Review formatting to follow raylib conventions
This commit is contained in:
parent
9047630ae7
commit
962f1c26ff
5 changed files with 61 additions and 74 deletions
17
src/raudio.c
17
src/raudio.c
|
@ -2461,23 +2461,18 @@ static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, f
|
|||
|
||||
float *runningFramesOut = framesOut + (totalOutputFramesProcessed*audioBuffer->converter.channelsOut);
|
||||
|
||||
/* At this point we can convert the data to our mixing format. */
|
||||
// At this point we can convert the data to our mixing format
|
||||
ma_uint64 inputFramesProcessedThisIteration = ReadAudioBufferFramesInInternalFormat(audioBuffer, inputBuffer, (ma_uint32)inputFramesToProcessThisIteration); /* Safe cast. */
|
||||
ma_uint64 outputFramesProcessedThisIteration = outputFramesToProcessThisIteration;
|
||||
ma_data_converter_process_pcm_frames(&audioBuffer->converter, inputBuffer, &inputFramesProcessedThisIteration, runningFramesOut, &outputFramesProcessedThisIteration);
|
||||
|
||||
totalOutputFramesProcessed += (ma_uint32)outputFramesProcessedThisIteration; /* Safe cast. */
|
||||
totalOutputFramesProcessed += (ma_uint32)outputFramesProcessedThisIteration; // Safe cast
|
||||
|
||||
if (inputFramesProcessedThisIteration < inputFramesToProcessThisIteration)
|
||||
{
|
||||
break; /* Ran out of input data. */
|
||||
}
|
||||
if (inputFramesProcessedThisIteration < inputFramesToProcessThisIteration) break; // Ran out of input data
|
||||
|
||||
/* This should never be hit, but will add it here for safety. Ensures we get out of the loop when no input nor output frames are processed. */
|
||||
if (inputFramesProcessedThisIteration == 0 && outputFramesProcessedThisIteration == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
// This should never be hit, but added here for safety
|
||||
// Ensures we get out of the loop when no input nor output frames are processed
|
||||
if ((inputFramesProcessedThisIteration == 0) && (outputFramesProcessedThisIteration == 0)) break;
|
||||
}
|
||||
|
||||
return totalOutputFramesProcessed;
|
||||
|
|
|
@ -3315,7 +3315,8 @@ float GetGamepadAxisMovement(int gamepad, int axis)
|
|||
{
|
||||
float value = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
|
||||
|
||||
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) {
|
||||
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS))
|
||||
{
|
||||
float movement = value < 0.0f ? CORE.Input.Gamepad.axisState[gamepad][axis] : fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]);
|
||||
|
||||
if (movement > value) value = CORE.Input.Gamepad.axisState[gamepad][axis];
|
||||
|
|
107
src/rmodels.c
107
src/rmodels.c
|
@ -4190,39 +4190,36 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform
|
|||
static Model LoadOBJ(const char *fileName)
|
||||
{
|
||||
tinyobj_attrib_t objAttributes = { 0 };
|
||||
tinyobj_shape_t* objShapes = NULL;
|
||||
tinyobj_shape_t *objShapes = NULL;
|
||||
unsigned int objShapeCount = 0;
|
||||
|
||||
tinyobj_material_t* objMaterials = NULL;
|
||||
tinyobj_material_t *objMaterials = NULL;
|
||||
unsigned int objMaterialCount = 0;
|
||||
|
||||
Model model = { 0 };
|
||||
model.transform = MatrixIdentity();
|
||||
|
||||
char* fileText = LoadFileText(fileName);
|
||||
char *fileText = LoadFileText(fileName);
|
||||
|
||||
if (fileText == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "MODEL Unable to read obj file %s", fileName);
|
||||
TRACELOG(LOG_ERROR, "MODEL: [%s] Unable to read obj file", fileName);
|
||||
return model;
|
||||
}
|
||||
|
||||
char currentDir[1024] = { 0 };
|
||||
strcpy(currentDir, GetWorkingDirectory()); // Save current working directory
|
||||
const char* workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
|
||||
if (CHDIR(workingDir) != 0)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
|
||||
}
|
||||
