diff --git a/Lesson10.cpp b/Lesson10.cpp index a24696e..27aaf65 100644 --- a/Lesson10.cpp +++ b/Lesson10.cpp @@ -1,27 +1,27 @@ /* - * 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 + * 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 Library Header File -#include // Header File For Standard Input/Output +#include // Math Library Header File +#include // Header File For Standard Input/Output #include #include #include -#include // Header File For The OpenGL32 Library +#include // Header File For The OpenGL32 Library -SDL_Window* hWnd=NULL; // Holds Our Window Handle -SDL_GLContext hRC=NULL; // Permanent Rendering Context +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? +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] = { @@ -42,14 +42,14 @@ float heading; float xpos; float zpos; -GLfloat yrot; // Y Rotation +GLfloat yrot; // Y Rotation GLfloat walkbias = 0; GLfloat walkbiasangle = 0; GLfloat lookupdown = 0.0f; -GLfloat z=0.0f; // Depth Into The Screen +GLfloat z = 0.0f; // Depth Into The Screen -GLuint filter; // Which Filter To Use -GLuint texture[3]; // Storage For 3 Textures +GLuint filter; // Which Filter To Use +GLuint texture[3]; // Storage For 3 Textures typedef struct tagVERTEX { @@ -68,9 +68,9 @@ typedef struct tagSECTOR TRIANGLE* triangle; } SECTOR; -SECTOR sector1; // Our Model Goes Here: +SECTOR sector1; // Our Model Goes Here: -void readstr(FILE *f,char *string) +void readstr(FILE *f, char *string) { do { @@ -85,9 +85,9 @@ void SetupWorld() int numtriangles; FILE *filein; char oneline[255]; - filein = fopen("data/world.txt", "rt"); // File To Load World Data From + filein = fopen("data/world.txt", "rt"); // File To Load World Data From - readstr(filein,oneline); + readstr(filein, oneline); sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles); sector1.triangle = new TRIANGLE[numtriangles]; @@ -96,7 +96,7 @@ void SetupWorld() { for (int vert = 0; vert < 3; vert++) { - readstr(filein,oneline); + 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; @@ -111,8 +111,10 @@ void SetupWorld() bool FlipSurface(SDL_Surface *surface) { - if (!surface) return false; - if (SDL_LockSurface(surface) < 0) return false; + if (!surface || SDL_LockSurface(surface) < 0) + { + return false; + } const int pitch = surface->pitch; const int numrows = surface->h; @@ -137,41 +139,41 @@ bool FlipSurface(SDL_Surface *surface) return true; } -int LoadGLTextures() // Load Bitmaps And Convert To Textures +int LoadGLTextures() // Load Bitmaps And Convert To Textures { - int Status=SDL_FALSE; // Status Indicator + int Status = SDL_FALSE; // Status Indicator - SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture + 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)) + if ((TextureImage = SDL_LoadBMP("Data/Mud.bmp")) && FlipSurface(TextureImage)) { - Status=SDL_TRUE; // Set The Status To TRUE + Status = SDL_TRUE; // Set The Status To TRUE - glGenTextures(3, &texture[0]); // Create Three Textures + 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); + 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); + 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); + 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 + SDL_DestroySurface(TextureImage); // Free The Image Structure - return Status; // Return The Status + return Status; // Return The Status } static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) @@ -191,61 +193,61 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou glLoadMatrixd(mtx); } -GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window +GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window { - if (height==0) // Prevent A Divide By Zero By + if (height == 0) // Prevent A Divide By Zero By { - height=1; // Making Height Equal One + height = 1; // Making Height Equal One } - glViewport(0,0,width,height); // Reset The Current Viewport + glViewport(0, 0, width, height); // Reset The Current Viewport - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix + 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); + gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix } -int InitGL(GLvoid) // All Setup For OpenGL Goes Here +int InitGL() // All Setup For OpenGL Goes Here { - if (!LoadGLTextures()) // Jump To Texture Loading Routine + if (!LoadGLTextures()) // Jump To Texture Loading Routine { - return 0; // If Texture Didn't