From ce23f15169971c59239208e8b30224d6b532abd2 Mon Sep 17 00:00:00 2001 From: a dinosaur Date: Tue, 28 May 2024 20:31:28 +1000 Subject: [PATCH] Tone down bizarre Title Case comments and normalise formatting somewhat --- Lesson10.c | 184 ++++++++++++++++++++++++++--------------------------- 1 file changed, 91 insertions(+), 93 deletions(-) diff --git a/Lesson10.c b/Lesson10.c index 214ba85..ed76f69 100644 --- a/Lesson10.c +++ b/Lesson10.c @@ -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 Library Header File -#include // Header File For Standard Input/Output +#include // Standard math library +#include // Standard input/output #include #include #include #define SDL_MAIN_USE_CALLBACKS #include -#include // Header File For The OpenGL32 Library +#include // 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();