const char *workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness
|
||||
if (CHDIR(workingDir) != 0) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir);
|
||||
|
||||
unsigned int dataSize = (unsigned int)strlen(fileText);
|
||||
|
||||
|
||||
unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
|
||||
int ret = tinyobj_parse_obj(&objAttributes, &objShapes, &objShapeCount, &objMaterials, &objMaterialCount, fileText, dataSize, flags);
|
||||
|
||||
if (ret != TINYOBJ_SUCCESS)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "MODEL Unable to read obj data %s", fileName);
|
||||
TRACELOG(LOG_ERROR, "MODEL: Unable to read obj data %s", fileName);
|
||||
return model;
|
||||
}
|
||||
|
||||
|
@ -4233,52 +4230,51 @@ static Model LoadOBJ(const char *fileName)
|
|||
int lastMaterial = -1;
|
||||
unsigned int meshIndex = 0;
|
||||
|
||||
// count meshes
|
||||
// Count meshes
|
||||
unsigned int nextShapeEnd = objAttributes.num_face_num_verts;
|
||||
|
||||
// see how many verts till the next shape
|
||||
|
||||
// See how many verts till the next shape
|
||||
if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
|
||||
// walk all the faces
|
||||
// Walk all the faces
|
||||
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
|
||||
{
|
||||
if (faceId >= nextShapeEnd)
|
||||
{
|
||||
// try to find the last vert in the next shape
|
||||
// Try to find the last vert in the next shape
|
||||
nextShape++;
|
||||
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces
|
||||
meshIndex++;
|
||||
}
|
||||
else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial)
|
||||
else if ((lastMaterial != -1) && (objAttributes.material_ids[faceId] != lastMaterial))
|
||||
{
|
||||
meshIndex++;// if this is a new material, we need to allocate a new mesh
|
||||
meshIndex++; // If this is a new material, we need to allocate a new mesh
|
||||
}
|
||||
|
||||
lastMaterial = objAttributes.material_ids[faceId];
|
||||
faceVertIndex += objAttributes.face_num_verts[faceId];
|
||||
}
|
||||
|
||||
// allocate the base meshes and materials
|
||||
// Allocate the base meshes and materials
|
||||
model.meshCount = meshIndex + 1;
|
||||
model.meshes = (Mesh*)MemAlloc(sizeof(Mesh) * model.meshCount);
|
||||
model.meshes = (Mesh *)MemAlloc(sizeof(Mesh)*model.meshCount);
|
||||
|
||||
if (objMaterialCount > 0)
|
||||
{
|
||||
model.materialCount = objMaterialCount;
|
||||
model.materials = (Material*)MemAlloc(sizeof(Material) * objMaterialCount);
|
||||
model.materials = (Material *)MemAlloc(sizeof(Material)*objMaterialCount);
|
||||
}
|
||||
else // we must allocate at least one material
|
||||
else // We must allocate at least one material
|
||||
{
|
||||
model.materialCount = 1;
|
||||
model.materials = (Material*)MemAlloc(sizeof(Material) * 1);
|
||||
model.materials = (Material *)MemAlloc(sizeof(Material)*1);
|
||||
}
|
||||
|
||||
model.meshMaterial = (int*)MemAlloc(sizeof(int) * model.meshCount);
|
||||
model.meshMaterial = (int *)MemAlloc(sizeof(int)*model.meshCount);
|
||||
|
||||
// see how many verts are in each mesh
|
||||
unsigned int* localMeshVertexCounts = (unsigned int*)MemAlloc(sizeof(unsigned int) * model.meshCount);
|
||||
// See how many verts are in each mesh
|
||||
unsigned int *localMeshVertexCounts = (unsigned int *)MemAlloc(sizeof(unsigned int)*model.meshCount);
|
||||
|
||||
faceVertIndex = 0;
|
||||
nextShapeEnd = objAttributes.num_face_num_verts;
|
||||
|
@ -4287,23 +4283,22 @@ static Model LoadOBJ(const char *fileName)
|
|||
unsigned int localMeshVertexCount = 0;
|
||||
|
||||
nextShape = 1;
|
||||
if (objShapeCount > 1)
|
||||
nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
|
||||
// walk all the faces
|
||||
// Walk all the faces
|
||||
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
|
||||
{
|
||||
bool newMesh = false; // do we need a new mesh?
