Lionel Brits & NeHe's 3D World Tutorial (Lesson 10)

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Lionel Brits & NeHe's 3D World Tutorial (Lesson 10)

Post by hagibaba »

Code updated for 5.20+

This shows how to load a 3d world from a data file and move the camera around the world.
Press the B key to blend, F key for filters, Arrows to move/rotate, and PageUp/PageDown to tilt.
You can get the "Mud.bmp" and "World.txt" from the "lesson10.zip" here:
http://nehe.gamedev.net/data/lessons/vc/lesson10.zip

Last edited on 20 Feb 2007.

Code: Select all

;Lionel Brits & NeHe's 3D World Tutorial (Lesson 10)
;http://nehe.gamedev.net
;Credits: Nico Gruener, Dreglor, traumatic
;Author: hagibaba
;Date: 7 Jan 2007
;Note: up-to-date with PB v4.02 (Windows)
;Note: requires a bitmap in path "Data/Mud.bmp"
;Note: requires a vertex data text file in path "Data/World.txt"

;Section for standard constants, structures, macros and declarations

XIncludeFile #PB_Compiler_Home+"Examples\Sources - Advanced\OpenGL Cube\OpenGL.pbi" ;include the gl.h constants

;wingdi.h constants
#DM_BITSPERPEL=$40000
#DM_PELSWIDTH=$80000
#DM_PELSHEIGHT=$100000

;winuser.h constants
#CDS_FULLSCREEN=4
#DISP_CHANGE_SUCCESSFUL=0
#SC_MONITORPOWER=$F170

Structure AUX_RGBImageRec ;glaux.h structure
  sizeX.l : sizeY.l
  Data.l
EndStructure

Procedure.w LoWord(value.l) ;windef.h macro
  ProcedureReturn (value & $FFFF)
EndProcedure

Procedure.w HiWord(value.l) ;windef.h macro
  ProcedureReturn ((value >> 16) & $FFFF)
EndProcedure

;glaux.lib symbols
!public ___ftoll
!___ftoll dw 0
!public __imp__wsprintfA
!__imp__wsprintfA dw 0

Import "glaux.lib"
  CompilerIf #PB_Compiler_Unicode
    auxDIBImageLoad.l(filename.s) As "_auxDIBImageLoadW@4" ;loads a 24-bit Windows DIB
  CompilerElse
    auxDIBImageLoad.l(filename.s) As "_auxDIBImageLoadA@4" ;loads a 24-bit Windows DIB
  CompilerEndIf
EndImport

Import "glu32.lib"
  gluPerspective(fovy.d,aspect.d,zNear.d,zFar.d) ;sets up a perspective projection matrix
EndImport

Import "opengl32.lib"
  glClearDepth(depth.d) ;specifies the clear value for the depth buffer
EndImport

;Start of Lesson 10

Global hDC.l ;Private GDI Device Context
Global hRC.l ;Permanent Rendering Context
Global hWnd.l ;Holds Our Window Handle
Global hInstance.l ;Holds The Instance Of The Application

Global Dim keys.b(256) ;Array Used For The Keyboard Routine
Global active.b=#True ;Window Active Flag Set To TRUE By Default
Global fullscreen.b=#True ;Fullscreen Flag Set To Fullscreen Mode By Default

Global blend.b ;Blending ON/OFF
Global bp.b ;B Pressed?
Global fp.b ;F Pressed?

#PIOVER180=0.0174532925 ;constant for sin/cos

Global heading.f ;Y rotation
Global xpos.f ;position
Global zpos.f

Global yrot.f ;Y Rotation
Global walkbias.f=0 ;walk bounce
Global walkbiasangle.f=0
Global lookupdown.f=0 ;tilt

Global filter.l ;Which Filter To Use
Global Dim texture.l(3) ;Storage For 3 Textures

Structure VERTEX ;Build Our Vertex Structure
  x.f : y.f : z.f ;3D Coordinates
  u.f : v.f ;Texture Coordinates
EndStructure

Structure TRIANGLE ;Build Our Triangle Structure
  vertex.VERTEX[3] ;Array Of Three Vertices
EndStructure

Global Dim numtriangles.l(1) ;Number Of Triangles In Sector
Global Dim sector1.TRIANGLE(1) ;Array Of Triangles, Our Model Goes Here

Declare.l WndProc(hWnd.l,uMsg.l,wParam.l,lParam.l) ;Declaration For WndProc

Procedure.s readstr(f.l) ;Read In A String
  
  Protected string.s
  While Left(string,1)="/" Or Left(string,1)="" ;See If It Is Worthy Of Processing
    string=ReadString(f) ;Read One Line
  Wend
  ProcedureReturn string ;return the line
  
EndProcedure

Procedure.b SetupWorld(Filename.s) ;Setup Our World
  
  Protected filein.l ;File To Work With
  Protected oneline.s,char.s ;Strings To Store Data In
  Protected triloop.l,vertloop.l,pos.l,count.l
  
  filein=ReadFile(#PB_Any,Filename) ;Open Our File
  
  If filein=0 ;file can't be opened
    ProcedureReturn #False
  EndIf
  
  oneline=readstr(filein) ;Get Single Line Of Data, 1st line is numtriangles
  
  For pos=1 To Len(oneline) ;parse the line, instead of sscanf()
    If Asc(Mid(oneline,pos,1))>48 And Asc(Mid(oneline,pos,1))<58 ;numeric char
      char=Mid(oneline,pos,Len(oneline)-pos+1)
      numtriangles(0)=Val(char) ;Read In Number Of Triangles
      Break ;exit loop
    EndIf
  Next
  
  ReDim sector1.TRIANGLE(numtriangles(0)) ;Allocate Memory For Sector
  
  For triloop=0 To numtriangles(0)-1 ;Loop Through All The Triangles
    For vertloop=0 To 2 ;Loop Through All The Vertices
      oneline=readstr(filein) ;Read String To Work With
      
      count=0 : char="" ;reset for each line
      For pos=1 To Len(oneline) ;parse the line, instead of sscanf()
        If Mid(oneline,pos,1)<>" " ;if not space
          char=char+Mid(oneline,pos,1) ;add char
        EndIf
        If Len(char)>0 And (Mid(oneline,pos,1)=" " Or pos=Len(oneline)) ;if char and space or end-of-line
          Select count ;Store Values Into Respective Vertices
            Case 0 : sector1(triloop)\vertex[vertloop]\x=ValF(char)
            Case 1 : sector1(triloop)\vertex[vertloop]\y=ValF(char)
            Case 2 : sector1(triloop)\vertex[vertloop]\z=ValF(char)
            Case 3 : sector1(triloop)\vertex[vertloop]\u=ValF(char)
            Case 4 : sector1(triloop)\vertex[vertloop]\v=ValF(char)
          EndSelect
          count=count+1 ;next VERTEX member
          char="" ;reset for next
        EndIf
      Next
      
