mirror of
https://github.com/ScrelliCopter/Lesson10-SDL3.git
synced 2025-02-21 07:19:26 +11:00
type usage consistency
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44
Lesson10.c
44
Lesson10.c
@@ -39,14 +39,14 @@ typedef struct tagCAMERA
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{
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float heading;
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float xpos, zpos;
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GLfloat yrot; // Y Rotation
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GLfloat walkbias, walkbiasangle;
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GLfloat lookupdown;
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GLfloat z; // Depth Into The Screen
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float yrot; // Y Rotation
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float walkbias, walkbiasangle;
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float lookupdown;
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float z; // Depth Into The Screen
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} CAMERA;
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CAMERA camera;
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GLuint filter; // Which Filter To Use
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unsigned filter; // Which Filter To Use
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GLuint texture[3] = { 0, 0, 0 }; // Storage For 3 Textures
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typedef struct tagVERTEX
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@@ -138,7 +138,7 @@ bool FlipSurface(SDL_Surface *surface)
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return true;
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}
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int LoadGLTextures(void) // Load bitmap as textures
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bool LoadGLTextures(void) // Load bitmap as textures
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{
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SDL_Surface *TextureImage = NULL; // Create Storage Space For The Texture
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@@ -177,7 +177,7 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou
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double invcliprng = 1.0 / (zFar - zNear);
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double z = -(zFar + zNear) * invcliprng;
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double z2 = -(2.0 * zFar * zNear) * invcliprng;
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double mtx[16] =
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GLdouble mtx[16] =
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{
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w, 0.0, 0.0, 0.0,
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0.0, h, 0.0, 0.0,
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@@ -187,7 +187,7 @@ static void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdou
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glLoadMatrixd(mtx);
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}
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void ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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void ReSizeGLScene(int width, int height) // Resize And Initialize The GL Window
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{
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if (height == 0) // Prevent A Divide By Zero By
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{
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@@ -200,17 +200,17 @@ void ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initializ
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
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gluPerspective(45.0f, (float)width / (float)height, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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}
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int InitGL(void) // All Setup For OpenGL Goes Here
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bool InitGL(void) // All Setup For OpenGL Goes Here
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{
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if (!LoadGLTextures()) // Jump To Texture Loading Routine
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{
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return 0; // If Texture Didn't Load Return FALSE
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return false;
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}
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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@@ -224,7 +224,7 @@ int InitGL(void) // All Setup For OpenGL
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SetupWorld();
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return 1; // Initialization Went OK
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return true; // Initialization Went OK
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}
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void DrawGLScene(void) // Here's Where We Do All The Drawing
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@@ -277,27 +277,27 @@ void DrawGLScene(void) // Here's Where We Do A
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}
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}
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void KillGLWindow(void) // Properly Kill The Window
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void KillGLWindow(void) // Properly Kill The Window
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{
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if (fullscreen) // Are We In Fullscreen Mode?
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if (fullscreen) // Are We In Fullscreen Mode?
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{
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SDL_SetWindowFullscreen(win, 0); // If So Switch Back To The Desktop
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SDL_ShowCursor(); // Show Mouse Pointer
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SDL_SetWindowFullscreen(win, SDL_FALSE); // If So Switch Back To The Desktop
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SDL_ShowCursor(); // Show Mouse Pointer
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}
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if (ctx) // Do We Have A Rendering Context?
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if (ctx) // Do We Have A Rendering Context?
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{
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if (SDL_GL_MakeCurrent(win, NULL)) // Are We Able To Release The DC And RC Contexts?
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if (SDL_GL_MakeCurrent(win, NULL)) // Are We Able To Release The DC And RC Contexts?
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "SHUTDOWN ERROR", "Release Of RC Failed.", NULL);
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}
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SDL_GL_DeleteContext(ctx); // Delete The RC
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ctx = NULL; // Set RC To NULL
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SDL_GL_DeleteContext(ctx); // Delete The RC
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ctx = NULL; // Set RC To NULL
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}
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SDL_DestroyWindow(win); // Destroy The Window
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win = NULL; // Set hWnd To NULL
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SDL_DestroyWindow(win); // Destroy The Window
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win = NULL; // Set hWnd To NULL
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}
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