|
||||
bool newMesh = false; // Do we need a new mesh?
|
||||
if (faceId >= nextShapeEnd)
|
||||
{
|
||||
// try to find the last vert in the next shape
|
||||
// Try to find the last vert in the next shape
|
||||
nextShape++;
|
||||
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
|
||||
|
||||
newMesh = true;
|
||||
}
|
||||
else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial)
|
||||
else if ((lastMaterial != -1) && (objAttributes.material_ids[faceId] != lastMaterial))
|
||||
{
|
||||
newMesh = true;
|
||||
}
|
||||
|
@ -4321,50 +4316,52 @@ static Model LoadOBJ(const char *fileName)
|
|||
faceVertIndex += objAttributes.face_num_verts[faceId];
|
||||
localMeshVertexCount += objAttributes.face_num_verts[faceId];
|
||||
}
|
||||
|
||||
localMeshVertexCounts[meshIndex] = localMeshVertexCount;
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
// allocate the buffers for each mesh
|
||||
// Allocate the buffers for each mesh
|
||||
unsigned int vertexCount = localMeshVertexCounts[i];
|
||||
|
||||
model.meshes[i].vertexCount = vertexCount;
|
||||
model.meshes[i].triangleCount = vertexCount / 3;
|
||||
|
||||
model.meshes[i].vertices = (float*)MemAlloc(sizeof(float) * vertexCount * 3);
|
||||
model.meshes[i].normals = (float*)MemAlloc(sizeof(float) * vertexCount * 3);
|
||||
model.meshes[i].texcoords = (float*)MemAlloc(sizeof(float) * vertexCount * 2);
|
||||
model.meshes[i].colors = (unsigned char*)MemAlloc(sizeof(unsigned char) * vertexCount * 4);
|
||||
model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3);
|
||||
model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3);
|
||||
model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
|
||||
model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4);
|
||||
}
|
||||
|
||||
MemFree(localMeshVertexCounts);
|
||||
localMeshVertexCounts = NULL;
|
||||
|
||||
// fill meshes
|
||||
// Fill meshes
|
||||
faceVertIndex = 0;
|
||||
|
||||
nextShapeEnd = objAttributes.num_face_num_verts;
|
||||
|
||||
// see how many verts till the next shape
|
||||
// See how many verts till the next shape
|
||||
nextShape = 1;
|
||||
if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
lastMaterial = -1;
|
||||
meshIndex = 0;
|
||||
localMeshVertexCount = 0;
|
||||
|
||||
// walk all the faces
|
||||
// Walk all the faces
|
||||
for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++)
|
||||
{
|
||||
bool newMesh = false; // do we need a new mesh?
|
||||
bool newMesh = false; // Do we need a new mesh?
