Fix small bug and spacing

This commit is contained in:
victorfisac 2016-05-21 18:22:15 +02:00
parent c320a21f2b
commit dcd6942ed1
3 changed files with 35 additions and 35 deletions

View File

@ -43,7 +43,7 @@ vec3 CalcPointLight(Light l, vec3 n, vec3 v)
// Specular shading // Specular shading
float spec = 0.0; float spec = 0.0;
if(diff > 0.0) if (diff > 0.0)
{ {
vec3 h = normalize(-l.direction + v); vec3 h = normalize(-l.direction + v);
spec = pow(dot(n, h), 3 + glossiness); spec = pow(dot(n, h), 3 + glossiness);
@ -61,7 +61,7 @@ vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
// Specular shading // Specular shading
float spec = 0.0; float spec = 0.0;
if(diff > 0.0) if (diff > 0.0)
{ {
vec3 h = normalize(lightDir + v); vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness); 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); float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
attenuation = dot(lightToSurface, -lightDir); attenuation = dot(lightToSurface, -lightDir);
float lightToSurfaceAngle = degrees(acos(attenuation)); 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; float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
// Combine diffuse and attenuation // Combine diffuse and attenuation
@ -92,7 +92,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
// Specular shading // Specular shading
float spec = 0.0; float spec = 0.0;
if(diffAttenuation > 0.0) if (diffAttenuation > 0.0)
{ {
vec3 h = normalize(lightDir + v); vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness); spec = pow(dot(n, h), 3 + glossiness);
@ -115,13 +115,13 @@ void main()
vec4 texelColor = texture(texture0, fragTexCoord); vec4 texelColor = texture(texture0, fragTexCoord);
vec3 lighting = colAmbient.rgb; vec3 lighting = colAmbient.rgb;
for(int i = 0; i < lightsCount; i++) for (int i = 0; i < lightsCount; i++)
{ {
// Check if light is enabled // Check if light is enabled
if(lights[i].enabled == 1) if (lights[i].enabled == 1)
{ {
// Calculate lighting based on light type // Calculate lighting based on light type
switch(lights[i].type) switch (lights[i].type)
{ {
case 0: lighting += CalcPointLight(lights[i], n, v); break; case 0: lighting += CalcPointLight(lights[i], n, v); break;
case 1: lighting += CalcDirectionalLight(lights[i], n, v); break; case 1: lighting += CalcDirectionalLight(lights[i], n, v); break;

View File

@ -302,9 +302,9 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
rlBegin(RL_TRIANGLES); rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a); 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)), rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*i)), 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); rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a); 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)), rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
sin(DEG2RAD*(270+(180/(rings + 1))*i)), sin(DEG2RAD*(270+(180/(rings + 1))*i)),
@ -386,7 +386,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
if (radiusTop > 0) if (radiusTop > 0)
{ {
// Draw Body ------------------------------------------------------------------------------------- // 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) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right 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 -------------------------------------------------------------------------------------- // 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(0, height, 0);
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); 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 else
{ {
// Draw Cone ------------------------------------------------------------------------------------- // 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(0, height, 0);
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); 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 ----------------------------------------------------------------------------------------- // 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(0, 0, 0);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); 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 // NOTE: It could be also used for pyramid and cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color) 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(); rlPushMatrix();
rlTranslatef(position.x, position.y, position.z); rlTranslatef(position.x, position.y, position.z);
@ -439,7 +439,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
rlBegin(RL_LINES); rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a); 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) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * 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; int halfSlices = slices / 2;
rlBegin(RL_LINES); rlBegin(RL_LINES);
for(int i = -halfSlices; i <= halfSlices; i++) for (int i = -halfSlices; i <= halfSlices; i++)
{ {
if (i == 0) 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 }; 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 // Fill vertices array with data
//---------------------------------------------------------- //----------------------------------------------------------
@ -1417,7 +1417,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
float vector = VectorDotProduct(raySpherePos, ray.direction); float vector = VectorDotProduct(raySpherePos, ray.direction);
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector); float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
if(d >= 0.0f) collision = true; if (d >= 0.0f) collision = true;
return collision; return collision;
} }
@ -1432,14 +1432,14 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
float vector = VectorDotProduct(raySpherePos, ray.direction); float vector = VectorDotProduct(raySpherePos, ray.direction);
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector); float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
if(d >= 0.0f) collision = true; if (d >= 0.0f) collision = true;
// Calculate collision point // Calculate collision point
Vector3 offset = ray.direction; Vector3 offset = ray.direction;
float collisionDistance = 0; float collisionDistance = 0;
// Check if ray origin is inside the sphere to calculate the correct collision point // 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); else collisionDistance = vector - sqrt(d);
VectorScale(&offset, collisionDistance); VectorScale(&offset, collisionDistance);
@ -1777,11 +1777,11 @@ static Mesh LoadOBJ(const char *fileName)
// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles // First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition) // 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) // NOTE: faces MUST be defined as TRIANGLES (3 vertex per face)
while(!feof(objFile)) while (!feof(objFile))
{ {
fscanf(objFile, "%c", &dataType); fscanf(objFile, "%c", &dataType);
switch(dataType) switch (dataType)
{ {
case '#': // Comments case '#': // Comments
case 'o': // Object name (One OBJ file can contain multible named meshes) 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 // 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 // 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) // TODO: Consider that different meshes can have different vertex data available (position, texcoords, normals)
while(!feof(objFile)) while (!feof(objFile))
{ {
fscanf(objFile, "%c", &dataType); 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 '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'f': fgets(comments, 200, objFile); break;
case 'v': 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); 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 // Third reading pass: Get faces (triangles) data and fill VertexArray
while(!feof(objFile)) while (!feof(objFile))
{ {
fscanf(objFile, "%c", &dataType); 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 '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'v': fgets(comments, 200, objFile); break;
case 'f': case 'f':
@ -2023,7 +2023,7 @@ static Material LoadMTL(const char *fileName)
return material; return material;
} }
while(!feof(mtlFile)) while (!feof(mtlFile))
{ {
fgets(buffer, MAX_BUFFER_SIZE, mtlFile); fgets(buffer, MAX_BUFFER_SIZE, mtlFile);

View File

@ -1397,7 +1397,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
{ {
TraceLog(WARNING, "Framebuffer object could not be created..."); 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_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); 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 // 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) // 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 // Send model transformations matrix to shader
glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform)); 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)); 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)); 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)); DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
} } break;
case LIGHT_SPOT: case LIGHT_SPOT:
{ {
Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); 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); locPoint = glGetUniformLocation(shader.id, locName);
glUniform1f(locPoint, lights[i]->intensity); glUniform1f(locPoint, lights[i]->intensity);
switch(lights[i]->type) switch (lights[i]->type)
{ {
case LIGHT_POINT: case LIGHT_POINT:
{ {
@ -3295,7 +3295,7 @@ static void TraceLog(int msgType, const char *text, ...)
va_list args; va_list args;
va_start(args, text); va_start(args, text);
switch(msgType) switch (msgType)
{ {
case INFO: fprintf(stdout, "INFO: "); break; case INFO: fprintf(stdout, "INFO: "); break;
case ERROR: fprintf(stdout, "ERROR: "); break; case ERROR: fprintf(stdout, "ERROR: "); break;