    Next
  Next
  
  CloseFile(filein) ;Close Our File
  
  ProcedureReturn #True ;Jump Back
  
EndProcedure

Procedure.l LoadBMP(Filename.s) ;Loads A Bitmap Image
  
  Protected File.l=#Null ;File Handle
  
  If Filename="" ;Make Sure A Filename Was Given
    ProcedureReturn #Null ;If Not Return NULL
  EndIf
  
  File=ReadFile(#PB_Any,Filename) ;Check To See If The File Exists
  
  If File ;Does The File Exist?
    CloseFile(File) ;Close The Handle
    ProcedureReturn auxDIBImageLoad(Filename) ;Load The Bitmap And Return A Pointer
  EndIf
  
  ProcedureReturn #Null ;If Load Failed Return NULL
  
EndProcedure

Procedure.l LoadGLTextures() ;Load Bitmaps And Convert To Textures
  
  Protected Status.l=#False ;Status Indicator
  Protected Dim *TextureImage.AUX_RGBImageRec(1) ;Create Storage Space For The Texture
  
  ;Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
  *TextureImage(0)=LoadBMP("Data/Mud.bmp")
  If *TextureImage(0)
    Status=#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(0)\sizeX,*TextureImage(0)\sizeY,0,#GL_RGB,#GL_UNSIGNED_BYTE,*TextureImage(0)\Data)
    
    ;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(0)\sizeX,*TextureImage(0)\sizeY,0,#GL_RGB,#GL_UNSIGNED_BYTE,*TextureImage(0)\Data)
    
    ;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)
    gluBuild2DMipmaps_(#GL_TEXTURE_2D,3,*TextureImage(0)\sizeX,*TextureImage(0)\sizeY,#GL_RGB,#GL_UNSIGNED_BYTE,*TextureImage(0)\Data)
  EndIf
  
  If *TextureImage(0) ;If Texture Exists
    If *TextureImage(0)\Data ;If Texture Image Exists
      ;FreeMemory(*TextureImage(0)\Data) ;Free The Texture Image Memory
    EndIf
    ;FreeMemory(*TextureImage(0)) ;Free The Image Structure
  EndIf
  
  ProcedureReturn Status ;Return The Status
  
EndProcedure

Procedure ReSizeGLScene(width.l,height.l) ;Resize And Initialize The GL Window
  
  If height=0 : height=1 : EndIf ;Prevent A Divide By Zero Error
  
  glViewport_(0,0,width,height) ;Reset The Current Viewport
  
  glMatrixMode_(#GL_PROJECTION) ;Select The Projection Matrix
  glLoadIdentity_() ;Reset The Projection Matrix
  
  gluPerspective(45.0,Abs(width/height),0.1,100.0) ;Calculate The Aspect Ratio Of The Window
  
  glMatrixMode_(#GL_MODELVIEW) ;Select The Modelview Matrix
  glLoadIdentity_() ;Reset The Modelview Matrix
  
EndProcedure

Procedure.l InitGL() ;All Setup For OpenGL Goes Here
  
  If LoadGLTextures()=0 ;Jump To Texture Loading Routine
    ProcedureReturn #False ;If Texture Didn't Load Return FALSE
  EndIf
  
  glEnable_(#GL_TEXTURE_2D) ;Enable Texture Mapping
  glBlendFunc_(#GL_SRC_ALPHA,#GL_ONE) ;Set The Blending Function For Translucency
  glClearColor_(0.0,0.0,0.0,0.0) ;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("Data/World.txt") ;File To Load World Data From
  
  ProcedureReturn #True ;Initialization Went OK
  
EndProcedure

Procedure.l DrawGLScene() ;Here's Where We Do All The Drawing
  
  Protected x_m.f,y_m.f,z_m.f,u_m.f,v_m.f ;Floating Point For Temp X, Y, Z, U And V Vertices
  Protected xtrans.f=-xpos ;Used For Player Translation On The X Axis
  Protected ztrans.f=-zpos ;Used For Player Translation On The Z Axis
  Protected ytrans.f=-walkbias-0.25 ;Used For Bouncing Motion Up And Down
  Protected sceneroty.f=360.0-yrot ;360 Degree Angle For Player Direction
  Protected loop_m.l
  
  glClear_(#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT) ;Clear The Screen And The Depth Buffer
  glLoadIdentity_() ;Reset The View
  
  glRotatef_(lookupdown,1.0,0,0) ;Rotate Up And Down To Look Up And Down
  glRotatef_(sceneroty,0,1.0,0) ;Rotate Depending On Direction Player Is Facing
  
  glTranslatef_(xtrans,ytrans-0.25,ztrans) ;Translate The Scene Based On Player Position
  glBindTexture_(#GL_TEXTURE_2D,texture(filter)) ;Select A Texture Based On filter
  
  ;Process Each Triangle
  For loop_m=0 To numtriangles(0)-1 ;Loop Through All The Triangles
    glBegin_(#GL_TRIANGLES) ;Start Drawing Triangles
    glNormal3f_( 0.0, 0.0, 1.0) ;Normal Pointing Forward
    x_m=sector1(loop_m)\vertex[0]\x ;X Vertex Of 1st Point
    y_m=sector1(loop_m)\vertex[0]\y ;Y Vertex Of 1st Point
    z_m=sector1(loop_m)\vertex[0]\z ;Z Vertex Of 1st Point
    u_m=sector1(loop_m)\vertex[0]\u ;U Texture Coord Of 1st Point
    v_m=sector1(loop_m)\vertex[0]\v ;V Texture Coord Of 1st Point
    glTexCoord2f_(u_m,v_m) : glVertex3f_(x_m,y_m,z_m) ;Set The TexCoord And Vertice
    
    x_m=sector1(loop_m)\vertex[1]\x ;X Vertex Of 2nd Point
    y_m=sector1(loop_m)\vertex[1]\y ;Y Vertex Of 2nd Point
    z_m=sector1(loop_m)\vertex[1]\z ;Z Vertex Of 2nd Point
    u_m=sector1(loop_m)\vertex[1]\u ;U Texture Coord Of 2nd Point
    v_m=sector1(loop_m)\vertex[1]\v ;V Texture Coord Of 2nd Point
    glTexCoord2f_(u_m,v_m) : glVertex3f_(x_m,y_m,z_m) ;Set The TexCoord And Vertice
    
    x_m=sector1(loop_m)\vertex[2]\x ;X Vertex Of 3rd Point
    y_m=sector1(loop_m)\vertex[2]\y ;Y Vertex Of 3rd Point
    z_m=sector1(loop_m)\vertex[2]\z ;Z Vertex Of 3rd Point
    u_m=sector1(loop_m)\vertex[2]\u ;U Texture Coord Of 3rd Point
    v_m=sector1(loop_m)\vertex[2]\v ;V Texture Coord Of 3rd Point
    glTexCoord2f_(u_m,v_m) : glVertex3f_(x_m,y_m,z_m) ;Set The TexCoord And Vertice
    glEnd_() ;Done Drawing Triangles
  Next
  
