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raysan5 hace 9 años
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d17a0cee1a
Se han modificado 7 ficheros con 117 adiciones y 114 borrados
  1. 5 3
      examples/resources/shaders/standard.fs
  2. 9 9
      src/core.c
  3. 47 49
      src/raylib.h
  4. 1 1
      src/raymath.h
  5. 1 1
      src/rlgl.c
  6. 53 50
      src/rlgl.h
  7. 1 1
      src/shapes.c

+ 5 - 3
examples/resources/shaders/standard.fs

@@ -88,8 +88,10 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
     // Spot attenuation
     float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
     attenuation = dot(lightToSurface, -lightDir);
+    
     float lightToSurfaceAngle = degrees(acos(attenuation));
     if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
+    
     float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
     
     // Combine diffuse and attenuation
@@ -103,7 +105,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
         spec = pow(dot(n, h), 3 + glossiness)*s;
     }
     
-    return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb);
+    return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
 }
 
 void main()
@@ -122,7 +124,7 @@ void main()
     vec3 lighting = colAmbient.rgb;
     
     // Calculate normal texture color fetching or set to maximum normal value by default
-    if(useNormal == 1)
+    if (useNormal == 1)
     {
         n *= texture(texture1, fragTexCoord).rgb;
         n = normalize(n);
@@ -130,7 +132,7 @@ void main()
     
     // Calculate specular texture color fetching or set to maximum specular value by default
     float spec = 1.0;
-    if(useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
+    if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
     
     for (int i = 0; i < lightsCount; i++)
     {

+ 9 - 9
src/core.c

@@ -2078,10 +2078,10 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
     gestureEvent.position[0] = GetMousePosition();
     
     // Normalize gestureEvent.position[0] for screenWidth and screenHeight
-    gestureEvent.position[0].x /= (float)GetScreenWidth(); 
+    gestureEvent.position[0].x /= (float)GetScreenWidth();
     gestureEvent.position[0].y /= (float)GetScreenHeight();
-	
-	// Gesture data is sent to gestures system for processing
+
+    // Gesture data is sent to gestures system for processing
     ProcessGestureEvent(gestureEvent);
 #endif
 }
@@ -2223,10 +2223,10 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
                     // Load default font for convenience
                     // NOTE: External function (defined in module: text)
                     LoadDefaultFont();
-                    
+
                     // TODO: GPU assets reload in case of lost focus (lost context)
                     // NOTE: This problem has been solved just unbinding and rebinding context from display
-					/*
+                    /*
                     if (assetsReloadRequired)
                     {
                         for (int i = 0; i < assetsCount; i++)
@@ -2759,9 +2759,9 @@ static void *GamepadThread(void *arg)
     };
 
     // Read gamepad event
-	struct js_event gamepadEvent;
+    struct js_event gamepadEvent;
     
-	while (1) 
+    while (1) 
     {
         for (int i = 0; i < MAX_GAMEPADS; i++)
         {
@@ -2792,8 +2792,8 @@ static void *GamepadThread(void *arg)
                 }
             }
         }
-	}
-    
+    }
+
     return NULL;
 }
 #endif

+ 47 - 49
src/raylib.h

@@ -349,7 +349,7 @@ typedef struct Camera {
     Vector3 position;       // Camera position
     Vector3 target;         // Camera target it looks-at
     Vector3 up;             // Camera up vector (rotation over its axis)
-    float fovy;             // Field-Of-View apperture in Y (degrees)
+    float fovy;             // Camera field-of-view apperture in Y (degrees)
 } Camera;
 
 // Camera2D type, defines a 2d camera
@@ -362,86 +362,84 @@ typedef struct Camera2D {
 
 // Bounding box type
 typedef struct BoundingBox {
-    Vector3 min;
-    Vector3 max;
+    Vector3 min;            // minimum vertex box-corner
+    Vector3 max;            // maximum vertex box-corner
 } BoundingBox;
 
