From 0fa295c72ddaff928dc883bb29b785d8be063154 Mon Sep 17 00:00:00 2001 From: Ray Date: Fri, 23 Jul 2021 18:16:08 +0200 Subject: [PATCH] Review formating to follow raylib style conventions --- examples/shaders/shaders_shapes_outline.c | 32 +++++------ src/models.c | 66 +++++++++++------------ 2 files changed, 46 insertions(+), 52 deletions(-) diff --git a/examples/shaders/shaders_shapes_outline.c b/examples/shaders/shaders_shapes_outline.c index 591feb6a0..d70f7645d 100644 --- a/examples/shaders/shaders_shapes_outline.c +++ b/examples/shaders/shaders_shapes_outline.c @@ -1,7 +1,7 @@ /******************************************************************************************* * -* raylib [shaders] example - Apply an outline to a texture -* +* raylib [shaders] example - Apply an shdrOutline to a texture +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -31,15 +31,15 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an shdrOutline to a texture"); - Texture2D egg = LoadTexture("resources/egg.png"); - Texture2D torus = LoadTexture("resources/torus.png"); - Shader outline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); + Texture2D egg = LoadTexture("resources/egg.png"); + Texture2D torus = LoadTexture("resources/torus.png"); + Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/shdrOutline.fs", GLSL_VERSION)); - float oScale = 16.0; - float tScale[2] = { 16.0f*4, 16.0f*4 }; - SetShaderValue(outline, GetShaderLocation(outline, "texScale"), tScale, SHADER_UNIFORM_VEC2); + float outlineScale = 16.0f; + float textureScale[2] = { 16.0f*4, 16.0f*4 }; + SetShaderValue(shdrOutline, GetShaderLocation(shdrOutline, "texScale"), textureScale, SHADER_UNIFORM_VEC2); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -58,12 +58,12 @@ int main(void) ClearBackground(RAYWHITE); - BeginShaderMode(outline); - DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, oScale, WHITE); - DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, oScale, WHITE); + BeginShaderMode(shdrOutline); + DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, outlineScale, WHITE); + DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, outlineScale, WHITE); EndShaderMode(); - DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY); + DrawText("Shader-based shdrOutlines for textures", 190, 200, 20, LIGHTGRAY); DrawFPS(710, 10); @@ -73,9 +73,9 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - UnloadTexture(egg); - UnloadTexture(torus); - UnloadShader(outline); + UnloadTexture(egg); + UnloadTexture(torus); + UnloadShader(shdrOutline); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/src/models.c b/src/models.c index da9219bff..856d334d9 100644 --- a/src/models.c +++ b/src/models.c @@ -2652,19 +2652,15 @@ BoundingBox GetMeshBoundingBox(Mesh mesh) // Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html void GenMeshTangents(Mesh *mesh) { - - if (mesh->tangents == NULL) + if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); + else { - mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); - } - else - { RL_FREE(mesh->tangents); - mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); + mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); } - Vector3* tan1 = (Vector3*)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); - Vector3* tan2 = (Vector3*)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); + Vector3 *tan1 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); + Vector3 *tan2 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); for (int i = 0; i < mesh->vertexCount; i += 3) { @@ -2691,7 +2687,7 @@ void GenMeshTangents(Mesh *mesh) float t2 = uv3.y - uv1.y; float div = s1*t2 - s2*t1; - float r = (div == 0.0f) ? 0.0f : 1.0f/div; + float r = (div == 0.0f)? 0.0f : 1.0f/div; Vector3 sdir = { (t2*x1 - t1*x2)*r, (t2*y1 - t1*y2)*r, (t2*z1 - t1*z2)*r }; Vector3 tdir = { (s1*x2 - s2*x1)*r, (s1*y2 - s2*y1)*r, (s1*z2 - s2*z1)*r }; @@ -2706,53 +2702,51 @@ void GenMeshTangents(Mesh *mesh) } // Compute tangents considering normals - for (int i = 0; i < mesh->vertexCount; ++i) + for (int i = 0; i < mesh->vertexCount; i++) { Vector3 normal = { mesh->normals[i*3 + 0], mesh->normals[i*3 + 1], mesh->normals[i*3 + 2] }; Vector3 tangent = tan1[i]; // TODO: Review, not sure if tangent computation is right, just used reference proposed maths... - #if defined(COMPUTE_TANGENTS_METHOD_01) +#if defined(COMPUTE_TANGENTS_METHOD_01) Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent))); tmp = Vector3Normalize(tmp); mesh->tangents[i*4 + 0] = tmp.x; mesh->tangents[i*4 + 1] = tmp.y; mesh->tangents[i*4 + 2] = tmp.z; mesh->tangents[i*4 + 3] = 1.0f; - #else +#else Vector3OrthoNormalize(&normal, &tangent); mesh->tangents[i*4 + 0] = tangent.x; mesh->tangents[i*4 + 1] = tangent.y; mesh->tangents[i*4 + 2] = tangent.z; - mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f) ? -1.0f : 1.0f; - #endif + mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f)? -1.0f : 1.0f; +#endif } RL_FREE(tan1); RL_FREE(tan2); - - if (mesh->vboId != NULL) - { - - if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0) - { - // Upate existing vertex buffer - rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0); - } - else - { - // Load a new tangent attributes buffer - mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false); - } - - rlEnableVertexArray(mesh->vaoId); - rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(4); - rlDisableVertexArray(); - } + if (mesh->vboId != NULL) + { + if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0) + { + // Upate existing vertex buffer + rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0); + } + else + { + // Load a new tangent attributes buffer + mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false); + } + + rlEnableVertexArray(mesh->vaoId); + rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(4); + rlDisableVertexArray(); + } - TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh"); + TRACELOG(LOG_INFO, "MESH: Tangents data computed and uploaded for provided mesh"); } // Compute mesh binormals (aka bitangent)