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Fix small bug and spacing

victorfisac %!s(int64=9) %!d(string=hai) anos
pai
achega
dcd6942ed1
Modificáronse 3 ficheiros con 35 adicións e 35 borrados
  1. 7 7
      examples/resources/shaders/standard.fs
  2. 23 23
      src/models.c
  3. 5 5
      src/rlgl.c

+ 7 - 7
examples/resources/shaders/standard.fs

@@ -43,7 +43,7 @@ vec3 CalcPointLight(Light l, vec3 n, vec3 v)
     
     // Specular shading
     float spec = 0.0;
-    if(diff > 0.0)
+    if (diff > 0.0)
     {
         vec3 h = normalize(-l.direction + v);
         spec = pow(dot(n, h), 3 + glossiness);
@@ -61,7 +61,7 @@ vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
     
     // Specular shading
     float spec = 0.0;
-    if(diff > 0.0)
+    if (diff > 0.0)
     {
         vec3 h = normalize(lightDir + v);
         spec = pow(dot(n, h), 3 + glossiness);
@@ -84,7 +84,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
     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;
+    if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
     float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
     
     // Combine diffuse and attenuation
@@ -92,7 +92,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
     
     // Specular shading
     float spec = 0.0;
-    if(diffAttenuation > 0.0)
+    if (diffAttenuation > 0.0)
     {
         vec3 h = normalize(lightDir + v);
         spec = pow(dot(n, h), 3 + glossiness);
@@ -115,13 +115,13 @@ void main()
     vec4 texelColor = texture(texture0, fragTexCoord);
     vec3 lighting = colAmbient.rgb;
     
-    for(int i = 0; i < lightsCount; i++)
+    for (int i = 0; i < lightsCount; i++)
     {
         // Check if light is enabled
-        if(lights[i].enabled == 1)
+        if (lights[i].enabled == 1)
         {
             // Calculate lighting based on light type
-            switch(lights[i].type)
+            switch (lights[i].type)
             {
                 case 0: lighting += CalcPointLight(lights[i], n, v); break;
                 case 1: lighting += CalcDirectionalLight(lights[i], n, v); break;

+ 23 - 23
src/models.c

@@ -302,9 +302,9 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
         rlBegin(RL_TRIANGLES);
             rlColor4ub(color.r, color.g, color.b, color.a);
 
-            for(int i = 0; i < (rings + 2); i++)
+            for (int i = 0; i < (rings + 2); i++)
             {
-                for(int j = 0; j < slices; j++)
+                for (int j = 0; j < slices; j++)
                 {
                     rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
                                sin(DEG2RAD*(270+(180/(rings + 1))*i)),
@@ -341,9 +341,9 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
         rlBegin(RL_LINES);
             rlColor4ub(color.r, color.g, color.b, color.a);
 
-            for(int i = 0; i < (rings + 2); i++)
+            for (int i = 0; i < (rings + 2); i++)
             {
-                for(int j = 0; j < slices; j++)
+                for (int j = 0; j < slices; j++)
                 {
                     rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
                                sin(DEG2RAD*(270+(180/(rings + 1))*i)),
@@ -386,7 +386,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
             if (radiusTop > 0)
             {
                 // Draw Body -------------------------------------------------------------------------------------
-                for(int i = 0; i < 360; i += 360/sides)
+                for (int i = 0; i < 360; i += 360/sides)
                 {
                     rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left
                     rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right
@@ -398,7 +398,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
                 }
 
                 // Draw Cap --------------------------------------------------------------------------------------
-                for(int i = 0; i < 360; i += 360/sides)
+                for (int i = 0; i < 360; i += 360/sides)
                 {
                     rlVertex3f(0, height, 0);
                     rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
@@ -408,7 +408,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
             else
             {
                 // Draw Cone -------------------------------------------------------------------------------------
-                for(int i = 0; i < 360; i += 360/sides)
+                for (int i = 0; i < 360; i += 360/sides)
                 {
                     rlVertex3f(0, height, 0);
                     rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
@@ -417,7 +417,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
             }
 
             // Draw Base -----------------------------------------------------------------------------------------
-            for(int i = 0; i < 360; i += 360/sides)
+            for (int i = 0; i < 360; i += 360/sides)
             {
                 rlVertex3f(0, 0, 0);
                 rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
@@ -431,7 +431,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
 // NOTE: It could be also used for pyramid and cone
 void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
 {
-    if(sides < 3) sides = 3;
+    if (sides < 3) sides = 3;
 
     rlPushMatrix();
         rlTranslatef(position.x, position.y, position.z);
@@ -439,7 +439,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
         rlBegin(RL_LINES);
             rlColor4ub(color.r, color.g, color.b, color.a);
 