  ProcedureReturn #True ;Everything Went OK
  
EndProcedure

Procedure KillGLWindow() ;Properly Kill The Window
  
  If fullscreen ;Are We In Fullscreen Mode?
    ChangeDisplaySettings_(#Null,0) ;If So Switch Back To The Desktop
    ShowCursor_(#True) ;Show Mouse Pointer
  EndIf
  
  If hRC ;Do We Have A Rendering Context?
    If wglMakeCurrent_(#Null,#Null)=0 ;Are We Able To Release The DC And RC Contexts?
      MessageBox_(#Null,"Release Of DC And RC Failed.","SHUTDOWN ERROR",#MB_OK | #MB_ICONINFORMATION)
    EndIf
    If wglDeleteContext_(hRC)=0 ;Are We Able To Delete The RC?
      MessageBox_(#Null,"Release Rendering Context Failed.","SHUTDOWN ERROR",#MB_OK | #MB_ICONINFORMATION)
    EndIf
    hRC=#Null ;Set RC To NULL
  EndIf
  
  If hDC And ReleaseDC_(hWnd,hDC)=0 ;Are We Able To Release The DC
    MessageBox_(#Null,"Release Device Context Failed.","SHUTDOWN ERROR",#MB_OK | #MB_ICONINFORMATION)
    hDC=#Null ;Set DC To NULL
  EndIf
  
  If hWnd And DestroyWindow_(hWnd)=0 ;Are We Able To Destroy The Window?
    MessageBox_(#Null,"Could Not Release hWnd.","SHUTDOWN ERROR",#MB_OK | #MB_ICONINFORMATION)
    hWnd=#Null ;Set hWnd To NULL
  EndIf
  
  If UnregisterClass_("OpenGL",hInstance)=0 ;Are We Able To Unregister Class
    MessageBox_(#Null,"Could Not Unregister Class.","SHUTDOWN ERROR",#MB_OK | #MB_ICONINFORMATION)
    hInstance=#Null ;Set hInstance To NULL
  EndIf
  
EndProcedure

;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)

Procedure.b CreateGLWindow(title.s,width.l,height.l,bits.l,fullscreenflag.b)
  
  Protected PixelFormat.l ;Holds The Results After Searching For A Match
  Protected wc.WNDCLASS ;Windows Class Structure
  Protected dwExStyle.l ;Window Extended Style
  Protected dwStyle.l ;Window Style
  Protected WindowRect.RECT ;Grabs Rectangle Upper Left / Lower Right Values
  Protected wpos.POINT ;Window position
  
  WindowRect\left=0 ;Set Left Value To 0
  WindowRect\right=width ;Set Right Value To Requested Width
  WindowRect\top=0 ;Set Top Value To 0
  WindowRect\bottom=height ;Set Bottom Value To Requested Height
  
  fullscreen=fullscreenflag ;Set The Global Fullscreen Flag
  
  hInstance=GetModuleHandle_(#Null) ;Grab An Instance For Our Window
  
  wc\style=#CS_HREDRAW | #CS_VREDRAW | #CS_OWNDC ;Redraw On Size, And Own DC For Window
  wc\lpfnWndProc=@WndProc() ;WndProc Handles Messages
  wc\cbClsExtra=0 ;No Extra Window Data
  wc\cbWndExtra=0 ;No Extra Window Data
  wc\hInstance=hInstance ;Set The Instance
  wc\hIcon=LoadIcon_(#Null,#IDI_WINLOGO) ;Load The Default Icon
  wc\hCursor=LoadCursor_(#Null,#IDC_ARROW) ;Load The Arrow Pointer
  wc\hbrBackground=#Null ;No Background Required For GL
  wc\lpszMenuName=#Null ;We Don't Want A Menu
  wc\lpszClassName=@"OpenGL" ;Set The Class Name 
  
  If RegisterClass_(wc)=0 ;Attempt To Register The Window Class
    MessageBox_(#Null,"Failed To Register The Window Class.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  If fullscreen ;Attempt Fullscreen Mode?
    
    Protected dmScreenSettings.DEVMODE ;Device Mode
    dmScreenSettings\dmSize=SizeOf(DEVMODE) ;Size Of The Devmode Structure
    dmScreenSettings\dmFields=#DM_BITSPERPEL | #DM_PELSWIDTH | #DM_PELSHEIGHT ;bit flags to specify the members of DEVMODE that were initialized
    dmScreenSettings\dmBitsPerPel=bits ;Selected Bits Per Pixel
    dmScreenSettings\dmPelsWidth=width ;Selected Screen Width in pixels
    dmScreenSettings\dmPelsHeight=height ;Selected Screen Height in pixels
    
    ;Try To Set Selected Mode And Get Results. Note: CDS_FULLSCREEN Gets Rid Of Start Bar
    If ChangeDisplaySettings_(dmScreenSettings,#CDS_FULLSCREEN)<>#DISP_CHANGE_SUCCESSFUL
      ;If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode
      If MessageBox_(#Null,"The Requested Fullscreen Mode Is Not Supported By"+Chr(10)+"Your Video Card. Use Windowed Mode Instead?","NeHe GL",#MB_YESNO | #MB_ICONEXCLAMATION)=#IDYES
        fullscreen=#False ;Windowed Mode Selected.  Fullscreen = FALSE
      Else
        ;Pop Up A Message Box Letting User Know The Program Is Closing
        MessageBox_(#Null,"Program Will Now Close.","ERROR",#MB_OK | #MB_ICONSTOP)
        ProcedureReturn #False
      EndIf
    EndIf
    
  EndIf
  
  If fullscreen ;Are We Still In Fullscreen Mode?
    dwExStyle=#WS_EX_APPWINDOW ;Window Extended Style
    dwStyle=#WS_POPUP ;Windows Style
    ShowCursor_(#False) ;Hide Mouse Pointer
  Else
    dwExStyle=#WS_EX_APPWINDOW | #WS_EX_WINDOWEDGE ;Window Extended Style
    dwStyle=#WS_OVERLAPPEDWINDOW ;Windows Style
  EndIf
  
  AdjustWindowRectEx_(WindowRect,dwStyle,#False,dwExStyle) ;Adjust Window To True Requested Size
  
  If fullscreen=0 ;if not fullscreen mode calculate screen centered window
    wpos\x=(GetSystemMetrics_(#SM_CXSCREEN)/2)-((WindowRect\right-WindowRect\left)/2)
    wpos\y=(GetSystemMetrics_(#SM_CYSCREEN)/2)-((WindowRect\bottom-WindowRect\top)/2)
  EndIf
  
