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

@ -1,7 +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
//--------------------------------------------------------------------------------------

View File

@ -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)