-            for(int i = 0; i < 360; i += 360/sides)
+            for (int i = 0; i < 360; i += 360/sides)
             {
                 rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
                 rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
@@ -500,7 +500,7 @@ void DrawGrid(int slices, float spacing)
     int halfSlices = slices / 2;
 
     rlBegin(RL_LINES);
-        for(int i = -halfSlices; i <= halfSlices; i++)
+        for (int i = -halfSlices; i <= halfSlices; i++)
         {
             if (i == 0)
             {
@@ -798,9 +798,9 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
 
     Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
 
-    for(int z = 0; z < mapZ-1; z++)
+    for (int z = 0; z < mapZ-1; z++)
     {
-        for(int x = 0; x < mapX-1; x++)
+        for (int x = 0; x < mapX-1; x++)
         {
             // Fill vertices array with data
             //----------------------------------------------------------
@@ -1417,7 +1417,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
     float vector = VectorDotProduct(raySpherePos, ray.direction);
     float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
     
-    if(d >= 0.0f) collision = true;
+    if (d >= 0.0f) collision = true;
     
     return collision;
 }
@@ -1432,14 +1432,14 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
     float vector = VectorDotProduct(raySpherePos, ray.direction);
     float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
     
-    if(d >= 0.0f) collision = true;
+    if (d >= 0.0f) collision = true;
     
     // Calculate collision point
     Vector3 offset = ray.direction;
     float collisionDistance = 0;
     
     // Check if ray origin is inside the sphere to calculate the correct collision point
-    if(distance < sphereRadius) collisionDistance = vector + sqrt(d);
+    if (distance < sphereRadius) collisionDistance = vector + sqrt(d);
     else collisionDistance = vector - sqrt(d);
     
     VectorScale(&offset, collisionDistance);
@@ -1777,11 +1777,11 @@ static Mesh LoadOBJ(const char *fileName)
     // First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
     // NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
     // NOTE: faces MUST be defined as TRIANGLES (3 vertex per face)
-    while(!feof(objFile))
+    while (!feof(objFile))
     {
         fscanf(objFile, "%c", &dataType);
 
-        switch(dataType)
+        switch (dataType)
         {
             case '#':   // Comments
             case 'o':   // Object name (One OBJ file can contain multible named meshes)
@@ -1842,11 +1842,11 @@ static Mesh LoadOBJ(const char *fileName)
     // Second reading pass: Get vertex data to fill intermediate arrays
     // NOTE: This second pass is required in case of multiple meshes defined in same OBJ
     // TODO: Consider that different meshes can have different vertex data available (position, texcoords, normals)
-    while(!feof(objFile))
+    while (!feof(objFile))
     {
         fscanf(objFile, "%c", &dataType);
 
-        switch(dataType)
+        switch (dataType)
         {
             case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'f': fgets(comments, 200, objFile); break;
             case 'v':
@@ -1903,11 +1903,11 @@ static Mesh LoadOBJ(const char *fileName)
     if (numNormals == 0) TraceLog(INFO, "[%s] No normals data on OBJ, normals will be generated from faces data", fileName);
 
     // Third reading pass: Get faces (triangles) data and fill VertexArray
-    while(!feof(objFile))
+    while (!feof(objFile))
     {
         fscanf(objFile, "%c", &dataType);
 
-        switch(dataType)
+        switch (dataType)
         {
             case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'v': fgets(comments, 200, objFile); break;
             case 'f':
@@ -2023,7 +2023,7 @@ static Material LoadMTL(const char *fileName)
         return material;
     }
 
-    while(!feof(mtlFile))
+    while (!feof(mtlFile))
     {
         fgets(buffer, MAX_BUFFER_SIZE, mtlFile);
         

+ 5 - 5
src/rlgl.c

@@ -1397,7 +1397,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
     {
         TraceLog(WARNING, "Framebuffer object could not be created...");
         
-        switch(status)
+        switch (status)
         {
             case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
             case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
@@ -1768,7 +1768,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
 
     // Check if using standard shader to get location points
     // NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
-    if(material.shader.id == standardShader.id)
+    if (material.shader.id == standardShader.id)
     {
         // Send model transformations matrix to shader
         glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
@@ -2285,7 +2285,7 @@ void DrawLights(void)
                 Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
                 DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
                 DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
-            }
+            } break;
             case LIGHT_SPOT:
             {                
                 Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
@@ -3081,7 +3081,7 @@ static void SetShaderLights(Shader shader)
         locPoint = glGetUniformLocation(shader.id, locName);
         glUniform1f(locPoint, lights[i]->intensity);
         
-        switch(lights[i]->type)
+        switch (lights[i]->type)
         {
             case LIGHT_POINT:
             {
@@ -3295,7 +3295,7 @@ static void TraceLog(int msgType, const char *text, ...)
     va_list args;
     va_start(args, text);
 
-    switch(msgType)
+    switch (msgType)
     {
         case INFO: fprintf(stdout, "INFO: "); break;
         case ERROR: fprintf(stdout, "ERROR: "); break;