normalise whitespace

This commit is contained in:
2024-03-12 19:34:40 +11:00
parent 73affe92d6
commit c7b67c0bfd

View File

@@ -85,7 +85,7 @@ 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);
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
@@ -137,41 +137,41 @@ 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))
{
Status=SDL_TRUE; // Set The Status To TRUE
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if ((TextureImage=SDL_LoadBMP("Data/Mud.bmp")) && FlipSurface(TextureImage))
{
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);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
// 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->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);
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);
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);
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
// 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);
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
return Status; // Return The Status
return Status; // Return The Status
}
static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
@@ -286,7 +286,7 @@ GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
SDL_SetWindowFullscreen(hWnd, 0); // If So Switch Back To The Desktop
SDL_SetWindowFullscreen(hWnd, 0); // If So Switch Back To The Desktop
SDL_ShowCursor(); // Show Mouse Pointer
}
@@ -306,38 +306,38 @@ GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
}
/* 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) */
/* 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) */
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
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
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 +354,13 @@ 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
}
}
}
@@ -382,62 +382,62 @@ 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 (!(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
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);