  ;CreateWindowEx_(Extended Window Style, Class Name, Window Title, Window Style, Window X Position, Window Y Position, Width, Height, No Parent Window, No Menu, Instance, No Creation Data)
  hWnd=CreateWindowEx_(dwExStyle,"OpenGL",title,dwStyle | #WS_CLIPSIBLINGS | #WS_CLIPCHILDREN,wpos\x,wpos\y,WindowRect\right-WindowRect\left,WindowRect\bottom-WindowRect\top,#Null,#Null,hInstance,#Null)
  If hWnd=0
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Window Creation Error.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  Protected pfd.PIXELFORMATDESCRIPTOR ;pfd Tells Windows How We Want Things To Be
  pfd\nSize=SizeOf(PIXELFORMATDESCRIPTOR) ;Size Of This Structure
  pfd\nVersion=1 ;Version Number
  pfd\dwFlags=#PFD_SUPPORT_OPENGL | #PFD_DOUBLEBUFFER | #PFD_DRAW_TO_WINDOW ;Format Must Support Window, OpenGL, Double Buffering
  pfd\iPixelType=#PFD_TYPE_RGBA ;Request An RGBA Format
  pfd\cColorBits=bits ;Select Our Color Depth
  pfd\cRedBits=0 ;Color Bits Ignored
  pfd\cRedShift=0
  pfd\cGreenBits=0
  pfd\cGreenShift=0
  pfd\cBlueBits=0
  pfd\cBlueShift=0
  pfd\cAlphaBits=0 ;No Alpha Buffer
  pfd\cAlphaShift=0 ;Shift Bit Ignored
  pfd\cAccumBits=0 ;No Accumulation Buffer
  pfd\cAccumRedBits=0 ;Accumulation Bits Ignored
  pfd\cAccumGreenBits=0
  pfd\cAccumBlueBits=0
  pfd\cAccumAlphaBits=0
  pfd\cDepthBits=16 ;16Bit Z-Buffer (Depth Buffer)
  pfd\cStencilBits=0 ;No Stencil Buffer
  pfd\cAuxBuffers=0 ;No Auxiliary Buffer
  pfd\iLayerType=#PFD_MAIN_PLANE ;Main Drawing Layer
  pfd\bReserved=0 ;Reserved
  pfd\dwLayerMask=0 ;Layer Masks Ignored
  pfd\dwVisibleMask=0
  pfd\dwDamageMask=0
  
  hDC=GetDC_(hWnd)
  If hDC=0 ;Did We Get A Device Context?
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Can't Create A GL Device Context.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  PixelFormat=ChoosePixelFormat_(hDC,pfd)
  If PixelFormat=0 ;Did Windows Find A Matching Pixel Format?
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Can't Find A Suitable PixelFormat.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  If SetPixelFormat_(hDC,PixelFormat,pfd)=0 ;Are We Able To Set The Pixel Format?
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Can't Set The PixelFormat.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  hRC=wglCreateContext_(hDC)
  If hRC=0 ;Are We Able To Get A Rendering Context?
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Can't Create A GL Rendering Context.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  If wglMakeCurrent_(hDC,hRC)=0 ;Try To Activate The Rendering Context
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Can't Activate The GL Rendering Context.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  ShowWindow_(hWnd,#SW_SHOW) ;Show The Window
  SetForegroundWindow_(hWnd) ;Slightly Higher Priority
  SetFocus_(hWnd) ;Sets Keyboard Focus To The Window
  ReSizeGLScene(width,height) ;Set Up Our Perspective GL Screen
  
  If InitGL()=0 ;Initialize Our Newly Created GL Window
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Initialization Failed.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  ProcedureReturn #True ;Success
  
EndProcedure

Procedure.l WndProc(hWnd.l,uMsg.l,wParam.l,lParam.l)
  
  Select uMsg ;Check For Windows Messages
      
    Case #WM_ACTIVATE ;Watch For Window Activate Message
      If HiWord(wParam)=0 ;Check Minimization State
        active=#True ;Program Is Active
      Else
        active=#False ;Program Is No Longer Active
      EndIf
      ProcedureReturn 0 ;Return To The Message Loop
      
    Case #WM_SYSCOMMAND ;Intercept System Commands
      Select wParam ;Check System Calls
        Case #SC_SCREENSAVE ;Screensaver Trying To Start?
          ProcedureReturn 0 ;Prevent From Happening
        Case #SC_MONITORPOWER ;Monitor Trying To Enter Powersave?
          ProcedureReturn 0 ;Prevent From Happening
      EndSelect
      
    Case #WM_CLOSE ;Did We Receive A Close Message?
      PostQuitMessage_(0) ;Send A Quit Message
      ProcedureReturn 0 ;Jump Back
      
    Case #WM_KEYDOWN ;Is A Key Being Held Down?
      keys(wParam)=#True ;If So, Mark It As TRUE
      ProcedureReturn 0 ;Jump Back
      
    Case #WM_KEYUP ;Has A Key Been Released?
      keys(wParam)=#False ;If So, Mark It As FALSE
      ProcedureReturn 0 ;Jump Back
      
    Case #WM_SIZE ;Resize The OpenGL Window
      ReSizeGLScene(LoWord(lParam),HiWord(lParam)) ;LoWord=Width, HiWord=Height
      ProcedureReturn 0 ;Jump Back
      
  EndSelect
  
  ;Pass All Unhandled Messages To DefWindowProc
  ProcedureReturn DefWindowProc_(hWnd,uMsg,wParam,lParam)
  
EndProcedure

Procedure.l WinMain() ;Main Program
  
  Protected msg.MSG ;Windows Message Structure
  Protected done.b ;Bool Variable To Exit Loop
  
  ;Ask The User Which Screen Mode They Prefer
  If MessageBox_(#Null,"Would You Like To Run In Fullscreen Mode?","Start FullScreen?",#MB_YESNO | #MB_ICONQUESTION)=#IDNO
    fullscreen=#False ;Windowed Mode
  EndIf
  
  If CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen)=0 ;Create The Window
    ProcedureReturn 0 ;Quit If Window Was Not Created
  EndIf
  
  While done=#False ;Loop That Runs While done=FALSE
    
    If PeekMessage_(msg,#Null,0,0,#PM_REMOVE) ;Is There A Message Waiting?
      
