // Do We Have A Rendering Context?
{
if (SDL_GL_MakeCurrent(hWnd, NULL)) // Are We Able To Release The DC And RC Contexts?
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
}
SDL_GL_DeleteContext(hRC); // Delete The RC
hRC = NULL; // Set RC To NULL
}
SDL_DestroyWindow(hWnd); // Destroy The Window
hWnd = NULL; // Set hWnd To NULL
}
/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
SDL_Rect WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.x = 0; // Set Left Value To 0
WindowRect.w = width; // Set Right Value To Requested Width
WindowRect.y = 0; // Set Top Value To 0
WindowRect.h = height; // Set Bottom Value To Requested Height
fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
// Create The Window
if (!(hWnd = SDL_CreateWindow(title,
WindowRect.w, // Window Width
WindowRect.h, // Window Height
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
{
KillGLWindow(); // Reset The Display
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL);
return false; // Return FALSE
}
if (fullscreen) // Attempt Fullscreen Mode?
{
if (SDL_SetWindowFullscreen(hWnd, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results.
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
const SDL_MessageBoxData msgbox =
{
SDL_MESSAGEBOX_INFORMATION,
hWnd,
"NeHe GL",
"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?",
2,
yesnobttns,
NULL
};
int bttnid = 0;
SDL_ShowMessageBox(&msgbox, &bttnid);
if (bttnid == 0)
{
fullscreen = false; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL);
return false; // Return FALSE
}
}
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Must Support Double Buffering
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // Select Our Color Depth
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color Bits Ignored
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // No Alpha Buffer
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // No Accumulation Buffer
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // Accumulation Bits Ignored
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // 16Bit Z-Buffer (Depth Buffer)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No Stencil Buffer
if (!(hRC = SDL_GL_CreateContext(hWnd))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL);
return false; // Return FALSE
}
if (SDL_GL_MakeCurrent(hWnd, hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
return false; // Return FALSE
}
SDL_ShowWindow(hWnd);
SDL_GL_SetSwapInterval(1);
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
return false; // Return FALSE
}
return true; // Success
}
void WndProc(SDL_Event* uMsg)
{
switch (uMsg->type) // Check For Windows Messages
{
case SDL_EVENT_KEY_DOWN: // Is A Key Being Held Down?
{
keys[uMsg->key.keysym.scancode] = true; // If So, Mark It As TRUE
break; // Jump Back
}
case SDL_EVENT_KEY_UP: // Has A Key Been Released?
{
keys[uMsg->key.keysym.scancode] = false; // If So, Mark It As FALSE
break; // Jump Back
}
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Resize The OpenGL Window
{
ReSizeGLScene(uMsg->window.data1, uMsg->window.data2); // LoWord=Width, HiWord=Height
break; // Jump Back
}
}
}
int main(int argc, char* argv[])
{
SDL_Event msg; // Windows Message Structure
bool done = false; // Bool Variable To Exit Loop
SDL_Init(SDL_INIT_VIDEO);
// Ask The User Which Screen Mode They Prefer
const SDL_MessageBoxData msgbox =
{
/* flags */ SDL_MESSAGEBOX_INFORMATION,
/* window */ hWnd,
/* title */ "Start FullScreen?",
/* message */ "Would You Like To Run In Fullscreen Mode?",
/* numbuttons */ 2,
/* buttons */ yesnobttns,
/* colorScheme */ NULL
};
int bttnid = 1;
SDL_ShowMessageBox(&msgbox, &bttnid);
if (bttnid == 1)
{
fullscreen = false; // Windowed Mode
}
// Create Our OpenGL Window
if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, fullscreen))
{
return 0; // Quit If Window Was Not Created
}
while (!done) // Loop That Runs While done=FALSE
{
if (SDL_PollEvent(&msg) > 0) // Is There A Message Waiting?
{
if (msg.type == SDL_EVENT_QUIT) // Have We Received A Quit Message?
{
done = true; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
WndProc(&msg);
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || keys[SDL_SCANCODE_ESCAPE]) // Active? Was There A Quit Received?
{
done = true; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SDL_GL_SwapWindow(hWnd); // Swap Buffers (Double Buffering)
if (keys[SDL_SCANCODE_B] && !bp)
{
bp = true;
blend = !blend;
if (!blend)
{
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
else
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
}
}
if (!keys[SDL_SCANCODE_B])
{
bp = false;
}
if (keys[SDL_SCANCODE_F] && !fp)
{
fp = true;
filter += 1;
if (filter > 2)
{
filter = 0;
}
}
if (!keys[SDL_SCANCODE_F])
{
fp = false;
}
if (keys[SDL_SCANCODE_PAGEUP])
{
z -= 0.02f;
}
if (keys[SDL_SCANCODE_PAGEDOWN])
{
z += 0.02f;
}
if (keys[SDL_SCANCODE_UP])
{
xpos -= (float)sin(heading * piover180) * 0.05f;
zpos -= (float)cos(heading * piover180) * 0.05f;
if (walkbiasangle >= 359.0f)
{
walkbiasangle = 0.0f;
}
else
{
walkbiasangle += 10;
}
walkbias = (float)sin(walkbiasangle * piover180) / 20.0f;
}
if (keys[SDL_SCANCODE_DOWN])
{
xpos += (float)sin(heading*piover180) * 0.05f;
zpos += (float)cos(heading*piover180) * 0.05f;
if (walkbiasangle <= 1.0f)
{
walkbiasangle = 359.0f;
}
else
{
walkbiasangle -= 10;
}
walkbias = (float)sin(walkbiasangle * piover180) / 20.0f;
}
if (keys[SDL_SCANCODE_RIGHT])
{
heading -= 1.0f;
yrot = heading;
}
if (keys[SDL_SCANCODE_LEFT])
{
heading += 1.0f;
yrot = heading;
}
if (keys[SDL_SCANCODE_PAGEUP])
{
lookupdown -= 1.0f;
}
if (keys[SDL_SCANCODE_PAGEDOWN])
{
lookupdown += 1.0f;
}
if (keys[SDL_SCANCODE_F1]) // Is F1 Being Pressed?
{
keys[SDL_SCANCODE_F1] = false; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen = !fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
SDL_Quit();
return EXIT_SUCCESS; // Exit The Program
}