Cull obvious & clarify comments

This commit is contained in:
2024-05-29 01:10:53 +10:00
parent ce23f15169
commit 62062b4f7b

View File

@@ -6,14 +6,14 @@
* Visit my site at https://nehe.gamedev.net * Visit my site at https://nehe.gamedev.net
*/ */
#include <math.h> // Standard math library #include <math.h>
#include <stdio.h> // Standard input/output #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <stdbool.h> #include <stdbool.h>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#define SDL_MAIN_USE_CALLBACKS #define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL_main.h> #include <SDL3/SDL_main.h>
#include <SDL3/SDL_opengl.h> // SDL wrapper header for the OpenGL library #include <SDL3/SDL_opengl.h>
#define BTTN_YES 0 #define BTTN_YES 0
#define BTTN_NO 1 #define BTTN_NO 1
@@ -47,10 +47,10 @@ typedef struct tagCAMERA
{ {
float heading; float heading;
float xpos, zpos; float xpos, zpos;
float yrot; // Y rotation float yrot;
float walkbias, walkbiasangle; float walkbias, walkbiasangle;
float lookupdown; float lookupdown;
float z; // Depth into the screen float z;
} CAMERA; } CAMERA;
typedef struct tagVERTEX typedef struct tagVERTEX
@@ -72,16 +72,16 @@ typedef struct tagSECTOR
typedef struct tagAPPSTATE typedef struct tagAPPSTATE
{ {
SDL_Window *win; // Holds our window handle SDL_Window *win;
SDL_GLContext ctx; // OpenGL rendering context SDL_GLContext ctx;
bool fullscreen, blend; bool fullscreen, blend;
CAMERA camera; CAMERA camera;
unsigned filter; // Which filter to use unsigned filter; // Filtered texture selection
GLuint texture[3]; // Storage for 3 textures GLuint texture[3]; // Filtered textures
SECTOR sector1; // Our model goes here SECTOR sector1;
} APPSTATE; } APPSTATE;
static void readstr(FILE *f, char *string) static void readstr(FILE *f, char *string)
@@ -153,11 +153,11 @@ static bool FlipSurface(SDL_Surface *surface)
return true; return true;
} }
static bool LoadGLTextures(APPSTATE *state) // Load bitmap as textures static bool LoadGLTextures(APPSTATE *state)
{ {
SDL_Surface *TextureImage = NULL; // Create storage space for the texture SDL_Surface *TextureImage = NULL;
// Load & flip the bitmap, check for errors // Load & flip the bitmap
if (!(TextureImage = SDL_LoadBMP("Data/Mud.bmp")) || !FlipSurface(TextureImage)) if (!(TextureImage = SDL_LoadBMP("Data/Mud.bmp")) || !FlipSurface(TextureImage))
{ {
return false; return false;
@@ -181,7 +181,8 @@ static bool LoadGLTextures(APPSTATE *state) // Load bitmap
0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels); 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
} }
SDL_DestroySurface(TextureImage); // Free the image structure // Free temporary surface
SDL_DestroySurface(TextureImage);
return true; return true;
} }
@@ -202,28 +203,31 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou
glLoadMatrixd(mtx); glLoadMatrixd(mtx);
} }
static void ReSizeGLScene(int width, int height) // Resize and initialize the OpenGL window /* Set viewport size and setup matrices *
* width - Width of the OpenGL framebuffer *
* height - Height of the OpenGL framebuffer */
static void ReSizeGLScene(int width, int height)
{ {
if (height == 0) // Prevent division by zero by making height non-zero if (height == 0) // Prevent division-by-zero by ensuring height is non-zero
{ {
height = 1; height = 1;
} }
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 glMatrixMode(GL_PROJECTION); // Select & reset the projection matrix
glLoadIdentity(); // Reset the projection matrix glLoadIdentity();
// Calculate The Aspect Ratio Of The Window float aspect = (float)width / (float)height; // Calculate aspect ratio
gluPerspective(45.0f, (float)width / (float)height, 0.1f, 100.0f); gluPerspective(45.0f, aspect, 0.1f, 100.0f); // Setup perspective matrix
glMatrixMode(GL_MODELVIEW); // Select the modelview matrix glMatrixMode(GL_MODELVIEW); // Select & reset the modelview matrix
glLoadIdentity(); // Reset the modelview matrix glLoadIdentity();
} }
static bool InitGL(APPSTATE *state) // All setup for OpenGL goes here static bool InitGL(APPSTATE *state)
{ {
if (!LoadGLTextures(state)) // Call texture loading function if (!LoadGLTextures(state)) // Load textures
{ {
return false; return false;
} }
@@ -239,13 +243,13 @@ static bool InitGL(APPSTATE *state) // All setup for OpenGL
SetupWorld(state); SetupWorld(state);
return true; // Initialization went OK return true;
} }
static void DrawGLScene(APPSTATE *state) // Here's where we do all the drawing static void DrawGLScene(APPSTATE *state)
{ {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the color and depth buffers
glLoadIdentity(); // Reset the view glLoadIdentity(); // Reset modelview
GLfloat x_m, y_m, z_m, u_m, v_m; GLfloat x_m, y_m, z_m, u_m, v_m;
GLfloat xtrans = -state->camera.xpos; GLfloat xtrans = -state->camera.xpos;
@@ -263,7 +267,6 @@ static void DrawGLScene(APPSTATE *state) // Here's where we do a
numtriangles = state->sector1.numtriangles; numtriangles = state->sector1.numtriangles;
// Process Each Triangle
for (int loop_m = 0; loop_m < numtriangles; loop_m++) for (int loop_m = 0; loop_m < numtriangles; loop_m++)
{ {
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
@@ -292,27 +295,29 @@ static void DrawGLScene(APPSTATE *state) // Here's where we do a
} }
} }
static void KillGLWindow(APPSTATE *state) // Properly kill the window static void KillGLWindow(APPSTATE *state)
{ {
if (state->fullscreen) // Are we in fullscreen mode? // Restore windowed state & cursor visibility
if (state->fullscreen)
{ {
SDL_SetWindowFullscreen(state->win, SDL_FALSE); // If so switch back to the desktop SDL_SetWindowFullscreen(state->win, SDL_FALSE);
SDL_ShowCursor(); // Show mouse pointer SDL_ShowCursor();
} }
if (state->ctx) // Do we have a rendering context? // Release and delete rendering context
if (state->ctx)
{ {
if (SDL_GL_MakeCurrent(state->win, NULL)) // Are we able to release the DC and RC contexts? if (SDL_GL_MakeCurrent(state->win, NULL))
{ {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
} }
SDL_GL_DeleteContext(state->ctx); // Delete the RC SDL_GL_DeleteContext(state->ctx);
state->ctx = NULL; // Set RC to NULL state->ctx = NULL;
} }
SDL_DestroyWindow(state->win); // Destroy the window SDL_DestroyWindow(state->win);
state->win = NULL; // Set hWnd to NULL state->win = NULL;
} }
@@ -324,36 +329,28 @@ static void KillGLWindow(APPSTATE *state) // Properly kill the wi
* fullscreenflag - Use fullscreen mode (true) Or windowed mode (false) */ * fullscreenflag - Use fullscreen mode (true) Or windowed mode (false) */
static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height, int bits, bool fullscreenflag) static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height, int bits, bool fullscreenflag)
{ {
SDL_Rect WindowRect; // Grabs rectangle upper left / lower right values state->fullscreen = fullscreenflag;
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
state->fullscreen = fullscreenflag; // Set the fullscreen flag if (!(state->win = SDL_CreateWindow(title, width, height,
// Create The Window
if (!(state->win = SDL_CreateWindow(title,
WindowRect.w, // Window width
WindowRect.h, // Window height
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY))) SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
{ {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL);
return false; // Return false return false;
} }
if (fullscreenflag) // Attempt fullscreen mode? // Try entering fullscreen mode if requested
if (fullscreenflag)
{ {
if (SDL_SetWindowFullscreen(state->win, SDL_TRUE) < 0) // Try to set selected mode and get results if (SDL_SetWindowFullscreen(state->win, SDL_TRUE) < 0)
{ {
// If mode switching fails, ask the user to quit or use to windowed mode // If mode switching fails, ask the user to quit or use to windowed mode
int bttnid = ShowYesNoMessageBox(state->win, BTTN_YES, "NeHe GL", int bttnid = ShowYesNoMessageBox(state->win, BTTN_YES, "NeHe GL",
"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?"); "The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?");
if (bttnid == BTTN_NO) if (bttnid == BTTN_NO)
{ {
// Show a meessage box letting the user know the program is closing // User chose to quit
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "ERROR", "Program Will Now Close.", NULL);
return false; // Return false return false;
} }
state->fullscreen = false; state->fullscreen = false;
} }
@@ -362,7 +359,7 @@ static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height,
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); 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_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4); 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_DOUBLEBUFFER, 1); // Double buffered framebuffer
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color bits ignored SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color bits ignored
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
@@ -375,29 +372,29 @@ static bool CreateGLWindow(APPSTATE *state, char *title, int width, int height,
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No stencil buffer SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0); // No stencil buffer
if (!(state->ctx = SDL_GL_CreateContext(state->win))) // Are we able to get a rendering context? if (!(state->ctx = SDL_GL_CreateContext(state->win))) // Create rendering context
{ {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL);
return false; // Return false return false;
} }
if (SDL_GL_MakeCurrent(state->win, state->ctx)) // Try to activate the rendering context if (SDL_GL_MakeCurrent(state->win, state->ctx)) // Activate the rendering context
{ {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
return false; // Return false return false;
} }
SDL_ShowWindow(state->win); SDL_ShowWindow(state->win);
SDL_GL_SetSwapInterval(1); SDL_GL_SetSwapInterval(1); // Enable VSync
ReSizeGLScene(width, height); // Set up our perspective OpenGL screen ReSizeGLScene(width, height); // Set up our viewport and perspective
if (!InitGL(state)) // Initialize our newly created OpenGL window if (!InitGL(state)) // Initialize the scene
{ {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL); SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
return false; // Return false return false;
} }
return true; // Success return true;
} }
int SDL_AppEvent(void *appstate, const SDL_Event *event) int SDL_AppEvent(void *appstate, const SDL_Event *event)
@@ -406,12 +403,12 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
switch (event->type) switch (event->type)
{ {
case SDL_EVENT_QUIT: // Have we received a quit event? case SDL_EVENT_QUIT: // Have we received a quit event?
return SDL_APP_SUCCESS; // Exit with success status return SDL_APP_SUCCESS;
case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_DOWN:
if (event->key.keysym.sym == SDLK_ESCAPE) // Quit on escape key if (event->key.keysym.sym == SDLK_ESCAPE) // Quit on escape key
{ {
return SDL_APP_SUCCESS; // Exit with success status return SDL_APP_SUCCESS;
} }
if (!event->key.repeat) // Was a key just pressed? if (!event->key.repeat) // Was a key just pressed?
{ {
@@ -586,7 +583,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
const bool wantfullscreen = (bttnid == BTTN_YES); const bool wantfullscreen = (bttnid == BTTN_YES);
if (!CreateGLWindow(state, "Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, wantfullscreen)) if (!CreateGLWindow(state, "Lionel Brits & NeHe's 3D World Tutorial", 640, 480, 16, wantfullscreen))
{ {
return SDL_APP_FAILURE; // Quit if window was not created return SDL_APP_FAILURE;
} }
return SDL_APP_CONTINUE; return SDL_APP_CONTINUE;
@@ -594,7 +591,6 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
void SDL_AppQuit(void *appstate) void SDL_AppQuit(void *appstate)
{ {
// Shutdown
if (appstate) if (appstate)
{ {
APPSTATE *state = (APPSTATE *)appstate; APPSTATE *state = (APPSTATE *)appstate;
@@ -603,8 +599,9 @@ void SDL_AppQuit(void *appstate)
{ {
glDeleteTextures(3, state->texture); glDeleteTextures(3, state->texture);
} }
KillGLWindow(state); // Kill the window KillGLWindow(state);
free(state); free(state);
} }
SDL_Quit(); SDL_Quit();
} }