      If msg\message=#WM_QUIT ;Have We Received A Quit Message?
        done=#True ;If So done=TRUE
      Else ;If Not, Deal With Window Messages
        TranslateMessage_(msg) ;Translate The Message
        DispatchMessage_(msg) ;Dispatch The Message
      EndIf
      
    Else ;If There Are No Messages
      
      ;Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
      If (active And DrawGLScene()=0) Or keys(#VK_ESCAPE) ;Active? Was There A Quit Received?
        
        done=#True ;ESC or DrawGLScene Signalled A Quit
        
      Else ;Not Time To Quit, Update Screen
        Delay(1)
        SwapBuffers_(hDC) ;Swap Buffers (Double Buffering)
        
        If keys(#VK_B) And bp=0 ;Is B Key Pressed And bp FALSE?
          bp=#True ;If So, bp Becomes TRUE
          blend=~blend & 1 ;Toggle blend TRUE / FALSE
          If blend=0 ;Is blend FALSE?
            glDisable_(#GL_BLEND) ;Turn Blending Off
            glEnable_(#GL_DEPTH_TEST) ;Turn Depth Testing On
          Else
            glEnable_(#GL_BLEND) ;Turn Blending On
            glDisable_(#GL_DEPTH_TEST) ;Turn Depth Testing Off
          EndIf
        EndIf
        If keys(#VK_B)=0 ;Has B Key Been Released?
          bp=#False ;If So, bp Becomes FALSE
        EndIf
        
        If keys(#VK_F) And fp=0 ;Is F Key Being Pressed?
          fp=#True ;fp Becomes TRUE
          filter+1 ;filter Value Increases By One
          If filter>2 ;Is Value Greater Than 2?
            filter=0 ;If So, Set filter To 0
          EndIf
        EndIf
        If keys(#VK_F)=0 ;Has F Key Been Released?
          fp=#False ;If So, fp Becomes FALSE
        EndIf
        
        If keys(#VK_UP) ;Is The Up Arrow Being Pressed?
          xpos-Sin(heading*#PIOVER180)*0.006 ;Move On The X-Plane Based On Player Direction
          zpos-Cos(heading*#PIOVER180)*0.006 ;Move On The Z-Plane Based On Player Direction
          If walkbiasangle>=359.0 ;Is walkbiasangle>=359?
            walkbiasangle=0.0 ;Make walkbiasangle Equal 0
          Else ;Otherwise
            walkbiasangle+2 ;If walkbiasangle<359 Increase It
          EndIf
          walkbias=Sin(walkbiasangle*#PIOVER180)/40.0 ;Causes The Player To Bounce
        EndIf
        If keys(#VK_DOWN) ;Is The Down Arrow Being Pressed?
          xpos+Sin(heading*#PIOVER180)*0.004 ;Move On The X-Plane Based On Player Direction
          zpos+Cos(heading*#PIOVER180)*0.004 ;Move On The Z-Plane Based On Player Direction
          If walkbiasangle<=1.0 ;Is walkbiasangle<=1?
            walkbiasangle=359.0 ;Make walkbiasangle Equal 359
          Else ;Otherwise
            walkbiasangle-2 ;If walkbiasangle>1 Decrease It
          EndIf
          walkbias=Sin(walkbiasangle*#PIOVER180)/40.0 ;Causes The Player To Bounce
        EndIf
        
        If keys(#VK_RIGHT) ;Is The Right Arrow Being Pressed?
          heading-0.32 ;Rotate The Scene To The Left
          yrot=heading
        EndIf
        If keys(#VK_LEFT) ;Is The Left Arrow Being Pressed?
          heading+0.32 ;Rotate The Scene To The Right
          yrot=heading
        EndIf
        
        If keys(#VK_PRIOR) ;Is Page Up Being Pressed?
          lookupdown-0.16 ;Tilt The Scene Up
        EndIf
        If keys(#VK_NEXT) ;Is Page Down Being Pressed?
          lookupdown+0.16 ;Tilt The Scene Down
        EndIf
        
      EndIf
      
      If keys(#VK_F1) ;Is F1 Being Pressed?
        keys(#VK_F1)=#False ;If So Make Key FALSE
        KillGLWindow() ;Kill Our Current Window
        fullscreen=~fullscreen & 1 ;Toggle Fullscreen / Windowed Mode
        ;Recreate Our OpenGL Window
        If CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen)=0
          ProcedureReturn 0 ;Quit If Window Was Not Created
        EndIf
      EndIf
      
    EndIf
    
  Wend
  
  ;Shutdown
  KillGLWindow() ;Kill The Window
  End ;Exit The Program
  
EndProcedure

WinMain() ;run the main program
mpz
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Posts: 494
Joined: Sat Oct 11, 2008 9:07 pm
Location: Germany, Berlin > member German forum

Re: Lionel Brits & NeHe's 3D World Tutorial (Lesson 10)

Post by mpz »

Hello,

next code actualised for x86/x64, PB 5.73.

you can choose a purebasic texture or get the original from the internet

P.S:I think the code can work with linux and mac Osx too.


Greetings Michael

C Code and texture
iamyaker.googlepages.com/10_3DWorld.rar

first you need the World.txt file (load and save it in the same directory of the Demo code)

Code: Select all


NUMPOLLIES 36

// Floor 1
-3.0  0.0 -3.0 0.0 6.0
-3.0  0.0  3.0 0.0 0.0
 3.0  0.0  3.0 6.0 0.0

-3.0  0.0 -3.0 0.0 6.0
 3.0  0.0 -3.0 6.0 6.0
 3.0  0.0  3.0 6.0 0.0

// Ceiling 1
-3.0  1.0 -3.0 0.0 6.0
-3.0  1.0  3.0 0.0 0.0
 3.0  1.0  3.0 6.0 0.0
-3.0  1.0 -3.0 0.0 6.0
 3.0  1.0 -3.0 6.0 6.0
 3.0  1.0  3.0 6.0 0.0

// A1

-2.0  1.0  -2.0 0.0 1.0
-2.0  0.0  -2.0 0.0 0.0
-0.5  0.0  -2.0 1.5 0.0
-2.0  1.0  -2.0 0.0 1.0
-0.5  1.0  -2.0 1.5 1.0
-0.5  0.0  -2.0 1.5 0.0

// A2

 2.0  1.0  -2.0 2.0 1.0
 2.0  0.0  -2.0 2.0 0.0
 0.5  0.0  -2.0 0.5 0.0
 2.0  1.0  -2.0 2.0 1.0
 0.5  1.0  -2.0 0.5 1.0
 0.5  0.0  -2.0 0.5 0.0

// B1

-2.0  1.0  2.0 2.0  1.0
-2.0  0.0   2.0 2.0 0.0
-0.5  0.0   2.0 0.5 0.0
-2.0  1.0  2.0 2.0  1.0
-0.5  1.0  2.0 0.5  1.0
-0.5  0.0   2.0 0.5 0.0

// B2

 2.0  1.0  2.0 2.0  1.0
 2.0  0.0   2.0 2.0 0.0
 0.5  0.0   2.0 0.5 0.0
 2.0  1.0  2.0 2.0  1.0
 0.5  1.0  2.0 0.5  1.0
 0.5  0.0   2.0 0.5 0.0

