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raysan5 4 년 전
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3개의 변경된 파일121개의 추가작업 그리고 125개의 파일을 삭제
  1. 30 26
      examples/core/core_quat_conversion.c
  2. 90 98
      examples/shaders/shaders_spotlight.c
  3. 1 1
      src/rlgl.h

+ 30 - 26
examples/core/core_quat_conversion.c

@@ -34,16 +34,17 @@ int main(void)
     camera.fovy = 45.0f;                                // Camera field-of-view Y
     camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type
 
-    Mesh msh = GenMeshCylinder(.2, 1, 32); 
-    Model mod = LoadModelFromMesh(msh);
+    Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32); 
+    Model model = LoadModelFromMesh(mesh);
+    
+    // Some required variables
+    Quaternion q1 = { 0 };
+    Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
+    Vector3 v1 = { 0 }, v2 = { 0 };
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
-
-    Quaternion q1;
-    Matrix m1,m2,m3,m4;
-    Vector3 v1,v2;
-    
+   
     // Main game loop
     while (!WindowShouldClose())    // Detect window close button or ESC key
     {
@@ -51,11 +52,11 @@ int main(void)
         //--------------------------------------------------------------------------------------
         if (!IsKeyDown(KEY_SPACE))
         {
-            v1.x += 0.01;
-            v1.y += 0.03;
-            v1.z += 0.05;
+            v1.x += 0.01f;
+            v1.y += 0.03f;
+            v1.z += 0.05f;
         }
-            
+
         if (v1.x > PI*2) v1.x -= PI*2;
         if (v1.y > PI*2) v1.y -= PI*2;
         if (v1.z > PI*2) v1.z -= PI*2;
@@ -70,7 +71,7 @@ int main(void)
         v2 = QuaternionToEuler(q1);       
         v2.x *= DEG2RAD; 
         v2.y *= DEG2RAD; 
-        v2.z *=DEG2RAD; 
+        v2.z *= DEG2RAD; 
         
         m4 = MatrixRotateZYX(v2);
         //--------------------------------------------------------------------------------------
@@ -80,16 +81,17 @@ int main(void)
         BeginDrawing();
 
             ClearBackground(RAYWHITE);
+            
             BeginMode3D(camera);
 
-                mod.transform = m1;
-                DrawModel(mod, (Vector3){-1,0,0},1.0,RED);
-                mod.transform = m2;
-                DrawModel(mod, (Vector3){1,0,0},1.0,RED);
-                mod.transform = m3;
-                DrawModel(mod, (Vector3){0,0,0},1.0,RED);
-                mod.transform = m4;
-                DrawModel(mod, (Vector3){0,0,-1},1.0,RED);
+                model.transform = m1;
+                DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
+                model.transform = m2;
+                DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
+                model.transform = m3;
+                DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
+                model.transform = m4;
+                DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
 
                 DrawGrid(10, 1.0f);
  
@@ -105,13 +107,13 @@ int main(void)
             if (v1.y == v2.y) cy = GREEN;
             if (v1.z == v2.z) cz = GREEN;
             
-            DrawText(TextFormat("%2.3f",v1.x),20,20,20,cx);
-            DrawText(TextFormat("%2.3f",v1.y),20,40,20,cy);
-            DrawText(TextFormat("%2.3f",v1.z),20,60,20,cz);
+            DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx);
+            DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy);
+            DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz);
 
-            DrawText(TextFormat("%2.3f",v2.x),200,20,20,cx);
-            DrawText(TextFormat("%2.3f",v2.y),200,40,20,cy);
-            DrawText(TextFormat("%2.3f",v2.z),200,60,20,cz);
+            DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, cx);
+            DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, cy);
+            DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, cz);
 
         EndDrawing();
         //----------------------------------------------------------------------------------
@@ -119,6 +121,8 @@ int main(void)
 
     // De-Initialization
     //--------------------------------------------------------------------------------------
+    UnloadModel(model);   // Unload model data (mesh and materials)
+    
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
 

+ 90 - 98
examples/shaders/shaders_spotlight.c

@@ -39,10 +39,8 @@
     #define GLSL_VERSION            100
 #endif
 
-
-#define MAXSPOT           3	// NB must be the same as define in shader
-#define numStars        400
-
+#define MAX_SPOTS         3        // NOTE: It must be the same as define in shader
+#define MAX_STARS       400
 