 // Vertex data definning a mesh
 typedef struct Mesh {
-    int vertexCount;            // number of vertices stored in arrays
-    int triangleCount;          // number of triangles stored (indexed or not)
-    float *vertices;            // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
-    float *texcoords;           // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
-    float *texcoords2;          // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
-    float *normals;             // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
-    float *tangents;            // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
-    unsigned char *colors;      // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
-    unsigned short *indices;    // vertex indices (in case vertex data comes indexed)
-
-    BoundingBox bounds;         // mesh limits defined by min and max points
-    
-    unsigned int vaoId;         // OpenGL Vertex Array Object id
-    unsigned int vboId[7];      // OpenGL Vertex Buffer Objects id (7 types of vertex data)
+    int vertexCount;        // number of vertices stored in arrays
+    int triangleCount;      // number of triangles stored (indexed or not)
+    float *vertices;        // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+    float *texcoords;       // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+    float *texcoords2;      // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+    float *normals;         // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+    float *tangents;        // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+    unsigned char *colors;  // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+    unsigned short *indices;// vertex indices (in case vertex data comes indexed)
+
+    unsigned int vaoId;     // OpenGL Vertex Array Object id
+    unsigned int vboId[7];  // OpenGL Vertex Buffer Objects id (7 types of vertex data)
 } Mesh;
 
 // Shader type (generic shader)
 typedef struct Shader {
-    unsigned int id;      // Shader program id
+    unsigned int id;        // Shader program id
     
     // Vertex attributes locations (default locations)
-    int vertexLoc;        // Vertex attribute location point    (default-location = 0)
-    int texcoordLoc;      // Texcoord attribute location point  (default-location = 1)
-    int texcoord2Loc;     // Texcoord2 attribute location point (default-location = 5)
-    int normalLoc;        // Normal attribute location point    (default-location = 2)
-    int tangentLoc;       // Tangent attribute location point   (default-location = 4)
-    int colorLoc;         // Color attibute location point      (default-location = 3)
+    int vertexLoc;          // Vertex attribute location point    (default-location = 0)
+    int texcoordLoc;        // Texcoord attribute location point  (default-location = 1)
+    int texcoord2Loc;       // Texcoord2 attribute location point (default-location = 5)
+    int normalLoc;          // Normal attribute location point    (default-location = 2)
+    int tangentLoc;         // Tangent attribute location point   (default-location = 4)
+    int colorLoc;           // Color attibute location point      (default-location = 3)
 
     // Uniform locations
-    int mvpLoc;           // ModelView-Projection matrix uniform location point (vertex shader)
-    int tintColorLoc;     // Diffuse color uniform location point (fragment shader)
+    int mvpLoc;             // ModelView-Projection matrix uniform location point (vertex shader)
+    int tintColorLoc;       // Diffuse color uniform location point (fragment shader)
     
     // Texture map locations (generic for any kind of map)
-    int mapTexture0Loc;  // Map texture uniform location point (default-texture-unit = 0)
-    int mapTexture1Loc;  // Map texture uniform location point (default-texture-unit = 1)
-    int mapTexture2Loc;  // Map texture uniform location point (default-texture-unit = 2)
+    int mapTexture0Loc;     // Map texture uniform location point (default-texture-unit = 0)
+    int mapTexture1Loc;     // Map texture uniform location point (default-texture-unit = 1)
+    int mapTexture2Loc;     // Map texture uniform location point (default-texture-unit = 2)
 } Shader;
 
 // Material type
 typedef struct Material {
-    Shader shader;              // Standard shader (supports 3 map textures)
+    Shader shader;          // Standard shader (supports 3 map textures)
 
-    Texture2D texDiffuse;       // Diffuse texture  (binded to shader mapTexture0Loc)
-    Texture2D texNormal;        // Normal texture   (binded to shader mapTexture1Loc)
-    Texture2D texSpecular;      // Specular texture (binded to shader mapTexture2Loc)
+    Texture2D texDiffuse;   // Diffuse texture  (binded to shader mapTexture0Loc)
+    Texture2D texNormal;    // Normal texture   (binded to shader mapTexture1Loc)
+    Texture2D texSpecular;  // Specular texture (binded to shader mapTexture2Loc)
     
-    Color colDiffuse;           // Diffuse color
-    Color colAmbient;           // Ambient color
-    Color colSpecular;          // Specular color
+    Color colDiffuse;       // Diffuse color
+    Color colAmbient;       // Ambient color
+    Color colSpecular;      // Specular color
     
-    float glossiness;           // Glossiness level (Ranges from 0 to 1000)
+    float glossiness;       // Glossiness level (Ranges from 0 to 1000)
 } Material;
 