// C1

-2.0  1.0  -2.0 0.0  1.0
-2.0  0.0   -2.0 0.0 0.0
-2.0  0.0   -0.5 1.5 0.0
-2.0  1.0  -2.0 0.0  1.0
-2.0  1.0  -0.5 1.5  1.0
-2.0  0.0   -0.5 1.5 0.0

// C2

-2.0  1.0   2.0 2.0 1.0
-2.0  0.0   2.0 2.0 0.0
-2.0  0.0   0.5 0.5 0.0
-2.0  1.0  2.0 2.0 1.0
-2.0  1.0  0.5 0.5 1.0
-2.0  0.0   0.5 0.5 0.0

// D1

2.0  1.0  -2.0 0.0 1.0
2.0  0.0   -2.0 0.0 0.0
2.0  0.0   -0.5 1.5 0.0
2.0  1.0  -2.0 0.0 1.0
2.0  1.0  -0.5 1.5 1.0
2.0  0.0   -0.5 1.5 0.0

// D2

2.0  1.0  2.0 2.0 1.0
2.0  0.0   2.0 2.0 0.0
2.0  0.0   0.5 0.5 0.0
2.0  1.0  2.0 2.0 1.0
2.0  1.0  0.5 0.5 1.0
2.0  0.0   0.5 0.5 0.0

// Upper hallway - L
-0.5  1.0  -3.0 0.0 1.0
-0.5  0.0   -3.0 0.0 0.0
-0.5  0.0   -2.0 1.0 0.0
-0.5  1.0  -3.0 0.0 1.0
-0.5  1.0  -2.0 1.0 1.0
-0.5  0.0   -2.0 1.0 0.0

// Upper hallway - R
0.5  1.0  -3.0 0.0 1.0
0.5  0.0   -3.0 0.0 0.0
0.5  0.0   -2.0 1.0 0.0
0.5  1.0  -3.0 0.0 1.0
0.5  1.0  -2.0 1.0 1.0
0.5  0.0   -2.0 1.0 0.0

// Lower hallway - L
-0.5  1.0  3.0 0.0 1.0
-0.5  0.0   3.0 0.0 0.0
-0.5  0.0   2.0 1.0 0.0
-0.5  1.0  3.0 0.0 1.0
-0.5  1.0  2.0 1.0 1.0
-0.5  0.0   2.0 1.0 0.0

// Lower hallway - R
0.5  1.0  3.0 0.0 1.0
0.5  0.0   3.0 0.0 0.0
0.5  0.0   2.0 1.0 0.0
0.5  1.0  3.0 0.0 1.0
0.5  1.0  2.0 1.0 1.0
0.5  0.0   2.0 1.0 0.0


// Left hallway - Lw

-3.0  1.0  0.5 1.0 1.0
-3.0  0.0   0.5 1.0 0.0
-2.0  0.0   0.5 0.0 0.0
-3.0  1.0  0.5 1.0 1.0
-2.0  1.0  0.5 0.0 1.0
-2.0  0.0   0.5 0.0 0.0

// Left hallway - Hi

-3.0  1.0  -0.5 1.0 1.0
-3.0  0.0   -0.5 1.0 0.0
-2.0  0.0   -0.5 0.0 0.0
-3.0  1.0  -0.5 1.0 1.0
-2.0  1.0  -0.5 0.0 1.0
-2.0  0.0   -0.5 0.0 0.0

// Right hallway - Lw

3.0  1.0  0.5 1.0 1.0
3.0  0.0   0.5 1.0 0.0
2.0  0.0   0.5 0.0 0.0
3.0  1.0  0.5 1.0 1.0
2.0  1.0  0.5 0.0 1.0
2.0  0.0   0.5 0.0 0.0

// Right hallway - Hi

3.0  1.0  -0.5 1.0 1.0
3.0  0.0   -0.5 1.0 0.0
2.0  0.0   -0.5 0.0 0.0
3.0  1.0  -0.5 1.0 1.0
2.0  1.0 -0.5 0.0 1.0
2.0  0.0   -0.5 0.0 0.0

now the democode

Code: Select all

;NeHe's Loading And Moving Through A 3D World Tutorial (Lesson 10) 
;http://nehe.gamedev.net 
;https://nehe.gamedev.net/tutorial/loading_and_moving_through_a_3d_world/22003/
;Credits: Nico Gruener, Dreglor, traumatic, hagibaba
;Author: MPz
;Date: 04 Oct 2021
;Note: up-to-date with PB v5.73 (Windows)

UseJPEGImageDecoder() 

Global blend.b ;Blending ON/OFF
Global bp.b ;B Pressed?
Global fp.b ;F Pressed?

#PIOVER180=0.0174532925 ;constant for sin/cos

Global heading.f ;Y rotation
Global xpos.f ;position
Global zpos.f

Global yrot.f ;Y Rotation
Global walkbias.f=0 ;walk bounce
Global walkbiasangle.f=0
Global lookupdown.f=0 ;tilt

Global filter.l ;Which Filter To Use
Global Dim texture.l(3) ;Storage For 3 Textures

Structure VERTEX ;Build Our Vertex Structure
  x.f : y.f : z.f ;3D Coordinates
  u.f : v.f ;Texture Coordinates
EndStructure

Structure TRIANGLE ;Build Our Triangle Structure
  vertex.VERTEX[3] ;Array Of Three Vertices
EndStructure

Global Dim numtriangles.l(1) ;Number Of Triangles In Sector
Global Dim sector1.TRIANGLE(1) ;Array Of Triangles, Our Model Goes Here

Procedure ReSizeGLScene(width.l,height.l) ;Resize And Initialize The GL Window

 If height=0 : height=1 : EndIf ;Prevent A Divide By Zero Error
 
 ResizeGadget(0, 0, 0, width, height)
 
 glViewport_(0,0,width,height) ;Reset The Current Viewport
 
 glMatrixMode_(#GL_PROJECTION) ;Select The Projection Matrix
 glLoadIdentity_() ;Reset The Projection Matrix
 
 gluPerspective_(45.0,Abs(width/height),0.1,100.0) ;Calculate The Aspect Ratio Of The Window
 
 glMatrixMode_(#GL_MODELVIEW) ;Select The Modelview Matrix
 glLoadIdentity_() ;Reset The Modelview Matrix
 
EndProcedure

Procedure InitGL() ;All Setup For OpenGL Goes Here

 glEnable_(#GL_TEXTURE_2D) ;Enable Texture Mapping
 glBlendFunc_(#GL_SRC_ALPHA,#GL_ONE) ;Set The Blending Function For Translucency
 glClearColor_(0.0,0.0,0.0,0.0) ;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
 
 ProcedureReturn #True ;Initialization Went OK

EndProcedure

Procedure LoadGLTextures(Names.s)
  
  LoadImage(0, Names) ; Load texture with name
  *pointer = EncodeImage(0, #PB_ImagePlugin_BMP,0,24 );  
  FreeImage(0)
  	