|
||||
if (faceId >= nextShapeEnd)
|
||||
{
|
||||
// try to find the last vert in the next shape
|
||||
// Try to find the last vert in the next shape
|
||||
nextShape++;
|
||||
if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset;
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces
|
||||
else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces
|
||||
newMesh = true;
|
||||
}
|
||||
// if this is a new material, we need to allocate a new mesh
|
||||
|
||||
// If this is a new material, we need to allocate a new mesh
|
||||
if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true;
|
||||
lastMaterial = objAttributes.material_ids[faceId];
|
||||
|
||||
|
@ -4375,8 +4372,7 @@ static Model LoadOBJ(const char *fileName)
|
|||
}
|
||||
|
||||
int matId = 0;
|
||||
if (lastMaterial >= 0 && lastMaterial < (int)objMaterialCount)
|
||||
matId = lastMaterial;
|
||||
if ((lastMaterial >= 0) && (lastMaterial < (int)objMaterialCount)) matId = lastMaterial;
|
||||
|
||||
model.meshMaterial[meshIndex] = matId;
|
||||
|
||||
|
@ -4386,19 +4382,15 @@ static Model LoadOBJ(const char *fileName)
|
|||
int normalIndex = objAttributes.faces[faceVertIndex].vn_idx;
|
||||
int texcordIndex = objAttributes.faces[faceVertIndex].vt_idx;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
model.meshes[meshIndex].vertices[localMeshVertexCount * 3 + i] = objAttributes.vertices[vertIndex * 3 + i];
|
||||
for (int i = 0; i < 3; i++) model.meshes[meshIndex].vertices[localMeshVertexCount*3 + i] = objAttributes.vertices[vertIndex*3 + i];
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
model.meshes[meshIndex].normals[localMeshVertexCount * 3 + i] = objAttributes.normals[normalIndex * 3 + i];
|
||||
for (int i = 0; i < 3; i++) model.meshes[meshIndex].normals[localMeshVertexCount*3 + i] = objAttributes.normals[normalIndex*3 + i];
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + i] = objAttributes.texcoords[texcordIndex * 2 + i];
|
||||
for (int i = 0; i < 2; i++) model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + i] = objAttributes.texcoords[texcordIndex*2 + i];
|
||||
|
||||
model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1];
|
||||
model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1];
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
model.meshes[meshIndex].colors[localMeshVertexCount * 4 + i] = 255;
|
||||
for (int i = 0; i < 4; i++) model.meshes[meshIndex].colors[localMeshVertexCount*4 + i] = 255;
|
||||
|
||||
faceVertIndex++;
|
||||
localMeshVertexCount++;
|
||||
|
@ -4412,8 +4404,7 @@ static Model LoadOBJ(const char *fileName)
|
|||
tinyobj_shapes_free(objShapes, objShapeCount);
|
||||
tinyobj_materials_free(objMaterials, objMaterialCount);
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
UploadMesh(model.meshes + i, true);
|
||||
for (int i = 0; i < model.meshCount; i++) UploadMesh(model.meshes + i, true);
|
||||
|
||||
// Restore current working directory
|
||||
if (CHDIR(currentDir) != 0)
|
||||
|
|
|
@ -2325,9 +2325,9 @@ static Font LoadBMFont(const char *fileName)
|
|||
// Convert hexadecimal to decimal (single digit)
|
||||
static unsigned char HexToInt(char hex)
|
||||
{
|
||||
if (hex >= '0' && hex <= '9') return hex - '0';
|
||||
else if (hex >= 'a' && hex <= 'f') return hex - 'a' + 10;
|
||||
else if (hex >= 'A' && hex <= 'F') return hex - 'A' + 10;
|
||||
if ((hex >= '0') && (hex <= '9')) return hex - '0';
|
||||
else if ((hex >= 'a') && (hex <= 'f')) return hex - 'a' + 10;
|
||||
else if ((hex >= 'A') && (hex <= 'F')) return hex - 'A' + 10;
|
||||
else return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -3567,7 +3567,7 @@ void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color co
|
|||
ImageDrawLine(dst, x1, y1, x2, y2, color);
|
||||
|
||||
// Determine if the line is more horizontal or vertical
|
||||
if (dx != 0 && abs(dy/dx) < 1)
|
||||
if ((dx != 0) && (abs(dy/dx) < 1))
|
||||
{
|
||||
// Line is more horizontal
|
||||
// Calculate half the width of the line
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue