diff --git a/Lesson10.c b/Lesson10.c index 22925ff..9b7fc52 100644 --- a/Lesson10.c +++ b/Lesson10.c @@ -14,15 +14,15 @@ #include #include // Header File For The OpenGL32 Library -SDL_Window* hWnd = NULL; // Holds Our Window Handle -SDL_GLContext hRC = NULL; // Permanent Rendering Context +SDL_Window* win = NULL; // Holds Our Window Handle +SDL_GLContext ctx = 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 blend = false; // Blending ON/OFF +bool bpressed = false; // B Pressed? +bool fpressed = false; // F Pressed? static const SDL_MessageBoxButtonData yesnobttns[2] = { @@ -40,17 +40,17 @@ static const SDL_MessageBoxButtonData yesnobttns[2] = const float piover180 = 0.0174532925f; float heading; -float xpos; -float zpos; +float xpos, zpos; GLfloat yrot; // Y Rotation -GLfloat walkbias = 0; -GLfloat walkbiasangle = 0; +GLfloat walkbias = 0.0f; +GLfloat walkbiasangle = 0.0f; GLfloat lookupdown = 0.0f; GLfloat z = 0.0f; // Depth Into The Screen GLuint filter; // Which Filter To Use -GLuint texture[3]; // Storage For 3 Textures +// Storage For 3 Textures +GLuint texture[3] = { 0, 0, 0}; typedef struct tagVERTEX { @@ -69,7 +69,8 @@ typedef struct tagSECTOR TRIANGLE* triangle; } SECTOR; -SECTOR sector1; // Our Model Goes Here: +// Our Model Goes Here: +SECTOR sector1 = { .numtriangles = 0, .triangle = NULL }; void readstr(FILE *f, char *string) { @@ -80,13 +81,13 @@ void readstr(FILE *f, char *string) return; } -void SetupWorld() +void SetupWorld(void) { float x, y, z, u, v; int numtriangles; FILE *filein; char oneline[255]; - filein = fopen("data/world.txt", "rt"); // File To Load World Data From + filein = fopen("data/world.txt", "r"); // File To Load World Data From readstr(filein, oneline); sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles); @@ -140,7 +141,7 @@ bool FlipSurface(SDL_Surface *surface) return true; } -int LoadGLTextures() // Load Bitmaps And Convert To Textures +int LoadGLTextures(void) // Load Bitmaps And Convert To Textures { int Status = SDL_FALSE; // Status Indicator @@ -177,6 +178,12 @@ int LoadGLTextures() // Load Bitmaps And Convert To Textures return Status; // Return The Status } +void FreeResources(void) +{ + free(sector1.triangle); + glDeleteTextures(3, texture); +} + static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) { double h = 1.0 / tan(fovy * (SDL_PI_D / 180.0) * 0.5); @@ -194,7 +201,7 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou glLoadMatrixd(mtx); } -GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window +void ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window { if (height == 0) // Prevent A Divide By Zero By { @@ -213,7 +220,7 @@ GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initializ glLoadIdentity(); // Reset The Modelview Matrix } -int InitGL() // All Setup For OpenGL Goes Here +int InitGL(void) // All Setup For OpenGL Goes Here { if (!LoadGLTextures()) // Jump To Texture Loading Routine { @@ -234,7 +241,7 @@ int InitGL() // All Setup For OpenGL return 1; // Initialization Went OK } -int DrawGLScene() // Here's Where We Do All The Drawing +int DrawGLScene(void) // 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 @@ -249,12 +256,12 @@ int DrawGLScene() // Here's Where We Do A glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); - + glTranslatef(xtrans, ytrans, ztrans); glBindTexture(GL_TEXTURE_2D, texture[filter]); - + numtriangles = sector1.numtriangles; - + // Process Each Triangle for (int loop_m = 0; loop_m < numtriangles; loop_m++) { @@ -266,14 +273,14 @@ int DrawGLScene() // Here's Where We Do A u_m = sector1.triangle[loop_m].vertex[0].u; v_m = sector1.triangle[loop_m].vertex[0].v; glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m); - + x_m = sector1.triangle[loop_m].vertex[1].x; y_m = sector1.triangle[loop_m].vertex[1].y; z_m = sector1.triangle[loop_m].vertex[1].z; u_m = sector1.triangle[loop_m].vertex[1].u; v_m = sector1.triangle[loop_m].vertex[1].v; glTexCoord2f(u_m, v_m); glVertex3f(x_m, y_m, z_m); - + x_m = sector1.triangle[loop_m].vertex[2].x; y_m = sector1.triangle[loop_m].vertex[2].y; z_m = sector1.triangle[loop_m].vertex[2].z; @@ -285,27 +292,27 @@ int DrawGLScene() // Here's Where We Do A return 1; // Everything Went OK } -GLvoid KillGLWindow() // Properly Kill The Window +void KillGLWindow(void) // Properly Kill The Window { if (fullscreen) // Are We In Fullscreen Mode? { - SDL_SetWindowFullscreen(hWnd, 0); // If So Switch Back To The Desktop + SDL_SetWindowFullscreen(win, 0); // If So Switch Back To The Desktop SDL_ShowCursor(); // Show Mouse Pointer } - if (hRC) // Do We Have A Rendering Context? + if (ctx) // 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(win, 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(ctx); // Delete The RC + ctx = NULL; // Set RC To NULL } - SDL_DestroyWindow(hWnd); // Destroy The Window - hWnd = NULL; // Set hWnd To NULL + SDL_DestroyWindow(win); // Destroy The Window + win = NULL; // Set hWnd To NULL } @@ -317,7 +324,7 @@ GLvoid KillGLWindow() // Properly Kill The Window * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ -bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) +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 @@ -328,7 +335,7 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree fullscreen = fullscreenflag; // Set The Global Fullscreen Flag // Create The Window - if (!(hWnd = SDL_CreateWindow(title, + if (!(win = SDL_CreateWindow(title, WindowRect.w, // Window Width WindowRect.h, // Window Height SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY))) @@ -340,13 +347,13 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree if (fullscreen) // Attempt Fullscreen Mode? { - if (SDL_SetWindowFullscreen(hWnd, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results. + if (SDL_SetWindowFullscreen(win, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results. { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. const SDL_MessageBoxData msgbox = { SDL_MESSAGEBOX_INFORMATION, - hWnd, + win, "NeHe GL", "The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?", 2, @@ -385,26 +392,27 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree 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 (!(ctx = SDL_GL_CreateContext(win))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Create A GL Rendering Context.", NULL); return false; // Return FALSE } - if (SDL_GL_MakeCurrent(hWnd, hRC)) // Try To Activate The Rendering Context + if (SDL_GL_MakeCurrent(win, ctx)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL); return false; // Return FALSE } - SDL_ShowWindow(hWnd); + SDL_ShowWindow(win); SDL_GL_SetSwapInterval(1); ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { + FreeResources(); KillGLWindow(); // Reset The Display SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL); return false; // Return FALSE @@ -413,7 +421,7 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree return true; // Success } -void WndProc(SDL_Event* uMsg) +void WndProc(SDL_Event *uMsg) { switch (uMsg->type) // Check For Windows Messages { @@ -437,7 +445,7 @@ void WndProc(SDL_Event* uMsg) } } -int main(int argc, char* argv[]) +int main(int argc, char *argv[]) { SDL_Event msg; // Windows Message Structure bool done = false; // Bool Variable To Exit Loop @@ -448,7 +456,7 @@ int main(int argc, char* argv[]) const SDL_MessageBoxData msgbox = { /* flags */ SDL_MESSAGEBOX_INFORMATION, - /* window */ hWnd, + /* window */ win, /* title */ "Start FullScreen?", /* message */ "Would You Like To Run In Fullscreen Mode?", /* numbuttons */ 2, @@ -490,10 +498,10 @@ int main(int argc, char* argv[]) } else // Not Time To Quit, Update Screen { - SDL_GL_SwapWindow(hWnd); // Swap Buffers (Double Buffering) - if (keys[SDL_SCANCODE_B] && !bp) + SDL_GL_SwapWindow(win); // Swap Buffers (Double Buffering) + if (keys[SDL_SCANCODE_B] && !bpressed) { - bp = true; + bpressed = true; blend = !blend; if (!blend) { @@ -508,12 +516,12 @@ int main(int argc, char* argv[]) } if (!keys[SDL_SCANCODE_B]) { - bp = false; + bpressed = false; } - if (keys[SDL_SCANCODE_F] && !fp) + if (keys[SDL_SCANCODE_F] && !fpressed) { - fp = true; + fpressed = true; filter += 1; if (filter > 2) { @@ -522,7 +530,7 @@ int main(int argc, char* argv[]) } if (!keys[SDL_SCANCODE_F]) { - fp = false; + fpressed = false; } if (keys[SDL_SCANCODE_PAGEUP]) @@ -591,6 +599,7 @@ int main(int argc, char* argv[]) if (keys[SDL_SCANCODE_F1]) // Is F1 Being Pressed? { keys[SDL_SCANCODE_F1] = false; // If So Make Key FALSE + FreeResources(); KillGLWindow(); // Kill Our Current Window fullscreen = !fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window @@ -604,6 +613,7 @@ int main(int argc, char* argv[]) } // Shutdown + FreeResources(); KillGLWindow(); // Kill The Window SDL_Quit(); return EXIT_SUCCESS; // Exit The Program