Tone down bizarre Title Case comments and normalise formatting somewhat

This commit is contained in:
2024-05-28 20:31:28 +10:00
parent 43d531fa4c
commit ce23f15169

View File

@@ -1,19 +1,19 @@
/*
* 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 https://nehe.gamedev.net
*/
#include <math.h> // Math Library Header File
#include <stdio.h> // Header File For Standard Input/Output
#include <math.h> // Standard math library
#include <stdio.h> // Standard input/output
#include <stdlib.h>
#include <stdbool.h>
#include <SDL3/SDL.h>
#define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_opengl.h> // Header File For The OpenGL32 Library
#include <SDL3/SDL_opengl.h> // SDL wrapper header for the OpenGL library
#define BTTN_YES 0
#define BTTN_NO 1
@@ -47,10 +47,10 @@ typedef struct tagCAMERA
{
float heading;
float xpos, zpos;
float yrot; // Y Rotation
float yrot; // Y rotation
float walkbias, walkbiasangle;
float lookupdown;
float z; // Depth Into The Screen
float z; // Depth into the screen
} CAMERA;
typedef struct tagVERTEX
@@ -72,16 +72,16 @@ typedef struct tagSECTOR
typedef struct tagAPPSTATE
{
SDL_Window *win; // Holds Our Window Handle
SDL_GLContext ctx; // Permanent Rendering Context
SDL_Window *win; // Holds our window handle
SDL_GLContext ctx; // OpenGL rendering context
bool fullscreen, blend;
CAMERA camera;
unsigned filter; // Which Filter To Use
GLuint texture[3]; // Storage For 3 Textures
unsigned filter; // Which filter to use
GLuint texture[3]; // Storage for 3 textures
SECTOR sector1; // Our Model Goes Here
SECTOR sector1; // Our model goes here
} APPSTATE;
static void readstr(FILE *f, char *string)
@@ -99,7 +99,7 @@ static void SetupWorld(APPSTATE *state)
int numtriangles;
FILE *filein;
char oneline[255];
filein = fopen("data/world.txt", "r"); // 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);
@@ -155,7 +155,7 @@ static bool FlipSurface(SDL_Surface *surface)
static bool LoadGLTextures(APPSTATE *state) // Load bitmap as textures
{
SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture
SDL_Surface *TextureImage = NULL; // Create storage space for the texture
// Load & flip the bitmap, check for errors
if (!(TextureImage = SDL_LoadBMP("Data/Mud.bmp")) || !FlipSurface(TextureImage))
@@ -202,50 +202,50 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou
glLoadMatrixd(mtx);
}
static void ReSizeGLScene(int width, int height) // Resize And Initialize The GL Window
static void ReSizeGLScene(int width, int height) // Resize and initialize the OpenGL window
{
if (height == 0) // Prevent A Divide By Zero By
if (height == 0) // Prevent division by zero by making height non-zero
{
height = 1; // Making Height Equal One
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
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, (float)width / (float)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
}
static bool InitGL(APPSTATE *state) // All Setup For OpenGL Goes Here
static bool InitGL(APPSTATE *state) // All setup for OpenGL goes here
{
if (!LoadGLTextures(state)) // Jump To Texture Loading Routine
if (!LoadGLTextures(state)) // Call texture loading function
{
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); // Set the background clear color to black
glClearDepth(1.0); // Ensure depth buffer clears to furthest value
glDepthFunc(GL_LESS); // Pass if pixel depth value tests less than the depth buffer value
glEnable(GL_DEPTH_TEST); // Enable depth testing
glShadeModel(GL_SMOOTH); // Enable Smooth color shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Request the implementation to use perspective correct interpolation
SetupWorld(state);
return true; // Initialization Went OK
return true; // Initialization went OK
}
static void DrawGLScene(APPSTATE *state) // Here's Where We Do All The Drawing
static void DrawGLScene(APPSTATE *state) // 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 = -state->camera.xpos;
@@ -292,70 +292,68 @@ 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) // Properly kill the window
{
if (state->fullscreen) // Are We In Fullscreen Mode?
if (state->fullscreen) // Are we in fullscreen mode?
{
SDL_SetWindowFullscreen(state->win, SDL_FALSE); // If So Switch Back To The Desktop
SDL_ShowCursor(); // Show Mouse Pointer
SDL_SetWindowFullscreen(state->win, SDL_FALSE); // If so switch back to the desktop
SDL_ShowCursor(); // Show mouse pointer
}
if (state->ctx) // Do We Have A Rendering Context?
if (state->ctx) // Do we have a rendering context?
{
if (SDL_GL_MakeCurrent(state->win, NULL)) // Are We Able To Release The DC And RC Contexts?
if (SDL_GL_MakeCurrent(state->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(state->ctx); // Delete The RC
state->ctx = NULL; // Set RC To NULL
SDL_GL_DeleteContext(state->ctx); // Delete the RC
state->ctx = NULL; // Set RC to NULL
}
