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Review code formating

Ray 1 year ago
parent
commit
a17a81f05b
2 changed files with 43 additions and 33 deletions
  1. 21 17
      src/rmodels.c
  2. 22 16
      src/rtextures.c

+ 21 - 17
src/rmodels.c

@@ -570,8 +570,9 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
     rlBegin(RL_TRIANGLES);
     rlBegin(RL_TRIANGLES);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
 
 
-        for (int i = 0; i < sides; i++) {
-            // compute the four vertices
+        for (int i = 0; i < sides; i++)
+        {
+            // Compute the four vertices
             float s1 = sinf(baseAngle*(i + 0))*startRadius;
             float s1 = sinf(baseAngle*(i + 0))*startRadius;
             float c1 = cosf(baseAngle*(i + 0))*startRadius;
             float c1 = cosf(baseAngle*(i + 0))*startRadius;
             Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z };
             Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z };
@@ -585,11 +586,12 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
             float c4 = cosf(baseAngle*(i + 1))*endRadius;
             float c4 = cosf(baseAngle*(i + 1))*endRadius;
             Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z };
             Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z };
 
 
-            if (startRadius > 0) {                              //
+            if (startRadius > 0)
+            {
                 rlVertex3f(startPos.x, startPos.y, startPos.z); // |
                 rlVertex3f(startPos.x, startPos.y, startPos.z); // |
                 rlVertex3f(w2.x, w2.y, w2.z);                   // T0
                 rlVertex3f(w2.x, w2.y, w2.z);                   // T0
                 rlVertex3f(w1.x, w1.y, w1.z);                   // |
                 rlVertex3f(w1.x, w1.y, w1.z);                   // |
-            }                                                   //
+            }
                                                                 //          w2 x.-----------x startPos
                                                                 //          w2 x.-----------x startPos
             rlVertex3f(w1.x, w1.y, w1.z);                       // |           |\'.  T0    /
             rlVertex3f(w1.x, w1.y, w1.z);                       // |           |\'.  T0    /
             rlVertex3f(w2.x, w2.y, w2.z);                       // T1          | \ '.     /
             rlVertex3f(w2.x, w2.y, w2.z);                       // T1          | \ '.     /
@@ -599,7 +601,8 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
             rlVertex3f(w4.x, w4.y, w4.z);                       // T2            '.  \  |T3/
             rlVertex3f(w4.x, w4.y, w4.z);                       // T2            '.  \  |T3/
             rlVertex3f(w3.x, w3.y, w3.z);                       // |               '. \ | /
             rlVertex3f(w3.x, w3.y, w3.z);                       // |               '. \ | /
                                                                 //                   '.\|/
                                                                 //                   '.\|/
-            if (endRadius > 0) {                                //                     'x w3
+            if (endRadius > 0)                                  //                     'x w3
+            {
                 rlVertex3f(endPos.x, endPos.y, endPos.z);       // |
                 rlVertex3f(endPos.x, endPos.y, endPos.z);       // |
                 rlVertex3f(w3.x, w3.y, w3.z);                   // T3
                 rlVertex3f(w3.x, w3.y, w3.z);                   // T3
                 rlVertex3f(w4.x, w4.y, w4.z);                   // |
                 rlVertex3f(w4.x, w4.y, w4.z);                   // |
@@ -657,8 +660,9 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl
     rlBegin(RL_LINES);
     rlBegin(RL_LINES);
         rlColor4ub(color.r, color.g, color.b, color.a);
         rlColor4ub(color.r, color.g, color.b, color.a);
 
 
-        for (int i = 0; i < sides; i++) {
-            // compute the four vertices
+        for (int i = 0; i < sides; i++)
+        {
+            // Compute the four vertices
             float s1 = sinf(baseAngle*(i + 0))*startRadius;
             float s1 = sinf(baseAngle*(i + 0))*startRadius;
             float c1 = cosf(baseAngle*(i + 0))*startRadius;
             float c1 = cosf(baseAngle*(i + 0))*startRadius;
             Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z };
             Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z };
@@ -4749,7 +4753,8 @@ static cgltf_result LoadFileGLTFCallback(const struct cgltf_memory_options *memo
 }
 }
 
 
 // Release file data callback for cgltf
 // Release file data callback for cgltf
-static void ReleaseFileGLTFCallback(const struct cgltf_memory_options *memoryOptions, const struct cgltf_file_options *fileOptions, void *data) {
+static void ReleaseFileGLTFCallback(const struct cgltf_memory_options *memoryOptions, const struct cgltf_file_options *fileOptions, void *data)
+{
     UnloadFileData(data);
     UnloadFileData(data);
 }
 }
 
 
@@ -5335,7 +5340,8 @@ static Model LoadGLTF(const char *fileName)
                 model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float));
                 model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float));
                 memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*3*sizeof(float));
                 memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*3*sizeof(float));
                 model.meshes[meshIndex].animNormals = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float));
                 model.meshes[meshIndex].animNormals = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float));
-                if (model.meshes[meshIndex].normals != NULL) {
+                if (model.meshes[meshIndex].normals != NULL)
+                {
                     memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float));
                     memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float));
                 }
                 }
 