 // Spot data
 typedef struct {   
@@ -78,76 +76,67 @@ int main(void)
 
     Texture texRay = LoadTexture("resources/raysan.png");
     
-    Star stars[numStars] = { 0 };
+    Star stars[MAX_STARS] = { 0 };
 
-    for (int n = 0; n < numStars; n++) ResetStar(&stars[n]);
+    for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]);
 
     // Progress all the stars on, so they don't all start in the centre
     for (int m = 0; m < screenWidth/2.0; m++) 
     {
-        for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]);
+        for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
     }
 
     int frameCounter = 0;
-
-
        
     // Use default vert shader
-    Shader spotShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
+    Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
     
-	// Get the locations of spots in the shader
-	Spot spots[MAXSPOT];
-/*
-    unsigned int posLoc;
-    unsigned int innerLoc;
-    unsigned int radiusLoc;
-*/    
-    for (int i = 0; i < MAXSPOT; i++) 
+    // Get the locations of spots in the shader
+    Spot spots[MAX_SPOTS];
+
+    for (int i = 0; i < MAX_SPOTS; i++) 
     {
-		char posName[32] = "spots[x].pos\0";
-		char innerName[32] = "spots[x].inner\0";
-		char radiusName[32] = "spots[x].radius\0";
-
-		posName[6] = '0' + i;
-		innerName[6] = '0' + i;
-		radiusName[6] = '0' + i;
-		
-		spots[i].posLoc = GetShaderLocation(spotShader, posName);
-		spots[i].innerLoc = GetShaderLocation(spotShader, innerName);
-		spots[i].radiusLoc = GetShaderLocation(spotShader, radiusName);
-		
-	}
-	
-	// tell the shader how wide the screen is so we can have
-	// a pitch black half and a dimly lit half.
-	{
-		unsigned int wLoc = GetShaderLocation(spotShader, "screenWidth");
-		float sw = (float)GetScreenWidth();
-		SetShaderValue(spotShader, wLoc, &sw, UNIFORM_FLOAT);
-	}
-
-    // randomise the locations and velocities of the spotlights
+        char posName[32] = "spots[x].pos\0";
+        char innerName[32] = "spots[x].inner\0";
+        char radiusName[32] = "spots[x].radius\0";
+
+        posName[6] = '0' + i;
+        innerName[6] = '0' + i;
+        radiusName[6] = '0' + i;
+        
+        spots[i].posLoc = GetShaderLocation(shdrSpot, posName);
+        spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
+        spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
+        
+    }
+    
+    // Tell the shader how wide the screen is so we can have
+    // a pitch black half and a dimly lit half.
+    unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
+    float sw = (float)GetScreenWidth();
+    SetShaderValue(shdrSpot, wLoc, &sw, UNIFORM_FLOAT);
+
+    // Randomise the locations and velocities of the spotlights
     // and initialise the shader locations
-    for (int i = 0; i < MAXSPOT; i++)
+    for (int i = 0; i < MAX_SPOTS; i++)
     {
-		
-		spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
-		spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
-		spots[i].vel = (Vector2){ 0, 0 };
+        spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
+        spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
+        spots[i].vel = (Vector2){ 0, 0 };
         
-		while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
+        while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
         {
-			spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
-			spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
-		}
-		
-		spots[i].inner = 28 * (i + 1);
-		spots[i].radius = 48 * (i + 1);
-		
-		SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
-		SetShaderValue(spotShader, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT);
-		SetShaderValue(spotShader, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT);
-	}
+            spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
+            spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
+        }
+        
+        spots[i].inner = 28 * (i + 1);
+        spots[i].radius = 48 * (i + 1);
+        
+        SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);
+        SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT);
+        SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT);
+    }
 
     SetTargetFPS(60);               // Set  to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -159,39 +148,42 @@ int main(void)
         //----------------------------------------------------------------------------------
         frameCounter++;
 
-		// Move the stars, resetting them if the go offscreen
-        for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]);
+        // Move the stars, resetting them if the go offscreen
+        for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
 
