Review formating to follow raylib style conventions

This commit is contained in:
Ray 2021-07-23 18:16:08 +02:00
parent 4a01139c8d
commit 0fa295c72d
2 changed files with 46 additions and 52 deletions

View file

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* 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));
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);
@ -75,7 +75,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadTexture(egg);
UnloadTexture(torus);
UnloadShader(outline);
UnloadShader(shdrOutline);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View file

@ -2652,11 +2652,7 @@ 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)
{
mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
}
if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
else
{
RL_FREE(mesh->tangents);
@ -2706,7 +2702,7 @@ 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];
@ -2731,10 +2727,8 @@ void GenMeshTangents(Mesh *mesh)
RL_FREE(tan1);
RL_FREE(tan2);
if (mesh->vboId != NULL)
{
if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
{
// Upate existing vertex buffer
@ -2752,7 +2746,7 @@ void GenMeshTangents(Mesh *mesh)
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)