Explorar o código

Some code tweaks

Ray %!s(int64=5) %!d(string=hai) anos
pai
achega
a6297a2be1

+ 3 - 3
examples/models/resources/shaders/glsl330/irradiance.fs

@@ -15,7 +15,7 @@ in vec3 fragPosition;
 uniform samplerCube environmentMap;
 
 // Constant values
-const float PI = 3.14159265359f;
+const float PI = 3.14159265359;
 
 // Output fragment color
 out vec4 finalColor;
@@ -31,8 +31,8 @@ void main()
     vec3 right = cross(up, normal);
     up = cross(normal, right);
 
-    float sampleDelta = 0.025f;
-    float nrSamples = 0.0f; 
+    float sampleDelta = 0.025;
+    float nrSamples = 0.0; 
 
     for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta)
     {

+ 1 - 1
examples/models/resources/shaders/glsl330/pbr.vs

@@ -34,7 +34,7 @@ void main()
     mat3 normalMatrix = transpose(inverse(mat3(matModel)));
 
     // Calculate fragment position based on model transformations
-    fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
+    fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
 
     // Send vertex attributes to fragment shader
     fragTexCoord = vertexTexCoord;

+ 4 - 4
examples/models/resources/shaders/glsl330/prefilter.fs

@@ -18,7 +18,7 @@ uniform samplerCube environmentMap;
 uniform float roughness;
 
 // Constant values
-const float PI = 3.14159265359f;
+const float PI = 3.14159265359;
 
 // Output fragment color
 out vec4 finalColor;
@@ -35,7 +35,7 @@ float DistributionGGX(vec3 N, vec3 H, float roughness)
     float NdotH = max(dot(N, H), 0.0);
     float NdotH2 = NdotH*NdotH;
 
-    float nom   = a2;
+    float nom = a2;
     float denom = (NdotH2*(a2 - 1.0) + 1.0);
     denom = PI*denom*denom;
 
@@ -49,7 +49,7 @@ float RadicalInverse_VdC(uint bits)
      bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
      bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
      bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
-     return float(bits) * 2.3283064365386963e-10; // / 0x100000000
+     return float(bits)*2.3283064365386963e-10; // / 0x100000000
 }
 
 vec2 Hammersley(uint i, uint N)
@@ -60,7 +60,7 @@ vec2 Hammersley(uint i, uint N)
 vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
 {
 	float a = roughness*roughness;
-	float phi = 2.0 * PI * Xi.x;
+	float phi = 2.0*PI*Xi.x;
 	float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
 	float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
 

+ 3 - 7
examples/shaders/rlights.h

@@ -68,17 +68,11 @@ typedef enum {
 extern "C" {            // Prevents name mangling of functions
 #endif
 
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-int lightsCount = 0;    // Current amount of created lights
-
 //----------------------------------------------------------------------------------
 // Module Functions Declaration
 //----------------------------------------------------------------------------------
 Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader);   // Create a light and get shader locations
 void UpdateLightValues(Shader shader, Light light);         // Send light properties to shader
-//void InitLightLocations(Shader shader, Light *light);     // Init light shader locations
 
 #ifdef __cplusplus
 }
@@ -110,7 +104,7 @@ void UpdateLightValues(Shader shader, Light light);         // Send light proper
 //----------------------------------------------------------------------------------
 // Global Variables Definition
 //----------------------------------------------------------------------------------
-// ...
+static int lightsCount = 0;    // Current amount of created lights
 
 //----------------------------------------------------------------------------------
 // Module specific Functions Declaration
@@ -142,6 +136,8 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
         char posName[32] = "lights[x].position\0";
         char targetName[32] = "lights[x].target\0";
         char colorName[32] = "lights[x].color\0";
+        
+        // Set location name [x] depending on lights count
         enabledName[7] = '0' + lightsCount;
         typeName[7] = '0' + lightsCount;
         posName[7] = '0' + lightsCount;

+ 4 - 4
examples/shaders/shaders_basic_lighting.c

@@ -112,7 +112,7 @@ int main(void)
         UpdateCamera(&camera);              // Update camera
 
         // Make the lights do differing orbits
-        angle -= 0.02;
+        angle -= 0.02f;
         lights[0].position.x = cosf(angle)*4.0f;
         lights[0].position.z = sinf(angle)*4.0f;
         lights[1].position.x = cosf(-angle*0.6f)*4.0f;
@@ -128,8 +128,8 @@ int main(void)
         UpdateLightValues(shader, lights[3]);
 
         // Rotate the torus
-        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
-        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
+        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
+        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
 
         // Update the light shader with the camera view position
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
@@ -161,7 +161,7 @@ int main(void)
 
             DrawFPS(10, 10);
             
-            DrawText("Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY);
+            DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
 
         EndDrawing();
         //----------------------------------------------------------------------------------

+ 1 - 1
src/textures.c

@@ -73,7 +73,7 @@
 
 #include "rlgl.h"               // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2
                                 // Required for: rlLoadTexture() rlDeleteTextures(),
-                                //      rlGenerateMipmaps(), some funcs for DrawTexturePro()
+                                // rlGenerateMipmaps(), some funcs for DrawTexturePro()
 
 // Support only desired texture formats on stb_image
 #if !defined(SUPPORT_FILEFORMAT_BMP)