diff mbox

[Branch,~glmark2-dev/glmark2/trunk] Rev 15: Clean up code.

Message ID 20110721123631.17019.57669.launchpad@loganberry.canonical.com
State Accepted
Headers show

Commit Message

Alexandros Frantzis July 21, 2011, 12:36 p.m. UTC
------------------------------------------------------------
revno: 15
committer: Alexandros Frantzis <alf82@freemail.gr>
timestamp: Thu 2010-07-08 13:39:44 +0300
message:
  Clean up code.
modified:
  model.cpp
  texture.cpp


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diff mbox

Patch

=== modified file 'model.cpp'
--- model.cpp	2010-07-07 10:32:18 +0000
+++ model.cpp	2010-07-08 10:39:44 +0000
@@ -29,15 +29,15 @@ 
     pMesh->mVertexQty = 3 * mPolygonQty;
     pMesh->mPolygonQty = mPolygonQty;
     pMesh->mMode = GL_TRIANGLES;
-    
+
     pMesh->mVertex = new Vertex[pMesh->mVertexQty];
-    
+
     for(unsigned i = 0; i < pMesh->mVertexQty; i += 3)
     {
         pMesh->mVertex[i + 0].v = mVertex[mPolygon[i / 3].mA].v;
         pMesh->mVertex[i + 1].v = mVertex[mPolygon[i / 3].mB].v;
         pMesh->mVertex[i + 2].v = mVertex[mPolygon[i / 3].mC].v;
-        
+
         pMesh->mVertex[i + 0].n = mVertex[mPolygon[i / 3].mA].n;
         pMesh->mVertex[i + 1].n = mVertex[mPolygon[i / 3].mB].n;
         pMesh->mVertex[i + 2].n = mVertex[mPolygon[i / 3].mC].n;
@@ -46,7 +46,7 @@ 
         pMesh->mVertex[i + 1].t = mVertex[mPolygon[i / 3].mB].t;
         pMesh->mVertex[i + 2].t = mVertex[mPolygon[i / 3].mC].t;
     }
-    
+
 #ifdef _DEBUG
     printf("[ Done ]\n");
 #endif
@@ -79,7 +79,7 @@ 
 {
     Vector3f center;
     Vector3f max = mVertex[0].v, min = mVertex[0].v;
-    
+
     for(unsigned i = 1; i < mVertexQty; i++)
     {
         if(mVertex[i].v.x > max.x) max.x = mVertex[i].v.x;
@@ -105,150 +105,143 @@ 
 