 
@@ -5379,7 +5385,7 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
             break;
             break;
         }
         }
     }
     }
-    
+
     float duration = fmax((tend - tstart), EPSILON);
     float duration = fmax((tend - tstart), EPSILON);
     float t = (time - tstart)/duration;
     float t = (time - tstart)/duration;
     t = (t < 0.0f)? 0.0f : t;
     t = (t < 0.0f)? 0.0f : t;
@@ -5400,7 +5406,6 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
 
 
                 *r = v1;
                 *r = v1;
             } break;
             } break;
-
             case cgltf_interpolation_type_linear:
             case cgltf_interpolation_type_linear:
             {
             {
                 float tmp[3] = { 0.0f };
                 float tmp[3] = { 0.0f };
@@ -5409,10 +5414,9 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
                 cgltf_accessor_read_float(output, keyframe+1, tmp, 3);
                 cgltf_accessor_read_float(output, keyframe+1, tmp, 3);
                 Vector3 v2 = {tmp[0], tmp[1], tmp[2]};
                 Vector3 v2 = {tmp[0], tmp[1], tmp[2]};
                 Vector3 *r = data;
                 Vector3 *r = data;
-                
+
                 *r = Vector3Lerp(v1, v2, t);
                 *r = Vector3Lerp(v1, v2, t);
             } break;
             } break;
-
             case cgltf_interpolation_type_cubic_spline:
             case cgltf_interpolation_type_cubic_spline:
             {
             {
                 float tmp[3] = { 0.0f };
                 float tmp[3] = { 0.0f };
@@ -5428,6 +5432,7 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
 
 
                 *r = Vector3CubicHermite(v1, tangent1, v2, tangent2, t);
                 *r = Vector3CubicHermite(v1, tangent1, v2, tangent2, t);
             } break;
             } break;
+            default: break;
         }
         }
     }
     }
     else if (output->type == cgltf_type_vec4)
     else if (output->type == cgltf_type_vec4)
@@ -5444,7 +5449,6 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
 
 
                 *r = v1;
                 *r = v1;
             } break;
             } break;
-
             case cgltf_interpolation_type_linear:
             case cgltf_interpolation_type_linear:
             {
             {
                 float tmp[4] = { 0.0f };
                 float tmp[4] = { 0.0f };
@@ -5453,10 +5457,9 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
                 cgltf_accessor_read_float(output, keyframe+1, tmp, 4);
                 cgltf_accessor_read_float(output, keyframe+1, tmp, 4);
                 Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]};
                 Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]};
                 Vector4 *r = data;
                 Vector4 *r = data;
-                
+
                 *r = QuaternionSlerp(v1, v2, t);
                 *r = QuaternionSlerp(v1, v2, t);
             } break;
             } break;
-
             case cgltf_interpolation_type_cubic_spline:
             case cgltf_interpolation_type_cubic_spline:
             {
             {
                 float tmp[4] = { 0.0f };
                 float tmp[4] = { 0.0f };
@@ -5477,12 +5480,13 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
                 {
                 {
                     v2 = Vector4Negate(v2);
                     v2 = Vector4Negate(v2);
                 }
                 }
-                
+
                 outTangent1 = Vector4Scale(outTangent1, duration);
                 outTangent1 = Vector4Scale(outTangent1, duration);
                 inTangent2 = Vector4Scale(inTangent2, duration);
                 inTangent2 = Vector4Scale(inTangent2, duration);
 
 
                 *r = QuaternionCubicHermiteSpline(v1, outTangent1, v2, inTangent2, t);
                 *r = QuaternionCubicHermiteSpline(v1, outTangent1, v2, inTangent2, t);
             } break;
             } break;
+            default: break;
         }
         }
     }
     }
 
 

+ 22 - 16
src/rtextures.c

@@ -1993,8 +1993,9 @@ void ImageAlphaPremultiply(Image *image)
     ImageFormat(image, format);
     ImageFormat(image, format);
 }
 }
 
 
-// Apply box blur
-void ImageBlurGaussian(Image *image, int blurSize) {
+// Apply box blur to image
+void ImageBlurGaussian(Image *image, int blurSize)
+{
     // Security check to avoid program crash
     // Security check to avoid program crash
     if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return;
     if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return;
 
 
@@ -2006,7 +2007,8 @@ void ImageBlurGaussian(Image *image, int blurSize) {
     Vector4 *pixelsCopy1 = RL_MALLOC((image->height)*(image->width)*sizeof(Vector4));
     Vector4 *pixelsCopy1 = RL_MALLOC((image->height)*(image->width)*sizeof(Vector4));
     Vector4 *pixelsCopy2 = RL_MALLOC((image->height)*(image->width)*sizeof(Vector4));
     Vector4 *pixelsCopy2 = RL_MALLOC((image->height)*(image->width)*sizeof(Vector4));
 
