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
float spec = 0.0;
if(diff > 0.0)
if (diff > 0.0)
{
vec3 h = normalize(-l.direction + v);
spec = pow(dot(n, h), 3 + glossiness);
@ -61,7 +61,7 @@ vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
// Specular shading
float spec = 0.0;
if(diff > 0.0)
if (diff > 0.0)
{
vec3 h = normalize(lightDir + v);
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);
attenuation = dot(lightToSurface, -lightDir);
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;
// Combine diffuse and attenuation
@ -92,7 +92,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
// Specular shading
float spec = 0.0;
if(diffAttenuation > 0.0)
if (diffAttenuation > 0.0)
{
vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness);
@ -115,13 +115,13 @@ void main()
vec4 texelColor = texture(texture0, fragTexCoord);
vec3 lighting = colAmbient.rgb;
for(int i = 0; i < lightsCount; i++)
for (int i = 0; i < lightsCount; i++)
{
// Check if light is enabled
if(lights[i].enabled == 1)
if (lights[i].enabled == 1)
{
// Calculate lighting based on light type
switch(lights[i].type)
switch (lights[i].type)
{
case 0: lighting += CalcPointLight(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);
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)),
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);
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)),
sin(DEG2RAD*(270+(180/(rings + 1))*i)),
@ -386,7 +386,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
if (radiusTop > 0)
{
// 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+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 --------------------------------------------------------------------------------------
for(int i = 0; i < 360; i += 360/sides)
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, height, 0);
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
{
// 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(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 -----------------------------------------------------------------------------------------
for(int i = 0; i < 360; i += 360/sides)
for (int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, 0, 0);
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
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();
rlTranslatef(position.x, position.y, position.z);
@ -439,7 +439,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
rlBegin(RL_LINES);
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+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
@ -500,7 +500,7 @@ void DrawGrid(int slices, float spacing)
int halfSlices = slices / 2;
rlBegin(RL_LINES);
for(int i = -halfSlices; i <= halfSlices; i++)
for (int i = -halfSlices; i <= halfSlices; i++)
{
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 };
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
//----------------------------------------------------------
@ -1417,7 +1417,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
float vector = VectorDotProduct(raySpherePos, ray.direction);
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
if(d >= 0.0f) collision = true;
if (d >= 0.0f) collision = true;
return collision;
}
@ -1432,14 +1432,14 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
float vector = VectorDotProduct(raySpherePos, ray.direction);
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
if(d >= 0.0f) collision = true;
if (d >= 0.0f) collision = true;
// Calculate collision point
Vector3 offset = ray.direction;
float collisionDistance = 0;
// 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);
VectorScale(&offset, collisionDistance);
@ -1777,11 +1777,11 @@ static Mesh LoadOBJ(const char *fileName)
// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
// 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)
while(!feof(objFile))
while (!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
switch(dataType)
switch (dataType)
{
case '#': // Comments
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
// 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)
while(!feof(objFile))
while (!feof(objFile))
{
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 '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);
// Third reading pass: Get faces (triangles) data and fill VertexArray
while(!feof(objFile))
while (!feof(objFile))
{
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 'f':
@ -2023,7 +2023,7 @@ static Material LoadMTL(const char *fileName)
return material;
}
while(!feof(mtlFile))
while (!feof(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...");
switch(status)
switch (status)
{
case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); 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
// 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
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));
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));
}
} break;
case LIGHT_SPOT:
{
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);
glUniform1f(locPoint, lights[i]->intensity);
switch(lights[i]->type)
switch (lights[i]->type)
{
case LIGHT_POINT:
{
@ -3295,7 +3295,7 @@ static void TraceLog(int msgType, const char *text, ...)
va_list args;
va_start(args, text);
switch(msgType)
switch (msgType)
{
case INFO: fprintf(stdout, "INFO: "); break;
case ERROR: fprintf(stdout, "ERROR: "); break;