 int Model::load_3ds(const char *pFileName)
 {
+    int i;
+    FILE *l_file;
+    unsigned short l_chunk_id;
+    unsigned int l_chunk_length;
+    unsigned char l_char;
+    unsigned short l_qty;
+    size_t nread;
+
 #ifdef _DEBUG
     printf("Loading model from 3ds file...   ");
 #endif
-   	int i; //Index variable
-	
-	FILE *l_file; //File pointer
-	
-	unsigned short l_chunk_id; //Chunk identifier
-	unsigned int l_chunk_lenght; //Chunk lenght
-
-	unsigned char l_char; //Char variable
-	unsigned short l_qty; //Number of elements in each chunk
-
-	if ((l_file=fopen (pFileName, "rb"))== NULL)
-	{
+
+    if ((l_file=fopen (pFileName, "rb"))== NULL) {
 #ifdef _DEBUG
-	    printf("[ Fail ]\n");
+        printf("[ Fail ]\n");
 #else
         printf("Could not open 3ds file\n");
 #endif
-	    return 0;
-	}
-
-	while (ftell (l_file) < filelength (fileno (l_file))) //Loop to scan the whole file
-	//while(!EOF)
-	{
-		//getch(); //Insert this command for debug (to wait for keypress for each chuck reading)
-
-		fread (&l_chunk_id, 2, 1, l_file); //Read the chunk header
-		fread (&l_chunk_lenght, 4, 1, l_file); //Read the lenght of the chunk
-
-		switch (l_chunk_id)
+        return 0;
+    }
+
+    // Loop to scan the whole file
+    while (ftell (l_file) < filelength (fileno (l_file))) {
+        // Read the chunk header
+        nread = fread (&l_chunk_id, 2, 1, l_file);
+        //Read the lenght of the chunk
+        nread = fread (&l_chunk_length, 4, 1, l_file);
+
+        switch (l_chunk_id)
         {
-			//----------------- MAIN3DS -----------------
-			// Description: Main chunk, contains all the other chunks
-			// Chunk ID: 4d4d 
-			// Chunk Lenght: 0 + sub chunks
-			//-------------------------------------------
-			case 0x4d4d: 
-			break;    
-
-			//----------------- EDIT3DS -----------------
-			// Description: 3D Editor chunk, objects layout info 
-			// Chunk ID: 3d3d (hex)
-			// Chunk Lenght: 0 + sub chunks
-			//-------------------------------------------
-			case 0x3d3d:
-			break;
-			
-			//--------------- EDIT_OBJECT ---------------
-			// Description: Object block, info for each object
-			// Chunk ID: 4000 (hex)
-			// Chunk Lenght: len(object name) + sub chunks
-			//-------------------------------------------
-			case 0x4000: 
-				i=0;
-				do
-				{
-					fread (&l_char, 1, 1, l_file);
+            //----------------- MAIN3DS -----------------
+            // Description: Main chunk, contains all the other chunks
+            // Chunk ID: 4d4d
+            // Chunk Lenght: 0 + sub chunks
+            //-------------------------------------------
+            case 0x4d4d:
+                break;
+
+            //----------------- EDIT3DS -----------------
+            // Description: 3D Editor chunk, objects layout info 
+            // Chunk ID: 3d3d (hex)
+            // Chunk Lenght: 0 + sub chunks
+            //-------------------------------------------
+            case 0x3d3d:
+                break;
+
+            //--------------- EDIT_OBJECT ---------------
+            // Description: Object block, info for each object
+            // Chunk ID: 4000 (hex)
+            // Chunk Lenght: len(object name) + sub chunks
+            //-------------------------------------------
+            case 0x4000:
+                i = 0;
+                do {
+                    nread = fread (&l_char, 1, 1, l_file);
                     mName[i] = l_char;
-					i++;
+                    i++;
                 } while(l_char != '\0' && i<20);
-			break;
-
-			//--------------- OBJ_TRIMESH ---------------
-			// Description: Triangular mesh, contains chunks for 3d mesh info
-			// Chunk ID: 4100 (hex)
-			// Chunk Lenght: 0 + sub chunks
-			//-------------------------------------------
-			case 0x4100:
-			break;
-			
-			//--------------- TRI_VERTEXL ---------------
-			// Description: Vertices list
-			// Chunk ID: 4110 (hex)
-			// Chunk Lenght: 1 x unsigned short (number of vertices) 
-			//             + 3 x float (vertex coordinates) x (number of vertices)
-			//             + sub chunks
-			//-------------------------------------------
-			case 0x4110: 
-				fread (&l_qty, sizeof (unsigned short), 1, l_file);
+                break;
+
+            //--------------- OBJ_TRIMESH ---------------
+            // Description: Triangular mesh, contains chunks for 3d mesh info
+            // Chunk ID: 4100 (hex)
+            // Chunk Lenght: 0 + sub chunks
+            //-------------------------------------------
+            case 0x4100:
+                break;
+
+            //--------------- TRI_VERTEXL ---------------
+            // Description: Vertices list
+            // Chunk ID: 4110 (hex)
+            // Chunk Lenght: 1 x unsigned short (number of vertices)
+            //             + 3 x float (vertex coordinates) x (number of vertices)
+            //             + sub chunks
+            //-------------------------------------------
+            case 0x4110:
+                nread = fread (&l_qty, sizeof (unsigned short), 1, l_file);
                 mVertexQty = l_qty;
                 mVertex = new Vertex[mVertexQty];
-                for (i=0; i<l_qty; i++)
-                {
-					fread (&mVertex[i].v.x, sizeof(float), 1, l_file);
-                    fread (&mVertex[i].v.y, sizeof(float), 1, l_file);
-					fread (&mVertex[i].v.z, sizeof(float), 1, l_file);
-				}
-				break;
+                for (i = 0; i < l_qty; i++) {
+                    nread = fread (&mVertex[i].v.x, sizeof(float), 1, l_file);
+                    nread = fread (&mVertex[i].v.y, sizeof(float), 1, l_file);
+                    nread = fread (&mVertex[i].v.z, sizeof(float), 1, l_file);
+                }
+                break;
 