 // Model type
 typedef struct Model {
-    Mesh mesh;                  // Vertex data buffers (RAM and VRAM)
-    Matrix transform;           // Local transform matrix
-    Material material;          // Shader and textures data
+    Mesh mesh;              // Vertex data buffers (RAM and VRAM)
+    Matrix transform;       // Local transform matrix
+    Material material;      // Shader and textures data
 } Model;
 
 // Light type
 typedef struct LightData {
-    unsigned int id;    // Light id
-    int type;           // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
-    bool enabled;       // Light enabled
+    unsigned int id;        // Light unique id
+    int type;               // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+    bool enabled;           // Light enabled
     
-    Vector3 position;   // Light position
-    Vector3 target;     // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
-    float radius;       // Light attenuation radius light intensity reduced with distance (world distance)
+    Vector3 position;       // Light position
+    Vector3 target;         // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+    float radius;           // Light attenuation radius light intensity reduced with distance (world distance)
     
-    Color diffuse;      // Light diffuse color
-    float intensity;    // Light intensity level
+    Color diffuse;          // Light diffuse color
+    float intensity;        // Light intensity level
     
-    float coneAngle;    // Light cone max angle: LIGHT_SPOT
+    float coneAngle;        // Light cone max angle: LIGHT_SPOT
 } LightData, *Light;
 
 // Light types

+ 1 - 1
src/raymath.h

@@ -73,7 +73,7 @@
 //----------------------------------------------------------------------------------
 
 #if defined(RAYMATH_STANDALONE)
-	// Vector2 type
+    // Vector2 type
     typedef struct Vector2 {
         float x;
         float y;

+ 1 - 1
src/rlgl.c

@@ -2369,7 +2369,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
 static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
 {
     unsigned int program = 0;
-	
+
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     GLuint vertexShader;
     GLuint fragmentShader;

+ 53 - 50
src/rlgl.h

@@ -130,51 +130,43 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
         COMPRESSED_ASTC_4x4_RGBA,       // 8 bpp
         COMPRESSED_ASTC_8x8_RGBA        // 2 bpp
     } TextureFormat;
-    
-    // Bounding box type
-    typedef struct BoundingBox {
-        Vector3 min;
-        Vector3 max;
-    } BoundingBox;
 
     // Vertex data definning a mesh
     typedef struct Mesh {
-        int vertexCount;            // number of vertices stored in arrays
-        float *vertices;            // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
-        float *texcoords;           // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
-        float *texcoords2;          // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
-        float *normals;             // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
-        float *tangents;            // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
-        unsigned char *colors;      // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
-        unsigned short *indices;    // vertex indices (in case vertex data comes indexed)
-        int triangleCount;          // number of triangles stored (indexed or not)
-        
-        BoundingBox bounds;         // mesh limits defined by min and max points
-        
-        unsigned int vaoId;         // OpenGL Vertex Array Object id
-        unsigned int vboId[7];      // OpenGL Vertex Buffer Objects id (7 types of vertex data)
+        int vertexCount;        // number of vertices stored in arrays
+        int triangleCount;      // number of triangles stored (indexed or not)
+        float *vertices;        // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+        float *texcoords;       // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+        float *texcoords2;      // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+        float *normals;         // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+        float *tangents;        // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+        unsigned char *colors;  // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+        unsigned short *indices;// vertex indices (in case vertex data comes indexed)
+
+        unsigned int vaoId;     // OpenGL Vertex Array Object id
+        unsigned int vboId[7];  // OpenGL Vertex Buffer Objects id (7 types of vertex data)
     } Mesh;
 
     // Shader type (generic shader)
     typedef struct Shader {
-        unsigned int id;      // Shader program id
+        unsigned int id;        // Shader program id
         