Load Return FALSE + 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 + 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 + return 1; // Initialization Went OK } -int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing +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 + 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 ytrans = -walkbias - 0.25f; GLfloat sceneroty = 360.0f - yrot; int numtriangles; - glRotatef(lookupdown,1.0f,0,0); - glRotatef(sceneroty,0,1.0f,0); + 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]); @@ -256,53 +258,53 @@ int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing for (int loop_m = 0; loop_m < numtriangles; loop_m++) { glBegin(GL_TRIANGLES); - glNormal3f( 0.0f, 0.0f, 1.0f); + 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); + 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); + 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); + glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m); glEnd(); } - return 1; // Everything Went OK + return 1; // Everything Went OK } -GLvoid KillGLWindow(GLvoid) // Properly Kill The Window +GLvoid KillGLWindow() // Properly Kill The Window { - if (fullscreen) // Are We In Fullscreen Mode? + if (fullscreen) // Are We In Fullscreen Mode? { - SDL_SetWindowFullscreen(hWnd, 0); // If So Switch Back To The Desktop - SDL_ShowCursor(); // Show Mouse Pointer + 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 (hRC) // Do We Have A Rendering Context? { - if (SDL_GL_MakeCurrent(hWnd,NULL)) // Are We Able To Release The DC And RC Contexts? + 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_GL_DeleteContext(hRC); // Delete The RC + hRC = NULL; // Set RC To NULL } - SDL_DestroyWindow(hWnd); // Destroy The Window - hWnd=NULL; // Set hWnd To NULL + SDL_DestroyWindow(hWnd); // Destroy The Window + hWnd = NULL; // Set hWnd To NULL } @@ -316,28 +318,28 @@ GLvoid KillGLWindow(GLvoid) // Properly Kill The Window 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 + 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 + fullscreen = fullscreenflag; // Set The Global Fullscreen Flag // Create The Window if (!(hWnd = SDL_CreateWindow(title, - WindowRect.w, // Window Width - WindowRect.h, // Window Height + WindowRect.w, // Window Width + WindowRect.h, // Window Height SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY))) { - KillGLWindow(); // Reset The Display + KillGLWindow(); // Reset The Display SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL); - return false; // Return FALSE + return false; // Return FALSE } - if (fullscreen) // Attempt Fullscreen Mode? + if (fullscreen) // Attempt Fullscreen Mode? { - if (SDL_SetWindowFullscreen(hWnd, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results. + 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 = @@ -354,13 +356,13 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree SDL_ShowMessageBox(&msgbox, &bttnid); if (bttnid == 0) { - fullscreen=false; // Windowed Mode Selected. Fullscreen = FALSE + 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 + return false; // Return FALSE } } } @@ -368,76 +370,76 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree 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_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_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 + 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? + if (!(hRC = SDL_GL_CreateContext(hWnd))) // Are We Able To Get A Rendering Context? { - KillGLWindow(); // Reset The Display + KillGLWindow(); // Reset The Display SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL); - return false; // Return FALSE + return false; // Return FALSE } - if(SDL_GL_MakeCurrent(hWnd, hRC)) // Try To Activate The Rendering Context + if (SDL_GL_MakeCurrent(hWnd, hRC)) // Try To Activate The Rendering Context { - KillGLWindow(); // Reset The Display + KillGLWindow(); // Reset The Display SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL); - return false; // Return FALSE + return false; // Return FALSE } SDL_ShowWindow(hWnd); SDL_GL_SetSwapInterval(1); - ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen + ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen - if (!InitGL()) // Initialize Our Newly Created GL Window + if (!InitGL()) // Initialize Our Newly Created GL Window { - KillGLWindow(); // Reset