-		// Update the spots, send them to the shader
-		for (int i = 0; i < MAXSPOT; i++)
+        // Update the spots, send them to the shader
+        for (int i = 0; i < MAX_SPOTS; i++)
         {
-			if ( i == 0 ) {
-				Vector2 mp = GetMousePosition();
-				spots[i].pos.x = mp.x;					
-				spots[i].pos.y = screenHeight - mp.y;
-			} else {
-				spots[i].pos.x += spots[i].vel.x;					
-				spots[i].pos.y += spots[i].vel.y;
-				
-				if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;					
-				if (spots[i].pos.x > screenWidth - 64) spots[i].vel.x = -spots[i].vel.x;					
-				if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;					
-				if (spots[i].pos.y > screenHeight - 64) spots[i].vel.y = -spots[i].vel.y;
-			}
-			
-			SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);				
-		}
-			
+            if (i == 0)
+            {
+                Vector2 mp = GetMousePosition();
+                spots[i].pos.x = mp.x;                    
+                spots[i].pos.y = screenHeight - mp.y;
+            }
+            else
+            {
+                spots[i].pos.x += spots[i].vel.x;                    
+                spots[i].pos.y += spots[i].vel.y;
+                
+                if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;                    
+                if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x;                    
+                if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;                    
+                if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y;
+            }
+            
+            SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2);                
+        }
+            
         // Draw
         //----------------------------------------------------------------------------------
         BeginDrawing();
 
             ClearBackground(DARKBLUE);
 
-			// Draw stars and bobs
-            for (int n = 0; n < numStars; n++)
+            // Draw stars and bobs
+            for (int n = 0; n < MAX_STARS; n++)
             {
-				// Single pixel is just too small these days!
+                // Single pixel is just too small these days!
                 DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE);
             }
 
@@ -199,24 +191,23 @@ int main(void)
             {
                 DrawTexture(texRay,
                     (screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32,
-                    (screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2),
-                    WHITE);
+                    (screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), WHITE);
             }
 
-			// Draw spot lights
-			BeginShaderMode(spotShader);
-				// instead of a blank rectangle you could render here
-				// a render texture of the full screen used to do screen
-				// scaling (slight adjustment to shader would be required
-				// to actually pay attention to the colour!)
-				DrawRectangle(0,0,screenWidth,screenHeight,WHITE);
-			EndShaderMode();
+            // Draw spot lights
+            BeginShaderMode(shdrSpot);
+                // Instead of a blank rectangle you could render here
+                // a render texture of the full screen used to do screen
+                // scaling (slight adjustment to shader would be required
+                // to actually pay attention to the colour!)
+                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
+            EndShaderMode();
 
             DrawFPS(10, 10);
             
             DrawText("Move the mouse!", 10, 30, 20, GREEN);
-            DrawText("Pitch Black", screenWidth * .2, screenHeight / 2, 20, GREEN);
-            DrawText("Dark", screenWidth * .66, screenHeight / 2, 20, GREEN);
+            DrawText("Pitch Black", screenWidth*0.2f, screenHeight/2, 20, GREEN);
+            DrawText("Dark", screenWidth*.66f, screenHeight/2, 20, GREEN);
             
 
         EndDrawing();
@@ -226,6 +217,7 @@ int main(void)
     // De-Initialization
     //--------------------------------------------------------------------------------------
     UnloadTexture(texRay);
+    UnloadShader(shdrSpot);
 
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
@@ -243,17 +235,17 @@ void ResetStar(Star *s)
         s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f;
         s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f;
         
-    } while (!(fabs(s->vel.x) + fabs(s->vel.y) > 1));
+    } while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1)));
     
-    s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8, 8 }));
+    s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f }));
 }
 
 void UpdateStar(Star *s)
 {
     s->pos = Vector2Add(s->pos, s->vel);
     
-    if (s->pos.x < 0 || s->pos.x > GetScreenWidth() ||
-        s->pos.y < 0 || s->pos.y > GetScreenHeight())
+    if ((s->pos.x < 0) || (s->pos.x > GetScreenWidth()) ||
+        (s->pos.y < 0) || (s->pos.y > GetScreenHeight()))
     {
         ResetStar(s);
     }

+ 1 - 1
src/rlgl.h

@@ -1509,7 +1509,7 @@ void rlEnableSmoothLines(void)
 void rlDisableSmoothLines(void)
 {
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_11)
-	glDisable(GL_LINE_SMOOTH);
+    glDisable(GL_LINE_SMOOTH);
 #endif
 }