         // Vertex attributes locations (default locations)
-        int vertexLoc;        // Vertex attribute location point (default-location = 0)
-        int texcoordLoc;      // Texcoord attribute location point (default-location = 1)
-        int normalLoc;        // Normal attribute location point (default-location = 2)
-        int colorLoc;         // Color attibute location point (default-location = 3)
-        int tangentLoc;       // Tangent attribute location point (default-location = 4)
-        int texcoord2Loc;     // Texcoord2 attribute location point (default-location = 5)
+        int vertexLoc;          // Vertex attribute location point (default-location = 0)
+        int texcoordLoc;        // Texcoord attribute location point (default-location = 1)
+        int normalLoc;          // Normal attribute location point (default-location = 2)
+        int colorLoc;           // Color attibute location point (default-location = 3)
+        int tangentLoc;         // Tangent attribute location point (default-location = 4)
+        int texcoord2Loc;       // Texcoord2 attribute location point (default-location = 5)
 
         // Uniform locations
-        int mvpLoc;           // ModelView-Projection matrix uniform location point (vertex shader)
-        int tintColorLoc;     // Color uniform location point (fragment shader)
+        int mvpLoc;             // ModelView-Projection matrix uniform location point (vertex shader)
+        int tintColorLoc;       // Color uniform location point (fragment shader)
         
         // Texture map locations (generic for any kind of map)
-        int mapTexture0Loc;  // Map texture uniform location point (default-texture-unit = 0)
-        int mapTexture1Loc;  // Map texture uniform location point (default-texture-unit = 1)
-        int mapTexture2Loc;  // Map texture uniform location point (default-texture-unit = 2)
+        int mapTexture0Loc;     // Map texture uniform location point (default-texture-unit = 0)
+        int mapTexture1Loc;     // Map texture uniform location point (default-texture-unit = 1)
+        int mapTexture2Loc;     // Map texture uniform location point (default-texture-unit = 2)
     } Shader;
 
     // Texture2D type
@@ -196,35 +188,46 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
     
     // Material type
     typedef struct Material {
-        Shader shader;              // Standard shader (supports 3 map types: diffuse, normal, specular)
+        Shader shader;          // Standard shader (supports 3 map types: diffuse, normal, specular)
 
-        Texture2D texDiffuse;       // Diffuse texture
-        Texture2D texNormal;        // Normal texture
-        Texture2D texSpecular;      // Specular texture
+        Texture2D texDiffuse;   // Diffuse texture
+        Texture2D texNormal;    // Normal texture
+        Texture2D texSpecular;  // Specular texture
 
-        Color colDiffuse;           // Diffuse color
-        Color colAmbient;           // Ambient color
-        Color colSpecular;          // Specular color
+        Color colDiffuse;       // Diffuse color
+        Color colAmbient;       // Ambient color
+        Color colSpecular;      // Specular color
         
-        float glossiness;           // Glossiness level (Ranges from 0 to 1000)
+        float glossiness;       // Glossiness level (Ranges from 0 to 1000)
     } Material;
     
+    // Camera type, defines a camera position/orientation in 3d space
+    typedef struct Camera {
+        Vector3 position;       // Camera position
+        Vector3 target;         // Camera target it looks-at
+        Vector3 up;             // Camera up vector (rotation over its axis)
+        float fovy;             // Camera field-of-view apperture in Y (degrees)
+    } Camera;
+
     // Light type
     typedef struct LightData {
-        unsigned int id;    // Light id
-        int type;           // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
-        bool enabled;       // Light enabled
+        unsigned int id;        // Light unique id
+        int type;               // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+        bool enabled;           // Light enabled
         
-        Vector3 position;   // Light position
-        Vector3 target;     // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
-        float radius;       // Light attenuation radius light intensity reduced with distance (world distance)
+        Vector3 position;       // Light position
+        Vector3 target;         // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+        float radius;           // Light attenuation radius light intensity reduced with distance (world distance)
         
-        Color diffuse;      // Light diffuse color
-        float intensity;    // Light intensity level
+        Color diffuse;          // Light diffuse color
+        float intensity;        // Light intensity level
         
-        float coneAngle;    // Light cone max angle: LIGHT_SPOT
+        float coneAngle;        // Light cone max angle: LIGHT_SPOT
     } LightData, *Light;
-	
+    
+    // Light types
+    typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
+
     // Color blending modes (pre-defined)
     typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
 #endif

+ 1 - 1
src/shapes.c

@@ -489,7 +489,7 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
                 retRec.height = rec2.height - dyy;
             }
         }
-		
+
         if (rec1.width > rec2.width)
         {
             if (retRec.width >= rec2.width) retRec.width = rec2.width;