mirror of
https://github.com/ScrelliCopter/Lesson10-SDL3.git
synced 2025-02-21 07:19:26 +11:00
608 lines
18 KiB
C++
608 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 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 <SDL3/SDL.h>
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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* hWnd=NULL; // Holds Our Window Handle
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SDL_GLContext hRC=NULL; // Permanent Rendering Context
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bool keys[SDL_NUM_SCANCODES]; // Array Used For The Keyboard Routine
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bool active=true; // Window Active Flag Set To TRUE By Default
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bool fullscreen=true; // Fullscreen Flag Set To Fullscreen Mode By Default
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bool blend; // Blending ON/OFF
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bool bp; // B Pressed?
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bool fp; // F Pressed?
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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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const float piover180 = 0.0174532925f;
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float heading;
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float xpos;
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float zpos;
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GLfloat yrot; // Y Rotation
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GLfloat walkbias = 0;
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GLfloat walkbiasangle = 0;
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GLfloat lookupdown = 0.0f;
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GLfloat z=0.0f; // Depth Into The Screen
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GLuint filter; // Which Filter To Use
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GLuint texture[3]; // 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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SECTOR sector1; // Our Model Goes Here:
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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()
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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", "rt"); // 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 = new 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) return false;
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if (SDL_LockSurface(surface) < 0) return false;
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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 = new 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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delete[] tmprow;
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SDL_UnlockSurface(surface);
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return true;
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}
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int LoadGLTextures() // Load Bitmaps And Convert To Textures
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{
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int Status=SDL_FALSE; // Status Indicator
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SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture
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// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
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if ((TextureImage=SDL_LoadBMP("Data/Mud.bmp")) && FlipSurface(TextureImage))
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{
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Status=SDL_TRUE; // Set The Status To TRUE
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glGenTextures(3, &texture[0]); // Create Three Textures
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// Create Nearest Filtered Texture
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
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// Create Linear Filtered Texture
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glBindTexture(GL_TEXTURE_2D, texture[1]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
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// Create MipMapped Texture
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glBindTexture(GL_TEXTURE_2D, texture[2]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_GENERATE_MIPMAP,GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 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 Status; // Return The Status
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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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GLvoid 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(GLvoid) // 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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int DrawGLScene(GLvoid) // 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 = -xpos;
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GLfloat ztrans = -zpos;
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GLfloat ytrans = -walkbias-0.25f;
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GLfloat sceneroty = 360.0f - yrot;
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int numtriangles;
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glRotatef(lookupdown,1.0f,0,0);
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glRotatef(sceneroty,0,1.0f,0);
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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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return 1; // Everything Went OK
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}
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GLvoid KillGLWindow(GLvoid) // 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(hWnd, 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 (hRC) // Do We Have A Rendering Context?
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{
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if (SDL_GL_MakeCurrent(hWnd,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(hRC); // Delete The RC
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hRC=NULL; // Set RC To NULL
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}
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SDL_DestroyWindow(hWnd); // Destroy The Window
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hWnd=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 (!(hWnd = 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_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
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{
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KillGLWindow(); // Reset The Display
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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(hWnd, 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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hWnd,
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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_ALPHA_SIZE, 0); // Select Our Color Depth
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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 (!(hRC=SDL_GL_CreateContext(hWnd))) // Are We Able To Get A Rendering Context?
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{
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KillGLWindow(); // Reset The Display
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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(hWnd, hRC)) // Try To Activate The Rendering Context
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{
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KillGLWindow(); // Reset The Display
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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(hWnd);
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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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KillGLWindow(); // Reset The Display
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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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void WndProc(SDL_Event* uMsg)
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{
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switch (uMsg->type) // Check For Windows Messages
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{
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case SDL_EVENT_KEY_DOWN: // Is A Key Being Held Down?
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{
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keys[uMsg->key.keysym.scancode] = true; // If So, Mark It As TRUE
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break; // Jump Back
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}
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case SDL_EVENT_KEY_UP: // Has A Key Been Released?
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{
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keys[uMsg->key.keysym.scancode] = false; // If So, Mark It As FALSE
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break; // Jump Back
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}
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case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Resize The OpenGL Window
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{
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ReSizeGLScene(uMsg->window.data1,uMsg->window.data2); // LoWord=Width, HiWord=Height
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break; // Jump Back
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}
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}
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}
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int main(int argc, char* argv[])
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{
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SDL_Event msg; // Windows Message Structure
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bool done=false; // Bool Variable To Exit Loop
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SDL_Init(SDL_INIT_VIDEO);
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// Ask The User Which Screen Mode They Prefer
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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 */ hWnd,
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/* title */ "Start FullScreen?",
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/* message */ "Would You Like To Run In Fullscreen Mode?",
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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 = 1;
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SDL_ShowMessageBox(&msgbox, &bttnid);
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if (bttnid == 1)
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{
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fullscreen=false; // Windowed Mode
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}
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// Create Our OpenGL Window
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if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen))
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{
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return 0; // Quit If Window Was Not Created
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}
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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
|
|
}
|