 
-    for (int i = 0; i < (image->height)*(image->width); i++) {
+    for (int i = 0; i < (image->height*image->width); i++)
+    {
         pixelsCopy1[i].x = pixels[i].r;
         pixelsCopy1[i].x = pixels[i].r;
         pixelsCopy1[i].y = pixels[i].g;
         pixelsCopy1[i].y = pixels[i].g;
         pixelsCopy1[i].z = pixels[i].b;
         pixelsCopy1[i].z = pixels[i].b;
@@ -2014,7 +2016,8 @@ void ImageBlurGaussian(Image *image, int blurSize) {
     }
     }
 
 
     // Repeated convolution of rectangular window signal by itself converges to a gaussian distribution
     // Repeated convolution of rectangular window signal by itself converges to a gaussian distribution
-    for (int j = 0; j < GAUSSIAN_BLUR_ITERATIONS; j++) {
+    for (int j = 0; j < GAUSSIAN_BLUR_ITERATIONS; j++)
+    {
         // Horizontal motion blur
         // Horizontal motion blur
         for (int row = 0; row < image->height; row++)
         for (int row = 0; row < image->height; row++)
         {
         {
@@ -4997,22 +5000,25 @@ int GetPixelDataSize(int width, int height, int format)
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
 // Module specific Functions Definition
 // Module specific Functions Definition
 //----------------------------------------------------------------------------------
 //----------------------------------------------------------------------------------
-// From https://stackoverflow.com/questions/1659440/32-bit-to-16-bit-floating-point-conversion/60047308#60047308
-
-static float HalfToFloat(unsigned short x) {
-    const unsigned int e = (x&0x7C00)>>10; // exponent
-    const unsigned int m = (x&0x03FF)<<13; // mantissa
+// Convert half-float (stored as unsigned short) to float
+// REF: https://stackoverflow.com/questions/1659440/32-bit-to-16-bit-floating-point-conversion/60047308#60047308
+static float HalfToFloat(unsigned short x)
+{
+    const unsigned int e = (x & 0x7C00) >> 10; // Exponent
+    const unsigned int m = (x & 0x03FF) << 13; // Mantissa
     const float fm = (float)m;
     const float fm = (float)m;
-    const unsigned int v = (*(unsigned int*)&fm)>>23; // evil log2 bit hack to count leading zeros in denormalized format
-    const unsigned int r = (x&0x8000)<<16 | (e!=0)*((e+112)<<23|m) | ((e==0)&(m!=0))*((v-37)<<23|((m<<(150-v))&0x007FE000)); // sign : normalized : denormalized
+    const unsigned int v = (*(unsigned int*)&fm) >> 23; // Evil log2 bit hack to count leading zeros in denormalized format
+    const unsigned int r = (x & 0x8000) << 16 | (e != 0)*((e + 112) << 23 | m) | ((e == 0)&(m != 0))*((v - 37) << 23 | ((m << (150 - v)) & 0x007FE000)); // sign : normalized : denormalized
     return *(float*)&r;
     return *(float*)&r;
 }
 }
 
 
-static unsigned short FloatToHalf(float x) {
-    const unsigned int b = (*(unsigned int*)&x)+0x00001000; // round-to-nearest-even: add last bit after truncated mantissa
-    const unsigned int e = (b&0x7F800000)>>23; // exponent
-    const unsigned int m = b&0x007FFFFF; // mantissa; in line below: 0x007FF000 = 0x00800000-0x00001000 = decimal indicator flag - initial rounding
-    return (b&0x80000000)>>16 | (e>112)*((((e-112)<<10)&0x7C00)|m>>13) | ((e<113)&(e>101))*((((0x007FF000+m)>>(125-e))+1)>>1) | (e>143)*0x7FFF; // sign : normalized : denormalized : saturate
+// Convert float to half-float (stored as unsigned short)
+static unsigned short FloatToHalf(float x)
+{
+    const unsigned int b = (*(unsigned int*) & x) + 0x00001000; // Round-to-nearest-even: add last bit after truncated mantissa
+    const unsigned int e = (b & 0x7F800000) >> 23; // Exponent
+    const unsigned int m = b & 0x007FFFFF; // Mantissa; in line below: 0x007FF000 = 0x00800000-0x00001000 = decimal indicator flag - initial rounding
+    return (b & 0x80000000) >> 16 | (e > 112)*((((e - 112) << 10) & 0x7C00) | m >> 13) | ((e < 113) & (e > 101))*((((0x007FF000 + m) >> (125 - e)) + 1) >> 1) | (e > 143)*0x7FFF; // sign : normalized : denormalized : saturate
 }
 }
 
 
 // Get pixel data from image as Vector4 array (float normalized)
 // Get pixel data from image as Vector4 array (float normalized)