  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); // ( NEW )
  glTexParameteri_(#GL_TEXTURE_2D,#GL_TEXTURE_MIN_FILTER,#GL_NEAREST); // ( NEW )
  glTexImage2D_(#GL_TEXTURE_2D, 0, 3,  PeekL(*pointer+18), PeekL(*pointer+22), 0, #GL_BGR_EXT, #GL_UNSIGNED_BYTE, *pointer+54);
  ;// 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,  PeekL(*pointer+18), PeekL(*pointer+22), 0, #GL_BGR_EXT, #GL_UNSIGNED_BYTE, *pointer+54);
  ;// 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); // ( NEW )
  gluBuild2DMipmaps_(#GL_TEXTURE_2D, 3,  PeekL(*pointer+18), PeekL(*pointer+22), #GL_BGR_EXT, #GL_UNSIGNED_BYTE, *pointer+54); // ( NEW )
  
  FreeMemory(*pointer)
  
EndProcedure

Procedure Fps()
  
  Global Now = ElapsedMilliseconds()
  Global Ticks , FrameCounter
      If (Now-Ticks) > 999
        Ticks = Now
        SetWindowTitle(0,"OpenGL Lesson 10 - FPS: "+ Str( FrameCounter )) 
        FrameCounter = 0
      EndIf
   FrameCounter + 1
      
EndProcedure

Procedure.s readstr(f.i) ;Read In A String
  
  Protected string.s
  While Left(string,1)="/" Or Left(string,1)="" ;See If It Is Worthy Of Processing
    string=ReadString(f) ;Read One Line
  Wend
  ProcedureReturn string ;return the line
  
EndProcedure

Procedure SetupWorld(Filename.s) ;Setup Our World
  
  Protected filein.i0 ;File To Work With
  Protected oneline.s,char.s ;Strings To Store Data In
  Protected triloop.l,vertloop.l,pos.l,count.l
  
  filein=ReadFile(#PB_Any,Filename) ;Open Our File
  
  If filein=0 ;file can't be opened
    ProcedureReturn #False
  EndIf
  
  oneline=readstr(filein) ;Get Single Line Of Data, 1st line is numtriangles
  
  For pos=1 To Len(oneline) ;parse the line, instead of sscanf()
    If Asc(Mid(oneline,pos,1))>48 And Asc(Mid(oneline,pos,1))<58 ;numeric char
      char=Mid(oneline,pos,Len(oneline)-pos+1)
      numtriangles(0)=Val(char) ;Read In Number Of Triangles
      Break ;exit loop
    EndIf
  Next
  
  ReDim sector1.TRIANGLE(numtriangles(0)) ;Allocate Memory For Sector
  
  For triloop=0 To numtriangles(0)-1 ;Loop Through All The Triangles
    For vertloop=0 To 2 ;Loop Through All The Vertices
      oneline=readstr(filein) ;Read String To Work With
      
      count=0 : char="" ;reset for each line
      For pos=1 To Len(oneline) ;parse the line, instead of sscanf()
        If Mid(oneline,pos,1)<>" " ;if not space
          char=char+Mid(oneline,pos,1) ;add char
        EndIf
        If Len(char)>0 And (Mid(oneline,pos,1)=" " Or pos=Len(oneline)) ;if char and space or end-of-line
          Select count ;Store Values Into Respective Vertices
            Case 0 : sector1(triloop)\vertex[vertloop]\x=ValF(char)
            Case 1 : sector1(triloop)\vertex[vertloop]\y=ValF(char)
            Case 2 : sector1(triloop)\vertex[vertloop]\z=ValF(char)
            Case 3 : sector1(triloop)\vertex[vertloop]\u=ValF(char)
            Case 4 : sector1(triloop)\vertex[vertloop]\v=ValF(char)
          EndSelect
          count=count+1 ;next VERTEX member
          char="" ;reset for next
        EndIf
      Next
      
    Next
  Next
  
  CloseFile(filein) ;Close Our File
  
  ProcedureReturn #True ;Jump Back
  
EndProcedure

Procedure DrawScene(Gadget)
  
  SetGadgetAttribute(Gadget, #PB_OpenGL_SetContext, #True)
  
  Protected x_m.f,y_m.f,z_m.f,u_m.f,v_m.f ;Floating Point For Temp X, Y, Z, U And V Vertices
  Protected xtrans.f=-xpos ;Used For Player Translation On The X Axis
  Protected ztrans.f=-zpos ;Used For Player Translation On The Z Axis
  Protected ytrans.f=-walkbias-0.25 ;Used For Bouncing Motion Up And Down
  Protected sceneroty.f=360.0-yrot ;360 Degree Angle For Player Direction
  Protected loop_m.l
  
  glClear_(#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT) ;Clear The Screen And The Depth Buffer
  glLoadIdentity_() ;Reset The View
  
  glRotatef_(lookupdown,1.0,0,0) ;Rotate Up And Down To Look Up And Down
  glRotatef_(sceneroty,0,1.0,0) ;Rotate Depending On Direction Player Is Facing
  
  glTranslatef_(xtrans,ytrans-0.25,ztrans) ;Translate The Scene Based On Player Position
  glBindTexture_(#GL_TEXTURE_2D,texture(filter)) ;Select A Texture Based On filter
  
  ;Process Each Triangle
  For loop_m=0 To numtriangles(0)-1 ;Loop Through All The Triangles
    glBegin_(#GL_TRIANGLES) ;Start Drawing Triangles
    glNormal3f_( 0.0, 0.0, 1.0) ;Normal Pointing Forward
    x_m=sector1(loop_m)\vertex[0]\x ;X Vertex Of 1st Point
    y_m=sector1(loop_m)\vertex[0]\y ;Y Vertex Of 1st Point
    z_m=sector1(loop_m)\vertex[0]\z ;Z Vertex Of 1st Point
    u_m=sector1(loop_m)\vertex[0]\u ;U Texture Coord Of 1st Point
    v_m=sector1(loop_m)\vertex[0]\v ;V Texture Coord Of 1st Point
    glTexCoord2f_(u_m,v_m) : glVertex3f_(x_m,y_m,z_m) ;Set The TexCoord And Vertice
    
    x_m=sector1(loop_m)\vertex[1]\x ;X Vertex Of 2nd Point
    y_m=sector1(loop_m)\vertex[1]\y ;Y Vertex Of 2nd Point
    z_m=sector1(loop_m)\vertex[1]\z ;Z Vertex Of 2nd Point
    u_m=sector1(loop_m)\vertex[1]\u ;U Texture Coord Of 2nd Point
    v_m=sector1(loop_m)\vertex[1]\v ;V Texture Coord Of 2nd Point
    glTexCoord2f_(u_m,v_m) : glVertex3f_(x_m,y_m,z_m) ;Set The TexCoord And Vertice
    
    x_m=sector1(loop_m)\vertex[2]\x ;X Vertex Of 3rd Point
    y_m=sector1(loop_m)\vertex[2]\y ;Y Vertex Of 3rd Point
    z_m=sector1(loop_m)\vertex[2]\z ;Z Vertex Of 3rd Point
    u_m=sector1(loop_m)\vertex[2]\u ;U Texture Coord Of 3rd Point
    v_m=sector1(loop_m)\vertex[2]\v ;V Texture Coord Of 3rd Point
    glTexCoord2f_(u_m,v_m) : glVertex3f_(x_m,y_m,z_m) ;Set The TexCoord And Vertice
    glEnd_() ;Done Drawing Triangles
  Next