The Display + KillGLWindow(); // Reset The Display SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL); - return false; // Return FALSE + return false; // Return FALSE } - return true; // Success + return true; // Success } void WndProc(SDL_Event* uMsg) { - switch (uMsg->type) // Check For Windows Messages + switch (uMsg->type) // Check For Windows Messages { - case SDL_EVENT_KEY_DOWN: // Is A Key Being Held Down? + 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 + 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? + 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 + 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 + 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 + 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_Event msg; // Windows Message Structure + bool done = false; // Bool Variable To Exit Loop SDL_Init(SDL_INIT_VIDEO); @@ -456,42 +458,42 @@ int main(int argc, char* argv[]) SDL_ShowMessageBox(&msgbox, &bttnid); if (bttnid == 1) { - fullscreen=false; // Windowed Mode + fullscreen = false; // Windowed Mode } // Create Our OpenGL Window - if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen)) + if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, fullscreen)) { - return 0; // Quit If Window Was Not Created + return 0; // Quit If Window Was Not Created } - while(!done) // Loop That Runs While done=FALSE + while (!done) // Loop That Runs While done=FALSE { - if (SDL_PollEvent(&msg) > 0) // Is There A Message Waiting? + if (SDL_PollEvent(&msg) > 0) // Is There A Message Waiting? { - if (msg.type==SDL_EVENT_QUIT) // Have We Received A Quit Message? + if (msg.type == SDL_EVENT_QUIT) // Have We Received A Quit Message? { - done=true; // If So done=TRUE + done = true; // If So done=TRUE } - else // If Not, Deal With Window Messages + else // If Not, Deal With Window Messages { WndProc(&msg); } } - else // If There Are No Messages + 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 + done = true; // ESC or DrawGLScene Signalled A Quit } - else // Not Time To Quit, Update Screen + else // Not Time To Quit, Update Screen { - SDL_GL_SwapWindow(hWnd); // Swap Buffers (Double Buffering) + SDL_GL_SwapWindow(hWnd); // Swap Buffers (Double Buffering) if (keys[SDL_SCANCODE_B] && !bp) { - bp=true; - blend=!blend; + bp = true; + blend = !blend; if (!blend) { glDisable(GL_BLEND); @@ -505,47 +507,47 @@ int main(int argc, char* argv[]) } if (!keys[SDL_SCANCODE_B]) { - bp=false; + bp = false; } if (keys[SDL_SCANCODE_F] && !fp) { - fp=true; - filter+=1; - if (filter>2) + fp = true; + filter += 1; + if (filter > 2) { - filter=0; + filter = 0; } } if (!keys[SDL_SCANCODE_F]) { - fp=false; + fp = false; } if (keys[SDL_SCANCODE_PAGEUP]) { - z-=0.02f; + z -= 0.02f; } if (keys[SDL_SCANCODE_PAGEDOWN]) { - z+=0.02f; + z += 0.02f; } if (keys[SDL_SCANCODE_UP]) { - xpos -= (float)sin(heading*piover180) * 0.05f; - zpos -= (float)cos(heading*piover180) * 0.05f; + xpos -= (float)sin(heading * piover180) * 0.05f; + zpos -= (float)cos(heading * piover180) * 0.05f; if (walkbiasangle >= 359.0f) { walkbiasangle = 0.0f; } else { - walkbiasangle+= 10; + walkbiasangle += 10; } - walkbias = (float)sin(walkbiasangle * piover180)/20.0f; + walkbias = (float)sin(walkbiasangle * piover180) / 20.0f; } if (keys[SDL_SCANCODE_DOWN]) @@ -558,9 +560,9 @@ int main(int argc, char* argv[]) } else { - walkbiasangle-= 10; + walkbiasangle -= 10; } - walkbias = (float)sin(walkbiasangle * piover180)/20.0f; + walkbias = (float)sin(walkbiasangle * piover180) / 20.0f; } if (keys[SDL_SCANCODE_RIGHT]) @@ -577,23 +579,23 @@ int main(int argc, char* argv[]) if (keys[SDL_SCANCODE_PAGEUP]) { - lookupdown-= 1.0f; + lookupdown -= 1.0f; } if (keys[SDL_SCANCODE_PAGEDOWN]) { - lookupdown+= 1.0f; + lookupdown += 1.0f; } - if (keys[SDL_SCANCODE_F1]) // Is F1 Being Pressed? + 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 + 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)) + if (!CreateGLWindow("Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, fullscreen)) { - return 0; // Quit If Window Was Not Created + return 0; // Quit If Window Was Not Created } } } @@ -601,7 +603,7 @@ int main(int argc, char* argv[]) } // Shutdown - KillGLWindow(); // Kill The Window + KillGLWindow(); // Kill The Window SDL_Quit(); - return EXIT_SUCCESS; // Exit The Program + return EXIT_SUCCESS; // Exit The Program }