-			//--------------- TRI_FACEL1 ----------------
-			// Description: Polygons (faces) list
-			// Chunk ID: 4120 (hex)
-			// Chunk Lenght: 1 x unsigned short (number of polygons) 
-			//             + 3 x unsigned short (polygon points) x (number of polygons)
-			//             + sub chunks
-			//-------------------------------------------
-			case 0x4120:
-				fread (&l_qty, sizeof (unsigned short), 1, l_file);
+            //--------------- TRI_FACEL1 ----------------
+            // Description: Polygons (faces) list
+            // Chunk ID: 4120 (hex)
+            // Chunk Lenght: 1 x unsigned short (number of polygons)
+            //             + 3 x unsigned short (polygon points) x (number of polygons)
+            //             + sub chunks
+            //-------------------------------------------
+            case 0x4120:
+                nread = fread (&l_qty, sizeof (unsigned short), 1, l_file);
                 mPolygonQty = l_qty;
                 mPolygon = new Polygon[mPolygonQty];
-                for (i=0; i<l_qty; i++)
-                {
-					fread (&mPolygon[i].mA, sizeof (unsigned short), 1, l_file);
-					fread (&mPolygon[i].mB, sizeof (unsigned short), 1, l_file);
-					fread (&mPolygon[i].mC, sizeof (unsigned short), 1, l_file);
-					fread (&mPolygon[i].mFaceFlags, sizeof (unsigned short), 1, l_file);
-				}
-                break;
-
-			//------------- TRI_MAPPINGCOORS ------------
-			// Description: Vertices list
-			// Chunk ID: 4140 (hex)
-			// Chunk Lenght: 1 x unsigned short (number of mapping points) 
-			//             + 2 x float (mapping coordinates) x (number of mapping points)
-			//             + sub chunks
-			//-------------------------------------------
-			case 0x4140:
-				fread (&l_qty, sizeof (unsigned short), 1, l_file);
-				for (i=0; i<l_qty; i++)
-				{
-					fread (&mVertex[i].t.u, sizeof (float), 1, l_file);
-                    fread (&mVertex[i].t.v, sizeof (float), 1, l_file);
-				}
-                break;
-
-			//----------- Skip unknow chunks ------------
-			//We need to skip all the chunks that currently we don't use
-			//We use the chunk lenght information to set the file pointer
-			//to the same level next chunk
-			//-------------------------------------------
-			default:
-				 fseek(l_file, l_chunk_lenght-6, SEEK_CUR);
-        } 
-	}
-	fclose(l_file); // Closes the file stream
+                for (i = 0; i < l_qty; i++) {
+                    nread = fread (&mPolygon[i].mA, sizeof (unsigned short), 1, l_file);
+                    nread = fread (&mPolygon[i].mB, sizeof (unsigned short), 1, l_file);
+                    nread = fread (&mPolygon[i].mC, sizeof (unsigned short), 1, l_file);
+                    nread = fread (&mPolygon[i].mFaceFlags, sizeof (unsigned short), 1, l_file);
+                }
+                break;
+
+            //------------- TRI_MAPPINGCOORS ------------
+            // Description: Vertices list
+            // Chunk ID: 4140 (hex)
+            // Chunk Lenght: 1 x unsigned short (number of mapping points) 
+            //             + 2 x float (mapping coordinates) x (number of mapping points)
+            //             + sub chunks
+            //-------------------------------------------
+            case 0x4140:
+                nread = fread (&l_qty, sizeof (unsigned short), 1, l_file);
+                for (i = 0; i < l_qty; i++) {
+                    nread = fread (&mVertex[i].t.u, sizeof (float), 1, l_file);
+                    nread = fread (&mVertex[i].t.v, sizeof (float), 1, l_file);
+                }
+                break;
+
+            //----------- Skip unknow chunks ------------
+            //We need to skip all the chunks that currently we don't use
+            //We use the chunk lenght information to set the file pointer
+            //to the same level next chunk
+            //-------------------------------------------
+            default:
+                fseek(l_file, l_chunk_length - 6, SEEK_CUR);
+        }
+    }
+    fclose(l_file); // Closes the file stream
 