SDL_DestroyWindow(state->win); // Destroy The Window
state->win = NULL; // Set hWnd To NULL
SDL_DestroyWindow(state->win); // Destroy the window
state->win = NULL; // Set hWnd to NULL
}
/* 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 OpenGL window or fullscreen mode *
* height - Height of the OpenGL 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) */
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
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
state->fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
state->fullscreen = fullscreenflag; // Set the fullscreen flag
// Create The Window
if (!(state->win = SDL_CreateWindow(title,
WindowRect.w, // Window Width
WindowRect.h, // Window Height
WindowRect.w, // Window width
WindowRect.h, // Window height
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY)))
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Window Creation Error.", NULL);
return false; // Return FALSE
return false; // Return false
}
if (fullscreenflag) // Attempt Fullscreen Mode?
if (fullscreenflag) // Attempt fullscreen mode?
{
if (SDL_SetWindowFullscreen(state->win, SDL_TRUE) < 0) // Try To Set Selected Mode And Get Results.
if (SDL_SetWindowFullscreen(state->win, SDL_TRUE) < 0) // Try to set selected mode and get results
{
// If The Mode Fails, Offer Two Options. Quit Or Use 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",
"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?");
if (bttnid == BTTN_NO)
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
// Show a meessage box letting the 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
}
state->fullscreen = false;
}
@@ -364,39 +362,39 @@ 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_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_RED_SIZE, 0); // Color Bits Ignored
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Must support double buffering
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); // 16-bit Z-buffer (depth 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))) // Are we able to get a rendering context?
{
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(state->win, state->ctx)) // Try To Activate The Rendering Context
if (SDL_GL_MakeCurrent(state->win, state->ctx)) // Try to activate the rendering context
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Can't Activate The GL Rendering Context.", NULL);
return false; // Return FALSE
return false; // Return false
}
SDL_ShowWindow(state->win);
SDL_GL_SetSwapInterval(1);
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
ReSizeGLScene(width, height); // Set up our perspective OpenGL screen
if (!InitGL(state)) // Initialize Our Newly Created GL Window
if (!InitGL(state)) // Initialize our newly created OpenGL window
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", "Initialization Failed.", NULL);
return false; // Return FALSE
return false; // Return false
}
return true; // Success
@@ -411,7 +409,7 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
return SDL_APP_SUCCESS; // Exit with success status
case SDL_EVENT_KEY_DOWN:
if (event->key.keysym.sym == SDLK_ESCAPE) // Quit on Escape
if (event->key.keysym.sym == SDLK_ESCAPE) // Quit on escape key
{
return SDL_APP_SUCCESS; // Exit with success status
}
@@ -441,7 +439,7 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
}
break;
case SDLK_F1: // F1 = Toggle Fullscreen / Windowed Mode
case SDLK_F1: // F1 = Toggle fullscreen / windowed mode
SDL_SetWindowFullscreen(state->win, !state->fullscreen);
break;
@@ -471,7 +469,7 @@ int SDL_AppIterate(void *appstate)
{
APPSTATE *state = (APPSTATE *)appstate;
DrawGLScene(state); // Draw the scene
SDL_GL_SwapWindow(state->win); // Swap buffers (Double buffering)
SDL_GL_SwapWindow(state->win); // Swap buffers (double buffering)
// Handle keyboard input
const Uint8 *keys = SDL_GetKeyboardState(NULL);
@@ -561,7 +559,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
.ctx = NULL,
.fullscreen = false,
.blend = false, // Blending OFF
.blend = false, // Blending off
.camera = (CAMERA)
{
@@ -580,15 +578,15 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
.sector1 = (SECTOR){ .numtriangles = 0, .triangle = NULL }
};
// Ask The User Which Screen Mode They Prefer
// Ask the user if they would like to start in fullscreen or windowed mode
int bttnid = ShowYesNoMessageBox(state->win, BTTN_NO, "Start FullScreen?",
"Would You Like To Run In Fullscreen Mode?");
// Create Our OpenGL Window
// Create our OpenGL window
const bool wantfullscreen = (bttnid == BTTN_YES);
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; // Quit if window was not created
}
return SDL_APP_CONTINUE;
@@ -605,7 +603,7 @@ void SDL_AppQuit(void *appstate)
{
glDeleteTextures(3, state->texture);
}
KillGLWindow(state); // Kill The Window
KillGLWindow(state); // Kill the window
free(state);
}
SDL_Quit();