  SetGadgetAttribute(Gadget, #PB_OpenGL_FlipBuffers, #True)
EndProcedure

Procedure CreateGLWindow(title.s,WindowWidth.l,WindowHeight.l,bits.l=16,fullscreenflag.b=0,Vsync.b=0)
  
  If InitKeyboard() = 0 Or InitSprite() = 0 Or InitMouse() = 0
    MessageRequester("Error", "Can't initialize Keyboards or Mouse", 0)
    End
  EndIf

  If fullscreenflag
    hWnd = OpenWindow(0, 0, 0, WindowWidth, WindowHeight, title, #PB_Window_BorderLess|#PB_Window_Maximize )
    OpenWindowedScreen(WindowID(0), 0, 0,WindowWidth(0),WindowHeight(0)) 
  Else  
    hWnd = OpenWindow(0, 1, 1, WindowWidth, WindowHeight, title,#PB_Window_MinimizeGadget |  #PB_Window_MaximizeGadget | #PB_Window_SizeGadget ) 
    OpenWindowedScreen(WindowID(0), 1, 1, WindowWidth,WindowHeight) 
  EndIf
  
  If bits = 24
    OpenGlFlags + #PB_OpenGL_24BitDepthBuffer
  EndIf
  
  If Vsync = 0
    OpenGlFlags + #PB_OpenGL_NoFlipSynchronization
  EndIf
  
  OpenGLGadget(0, 0, 0, WindowWidth(0),WindowHeight(0),OpenGlFlags)
  
  SetActiveGadget(0) 
  
  ReSizeGLScene(WindowWidth(0),WindowHeight(0))
  ;hDC = GetDC_(hWnd)
  
EndProcedure
CreateGLWindow("OpenGL Lesson 10",640,480,16,0)

InitGL() 

SetupWorld("Data\World.txt") ;File To Load World Data From
;SetupWorld("Data\World.txt") ;File To Load World Data From

LoadGLTextures(#PB_Compiler_Home + "examples/3d/Data/Textures/Grass.jpg")
;LoadGLTextures("Data/Mud.bmp") ; -> Original from http://nehe.gamedev.net

Repeat

  Repeat 
    Event = WindowEvent()
    Select Event
      Case #PB_Event_CloseWindow
        Quit = 1
      Case #PB_Event_SizeWindow  
        ReSizeGLScene(WindowWidth(0),WindowHeight(0)) ;LoWord=Width, HiWord=Height
    EndSelect
  
  Until Event = 0
  
  ExamineKeyboard()
  
  If KeyboardPushed(#PB_Key_Escape) ;  Esc key to exit
     Quit = 1
  ElseIf KeyboardPushed(#PB_Key_PageUp) 
     lookupdown-0.16 ;Tilt The Scene Up
  ElseIf KeyboardPushed(#PB_Key_PageDown) 
     lookupdown+0.16 ;Tilt The Scene Down 
  ElseIf KeyboardPushed(#PB_Key_Right)
     heading-0.32 ;Rotate The Scene To The Left
     yrot=heading
  ElseIf KeyboardPushed(#PB_Key_Left)
    heading+0.32 ;Rotate The Scene To The Right
    yrot=heading
  EndIf  
 
  If KeyboardPushed (#PB_Key_B)   And Not bp;               // Is F Key Being Pressed?                 
    bp=#True;                // fp Becomes TRUE
    blend=Bool(Not blend);         // Toggle Blend TRUE/FALSE 
    If blend             ;             // If Not Light
       glEnable_(#GL_BLEND);     // Turn Blending On
       glDisable_(#GL_DEPTH_TEST);   // Turn Depth Testing Off
    Else                      ;                    // Otherwise
       glDisable_(#GL_BLEND);        // Turn Blending Off
       glEnable_(#GL_DEPTH_TEST);    // Turn Depth Testing On
    EndIf
  EndIf 
          
  If Not KeyboardPushed (#PB_Key_B);                 // Has F Key Been Released?
     bp=#False;               // If So, fp Becomes FALSE
  EndIf 
  
  If KeyboardPushed(#PB_Key_F)  And Not fp;               // Is F Key Being Pressed?
     fp=#True;                // fp Becomes TRUE
     filter+1;              // filter Value Increases By One
     If filter>2;                // Is Value Greater Than 2?
        filter=0;           // If So, Set filter To 0
     EndIf
  EndIf
            
  If Not KeyboardPushed(#PB_Key_F);                 // Has F Key Been Released?
     fp=#False;               // If So, fp Becomes FALSE
  EndIf
  
  If KeyboardPushed(#PB_Key_Up) ;Is The Up Arrow Being Pressed?
     xpos-Sin(heading*#PIOVER180)*0.006 ;Move On The X-Plane Based On Player Direction
     zpos-Cos(heading*#PIOVER180)*0.006 ;Move On The Z-Plane Based On Player Direction
     If walkbiasangle>=359.0 ;Is walkbiasangle>=359?
        walkbiasangle=0.0 ;Make walkbiasangle Equal 0
     Else ;Otherwise
        walkbiasangle+2 ;If walkbiasangle<359 Increase It
     EndIf
     walkbias=Sin(walkbiasangle*#PIOVER180)/40.0 ;Causes The Player To Bounce
  EndIf
  
  If KeyboardPushed(#PB_Key_Down) ;Is The Down Arrow Being Pressed?
      xpos+Sin(heading*#PIOVER180)*0.004 ;Move On The X-Plane Based On Player Direction
      zpos+Cos(heading*#PIOVER180)*0.004 ;Move On The Z-Plane Based On Player Direction
      If walkbiasangle<=1.0 ;Is walkbiasangle<=1?
         walkbiasangle=359.0 ;Make walkbiasangle Equal 359
      Else ;Otherwise
         walkbiasangle-2 ;If walkbiasangle>1 Decrease It
      EndIf
      walkbias=Sin(walkbiasangle*#PIOVER180)/40.0 ;Causes The Player To Bounce
  EndIf

  DrawScene(0)
  FPS ()
  
  Delay(2)
Until Quit = 1
Working on - MP3D Library - PB 5.73 version ready for download
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