 #ifdef _DEBUG
     printf("[ Success ]\n");
-	printf("    Model Information\n");
-	printf("    Name:          %s\n", mName);
-	printf("    Vertex count:  %d\n", mVertexQty);
-	printf("    Polygon count: %d\n", mPolygonQty);
-#endif 
+    printf("    Model Information\n");
+    printf("    Name:          %s\n", mName);
+    printf("    Vertex count:  %d\n", mVertexQty);
+    printf("    Polygon count: %d\n", mPolygonQty);
+#endif
     return 1;
 }

=== modified file 'texture.cpp'
--- texture.cpp	2010-07-07 10:32:18 +0000
+++ texture.cpp	2010-07-08 10:39:44 +0000
@@ -3,11 +3,10 @@ 
 int load_texture(const char pFilename[], GLuint *pTexture)
 {
     SDL_Surface *surface;
-    GLenum texture_format;
+    GLenum texture_format = GL_RGB;
     GLint  nOfColors;
 
-    if ((surface = SDL_LoadBMP(pFilename)))
-    {
+    if ((surface = SDL_LoadBMP(pFilename))) {
         if ((surface->w & (surface->w - 1)) != 0)
             printf("warning: image.bmp's width is not a power of 2\n");
 
@@ -15,24 +14,20 @@ 
             printf("warning: image.bmp's height is not a power of 2\n");
 
         nOfColors = surface->format->BytesPerPixel;
-        if (nOfColors == 4)
-        {
+        if (nOfColors == 4) {
             if (surface->format->Rmask == 0x000000ff)
                 texture_format = GL_RGBA;
             else
                 texture_format = GL_BGRA;
         }
-        else
-        {
-            if (nOfColors == 3)
-            {
+        else {
+            if (nOfColors == 3) {
                 if (surface->format->Rmask == 0x000000ff)
                     texture_format = GL_RGB;
                 else
                     texture_format = GL_BGR;
             }
-            else
-            {
+            else {
                 printf("warning: the image is not truecolor..  this will probably break\n");
             }
         }
@@ -40,49 +35,28 @@ 
         glGenTextures(3, pTexture);
 
         // Create Nearest Filtered Texture
-		glBindTexture(GL_TEXTURE_2D, pTexture[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, nOfColors, surface->w, surface->h, 0, texture_format, GL_UNSIGNED_BYTE, surface->pixels);
-		
-		// Create Linear Filtered Texture
-		glBindTexture(GL_TEXTURE_2D, pTexture[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, nOfColors, surface->w, surface->h, 0, texture_format, GL_UNSIGNED_BYTE, surface->pixels);
+        glBindTexture(GL_TEXTURE_2D, pTexture[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, nOfColors, surface->w, surface->h, 0,
+                     texture_format, GL_UNSIGNED_BYTE, surface->pixels);
+
+        // Create Linear Filtered Texture
+        glBindTexture(GL_TEXTURE_2D, pTexture[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, nOfColors, surface->w, surface->h, 0,
+                     texture_format, GL_UNSIGNED_BYTE, surface->pixels);
 
         // Create MipMapped Texture
-		glBindTexture(GL_TEXTURE_2D, pTexture[2]);
-		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
-		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
-		
-		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, surface->w, surface->h, texture_format, GL_UNSIGNED_BYTE, surface->pixels);
-
-/*
-        switch (filter)
-        {
-        case 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, nOfColors, surface->w, surface->h, 0, texture_format, GL_UNSIGNED_BYTE, surface->pixels);
-            break;
-
-        case 1:
-            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-            glTexImage2D(GL_TEXTURE_2D, 0, nOfColors, surface->w, surface->h, 0, texture_format, GL_UNSIGNED_BYTE, surface->pixels);
-            break;
-
-        case 2:
-            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
-            gluBuild2DMipmaps(GL_TEXTURE_2D, 3, surface->w, surface->h, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels);
-            break;
-        }
-*/
+        glBindTexture(GL_TEXTURE_2D, pTexture[2]);
+        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
+
+        gluBuild2DMipmaps(GL_TEXTURE_2D, 3, surface->w, surface->h,
+                          texture_format, GL_UNSIGNED_BYTE, surface->pixels);
     }
-    else
-    {
+    else {
         fprintf(stderr, "SDL could not load image.bmp: %s\n", SDL_GetError());
         return 0;
     }